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simcitynate

Modding Changes Won't Take Effect

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I've tried modding this building using Reader and then with LeProp but the changes won't take effect.

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This might seem like a "Is the plug in?" type of advice but did you use the save button when done with editing in Reader? *;)

Keep in mind that the changes are not automatically saved after an edit is done.


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    I think the issue here may be that there's a second Exemplar file with the original numbers that I'm trying to change. The first Exemplar file I modded, and the one at the bottom is the original. I attempted to fix this by going to "Remove File" and then hitting save, to no avail. Could I just duplicate all the numbers in the bottom Exemplar or is there an easier way?

     

    nationalartcenter1.PNG

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    12 hours ago, simcitynate said:

    The first Exemplar file I modded, and the one at the bottom is the original.

    1. There are two different Building Exemplars included in this DAT, only one of which is valid. The Building Exemplar with the IID of 7770C542D is the valid one. the other can be safely deleted from the DAT, although there is no harm in leaving it.

    12 hours ago, simcitynate said:

    I think the issue here may be that there's a second Exemplar file with the original numbers that I'm trying to change.

    2. Unless there is another Exemplar with this IID that exists elsewhere in your Plugins and is loading after this particular DAT, your first sentence is not the issue.

    3. Which version of Reader are you using?

    4. Is the version of the Building Exemplar shown the before or after modding version? What were you trying to mod in the Building Exemplar, and what isn't taking effect?

    12 hours ago, simcitynate said:

    I attempted to fix this by going to "Remove File" and then hitting save, to no avail. Could I just duplicate all the numbers in the bottom Exemplar or is there an easier way?

    5. Since it sounds like you deleted the valid Building Exemplar, you now need to replace it. Did it not remove the file? Or was the invalid Exemplar the one that you deleted?

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    I'm using version 0.9.3. The exemplar highlighted is the original which I deleted. Now the building is missing from the menu though. Below is what comes up when I load the building in Reader. I thought I should also include a shot of the plugin folder. I've tried having just one in the folder at a time and both together, but the building remains missing from the menu. 

    nationalartcenter.PNG

    nationalartcenterfolder.PNG

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    The problem is that this is an invalid Building Exemplar. The second Building Exemplar shown in your second post is the one you should have modified.

    Does the original file (LM8x5_aTx_NationalArtCenter.dat) still contain any Building Exemplar? If so, if the Instance ID for the existing Building Exemplar in that file is 0x570C5066, delete it. If the Instance ID is 0x770C542D, that is the Exemplar to which you need to make your modifications.

    Since it sounds like you also made changes to your Lot Exemplar, if neither Building Exemplar still exists in the original file (LM8x5_aTx_NationalArtCenter.dat), or if the Building Exemplar Instance ID is 0x570C5066, your best bet would be the following:

    1. Unzip the file again (to someplace other than where the current one exists),

    2. Open your current version of that file in Reader.

    3. Also open the version you just unzipped in Reader.

    4. Copy the Building Exemplar with the Instance ID of 0x770C542D from the newly unzipped version, and past it into original version. Remake the few  changes you made to the invalid Building Exemplar.

    When confronted with multiple Building Exemplars with any package (one of which is always invalid), the best way to determine which is valid is to open it in Reader, and check for an Item Icon value other than zero. It should have a value that matches the Instance ID of the included PNG subfile that represents the Item Icon.

    Hopefully, I didn't confuse the heck out of you.

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    I appreciate the responses. I was battling covid for about 2 weeks so I didn't have the energy to continue my efforts, in case you were curious. Admittedly though, I'm still feeling a bit overwhelmed. It's just strange to me because 99% of the time modding with Reader is a breeze. I'm confused as to why it's so different this time.

    On 9/1/2022 at 4:31 PM, twalsh102 said:

    The second Building Exemplar shown in your second post is the one you should have modified.

    When I click on the second building exemplar you mentioned (Instance ID 770c542d), below is what I see. I'm puzzled as it doesn't look like any exemplar I've modded before.  

    nac.PNG

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    The second Building Exemplar (Index #176). You highlighted the Lot Exemplar.

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    Ahhhh, I see now, thanks. I started over and unzipped the building again. It was simply a matter of modding a different exemplar. Not sure why an invalid building exemplar was even in there though.   

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    I'm not sure what the cause is, but this has long been a well-known phenomenon having to do with using the Maxis LE.

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    On 04/09/2022 at 6:06 PM, twalsh102 said:

    I'm not sure what the cause is, but this has long been a well-known phenomenon having to do with using the Maxis LE.

    The LE isn't responsible, for starters you can't save data in 'packed' files like this in the LE. Whenever a superfluous Exemplar is left behind, that's just a modding error I'm afraid. What usually happens is that a temporary Exemplar is created, which at some point get's replaced with another, in such cases the outdated one should be removed before uploading. A few simple ways to spot a broken Exemplar (one that can not work) for a Ploppable:

    1. The Item Icon property is blank (0x00000000 value).
      The Item Icon needs to link to the IID of a valid PNG file or Icon, otherwise the game has no way of displaying an item in any in-game menus. So even if everything else were correct in the Exemplar, it would never be available to select from in-game.
    2. The Lot Resource Key property is blank (0x00000000 value).
      This property links a Lot (Lot Configuration) to a Building, again when no correct value exists, even if you could select the Plop in-game, when you tried to place it there would be no actual lot to show.

    So as a rule, if you have more than one Buildings Exemplar for a Lot, if you see false values like these, you can be reasonably certain those Exemplars are basically wasting space.

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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.

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

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    Here's a building that won't show up in any menu. There's only one building exemplar, so I must have the right one. Both the Item Icon and Lot Resource properties aren't blank, so I figure that can't be the issue. I've wondered if the way the files are arranged in plugins could be responsible, but I've tried a few combinations and they haven't worked. 

        

    bf2.PNG

    bf.PNG

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  • Original Poster
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    Might take another crack at this eventually and report back if I discover anything useful. 

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    On 21/09/2022 at 2:58 AM, simcitynate said:

    Here's a building that won't show up in any menu. There's only one building exemplar, so I must have the right one. Both the Item Icon and Lot Resource properties aren't blank, so I figure that can't be the issue. I've wondered if the way the files are arranged in plugins could be responsible, but I've tried a few combinations and they haven't worked. 

    Are you sure about that, I just downloaded the file and it appears fine for me in the Power Menu after the original Maxis Power Stations. Admittedly I didn't bother installing the dependencies, but it plops fine and generates power, I am not seeing a problem with it.


    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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