Jump to content

Membrillo

Member
  • Content Count

    79
  • Joined

  • Last Visited

Everything posted by Membrillo

  1. Got a quick SC4 question?... Ask here!

    I am tinkering with the filling degree of the Cambridge Townhomes by Homefryes. I was first shocked by the values, then realized the lots have multiple buildings as props (is that the correct terminology?). Still, 462 sims in 8 relatively small buildings is a bit too much to me. Now, no matter what value I use: 0.5, 0.1, 1, even 5, damn even 10!; the stage of the lots never changes. Capacities change from "realistic" to "physics defying", but the growth stage remains always the same. Is this a normal behaviour? Other lots change stage as expected.
  2. AndisArt SC13 Homes Redone

    I'm having problems, or maybe I am just confused, with the installation and also with these files in PIMX. I installed them a while ago (apparently without removing the original lots) and they were growing just fine. Now, I want to review the growables I have; and these were the first on the list (alphabet). To reorganize the plugins folder a bit, I removed the previous files and did a fresh installation, this time removing the original lots with the provided Cleanitol. Well, built houses just delivered an error sound when querying on them. And I got CTDs when tried to lotplot (cheat) them in a new region and city. I didn’t try to grow the houses without the original lots, I just reinstalled everything, kept the original lots and now query works fine and no more CTDs. Anyway, why the CTDs when plopping them? Dependencies cleanitol wants to remove two files: AndisArt SC13 Inspired Homes (x2)-0x6534284a-0x5923fb12-0x39847680.SC4Desc AndisArt SC13 Inspired Homes-0x6534284a-0x5923fb12-0x598471d0.SC4Desc Is this correct? They are both from this download. Finally, I don’t know how to work with these files in PIMX. There are only four blank buildings: two of them the ones Cleanitol wants to remove (see above); while the other two would be removed with the optional cleanitol script (AA_SC13_home_blank_hc-0x6534284a-0x401232db-0xa023487a.SC4Desc and AA_SC13_home_blank-0x6534284a-0xa0100cf1-0x201f40e4.SC4Desc). And I have those now, because at first, I didn’t have any of those four files. In case I wanted to change the Filling Degree, how do I do it? Sorry for the long text and thanks for any help.
  3. Dealing with 'weedy' lots

    Some buildings seem to have a capacity calculated without the Biased Volume. I don't know if it is because they were calculated with a previous PIMX version, or they are done in Reader. For example, this Mattb325's house (Mattb325_Charmed): It has a Filling Degree of 0.3 with Capacities of R$55 and R$$31. These capacities are what you would get with a full volume. But, after recomputing it (keeping the exact same Filling Degree) the capacities go down to R$30 and R$$18: These are the capacities that you would get following the '=MIN(1;0.51+(AK233/26000)^2)' formula. In this case, 0.515 times the volume. So, it looks like some downloaded buildings with Filling Degree doesn't actually follow PIMX values. Maybe is this why your formulas weren't delivering what you expected?
  4. Dealing with 'weedy' lots

    I agree. I am compiling a similar Excel file so I can start balancing the custom content. I might someday block Maxis buildings, but for the time being I want the custom content to play relatively nice with the in-game buildings, and between other custom content too. The problem is that my Excel skills are limited and my math is beyond rusty. I hit a wall with the Biased Volume formula and I cannot find a way to calculate the "virtual" Filling Degree of a building that doesn't have one. My formulas work well with buildings 18200 m3 or higher, but the filling degree is way off for the smaller buildings. Right now I can just trial and error with different filling degree values until I find the one that gives me the correct capacity, but it would be nice if I can calculate it directly. @Flann, did you found a way to calculate this "virtual" filling degree directly? This is the formula PIMX uses (as pointed by igizeh in the link): Capacity = round( 3 + BiasedVol/(3*floorage_req)) where BiasedVol is Volume*min(1,0.51+(Volume/26000.0)**2) I don't know how the directly find the X (Filling degree) from the capacity and volume (W x D x H x filling degree) with that function MIN(1;0.51) around.
  5. Thanks for the tutorial, I may consider doing this someday, who knows . I wonder about the 255 stage method and the change in version 2 of BSC No Maxis Mod. I quote from its readme: Has anyone experienced problems when using the 255 stage blocking method? In any case, I leave this comment here so maybe others can consider about modifiying the MinSlopeAllowed property instead.
  6. Scoty Subway & Bus Stations

