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In the spirit of the Can't Find It thread, this is for items you can't seem to get to work, and can maybe be fixed by our myriad army of geniusi(genius pluribus). Since all creators aren't created equal, instances of missing dependencies, code issues or faulty modding may have occurred. To start it off...

Doesn't appear to work at all.

Doesn't appear to work at all. No instructions given on it.

Works, but only temporarily, for a few minutes. A permanent solution?

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OK.  by way of kicking off  I'll take the bait on the 2nd of these - the Night Time Water Lighting.

This exploits a property in the Terrain Properties exemplar to change the colour of the water at nighttime. I presume this was intended by MAXIS to be subtle.

Property WaterNightColorAdjustment (tada)  0x29AB15C5  is a triplet of floating point numbers which appears to be used to multiply the color (R,G,B) components of the water texture at night. So to make the color brighter values >1 are needed, to make it red, R>1, the others <=1  etc.

This effect is likely to be difficult to control at best as it works by modifying the colors in your water textures at display time - experimentation is called for.

Further - since it manipulates a key Exemplar - Terrain Properties  6534284A-88CD66E9-00000001 which is used for a number of things in the game, and may be changed by other mods as well, it must be loaded last in the queue of mods to be seen - and cannot be guaranteed to have other side effects. The technique is best applied with care. 

The mod should work if the exemplar is loaded last.  

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    On 12/11/2023 at 7:04 PM, rivit said:

    This exploits a property in the Terrain Properties exemplar to change the colour of the water at nighttime. I presume this was intended by MAXIS to be subtle.

    Property WaterNightColorAdjustment (tada)  0x29AB15C5  is a triplet of floating point numbers which appears to be used to multiply the color (R,G,B) components of the water texture at night. So to make the color brighter values >1 are needed, to make it red, R>1, the others <=1  etc.

    This effect is likely to be difficult to control at best as it works by modifying the colors in your water textures at display time - experimentation is called for.

    Further - since it manipulates a key Exemplar - Terrain Properties  6534284A-88CD66E9-00000001 which is used for a number of things in the game, and may be changed by other mods as well, it must be loaded last in the queue of mods to be seen - and cannot be guaranteed to have other side effects. The technique is best applied with care. 

    The mod should work if the exemplar is loaded last.  

    Maybe we can get a mod to paste these directions into the upload. *:yes:

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    how challenging do you want to get? what are we fixing? LOL

    am working on building the MAPP amusement park with no NAM. I saw somewhere that somebody did it using subways to move the Sims. I am not having luck with that so far. My thinking was the Sims would walk from the subway or a monorail station a couple tiles to the rides or food stands. They will walk from the parking lot to rides from the back of them but never exit the fronts or use the sub/monorail.

    any advice? I don't want to have cars running thru the park.

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    On 12/12/2023 at 1:04 AM, rivit said:

    The mod should work if the exemplar is loaded last.

    Assuming you want it overriding all the other terrain properties. Either you don’t have one, then this is a non-issue anyhow or you do, in which case using such a mod will prevent your intended terrain settings from appearing.

    As such, making it load last isn’t something I would want to recommend to all users.


    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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    This is a very necessary thread in my opinion. I'm having issues with a city tile and three missing Pluginpacks. I've obviously messed up somewhere along the way when changing and reorganising my plugin folder. (which is 8 years old and nearly 6GB...) I tried to find out how to solve which mods might be missing via the decimal to hexadecimal thread, but I fear I am too dumb to figure it out lol *:rofl:

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    Jack - show us the display SC4 gives when you load that city - the popup that says the following plugins are missing:  

    There are a few hexamasters around - more eyes help 

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