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Omnius

Is There a Good Seaport Mod for SC4?

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I'm looking for a good seaport mod that will make a seaport functional for demand cap purposes. I saw one called BSC Functional Seaports but it seems to have vanished or replaced by the BSC Common Dependencies file which says nothing about seaports. The old SC4 Devotion website is archived and nonfunctional and there isn't any forum on the new SC4Evermore website to ask questions.

I did see a PEG seaport mod here on Simtropolis but it mentions nothing about fixing the original seaport bug that doesn't increase demand cap although the freight moves off the map. After watching an informative YouTube video from Rob's Red Hot Spot I just want some kind of seaport that will not only move freight off map but also increase demand cap.

I sure hope someone here can advise an SC4 newbie as to how to solve the seaport bug and have a functional seaport for both important functions.

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5 hours ago, Omnius said:

I'm looking for a good seaport mod that will make a seaport functional for demand cap purposes. I saw one called BSC Functional Seaports but it seems to have vanished or replaced by the BSC Common Dependencies file which says nothing about seaports. The old SC4 Devotion website is archived and nonfunctional and there isn't any forum on the new SC4Evermore website to ask questions.

I did see a PEG seaport mod here on Simtropolis but it mentions nothing about fixing the original seaport bug that doesn't increase demand cap although the freight moves off the map. After watching an informative YouTube video from Rob's Red Hot Spot I just want some kind of seaport that will not only move freight off map but also increase demand cap.

I sure hope someone here can advise an SC4 newbie as to how to solve the seaport bug and have a functional seaport for both important functions.

Let's have some clarity here because there has been too much misinformation on the issue of functional ports
 

  1. BSC Functional Seaports although it was published as a mod that made the ports functional in reality it is a completely broken mod that caused serious problems in RCI management. So the mod will not be uploaded to SC4E until we have fixed the bug (So it will take a lot of time and analysis to do)
  2. BSC Common Dependencies is a file that contains only the dependencies. That is, all the props and textures that are used by other mods. So BSC Common Dependencies did not replace BSC Functional Seaports because they are completely different mods
  3. PEG seaports are still functional seaports but unlike BSC Functional Seaports are not to use those broken properties that cause problems to RCI management

So the only solution is to install this mod

 

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12 hours ago, Omnius said:

After watching an informative YouTube video from Rob's Red Hot Spot I just want some kind of seaport that will not only move freight off map but also increase demand cap.

The function that performs the latter is buggy and can cause the opposite of its intended effect if you try to use it. This came to light around 18 months ago and so as things stand what you want isn’t possible. You can use the PEG Seaports as an alternative to the basic Maxis ones, but as for functionality, it’s limited to exporting freight.

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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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    4 hours ago, rsc204 said:

    The function that performs the latter is buggy and can cause the opposite of its intended effect if you try to use it. This came to light around 18 months ago and so as things stand what you want isn’t possible. You can use the PEG Seaports as an alternative to the basic Maxis ones, but as for functionality, it’s limited to exporting freight.

    Thanks rsc204 for your timely informative reply. I'm learning about lots of different things to make the old SC4 game work on my modern computer. I did install the NAM mod for improving transportation and I'll have to check out your mod shack info to learn about your mods. I saw a PEG seaport mod yesterday so know there are some port alternatives here at Simtropolis. I think I'll stick to this site for mods since it's still active and pass on BSC mods until they come back to life.

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    11 hours ago, Ulisse Wolf said:

    Let's have some clarity here because there has been too much misinformation on the issue of functional ports
     

    1. BSC Functional Seaports although it was published as a mod that made the ports functional in reality it is a completely broken mod that caused serious problems in RCI management. So the mod will not be uploaded to SC4E until we have fixed the bug (So it will take a lot of time and analysis to do)
    2. BSC Common Dependencies is a file that contains only the dependencies. That is, all the props and textures that are used by other mods. So BSC Common Dependencies did not replace BSC Functional Seaports because they are completely different mods
    3. PEG seaports are still functional seaports but unlike BSC Functional Seaports are not to use those broken properties that cause problems to RCI management

