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Everything posted by Dono
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Well, I did my best but my best wasn't enough lol. I followed what you said as best as I could understand but each time I got to the Ctrl+I part nothing happened. I wasn't sure if when I opened LE from right clicking on any property that I was where I meant to be as I got 2 windows, LotPreview and LE Tools. I tried the Ctrl+I in both windows but nothing happened. I even deleted Heblems original icon property entries and went through the process but still no temporary icon property was created.
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Thanks, I'll have a play after work and see if I can follow your instructions. I never thought it was related to the submenu.dll, it was more the inspiration to fix it as I've sorted 70% of my menus and the blank ones started to annoy me lol. I did have a look with reader when I started looking into fixing it but the files all had PNG files related to each plop, I might extract them and make sure they are ok and then use your method to replace them so the coding is correct. Thanks all who have helped out, I'll be back with how I go
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Hi Jidan. Yeah, I have that one thanks. The icons haven't showed up since installing the Plugin about 4 years ago, I've dragged the plugin folder from install to install and always the same mod icons don't show up in the menu....well they show up, just blank. I tried hunting down the original pack that I think Heblem modded but I can't even find it. Was a set of 3 British Petroleum Gas Stations 2x4, 4x4 and 4x6 sizes and just come in a folder "BP". I thought there may be some missing code in his plop files or I had a bad download.
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Ok, took a while but it was the Dependency "North American Freight Cars" by Angry Mozart. Unfortunately, this dependency has 783 folders and 12018 files, the weird thing is I scanned the first 14 folders that start with a number and it didn't hang, I then scanned the second 16 folders and it hung for a moment then worked...but when I put them back in the original folder as a group it hung again. Anyway good luck !!
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Thanks for the new Cli add-on. Can I answer No to the "Plugins" folder scan and then take the option to search a file I designate, such as just scan the Submenu folder in Plugins? Or does it need to also find the "submenu_patch.dat" files associated to the lots added to each submenu...as I left mine in each plugin folder I added to a submenu. Only asking as I'm 33min in on the Plugin search lol. *** Got it to work but decided to take the risk and just scan the "submenu" folder as the Plugins scan got to 3hrs+, I tried it on another PC I have and it did the same...just kept searching. Assuming it's just because of the size size of our plugin folders these days. Thanks for your continued awesome work!!!
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Thank you for such an awesome tool. One question, even though it doesn't effect anything. For some reason when I go to add items to a submenu and choose the destination of a submenu I created within Parks--->Sporting Fields--->"Golf" , I have 2 instances of the same menu (2xGolf). This hasn't happened to the other submenus I created and searching all the usual places I couldn't find a duplicate file (submenu-golf.dat) ...any ideas? Thanks.
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Great work on the the SAM 1 re-face Is there a way to change the trees to evergreen, my latest Nation is an Island and I'm trying to keep things green. No problem if not. I do have the Urban Streets mod which is very similar that I can plop, I just have an known conflict that is hit and miss when dragging.
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I'd love this to be one of the SAM's. As I'm using another sidewalk mod I get mixed results when dragging the street but 11241036 mentions this in the readme. I love the fact that they have added a Urban Street plop as a part of the Rural Roads Pieces so I can design my streets as I like and best of all I can place the plop in front of zones without blocking traffic. (There is also a helper piece that will block access, so don't confuse the two )
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Growify Plopped Buildings Cheat - DLL Plugin
Dono replied to Null 45's topic in SC4 Modding - Open Discussion
Hi, I've come across this thread late and have read all I could find, so I'm sorry if answered before Do I need to bulldoze all plopped buildings prior to using the cheat and start from a fresh slate. Only asking as I have used other workarounds to get plops to function in the past but have used this DLL to get a temperamental one to work. When I used it, and it had finished, it said "Growified 24 residential lot(s)". I'm assuming the DLL had added my "Growify R H" command to all the other prior plops as well. Any clarification would be much appreciated. Anyway......A Big Thanks Null45 for your hard work...Thank You! -
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Now I'm aware of that particular bug I will avoid everything I learnt having the problem to never see it happen again!!....I hope lol. But if you really need someone to see if your theory works externally from your own fix I may happen to have a copy of the city I had the issue with... Not long after I restarted my new city my hard drive failed so I installed a SSD and transferred all my SC stuff over to it. As mentioned I just cleared all that out but it should still be on the old drive, I just need to find a cable to attach the old drive to my PC.
