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Found 15 results

  1. Hi all, I was wondering if anyone could provide answers to a few questions I have. Firstly, I have a God mode tree mod that I downloaded a long time ago that I really want to remove. When I do so, the orginal Maxis trees do not appear, just boxes. Is there a way to bring the orginal Maxis trees back? Or should I just download another God mode tree mod? Secondly, is there a way to have two installed copies SC4 installed on my machine at the same time? I have a bit of a mess of a plugin folder and would like to play "Vanilla" for a while.
  2. Outdated controller + SAM issue

    Good evening and morning to some. I have two small issues with NAM 39. I'll put them both in one post if you don't mind. Issue #1; Ocasionally when I place a SAM starter piece and remove the entire street later in the game, I am left with a piece of a bright, mall-style pavement in the starter's initial location. This piece cannot be removed in any way. What is more, it sometimes causes z-fighting between its pavement-self and the street's surface. This second inconvenience appears when the area next to the road redevelops. It disappears when I rotate a map. Issue #2; All of the items I chose to install work fine and I am satisfied with my NAM. Still, the NAM logo in the highway menu informs me that the controller is outdated... Despite the fact that I ran it and it successfully compiled the installation. Thanks in advance for your help!
  3. Version 1.0.0

    570 Downloads

    My second tree controller, but for a more warm environment with better bushes at high altitudes. It is a tree controller, that makes very high density old growth forests at mid and low levels. At low levels it has some tropical vibes with palms, higher and more arid its more alpine meadows. I was kind of emulating the Croatian coastline in terms of coniferous plants. At medium levels the deciduous content is replaced with more coniferous, mimicking the transition to alpine. A few patches of deciduous show at both levels if the moisture is right, which helped break up the banding. It is not a seasonal controller, as I don't like the lag when trees change, nor dealing with plating them all at the right date. It has the following dependencies: CP_PropPack_Vol02.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2770 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=631 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2758 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2698 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2620 https://community.simtropolis.com/files/file/31109-flunight-props-vol-01-flora/ https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3001 only summer versions are needed for all the above. Any issues let me know. I think I have all the dependencies sorted. Images generated were with the Bajio terrain mod, and it looks awesome together But use it with what you want https://community.simtropolis.com/files/file/20590-lbt-bajio-terrain-mod/ There are two dat files in the downtoad. they both need to be in your plugins folder. this controller works with flora blast. Above images were generated using flora blast 3000 3000 3000 for a high density covering. The map file sizes at this density are roughly 6mb per map just with trees.
  4. I am attempting a custom compilation of the NAM 39 controller. Based on what I am seeing, nobody has ever done this before, because I am seeing stuff completely outside the bounds of what has been written here and what is described in the installation text. For starters, all NAM paths include a user named "Alexa". Both input and output require Alexa. I have no "Alexa" user, and when I substitute my own user in place of "Alexa", I get invalid paths to both input and output. Please design a compiler that can actually function using only the inputs from the download (e.g. on a system that does not depend on private a priori input from "Alexa".) For now, NAM 39 cannot be custom compiled. The only possible installation is the full RHW installation included out-of-box. A non-RHW NAM-lite would be nice. If I had that, then I would not be here.
  5. Hi there, SimCity, like any simulator game, requires involvement and time. However, spending hours sitting in front of a PC is often far from satisfying. That's why I looked for a way to play with the comfort of a couch and TV. Here it is. In my case, I have a PS3 controller. This one is not as easy to set up as an Xbox controller, but it is completely possible. While you need two programs to use the former, you only need one for the latter. Step 1. (Only for PS3 controller) Download driver and wrapper for the controller: GitHub user Nefarius last released ScpToolkit in 2016, so it's not updated anymore, but it works perfectly. Download the last version here: ScpToolkit GitHub Download Installing it is pretty straightforward and quick. With your PS3 controller plugged in via USB, select all the components to be installed. Once done, look for ScpToolkit Driver Installer and check the boxes for your controller and Bluetooth device. This process ends in 5 minutes and will notify you of the success with the above message. Now you should see the controller lights turn fixed instead of blinking. Now you have the power, but you need control. Few games for PC have controller support, let alone decade-old games like SimCity 4. That's why you need another piece of software, which works for any game and program, too! It's called AntiMicro. It binds controller keys with keyboard and mouse functions. reWASD does the same, but it is paid. Step 2. Install key mapper: AntiMicro is also in GitHub. You can get it here: AntiMicro GitHub Download Get the portable version if you want. AntiMicro is easier to install. Just click next. Once installed, you'll get to the setup screen. Here you can assign keyboard or mouse functions to every button in the controller. Only one is not accessible for the PS3 and is the PS button, which by default opens up Windows Game Bar. At the bottom, you can preset multiple mappings that adapt to different