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Membrillo

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Everything posted by Membrillo

  1. Yeah, every time I try to set dgVoodoo to directx12, it crashes the game. Which is a shame, because until it crashes it goes much more smooth. My card is crap, but it is dx12 compatible. I've been trying to reproduce the CTD with the reduced plugin folder without luck, if I can say it this way. So, maybe the crashes during my experimentation where just unrelated with the dat file and there is something else going on. In the meantime, I've got rid of the launcher by Dnullfying my SC4. Thanks for all your latest efforts. I hope we can have more tilesets coming soon.
  2. SC4 Disable Cheats

    I think this DLL is already underrated. I don't usually write the cheats, but click on them from the list. This DLL removes all the useless, or straight dangerous, stuff from unintended clicks.
  3. It may be all a coincidence and the dat file isn't the culprit. I attached the reports. From Jan 16 to 30 I had a full Plugins folder. SC4moredemandinfo dll and dat files were installed on Jan. 15. On Jan. 31, I removed moredemand and a couple more mods that I installed around Jan 16 and I had no CTD. For a few days, I installed each mode and run the game for a reasonable amount of time (hours) without crashes, until I replaced the original census dat file with yours. Then the crashes came back (Jan. 2). With just the DLL file, the game run without issues. Now I will try to reproduce the issue with a limited Plugin folder (CAM, NAM) and the DLL + dat. I had a crash on Jan. 4, but I did change dgVoodoo from dx11 to 12, so maybe this was the cause (the game loaded fine and loaded the city, but CTDed shortly afterwards). I reverted it to dx11 but I haven't had time to run the game for a decent amount of time yet. As I said, it can be a coincidence, but I've always been able to run the game for hours without issues, except with the modified dat file. Although I realize that my test are not enough to prove causation. Exception Reports.zip
  4. @Null 45, I am almost certain that the .dat file is causing CTDs to my game. I never had CTDs before, but after a few days suffering them I decided to track them down. I removed some mods that I installed when the CTDs started, among them the SC4MoreDemandInfo. The CTDs ceased to happen. Then I have been adding a mod each time and testing the game. I didn't have any CTD until I installed the modified RJ - Census_Repository_Model_and_Query_3.1.dat (the DLL alone seems to be fine). CTDs seem to be random to me. I can share the exception reports if they can be helpful. Thanks for the support and sorry for bringing you bad news.
  5. Show us What you're Working On

    It must be soul-crushing to try to load 10GB of plugins with a XIX century laptop.
  6. Just in case. Make sure you are using the latest version of NKO (1.0), and CAM (2.1.0a). Make sure that the file 'CAM_2.1.0_Main_Controller.dat' path is inside Documents\SimCity 4\Plugins\a__CAM\a__Core Let's place 'Cori's_No_Kickout_Lower_Wealth_CAMpatible.dat' inside Documents\SimCity 4\Plugins\zCAM It has to work this way. In SC4DataNode, after scanning your folders, you should see something like this: It has to be black. If instead of 0 Dead you have 1 Dead, then your NKO is being overriden by another mod. Click to know which one. Otherwise you should see something like this when you click on it: As you see, my NKO is overriding part of CAM2.1. You can click again to see more details.
  7. It has to load after CAM. Since CAM is installed in a folder called 'a__CAM', pretty much every other folder loads after CAM. BUT, files in the Plugins root folder will load before files in subfolders. So, if your NKO is in the Plugins root folder, then it will load before CAM, no matter how many z and _ you add. I usually put mods that have to load after CAM in a 'zCAM' folder, so I remember they are there because they have to load after CAM. You can use SC4DataNode to check load order.
  8. Radius may be modified in CAM 2.5. @Ulisse Wolf? So you may as well wait for this version to be released. Hopefully soon enough.
  9. Great news! I wish you success! Cori is absent from Simtropolis. I don't know the details but I hope she's feeling better now and doing all right. Hopefully, one day she'll be able to return. Probably, @Cyclone Boom will be able to send you the necessary files to test it. IMO, making this mod user friendly enough to be released would be a great gift to her.
  10. I was reading this thread and I was going to @Null 45 you! The ability to choose from more tile sets could be one of the mayor mod changes for SC4, ever. Currently, you are the official SC4-DLL master. But I have no idea about the amount of work and difficulty involved in a mod like this. So I can't ask for it, just wish it's doable.
  11. Show us What you're Working On

    Maybe a bit too dark green for this species.
  12. MGB Lot and Mod Shack

    Hi, I am trying your MGB-ML_SAM 10 Japanese Street Mod and it looks sick! Except for the brown boxes . I double checked the dependencies listed in the readme and I had all of them (copy pasted here for reference): I opened SC4 DataNode not really hoping I was going to be able to find the trouble, but I did! At least on this case, it was pretty straight forward. Apparently, the needed files were: Kei-Jpn-Prop-Denchu-Hi-Henatu-1.01F-0x5ad0e817_0x1544a77c_0x30000.SC4Model and Kei-Jpn-Prop-Denchu-Hi-Simple-1.01F-0x5ad0e817_0x5544a7cd_0x30000.SC4Model Not sure if it also uses the ones listed in the Readme. Anyway, no more brown boxes. Thanks for the mod!
  13. Scoty Subway & Bus Stations

