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Showing results for tags 'modpacc zero'.
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CoriBoom Please Help - MZ Crime and Police Language Translations
CorinaMarie posted a topic in SimCity 4 General Discussion
We've learned a lot we didn't know about how to make separate language entries for the additional information we display in our expanded User Interfaces which pop up when Querying buildings. More specifically, the details contained in the LTEXT - Language Text Files over on Devotion. Now, y'all won't need to go read that unless you are interested in the nuts and bolts under the hood. However, what we do need your help with is translating some simple words and phrases which we will then use for writing the tutorial @carlosmarcelo asked for here. Our Crime and Police UI is much simpler than the one for City Hall, so we plan to get it fully translated first with y'all's assistance. In order to prevent the Phantom Slider Bug (while at the same time eliminating the need to bulldoze all prior police stations) our mod removes them from the Police Menu and assigns them a name which shows they are the unmodded vanilla version. As such, in English, we've simply prefixed each one with the word "Vanilla". Btw, vanilla in this case is derived from a flavor of ice cream and basically represents unmodified or plain. Here's a sample of the UI for a renamed Maxis Small Police Station: Now, the four building names we need in other languages: Station Names: Vanilla Police Kiosk Vanilla Small Police Station Vanilla Large Police Station Vanilla Deluxe Police Station ^ Please copy and paste these, then provide their equivalent in your language, and also let us know what language that is. If Vanilla isn't as descriptive for this in your language, you could use "Maxis" or "Generic" or such for that part. Next up for translation is the extended data we display under the original Maxis info: Expanded Data Info: Citywide Annual Crime Data Total Crimes Total Arrests Police Efficiency Efficiency Change vs Prior Year Crimes per Capita (100k) Capita Change vs Prior Year Intransigent Occupants ^ Same thing here. Please copy and paste these, then provide the translation into your language. Note: Since some languages are more verbose (longer) than English tends to be, we recommend simplyfying the translation as much as possible, while still retaining the same meaning in your language. So try to translate in as few words as possible, which also keeps accuracy in the meanings. We can widen the panel width somewhat, but there is a balance so it can be suitable without needing to be fortyleven miles wide. Then one other thing for this mod is that we've added a linky to the Maxis pop up message when there is a jailbreak due to insufficient capacity. The original, unmodified version looks like this: All we've done is to make the words "increasing the budget" become a hyper link which pops up the Master Budget for the Public Safety Department like this: Advisor Message: Show us what words are the same as "increasing the budget" in the following for your language: (Country flag icons provided by: https://flagpedia.net ) 0x02 French: L'état de crise a été déclaré ! La surpopulation carcérale et le mauvais financement des prisons ont rendu les évasions inévitables. Nous allons essayer de rattraper le plus d'évadés possible, mais ce n'est qu'une solution provisoire ! Vous devez faire retomber la pression en allouant plus de fond au Département de la Justice ou en construisant plus de prisons pour réduire la surpopulation. 0x03 German: Die Lage ist ernst, Bürgermeister! Die Gefängnisse der Stadt sind überfüllt und unterfinanziert, dadurch ist es vermehrt zu Ausbrüchen gekommen. Wir werden die Flüchtigen selbstverständlich wieder einfangen, so schnell es geht, aber das ist nur eine vorläufige Lösung des Problems. Verbessern Sie die Lage, indem Sie das Budget der Bewährungsstelle erhöhen oder mehr Gefängnisse bauen. 0x04 Italian: Siamo in crisi, sindaco! Il sovraffollamento e il sottofinanziamento delle prigioni cittadine ha aperto la strada a un'evasione. Faremo tutto il possibile per arginare le fughe, ma si tratta solo di una misura temporanea. Deve ridurre la tensione incrementando il budget per il Dipartimento Correttivo, oppure costruendo altre prigioni per scongiurare il sovraffollamento. 