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Magneto

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Everything posted by Magneto

  1. Looking for Ploppable R$$$

    Cool_Z, jmsepe: it comes from
  2. Custom Replace Maxis Trees Mod

    Graphical errors? Would you mind to attach the modified exemplar(s) to this post, I'll have a look
  3. Custom Replace Maxis Trees Mod

    Strange, I have no problem opening it... Are you using version 0.9.3? Try to rename the file, reader does have problem to open files with special characters in them... If that still fails you can use the lot editor to get the IDs Silly me, you need the RKT, not the IDs... Here you go
  4. Looking for Ploppable R$$$

    Yeah sure, but for 100 lots you plop, how many will last 50 years?
  5. Street Tree Mod

    Okay, step by step because this is becoming a tad confusing... That's strange, both versions (STEX/LEX) does have that file. As for why it doesn't work, I'm clueless because it should... Did you reindex the lot config? Sure it does, it's just a matter of putting the right ID in the NetworkPieceID property. But I don't advise you to use this mod as a base, because OWR3 is much larger than roads, even more than streets... Your trees will probably land right on the asphalt... So you need to move the props. Entails more work. Fortunately, yes: edit the LotConfigPropertyWealthTypes property of exemplars that only have high wealth types (0x03) and add the desired wealth levels to expand their range. Of course you'll have to delete exemplars that might potentially conflict with the newly assigned wealth. More information about T21s (how to move props, specificities of properties and what they do, etc.) can be found here. It can take some time and quite a lot of readings to compute all the information, but there's pretty much all you need to know about T21s and how to modify them. Hope this helps.
  6. You're right, I checked again, turns out messed the transit switches I added... Apologies to anyone who downloaded this. Promptly deleted. That being said, it seems that A BUNCH of stations have unproperly modded transit switches properties. I trust none but NAM & RTMT ones... Is there any litterature on the subject on how to properly set up transit switches depending of travel types the station has? I haven't seen anything about it in the MTA pdf... could it be that I missed it?
  7. Custom Replace Maxis Trees Mod

    It is technically possible to make them semi-seasonal, but if you replace a non-seasonal maxis prop by a seasonal prop, you basically force the game to store extra data in the network subfile each time you save your game, causing an overflow. This is due to RKT4 requiring additional information compared to a RKT1. And this leads to prop pox (great article on this here) The only possibility to have seasonal trees is to replace them manually one by one, on every lot and in every T21 file they are used.
  8. Terring's Terrible Lots

    What an insane amount of work you've put into this! Congratulations Elias. I take my hat off to your dedication.
  9. Custom Replace Maxis Trees Mod

    From what I understand, you want to create a tree replacement mod such as not a tree controller (which dictates flora used when plopping god mode trees). Those are 2 different things. Can't really help for the latter. As for creating a tree replacement mod, it's rather easy. Actually I have one that is ready for release but one of the trees I wish to use isn't available atm..Anyway, you can use Marsh's mod as a base, it contains almost all exemplars related to Maxis trees. 1. Open the mod with reader (preferably version 0.9.3) 2. Select the exemplar corresponding to the tree you wish to replace (here I chose exemplar ID 16600000). To figure out which tree is what, you can use the Lot Editor as a reference (use the # ID to locate the item under the prop or flora tab). Here you can see the exemplar type is Flora, so you have to look under Flora. 3. Once you identified the tree and know what its replacement will be, you'll have to locate the exemplar of the tree used for replacement. Again, use the LE and note the ID used so you know which exemplar you have to look after. When located, you need to copy its Resource Key Type property, which is the property that refers to the model used. Simply hover your mouse and right click, then chose copy property. ALternatively you can use Ctrl+C 4. Now you have the RKT property, go back to the Maxis exemplar (in the example, the one with ID=16600000) and delete it's RKT, then paste (Ctrl+V) the RKT you copied previously. 5. Congrats! You made your first prop/flora replacement. Beware though that the RKT you copy must be of same type than the one you replace. Do not replace a RKT1 by a RKT4 (timed prop, used for seasonal trees) or your mod can cause prop pox. All the Maxis flora and props uses RKT1, so only use RKT1 properties as replacement (the infamous palm tree uses RKT5, but this is an exception, you can replace it for an RKT1 without trouble). Good luck.
  10. Hey Xander The station neither supported light rail travel type nor was transit-enabled but it should be ok now. Replop station and see if it works as intended
  11. Can't find it?... Ask here!

    Didn't anybody tell you the "Golden Rule" when it comes to uninstalling SC4 Mods/CC? BEFORE you uninstall any mod or CC from your game you MUST FIRST DEMOLISH any & all instances of the mod or CC from your city otherwise you'll face issues as you already have. So before things get any worse reinstall the JRJ Streetside Mod, re-enter your city, demolish every tree lined street, save your city again exit the game, then you can now safely remove the mod from your game. Please don't do that, it's a waste of time. Remove the mod (and the dependencies if needed) then enter all cities where the mod was activated and click with the street tool on your street/roads to revert them to normal. 100% safe.
  12. Some help for an Ultra Newbie! :)

    Correct: No need for uninstalling. Just rerun installer. I often read people advising not to datpack NAM, CAM or this or that. But I see no reason not to do it; my NAM folder is always datpacked and working like a charm. Same goes for those sensitive plugins that have to load last, as long as they're in the correct order before datpacking the merged dat will respect it. But I agree for the extracheats.dll, that one has to be left alone.
  13. Any good city names?

