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[2010] Lot Editor and Plug-in Manager - Forum Archive

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If "Save" is not available, the building is most likely in a reward chain or otherwised blocked from direct editing in the LE. This is because rewards scripts rely on a specific ID, and if you edit a lot and create a new copy, the ID might be changed. The only way to edit those Maxis lots that are usually blocked is by making a copy of the original lot exemplar file in the Reader, make a new lot and copy the lot design to the original lot copy. This is how I made my SFBT Church and Cemetery Mod that is available at SC4D. This requires a bit of modding knowledge for the Reader, though - if you're up to it, I'll try to explain briefly.

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Ok, then here's a short walk-through what to do: Open SimCity_1.dat with the Reader and start the Exemplar Analyser. Click on the Search button and then use the Tree view to find the lot exemplar file that you want to change. It might be a good idea to collect all lots that you want to edit and put them in a DAT for easier access. So right-click on each lot exemplar file and select "Add to patch". Once you're done, close the Analyser and select "Save recorded exemplars" from the "File" menu. Save them as a new DAT file in your plugins folder.

Now, start the Lot Editor and edit all lots to your linking, and save them (with "Save as", where not possible otherwise). What you now need to do is copying your new lot design to the original lot exemplar files. Open the new lots with the Reader, select the lot exemplar file and copy all "LotConfigPropertyLotObjectData" lines that start with 0x00000001 (props), 0x00000004 (flora) and 0x00000002 (textures). Be careful that you don't pick the line that starts with 0x00000000 as well, as this one holds the ID of the original building. After selecting the lines, right-click and choose "Copy properties".

Ideally, you should open another instande of the Reader and load your DAT with the exported lot exemplar files. Pick the correct one, select all "LotConfigPropertyLotObjectData" here, right-click and choose "Delete", then right-click again and choose "Paste properties". It will take a moment until everything is inserted, then right-click yet again and selet "Reindex LotConfig". Now save the DAT, and from now on, your Maxis buildings should have your custom lot design. It might be a good idea to bulldoze them before editing the files, but it should be even possible to do it afterwards, as long as you don't change any IDs apart from the props an textures layout.

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Last Online: A long, long time ago... 
 

someone helpppp :(

im new at creating anything really for this game i love the game but i just cant figure out how to make an office building of anytype and ive read through alll this stuff and im just dumb with understanding things lol so if anyone would be nice enough to explain how to create a brand new building i would be very grateful 4.gif

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Thank you, Andreas! This worked for me when I editted the Large Primary School! 44.gif

The .dat file is incompatible with the civic building construction mod, though. I'll get used to the "instant plopped buildings" again, as the changes I can do have a higher priority then only the (eye-candy) construction.

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Hmm, it might be worth checking what the difference is between the two. If I'm done with editting (kind of all) Maxis buildings, I'll look more closely towards the mod and the building exemplars.

And thank you again! 4.gif

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What now?

Hello everyone

I've got this beautiful Residental building, but it's too large to get it to grow...

(I know the 2 "tricks"/"ways": 1) build, while whole zone is under construction (its hard to get that much zoned area to grow at the same time); 2) create large zone with Ctrl+drag (this just doesn't work... search for my posts, nobody seems to be able to help me on this...))

... so I want to create a Commercial Version of the building, that I then can plop with BuildingPlop...

What I've got:

- copies (renamed) of original building:

.SC4desc - file

.SC4model -  file

.SC4lot - file

- SC4 Tool

- SC4 Lot Editor

But from this point on, I don't know what to do... I have my guesses and already tried this and that (changed some stats of the copied files), but it didn't really work out the way I wanted it to...

So I'm just asking what to do... with all the hard work already done, it shouldn't be that hard to do what I want to do, doesn't it?

Thanks for helping!

Sincerely

Yucan

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Originally posted by: captaing

im new at creating anything really for this game i love the game but i just cant figure out how to make an office building of anytype and ive read through alll this stuff and im just dumb with understanding things lol so if anyone would be nice enough to explain how to create a brand new building i would be very grateful quote>

In order to do that, you need the BAT and a lot of practice with it. Then you need to export it and then put it on a lot. There are numerous tutorials on the omnibus you can ckeck out to help you.


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

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I think you need to find the original .bat file, go into the plugin panager, then drag it to whatever you like. You can make it a fire station or a hospital if you like. For something plopable, put it under "Landmarks"


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

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Prop and lot wont show in game after creating in LE

Hello all,  I am currently attempting to create a lot using LE and have come across an issue. I am creating a 4x4 lot using JFM's Billy Jean Hatfield tobacco barn. While in LE everything appears perfectly fine and the file exports to the plugin directory correctly, however once plopped in SC4 only the base texture appears ( note: I am able to see the barn on the lot before plopping, but it dissapears once plopped). After this, I attempted to use the building file (thinking there may be a prop issue) and created a new lot in LE. This also didn't work. I use the LE pretty extesivley and this is my first problem with anything I created in the lot editor but user error is not totally out of the question. Anyhow, I am currently at a loss so any help offered is greatly appreciated.