0x05 Spanish: ¡Tenemos una crisis, Alcalde! Las prisiones hacinadas y con bajo presupuesto de la ciudad han abierto el camino a las fugas. Cogeremos a los fugados lo mejor que podamos, pero tan solo es una solución temporal. Debes reducir la presión aumentando el prespuesto para el Departamento de Reinserción, o construir más prisiones para aligerar la hacinación. 0x06 Swedish: Vi har problem, borgmästarn! De överfulla och underbudgeterade fängelserna i stan har resulterat i en rymning. Vi gör vårt bästa för att hitta rymlingarna, men det är bara en temporär lösning. Du måste lätta på trycket genom att höja budgeten för kriminalvården eller bygga fler fängelser för att minska trångboddheten. 0x07 Finnish: Nyt on hätä! Vankilat ovat olleet ylikansoitettuja ja alirahoitettuja jo niin kauan, että niistä alkaa olla helppo karata. Nappaamme karkulaisia parhaamme mukaan, mutta tämä ei voi jatkua kauaa. Teidän on helpotettava vankiloiden tilannetta suurentamalla vankeinhoitolaitoksen budjettia tai rakentamalla uusia vankiloita tilanpuutteen korjaamiseksi. 0x08 Dutch: We zitten zwaar in de problemen, burgemeester! De overvolle en onderbetaalde gevangenissen zijn uit hun voegen gebarsten en de gevangenen zijn uitgebroken. We proberen de ontsnapte gevangen zo goed mogelijk op te sporen, maar dit is niet meer dan bestrijding van de symptomen. Je kunt de problemen oplossen door het budget voor misdaadbestrijding op te schroeven, of door meer gevangenissen te bouwen zodat ze minder vol zitten. 0x09 Danish: Vi er stødt ind i en krise borgmester! Overbefolkning og underfinansiering i byens fængsler har gjort det muligt at bryde ud. Vi fanger så mange af dem, der slap løs, som vi kan, men det er kun en midlertidig løsning. Du er nødt til at reducere byrden ved at øge fængselsvæsenets budget eller bygge nogle flere fængsler. 0x0A Portuguese: Estamos encrencados, Prefeito. A superlotação e a falta de recursos nas cadeias da cidade facilitaram uma fuga de presos. Vamos recapturar os fugitivos da melhor maneira possível, mas isso é apenas uma solução temporária. Você precisa reduzir a pressão sobre nossa força policial, aumentando o orçamento do Departamento Correcional, ou então construindo mais cadeias para aliviar a superlotação. 0x14 Polish: Mamy problem, burmistrzu! Przeludnienie i niedofinansowanie wizieD miejskich utorowaBo drog do ucieczek. Aapiemy cz[ uciekinierów, ale nale|y zlikwidowa przyczyny tych problemów. Aby rozBadowa sytuacj, musisz podnie[ wydatki na wiziennictwo albo wybudowa nowe wizienia, by zmniejszy przeludnienie w tych ju| istniejcych. 0x16 Norwegian: Vi har en krisesituasjon! Overfylte fengsler med med for lite bevilgninger har gjort at fangene rømmer! Vi skal prøve så godt vi kan å få fanget dem igjen, men dette er bare en midlertidig løsning. Du må redusere risikoen for at dette skal skje igjen ved å øke budsjettet til fengselsvesenet eller bygge flere fengsler. ^ You can copy the whole paragraph and then underline the "increasing the budget" text, or change the color, or just paste the words with that meaning. Also, if you happen to be able to translate Japanese, Chinese, or Thai we could include those too, but otherwise we don't have access to them. Completion Checklist: Like before where y'all helped us with the os.locale thinger, we'll mark them off in this list as they are completed: 0x01 - English (US) - Done 0x02 - French - Done (Thanks gwada971) 0x03 - German - Done (Thanks 11241036) 0x04 - Italian 0x05 - Spanish 0x06 - Swedish - Done (Thanks Flat Raver) 0x07 - Finnish 0x08 - Dutch 0x09 - Danish 0x0A - Portuguese - Done (Thanks carlosmarcelo) 0x0E - Japanese 0x0F - Korean 0x11 - Chinese (Simplified) 0x12 - Chinese (Traditional) 0x13 - English (UK) - Done 0x14 - Polish - Done (Thanks TheMurderousCricket) 0x15 - Thai 0x16 - Norwegian Thanks to everyone who is willing to help. -Cori & CB- 53 Replies
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CoriBoom 2nd Beta - All 3 City Halls Fixes + 1 for ModPacc Zero
CorinaMarie posted a topic in SC4 Modding - Open Discussion
