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About SimCoug

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    Rural Architect

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    Madison, WI
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    Good beer, good friends, good times

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  1. I almost forgot that I updated New SorGun back in 2016. Big thanks to those who enjoyed it! In the words of General Macarthur... New SorGun shall return! Congrats to all the other recipients! Well deserved on all accounts.
  2. Really weird CTD

    Something similar had happened to me in the past. I found it was the result of placing a mmp or Flora, then mistakenly taking said mmp or Flora file out of my plugins. The result was if the terrain adjusted even slightly where the mmp/Flora used to be, a CTD would result. The only solution I have found was to replace the file back into the plugins folder, or if you don't know what file it was, you can use the 'flora off' (I don't remember the exact name, but something like that) cheat which will remove all Flora/mmp files of of your tile. You should then be able to do anything you want to that area. Hope that helps.
  3. Weird Glitches

    You should be looking for "VDK_6x12_TramDepot_b2535313.SC4Lot" in your plugins folder. I just tested it and everything works without a problem on a near empty plugin folder. So either you somehow have a corrupted tram depot file, or perhaps you have another lot file in your plugin folder that is conflicting with the tram depot lot. Here's what the Tram depot lot looks like in reader. You will need to check the lot exemplar and see if the value in the 'Item Icon' property is correct. You can also click on the lot png file to make sure there is a proper icon image present in the file. Like I said, the Swan Mill tram depot file that I checked was working properly, so we need to figure out why your's is not. The first step would be to locate the "VDK_6x12_TramDepot_b2535313.SC4Lot" in your plugins folder. Once you have, then you can open that file in reader and check and make sure it appears just like the images you see above.
  4. Weird Glitches

    Let's slow down. The problem you are having is almost certainly the result is a faulty lot icon. Search simtropolis for 'binary plugin search' and you will find a way to narrow down the bad lot rather quickly. Once you locate the offending lot, we can either correct the modding, or you can just remove it and your icon problem will disappear.
  5. Weird Glitches

    Yep, odds are there is something wrong with the Swan Mill icon. If you take that file out of your plugins, is everything ok?
  6. Weird Glitches

    Yep, this looks like a problem with a badly modded icon. I would go with @RandyE idea to find the culprit.
  7. Ghost night lights

    I don't think overhanging props cause immortal lots, but buildings will. Props can overhang a lot without a problem, except that night lights sometimes bork. I think that is a very old lot, so there might be a good number of problems with the modding.
  8. SimCoug's BAT Den

    Still playing around with getting the foundation right, and I'm curious how you add a bounding box to your render to get the correct shadows, but don't have it show up in the actual render. I'm guessing there is a box I need to check in the 'properties' for said box. Thanks!
  9. Seraf's Atelier

    Yeah, LODs can be finicky. I guess you could render the entire thing together, but also include the separate render of the townhomes so that folks can use those if they wish. I know I would like to use them - they are fabulous.
  10. Sharing Plugins Folders - Discussion

    I agree, changing the tilesets may please some players, but not others. Basically, we can't please everybody. That is why I think it's best to just stick to the basic gameplan that Maxis laid out.
  11. SimCity 4 Is Still Great

    The fact that this game is still discussed nearly 15 years later makes me smile
  12. MMP Issue: Game skips one step

    I have the Amazon version of SC4 and do not have a problem like the one you described. Based on your description, could it be some setting with the mouse software that treats a single click as a double click. That's the first thing that comes to mind.
  13. Yes, I did have it installed in that directory... BUT... I was searching around and I realized that there was also a 'gamepacks' folder in my 'Program Files (x86)' folder which seemed to hold all my BAT stuff. I replaced the modelnames file in that folder and things seem to work fine now. So, the question is, should I just move the entire 'gamepacks' folder over from where it is in 'program files' into the gmax folderd (root c directory)? Or does it matter at this point? Thanks for the help everybody - I know something wasn't right when I kept getting the maxis textures.
  14. Sharing Plugins Folders - Discussion

    I think those are all good ideas, but besides the basic fix modpacc, the others are pretty specialized and not exactly what I would think a beginner would be comfortable getting into - at least not initially. I propose going back to the basics. When I first got into custom content, the main reason was that I was getting sick of all the maxis repetition. I'm sure Deppiesse's Diner is a great greasy spoon, but she has a near monopoly in every town I make! Ray Krok would be proud. My sims need some variety! So I went exploring on the STEX and started downloading alternatives... specifically, alternatives that said "NO DEPENDENCIES" because dependencies were just a scary word when I was first starting out. With that in mind, I think the first modpacc (after the 'fix' option... that is a must) should be a growable RCI compilation that effectively competes with all the maxis content. As far as I can see, the best way to organize such a project, would be to break it down into the 4 tilesets that maxis included with SC4 Deluxe (industrial would be a different beast, so this is just Res and Com): -Chicago -New York -Houston -Euro As much as I would like to start with the Chicago set , I believe the most popular and desirable would be the Houston (basically 'modern') tileset. I envision that each tileset would include 2-3 alternatives to each of the maxis buildings that populate that tileset. Each of those alternatives would need to be lotted in the same vein as what the original maxis lots looked like. I just did a quick look, and there are about 100 buildings in the Houston tileset. That means between 200-300 new models for this modpacc. Then comes the lotting - it shouldn't be too hard considering how basic most of the maxis lots appear. And yes, I think we should just stick with the basic maxis props. This is a beginner starter set, so lets just stick with the basics. I would look at this project as a true expansion pack - one that Maxis never got around to making. If we as a community could get all 4 tilesets finished, we'd be looking at over 1000 new buildings that would fit in along the basic maxis set. For the beginner and casual SC4 players, it would be as essential as the NAM is for transportation. It would certainly be a huge first step into the world of custom content. I'm not going to pretend that this would be a simple endeavor, but I would certainly lend my Lotting/Modding expertise to such a project. And with enough help, I think such a project is certainly feasible. Anyway, that would be my vision. As an aside - We could add and "industrial" pack to the tileset list, but with the incredible work that @T Wrecks has accomplished with the IRM, I'm not sure that it's necessary. Perhaps an IRM modpacc could fill the Industrial roll.
  15. That's the thing, I opened gmax fresh each time, so I think they should be completely new scenes each time... Unless I'm doing something wrong. So 16 separate scenes and I get the glitch on over half of them.