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Kloudkicker

Locale dat? Maxis and Functional Landmarks Conflict?

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I noticed I have load order issue with my landmark files and a question on the SimCityLocal file(s).

Steam copy of SimCity 4 version = 1.1.641.0, osVersion  Windows 10 Home 64-bit NT 6.2. 

Question 1. The SimCityLocale.DAT(from Steam) file is the only one I can see in the directory. Where is the one with .dat(in blue pic 1)extension coming from overriding the first and why? Same file size.

2. The Sku_Data\Sku_US\Plugin_002_TheLivingMall.dat file is getting overridden by the Maxis DLC Landmarks\Plugin_TheLivingMall.dat. What is going on and dose it need correcting and how? But...

1DataNode_LocaleDAT.jpg.4fb9bf9494c27924b9f177e50a39200c.jpg

1DataNode_SKU_LM_FLM2.jpg.6f97f705f9f22d69c59b16771c697089.jpg

But the kicker is, I download the Functional Landmarks (https://community.simtropolis.com/files/file/21340-functional-landmarks-complete-set-v10/) while this was going on. I've placed some LMs already. I just now noticed the Maxis LMs are overriding some of the functional LMs. One is the living mall that is in turn, overriding the Sku_Data version.  I know I need to removing the currently placed landmarks within the cities I've made before any file moving happens.

3. What is the best approach for the load order with these three files?

(Here is the Functional LM mod partly overridden by Maxis LMs)

1DataNode_FLM_LM_SKU.jpg.b4c85309e1d15657514df6edcd62817c.jpg

Help and/or information is needed please. 

Thank you,


Kloudkicker
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Nothing is wrong, except perhaps some duplicated files, which override the originals. But the locale file only contains text strings for the language used by your game. So these could be updates to them or straight up duplicates, either way they are harmless. 


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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).

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  • Original Poster
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    7 hours ago, rsc204 said:

    Nothing is wrong

    Some of the Maxis LMs are overriding the Functional LMs causing them not to have jobs. So, is it safe to remove the Maxis versions or best to have them load first? What dose the US SKU data version do, as far as I can tell it is a patch? I found little information about SKU data and its importance.


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    47 minutes ago, Kloudkicker said:

    Some of the Maxis LMs are overriding the Functional LMs causing them not to have jobs. So, is it safe to remove the Maxis versions or best to have them load first?

    You need the Maxis originals since they contain the extra models. But you should ensure the functional lots load after them, otherwise they get overridden by the original non-functioning ones. 

    50 minutes ago, Kloudkicker said:

    What dose the US SKU data version do

    It just adds a custom landmark, which originally shipped with the game. The actual model varied by SKU Version, but later Maxis released all of them for download. So you don’t need a duplicate for whichever file you already have. I wouldn’t mess with the install data, but it should be safe to remove, it just makes more sense to remove the equivalent installed as an Addon. 

    • Like 3

    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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    3 hours ago, rsc204 said:

    you should ensure the functional lots load after them, otherwise they get overridden by the original non-functioning ones. 

    That makes sense and what I was thinking. But the SKU version was involved and had me baffled. I didn't want to screw with anything until I was sure. I am working on making a test plugin folder and it is making it easier to find these kind of issues. Something I've been wanting and needed to do.

    After reading the Readme again from https://community.simtropolis.com/files/file/21340-functional-landmarks-complete-set-v10/ mod, it dose not refer to the Maxis DL. I think a note to include info on load order for the Maxis LMs on the download page of toroca's mod. Stating Maxis LMs load first. What dose @CorinaMarie and @Cyclone Boom think? I would think it would help others. I don't think the author is coning back after 9 years.

     

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    I believe I removed the traces of the old 19 Maxis LMs that were overridden and can switch load order soon. I'll know if not when it crashes entering a city. The suspense...

    Thank you for helping @rsc204

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    Kloudkicker
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    Posted:
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    4 hours ago, Kloudkicker said:

    I think a note to include info on load order for the Maxis LMs on the download page of toroca's mod.

    Said note added.

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