All Three City Halls + 1 (for ModPacc Zero ) With New Data Summary Panel Background As many of you know, Maxis shipped the game with Model files, Lots and Building exemplars, some LText, and some Lua code for a total of three City Halls with each building progressively larger than the previous. However, the Lua code to trigger the Phase 2 and Phase 3 versions was commented out when they decided to have them upgrade in place. The code for the latter was never completed by Maxis. Next came @MrTruesage's All 3 CityHalls Modd Reward fix in December, 2004 to allow all three City Halls to be plopped in the game. This was accomplished by reactivating Maxis's code, creating some new LText files, and additionally tweaking some of the properties in the building exemplars. It was later in August, 2005 that @Andreas Roth created the City Hall Fix to deal with the custom trees that would sometimes appear on the Phase 1 lot. Then in October, 2016 @simmaster07 created Real Upgradeable City Halls which has a DLL and Lua code to finally implement Maxis's intention of the upgrade in place. Considerations For ModPacc Zero, CB re-lotted all three City Halls to improve their appearance so that props no longer intrude on other nearby elements and also preventing the tree oddities. (The original Maxis Phase 2 and Phase 3 were rather scant and boring so he's improved upon that too.) The mod by MrTruesage has several tweaks such that the population and mayor rating requirements are greater than Maxis defined along with adding CAP relief, spreading the available jobs across all three wealth levels, and changing the lots to Do Construction after plopping. With this being the de facto standard for anyone who wants all three City Halls, we have made the ModPacc Zero versions conform to the same alterations for better compatibility. However, we have also corrected minor mistakes in the Demand Created property and written new Lua code so that entire Lua entries do not need to be overwritten. (This latter part uses techniques which were apparently unknown back in 2004.) Re-Lotted Versions by Cyclone Boom Phase 1: Phase 2: Phase 3: And introducing a new Phase 0 (Village Hall) by CB which can be plopped any time in a newly established city: ^ This allows immediate access to all the data in his new UI query. (Note: All 4 lots use Maxis props, and as such require no dependencies.) Village Hall Background The Village Hall was the first brick duplex built in a small hamlet founded by Silas Woodthorpe and was dedicated to the community as a place for meetings and other local government business. Ever since, it has become the design favored by Mayors across the land when they need their first source of useful information. (Lotted by @Cyclone Boom) Building Exemplar Properties The tweaks MrTruesage made to Demand Created have been updated to Maxis Standards. In each case of Jobs Created they also need a corresponding entry for Amenities and we have added those. The changes they made to Wealth, Demand Satisfied (CAP Relief), Landmark Effects, and Water Consumed are maintained for backward compatibility. Lua Code The Lua code is where the game checks if the criteria for a reward lot has been achieved and then makes them available in the Reward Menu. It also handles the reward earned popup advisor messages and the fluff news messages. MrTruesage's mod copies those Lua entries in their entirety and while this was the only known method at the time, it's not a good idea because that precludes any other mod from making changes to code in the same sections. For ModPacc Zero, I've completely rewritten the Lua code as a standalone package. This allows surgical edits which will not interfere with Lua code of any other mod. It is highly advised to remove MrTruesage's mod from your plugins and use the MZ version instead. Reward Triggers The Maxis code for the first City Hall (Phase 1) is set to 12,500+ population and 20+ for mayor rating. MrTruesage's mod increases this to 15,500+ population and 40+ mayor rating. This can cause a discrepancy for players who have cities they created under the Maxis criteria, but then install the mod. Let me illustrate what I mean. This city tile was originally played without the All 3 City Halls fix: Playing later with MrTruesage's mod installed, I decided I wanted to move the City Hall because I'd randomly plopped it when it became available under the vanilla rule of 12,500 population. So, I bulldoze it: But now I don't meet the new requirements! I created some special Lua code to check for this exact situation. If a Phase 1 City Hall exists in a city tile and it does not meet the increased requirements, I set them back to 12,500 population and 20 mayor rating (as originally set by Maxis) so that the City Hall can be bulldozed and re-plopped wherever I want. With the new code after bulldozing: Note: If you bulldoze the vanilla City Hall, save, then exit the city tile it will revert to the 15,500 and 40 mayor rating requirement the