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Cyclone Boom

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This thread is intended for asking questions to receive short and simple solutions. *:read:

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So if you're here and that applies, please consider opening a new:

Thanks! *:)

-CB & Cori

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Trying to fix some older buildings to work with the Submenus DLL plugin.  But some older buildings have both Commercial jobs, as well as a landmark and park effect.  What is the effect of those buildings in the game?  Do they really provide both the benefits of a landmark, as well as jobs, simultaneously?  Obviously, PIM-X reports those buildings as "problematic" with its orange exclamation point.  

I'm referring to examples like these:

Or this one, which has a Landmark effect and a Park effect:

 

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To rsc204 and all those who maybe interested. I figured out how to get the Stream Deck XL to work with SimCity 4.

Shut down the Stream Deck program. Go into Process Explorer or Task Manager and make sure it is completely 'killed'.

Restart the Stream Deck XL software with Admin rights. BANG, it now works with SimCity 4. I hardly ever tound the keyboard anymore.

As a long time player, I would like to thank the opportunity to ALL those who make such wonderful mod's, plugin's, and everything else for the game. Over 20 and till kicking!!!

Regards,

Kevin

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1 hour ago, JustArrived said:

Restart the Stream Deck XL software with Admin rights. BANG, it now works with SimCity 4. I hardly ever tound the keyboard anymore.

Glad you got it working. That behavior makes sense, for security reasons Windows restricts programs that are running without Admin rights from sending input to programs that are running with Admin rights.

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Does anyone know the names of the lots that belong to the suburban packs from gascooker? I want to plop them with the buildingplop cheat but I can only find a few of them.

It's the pack where this houses belongs to:

Huizen.jpg.481a0083a093ea973432a2a681b96232.jpg

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Hi guys! *:) I would like to create a mod to reduce traffic air pollution. Is there a parameter(s) to this? Which? *:???:

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"Nenhum sucesso no mundo compensa o fracasso no lar." - "No other success can compensate for failure in the home."
Como fazer da sua família um time de sucesso! - How to make your family a successful team!
 

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Hello everybody,

I am looking the "wall pack 2" from Mas71. It is not anymore in SC4evermore. I want to use it for the pezzajn's plugin "Addon for Wall & Embankment Sets: Pedestrian Stairs & Ramps and Underbridge Lot".

I have only found the plugin from MAS71 "Japanese walls sets".

In fact the ramp A or B are not appeared in when I use it in the game. I thought the Japanese walls set would be enough...

Thank you !


Albireo38

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Currently: Viewing SimCity 4 Files Index
 
4 hours ago, albireo38 said:

Hello everybody,

I am looking the "wall pack 2" from Mas71. It is not anymore in SC4evermore. I want to use it for the pezzajn's plugin "Addon for Wall & Embankment Sets: Pedestrian Stairs & Ramps and Underbridge Lot".

I have only found the plugin from MAS71 "Japanese walls sets".

In fact the ramp A or B are not appeared in when I use it in the game. I thought the Japanese walls set would be enough...

Thank you !

Mas71 Walls Pack 2 hasn't been restored yet—until that happens, as far as I know the only working link is here (will require translation from Korean)

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19 hours ago, kaimai said:

Mas71 Walls Pack 2 hasn't been restored yet—until that happens, as far as I know the only working link is here (will require translation from Korean)

Many thanks, I got it ! 

To make the dowload easier you can click directly : https://cafe.naver.com/simcitysquare/36469

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Albireo38

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52 minutes ago, DangPhuong said:

Anyone know this problem and how to fix it?

simscity bg.jpg

The brown box indicates that a model needed for something on the lot is missing. The missing model file is probably included in a dependency needed by the lot. The dependncies should be listed on the item's download listing or in a readme file that came with it. I you let us know tha name of the lot, someone may be able to assist in finding it.

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A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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It say Dependencies: bldgprop_Vol.2.dat, Network Addon Mod Props.dat, but a have down load all maxis prob, and install NAM, after that the model of rail station appeal okay, but still the box, I don't know what still missing

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4 hours ago, DangPhuong said:

It say Dependencies: bldgprop_Vol.2.dat, Network Addon Mod Props.dat, but a have down load all maxis prob, and install NAM, after that the model of rail station appeal okay, but still the box, I don't know what still missing

If you do have all the listed dependencies, then it would help if you gave the name of the lot/download if no one recognizes it.

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A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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small GRS.jpg

I got 3 lot with similar building and all of this have the same problem

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55 minutes ago, DangPhuong said:

I got 3 lot with similar building and all of this have the same problem

Are these lots you have created, or did you download them? If you downloaded them, we'll need to know what they are. The lot in your origanal image appears to use the Maxis station as a prop but is missing something else.

