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KOSC presents: Diego Del Llano's Puerto Vallarta Growables - Icon Vallarta
Diego's Puerto Vallarta Growables is a new series of re-lots featuring @Diego Del Llano's fantastic BATs that were based in his hometown. As quite of few of these buildings had their bases graciously removed for lotting, I've decided to take another step beyond just converting them into growables. This first release will cover Icon Vallarta, a luxurious condo building located on the beachfront in Puerto Vallarta.
The building was lotted in several different configurations, from your typical small footprint growable to a massive two and three tower complex. Some lots take advantage of the fact that the real-life version is located in a tropical climate. Thus, several lot will have palm trees and tropical plants as its primary flora source. The layout of the largest complex in particular is loosely based off its actual real-life counterpart from the layout of the entrances down to the relative placement of the pool and the buildings.
Included in the following package are a total of 5 lots: All are R§§§ growables.
The included growable lots will provide occupancy anywhere from 915 R§§§ to 2738 R§§§ sims, based on the number of buildings in the lot. The lots themselves are offered in the following configurations.
3x2 front, stage 8; 3x3 front, stage 7; 4x4 left corner, stage 7 for the single tower variant 6x8 front, stage 6 for the dual tower variant 6x10 front, stage 7 for the triple tower variant Detailed stats and information can be found in the enclosed README.
Drop the files in your My Documents/SimCity 4/Plugins folder. Since the original buildings used separate IDs for both the MaxisNite and DarkNite models, two separate zips are included at your convenience.
Icon Vallarta Props
SHK Parking Pack BSC MEGA Props SG Vol. 1 BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 LBT MEGA Prop Pack Vol. 1 AnyOne for Tennis VIP girafe maples v2 VIP girafe Canary date palms Textures
NDEX Texture Set Vol. 1 SuperSHK MEGA Parking Textures SuperSHK+ FA3 Parking Textures Acknowledgements
Credit goes to Diego Del Llano for the original BAT! Additional thanks to all the content creators behind the props/textures packs that made this set possible.
Welcome to the Lot - Help thread.
This forum's moderators are: @Jasoncw@JP Schriefer@MushyMushy@T Wrecks@Toothless Stitch@elavery@Terring
Below are links to the different sections of this thread.
A list of links which you might find useful.
If you need help, or have any lotting related questions, you can post about your problem in this thread and someone will try to help you. Over time, an archive of questions and answers will develop, which you will be able to browse through to see if someone else has already had the same problem as you. This thread is the right place to post questions for anything lot related.
By Mary miller
Well hello everyone. I see alot of new names. I am going to be doing some bats and designs for the Mod Sim Mars Beta 3 release.
My first step will be drawings
second step will be creating the bats them selves.
I am starting from the ground up since it has been a number of years since I have done any thing with simcity at all.
I am back and I am here to stay untill this wonderful site is gone.
KOSC presents: King's Community & Regional Park Pack, Volume 2
King's Community & Regional Park Pack continues with volume 2 of 2 and much like the first set, covers a myriad of park types. Volume 2 has a heavier focus towards sports courts and complexes and as such, you'll see plenty of new (and renewed) tennis courts, baseball, softball and soccer/football fields for your Sims.
Included in the following package is a set of custom textures and 36 park lots. Additionally there are a set of dugouts by @Glenni and a grouping of parked cars by @MushyMushy, both of whom were kind enough to provide these props for the set.
The parks in this set are broken down into the following categories.
Community Parks - 5 lots: These are the standard community parks similar to the ones in the previous volume.
Royal Trails - 6 lots: This is a set of semi-modular aimed at filling the in-between areas of your wealthier neighborhoods.
Tennis Parks - 4 lots: Tennis-centric lots ranging from small community courts to a large center. Contains a redux (will not override) of the original Green Green Tennis Greens.
Sports Fields - 16 lots: Contains different rotations of soccer fields as well as multi-wealth variants of diagonal and orthogonal softball fields.
Abandoned Parks - 2 lots: These parks are already partially reclaimed by nature and would look great in a post-apocalyptic setting.
Sports Complexes - 3 lots: Large-scale multi-field complexes. Very powerful parks that can massively stimulate city growth.
Park stats are generally designed around their respective wealth. In general:
Low Wealth: No R§§§ relief, 50% R§§ relief, full R§ relief. Massively reduced landmark effect (value), park effect (value and radius) and monthly costs. Medium Wealth: 50% R§§§ relief, full R§ and R§§ relief. Moderately reduced park effect (value) High Wealth: Full residential cap relief. Full landmark effect, park effect with increased water consumption and monthly costs. In addition, all parks share the following property:
Air pollution reduction, light water pollution (both grow with respect to park size) Tennis Parks follow a different formula (inverted values, with full R§§§ relief and weaker relief for R§§ and R§).