next time you load it. The idea is that my tweak only applies to previously plopped City Halls that are in the gap between the original 12,500 threshold and the new 15,500 and which are to be moved in the same play session. In the same play session I can go re-plop the City Hall because it meets the old requirements: And it'll grow: Availability and Menu Placement The Maxis code (which was commented out) and re-implemented by MrTruesage has the requirement that the prior City Hall must be plopped before the next one becomes available (along with the population and mayor rating requirements). In a city which meets the population and mayor rating requirements where one wants to place only the Phase 3 City Hall, that means one has to jump thru several hoops to accomplish it. Ergo, plop Phase 1, let it grow, see Phase 2 become available, pause the game, bulldoze Phase 1, plop Phase 2 without running time (or it'll disappear from the menu), let that one grow, see Phase 3 become available, pause, bulldoze Phase 2, and then (finally) plop Phase 3. This all seems a bit cumbersome to me so I've made it so that the only requirements are the population and mayor rating thresholds. This gives the player the choice to have each one plopped so 1, 2, or 3 are present in their city. Or just a single City Hall if they like. In this tile created by CB, it meets the requirements for all 3 Halls. We select this area to grow Phase 3: ^ Notice too that I've changed the Item Order property so all 3 are grouped together in the menu. Now we can immediately plop Phase 3 without all the prior plop, grow, bulldoze, plop hassle: Let it grow: And it still has the City Exclusion Group property so you can only have one of each phase: Additionally, I've added Requirements text to the menu items for Phase 2 and 3 instead of using Maxis (and MrTruesage's) code for: return reward_state.HIDDEN The User Interface (UI) aka the Query Window MrTruesage added some additional information to the query: We've greatly expanded that for MZ: CB has also created a separate, optional No City Hall Query Sound v1.0.dat file which makes the query silent. YIMBY not NIMBY The description for MrTruesage's mod states that the Landmark Effect of each Phase is a NIMBY influence. This is incorrect. The Landmark Effect in their mod (and this MZ version) is a YIMBY for Commercial and completely neutral for Residential and Industrial. Fluff News Removal MrTruesage's mod also commented out all the Fluff News (without ever mentioning that was done). While this might be desirable for many peeps, we believe it should not be forced on anyone. We've made a separate, standalone mod that will do the same thing so y'all can make your own decision if you'd like the Fluff News items deleted. (Note: Many other news items are also fluff in nature, but are created in separate Lua code which was not altered.) New Building Names Rather than Small, Medium, and Large we've named them as follows: Town Hall City Hall Metropolis Hall Also, LText is included and assigned for each name, which means if you rename any of them that new name will be saved in the city tile data and persist from one play session to the next. New Building Addition As mentioned above, CB has created a new Village Hall that can be plopped with no requirements so the enhanced data display in our UI can be available even in newly established cities. Compatability With simmmaster07's Mod This MZ version of All 3 City Halls is fully compatible with @simmaster07's Real Upgradeable City Halls mod. Simply refrain from plopping Phase 2 and Phase 3 and if your city has 45,000 population when loading, his advisor popup will allow Phase 1 to upgrade in place to Phase 2 and if your city has 95,000 population when loading, it'll allow the upgrade of either Phase 1 (if you didn't agree to the phase 2 upgrade) or Phase 2 to become Phase 3. Simply install his mod according to the instructions listed in the STEX description. Incompatability With Other Mods @MrTruesage's All 3 CityHalls Modd Reward fix When using our ModPacc Zero City Halls fix, MrTruesage's mod should be completely removed from your plugins. While it was certainly a brilliant addition in 2004, it does not meet current standards for Lua coding alterations. Look for a folder named CityHall Package and delete it and its contents. If you've installed their mod in a different folder than the one contained in the original zip file, look for these individual files: