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Version 1.0
735 Downloads
Included in this download are four Police Stations and a County Jail. All police stations have the same center effect as the original ones, but a modestly upgraded exterior effect to simulate overlap. All have an increased prisoner capacity, so you shouldn't need to put more than one per map or any jails. Rather just one jail somewhere in your region for eye candy, more or less. You can just pretend that the prisoners in each station are actually in the county jail, while each city tile pays their share. All use the Maxis buildings since I never disliked the buildings, except the jail, only the lots they sat on. *The Small Police Station has an effect radius of 1024 m. This is intended for your small maps. It provides 50 jobs (40§ and 10§§). It has 4 available dispatch cars and sits on a 4x4 lot. Monthly cost is §250. *The Medium Police Station has an effect radius of 2048 m. This is intended for your medium maps. It provides 100 jobs (80§ and 20§§). It has 8 available dispatch cars and sits on a 4x6 lot. Monthly cost is §1,000. *The Large Police Station has an effect radius of 4096 m. This is intended for your large, low to medium density maps. It provides 200 jobs (160§ and 40§§). It has 16 available dispatch cars and sits on a 6x6 lot. Monthly cost is §4,000. *The Deluxe Police Station also has an effect radius of 4096 m. This is intended for your large, high density maps. It provides 250 jobs (200§ and 50§§). It has 24 available dispatch cars and a functional helicopter. It has an underground parking entrance to minimize the footprint, and sits on a 4x4 lot. Monthly cost is §4,800. * The County Jail uses the Federal Prison reward building and sits on a 4x7 lot. It costs only §100 monthly. These costs reflect how much it would cost to (almost) cover your maps with the in game stations, but using just one instead of several. All (except the Jail) use seasonal HD tree props, and some default medium wealth base textures, which will blend in with your sidewalks and even be effected by the SCILT mod if you use custom sidewalks. All have custom icons. *NOTE- These lots do not replace the default stations. Also, unlike schools or hospitals, it is not advised to cut funding to these or any fire or police stations as that would have a highly negative effect. I'll refer you to the strategy guide for more information. Also note that the trees will not show up on the lots until the first season change. Dependencies: *BSCBATPropsMattb325_Vol02 *BSC MEGA Props D66 Vol02 *Girafe Beeches *MaxisPropNamesAndQueryFix *SFBT_Essentials *SHK Parking Pack *SP SuperSHK MEGA Parking Textures *SM2 Mega Prop Pack Vol1 -
Version 1.0
741 Downloads
Included in this download are three Fire Stations. One for your small maps, one for your medium maps, and one for your large maps. These have a radius of 1024, 2048 and 4096 respectively. So, they will cover their intended maps almost anywhere they are plopped. Their other properties, including effectiveness, remain largely unchanged. Only a few exceptions... *The new small station uses the same building and has the same number of engines (1) and jobs (7§) as the original. The only difference in this one is the coverage area, new 2x2 lot, and the monthly cost which is now §250. *The medium fire station uses the same building as the small, but has 2 engines and 14 jobs (10§ and 4§§). It has a new 2x3 lot and a monthly cost of §1,000. *The new large station uses the original large building, has 4 engines (instead of 2), and still has 28 jobs (20§ and 8§§). It also has a new 4x4 lot with a monthly cost of §4,000. These costs reflect how much it would cost to (almost) cover your maps with the in game stations, but using just one instead of several. The medium and large stations use seasonal HD tree props. All have a custom overlay texture included in this download, and all have custom icons. *NOTE- These lots do not replace the default stations. Also, unlike schools or hospitals, it is not advised to cut funding to these or any fire or police stations as that would have a highly negative effect. I'll refer you to the strategy guide for more information. Also note that the trees will not show up on the lots until the first season change. Dependencies: *MaxisPropNamesAndQueryFix *Girafe Rowan Trees *SHK Parking Pack *SP SuperSHK MEGA Parking Textures *SM2 Mega Prop Pack Vol1 -
Version 1.0
1,566 Downloads
This is my first upload. It is a relot of Jestarr's beautiful Coal Power Plant. It sits on a 14x28 lot with the same base texture as the IRM dirty lots. It is surrounded by PEG's security fencing, which has gates that open up first thing in the morning. Shortly thereafter, a train brings in the coal to be used for the day via single track rail (that connects visually). It goes into a building that covers a huge pit where the coal is dropped, then a conveyor runs the coal up to the main building. There are two parking lots. One for workers, which starts to fill up in the morning, becoming almost full for most of the day, changing with shifts. Overnight, it is only about 1/4 full. The other parking lot is for service trucks and delivery trucks. Not much changes on this side as these service trucks are not timed. However, there are a couple of timed delivery trucks that show up at the gate and docks throughout the day. It uses many props made by Simmer2 and Pegasus in an effort to make it fit in with their industrial lots. Stats: Compared to the Maxis coal plant, this plant has double the plop cost, double the monthly cost, double the power output, and double the water usage. Jobs however, quite different. This plant provides 600 jobs compared to the meager 48 of it's Maxis counterpart. 120 §, 450 §§, and 30 §§§. It also has zero degradation rate (lasts forever). All other factors, including pollution, remain the same. So, like any coal plant, it can catch fire...and explode. Just make sure you have good fire coverage. For those of you that prefer a high output plant, I have included a second file (ending in _x100) that provides 100 times the power output...at 100 times the monthly cost. Decide which one to keep and delete the other, else you will have both show up in your menu. Dependencies: - SC4D LEX Legacy - BSC Common Dependencies Pack - BSC Mega Props - JES Vol01 - BSC Mega Props - JES Vol09 (The Coal Fired Power Plant model is included in this pack) - BSC MEGA Props - MJB Vol01 - PEG-CDK3_SUPER-PAK_RESOURCE - PEG_ChainLinkFence_RESOURCE - PEG_Rail-Fleet_RESOURCE - Railyard Texture Mega-Pack Vol 102 - SHK Parking Pack - SM2 Essentials - SM2 Mega Prop Pack Vol1 - SM2 Mega Prop Pack Vol2 - SM2 RRW No Sleepers and Ballasts Textures - SP SuperSHK MEGA Parking Textures -
Modding questions from someone who hasn't played in years.
