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Everything posted by Guinnessmonkey
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JBM Support and Feedback Thread
Guinnessmonkey replied to Mary Maurine Mayo's topic in SC4 - Custom Content
Nice lot. Just wanted to point out that either I made an error or else you did... You list occupancy as Capacity R$20 R$$ 25, but for all I can tell in ilive occupancy is actually R$14 R$$29 (R$14 R$$ 19 for the yellow one, IIRC). I only noticed because I usually edit my houses to have realistic stats, i.e. 3-8 people per house (usually 4 or 5) for the intended wealth level... Cause once you start on the realistic path, you have to edit all of 'em to stay consistent, otherwise variety seems to get hit pretty hard. -
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ScLus Elaboration on Big Red Fishs Long Trains Mod
Guinnessmonkey replied to ScLu's topic in SC4 Modding - Open Discussion
Date: 5/16/2005 1:17:26 AM Author: espee04135 I have never been able to get this version working. I went back to BigRedFish's last version and all is great. LINK: https://www.simtropolis.com/idealbb/view.asp?topicID=47496&forumID=41&search=1&searchstring = quote> Ok, good... So it's not just me.... I had been tryin' all sorts of combinations (i.e. without NAM, etc) to no avail... And I was about to despair when I saw your link.... I hadn't noticed that there was still an attachment on the BRF thread, or else I would have tried it already. Thanks. -
ScLus Elaboration on Big Red Fishs Long Trains Mod
Guinnessmonkey replied to ScLu's topic in SC4 Modding - Open Discussion
I'm gettin' a similar result. The speed mod seems to work, but all I get is 5-car trains. Though it seems like I get more of them. Instead of long trains, I tend to get multiple trains following each other closely.... Is this mod still supported/working? Is some other common mod (NAM, etc) overriding it? I even ditched my NAM automata file, thinkin' it might be the culprit, but no dice... -
PEG CDK-OWW Pond and Stream Transitions
Guinnessmonkey commented on Pegasus's file in CDK - Coastal Development Kit
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- services
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Nah. Thanks for makin' such an awesome mod that we can worry about how it's not 100% perfect, only 99.9999% Edit: Now that I've worked with the newer brushes, I think I actually prefer them to the old wet/dry brushes. It's just a matter of gettting the technique right, then you can get amazingly realistic and beautiful cities.
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CPT Terrain Mod - Trees
Guinnessmonkey replied to CycleDogg's topic in SC4 Modding - Open Discussion
Thanks... I'll post if deleting that file fixes it. Also, yhea... I saw your post to Andreas, I was just hopin' I had misread it and you weren't talkin' about my problem. Doh. -
Must... Have... NAM... Cosmetic Mod..... Must... Have... Now..... Great work... This looks to fix the biggest problem with NAM for good. Now get to work!
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- network addon mod
- NAM
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CPT Terrain Mod - Trees
Guinnessmonkey replied to CycleDogg's topic in SC4 Modding - Open Discussion
I have: CP_ColumbusBeachCliff CP_ColumbusPlayTerrainParamaters (the newer one) CP_ColumbusRockTextures CP_TerrainTextures_no1 CP_TreeModels_no1 CPT_no7_TreeController_Generic_RequiresNo8andNo9 CPT_No8_treemodelspartone CPT_No9_TreemodelsPartTwo Who knows, though, if it was really your mod that killed that city or something else I did... Though, which paramaters would I have to edit to make the generic brush a bit more like the wet brush. I love the selection of trees in the generic brush, but I don't like how it covers so much more of the landscape than the wet one did. I loved having all those dry areas.... -
Personally, I've ALWAYS hated sigs longer than a few lines. A cool quote, a couple links, etc, that's FINE. Enormous pictures, half a page of text, etc = just annoying, IMHO. (not saying that's the case here... I haven't seen many/any at Simtropolis that annoyed me, IIRC) Which is why on the forum I moderate we're actually nazis about it. Edit: Reads the thread again... Um... I'm fine with people putting whatever they want in their sig, as long as it doesn't make loading the page a chore or isn't too long. I certainly have no problem based on content.
