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Everything posted by chappers
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- 28 Comments
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- 1
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- twintowers
- nyc
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(and 3 more)
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Need some helps about Street
chappers replied to thalken's topic in SimCity (2013) Modding - Open Discussion
you can try to build the road in pieces bit by bit instead of the whole road at once, also you might wanna read this post -
Please take lessons from Oppie on how to mod...
chappers replied to oldnavy's topic in SimCity (2013) Modding - Open Discussion
there isnt anything altered in the script files they are just needed for the mod to function, and thats for all mods wich come with a script file the values modders change are in the acompanying non script package file(s) -
Delete Regional Trees?
chappers replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
all of that is in theory is possible except for the regional conections (cause like we said everything outside the 2k box is a facade even the next door citys ) if we would know how to make a region wich we dont atm, they are pretty complicated to buildup a region you have to know how to activate the debug mode in simcity (wich is severaly crippled in the past by maxis with 1 of the gamepatches) to essentially make a region from scratch and then edit it with a 3rd party program (like scpak) to script the city plots into place individually but thats more of a topic wich is discussed here -
Ploppable Great Works (Offline Only)
chappers commented on Danny50205's file in SimCity (2013) Buildings
- 19 Comments
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- 2
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- simcity5buildings
- buildings
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(and 2 more)
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Delete Regional Trees?
chappers replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
Dave is somewhat on the right track there but il explain a bit further everything outside the 2k box the terrain with its features are like a texture pulled over a grid except for the traveling paths (roads, rail etc) essentially outside the 2k box your just building in a void of space between citys cause plop points are generated by the plop generator allong roads. and thats why the tree removal tool doesnt work (we tried) there is no tree to begin with. its not that we dont want it to work,but we've had several discusions on it within sugc for a while even some of maxis's devs but in the end came to the same conclusion it just cant be done. yayie allrdy explained all this though on the orion page wich he rewrote i while back here to quote him "All trees outside the default border cant be remove, because there is no tree, its a facade. Only way to remove them is to edit the region map files." Thought i had to share it here. -
Delete Regional Trees?
chappers replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
im pretty sure they are, only real way to remove em would be trough the region files if you can edit those then it perhaps will be possible to remove em but still no guaranties -
Delete Regional Trees?
chappers replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
the dream is still a dream (and will prolly stay a dream) cause what really is happening with the trees outside the box is to realise there is no tree to begin with theyre painted on the texture of the regionmap -
skyestorme's 3.1 compilation mod
chappers replied to Aardvark1313's topic in SimCity (2013) Modding - Open Discussion
its project orion indeed and that's in the skyepack im sure of that cause i made it just delete the orion mod if you dont want to use it or deinstall the whole pack and reinstall it again and untick the orion mod there, alternatively you could check out orions page and find out how it works and take advantage of the xtra space here -
Show Us Your Project Orion Cities
chappers replied to CapTon's topic in SimCity (2013) Modding - Open Discussion
it has been some time since i posted here nice pics all ^^ Heres my 1st experience with Shinjidai -
Simcity - What couldve been
chappers replied to Aprince's topic in SimCity (2013) General Discussion
Oh, so like um, you can create the illusion of a city. As nice as that looks, it still looks like crap..in terms of how the box just ends your civilization. theres no outer ring of development. Atleast in 4 i could do that. Im not trying to be an arse btw. What im wondering though is this, do the mods actually fix workers/students traveling to other cities for jobs/school. is traffic doable? or would i still have to manipulate it with one ways and feeders. as you can see traffic is pretty doable also workers and atleast some students are traveling between these 2 plots and on the plot immediatly ending ... yeah theres another plot next to it that i can easely joinup with this on if i would finish this region, the plot next to it actually let it build on this plot to if i would have wanted to -
Simcity - What couldve been
chappers replied to Aprince's topic in SimCity (2013) General Discussion
oh gee this thread again i guess you guys didnt saw these wonderfull mods https://imgur.com/a/Wjrru#0 -
- 65 Comments
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- regional bridge
- roads
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wich mods are you trying to use ?
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Ground pollution with mods
chappers replied to grtbaldini's topic in SimCity (2013) Technical Help Q&A
orion shifts the overlay maps like advertised in the description of the mod -
highlighted files are the files that comes with the game on default hope it helps
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Trouble with offline bridge and tunnel mod
chappers replied to craizedmanic's topic in SimCity (2013) Modding - Open Discussion
heres a screeny of the packages i used highlighted are the packages you need and heres how it looks ingame hope it helps -
Fire trucks slow to respond.
chappers replied to deluges's topic in SimCity (2013) Technical Help Q&A
might help you out without further information its kinda hard to find a solution how big is your city for instance, maybe a screenshot. -
Trouble with offline bridge and tunnel mod
chappers replied to craizedmanic's topic in SimCity (2013) Modding - Open Discussion
if you want to use yayie's grp akar , the tunnel and bridge mod and the parklets to work you have to install them in a specific configuration Just take yayies high res akar first then install the the tunnel and bridging's akar and then take the lowress parklets and it should all work together, parklets are then offcourse not in there own menu but under the parks menu like advertised -
SimCity (2013) Official Mod Request Thread
chappers replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
you know you can stop the bulldozing with right click right -
- 76 Comments
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Show Us Your Project Orion Cities
chappers replied to CapTon's topic in SimCity (2013) Modding - Open Discussion
just the original orion mod with it you can build way beyond the 3k point i think im somewere between 4-5k point by now in that city but at your own risk and after some tinkering around with some new mods heres another update i must show you guys this might be a better example -
Show Us Your Project Orion Cities
chappers replied to CapTon's topic in SimCity (2013) Modding - Open Discussion
Nice shots Tree and Drengs and a small update on my latest Cheers and keep it up
