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Everything posted by Lokiness
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Howdy ! I've made an exemplar patch to add submenus functionality to the very popular Girafe Flora Pack, organized with 2 parent submenus: static (not evergreen because some are winter season static) and seasonal, and then under those 2 parent menus the Broadleafs, Conifers, Bushes & Flowers submenus (the same categories as Girafe). It works and does what I want to, but I need a bit of help to iron out the details: -I would like to remove the MM separators items from the building menu, since they're made obsolete by the submenus, but I didn't manage to achieve it myself (tried patching Item Icon, Item Order, Item Button ID, none worked) -I'm also wondering if it's ok if my plugin contains the Broadleaf, Conifers, Bushes & Flowers separator icons that Girafe made, not sure how the copyright works in this case where my plugin is a dependency anyway. I included them in my plugin because I wanted my plugin to work even for people who don't use the entire pack but instead individual tree plugins and don't have the separators icons in their /Plugins folder -I've made some rudimentary icons for the static and seasonal parent menus but it would be great if someone has the skills to make them up to SC4 standard (unlikely that someone will but doesn't hurt to ask )
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Girafe Flora Pack Submenus Exemplar Patch
Lokiness replied to Lokiness's topic in SC4 Modding - Open Discussion
I gave this a try, it didn't work Also just tried setting the OccupantGroups to 0 but not only it didn't work, it also crashes the game when you click on the icon. EDIT: I removed the OccupantGroups modification and still got the crash when clicking on the icon, it's actually setting the Exmplar Type to 0 that causes it- 8 Replies
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- girafe flora
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Girafe Flora Pack Submenus Exemplar Patch
Lokiness replied to Lokiness's topic in SC4 Modding - Open Discussion
That's what I'm fearing. I tried once more to set the Item Button ID to 0 but that didn't do the trick. Deleting the separators files might be the only way to be rid of them, I've patched them to all be at the very bottom of the MM flora menu for now (Item Order: 0x0FFFFFFF ) not perfect but makes them less of a nuisance. Your categories seem good to me, I would just add 1 or 2 categories for trees, since they are very popular modding wise and I would believe most people have tons of them, maybe by altitude range or leaf types (like Girafe did). Could I maybe send you the project in its current state to have your opinion ?- 8 Replies
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Resource Loading Hooks DLL for SimCity 4
Lokiness replied to Null 45's topic in SC4 Modding - Open Discussion
Wonderful ! Thank you -
Resource Loading Hooks DLL for SimCity 4
Lokiness replied to Null 45's topic in SC4 Modding - Open Discussion
I'm in the process of making my first exemplar patching plugin, and I intent to share it on STEX and I'm wondering if there would be any issue for other users if my exemplar patch targets exemplars not present in the running /Plugins folder ? As my project is made for a Plugin that is shared/uploaded both as a package and as singular elements. -
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CoriBoom Cori's No Kickout Lower Wealth Mod
Lokiness commented on Cyclone Boom's file in Gameplay Mods
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CoriBoom Cori's No Kickout Lower Wealth Mod
Lokiness commented on Cyclone Boom's file in Gameplay Mods
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CoriBoom Cori's No Kickout Lower Wealth Mod
Lokiness commented on Cyclone Boom's file in Gameplay Mods
Hey ! I've downloaded and opened the mod in iLives Reader and noticed there was no 'Tract Developer Kick Out Lower Wealth' property in the Exemplar (as I expected it to be after reading the mod description). The one and only difference to the Vanilla one was the max value for the 'Construction Resources Min/Max' property. So did the way to fix the issue change ? Does the new way differ in how it works in the details ?- 19 Comments
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I was referring to the Startup Performance Optimization DLL here. Thank for you for sharing all those, I'm already running the Commercial Cap Fix and I-R, haven't looked back since.
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Hello I'm new to SC4 modding and I was wondering if there was a performance difference between the classic overwriting of an exemplar, and the exemplar patching of an exemplar ? My exemple: I've got 30 custom building exemplars that overwrite Maxis files, would the performance (be it at launching the game, loading the city, or running the simulation) be any better, even fractionally, if all those were exemplar patching ? Also does running Startup Performance Optimization DLL come into this ? Like maybe reduce the performance difference between 'old schoo'l overwrite and exemplar patching ? Thanks in advance. (I hope I posted this at the right place, I did my best to find the most relevant forum, plus a few searches)
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Damn ! I'm getting all the SC4 modding MVPs at once Alright, so the best way to make such changes Phantom Slider Bug proof is actually to make a clone of the building with a different Instance ID, and remove the old one from the building menus (like CoriBoom did for the Crime and Police Station Fixes for ModPacc Zero) correct ? I suspected that if there was indeed a performance difference it would be minimal, thanks for confirming it, and making the uses and strong points of Exemplar Patching clearer to me ! I see. Yes, I'm still going to run it no matter what, it's probably one of the most important mods in my modlist, I wholeheartedly thank you for creating this masterpiece while you're here.
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Thank you for your elaborate answer. So by using Exemplar patching we can change maintenance costs without causing any Panthom Slider Bug ? Did I get that right ?
- 7 Replies
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- exemplar patching
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- 908 Comments
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- NAM
- network addon mod
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Hello First, as I never did before, I wish to thank the entire NAM team, past and present, you guys have created such an incredible mod, making it a flagship for the SC4 modding community. I wish to start using NAM dll, and from what I gathered it needs NAM 50-beta to be in full effect. So I was wondering if it's safe to go from NAM 49 to NAM 50-beta on an existing save/region ?
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- NAM
- network addon mod
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