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spaced5

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About spaced5

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  1. I have not touched the game for a few years, but I recently am trying to get everything going again.  Over the years I have built up quite a large plugins collection. 

    I am testing out the new SC4Pac mod organizer and the Submenus DLL. 

    I am also trying to eliminate duplicate files from my plugins, as well as replacing the old files with newer versions using the mod.  I was testing the SC4Pac out with reinstalling the BSC Mega Props JES Vol 2 dependency. Since the SC4Pac does not seem to touch the 075 folder, I ended up manually downloading the package just to get the Cleanitol file to run in the 075 folder.  The Cleanitol file said to remove the BSC Mega Props jestarr Vol02.dat file, along with several other files such as jes_BallardsBallandJacksFactory-0x5ad0e817_0x7484f912_0x30000.SC4Model, but did not recommend removing what I believe to be an actually duplicate of BSC Mega Props JES Vol2, but "BSC Mega Props - JES Vol02.dat" with the same same as the dependency I used to install with SC4Pac.

    I tried to use I live reader to compare the two files and look for those other files like BallardBallandJacksFactory within those two files.  For the latter, I ended up searching the exemplars of BallardBallandJacksFactory within the Mega Props Jes Vol 2 file and came up empty.

    It is great to see that you are still contributing to the SimCity 4 community.  Considering the extent of your work, I am really hoping that I may find guidance on a few questions based on what I have just attempted to describe:

    Why would a Cleanitol file recommend removing items not included in the prop package?

    Why would a Cleanitol file not recommend common name variant of the same file? 

    Is there a way to compare two files in a time functional manner to determine if they are just duplicates with a different name or part of another collection?

    1. jestarr

      jestarr

      Hey man, To avoid conflicts, I would suggest (if you haven't already) go to https://www.sc4evermore.com/ and download the BSC dependency file and my industrial file. They've all been updated recently. Once installed you can delete the stuff you don't want. Cheers!

  2. I did some troubleshooting and discovered that the issue was from windmill skin mod: Whenever I used the hardware rendered version of this mod, it turned the windmills green, whereas the software rendered version did not.
  3. Does this actually replace the original in game windmill in the menus? When I plop the windmills they appear green instead of white. It looks like a texture issue, but this file has no dependencies. Any ideas?
  4. NAM 44 Install Location

    Thanks for the replies.
  5. NAM 44 Install Location

    Can I put the Z_NAM Controller_RHD_4GB_Full file there too, or should I place it near the end of the Plugins?
  6. The install directions for NAM 44 instructs the user to remove the Network Addon Mod folder as well as Z____NAM folder. When the user installs it to the Plugins folder, the installer places all the folders loose in the main Plugins folder with most near the top and the Z_NAM Controller_RHD_4GB_Full near the bottom. Will placing the NAM folders in a specific folder affect the functioning? If not, then does it matter when the NAM folders load. Would placing them all in a folder that loads next to last before the DAMN menus work? Updating NAM would be much simpler if the user could just remove a folder with all of the NAM files.
  7. I have been modifying some the the attributes in various park plugins (e.g., landmark effect, demand satisfied, pollution magnitude and radius, plop, bulldoze, and budget costs). If any of those structures are already present in an existing city, is it necessary to bulldoze and re-plop those lots in order for the changes used in the game and to avoid other types of errors. I ask this because sometimes when a plugin is updated, the author will sometimes suggest to do those things. In other words what changes made to a plugin require bulldozing and re-plopping an existing structure that was modified?
  8. I was able to get the program with the NAM 43 to load when I chose to isolate the Windows and the Mac. I still needed to use the SC4 launcher initially to change the graphics options, otherwise it would not save the graphics configuration. I am still trying to figure that out. One thing that I have noticed thus far is that the windmills are a non textured looking green color I tried rotating the view and turning on and off the data view. This seems to be a graphics issue. When I run the Mac version they are the correct color on the windmill, so this probably another quirk. I wonder what other issues might exist that I have not discovered yet.
  9. I am not running Wine. I am running a registered copy of Windows 11. I am not having issues with other Windows programs that are old. The 4G program does say it was successfully applied. The one odd thing is that, in the initial times it ran from the Bat with the message saying it worked. Then later attempts. I got a message that the 4G exe could not be found. It was sitting exactly where it was unpacked. I had to run the 4G separately later. The 4G was blind to the Bat even happened when I used Windows to unpack the program. I will have to take a look with the security issues again. I will have to take another look at the Mac version of the game again.
  10. I did what was suggested with running the 4G patch as an administrator and I am still not able to make it work. I did try the Mac version and I was able to install it, but I was unable to click on some of the control buttons. I was able to hoover over them, but pressing the mouse did not work. I decided that was not functional either. I have tried running the program in compatibility mode. The 98/ME will load the program, but you can't do anything beyond. Without it I get a flat region of just Timuktu that you get an error when you try to save. I don't know if there are other Windows security options that might help. The SimCity launcher has not worked to resolve anything either. I can't get a functional path that will go to where I have have the plugins folder.
  11. I am experiencing a CTD after I installing NAM43. I had a backup copy of my Plugins folder, so I cleared everything out and then opened a new city in a new region and I was able to load a city and establish a city. I quit without saving and then installed NAM43 with the installer. The clean and dependency tabs still went on for a long time without finishing, even though the Plugins folder was completely empty. After a good 15 minutes or more, I installed NAM43. The Plugins folder only had those files. I then tried the virgin region again and when I tried to open a city I had a CTD. At this point, I do not have any ideas. I have well more RAM available than 4G. I did the 4G patch multiple times at this point. I used an old version of NAM before and I was really looking forward to using the new one. I would have tried Steam's Mac version, but the version on there is old and does not meet the requirements for Nam43. I am currently running the Steam Windows version with Parallels on my M1 Macbook Pro with multiple cores. Does anyone have any suggestions?
  12. Redevelopment Mod