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I've seen the same thing, to a prexisting city that I reloaded after installing the mod. One city out of my region was toasted. I see essentially a barren, corrupted terrain, with several areas (I think they WERE lots) where you can see through to the grid underneath. Then I CTD. *shrug* It was only a small rural community. Small price to pay for this mod. Though, as a quick question: Can one use the Generic tree controller and the wet brush simultaneously? I love the variation that the generic conroller gives me, but I miss the look of the wet brush, with it's tree lined valleys and treeless dry areas. Perhaps I misread the installation instructions, but I was under the impression that the two files were incompatable, as you directed us to delete any other brushes.... Anyway, I just want you to know how much I hate you. Nowadays I spend my gaming time reterraforming all the cities in my ENORMOUS region, as your terrain mod makes the region view look so pretty that now I can't not make it look PERFECT before I go back to building cities.... And now I have MORE trees/paramaters to play with. I'll probably end up redoing some of the cities I had already finished. Simcity4: It's essentially Perfectionist Aesthetics: the Game
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Tutorial on the use and organization of the Plugins folders
Guinnessmonkey replied to GrampaAl's topic in SC4 - Custom Content
Excellent... The suggestion that the UI's could do so was one of the main reasons I was worried about which folder to put things in. I mean, if the program was so testy as to load UI files from one folder and not the other, than one had to be very careful. Anyway, great. I can gather up all those UI files and put them back with the lots they belong to, which will clean up my Program Files folder a good deal. Thanks both of y'all. -
Tutorial on the use and organization of the Plugins folders
Guinnessmonkey replied to GrampaAl's topic in SC4 - Custom Content
Danke. That's essentially what I have now, with the exception that all my Trolca trains and UI's are in program files. Frankly I partly just got paranoid about it when I started cleaning out props after all those nice prop-paks were uploaded a couple days ago. Apparently I had been overwriting newer farm props with old, crappy ones all along... Doh. -
CPT Terrain Mod - Trees
Guinnessmonkey replied to CycleDogg's topic in SC4 Modding - Open Discussion
Date: 5/9/2005 12:00:58 PM Author: The Big Z I posted this in another topic: I've been having a small problem since I've downloaded the terrain modd. I had the trees and everything was fine. However, I downloaded the terrain modd, and recreated my region. After which, I tried to import one of my old cities(that I had imported to another map so it would be safe) and when I load it up, in about 30 seconds, my game goes straight to my desktop. I'm not quite sure what is going on either... quote> I have that too, actually. I wasn't sure exactly what was causing it, so I hadn't posted about it yet... In my entire huge region only one city was affected... When I load it, it looks for only a second as if there is no terrain at all, and no buildings, just areas where you can see through to the grid below. Then I CTD. *shrug* If all else fails I can redo that town. It was just a small rural community.... -
PEG Stream Kit II Deluxe Edition
Guinnessmonkey commented on Pegasus's file in PLEX Custom Lots & Mods
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Tutorial on the use and organization of the Plugins folders
Guinnessmonkey replied to GrampaAl's topic in SC4 - Custom Content
Ok... One question I had that MIGHT have already been definitively answered but maybe not...: Plenty of modders/editors/whatnot claim in their readme's that their work has to go in the Program Files directory. I tend to believe them, but are they actually correct? Wouldn't putting it in that directory run the risk that someone else overwrites their work with something lesser? Also, if they ARE right, and such files (whether UI's*, Trolca trains, or whatever) do indeed have to go in Program Files, can they be orgainized into subfolders? Or does this only really work for Program Files-only stuff if its in the actual folder and not a subfolder. Mainly because my My Docs is now wonderfully orgainized, but it can be hard to keep track of all the crap that I keep dumping (under the assumption that I had to) into Program Files... *I remember reading back when I first started this process reading someone saying that UI's work best in program files, as putting them in mydocs can lead to crashes. Is this even vaguely true, or have I been creating a lot of work for myself over nothing? -
DatGen Plugin: HotKey Editor!!
Guinnessmonkey replied to DarkMatter's topic in SC4 Modding - Open Discussion
Did anything ever happen of the hotkey editor? Is it available anywhere (or does it work?)? I'd LOVE to be able to switch a few keys around, as half the hotkey are ones I use constantly, but the other half go unused. Be great to be able to create a labeling hotkey or ones for road-top mass transit pieces or NAM puzzle pieces... After all, I use that stuff all the time, whereas how often do you really use the hotkey for, say, elevated rail stations? -
Date: 4/4/2005 1:59:46 AM Author: smoncrie I have a partially completed mod that replaces NAM rail puzzle piece models with models that use this technique, and it makes them look much better at lower zooms. smoncrie quote> *drools* Uh... Feel free to upload a beta ASAP.
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- network addon mod
- NAM
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Residential Population Halving Mod
Guinnessmonkey commented on slightlyslack's file in Gameplay Mods
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I've seen the same thing in my game, but no biggie. I had to replace all my roadtop mass transit's and SG alleys and such... *shrug* Small price to pay, really. This mod makes my cities just beautiful... I just wish I had noticed it before I spent so long terraforming and laying maxis trees to my enormous region (essentially trying to manually do what the wet flora does now). It does most of that work for me. Edit: I had the TE problem (IIRC) when I realized that the ocean/river mod terrain properties were blockin' my Columbus terrain. When I first loaded up preexisting cites with a working Columbus terrain the TE lots had to be redone. Edit2: Actually, after today's testing, I found that it wasn't simply installing the mod that was causing problems, but just that reconciling edges is now vastly more destructive. It tends to break every TE lot and delete many power lines. So I just need to be careful to not reconcile edges whenever possible (mainly I was doin' so becasue I just recently installed the ocean/river mod, too, so I was reterraforming coastlines and river basins to show the depth better). Anyway.
