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Everything posted by Blackkatt
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Too many incompatible mods?
Blackkatt replied to Achim93's topic in SimCity (2013) Modding - Open Discussion
It works like this, UI mods (Akar etc) mods that add to the UI Traffic mods (mods that add roads or track or service roads) Game mods (such as Orion) Buildings (add buildings or alters there appearance) Textures Then you have to find order between mods. That is however only needed for 1-3. Reason for #2 being there is due the fact not all modders knows what there doing. So they override either other. Also the scripts dont need to be there. You can put them in "SimCityUserData\Packages"- 6 Replies
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I hope that the employees get transferred to other areas of EA?
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4. Regarding Resources. Unlike Land Value/Pollutions etc That was compressed 4:1. All Resources are stretched 1:4, see Image #3 and #4 to get better understanding on them. This 1:4 stretched map data also effects oil, water, coal and ore. No idea if this translation is right... 4. Recursos relativos a. Ao contrário da Terra Valor / Poluições etc Isso foi comprimida 4: 1. Todos os recursos são esticados 1: 4, ver Imagem # 3 e # 4 para obter uma melhor compreensão sobre eles. Este 1: 4 esticado mapa de dados também afeta óleo, água, carvão e minério. Next time you can press "C" on your keyboard in SimCIty to take a screeshot. The Screenshot is then saved here "C:\UserName\Documents\SimCity\Pictures" or something like that.
- 412 Comments
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Skylines Wiki Updated with Modding Info
Blackkatt replied to CapTon's topic in Cities: Skylines Modding - Open Discussion
NooooooooooYeeeeeeees! 2015-03-10 - Cities: Skylines to be released, if that game is awesome I might not feel like finishing my current project, all that time wasted...dunno what todu... -
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its not as simple as to "do some bugfixing" For one, they are not bugs because pretty much all mods you'll find here are doing things the game is not designed for. Therefore they cannot be bugs (unexpected behavior) Now when thats clear, if you read the description, what it is Orion actually does. It should be clear to you or anyone else why its not possible to do some "bugfixing" sure, if you rewrite the Game Engine then we can talk... a very time consuming "solution" could be to edit every prop that has "issues" to take an example, regional roads have a higher distance from the ground. This value has to be increased even more and same goes for all other props. So grab SimCityPak and start editing mr Ourlord :ohyes:
- 412 Comments
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Is there a way to modify citizens appereance and\or their position in buildings?
Blackkatt replied to mazisky's topic in SimCity (2013) Modding - Open Discussion
Probably, I'll look in to it. Will take some time due have other things to finish first. -
S3PE is a Sims 3 Package Editor used by Sims 3 modders, but its recent version now support SimCity as well. I used it to compile/grouped all modified prop files into single .package file. That's what I thought you meant, you don't have todo that. Just select all the files you which to include in one .package file -> right-click - export to package or (advanced export) like this Saying SimCity is supported is to over do it, you might get the hopes up for the new modder out there hehe ;) "In addition, the file format version number number must be 2 for Sims3™ (or 3 for SimCity5™, which is barely supported)." http://s3pi.sourceforge.net/
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Sorry if I missed something here I mean no offence. I just read this quick and a thought plop in to my head. How is this mod different from http://community.simtropolis.com/files/file/29902-new-rci-11more-workersshoppers-and-freights/ http://community.simtropolis.com/files/file/29897-low-mid-and-high-tech-industrial-freight-11-does-anyone-need-more-freight/ ?
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Not gonna happen. If any, Cites:Skylines would be my next goal.
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Alright, I'll add that too as I go along.
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Aaah, yeah that "issue" is resolved
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Thanks I guess =) It's nothing yet. But it will be amazing. I will update this thread as progress proceeds...
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Thanks CapTon!
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Yeah looking like that is no fun at all. But I will fix that somehow. That other part, unsure what you mean. What you see in the image is buildings built in the air, 70 meters to be exact. The terrain "adapts" and I want that for the water too, but haven't gotten to that yet. Much other things to fix. For one, working on a ramp that can actually connect to a MegaTower when its 90 meters up in the air haha.
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I have fixed this, I've now fixed Everything, (Strictly informative, not bragging, for the ones that never bothered to get to know me and therefor not aware of the fact, I do not brag!) To add to that, I'm convinced that Max would solve all of this himself if he only had the time to spare! Anyways, what's be resolved is... The "MegaTower's internal roads" could not be demolished. No longer a problem. The "Double Railings" at intersection when transit from standard "BILS" to Future "BILS" have been resolved. The Issue where "Maglev + Maglev As Subway + Bi-Level Streets" would make the "Maglev or Subway Tracks" immune to the bulldozer...fixed! You may now use Maglev + MASS + BILS without this issue. The "Intersection Texture" would disappear after either the "Maglev Track" or the "Maglev As Subway Underground Track" been selected. This will no longer happen. (Note, the Maglev Road Guides that were shown for BILS will no longer show However the "transparent" effect that is for Maglev Tracks and MASS is now turned off. As soon as Max comes online, I will give him the last two fixes. ("Double Railings" and "Intersection Texture Disappear Issue") After that there are no more bugs? PS: If you are still using a MegaTower that existed before you updated to the latest mod, you will have to demolish that MT I'm afraid. And if that don't work. You have renamed some mods so the "load order" is incorrect. OR you are using some mods that I haven't yet had time to test for compatibility =)
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The "source code" is the mod itself so the .package file. You need https://simcitypak.codeplex.com/ to edit such a file for SimCity 2013. You may also want to check out http://community.simtropolis.com/forum/94-simcity-2013-modding-open-discussion/ Let me know if you succeed in "improving" Orion. XoXiDe it's creator told me that for things to get "better" "fixing" what's "wrong" a way around the hardcoded stuff is needed. As I'm set to try that myself as soon as I'm done with my first mod in Project Override I'll get right on that and I'm sure it will take more than just one person to figure this out. So feel free to join myself and one other when the time comes.
- 412 Comments
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Offline-Only Mod: "UniDirectional Networks (UDoN)"
Blackkatt commented on xoxide's file in SC13 Game Mods
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SimCityPak - Modding Tool
Blackkatt replied to oppie's topic in SimCity (2013) Modding - Open Discussion
Hi guys! Could anyone tell me how to edit 0x622b9cd7 "The Global file" (using version 4.0.0) without it causing the Game to crash? seems the compression is lost after edit. But so is it for all other .package files you edit, is it not?- 627 Replies
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Yes its because this is a "resource" issue. Meaning more or less. A "resource" has reached its share limits. Anything that uses the Maglev system will cause this. So its not an issue with Bi-Level Streets. Using more then Maglev and Subway should causes this issue as well. And to fix that we need someone that knows how to either make a new "resource" or help from Maxis. I'm working on locating what exact "resource" it is and see if I can work around it. I've manage to share a "resource" 3 times. More then that the exact same issue occurs. I will be releasing 3 levels of Bi-Level streets. But of course the same issue will happen with them so until thats fixed it wont get released.