    This has been a great topic, because I am getting all sorts of ideas for possibilities and if the possibilities would be feasible to pursue. The idea of having abandoned buildings have a much increased chance of burning is an interesting possibility. I have not had any time to play the game or explore other mods, as I have been busier with holiday preparations than I expected. I have been finding time to read the discussion here and ponder all the ideas. When I was looking to choose a modd to decrease abandonment and distress, I did look at the Abandonment Dilapidation modd, but instead went with the Less Abandonment modd as it seemed to adjust functionality to be more realistic, instead of reducing necessary game management. If I try to develop a mod, all the testing aspects I read here will be very helpful.
  13. Redevelopment Mod

    I agree that the game is a city management game in addition to a city building game. From my experience playing the game over the years is that when there is a demand for high wealth development and all the zoned land is developed with medium and low wealth development, the game will kick out some of lower wealth and redevelop. The problem is that it tends to do too much at once and then you have an over abundance of high wealth and then degraded properties where the lower wealth sims reoccupy. Looking at the real world, it is true cities and towns will go through cycles of decay and revitalization. It is also true that developer will often overbuild and cause a similar issue found in the game. The difference is that in the real world there is the redevelopment process of once high wealth areas redeveloping into lower wealth areas. This redevelopment does not always happen naturally and/or quickly. It seems to happen over a long period perhaps 20 to 50 years. The challenges of blight in the real world are far more complex and difficult to resolve than in the game. If there are incentives and grants a developer can apply for, then that can increase the chances a decayed building will be torn down and redeveloped. My initial thoughts were a 5% chance each month for such a redevelopment process, but taking into consideration the discussion we have had on this topic, I am thinking about a 5% chance over a 20 year period would be more realistic or approximately a .2% a month. This discussion also made me think about incentives developers may be provided to redevelop a decayed property. This could be accomplished with an expensive ordinance (perhaps 3000 simolians a month) that a mayor could enact for short periods of time that would increase that likely-hood a developer would redevelop a particular property. Perhaps a fifteen to twenty percent chance over a 20 year period, or about 6 to 8% chance a month. The issue of the abandoned buildings that never reoccupy due to power or water in my experience become permanent if you missed set to reoccupy period. This leaves you no choice but to bulldoze these buildings. This situation becomes very difficult to deal with in large city tiles, because it is easy to miss. This is especially true if the city contains many taller buildings that can often hide such buildings. I will continue to try to figure out how such modds could be created. CorinaMarie did mention in her original reply that she saw an exemplar line of Tract Developer Kick Out Lower Wealth, and this she indicated could be true or false. This now makes me wonder if my redevelopment modd suggestion may not be possible in the game.
  14. Redevelopment Mod

    CorinaMarie, Thanks for your response. I have used the ILiveReaders app to make changes to an existing structure before, but on a modest scale like changing monthly cost or plop cost up or down if the existing cost seemed unrealistic. One time I needed to create thumbnail icons for a portion of a building set that had not been put in, and that was only because it messed up all the menus. It would be interesting to see if someone with more knowledge of the game's hard wiring may be able tell us if what I am looking for is even possible. I suspect that the abandonment preoccupancy and the redevelopment to a lower wealth level may need to be handled by two different modds. In any case if you do figure out anything I would look forward to hearing about it.
  15. I recently installed the Less Abandonment modd which raises the higher wealth development requirements so that they are not at the same level as what causes sims to abandon them. So far I it seems to work, but it still does not solve the problem of redevelopment. In the game sometimes a medium or high wealth building will depreciate and become occupied by lower wealth level jobs or sims. Also sometimes you have abandonment issues due to transport or water issues, and if you don't realize it and save the game, then you have to hopefully find those buildings yourself and demolish them. I believe both of these ideas brings some realism to the game. What is unrealistic is that the game does not ever redevelop the depreciated buildings to a lower wealth building type, or reoccupy or redevelop the abandoned buildings for transport or water issues if the issues have been resolved and there is a demand for that building type. Does anyone know of a modd that provides a mechanism for the game to redevelop to lower wealth buildings, or reoccupy or redevelop abandoned buildings? If such a modd does not exist, then would it be possible for someone to write a modd that would give a reoccupied at a lower wealth level or abandoned building a 5% chance each month to redevelop to a lower wealth occupancy or for abandoned buildings to reoccupy provided desirability requirements are met and there is a demand for that building type? I believe such a modd would bring greater realism to the game.
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