-
Content Count
893 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Magneto
-
TuLEP Sandstone fix. (SOLVED)
Magneto replied to SAVAGExPHOENIX's topic in SC4 Bugs & Technical Issues
^ Only NAM files are removed by the installer. -
VicRusty. I have 2 mega lots and 1 prefab in plugins. I can say they definitely do not add to the count to unlock the school. When you hover the mouse arrow over the greyed icon, does it show any progress? In cities where I have some growed it doesn't. I modified LUA script for the school to have new requirement; get 25,000 R$ sims to unlock. More flexible. Can be hovered to track progress. CV6x3_SFBT_Plattenbaugrundschule_99a2cb46.zip
- 21,239 Replies
-
- simcity 4
- custom content
- (and 8 more)
-
The way I see it, you want to get rid of the wealth grass triggered by low density zoning or by zoned avenues on avenues roundabouts Try with the file attached below in your plugins and make sure it loads after the Roundabouts folder that is located in NAM
-
The extra cheats plugin must be directly installed in your Plugins folder, no subfolder. Also there is a small bug causing it to be ineffective sometimes, but exiting and reentering the city solves this usually. Type the TerrainQuery command then click on the question mark icon. Hovering the tiles will reveal their coordinates; the second value (y) is height, IIRC
-
There you have your culprit. Delete zzz_JENXMODS_POSEIDON_Grey_Blue_Water_HD.dat or make it load before your water mod of choice to realign the stars
-
The example I gave you above is for a passenger train engine replacement, so you already have the IDs. To change TGIs: Tools -> TGI Editor. Model IID Headlight IID 0x10A90000 0x10A92000 If you want an additional engine, you can use any IID for your models/textures/exemplars as long as they match; properties Model Resource Key & Auxiliary Model 1 Key (headlights) will have to be edited accordingly too.
-
I thought of PEG Oops mod too, but since the problem seems to arise on maxis residential lots I'm leaning towards a plugin conflict; probably prop/building family IDs. Have you installed billboards or something similar in your plugins recently?
-
Possibly from this set: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=131
- 21,239 Replies
-
- simcity 4
- custom content
- (and 8 more)
-
Yes it's possible. You have 2 different kind of automata: replacement automata, that basically overrides Maxis; and additional automata, which as name implies add new instances of automata. Replacement automata is limited, you can only have one. Iif you have several of them only the last to load in your plugins will be taken into account while additional automata is unlimited. To check if it's replacement or not, have a look at the instance IDs by opening automata file with reader If passenger trains engines IIDs= 0x10a90000 and passenger train car IIDs= 0x10b10000 then it's replacement (look at exemplar IIDs or S3D files)
-
NAM is for Network Addon Mod. It is the most popular and most essential mod for SIm City 4, it will add a lot of possibilities to your network and fix the bugged traffic simulator. Link in my post above
-
After NAM, maybe consider fixes: Not really fixes but very popular: (very helpful for debugging) (also exists in quadrupler version) In any case read before installing, not everyone want to use those For the sake of looks and realism: A terrain mod. Usually they comes with a water mod, a rock mod and a beach mod. Some very popular ones: Appalachian terrain mod (HD), Sudden Valley (HD), Columbus. Those in HD requires hardware rendering, check it out. Note you can only have one terrain mod in your plugins. A slope mod. There are a lot of those, I guess Ennedi's is the most popular (3 different flavours) along with Here too you can only have one for a nice facelift of your industrial areas Also recommended...: The + (the mod in itself is simple to use but the installation requires great attention) A tree controller such as or Aerden (lovely seasonal trees to replace outdated maxis flora but the list of dependencies can make your head spin, also requires great attention for proper installation)
-
Your version is 638 so it's good; consider update 640 if you want nightlights on custom BATs but it's not really needed otherwise. But do you have installed? It comes with many options to choose from; new road textures (euro) and smooth curves also.