Maybe try the Grand Central Station plugin from this list (Link).

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A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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52 minutes ago, CaptCity said:

Are these lots you have created, or did you download them? If you downloaded them, we'll need to know what they are. The lot in your origanal image appears to use the Maxis station as a prop but is missing something else.

Maybe try the Grand Central Station plugin from this list (Link).

First the building only show the box, then I download all dependencie, The building is finally show but still the box in the center like the img I send before, I don't know what is missing...

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It looks like you have downloaded a copy of this lot on a third party site:

The problem is that it links to a model that is neither included in the download, nor listed as a dependency. The good news is that you don't need an additional 'invisible' model, so by just removing that requirement, the brown box is gone.

The capacity is beyond ridiculous, it has no TSEC value set and the would also trigger the Mac TE bug. I've therefore fixed those things and reduced the capacity to 150k, which frankly is beyond the capacity that should be possible using rail, even with the highest NAM settings. That fixed version is here, note you don't need the .sc4desc file, it shouldn't have been included with the upload, i.e. replace all files from the download with this:

Utils4x7_PassengerRailStation_035B_f5601558.SC4Lot

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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:

It looks like you have downloaded a copy of this lot on a third party site:

The problem is that it links to a model that is neither included in the download, nor listed as a dependency. The good news is that you don't need an additional 'invisible' model, so by just removing that requirement, the brown box is gone.

The capacity is beyond ridiculous, it has no TSEC value set and the would also trigger the Mac TE bug. I've therefore fixed those things and reduced the capacity to 150k, which frankly is beyond the capacity that should be possible using rail, even with the highest NAM settings. That fixed version is here, note you don't need the .sc4desc file, it shouldn't have been included with the upload, i.e. replace all files from the download with this:

Utils4x7_PassengerRailStation_035B_f5601558.SC4Lot

Good lord! sir, this fix!! thank you so much, another 2 is from differrent lot, but i guess I see the problem now, Thanks again!

fixstation.jpg

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Is there a mod increases commute times other than NAM? I knew this is a cheats

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Has any remedy been found for the notorious (well, I actually just discovered it) bug that causes disproportionate air pollution once you remove air filters? 

Having found out that one particular industrial was generating too much pollution, I deleted it, yet the air for some reason wouldn't clear. So I had the terrible idea of plopping an air filter: the air then did clear, yet became polluted again as soon as I removed the filter, and I'm now stuck with a painstakingly-developed city where the air is unbreathable whatever I do - even if I plop the filter again!  The relative answers I found on the forums date back a decade or so. Any recent breakthroughs on how to fix this dreadful bug?

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1 hour ago, justforfun said:

Has any remedy been found for the notorious (well, I actually just discovered it) bug that causes disproportionate air pollution once you remove air filters? 

Having found out that one particular industrial was generating too much pollution, I deleted it, yet the air for some reason wouldn't clear. So I had the terrible idea of plopping an air filter: the air then did clear, yet became polluted again as soon as I removed the filter, and I'm now stuck with a painstakingly-developed city where the air is unbreathable whatever I do - even if I plop the filter again!  The relative answers I found on the forums date back a decade or so. Any recent breakthroughs on how to fix this dreadful bug?

There's a way to help you, but it is a bit tricky to pull off, and unfortunately anything but elegant.

The main reason for this bug (well, it's probably more like a design flaw) is the fact that the game doesn't tie the pollution values (and many other values, such as park effect) to a particular lot after plopping. It just adds pollution to the area in accordance with the building stats (such as pollution values and radii), and when removing the lot, it removes them. Also, it can't go lower than a pollution value of 0. This means: If you plop an air cleaner (they usually have a negative pollution value) somewhere with less pollution than it is able to fight, it will just remove as much pollution until it gets to zero. But after bulldozing such a lot, it will put the full pollution back in.

There is a way to solve that, by literally making use of this design flaw: If you plop a lot, then modify its stats with Reader, then bulldoze it again, it will modify the pollution values based on the modified version of the lot. A mathematical example shall explain this probably a bit better:

 

  • Base pollution at a particular location: +10
  • Result of plopping an air cleaner with a pollution value of -100: 0
  • Result after removing it again: +100

 

  • Base pollution at a particular location: +10
  • Result of plopping an air cleaner with a pollution value of -100: 0 (Save now.)
  • Then you can modify the lot to set the pollution values to 0. This will not have any effect on the game.
  • After removing this lot, the pollution values will still be the same.

 

BTW, for air pollution, you need to modify the property Pollution at centre and the first out of the 4 reps there.

I hope this explanation helps you, I'm not a native English speaker, but this is the only way I can think of you can trick the game into doing what you want.