situations. For example, you can map L stick to control the pointer in SC4 to have your right hand free to activate other functions of your liking. In a shooter game, you'd use the L stick to look around. An important feature is the stick's range of movement. By default, it is lightly restricted for up and down movement, but it's changed in "Diagonal Range" upon clicking the "L- or R- Stick" button. Its sensitivity is adjusted in "Mouse Configurations". A key's normal behavior and mapping can be changed in the "Advanced" tab for each one. It can have multiple functions, depending on how long was pressed or other conditions. For example, here, the "Select" button is set to have two functions: TAB to cycle items in-game or Windows/Super after pressing for 0.5 seconds. The possibilities depend on your tinkering with it. Just get creative with mappings and I'm sure you can make use of many of the same functions of the keyboard while playing. Further reference can be found here: AntiMicro Wiki Final Word: Here you have another way to play. As said earlier, get creative and enjoy the game. Let's keep it alive! All credits to the respective owners and developers of the aforementioned software. Best regards, Daniel Cárdenas.
  6. a very banal question I have installed Vortex Ærden tree controller but i doubt it works, i think only maxis ordinary trees pop up how can i check this ? the seasonels works ok
  7. Let's face it, planting godmode trees has always sucked. "flora blast" was discovered but only works with Maxis trees. Save your poor left mouse buttons and use this AutoHotkey script, along with the Standalone Flora Brush Mod from the LEX, to blast a tile to its maximum with a button press while the game runs in the background and you do better things. Note that I have only tested this with the game in windowed-fullscreen mode and not fullscreen. Copy the following into a new text file: #9:: ControlClick, X683 Y384, SC4Fix r7, , , 256 The first line defines the hotkey you wish to assign to this action. In my case, this is Win+9. Refer to this page for other modifiers like shift/ctrl/alt and other options to get your hotkey assigned just the way you want (aka not conflicting with anything else). End the line with the double colon :: to declare this line as the hotkey. The second line is the simple function we use to tell AHK what and where to click. The format is ControlClick, [X Y], [WindowName], , , [# of clicks]. Ignore the empty parameters. Here is the full documentation for it, if you like. Change your x/y values as appropriate (AHK has a tool named WindowSpy to assist with this), and if your window isn't named SC4Fix r7, go download it! Change the number of clicks at a time to your liking, or whatever doesn't make your game hang uncomfortably long. Save the file as yourfilename.ahk. If you have no other use for AHK and want this to be its default script when you start the program, save it in your Documents directory and name it AutoHotkey.ahk. Make sure it doesn't save as .ahk.txt. Double click to activate your script and open a tile you want to f up, and by f I mean flora. Center the tile if it isn't already and select the god mode flora tool. Press your hotkey, tab out (or the other way around, doesn't matter) and post on Simtropolis while the game draws your trees. When it finishes and unlocks, save rinse and repeat. When you're done with your script, just close AHK from the taskbar. AHK is a great program that has the potential to do a lot more than this, such as automating modding tasks. Hope you find this useful, and maybe someone can think of some more creative in-game uses for this too. EDIT: Oh, I forgot something! If you are running SC4 as administrator, make sure AHK does as well. It can't do anything to windows with higher permissions. And if someone knows how many times to click for maximum density please chime in!
  8. My question is probably dumb but I haven't been able to find an answer anywhere. Do the MMPs for the Cascadia controller all share the same icon? I had the controller before but I can't remember if the icons for the different ploppables were different. Having them all the same makes it kind of tedious to scroll through since I have to hover over each one to see what it is instead of seeing some kind of descriptive thumbnail. In the picture you can see what I'm talking about. I'm just wondering if I missed something on install, if something is interfering or if they're supposed to be this way. Thanks for assistance!
  9. As its title implies, this thread will be all about developing a future tree controller which mostly uses Girafe's great HD trees and plants (along with a few plants from other authors). With this work, I'm aiming to create a tree controller that lives up to its namesake by just flooding everything with trees: As much as I like the idea to have a few meadows, clearings, marshes every now and then, nothing actually prevents you from just keeping a certain area devoid of trees or using the bulldozer to remove a few trees to plant some MMPs there. But it's surely tedious to fill a large area with trees by any other means than a tree controller if you want to make sure that you get a good overview picture, so you need a good tree controller. makes sure that there can be an almost seamless transition between god mode and mayor mode planted trees, keeps filesize increase moderate, and uses well-looking and seasonal flora. Since I can't think of a better name, I simply call it "Central European Tree Controller" because it uses mainly trees that grow in Central Europe. Current State of Development: Version 1.03 released: Version 1.03 (Aug 1st, 2018): Two additional Evergreen versions added: one for trees that always look like fall trees, one for winter trees. You can safely remove any previous version and replace all files with version 1.03. Version 1.02a (Jan 13th, 2017): Bugfix: In-game descriptions fixed. You can safely remove any previous version and replace all files with version 1.02a. Version 1.02 (Jan 7th, 2017): Evergreen version added. Minor graphical fix: One RKT4 altered. You can safely install