Thanks!

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Plug In manager reverting stats

I had pollution problems, so I did my own custom pollution reduction building. It had:

-Pollution Radius: 255

-Air pollution: -255

After I plopped and sparsed through my farmlands. I checked aftera year the pollution data ALL red-orange and where this thingy was, it was maximus red.

Side Note: If I have X building plopped and I wanted to PM it's stats, what will happen? Or I have to bulldoze it and PM it and re-plop?

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My Dilemma.

OK, so I made a Lot in Lot Editor and in the plugin manager I found it under lots. I can't move it anywhere or change any of the info. Can someone help?

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You go into the plugin manager, then find whatever category your building is(E.g:R$$,Landmark),and adujst it.


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

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Can you please post a pic of what you mean?


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

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The plugin manager is intended for the creation of a building exemplar file (descriptor, .sc4desc) out of a model file, i.e. you use it when you have a model (can be a standalone BAT model or a pack) and want to turn it into something functional in order to be able to use it in the LE. The plugin manager comes before the LE.

If you have made something in the LE, you probably took a Maxis park and changed the look of the lot to something else. The stats will be those of a Maxis park, but you can change them with iLive's Reader and/or SC4Tool and/or LEProp.

Maybe it would be best if you stated what you were actually trying to do.


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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A simple question

 Hello Simtropians. I am currently working on a very intensive Cj which I have just started.  Shameless plug below.

www.simtropolis.com/forum/messageview.cfm


I have used the lot editor many a time before, but am confused on one aspect. 

I usually edit a lot that I don't care about (ie the lowest $ res) so as not to overwrite other buildings.

I would like my custom lots to show up in either the water or power menu as these are the only ones that don't have hundreds of random files by now. 

If I edit, for example a water tower, and save it with a new name, will it show up in the water menu and not overwrite the original? 

If not, how can I make my custom lots show up in the water or power menu?

Thank you!

 

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You have to make a new desc file in the PIM, then click "Save As" and that will not overwrite, as long as you give it a different name(i.e: OM3N's Water tower).


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

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You can use iLive's "LEProp" to assign lots to a particular menu.


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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late to the the thread : what of mac users ?

 I am just drooling over what the manager can do, it would be perfect for how I play, but I am a Mac user. Is there a version for mac ? Or is it technically --sob-sob-- impossible ? 

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Building Replacement

I have a question about getting rid of an ugly building that has shown up in many cities. I don't want to just delete it everywhere and get rid of it in the downloads folder because it has just grown too often. What I was hoping to do is change the lot in lot editor and save a new one with a different building over the ugly one using the same name. I would obviously keep the same lot dimensions, etc. Would this cause any problems in my cities? I wanted to check before I did it.

Thanks! 

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If you don't change the lot dimensions and the type of lot (from residential to commercial etc) there should be no problems.


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you might need to post a picture...are they buildings you've lotted yourself? or all of the buildings have disappeared? im not sure what you mean.

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Lot editor saving minor eror

I saved lot made from open grass area and saved it as park1, but in game, the name of this is still open grass area. What can be problem?


9988 - The Republic of Greater Morsco

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I asked someone else about this, and I figure I might as well show the message so I won't confuse his words.

Me: Hi there 4.gif While I have your attention, I was wondering if you could give me some help on how to create custom descriptions for my lots. It would add a lot more professionalism to my work, as well as help with an upcoming project 9.gif

Cleaner475: Hiya 4.gif Its difficult for me to give you advice on this. The way I produce my lots is by opening the BAT and making and then exporting a item so small that you can't see it, then use the plugin manager to turn it into a park building. It basically works like a building, it means you can give your lot a custom title and name as well as changing the stats without actually having a building on it. Its easier than learning how to do it the way most people do it as I believe that involves using different programs to what your likely to have installed. If you'd like to do it my way but want more info I'm happy to help, if you'd like to try it another way I'm pretty sure there'll be an article in the omnibus.

So in review, BAT a small building (non-viewable) then place the building on your LOT. Then in the Plug-in Manager to convert the LOT/building into a park, and add your own descriptions and stats from there.

Hopefully this helps!

Faded Glory

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That would most likely do it. Replacing the building would most likely replace the description of the lot.

However it doesn't affect it adding the lot into the game anyway, so you can still plop the lot if you want, disregarding the name error.


I'm the 'A' to the 'r', to the c-h-e-a-n,
and even though my name means 'old' I'm really quite pimp,
I'm Archilicious.
- - -
Hi! I'm Mike, the creator of Folland. You can find her in the forums or the CJ Section.
Folland is also a part of the United Sovereign Nations of the World, a SimCity 4 Union!

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