CityHall.dat CityHall_LText.dat ConstantsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FF048A3E) NewsItemsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA79144) RewardLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA8F301) UI.dat Remove all of the above. @Andreas Roth's City Hall Fix Remove CityHall_fix.dat from your plugins when using our ModPacc Zero version. (Or, for this one, just be certain our mod loads last and it will safely override their copy of the LotConfigurations exemplar.) As part of the main MZ release, we will provide a master Cleanitol text file to remove the original mods by file name. Beta Testing Requested As with our other newly created mods for ModPacc Zero, we'd like y'all to beta test this and provide feedback. Ofc, be certain to test safely. It's best to use only copies of your city tiles so you can restore them to their pre-testing versions. We cannot be certain at this time if there will need to be any additional modifications, and as such you'll want backups of any cities where you test. Ofc, please do post feedback and/or pictures to let us know your impression of our new creation. The Files Contained in the .Zip: MZ City Hall Package (Beta v1.0).dat <--- The main file. MZ Fluff News Remover (Beta v1.0).dat <--- Optional file. No City Hall Query Sound v1.0.dat <--- Optional file. The Download File: ModPacc Zero - City Halls (Beta v1.0).zip See new v1.1 updated beta (and better) release to download from our post here. Thanks! -Cori & CB- 62 Replies
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CoriBoom 1st Beta - Opera House Fix for ModPacc Zero
CorinaMarie posted a topic in SC4 Modding - Open Discussion
Comprehensive Opera House Bug Fix (for ModPacc Zero) While the name of the first person to discover the game breaking bug with the Opera House reward has been lost in the sands of time, we do know @toroca created the Opera House Fix mod back in March of 2004. However, that mod alone is insufficient if your city tile's population passes (roughly) the one million mark and, ofc, not using their mod means the trouble can start around 50k population. There are caveats to when the problem occurs (or re-occurs) based on the age demographics, but just know if you are going to create very densely populated cities and use the Opera House, you will need an enhanced version. That's where we come in. (CB and me.) We have strong feelings about what a truly good fix should encompass. It must not require one to bulldoze every single occurrence of the building in every single city tile in every single region where it's been plopped. That's super tedious and it's way too easy to forget one. The penalty for failing this onerous pre-mod-install bulldozing is the Phantom Slider Bug. Our ModPacc Zero Opera House Fix does not require any bulldozing. Now because the method we're using to create the new mod was unknown in ye olden dayes, there has to be two versions to cover everyone. The one with "Override Vanilla" in its name is for anyone who has ever plopped an Opera House without using Toroca's mod or who are building their plugins from the ground up to play new regions. Ofc, knowing a multitude of peeps have been using Toroca's mod for ages, we've made one that can be used in that case as well. Hence the need for two versions. So, let's get started with determining which version of the Opera Houses you might have already in place in your cities. You can search for OperaHouse.dat within your plugins, but this won't help if you have renamed the file or DatPacked your plugins. The other method is to simply ask the building. A vanilla Opera House will look like this for the hover over and query: Whereas the Toroca version will look like this: ^ Note how the names are identical. This is because Toroca's version keeps the Opera House name the same. Once you know which you have, you then install our enhanced ModPacc Zero Opera House Fix. If you need the Toroca version then, ideally, remove OperaHouse.dat from your plugins. If that's not possible, no worries. Just be sure the MZ version loads after the one you have either buried in plugins, renamed to something else, or DatPacked. Now you can load a city which has an Opera House and continue playing with the assurance that if there are more patrons than it can handle, there will be a strike to let you know. ^ We can only use the generic school warning so we'll prolly update the message accordingly at a later time. Let's look at the