Edit: Both are done:
The taxiway needs some polishing, but I'm up against a hard stop with the runway currently. I have a functional asset, but it looks like garbage and I suspect it's because of the RoadAI that came over from my template.
Can changing network prefab AIs only be done with scripts/the existing workshop mod? I've gone pretty deep into the Scene Explorer in ModTools trying to find a way to overwrite the existing AI, but it all seems to loop back on itself in a giant circle, and the Asset AI Changer mod predates the Road Editor by quite a bit. I've hit the limit of my current knowledge/experience.
Anyway, the taxiway (which will get an update once I sort this AI issue out, hopefully) is live. Feel free to mess around with this to your heart's content:
This is my first "real" mod. It's probably not as clean as it should be, but I'm hoping it'll be a template for future content. Thanks to @Badi_Dea for the ModTools tutoring.
I've been told to post here in a comment to my reddit post, I hope that this is the correct section.
I'm not a modder and I don't have enough experience with Unity3d/time to do this by myself, so I'm posting here to see if someone can help me.
My mod allows to build parallel roads easily, and judging from the response on the linked reddit post, it's something that a lot of players were waiting for. However, for the reasons stated before, I can't seem to be able to create a good and working UI, meaning that I won't be able to release it in a short timeframe.
Here's what I need:
A draggable window with tabs support for future updates (just like in Network Skins) Two buttons on top right corner, one is a checkbox used to enable/disable the mod while the other one is a button to add more rows in the panel below A panel containing a variable number of rows (either using a scrollbar or increasing the panel's height), items are added using the second button above Each row is composed by 2x UITextInput, a UIDropDown, 2x UIButton (one should be hidden on the first row only) The second button must have a "x" icon and it's needed to remove rows An icon showing two parallel roads with all the visual states needed for a checkbox An icon with an arrow pointing down (not just the triangle, I need the entire arrow), with the same requirements as the other icon What I have now? Just the template for the rows, and I'm not even sure if it's fully working.
I understand that I'm asking a lot, but I can't really work on this UI because, besides the lack of time and knowledge, my dev environment is in a virtual machine and I can't even debug, making the entire experience quite frustrating.
If someone is willing to help, here's a link to my GitHub repository.
Thank you for your time!
I fell like there is a simple solution to this problem but it is eluding me. In a previous post I was asking for help adding RICO settings to sub-buildings and I now have that sorted out. However, I have this problem where all my sub-buildings included in the RICO XML file are appearing in the UI panel as boxes (see image below). In the XML I deleted the ui-category="xxxx" for all the sub-buildings but that didn't do anything. I am out of ideas. In an old guide by AJ3D he mentions:
I am not sure how to give procedural placement style to buildings though, or if this is even the right solution lol. Any help appreciated.
In this first* installment of the Maxis renewal series, most of the basic Maxis parks, as well as some related rewards, have been re-lotted.
Changes include general lot redecoration: most trees replaced with CP's seasonal and semiseasonal variants, sidewalk textures replaced with CP's SCILT textures and the green park's base replaced to match the open grass area, among other things.
Lots overriden: Green parks, flower gardens, plazas, sportsfields, beach, minor and major league stadium facelift, mayor statues, farmer's market.
Optional standalone lots included: koi pond garden, fenced sportfields, beach promenade extensions.
These overrides require a considerable amount of dependencies:
Buildingprop vol1 and 2 OR T-wrecks' Maxis Prop Name and Query Fix
Maxis Parthenon and Stonehenge plugins
SCILT (Linked to Maxis default version. choose any SCILT version you want)
PEG MTP Super Resource Pack
SHK Parking Pack
Porkie Props Vol1
Paeng Textures V104
BSC Textures Vol02
BSC MEGA Props - CP Vol 01
BSC MEGA Props - CP Vol 02
BSC MEGA Props - D66 Vol 02
BSC MEGA Props - DAE Vol 01
BSC MEGA Props - SG Vol 01
BSC MEGA Props - Gascooker Vol 01
BSC MEGA Props - JES Vol 03
BSC MEGA Props - JES Vol 05
BSC MEGA Props - JES Vol 09
NUTs prop pack A
*Technically second, as I consider the Grand Rail Station Facelift as part of the series
As with any lot overrides, it's recommended to bulldoze any existing instances of these Maxis lot overrides in your desired region before (un)installing this plugin, otherwise it may lead to problems ranging from texture and prop mismatches to other issues. You can plop them back afterwards.
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