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Hello all,

What could cause the query tool to not show an information window on certain houses when clicking them?
It does show some basic information when hovering over them, and when I click them the doorbell sound plays, but no popup shows up.
I have the issue with about half of the houses that got build, other half works fine.
I recently did a new install, following Ulisse's guides for performance, graphics, and gameplay, installed NAM and CAM, and most of the buildings in Ulisse's CAM list.

Also, I have brown boxes showing for some residentials, they are all called 'RLS small home". I figure these came from SC4D LEX Legacy - BSC SimGoober Residentials.
They all have the issue described above, although that is also happening with other lots that don't have a brown box. 
I should have all the dependencies, installed them through sc4pac.

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1 hour ago, A.U. Tocrat said:

What could cause the query tool to not show an information window on certain houses when clicking them?
It does show some basic information when hovering over them, and when I click them the doorbell sound plays, but no popup shows up.

It's very likely that these are lots that use a custom query, and the UI file dependency is missing somehow. They're usually bundled in some sort of 'essentials' dependency pack.

1 hour ago, A.U. Tocrat said:

Also, I have brown boxes showing for some residentials, they are all called 'RLS small home". I figure these came from SC4D LEX Legacy - BSC SimGoober Residentials.
They all have the issue described above, although that is also happening with other lots that don't have a brown box. 
I should have all the dependencies, installed them through sc4pac.

AFAIK the SG Residentials have not yet been added to sc4pac. The model files are in there but the lots are not. If these are the same ones you're having issues with above, make sure you have BSC Essentials in your plugins folder; if you're using sc4pac, install it that way.

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8 hours ago, nos.17 said:

It's very likely that these are lots that use a custom query, and the UI file dependency is missing somehow. They're usually bundled in some sort of 'essentials' dependency pack.

AFAIK the SG Residentials have not yet been added to sc4pac. The model files are in there but the lots are not. If these are the same ones you're having issues with above, make sure you have BSC Essentials in your plugins folder; if you're using sc4pac, install it that way.

Well that's the thing, that is exactly what I did. These packs by SG and others like Mattb325 have to be installed manually, but all their dependencies can be installed with sc4pac. It's mostly just the BSC common dependencies pack anyway. Could some stuff be missing from those?

Good to know the query is a related issue.

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13 hours ago, A.U. Tocrat said:

Could some stuff be missing from those?

I'm not sure. Let me investigate later this weekend.

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I've learned that Ingebretson Place is inspired from the Savoy-Plaza Hotel in NYC from this thread: 

So I'd like to re-lot that building so that it's in the New York tileset.  However, to be honest whenever I look at the Maxis lots and I view them in PIM-X they rarely show the building I'm looking for - probably because they're from families or something.  Lotting is still not my strength so I'm learning here.  However, is there a way for me to select this specific building and re-lot it to the NY tileset?

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55 minutes ago, Kel9509 said:

I've learned that Ingebretson Place is inspired from the Savoy-Plaza Hotel in NYC from this thread: 

So I'd like to re-lot that building so that it's in the New York tileset.  However, to be honest whenever I look at the Maxis lots and I view them in PIM-X they rarely show the building I'm looking for - probably because they're from families or something.  Lotting is still not my strength so I'm learning here.  However, is there a way for me to select this specific building and re-lot it to the NY tileset?

Depends on what you want to do:

  • Update the existing lot: Expand the Building:Residential:$$$ section and find the building exemplar for that building:R$$$54x24_5ChiLuxCondos13_0150
  • Create a new lot: Open the 'Standard Models', find the correct model 0x01500000 then drag it onto the appropriate section in the tree on the left to assign it a building type.

You're right that things are a little more hidden because of the families, but if you find a building or lot, you can right click in the properties list to open all lots using this building or all buildings from the lot.

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On 5/1/2025 at 6:00 PM, A.U. Tocrat said:

Also, I have brown boxes showing for some residentials, they are all called 'RLS small home". I figure these came from SC4D LEX Legacy - BSC SimGoober Residentials.
They all have the issue described above, although that is also happening with other lots that don't have a brown box. 
I should have all the dependencies, installed them through sc4pac.