MZ version now. Assuming you already have an Opera House plopped, it will appear grayed out in the Education Menu. I placed it there since it gives an EQ boost and that just makes way more sense to me than in the Parks menu. Also, I don't display it in the Rewards Menu since that's adding clutter we don't need. We have retained the same increase from 1,200 patrons to 25,000 patrons as Toroca's original mod. Here's how it looks in the menu when there is already an Opera House placed: Then because 25,000 will only handle up to about a million Sims, we've taken @BartonThinks's idea to have a pressure relief auxiliary building, but instead of changing to the different stats of a museum, CB lotted one and set it as the same class as the Opera House. It uses only Maxis content so there are no dependencies. The new Maxis Cultural Theater is in the Education Menu below the Opera House: ^ Note: It shows available because this mod checks for an Opera House whether that's Vanilla, Toroca's, or our new MZ versions. Now, there's no way we can determine whether an existing Opera House is Vanilla or Toroca's so this part is based on each person installing the correct MZ mod. With our mod installed, the Vanilla Opera House will disappear from menus and it'll now look like this in the game: And Toroca's will look like this: It's not necessary to bulldoze the old one unless it's being overwhelmed and goes on strike. At this point you can bulldoze it and immediately plop the new one. The MZ version will be the only one in the Education menu. Or, you can plop as many Maxis Cultural Theaters as you like and handle the overage that way. Edit: To clarify, if a Vanilla Opera House is overwhelmed and goes on strike you can either bulldoze it and plop the new MZ version or plop the Maxis Cultural Theater(s) and adjust their sliders to handle the overflow. If it's a Tororca's that goes on strike you can adjust its slider. Only if there isn't enough capacity (like in a city with a million or more Sims) would you need to use the auxiliary Theater. Ofc, for either Opera House you can safely bulldoze the Vanilla one or Toroca's and then plop the MZ version. (Just be sure you have the correct MZ file in your plugins.) If you've never plopped an Opera House, when the criteria is met, it'll appear in the menu like this: The Maxis Cultural Theater will not be available until you've plopped the Opera House (and run a wee bit of time). This is the ModPacc Zero version. Notice it also shows the Apples Grade on the hover over. After plopping the Opera House and running some time, the advisor will inform you of the auxiliary building: You can accept right then or decline and wait till later to plop it. Once you do plop the Maxis Cultural Theater, it'll look like this: Additionally, the Opera House (and any Maxis Cultural Theaters) will show up in the Master Education Budget. Here we're showing one plop using Toroca's mod, but with MZ overriding: Ofc, we are looking for peeps to put this thru its paces and give us feedback on how it works. As a beta version be sure you have a complete backup of any cities prior to testing, and it's best to not save them for later play after plopping just in case we need to make any updates. The most important part is to use the correct version. If you have plopped any with Toroca's mod installed then use the one for that. Otherwise, use the Vanilla Override one. The Files: ModPacc Zero - Opera House Fixes - Override Vanilla (Beta v1).dat ModPacc Zero - Opera House Fixes - Override Toroca's (Beta v1).dat -Cori & CB- 2 Replies
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CoriBoom Pre Beta - Opera House Fix Testing for ModPacc Zero
CorinaMarie posted a topic in SimCity 4 General Discussion
We'd like to gather some data on Opera House usage so this is a call for peeps who do have @toroca's Opera House Fix installed and plopped in a city tile. The EQ boost affects Sims age 40 and up at varying effectiveness levels. The highest boost is to Sims 80+ years old. What we want to determine is the likely maximum usage based on population. To do this we'd like y'all to post the number of patrons and the city population either as text or showing in a pic. Here's mine: From that I can calculate: 717 / 25,788 = ~0.0278 and then using the total capacity as set in the fix: 25,000 / 0.0278 = 899,281. It's at this point or higher in population that we could expect the horrid bug to reappear. But, this is only one data point so we'd like to gather more samples. If it turns out about 900k pop is where it could go goofy again, then we feel there are two options: Increase the Opera House capacity to 150,000 (and then increase the cost proportionally). Delete the City Exclusion Group property so more than one could be plopped if needed. Note: The best cities for these tests are ones where the population has been stable for a long, long time so there are a lot of older SimFolks living there.- 8 Replies