the new version over the old one. Version 1.01 (Dec 31st, 2016): Base version released. I'd hereby like you ask you to test my tree controller and give me feedback about any issues or what to improve, either by PM or in this thread. For more screenshots, please make sure to check this thread, as these are too many to just include them in one post. When downloading and installing, please make sure to follow these instructions: Download and install all dependencies lest you will only be able to plant brown boxes: Girafe Daisies: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Girafe Chestnuts: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 Girafe Beeches: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2995 Girafe Sparaxis: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 Girafe Narcissus: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2964 Girafe Common Spruces: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 Girafe Larches: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2892 Girafe Lindens: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 Girafe Ashes: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Girafe Maples v2: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2809 Girafe Subalpine Firs: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2770 Girafe Norway Maples: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2740 Girafe Bushes: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 Girafe Conifers: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2698 Girafe Oaks: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2632 BSC MEGA Props CP Vol 02: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 Before launching SimCity 4, make sure to start an entirely new region and remove any other tree controller from your Plugins folder. Remember: Tree controllers are (generally) not intercompatible. When trying, it is recommended to try it on a high variety of height levels, as the tree combinations created by this tree controller will highly depend on altitude and slightly on moisture. It is also highly recommended to leave your testing city without saving. This tree controller is still a WIP and previous versions may not be compatible with new versions, either. Issues, such as CTD's or unexpected behaviour can only arise, however, if our region has been saved with god-mode planted trees - if there are no god-mode planted trees, no issues will occur. ___________________________________________________________________________________________________________ Former name of this thread: Self-made Tree Controller: How does FloraPreference Property work? Former content of the first post: Since I'm planning to start a new region, it's time to lay out the basics: I'm currently trying to develop a tree controller on my own, containing a lot of Girafe's trees, mainly for my own needs of landscape designing (however, if I'm really successful with this, I might share it, if there's interest). Unfortunately, I couldn't find a tutorial on this topic, but at least some posts scattered across sc4devotion.com helped me by providing me with some informations. I've also looked into some other tree controllers (Cascadia, Maxis, Aerden) to find out what's going on there. I hope someone can help me with an issue I stumbled upon: I'd like to make sure that it would be possible to plant more than one type of tree at a specific location (to increase variety) - if possible, determined by the FloraPreference property. I should note that I've been able to make my controller actually work - but it only plants one type of tree. I can recall that Cascadia allows for placing several types of trees (I've counted at least 5) at least on level terrain. I've looked into the files, but I can't make neither heads nor tails with the values there. I know as of now that setting one of the 256 reps in the FloraPreferences property to a value >0 and up to 1 will basically allow a tree to grow at a certain location (according to moisture and terrain height above sea level), but it seems I can't find a combination of values that would give me what I want. Some questions have been arising for me, such as: What happens if I set a value to below 1? Did I forget something about all of this, let's say some other property that influences the placement of trees? What happens if two trees have the same rep set at a value higher than 0? Can both of them appear (apparently not, according to my experiments)? What if it's not the same value? I hope someone can shed some light on this topic. I'm not new to modding, but this is the first time I'm trying to develop a tree controller (and, actually, my first time dealing with flora exemplars). Please feel free to pose some questions if you need to know something, or point out something I've overlooked.
  10. I can't find a missing dependency I have for the cascadia tree controller. It's the "maple to meadow" transition, which props do they use?
  11. Hey Guys! I recently downloaded a GOD MODE seaonal trees plop and a new terrain mod(Still trying to find them in my plugins, forget which ones i downlaoded). Anyhow the cities crash a few simdays into playing. I have the all cheat mod in my plugins and when I try to use the FLORA OFF cheat it does not remove the seasonal trees hence when I do find the mod I cant remove it if the trees are still in my cities. Any help? The region has a good 100 hours of play time and I would like to keep playing this region. Once I figure out which terrain mod and seasonal trees I have I will edit this post. Please any help would be awesome. This stinks :/ EDIT: CPT_TERRAINMOD_OLYMPIC, CASCADIA TREE CONTROLLER, z_LK_FloraTuningParameters_Seasonal_CP_Olympic.Dat I have pegs granite rock mod and beach mod along with the common water mod(Dark Blue Color). They all work fine but cause the cities to crash after awhile. Conflicts? Need to figure out how to save my region. Thanks guys! Im sure this isnt the right thread for this post. If the moderators coul move this post to the correct one or point me in the right direction that would be greatly appreciated.
  12. Version 1.01