Sports Fields have generally fixed cap and park values determined only by wealth and type (softball/baseball/soccer). These fields do not provide a landmark effect. In particular, lower wealth baseball and softball fields will generate minor amounts of garbage as well.
Abandoned Parks are extremely weak as parks, providing little to no park effect and cap relief and even generating a bit of garbage! They're offset by being especially cheap to plop and free of maintenance costs.
Sports Complexes boast massive amounts of cap relief (progressively weaker by higher wealth) and a massive park effect radius but a much weaker effect value. They are also expensive to plop and have relatively high maintenance costs.
The Royal Trails set of parks appear near the top of the parks menu while the rest should slot in-between and after the Maxis parks.
Detailed stats and information can be found in the enclosed README.
Drop the files in your My Documents/SimCity 4/Plugins folder. If you want to use DAMN (optional), seen the additional instructions below.
DAMN Users Only
There is a second zip file included that contains DAMN menus for these parks.
You will need DAMN for these menus to show up/work.
Merge the DAMN folder in the zip with the one inside the SimCity 4 install directory Plugins folder (not documents).
For CD/DVD users, the default is - C:/Program Files (x86)/Maxis/SimCity 4/Plugins/DAMN/
For Steam users, the default is - C:/Program Files (x86)/Steam/SteamApps/common/SimCity 4 Deluxe/Plugins/DAMN/
Drop the zzzzzz_DAMN_Hidden folder into your standard My Documents/SimCity 4/Plugins folder if you want to hide the lots from the normal menus in-game. If you still want access to the original menu icons, feel free to delete this folder entirely.
This pack uses another set of textures not included as part of any of my previous dependency packs. The repository will be available soon.
Due to the sheer size of this set relative to the first and the need for more variety, the dependency list grows just a bit. These are limited to some more of girafe's HD flora and the Light Replacement Mod. As before, If you've downloaded any of my previous works then you should have a good majority of the required dependencies already.
SHK Parking Pack BSC MEGA Props SG Vol. 1 Maxis Prop Names and Query Fix BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 AnyOne for Tennis VIP girafe elms VIP girafe beeches VIP girafe lindens VIP girafe maples v2 VIP girafe birches VIP girafe Walnut trees VIP girafe Canary date palms VIP girafe villa Libeskind (for the hedges) VIP girafe feather grass VIP girafe cattails Light Replacement Mod v4.0 Mega Pack (light props only) Dugout & Car Park Props (Included) Textures
BSC Textures Vol. 1 BSC Textures Vol. 2 BSC Texture Pack Cycledogg V01 SuperSHK MEGA Parking Textures Superpaths Pathway Textures Community & Regional Park Pack, Vol. 1 (for the first set of Community Park Textures) Community Park Textures 2 (Included) Acknowledgements
Thank you to all the content creators behind the props/textures packs that made this set possible!
Huge thanks to MushyMushy for providing the custom vehicle props for the tennis parks and Glenni for providing the baseball/softball dugout models!
Additional thanks goes out to rivit for his Bender tool and rsc204 & rivit for their work GoFSH work that made my texture creation a rather painless process.
Lot Editor and Plug-in Manager Forum Archive 2016
This thread contains all of the stray topics created in 2016 in the Lot Editor and Plug-in Manager forum. This thread serves to condense those topics into one topic before merging into the new SC4 BAT & Lot Workshop forum.
However, all of the posts from the original threads are merged chronologically, which means that if two threads were posted in during the same time span, their posts will be mixed together, making it harder to read. To help with this, the title of original thread has been edited into the original first post of each thread.
Remember that you can use Ctrl+F to search through your current page.
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Lot editor problem
I created my first simple building according to the BAT essentials tutorials and tried to put it on a lot with the Lot Editor.
It's a 1x2 tile building. But I cannot place it correctly on the lot (no matter if it's a 2x3 or 3x3 lot:
When I try to place it at the road in the right window I can move it to the road but in the left window which shows the result it's in the backwards area. And this is indeed the final position after saving and testing it in the game.
When I turn the building around it's in the middle of the street when I move it to the forward part of the lot:
An additional problem is that the Lot Editor creates a lot with nonsensical values for the Zone Types: 0x04, 0x05 and 0x06:
Of course I can change that and then I can plop the building in the game but this values I think should not appear in the first place.
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