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Hal917

Hexadecimal number for prop

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I opened a city, and received this message:

image.png.1f6758109161307fd8f1b6cdd3ea13ab.png

I see that someone took the trouble to list the hexadecimal codes for each of the plugin packs, and read that the nine-digit number needed only to be converted to its hexadecimal equivalent. The problem is that the number shown here converts to 65D866B, which isn't listed on the chart. In fact, all of the codes listed have more than the seven digits listed here.

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IDs for SC4 are all 8 digits long, so if you get a number that's less that 8, usually you'd prefix a 0 to the beginning. Bear in mind the list probably isn't exhaustive, since there are a lot of models/props made over the years.

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10 hours ago, Hal917 said:

the number shown here converts to 65D866B, which isn't listed on the chart

So... Have you deleted anything from plugins recently?

There are some other threads about tracking down missing dependencies around here. I seem to recall something said about ranges of ID numbers. If yours isn't listed but is very close to something in the lists, then it could be from the same developer. That could clue you into what lots might be missing something that you need to download.

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11 hours ago, jeffryfisher said:

If yours isn't listed but is very close to something in the lists, then it could be from the same developer.

That's not really an ideal strategy, since unlike say Textures or Prop Families, which are reserved and confined to ranges, props and models use a time/date based algorithm for ID generation. This means it's quite unlikely two props made seconds apart would be even close ID wise. Yes, some modders do manually use ID groupings, but doing that actually makes it mathematically more probable that you'll run into conflicts than the Maxis designed method. In my time modding, I'll say too I've not seen groupings used a lot either.

I believe it's possible from the ID to determine the Date/Time the item was made, but that won't necessarily narrow things down. I've never cross-referenced and ID to find a missing item personally, preferring to track down the problem lot, from there you can usually determine what dependency is missing.

 


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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