Can you provide a screenshot or a bit more information? I was unable to replicate this issue - the RLS Small Homes are working fine for me. These are all the dependencies required, so make sure you have all of them, especially the SG Residentials 1-4.

image.png


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3 hours ago, nos.17 said:

Depends on what you want to do:

  • Update the existing lot: Expand the Building:Residential:$$$ section and find the building exemplar for that building:R$$$54x24_5ChiLuxCondos13_0150
  • Create a new lot: Open the 'Standard Models', find the correct model 0x01500000 then drag it onto the appropriate section in the tree on the left to assign it a building type.

You're right that things are a little more hidden because of the families, but if you find a building or lot, you can right click in the properties list to open all lots using this building or all buildings from the lot.

Thanks!  I didn't think to search by the standard models.  I'll give that a try.  I think the first method you mentioned confuses me because for other buildings I've looked for, the building doesn't show up when I preview the lot and instead a different building sometimes shows up instead (probably because of the family issue).  

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20 hours ago, Kel9509 said:

Thanks!  I didn't think to search by the standard models.  I'll give that a try.  I think the first method you mentioned confuses me because for other buildings I've looked for, the building doesn't show up when I preview the lot and instead a different building sometimes shows up instead (probably because of the family issue).  

That's correct. You can't always rely on what is shown in the lot editor view when building families are involved. Though in this case, just updating the tilesets doesn't involve the lots at all.

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On 6-5-2025 at 3:32 AM, nos.17 said:

Can you provide a screenshot or a bit more information? I was unable to replicate this issue - the RLS Small Homes are working fine for me. These are all the dependencies required, so make sure you have all of them, especially the SG Residentials 1-4.

I don't seem to have the residentials, and probably many others.

Am I misunderstanding what sc4pac does?
If I go to the 'SC4D LEX Legacy - BSC Common Dependencies Pack' and use the blue download button, I get a 1,7 gb zip with an installer inside.
Isn't sc4pack supposed to do the same if I use the black 'download with sc4pac' button (or more specifically, since that button doesn't work for me, going to the sc4pac website linked bellow it, and then opening it in the desktop app)? That's what I did, and I seem to get a few of the dependencies but definitely not the whole list.

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2 hours ago, A.U. Tocrat said:

I don't seem to have the residentials, and probably many others.

Am I misunderstanding what sc4pac does?
If I go to the 'SC4D LEX Legacy - BSC Common Dependencies Pack' and use the blue download button, I get a 1,7 gb zip with an installer inside.
Isn't sc4pack supposed to do the same if I use the black 'download with sc4pac' button (or more specifically, since that button doesn't work for me, going to the sc4pac website linked bellow it, and then opening it in the desktop app)? That's what I did, and I seem to get a few of the dependencies but definitely not the whole list.

That's how it should work. However, there's an issue with the Common Dependencies - you'll notice that the link for the 'download with sc4pac' button is extremely long (6076 characters) which exceeds the maximum URL length on Windows of 2083 characters (the issue is documented here). All but about the first third half of the packages will fail to install, which is likely what you're seeing. Until this is remedied, in this specific case with the Common Deps it's probably best to just go down the dependencies list and manually find each item in sc4pac to install.


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8 hours ago, nos.17 said:

That's how it should work. However, there's an issue with the Common Dependencies - you'll notice that the link for the 'download with sc4pac' button is extremely long (6076 characters) which exceeds the maximum URL length on Windows of 2083 characters (the issue is documented here). All but about the first third half of the packages will fail to install, which is likely what you're seeing. Until this is remedied, in this specific case with the Common Deps it's probably best to just go down the dependencies list and manually find each item in sc4pac to install.

I see, that explains it. Thanks for your help!

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Quick question(s) regarding IRM and the I-HT $$$-job fix: Do I need the fix with this mod? Do they even work together? 

And if they work / should be used together: Will the fix break my region if I add it in a very late stage of the region (2+ million sims) with multiple tiles developed (with lots of I-HT)? 

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1 hour ago, SC4 gamer said:

And if they work / should be used together: Will the fix break my region if I add it in a very late stage of the region (2+ million sims) with multiple tiles developed (with lots of I-HT)? 