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CoriBoom 3rd Beta - Crime and Police Station Fixes for ModPacc Zero
CorinaMarie posted a topic in SC4 Modding - Open Discussion
Presenting the first completely revised Crime and Police Station Fixes for our upcoming ModPacc Zero. As discovered by @RippleJet and @rsc204, the existing Crime Doesn't Pay mod by @RalphaelNinja solves only part of the crime problem. For the complete fix we need both the updates to the Crime Simulator and adjustments to the Police Station, Dispatch Radius (and to a couple of other police station properties) in order to control crime in larger lots. This new mod includes the exact same revisions of RalphaelNinja's mod (which they specifically state in the ReadMe is not copyrighted, as is true for any exemplar data modifications) along with tweaks to each of the 4 police stations. As explained by Robin, if we simply replace (overwrite) the vanilla stations that will then cause the Phantom Slider bug unless every single station is bulldozed in every single city tile in every singe region one has previously developed. Until now that is the price we've had to pay to truly solve the crime issue. I've created a new method so we can have the best of both. For each of the originals (Police Kiosk, Small Police Station, Large Police Station, and the Deluxe Police Station), I've removed the OccupantsGroup 0x00001500 so they will no longer appear in the Police Menu. Then I've given each a new User Visible Name Key with revised LText that adds the word "Vanilla" to their name. This allows bulldozing any of the old stations at our leisure rather than all before adding the new mod. The hover queries of the "Vanilla" police stations appear in a gray color. Then all 4 are recreated with a new IID and those are the ones which show up in the menu. Now we have the ability to bulldoze old stations whenever we come across them (or even leave them in any city tile) while also being able to plop the fixed versions. There is no conflict and no Phantom Sliders this way. This allows us to update and/or bulldoze any of them whenever we want all while solving the crime problem by plopping the new versions. I've also included new Lua code so that every reward instance for the Deluxe Police Station will utilize the fixed version along with the fluff news and MySim comment recognizes the new one too. Additionally, all Missions that can be triggered when the Deluxe Station is part of the criteria, and all Missions who's reward is the Deluxe Station all work with the fixed one. Any existing stations will show the hover over and names as follows: And the new versions use the standard name we are all accustomed to seeing: These Crime and Police Station Fixes are also fully compatible with our FUN mod (that will be another core component of ModPacc Zero which @Cyclone Boom and I are working on). Ofc, beta testing of this mod is needed before we release it in ModPacc Zero. While I'm certain all will be fine, do back up any city tiles where you test prior to doing so. Important caveat: One likely problem will be for anyone who has already overwritten the original vanilla stations, but that'll likely be for peeps who won't need this specific component of ModPacc Zero anyhow. Do be careful if that is the case for you. Otherwise, the new mod solves both the Crime Problem and removes the need to bulldoze all vanilla plops prior to installing the mod. Do keep in mind the concept of ModPacc Zero is for peeps starting out fresh or who have played, but have not yet installed any custom content. Attachment: ModPacc Zero - Crime and Police Station Fixes (Beta v1.0).dat See new updated beta (and better) releases in our posts below... Beta v1.2 Adds new summary police info, along with further fine-tuning to the game's crime simulation. Beta v1.3 Dynamic numeric formats for compatibility between other languages, and misc panel improvements.- 24 Replies
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