    15,766 Downloads

    Pacific Northwest Tree Controller by: Blunder This is a seasonal tree controller designed to give trees generated by your god-mode flora brush the appearance of flora from the Pacific Northwest. The lower elevation features maples intersperced among large conifers, the middle elevation transitions from large to small conifers, and the upper elevation consists of shrubby meadows and small firs. (see pics) It also includes MMPs for each of the brushes used by the God-Mode tool and then some. This tree controller has been optimized to be placed on Lowkee's excellent Appalacian Terrain, and has been calibrated to avoid cliffs generated by using a 15m DJEM. For further previews, see this entry of my CJ. UPDATE: 17 dec. 2012. File updated. Turns out i missed a value in the flora-table that was allowing forest scenes to show up in rare instances. Also i forgot to merge the blocker's blank model into the dat, both of these have been fixed. Please redownload and overwrite the old file. Compatibility: Due to game mechanics there are no such thing as compatible tree controllers. Therefore you must remove whatever existing tree controller you are using (such as CP's, Heblem's, or a God Mode patch like for the PEG pines). BUT FIRST you must bulldoze all flora planted with that tree-controller. For this reason it is HIGHLY RECOMMENDED that you switch tree controllers only when starting new cities; new regions would be even better. Loading a city tile that has trees on it from a tree controller that no longer exists in your plugins will result in a Crash To Desktop. Installation: 1. Do what it says under Compatibility; bulldoze all trees from your previous controller on tiles you will play on, then remove the old controller file from your plugins. 2. Place this tree controller file in your /Plugins directory. 3. Install all of the dependencies in your /Plugins directory too. 4. If you have the Pacific Northwest MMP Flora package installed, remove it. It merely duplicates the MMP files in this controller and will create 11 redundant MMPs in your mayor menu. Uninstallation: If you wish to switch to a different tree controller you must follow the same steps as when you installed this one. However with this controller there is a difference. If you wish to keep the flora planted with this controller simply install the alternate Pacific Northwest MMP Flora package and the old trees can stay: no bulldozing. Known Issues: 1. CTD- As mentioned above, any flora from an old tree controller must be removed before the old tree controller file is deleted from your Plugins or a crash will occur. A lesser known issue is that if the file with the old MMP brush is gone but the model file still exists in the plugins, the tree will still show up and the game will be playable. However if that tree gets destroyed (either by bulldozing or by changing the elevation of the terrain underneath it) this will also cause a crash. 2. Performance- All tree controllers have a significant detrimental effect on your game's speed because of the large number of items they place in your city. Testing indicated that this controller only had a slightly more detrimental impact than CP's tree controllers, so if you can run one of his, you should be able to run this one without much hassle. However if game performance becomes an issue for you, try disabbling your shadows and dialing down your graphics settings during tree planting. 3. Terrain Mods- This tree controller was optimized for use with Lowkee's Appalacian Terrain Mod. If you use another terrain mod the placement of flora can be less than ideal. For instance, on many of CP's terrain mods the middle elevation trees will land on snow, and the subalpine meadows won't show up until you get very high above the snowline. For average users: I believe Lowkee is in the process of updating his seasonal flora patches. When/If a new version of these becomes available, update it. For advanced users only, Optional: If you use reader, the value to change this can be found in the file z_LK_FloraTuningParameters_Seasonal_#TerrainName#.dat. To