-
The mod for overpasses (facelift mod) is here: http://hide-inoki.com/bbs/archives/sc4_0818.html Translation of the readme is here: https://www.sc4devotion.com/forums/index.php?topic=3976.200 (scroll down to mightygoose's post) The dependencies and the Jstyle sidewalk mod: http://hide-inoki.com/bbs/archives/sc4_0856.html and http://hide-inoki.com/bbs/archives/sc4_0837.html
-
Start with a perfectly flat terrain for best results, then dig your trench. It can be 15m deep, but you can also go for 7.5 m since NAM has introduced 7.5 m (L1) viaducts for roads and avenues; oneway roads requires 15 m and rails 15.5 m if you want it to be perfect. Use the single road tile to level your terrain (if needed) If you want to build a road overpass, select either 7.5 m road viaducts or 15 m road viaducts from the Roads menu (depending of your trench depth). Press Tab to cycle through different options, Shift + Tab to reverse. Select "T road on slope" or "straight road on slope" and place it like this: Of course you'll have to place the same piece at the opposite. When done, choose "road over ground highway": Plop, and you're done. Rail overpasses are done the same way with the rail viaduct pieces that you find in the rail menu. That's not very good advice to recommend RHW to someone that clearly stated being unfamiliar with the NAM, imo...
-
Brigantine is ok but the water mods included with Sudden Valley Terrain mod and Appalachian Terrain mod are better imo
-
It has nothing to do with NAM, CAM, RTMT, Industry quadrupler. It could come from a custom BAT as someimes those are packaged with automata, but this is not frequent. AFAIK there's no mod that lets you remove one type of car. Your best bet to find the culprit is to apply the method: pretty fast and very effective, regardless of the size of your plugins folder Good luck
-
Bad luck, it's Magneto 1st picture: (rail crossing diagonal road) almost sure you can fix it simply by removing the rail track then rebuilding it. 2nd picture: that puzzle piece hasn't been done yet, nothing you can do 3rd picture: you can fix this by yourself using the Lot Editor, the creator of the RRW mod included lot textures. 4th picture: the freight yard lot nothing you can do at the moment, freight-oriented lot textures have yet to be created/released, but the orthogonal to diagonal transition you can fix by destroying and rebuilding it. RRW is still in it's early stage of development therefore you have to expect that some features aren't supported yet.
-
No idea if this has already been reported, but there is some weird bug with the max. filesize of attachment per post. IIRC at some point it was up to 700 k, went down to the 300 k range a few days ago, then today I saw the limitation going down to 65 k and now it's down to a ridiculous 9.59 k. Simply put, each time I attach a file to a post the upload limit becomes lower. Using Firefox & Win 7, if that helps.
-
First attempts at creating a Functional Landmark.
Magneto replied to Lazarou Monkey Terror's topic in SC4 Modding - Open Discussion
Which tool(s) are you using to make the conversion? I wrote a mini tutorial using PIM-X & reader explaining how to do it, you can find it here: Although this version of Burj uses a slightly different method (the building exemplar doesn't have a Resource Key Type property), you can use most of the steps provided to successfully convert it. PIM-X will also compute the number of jobs, pollutiuon etc. automatically. 1. Since the building exemplar doesn't have a RKT you can use any model included in the download (any model in fact...), but as you wish a realistic amount of jobs its better to take a model that is representative of the building size, even if it's only a fraction of it. I personally choose the Part 2. Part 1 could work too. The others are probably too small. So put part 1 or 2 in the root of your plugins and launch PIM-X 2. Drag & drop the model to the desired landmark category, then right click on the bottom part of the screen (where properties appeared) and choose recompute properties as. This is where you estimate how much the model fills the yellow-framed box (the LOD box). In my example I took part 2 and my personal estimate,was that it filled 50% (0.5) of the frame. But this is only a fraction of the building; I estimate that part 2 represents 1/3 of the complete building. So by multiplying 0.5 by 3 I'll have a good estimate of the total size, therefore I choose to put 1.5 as filling degree value. PIM-X will then instantly recompute jobs, pollution, garbage etc. 3. Hit Save at bottom of the screen and right click again to choose create plopping lot. You can now quit PIM-X; feel free to erase the loosedesc file. 4. Open the .sc4lot file that was created by PIM-X with reader and delete the RKT. Now you can follow the procedure of the tutorial I linked above, from part 8 to the end. Don't forget to change the lot size, PIM-X will create a 8x8 lot but you need a 12x11 lot (CxB) Burj with CO$$$ jobs below. Good luck- 3 Replies