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11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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Why when you are plopping a repetitive piece , like grass, fences, trees, etc., there are some areas it turns red, and you can't plop it unless you move it far away and when you go back it is blue again. I believe this is a known issue, why does this happens and is there any way to fix it ?

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Seemingly this occurs when you switch out of the game (for example to another App or the Desktop), then switch back to playing. SC4 was never intended to allow for app switching, like most games of that time. 

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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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12 hours ago, 11241036 said:

There's a way to help you, but it is a bit tricky to pull off, and unfortunately anything but elegant.

The main reason for this bug (well, it's probably more like a design flaw) is the fact that the game doesn't tie the pollution values (and many other values, such as park effect) to a particular lot after plopping. It just adds pollution to the area in accordance with the building stats (such as pollution values and radii), and when removing the lot, it removes them. Also, it can't go lower than a pollution value of 0. This means: If you plop an air cleaner (they usually have a negative pollution value) somewhere with less pollution than it is able to fight, it will just remove as much pollution until it gets to zero. But after bulldozing such a lot, it will put the full pollution back in.

There is a way to solve that, by literally making use of this design flaw: If you plop a lot, then modify its stats with Reader, then bulldoze it again, it will modify the pollution values based on the modified version of the lot. A mathematical example shall explain this probably a bit better:

 

  • Base pollution at a particular location: +10
  • Result of plopping an air cleaner with a pollution value of -100: 0
  • Result after removing it again: +100

 

  • Base pollution at a particular location: +10
  • Result of plopping an air cleaner with a pollution value of -100: 0 (Save now.)
  • Then you can modify the lot to set the pollution values to 0. This will not have any effect on the game.
  • After removing this lot, the pollution values will still be the same.

 

BTW, for air pollution, you need to modify the property Pollution at centre and the first out of the 4 reps there.

I hope this explanation helps you, I'm not a native English speaker, but this is the only way I can think of you can trick the game into doing what you want.

Thank you!! I'm going to try this trick right now, will let you know the result. 

Update: problem solved! Absolutely brilliant, thank you for providing this extremely useful info. *:thumb:

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14 hours ago, 11241036 said:

There is a way to solve that, by literally making use of this design flaw: If you plop a lot, then modify its stats with Reader, then bulldoze it again, it will modify the pollution values based on the modified version of the lot. A mathematical example shall explain this probably a bit better:

 

  • Base pollution at a particular location: +10
  • Result of plopping an air cleaner with a pollution value of -100: 0
  • Result after removing it again: +100

 

  • Base pollution at a particular location: +10
  • Result of plopping an air cleaner with a pollution value of -100: 0 (Save now.)
  • Then you can modify the lot to set the pollution values to 0. This will not have any effect on the game.
  • After removing this lot, the pollution values will still be the same.

Would this work to reset park aura settings? I have a city where I mistakenly plopped a broken park and, when I deleted it, it plunged my city into negative, unrecoverable aura numbers. I've resorted to purposefully plopping a lot I know to be broken and waiting for the effect to go away, but so far (about 100 in-game years) it hasn't and I'm stuck with areas with perfect park aura rating right next to, to my sims' eyes, barren wasteland.

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Check out Isla Bonita!

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4 hours ago, Girafarig said:

Would this work to reset park aura settings? I have a city where I mistakenly plopped a broken park and, when I deleted it, it plunged my city into negative, unrecoverable aura numbers. I've resorted to purposefully plopping a lot I know to be broken and waiting for the effect to go away, but so far (about 100 in-game years) it hasn't and I'm stuck with areas with perfect park aura rating right next to, to my sims' eyes, barren wasteland.

I don't know for sure, but it works with a lot of building stats, even with monthly cost. I think it is worth a try.

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11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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I vaguely remember hearing about a new version of CAM coming out soon. Would the new version (if it exists) still require installation directly to the program files sc4 directory, or have they figured out how to contain it in the plugins folder?

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Just now, kegsmr said:

I vaguely remember hearing about a new version of CAM coming out soon. Would the new version (if it exists) still require installation directly to the program files sc4 directory, or have they figured out how to contain it in the plugins folder?

CAM 2.5 is currently in beta test phase open to the public. You can find the beta here

 

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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6 minutes ago, Ulisse Wolf said:

CAM 2.5 is currently in beta test phase open to the public. You can find the beta here

 

Thanks. So from what I understand, the simcity_1.dat patch can be replaced by DLL mods. Is that correct?

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8 hours ago, kegsmr said:

Thanks. So from what I understand, the simcity_1.dat patch can be replaced by DLL mods. Is that correct?

Exactly. There are two methods.

The first is to copy simcity_1.dat contained in the CAM zip file. 
The second is to use a DLL mod that replaces the values without modifying simcity_1.dat

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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