change it, open the file using reader. The value you want to change is the last one: Flora: elevation scale range. Experiment to find what value works for your terrain mod. The best result will be an elevation close to that of your snowline (hint: the extra cheat "terrainquery" is useful). Do this at your own risk. Dependencies: Now that I've made you read about those issues, it's time to download the deps. Yes there are several. No i don't care, because if you use custom flora at all you probably have most if not all of these. BSC MEGA PROPS CP01 - earth day 2012 update (be darn sure you have the updated version) http://sc4devotion.c...php?lotGET=1180 BSC MEGA PROPS CP02 http://sc4devotion.c...php?lotGET=2790 CPT No. 8&9 Tree Models http://sc4devotion.c....php?lotGET=631 giraffe's parasol pines (only used in the Coastal Fir MMP, not a requirement for god-mode) http://sc4devotion.c...php?lotGET=2758 giraffe's norweigian maples http://sc4devotion.c...php?lotGET=2740 giraffe's subalpine firs http://sc4devotion.c...php?lotGET=2770 giraffe's bushes http://sc4devotion.c...php?lotGET=2711 Lowkee's seasonal flora patch (only necessary if you DO NOT use Lowkee's terrain mod) http://sc4devotion.c...php?lotGET=2612 Credits: First off, a huge THANK YOU!!! goes to CP and Giraffe for making the flora models used in this controller. The second Thanks goes to Vortext for letting me use the terrain brush and maxis blocking exemplars that he already whipped up for his own controller, as well as letting me peek under the hood of how his worked. Mad Kudos go to Lowkee, both for creating the Appalacian Terrain Mod that this was designed to work with and for his driblets of knowledge on the inner workings of flora that are left on various webpages. This controller absolutely would not be possible without these guys. Also props to my testing crew; Vortext, simcoug, 7238320, tariel, and reform. I also owe thanks to all the people who commented and offered their input during this project. And, of course, a big thanks to YOU for using this mod. FAQs: Q: I installed your mod and now i can't play because i get a CTD! Help! A: go up and read Issue 1. Q: I did that and now there's brown boxes! A: You missed a dependency. Q: Ok i got all the dependencies but it looks like there are trees missing in some areas. A: Your version of CP01 is old. Make sure you have the updated version and delete the old one. Q: I like your tree controller but i don't want to give up using CP's. What should i do? A: I am working on a set of MMPs that cover the core of CP's controller. Look for these soon. In the meantime some of his stuff is availible from other MMP files (Lowkee has made a couple) Q: I like that swap out idea but want to keep all my old CP flora. Can't you just modify CP's controller so we can keep both? A: Regretably NO because 1- that's plagiarism, and 2- his file has over 500 exemplars in it so that's a lot of work. Q: Do i really have to plant stuff on Sept. 1 for it to align with the seasons? A: Not quite. If you plant your items anytime from Aug. 5 to Sept. 4 it will change at the same time, so don't sweat it too much, you just have to get the calendar close. Also, having stuff change at different times can produce some nice effects; don't be affraid to experiment. Q: Why am i getting trees showing up on cliffs? A: These brushes are calibrated to stay off of the cliffs generated by a 15m DJEM. All 15m DJEMs set the cliff value in your terrain mod to a specific value. If you have trees showing up on large amounts of rocky areas, it means you are not using a 15m DJEM. Because of game mechanics and rounding, it is possible that you may have an occasional tree showing up on the shallowest parts of cliff-faces. Q: Nice! Will you make X now? A: I have two other controllers planned, although it will likely take me a long time to finish them. I also have a small palm controller requested by someone to finish. So no, i am not taking requests, sorry. However i welcome all input and suggestions, so head over to my production thread, Blundered BATs, at simpeg.com.
  13. Version 1.0