I don't think you can add the IRM without bulldozing all of your existing industry, since it's basically a re-lot of almost all default Maxis industry lots.  I don''t think the IRM includes a I-HT fix (like CAM 2.5 does).  I'd suggest asking @T Wrecks, but he hasn't been online since 2020. :( 

The I-HT $$$ fix addresses a bug in the game where I-HT lots provided zero $$$ jobs, while still creating R$$$ remand.  So in a developed region, those R$$$ probably got jobs elsewhere instead of in the industry buildings.  The I-HT fixes this by correcting the error so that instead of the missing 10% of their total jobs being allocated to R$$$ sims (which due to the bug was zero jobs), it allocates 12% of the building's total jobs to R$$$ sims.  

In practice, installing this means that existing R$$$ sims will suddenly flock to fill those now available jobs, reducing the jobs at other buildings like CO$$$ and CS$$$.   When a building provides jobs, in reality it takes the demand (represented by the demand bar graph in the game) and turns that demand into jobs.  A building stores up demand in the game like a tree in real life stores up carbon, and the release of those jobs is like the release of carbon - it can be used elsewhere or the demand can dissipate if conditions deteriorate.  So you may experience a slump in commercial offices and services that previously employed those R$$$ sims.  In contrast, your I-HT buildings will be providing those jobs that were previously provided, at some level, by the CO/CS buildings.  So maybe it will even out?  Or maybe it will be only positive to employ more R$$$ sims, as maybe you were experiencing unemployment of those wealthy residents?  Maybe they were struggling to find jobs and now they can find them?  Remember, the demand for R$$$ was still there, it's just that they couldn't find enough adequate jobs satisfied by I-HT and so other buildings had to satisfy the demand for jobs.

I'd go for it.  Save your region in a backup location first, and give it a try.  You can view the total real jobs by wealth level by using my RCI DLL Query, which shows the actual jobs by wealth level for each building.

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5 hours ago, Kel9509 said:

I don't think you can add the IRM without bulldozing all of your existing industry, since it's basically a re-lot of almost all default Maxis industry lots.  I don''t think the IRM includes a I-HT fix (like CAM 2.5 does). 

I have IRM installed already and have been playing with it since I started the region, I meant adding the fix mod later on.

5 hours ago, Kel9509 said:

In practice, installing this means that existing R$$$ sims will suddenly flock to fill those now available jobs, reducing the jobs at other buildings like CO$$$ and CS$$$.   When a building provides jobs, in reality it takes the demand (represented by the demand bar graph in the game) and turns that demand into jobs.  A building stores up demand in the game like a tree in real life stores up carbon, and the release of those jobs is like the release of carbon - it can be used elsewhere or the demand can dissipate if conditions deteriorate.  So you may experience a slump in commercial offices and services that previously employed those R$$$ sims.  In contrast, your I-HT buildings will be providing those jobs that were previously provided, at some level, by the CO/CS buildings.  So maybe it will even out?  Or maybe it will be only positive to employ more R$$$ sims, as maybe you were experiencing unemployment of those wealthy residents?  Maybe they were struggling to find jobs and now they can find them?  Remember, the demand for R$$$ was still there, it's just that they couldn't find enough adequate jobs satisfied by I-HT and so other buildings had to satisfy the demand for jobs.

I have quite a lot high tech industry, might be overkill if I add this fix when suddenly they have so many more §§§ jobs, especially because I didn't really have issues with unemployment. I just thought it might help developing further now because sometimes it starts to feel a bit "stuck".

5 hours ago, Kel9509 said:

I'd go for it.  Save your region in a backup location first, and give it a try.  You can view the total real jobs by wealth level by using my RCI DLL Query, which shows the actual jobs by wealth level for each building.

Guess I'll just try and see how it works and make a backup before

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Hi, I'm wanting to create some very basic job filler lots to cater for parks and eye candy industrial and commercial lots. Mostly 1x1, maybe up to 2x3 lots. 

Can I just modify an existing employed industrial Lot down to to say a 1x1 size in LE, then in ilive Reader change the jobs up to whatever I want.... and do the same for a commercial lot.

Thanks.

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32 minutes ago, Dono said:

Hi, I'm wanting to create some very basic job filler lots to cater for parks and eye candy industrial and commercial lots. Mostly 1x1, maybe up to 2x3 lots. 

Can I just modify an existing employed industrial Lot down to to say a 1x1 size in LE, then in ilive Reader change the jobs up to whatever I want.... and do the same for a commercial lot.