    This mod looks very nice. Congratulations! It's a shame that I can't try it since most dependencies are currently gone. I'll keep an eye on it. Hopefully, all the dependencies will go online sometime in the future.
  7. Hi everyone, So, the day has finally arrived and I've made my first steps into modifying something. My first victim has been the Wallace and Beck, Inc. lots from Midrise Office Pack Volume 1 by @madhatter106 . I think his content is great and I like the idea of having a lot of small-medium businesses, because not everything can be a skyscraper. Since I am using CAM, and (at least this vol.1) was not made with PIMX (it is what I understand because it doesn't have a filling degree) I thought about camifying it using PIMX. So, I followed these steps: 1. Recompute properties as (CO $$) Medium Wealth 2. I entered a filling degree of 0.9 because the building occupies most of the yellow box. I tried 0.85 but PIMX changed it to 0.8, so I guess it doesn't accept two decimals. 3. I accepted all proposed stages for every lot. All where 5 expect two stage 6 lots. The building grew on my tests, but the query/UI lost madhatter106's customization. I tested with and without changing the exemplar name to show the stage change (for example from CO$$4_2x3_Wallace and Beck to CO$$5_2x3_Wallace and Beck). I have two questions: A. Is it possible to keep the original query/UI? B. Am I camifying it right? I searched about the change in the query but didn't find anything. Thanks!
  8. Dealing with 'weedy' lots

    This discussion was very interesting. Did you achieve any conclusions, @Flann?
  9. Thanks for your help! Yes, it changes the Query exemplar GUID from 0xD99CD227 to 0xCA56783A. I have changed it back to the original in Reader and the query now shows madhatter´s custom UI. Is there a way to avoid this change? I'm not able to change this value in PIM-X (I'm not even able to copy it to the clipboard), so opening Reader is an additional step. Regarding the modding itself, are my steps right to make these lots work properly with CAM?
  10. SFBT RFR Maize Set

    Thanks for the update!
  11. CAM List - Index of CAM mods - Discussion

    Then, by all means, don't waste your time with lists .
  12. CAM List - Index of CAM mods - Discussion

    I already thanked you via buttom, but thanks again for your help, Tyberius06. I didn't want to write a post just to say thanks. I was wondering if FrankU's Farm Quadrilogy shouldn't be added to this list: FrankU Dutch Farm Fields FrankU Dutch Farm Lots Stage 0 FrankU Dutch Farms Maxis Override FrankU Dutch Farm Lots Stages 1 - 5
  13. Reddonquixote CAMeLot Pack

    101 Collins Street delivers a nice brown box when using 1.x models. Use this one instead to have an even nicer building: Version2 Thanks for the pack and the CAM Revival Project!
  14. MapArt style regional transportation map

    Great mod with improved information and visibility. My 4 stars rating is because the rail network is very hard to distinguish due to the gray color. If you can change that for any other bright color then I'll happily add one star more. The only way I could make it work properly (without messing the transportation legend and/or the map) was by making sure it loads last. And I mean last, as in the very last loaded mod. A folder named 'z_____Zasco' made the trick. It looks like it also needs some play time on each city to update transportarion map. Thanks for the mod!
  15. SC4DataNode

    Download includes a manual.
  16. Hola Lucario, first of all thank you for these tutorials. They are great and hopefully you'll find time and energy to continue the series soon. I am curious about the height choice. I'm a total noob regarding coastal develpment but many of the PEG-CDK3 coastal buildings set the height to 250.5 m when plopped. Do you use/recommend other buildings? Or maybe this is all to be explained in the C-2 tutorial?
  17. Creator Pack 06 : Aarsgevogelte

    Hi nos.17, thanks a lot for this campatible pack. I've noticed that 'Damrak 60 & 62, Amsterdam' is not among the buildings in the download nor in the cleanitol file, but it is listed as a dependency to get the original model. As well, cleanitol script failed to remove Victoria Hotel original files: AGV_Victoria_Hotel_Amsterdam_679b75d5.SC4Lot and AGV_Victoria_Hotel_Amsterdam-0x6534284a-0x439f9e9c-0x079b7577.SC4Desc Looking forward to seeing this buildings growing.
  18. IRM Expansions and Addons (CAM Edition)

    WOW, this is great news!
  19. CAM List - Index of CAM mods - Discussion

    I am getting a brown box in MirrorBox Blue building. I have V7 of BSC common dependencies. Pointer opens a dialog that says flowers. The documentation of the building mentions MikeSeith EuroCars as a dependency, but that should be included in the BSC pack. I have installed the new download of garages from MikeSeith because it includes props that were removed from the main pack. But, the brown box is still there. Any ideas?
  20. Industrial Revolution Mod - CAM Version

    If you have any trouble making this mod work, you can consult the comment section of IRM Expansions and Addons (CAM Edition) (once you are there you probably would like to download that mod too). nos.17 was very helpful with troubleshooting. Basically, this mod must load after CAM, putting it inside a folder called IRMCAM or anything alphabetically after CAM's folder will work. The dependencies of T Wrecks' Industrial Revolution Mod - Base Pack (Maxis Lots) are also required, but NOT the IRM base pack itself.
  21. IRM Expansions and Addons (CAM Edition)