    You can use a name generator like this one: http://www.mithrilandmages.com/utilities/CityNames.php
  14. Street Tree Mod

    Ok, I just looked into this and luckily there's not too much to do. Open the SFBT_RoadsideMod_R$$_C$$LDMDHD.dat file, you will have this: The NetworkPieceID property as name implies references the type of network used. You can figure out which piece was used using the database uploaded by Mandelsoft Anyway, this is the property you want to modify in order to transfer the props from roads to owr. Thanks to the NAM guys, there's only 1 digit to shift for the road to become owr: the 2nd digit has to move from 0 to 9. Here you have to edit 0x00004B00 and change it to 0x09004B00. 1. Copy all exemplar files from the SFBT_RoadsideMod_R$$_C$$LDMDHD.dat file and paste them in a new dat 2. For each exemplar, modify the NetworkPieceID property following above guideline 3. When done right-click anywhere on the right side pane and choose Reindex Lot Config 4. At this point you just have to assign new IIDs to avoid conflicts (2 exemplars with same IDs will override each other, last to load wins). You can either randomly generate new IDs or use the TGI editor (under the tools tab) to assign predefined IIDs. A good practice is to use the networkpieceID property as a base and increment it for each new exemplar using that network piece ID. When done all exemplars you can delete SFBT_OnewayRoadsideMod_R$$LDMDHD as it will conflict with exemplars you created. Good luck
  15. Some help for an Ultra Newbie! :)

    Oh yes, game's speed will definitely decrease as population increase. Same thing will occur as you accumulate custom content in your plugins folder, The NAM can have quite some impact on speed, mainly due to the size of its controller. Actually, since you just started using NAM I'd recommend you to rerun the installer and tick off the RHW for 2 reasons: it has a steep learning curve and it drastically increase the size of the controller more than any other component in the NAM (thus slowing that much your game). Save that one for later, when you'll feel more comfy with the other stuff NAM has to offer. You could also consider skipping NWM, GLR, HSRP and RRW for a first install and add them one by one as you get the grip of things and feel the need for them. To minimize the loading times you can use the datpacker, a nifty program that merges your plugins in single dat files thus giving a tiny boost. If you decide to use it don't forget to keep a backup of your plugins: once the merge is done, there's nothing to reverse engineer the process.
  16. Lamont

    Have to agree with the recent uploaded maps. What is even worse, despite being not-so-playable most peeps give them 5 stars and positive feedback before even testing it, judging only upon the presentation image. Just like yours has been downrated twice prior to a single download. Pity.
  17. RUM for RRW

    Stunning work - a well deserved 5/5. Thanks rivit!
  18. Cascadia Tree Controller

    Can't say I'm totally sold of the tree selection, also more "progressivity" would have been welcome imo (one brush does paint 1/4 of a big tile at once). Thanks for sharing tho
  19. Can't find it?... Ask here!

    You'll need more than 1 mod to do that, as the trees in backyards belong to lots while trees along the streets are added through T21 exemplars. This mod will not really add more trees but will make them seasonal and look better: (only for maxis lots) Those mods are T21 based and will add trees to your streets: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=115 or Note that those 2 T21 mods conflict with each other, choose only one. You have the option to reduce them when you run the NAM installer: look for one-way arrow mods and select the half reduction plugin. Can't help for #3, I don't see the picture
  20. Can't find it?... Ask here!

    Aflack: from this page you should be able to get the patches and the bldgprops vol 1 & 2 files
  21. Looking for Ploppable R$$$

    Correct. The building dilapidates very quickly, hence the reason you'll hardly find any residential ploppables. If you have the extra cheats dll you can use the LotPlop command to plop any building that is in your plugins, but be aware it will dilapidate too.
  22. Setting a Region back to default

    Well you have the option to obliterate the cities, which will remove everything built but any terraformation already done cannot be reverse engineered this way. The only possibility to recover the terrain (eside reinstalling the game) is to restore the region with the original files. To make clones/copies just find the folder of region you want to duplicate (under Documents\SimCity 4\Regions) and copy-paste it, then rename it.
  23. 24. The National Monumentals - Nowoivokzo and Vokzorgka

    It's so depressing - it's beautiful.
  24. Can't find it?... Ask here!

    feeroz: you need to select draggable FAR in the NAM installer. Look in SimCity 4\NAM Auxiliary Files\Documentation\images for the layout
  25. Making a Zoo

    As regards to the modding part (properties of the building, custom icons, position in menu etc) I'd be glad to help ya, let me know
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