dannyd1993 replied to dannyd1993's topic in SC4 Modding - Open Discussion
They are. I was unaware of that glitch til you pointed it out. I fixed it per your post. Thanks again for walking me through the reader earlier. I've become really familiar with it since then. Now if I could just give them a transparent base texture...- 17 Replies
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Modding questions from someone who hasn't played in years.
dannyd1993 replied to dannyd1993's topic in SC4 Modding - Open Discussion
Wow! That TGN looks fantastic! I'll definitely be using that. I haven't decided yet if I'll be using the Sudden Valley or Appalachian mod yet, but I'm happy to see you have one for both. I didn't have either installed when I took the pic because I had my plugin folder bare bones for my power plant lotting. Also, thanks for pointing me to the RUM. I looked at it, but thought it was just a reskin for the overpasses. But it definitely does have a file in there that corrects that rail texture issue. I'll gladly sacrifice the agriculture roadside texture for that...looks just fine to me. Since I can finally take presentable pics of my new power plant, I was hoping to get some feedback before I upload it. It's a monster...a 14x28 relot of Jestarr's coal plant. I'm not sure how people will feel about the parking lot, but I think that is something most lots lack. It provides 600 jobs but the lot holds about 1/3 that to account for most workers using mass transit. I used many popular dependency packs such as PEG's security fencing, rail fleet and CDK3 super pack, as well as pretty much all of SM2's packs. I also used the base texture for the dirty IRM lots. The train is timed to show up just after the gates open in the morning, and there are 2 timed trucks, and the SHK props are, of course, timed also. My intention was to make it blend in with Simmer's power pack and PEG's industrial stuff as well as the IRM lots.- 17 Replies
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Modding questions from someone who hasn't played in years.
dannyd1993 replied to dannyd1993's topic in SC4 Modding - Open Discussion
Hi all. I'm back with a few more questions. I've been working on a power plant relot and I believe it's ready to go. I've gotten pretty familiar with the reader and the PIM-X recently, but there are just a couple of properties I'm not 100% sure of. One is the Age to output level response curve. Would I be correct to assume that if i set the degradation rate to zero that this line is, in effect, meaningless? Second is the Age to maintenance cost multiplier response curve. Obviously, if the plant produces no radiation then these properties are meaningless. So should I delete this line or just not worry about it? And lastly, when I connected the rail, it shows an ugly texture on the first tile outside the plant. I also get a similar effect on diagonal roads with anything near it. I believe there is a way to correct this, but I can't seem to find out what mod I need to do it.- 17 Replies
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dannyd1993 changed their profile photo
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Modding questions from someone who hasn't played in years.
dannyd1993 replied to dannyd1993's topic in SC4 Modding - Open Discussion
OK. I think I understand. I don't actually need a new model for each lot like I tried to do in the first post. If I want to, say, modify the Maxis water tower, fire stations and clinics, using the blank model for buildings, and the original buildings as props, I can just use the same blank to make the desc files, then make the lots which, since these are ploppables, will include the desc files which can then be deleted. And I just keep that blank model file somewhere in my plugins folder, along with these new lot files, and everything works fine. And if I want to, say, relot a file I download using only the building (model file), I would use that to make a desc file, make my lot the way I want, which will then include the desc file, which can be deleted as long as it's not a growable, keeping only the new lot file and original model file. Great tutorial by the way, I actually downloaded it a few days ago and kinda skimmed over it. If I would have done the step by step as I read along, I probably could have saved you the trouble. Thanks y'all. I really appreciate the help.- 17 Replies
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Modding questions from someone who hasn't played in years.
