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Just like a bad penny, I'm back.

I've tried searching without any luck. My game doesn't report any missing plugins. From the downloaded files I seem to have all dependencies as far as I can tell. Yet I still seem to be missing certain parts of the City Walls, 1100AD prop sets. My little stand alone buildings are there but the city walls simply show a street and grass area.

Refer to the attached pictures. The menu says the first is a city wall with roof diagonal 1100AD. These are the diagonal plops (?). One says left end and the other right end, yet they display identical. No wall, no roof, no anything. The other pictures with straight streets are supposed to be a city wall with staircase and the other is titled city wall from 1100AD with roof. I've included some pieces that I guess are correct. The one is a single piece of a "barn" then there is a completed (one of many possibilities) building. There is also the cathedral of which I added two wings of what are supposed to be palace puzzle pieces. Those palace pieces do not seem to go with anything, even the other palace pieces, as the roof lines don't seem to match. I also tried them on a tower that is part of the puzzle set, there is also a guard shack and an entrance piece.

I originally thought these were part of Paeng's castle wall and walk sets but there doesn't seem to be a relationship. The downloaded files (zipped) only have the lots and dat files....no instructions or dependencies listed.

Is there anyone out there that might know what I'm missing? CorinaMarie I searched your dependency tables but without the game reporting missing prop packs, I don't have a clue as to where to look.

Thanks so very much all you guru's for your help...past, present, and future.

John

castle test-Nov. 4, 081504364009.png

castle test-Aug. 7, 081504363793.png

castle test-Jul. 13, 081504363704.png

castle test-May. 26, 081504368311.png

castle test-Jul. 10, 081504368463.png

castle test-Jun. 8, 081504368365.png

castle test-Jun. 23, 081504368428.png

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Looking into this a wee bit, it appears you need:

  1. Castle 1100 AD puzzel pieces
    1. Castle 1100 AD prop pack 1
  2. City walls 1100 AD puzzel pieces
    1. City wall 1100 AD prop pack
    2. Marrast's Embankment Set (mrrst_emb_textures.dat only)
    3. BSC CurvedEdgePaths v1 in some non-linked BSC Mega Textures Pack

Looking at this part:

Quote

Dependencies

City wall 1100 AD prop pack

 

mrrst_emb_textures

This is to be found in the Embankment set made by Marrast.

Unfortunatly this is no longer available from the STEX.

1-You can do without it.

2 -You can download the set from this German site

http://www.ingame.de/objectbase/index.php?action=category&cid=26&start=1

look for 'Kaimauern-Set'

3- You can download the set from this link made available by paulvmontfort .

https://www.simtropolis.com/forum/messageview.cfm?catid=42&threadid=72150&STARTPAGE=2&FTVAR_FORUMVIEWTMP=Linear

If you don't have this set yet, get it fast, it is a must have.

 

BSC CurvedEdgePaths v1

To be found in the BSC Mega textures pack

I believe # 1 is now the Marrast Set. I looked in the zip and that .dat file is in there. (This set was missing from the STEX for a long while, but now it's back.)

It seems # 2 & 3 are other places one might look for the Marrast set. Both linkys are worthless now. (If these are indeed for the Marrast Set, they are no longer needed.)

The final dependency would be the BSC CurvedEdgePaths v1. The other gurus like @Yarahi will prolly know exactly which Mega Pack those are in. Once we know that we can update the City Wall STEX page with new, good linkys.

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  • Original Poster
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    Thanks Corina, As usual with Murphy around, after I posted my request (after searching BTW with no results) I stumbled across the guy's page that made most of these. While I seem to have them, I am downloading and installing once again. We will see what happens.

    John

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    4 minutes ago, jschlegel48 said:

    I am downloading and installing once again. We will see what happens.

    Let us know so we can fix up that STEX page. Most especially, did you find where those Curved Paths can be downloaded? (As in which mega pack are they in?)


    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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  • Original Poster
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    I downloaded the BSC Mega textures that I found....maybe in one of them?

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    FWIW, I got the same results with the walls as you show with your pictures if City wall 1100 AD prop pack was not in my Plugins folder. 