    Nevermind! I installed the models from khoianh94 and no more brown boxes!! I still have the texture issues with the textures on the street stations, but everything else is top-notch.
  14. Scoty Subway & Bus Stations

    Indeed, I already had the Khiyana props from the SFBT Essentials. It didn't occur to me to search for the file in the plugins folder... With all the dependencies except SFBT_Haltestellen_Fluggi_khoianh_Props.dat (I tried with the props from European Bus and Tram Stops by khoianh94 with no luck) I have brown boxes in Street and Road X and T intersections, and OWR and AVE ortho stations. It's a shame because the intersection ones were the ones I was more interested in, but this pack is a keeper anyway! I also have a texture problem with the Street diagonal station (I am using MGB - Euro Pavements Mod, including Sidewalk NAM (SWN) mod).
  15. Scoty Subway & Bus Stations

    @Tyberius06, please tell me you don't remember EVERY BIT of information ever released for SC4 by memory . Thanks for everything you are doing, and still find time (and energy) to reply to many, many comments.
  16. Scoty Subway & Bus Stations

    I really don't know what's the best solution in this situation. Although, in the meantime, maybe more details about the dependencies (author) instead of just the links could be useful. For example, there are several French Road Signs (including Girafe ones that have just been released in SC4E) around. More details could help to find the dependency if it is available from a different link. Actually, VV_Propspack vol. 1 is this one https://sc4evermore.com/index.php/downloads/download/22-dependencies/188-vip-vnaoned-props-pack-vol01, And it looks like the French Road Signs are this new one https://sc4evermore.com/index.php/downloads/download/22-dependencies/214-bsc-tsc-girafe-french-road-signs So, the only missing ones are the SFBT stuff. I´ll try as it is now.
  17. NAM General Support

    I had this little experiment around, made with NAM47. After installing NAM48, the starter pieces for the dragable pedmalls were gone (note the empty tiles) and the neighbourhood lost car connection. A new starter piece dragged around solved the issue. The other little pedestrian neighbourhood in the same region also went 100% car-free... Has anyone experienced this issue too?
  18. jestarr's BAT Thread

    Hi, jestarr, First things first and full disclosure: I have no idea about all this. So, is this normal? Image is from Vol10. Vol11 also has some... duplicated instances? Thanks for bringing in new contents!
  19. Dealing with 'weedy' lots

    Yes, I noticed that it just shows one decimal, clicking on it shows more, if any. For the time being, I stopped messing around until CAM2.5 (and updated PIM-X values?) are available.
  20. Straight View in SimCity 4

    I think this pretty much answers your question. https://www.reddit.com/r/simcity4/comments/mvvkmv/any_way_to_view_the_buildings_in_3d/ Most objects in SimCity 4 are not 3D, so camera is fixed in four angles and a few zoom levels.
  21. Colossus Addon Mod 2.5 - Development Diary #1

    Regarding the Health Quotient for Utilities, even the greener power plants could have a negative impact on sims' health, albeit much smaller. They disrupt the landscape and environment, produce noise, etc. This could be simulated too. Pretty much the same effects as for nuclear, which IRL won't affect people's health unless something goes terribly wrong, but still disrupts the environment, not to mention placebo effects and nuclear waste management. Even power lines could be considered.
  22. Got a quick SC4 question?... Ask here!

    I was more worried about densities before (residential halver, doubles, quadruplers...), but not anymore. I still think Maxis had to have better options that wouldn't have clogged the traffic simultator so much, but that's another subject. What I meant is that it looks a bit too crowded, even for sims standards. Although 5 sims up or down won't break anything. My biggest issue with the capacities of these lots is that they are not consistent within them. The range vary from R$$22 per house in the lots with two houses, to R$$63 per house in the lots with 6 houses. I couldn't say. I spend more time playing outside of the game, than inside Thanks for all your help. And wish you the best for RTMTv4!!!
  23. Colossus Addon Mod 2.5 - Development Diary #1

    Can't wait for this! Will Maxis RCI buildings receive an update too? Their "filling degree" is quite stable, but there are some oddities here and there.
  24. Got a quick SC4 question?... Ask here!

    It seems like they are indeed props, but visibles. I fell a bit embarrased wasting your time with all this, which is not important at all. I could live with the lots as they are now, or with a bit less capacity within the same stages (I guess I could change the stage with reader afterwards*). Although, the truth is that I am a bit curious about it. https://sc4evermore.com/index.php/downloads/download/11-residential/107-cambridge-townhomes-by-homefryes *Actually, I just did that. I opened a lot file in Reader, changed the stage (even without actually changing the number) and then PIMX changes the stage of the lots. It is weird, because I modified the stage of the 8.2 lot file (didn´t really, I just wrote the same value, apply, then save), then changed the filling degree of the 303 building, and PIMX changed the stage not only in the 8.2 lot, but also the 8.1 lot, which I didn´t touch in reader
  25. Got a quick SC4 question?... Ask here!

    The more I learn, the more I ask to myself if I should be doing anything Thanks for the reply. I have taken note of it. Although, in this case it did nothing. Multiplying the width (only the width?*) didn't make the growth stage to vary, even with extremes FD values. *I just multiplied everything by 5 and... Nothing. The stage refuses to change. Maybe I can live without Cambridge houses. Or take them as they are, I'm sure the modders knew more than me (not a hard achievement ).
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