-
- 3
-
-
- modding
- functional landmarks
-
(and 1 more)
Tagged with:
-
[2014] Lot Editor and Plug-in Manager - Forum Archive
Magneto replied to scquith's topic in SC4 BAT & Lot Workshop
I'm no expert in station modding but I compared Arbogli's station with the closer counterpart I could find, the RTMT GLR avenue + bus station. The transit-enabled lot seem to be correct but I noticed a different number of reps in the transit switch entry points property so I copied it from the RTMT station and pasted it in Arbogli's station. Also the transit swit switch entry cost has been changed to 0.02 and capacity raised. There's no guarantee it will work (I haven't tested this myself) but you should give it a fair try. If you don't mind reusing the same station, it's quite easy: delete the ResourceKeyType property that is in the building exemplar, generate a new instance ID (IID) for it (right click on the exemplar, select generate new instance) and assign the same IID to the lot config exemplar and to the PNG file. Then locate the LotConfigLotObjectData property starting by 0x00000000 in the lot config exemplar and edit the last rep: it must match with the building exemplar new instance, then click apply (1) then apply (2) (see pic below). Then rightclick anywhere on the right pane and reindex lotconfig to make the change effective. You'll also have to edit the PluginPackID, the Lot Resource Key and the Item Icon properties: those must match the new lot IID. At this point you can save, although you might want to assign a different Item name, Item description and a different PNG for the icon to make things easier. Arbogli's & generic stations below. Good luck- 100 Replies
-
- forum archive
- lot
-
(and 1 more)
Tagged with:
-
This one fits the bill: http://www.toutsimcities.com/downloads/view/1902
- 21,239 Replies
-
- 1
-
-
- simcity 4
- custom content
- (and 8 more)
-
The elevated props IDs have changed since, thus it's perfectly normal you don't see them. I made a quick fix, and also did some tweaks to the transit switch entry cost and the capacity (initially at 100, a bit low for a highway!!). It's now set to 22500. Delete the PZ_12x1_xRTP1_b76f4f0f.SC4Lot file and replace it by the one attached below, thatshould do the trick (you can delete the Elevated Network Props dependency too, a more recent version is included with NAM) PZ_12x1_xRTP1_b76f4f0f.zip
-
You attached Paeng mod, but I already have it; I asked if you could attach the lot file pictured in your screenshot. Anyway. Delving a bit more in the texture mod, I'm 100% sure the file(s) that is (are) giving you trouble is either in the Base_Overlay_Mod folder, and/or in the Overlays subfolder. full_def-rural.dat and full_def-sandstone.dat are not interfering with concrete textures, you can leave them. full_def-grey.dat, full_def-pink.dat & full_def-white.dat are sandstone replacement for the maxis concrete, respectively grey concrete ($ wealth) pink concrete ($$$ wealth) and white ($$ wealth). That last one is the most used base texture by the game, it is very likely that it affects your lot. Therefore removing it will drastically change the appearance of many lots in your game. In the Overlays subfolder the Beige$$$ can be ignored, I doubt it was used as a texture for the airport lots (too fancy). The White$$ contains overlay textures that might have been used by your lots. You can try to remove that folder and see if it affects your lots, but then again those overlays are commonly used on other lots. Paeng enclosed useful images in the readme, please refer to base_overlays.jpg, that will surely help you to figure out which file(s) to keep/remove. As a last resort you might need to use the Lot Editor and change the textures of your airport lots; it is the only way to have full control when you use mods that have global effects and don't want to remove them. Anyway you should give it a spin: It is really easy to use, it lets you visualize things and get a better grip on the game items and mechanics. And it can help you resolve that kind of issues.
-
Examinated Pang's mod, there's a high probability the file you want to remove to get your airport lots back to normal isin the folder Base_Overlay_Mod/Overlays. If possible could you attach the lot file to one of your post (need to be zipped)? I'd take a look at it, but I don't feel like downloading all the airport stuff just to find out.