    Marrast's Embankment Set is also available over at SC4D (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1700), but that set requires Marrast MEGA Pack Vol01 (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1177 ).  It appears the download here includes the contents of the Mega Pack (or perhaps what would become the Mega Pack).  Since I got my version of the Embankment Set from the LEX, I also had the Mega Pack.  For the LEX  files, it appears that only the Mega Pack is needed, not the full embankment set.

    BSC Textures Vol 01.dat for the curved paths (as far as I can tell).  All lots that showed missing textures (which is what a path would be) resolve correctly when this texture pack is added to Plugins.

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    1 hour ago, twalsh102 said:

    BSC Textures Vol 01.dat for the curved paths (as far as I can tell).  All lots that showed missing textures (which is what a path would be) resolve correctly when this texture pack is added to Plugins.

    Now I'm confuzzled. I've installed the 4 Castle downloads, mrrst_emb_texture.dat from the STEX, and BSC Textures Vol 01 (v1.0) which contains: BSC Textures Vol 01.dat. The Remove List specifically shows: BSC_CurvedEdgePaths_v1.dat as one of them this should replace.

    DataNode says I'm still missing 26 FSH.

    59ab083fb3cc6_img180625MissingFsh.thumb.jpg.e4d1063f2853412246205a1d54f95b6e.jpg

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    @CorinaMarie:  Based on the one Lot exemplar you show, somehow SimCity_2.dat is not getting scanned by DataNode.   According to my scan, that is the source of the one FSH used by that particular lot.  It is the source of the single FSH in all the Castle 1100 AD puzzel pieces lots, as well as at least one of the FSH in all of the City wall 1100 AD puzzel pieces lots.

    BTW, which version of DataNode are you using?  0.9.6 is the latest available.  I ask this because it appears you are scanning only your Plugins folder in this screenshot.  I vaguely remember reporting a similar problem (file/directory scans not correctly reporting missing dependencies) to rivit.  He fixed the issue, which is one of the reasons for the update to 0.9.6 from the previously available version.  If you were to look at those lots in the primary scan of your entire environment, I bet they would show as being OK.

     

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    23 minutes ago, twalsh102 said:

    BTW, which version of DataNode are you using?  0.9.6 is the latest available.

    Yep. I have 0.9.6. It turns out I was the cause of my own error up there. I only scanned the Plugins folder and not the environment.  *:blush: Scanning the environment first then my plugins and it shows no missing deps in the plugins itself.

    Oddly tho, now I get 152 missing dependencies in the environment section. Spot checking they are mostly in SimCity_1.dat and some SimCity_2.dat ranging from Highway pieces to foundations to props to one flora cactus to some crime stuff and then back to highway for 3 arches. :O What's missing seems to be lots of LTEXT and S3D, at least one ATC, a PATHB, a cohort, and yet I've not noticed anything goofy while playing. o.O

     

    But, back on topic. The Castles and Walls and Marrast pieces all seem fine. I've been playing with them since my last post. *;)

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    Slightly off topic -

    FYI, there are two preference you can enable in DataNode that might make things "easier(?)"

    Enabling "Scan Environment at Startup" does just that. As soon as it DataNode opens, it automatically scans your entire environment.  Since there is very little custom content out there that doesn't use some part of the in-game files (props, textures, UIs, models, etc), it doesn't make sense not to do this every time.  Then (as you found out), you can zero in on the specific items you're interested in.  The only downside to this is time.  The time necessary to complete a scan is obviously going to depend on the size of your Plugins folder.  My longest scan to date was 8+ minutes.  The good news on this front is that DataNode appears to use some sort of cache.  So while an initial scan may take a while, as you maybe add or subtract things from your Plugins folder, or maybe make changes to Exemplars, and need to re-scan, subsequent scans will usually take much less time.

    Enabling "Ignore missing LTEXT dependencies" again does just that.  Most of the missing LTEXTs I've run across over time appear to (supposedly) come from the game.  By enabling this option, you can spend your time homing in on those missing dependencies that actually make a difference in game play.

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  • Original Poster
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    After reloaded all the 1000AD plug-ins and their dependencies (or equivalent in the case of updated items), seems everything works as designed. Thanks folks.

    John

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