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Hey, sorry for my delay I don't get notifications for posts....if they exist lol. The Line Pack was from: https://community.simtropolis.com/files/file/18573-power-line-pack/ I as well downloaded the previous pack from that link as the new pack had a power pole end missing for the one I was using. The pole used was the "380kv (Normal)" not the "380Kv 105m". Anyway thank you sooooo much for thinking of my past issue but I've completely abandoned that city in a system clean out as for some unknown reason I'm getting super lag in my new city after nuking the slider bug one, and this city is only 1/8th the size of the old one 😒... thought my PC could have been a possible issue so deleted heaps in an over zealous house cleaning lol. Thank you again, it would have been cool to test your theory.
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Hi, I recently had to Obliterate my city due to not having a backup and catching a bug (not Corona). Is it normal that once the city has completed the obliteration process that MMPs are still there even though the Obliteration button is meant to be a complete reset of that city. It's going to make my life easier not having to replop my river across the whole city as it looks like I just need to add water and a few MMPs to get it back to life. My concern is if they were meant to be wiped are they going to cause a conflict down the track? Thx!!
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Thankyou!!
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I think I was screwed from the start with multiple things that all happened at the same time, me not having a backup is No1 and the most important. I wouldn't blame the solution I found as I had never heard of the Slider Bug before so wasn't aware that it can be caused by a number of factors...mine in the end wasn't the one they were helping others with, I just assumed what caused theirs was my issue too. Just earlier when I spat the dummy with my 100th attempt to reset I looked deeper, I bulldozed a massive line along the poles instead of individually and found about 6 PedMall tiles under a stretch of road 17 tiles apart...exactly the distance the poles are spaced..it looks like earlier ones I deleted were somehow still there in spirt lol. And the mod I downloaded had duplicated files of the same lots in the folder that I didn't notice as it was in Dutch, so I'm assuming me modding values in one caused SC4 to blow its sphincter having 2 exact lots with different values. Thanks again for your time, love your work
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Thanks to both of you for your time, I've added this message just so you know I didn't drift off into the night without a thanks for you insight and advice, no response is required, I understand you're flat out. I have tried what you have said from the backup of the first day of the bug...kept everything the same but reversed the sequence of events of how I got to where it occurred. My situation started when I placed 9 long span power lines across my city then realised the creator miss allocated the costs.....instead of $500 plop and $2 month budget it was the other way around!!. Unfortunately I didn't bulldoze the lots, I exited and with the sc4Tool modded the costs to how they should have been. When I restarted my changes came in affect and the power plants cost were correct but then the bug kicked in, I then read to delete all power plants...run for a few months/save and restart, also tried numerous other googled suggestions. The bug stayed and I noticed in the in game utilities budget window that under power there was a "0" where there would have been the name of the power plants showing with a $0 cost as well. (Summary of of Events: Installed plugin => Ran Game and Plopped Poles => Noticed Cost error...Saved and Exit(Stupid, should have exit without save or at least bulldozed)=> Edited Lot costs with SC4Tool=> Ran Game...costs fixed but got Bug) This is with no power plants but shows a "0" number of an unnamed plant. Obviously this phantom power plant (the plopped power line) is the issue but even with the lot I changed or the original one, when plopped the number goes up and when bulldozed goes down but it doesn't disappear. (Only the related power plant plop causes the number to change). Finding how to get rid of this entry is the issue, I was hoping it was a change in the .sav file .... And someone needs to update the Nuke City thing, I wanted to hear my sims screaming and watch my farms burn...quite disappointing LOL.
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Thanks for your reply, I have literally tried everything twice from every known slider bug post on the web lol. The above post was the only one that had an identical situation as mine so I hoped to mimic their actions but I couldn't understand what they actually did with iLive. I started using Steam which shows play time and since corona have racked up 712 hours on my new best city ever ...BOOM!!... I just nuked it lol (saved a copy just in case something might work one day). At least I'll get back in the habit of backing up if I can bring myself to play again Thanks again for your input, very much appreciated.
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Just had the exact line of events as Matrim Cauthons initial post, virtually to a T, I've tried all the easier fixes but my slider keeps falling and the deleted power plant still shows in the in game utilities budget window....(I wish my slider went up like his lol). I'm trying the above suggestions with iLive but am at a miss to where to look for the required information in my citys .sc4 file. Any suggestions would be awesome.
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Sorry if dealt with elsewhere....I use EU LHD but since using NAM 39 the auto Avenue Turning Lanes feature only places RHD arrows at my avenue intersections. All other aspects are working on the left (TuLEPs pieces, draw paths, X road intersections, etc) ..... just not the Avenue intersections?? I've reinstalled NAM a few times in case it was a loading error but nothing worked. If it's an known issue that's cool, I can live with that but if anyone has a remedy that would be awesome. Thanks!
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