    14,967 Downloads

    The PEG CDK3-SP Master Seaport Controller Mod is the definitive, single source central seaport developer file for all PEG CDK3-SP seaport lots. If you use the PEG CDK3-SP Seaports & the vast selection of related seaport complex lots, you should install and use this file... and install no other common or central seaport controller mods or files. * This mod uses the archaic yet effective method of alphabetic file & folder naming to ensure that it is loaded last into the game and overwrites any and all conflicting files. Yet, it is still advisable to make sure you do not have any conflicting or non-supported seaport files installed to safeguard your cities from conflicts that could prevent you from being able to load them in the game. All seaport lots share a common Seaport Developer file... which has complicated efforts to develop custom seaport lots for the game which, by default, only included functional support for a single seaport lot. Multiple developers, attempting to make multiple custom seaports lots, traditionally had no option but to develop custom seaports that excluded the use of custom seaport lots developed by others. This new Master Seaport Controller mod overcomes all the previous limitations imposed by the game's default common Seaport Developer file. When installed properly, it will also override & correct any errant or non-compatible functionality data in any previously installed seaports lots that are supported by the mod. This mod will be updated to include new seaport lots as they are developed... including non-PEG seaports created by other developers. Fortunately, its an extremely small file and the ZIP file installation will be a simple, semi-automated process of unzipping the file and allowing it to over write the previous version with the newer one. * The included readme.htm file documents the procedure to be followed by other developers who wish to have their custom seaport lots supported by this mod. This is Version 1.05 of the Master Seaport Controller Mod and currently supports the following seaport lots: 1. PEG CDK3-SP Container Seaport. 2. PEG CDK3-SP Break-Bulk Seaport. 3. PEG CSK2Canal Small Seaport 4. SWAP Package Handling Center (a seaport lot contained in the airport add-on package, used as an airport freight facility) 5. PEG CDK3-SP Pier Seaport * Addition seaport lots will supported and added as updates to this file. Extremely Important: To avoid conflicts that could prevent you from being able to load your cities, you should NEVER use any other seaportmod or a seaport lot not listed above in any of your cities. It is highly recommended that you un-install any other seaport mod or non-supported seaport lot from your game. If you are unsure if you have any unsupported seaports installed, we strongly suggest that you first use any seaport lot in a new, blank test city to ensure that it functions properly. Plop the seaport, save the game & exit. Restart the game & reload the city. If the city loads without issue, then the seaport lot in question is okay to use in your other cities. ** This file has no external dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  14. Airport Support File