    It's a bit confusing because some related mods (including this one ) include both of them in the required dependencies; while others say one or the other. I said I had no idea about the technical stuff, and I proved my point! XD. I made it work and now I have the version A of IRM-CAM withouth the original IRM base pack. I don't know why the version B alone wasn't working, but it was probably my fault. This got me thinking. How does the quadrupler fit here? None of the SC4D LEX Legacy IRM CAMpatible packs available on SC4Evermore says nothing about compatibilities with multipliers, so I guess they are not designed to be used with any of them. But at least from what I have observed so far, their industries offer a lot more jobs than IRM-CAM industries. I guess this is a modding trade off, there aren't any real guidelines and every modder does what they want (which is totally fine, it is their mod after all) and PIM-X values still give plenty of room for big differences between buildings. It's already running! I had to exclude a sizeable chunk of the buildings due to missing dependencies, but there is still a lot of good stuff left! I went for the version A (IRM standard separation) and standard job numbers too. Although I'm not going to have a lot of time available to play around because my parents are coming over to visit us. Not a lot of time to play, if any, until mid January.
  22. IRM Expansions and Addons (CAM Edition)

    This was poorly worded. I am getting I-M in high density industrial areas. So B version, which supposedly would move all I-M to medium density allowing I-HT only in high, is not working. At least not with this loading order: CAM→IRMCAM→IRMbase I already have all the buildings and dependencies for your mod @nos.17, at least the ones currently available to download. So, I am thinking about installing it to run some tests. Any suggestions?
  23. IRM Expansions and Addons (CAM Edition)

    Sadly, I have no idea about the technical aspects of modding. It's a shame that T Wrecks, InvisiChem and Shadowstrike are no longer active here, so maybe @Fantozzi and others can bring some light. I am still wrapping my head around Shadowstrike's Industrial Revolution Mod - CAM Version and why it supposedly doesn't need the original IRM by T Wrecks to work. Shadowstrike said that the original IRM wasn't needed. I haven't had time to do serious tests, but this is what I've found so far: CAM→IRMCAM-B: Industrial CAMeLots develop (CAMeLot counter). Industrial buildings have Maxis skin (One of the attractives of IRM is the way the buildings look. Loosing it is no good) CAM→IRMbase→IRMCAM-B: Industrial CAMeLots develop. Maxis skin. (It looks like nothing changes if IRMbase loads before IRMCAM) CAM→IRMCAM-B→IRMbase: Industrial CAMeLots develop. IRM skin. (This looks like it works as intended) I haven't noticed any changes in workforce with any of the above combinations, but I didn't take notes, so maybe there are. I was using the B version, but didn't check if only dirty industry was developing in medium density. I don't know why Shadowstrike said IRMbase wasn't needed, because without it the game only displays Maxis style industrial buildings. Maybe at that time IRMbase-CAM included the lots too? Currently, the mod is just a small .dat file. T Wrecks said this about the CAM compatibility of the IRMbase mod: So, my guess is that IRMCAM overrides the CAM lots with CAMpatible properties. After that, IRMbase is there to make the buildings look as intended. So, @nos.17, should your mod load after everything else? I.e.: CAM→IRMCAM→IRMbase→IRMexpaddonCAM? Regarding the quadrupler/doubler issue, I think the right way is to keep gaming properties as close as possible to CAM specifications. Providing the option for 4x is fine, but players should be aware of any possible issues. Nevertheless, is the 4x applied to Maxis original numbers or to CAM numbers? Because if it is the latter, it could be game breaking. I'm sorry to use this thread to raise so many questions about Shadowstrike's mod. But, since this is an expansion to it and Shadowstrike is no longer here, this thread may be the best place to discuss how everything interacts together. Anyway, please do not hesitate to let me know if you prefer to not discuss anything outside the expansion mod.
  24. IRM Expansions and Addons (CAM Edition)

    I HAVE QUESTIONS TOO. Although, first of all: Thank you! Thank you! Thank you! So, my questions are about the Quadrupled use with CAM. I'm new to CAM and I've just came back to SC4 after an hiatus of a few years, so, please bear with me. I used the Quadrupler by toroca with the non-CAM IRM before. Recently, I was using the Doubler by bones1, again with non-CAM IRM. In other words, I don't want massive industrial areas to support relatively small residential areas. But, CAM documentation specifically says that these mods are inCAMpatible and superfluous because industrial buildings have already been modified (some have been multiplied by 6). I don't know if that still applies when IRM CAM mod and/or this IRM CAM expansion mod are installed. So, is the CAM industry job boost still in efect with CAM versions of IRM mod buildings? In the meantime, I'm working my way with the dependencies of this mod. Thanks again!
×