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ProcsKalone

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About ProcsKalone

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  1. Nah its a problem with Orion and it causing offset issues with certain things. I am pretty sure I know how to fix certain things like the oil etc being offset but its a huge amount of work to fix.
  2. Don't be like that Yayie. At this point in time no one has contacted me about adding BOC stuff to your mod. I did message you on dizzy's stream the other day about how you could make Akar compatible with both but you must have left the stream chat when I explained it. In anycase the reason I have not pushed any updates is because you can still use BOC. Press ESCAPE -> Enable Debug Menu -> BOC menus will appear on the right side of your screen.
  3. Pretty fair assessment. It was known before hand some of these things such as the regional paths should be included into the extended boundaries but some people were in a rush to release it and thus you have this issue. Combined with the fact that for some odd reason they decided to make the regional roads an extra download instead of combined as a one package download - it makes things more complicated for the end user. That and the whole orion download page seems to be a messy block of text with so many different things advertised on one page.
  4. .... what are you on about. The thread is about the road interchange removal not the freeway sign. Goes to show you did just copy my download i posted on ur regionalbulldoze modpage and included it as your work. what hidden values are you even on about. The interchange prop has no hidden values, just not translated into literal names and not understood values by most. The approach I took to create what I wanted was indeed a sloppy more brute approach which is identical to the props in your package.
  5. lol whatever cant really be bothered arguing it out but i find it hard.to believe the exact approach was taken by you (we both know howmuch you know) and if a dev would have taken such a sloppy route to doing the same thing.
  6. Did...you just copy n paste the entirety of my package into your regional bulldoze? LOL it even has the same ghetto workaround I used to apply the removal of the setpaths for the default interchange. On a roll with your shitty moves I see
  7. Did you install my interchange remover? there should be a package named 1_aInterchange or something similar.
  8. That was a debug plop (premade single plop model) in the beta that had no actual function. By the way, didn't notice you're malaysian haha cool. Which part you in? I live in PJ, well kelana jaya really.
  9. Regional Bull Dozable Regional Paths

      If you don't want to wait download http://www.uploadmb.com/dw.php?id=1403705255 - two files place (extract) them in SimCity\SimCityData\ (make sure you remove this mod first) 1_Updater[BreakingRoadsScripts] - makes all roads, stubs and tracks bulldozable (I believe this version includes the regional elevated train bridge too if not let me know I might have got the wrong one) 1_aInterchange - replaces the interchange at entrances with regional freeway - a restart (full close and re-open simcity) may be required on fresh cities
  10. Its 0 changes needed to keep rci ploppable without points each patch since it does not use any scriptside values, it will take one round of renaming the props to have them not conflict with the original rci plop mod, but I had already done that long time ago. Nor does it take much effort to make it BOC compatible, but that is something Niclistin will have to allow, but he is currently busy with the Menu splitting that I have explained to him. Figured out already @Keiko, as it stands, BOC does need updates on a per patch basis and with the extended boundaries mod out - I figured that it was not as necessary and would save me time having to update it. I may change the way BOC works with the scripts so its patchfree but that may only come later. For now DamienMB has uploaded it again uptop and i'll edit the link into the mainpost sometime but I did not want people expecting fresh updates any patch just yet.
  11. There is no real need for the pack anymore so I have taken it down.
  12. Project "Great Wall"

    Not really. You just dont put in any ecopath filter values and you have it.
  13. Hello, hope you can help me. I am creating a mod this is based wings mos streets You can create a menu for the mod I want to build roads. I want to create a structure of streets have their own menu, its own texture. finally, I want to create another type of streets that is pending and can run unto the other original streets. I've changed texture and stuff like that but I could not in contrar as it helps create.

  14. @Agente: Sorry I never got to reply, was kind of in and out this week and not really free to reply. Thanks for the kind words - they are much appreciated! There will definitely be more and more conflicts between my mods and all the enhancement mods coming out nowadays. @lucas: Sorry I never got back, but you seem to have figured it out. Though the trade depot should be working sort of. They wont have their normal plop points but you should be able to plop them outside the box freely. @Ausmayor: Hmmmm thats a new one, could you let me know what mods you are running? As far as I know removing my mod shouldnt be causing any of those issues but it may be something new thats causing it. Did you make sure you deleted the simcity_scripts_XXXXX from SimCity\SimCityUserData\Packages\ , and also delete the latest one from SimCity\SimCityUserData\EcoGame\ (This will be redownloaded to the default fresh one off the servers)
  15. Regional Dirt Road Mod

    correct this is a regional road for making roads from the freeway to your city box for more entrances and exits      How to bulldoze this regional road ? It looks very terrible.         this is a regional road and does not delete. sorry if it look like that but i really cant do anything    You can make them bulldozable but you'll need to include a scripts side change. For the road type add this prop id to the ecopath filters array 0x587d51b9
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