    So the only solution is to install this mod

     

    While I downloaded that huge BSC common Dependencies mod I didn't install it and have decided not to mess with any BSC mods since their site is nonfunctional, I'll stick to the content here at Simtropolis. Also thanks for the warning about how that BSC port mod messed up RCI functions. I did see a single PEG seaport mod yesterday but I'm glad I waited on downloading it as your suggestion of the collection mod sounds like a better alternative. I won't have to worry about competing port controllers so this collection looks like a nice way to create some port diversity for aesthetic purposes although it looks like I may have to mainly use rail and truck freight for most off-map freight movement for demand cap purposes. Once again thanks for helping me understand this port problem issue.

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    @Ulisse Wolf,

    I downloaded the Pegasus CDK3 Collection and while installing came upon a selection choice I want to make sure I make correctly. The CDK3 Functional Seaports and CDK3 & OWW Patches options were not checked for installing so I'm wondering if I could or should check those boxes to allow those installations. There's nothing in the mod description that talks about those options and whether to include them or not. There are 3 ports under the functional ports option and it looks like one may be a duplicate of one in the checked box section above it. Before installing I want to make sure I make the correct choices since there are options not automatically included. I wish there wasn't a choice to be made so installation would be simple.

    Is there a difference in function between the ports automatically included and the 3 that are under the functional ports option? Do you know what is meant by functional ports versus the ones automatically included under a different selection box? If I include them will they be run by a separate port controller that would mess up the other ones automatically checked?

    What about the Patches option? I did look at each item description in the install routine and wonder if I should check any of them like the control freak one.

    I wish they made it simple so we didn't have to make choices during installation. You might want to remember to give some hints about those option selections when you suggest to anyone this cool port mod that includes things like marinas and such to make the waterfront area look busy and cool.

     

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    On 07/05/2024 at 4:20 PM, Omnius said:

    I wish they made it simple so we didn't have to make choices during installation

    Well as a developer I don’t believe that I know what is best for everyone. So choices are a part of that, there is only so simple you can make these choices or so much space for an explanation.

    Do you want the functional seaports or not is a pretty simple choice. Functional means they will collect/export freight. Otherwise they won’t.

    The patches are the ones originally made for the CDK3. For a new install or if their description doesn’t mean anything, you probably don’t need them, hence they were kept optional. 

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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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    1 hour ago, rsc204 said:

    Do you want the functional seaports or not is a pretty simple choice. Functional means they will collect/export freight. Otherwise they won’t.

    So if I only want functional seaports then I do want to check on the functional box. I take it the others are merely eye candy and do nothing except look good. Thanks for explaining this to me so I can make the correct choice.

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    Hello, I am using SC4PAC now as advised by @Ulisse Wolf (thanks again for your help) and I wonder if I install everything from "CDK3" search result in SC4PAC - will I get the same result as installing via the standalone installer? Can I alternatively maybe use the installer alongside all my game being now handled by SC4PAC? 

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    37 minutes ago, outdatedSIM said:

    Hello, I am using SC4PAC now as advised by @Ulisse Wolf (thanks again for your help) and I wonder if I install everything from "CDK3" search result in SC4PAC - will I get the same result as installing via the standalone installer? Can I alternatively maybe use the installer alongside all my game being now handled by SC4PAC? 

    Hi, there's a good number of things included in the installer that are not yet included in sc4pac, so installing everything "CDK3" will only get you part of the way there. It is funny you ask though, because I actually have the CDK3 content well under way for sc4pac, and am just needing to do some final testing. If you're able to wait a week or so, it should all be available then!

    Otherwise, you're absolutely able to use the installer and add the installed contents into your 075-my-plugins sc4pac folder.

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    Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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    I will probably wait, will take some patience till my game works as intended. Currently with NAM, CAM and the CDK3 files all installed via sc4pac I get CTD when placing beaches and tryna figure out why. So before I seriously roll with a city this needs fixing. I'll be checking under your link.

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