    Version 1.0

    11,614 Downloads

    This download is obsolete and no longer supported This file is similar to my Seaport Support File, but it allows various Airports to function without conflicts. This file supports the following airports/airport packs: - The game's default airports - Joerg's/Thalassicus' Airport Packs - SimWings Airport Pack (Thalassicus' files are contained in this one) - CdS Seaplane Base (BSC) - SimTropolis Heliport (BSC) - Moganite's Heliports Pack For this file to work completely you need to delete the following files from your computer: - "z_SW77-AirportSupport.dat" (Previous version of this file) -"Airport_Terminals_AirportDeveloperType.dat" - "Airport_Terminals_AirportDeveloperTypes.dat" These last two came with the SimWings Airport Pack in the Thalassicus folder of that download. Once those three files removed, create the following folder in your MyDocs\SimCity 4\Plugins folder: ZZZZ_ZSwamper Support Files. Then copy the "A_SW77-Airport_Terminals_Support.dat" file to this new folder. The removal of the listed files and the installation of the new file should not affect your existing cities. If in doubt, create a back up your cities first. NOTES: - No installer this time, as I lack the ability to make them. BarbyW made it for me last time. - For unknown reasons, the SimWings Aiport Pack (SWAP) has to be installed in order to use the 2 BSC airports listed above. The SWAP download is about 5 MB. Sorry about this
  15. Seaport Support File

    Version 1.0

    17,428 Downloads

    This download is obsolete and no longer supported This is not a lot, but it is a mod that makes several lots properly when they are all present on your machine. This file allows for several seaport type lots to function together without conflict. In their current state, the seaport lots on the STEX do not function with other seaport lots because they all modify the same file. This file was created to address this issue. The lots that are currently supported: - The game's existing seaports - Upgradeable Seaports by MrTrueSage: https://www.simtropolis.com/STEX/details.cfm?id=11166 Version 1 https://www.simtropolis.com/STEX/index.cfm?id=16217 Version 2 - Tropod's Additional Functional Seaports: https://www.simtropolis.com/STEX/details.cfm?id=1373 - Package Loading Center from the Updated Airport Pack by Thalassicus: Included in the SWAP download: https://www.simtropolis.com/STEX/index.cfm?id=14024. - Additional CDK Seaport: https://www.simtropolis.com/STEX/details.cfm?id=13715 - 2 SNM Ports (will only be available at PEG Productions: http://www.jphayden.com/pegprod/forums/index.php A slight change to installation procedure is required for this file. The dat file should be placed in a folder named "ZZZ_Mods" in the MyDocsPlugins folder to work properly. PEG has found an issue with one of the airport packs and my file and this is his recommendation for installing my file. I would recommend that you move all of your seaport and airport pack files to the game's Plugins folder to prevent any other conflicts. Please read the Readme that is included in the zip. File History: Version 0: Original file: contained copies of seaport developer exemplars from above files. Version 2: Botched update: Nothing changed Version 3: File has been replaced with the correct version which removes un-necessary files after a long discussion that I had with PEG.The extra files caused MrTrueSage's Seaport Mod to not function correctly and messed up the default seaports. Version 4: Updated the readme. Version 5: Updated the readme again, and added 2 entries to the Main Seaport Developer File.
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