Thanks.

Hi, that should be possible, but from my experience, you might break something if you don't change the building properly.
For example, the icons are not showing up in the menu because there are multiple lots using the same buildings.

I suggest reading this awesome tutorial here by MGB first, and you'll be able to do what you mentioned above in a better way:
https://community.simtropolis.com/files/file/30788-mgbs-my-first-mod-tutorial/

 

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1 hour ago, bhmantan said:

I suggest reading this awesome tutorial here by MGB first, and you'll be able to do what you mentioned above in a better way:
https://community.simtropolis.com/files/file/30788-mgbs-my-first-mod-tutorial/

 

Thank you. I've had a quick skim through and have seen snippets of this info in a few places but not as a whole, it'll be nice to have it all together to follow. I wasn't aware of the possible issue of having the same building property, I created some airport fencing with different props/textures, etc all from the one original lot, about 40+ of them..no issues yet, lol. (that'll be my next endeavour, to fix those!)

Thanks Again.

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I had to reinstall the game and since then I've had this problem of the sea joining the beach. Do you know why?

Shot171.jpg.572b2426c6be6ca731a4141d76fe94c4.jpg

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2 hours ago, Honolulu said:

I had to reinstall the game and since then I've had this problem of the sea joining the beach. Do you know why?

I'm assuming you have been around a while and probably have tried all the obvious but..

- Hardware rendering instead of Software in settings.
- Were you running a wrapper/renderer before like VooDoo2 and have it correctly setup in your install files.
- have you followed this? Especially the Performance and Graphics list 

 

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Thank you very much @Dono . I was missing a few DLLs. But the problem persists. 

I don't understand how it went from this 

Shot155.jpg.48043c619750084e31bda9522a5b6cf5.jpg

to this with a simple reinstall of the game. I'll have to investigate. Any suggestion is welcome.

Shot172.jpg.cb5cacb87ea548176ac54282949f6057.jpg

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@Honolulu It looks to me like the only difference is the shadow detail. There is a setting in the game for shadow detail.

It is under graphics options low medium or high

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@Honolulu maybe try checking your terrain mods too, or if you have any modifications regarding the terrain properties.

I'm not really sure, but that looks like an issue with the 'WaterMinAlpha', where it's not fully transparent on the edge of the shoreline, making it look janky like that.
Here's a guide for reference: https://community.simtropolis.com/omnibus/SimCity-4/tutorials/know-your-terrain-a-simple-guide-to-making-the-most-of-your-terrain-mod-r250/

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Problem solved.

Caused by the Terrain mod. I reinstalled it, adjusted to the values of the previous one. 

Et voila!

Thank you all for being always ready to help.

Shot173.jpg.c02940f6d312ea91973831ca4fb0aa90.jpg

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Hello everyone,

Is there a trick to correctly align the diagonal pieces of the NBVC Marina please?

Thanks.

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1 hour ago, Honolulu said:

Is there a trick to correctly align the diagonal pieces of the NBVC Marina please?

Yes. Or at least I seem to recall I figured out a way to get them right about 94% of the time. Try Water Pollution view iirc. (And if not, I'll try to find my setup with them installed and test. I do remember getting pretty good at placing them.)

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Hi, I can't seem to find the NAM height transition pieces anywhere, maybe I'm missing something? 😅

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Which ones for which part of the NAM?  There's several sets around the mod for various components.  We're generally deprecating the old puzzle piece-based ones in favor of FLEX ones, which offer more functionality with less menu/TAB Ring overhead.

-Tarkus

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The stuff mentioned here: https://www.sc4nam.com/docs/feature-guides/road-viaducts/#transitions

I'm making a mini version of the city I live in (very basic compared to most of the stuff I've seen on here lol) and I've been trying to recreate an avenue viaduct but can't figure out how to actually get the avenue to connect nicely

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5 hours ago, hazelnot said:

The stuff mentioned here: https://www.sc4nam.com/docs/feature-guides/road-viaducts/#transitions

I'm making a mini version of the city I live in (very basic compared to most of the stuff I've seen on here lol) and I've been trying to recreate an avenue viaduct but can't figure out how to actually get the avenue to connect nicely

You need to go to the Road Menu and find FLEX Viaduct. From there you have to press TAB to get the pieces you want

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