dannyd1993 replied to dannyd1993's topic in SC4 Modding - Open Discussion
Okay! I was able to go in and make it to a Waste to Energy Plant, adjust the waste capacity, energy output, jobs, flammability, pollution factors, plop and monthly costs, and a couple of other things by using the SC4 Tool as a reference. There were a few other things that I wasn't sure about, such as degradation rate, failure thresholds, etc. So I just left those as were. But, I was able to change the things I wanted to change. I'm glad I was able to figure this out with your help. Thank you so much. Now I just need someone to advise on the BLaM blanks. I plan to use those for other lots I plan to modify. From what I have read, the first two groups of numbers should not be changed, but the third group can. I just want to make sure I don't change that group to something that will interfere, but be unique.- 17 Replies
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Modding questions from someone who hasn't played in years.
dannyd1993 replied to dannyd1993's topic in SC4 Modding - Open Discussion
Thanks for your response and willingness to help me with this. Especially the Reader. First, I'd like to clarify something. Since I plan to use these BLaM blanks to do many other relots, I'd like some more information on this. I'll refer you to the questions posted at the end of my first post. Just add to it: I have no idea what TGI means. Moving on, I do have the Reader installed, although not the version you linked to (0.9.3). I have this version, which I believe, is the most recent. And thanks to that link to the beginner's guide. The one I got from SC4D was completely devoid of pictures. Anyway, I am following your instructions step by step, and only one question so far. When you added the waste to energy property, The box labeled "Rep" was at 0. After the changes it was at 1. Mine came up at 0 and stayed there. I changed mine to 1 to match yours. What is Rep? And why did you change that one and not the others? I really appreciate your help and already am getting the hang of it. I'll try to make the other changes I want and let you know if I have any further questions...I'm sure I will. >> And thanks Cyclone Boom for the link to the LEProp. This is the first I'm hearing of it. I'll check it out.- 17 Replies
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Modding questions from someone who hasn't played in years.
dannyd1993 posted a topic in SC4 Modding - Open Discussion
So, I haven't played in about 10 years. I re-installed the game about a month ago, which was an adventure in itself, with the windows 10 disc situation. I have spent over two weeks building my plugins folder, trying out different terrain mods and tree controllers. I've downloaded about 2gb worth of custom content, (half of that is dependencies). Many of the lots I got, I want to edit. The lots themselves and especially the properties, including cost, capacity, coverage, etc. I am pretty familiar with the Maxis Lot Editor and Plugin Manager, as I used to do a little custom editing to lots long ago. If I download a custom lot with a Lot, Model and Desc. file. I can easily do what I need to do in the aforementioned programs. Since my return, there have been many changes. Many new lots have a DAT file, which is new to me. There are new programs, namely the SC4PIM (or X-PIM) and Ilive's reader. These also are new to me and I'm struggling with them, even with the tutorials found here. I'm not very savvy when it comes to computers. I'd say on a scale of 1-10, I'm like a 4 or 5. But I can follow directions. I'm sure, given enough time, I'll get familiar with them. Let me try to get to my questions...The first thing I wanted to modify are the substations by Simmer2. These are beautiful lots and I'd like to use them, but I want to make some changes to suit my needs. First, I'd like to make the substations Waste to Energy Plants. This will eliminate the need for landfills and power plants all over my region. Secondly, I'd like to change the cost, power output, etc. But since these are DAT files. I can't do that with the programs I am used to. I may be able to do it in the reader program, but I am totally befuddled when I try to examine these there. So, I thought I'd just relot them since I have all the props I need. Also, these questions apply to other relots I plan to do, even if I do figure out how to do these particular lots in the reader. As I was searching the lot files here, I came across the BLaM Blank... I decided to give these a try, but I have run into what may or may not be a problem, and I was hoping to get some clarification. So, what I did in preparation to do the relots was I copied the blank. And I made three copies. Changing them to this... Changing the first part of the file name, but leaving the numbers as were. But when I open the PIM, it only shows one of these. The last one alphabetically. Which is Substation_3. I'd like to know why this is. I wasn't sure if I should change the numbers a little or get rid of them altogether. Would it matter if I named the file: DD_Substation_1.SC4Model? I'm not sure what the numbers mean or if I should even mess with them. If I leave these like this and I make say, 10 lots renaming them in like manner, will the last DESC file to load control all lots with that blank model? Another thing I notice here is the word "blank" appears under the column "Name". Is this what's going on here? If so, how do you change that? Anyways, these are the questions I have thus far. Any help with this would be greatly appreciated. Even more so if someone can walk me through making these changes in the reader program concerning these particular files.- 17 Replies
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Windows 10 Problem Reporting Thread
dannyd1993 replied to rsc204's topic in SC4 Bugs & Technical Issues
This thread may be dead, but I thought I'd give an update for anyone who may read it later. I ran into the same problem when I decided to start playing again a couple of months ago and installed the disc version. I had already had an origin account and contacted someone via live chat. I told them that the discs I had no longer worked for windows 10 and asked if they would put the digital version on my account so I could download. All I had to do was give them the code for the disc and they gave me the digital version no problem. Also, it is version 1.1.641. This was in August 2018. Apparently, they got the message.
