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Author Topic: Mod Removal Tool!  (Read 7797 times)
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« Reply #10 on: December 19, 2007, 09:35:41 AM »

From what I gather, they won't be fixing this as it's not broken.  They issued basically the same instructions that I gave about removing the leading \ in front of the word Data.  So it will only be a very few mods that have it written this way right now, Im sure if more mods are written with the leading \ then maybe someone will fix it  to accomodate those mods, but right now it's only a small handful of mods that are written with the leading \ so I wouldn't worry too much about it and say, "GO HOG WILD" now and download what you want since you can always go in and strip the leading \ from those mods.

Personally speaking I would wish that they would make the tool work on both mods with the leading slash and those that don't have it, then I don't need to go and look at the xml files after I install them and I can be confident that they will get removed but until or if they do that, then Im just installing the mods, and quickly glancing at the installed xml files and if it's got the leading slash, then I just edit it so that when I do want to remove it, I know the mod removal tool will do so.

I suggest the same if anyone is going to load up on mods.

Has anybody tried the winter wonderland mod by TM yet?  It's on the exchange at simcity.com and makes some of the buildings have snow textures on them when using the alpine terrain set.  It's a 'biggin' at 24MB
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« Reply #11 on: December 19, 2007, 09:39:13 AM »

CB...I have it downloaded but right now IT REPLACES said buildings, which makes NO sense and basically ruins half the game....

So unless they release one that just adds the snowy buildings to the build index, I doubt I'll utilize it even though it seems like a great addition!

pat!
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« Reply #12 on: December 19, 2007, 09:56:18 AM »

Yeah I found that out last night, Im about to remove it.  I think it's done as purely a winter wonderland mod, one that is supposed to be removed when you tire of building on a alpine winter map.  It didn't last long on my rig because I prefer the temperate zone myself as I like things to look lush and green.  I get enough tan and brown of the desert where I live here, so no desert or savanah landscapes for me either.

Strange because I use to love playing winter scenarios with snow and what not, but I don't think that the peeps react correctly when it's all snow, they should be walking down the streets in heavy overcoats, or down parkas, and shivering and stuff but they continue to act the same as they always act.  Same things happens when it rains, theres too many peeps that walk around like it's not even raining, and I've never seen it but others have reported it as fact that some peeps get out umbrellas in the rain, I'd love to see that but havn't seen it so far.

Anyway, I think they meant for it to be removed when you tire of playing winter scenario lands.

It does have me baffled, I mean they are the creators of the game I would think they would add the buildings as new choice of building models in the building list instead of replacing what is already there.
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« Reply #13 on: December 19, 2007, 10:00:30 AM »

I agree CB, it seems senseless to have any mod OVERWRITE a building...now I can see if someone wants the maintenance mod, etc., that would overwrite data...but there are SO MANY buildings to begin with, what's 15 or 20 more w/ snow!??????!! Agreed Happy

To me this mod encapsulates two things:

1) Modders are getting lazy with these things because....

2) Modding for this game appears to be VERY difficult and convoluted.

Too bad, even I'd like to try it but wading through all that crap you have to wade through just doesn't seem worth it...

pat!
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« Reply #14 on: December 19, 2007, 10:07:26 AM »

Now, heres what I've learned with the mod removal tool....

Open up the mod removal tool and click on a mod, now look at the data down below.  It shows all the files to be removed, if any of the lines have start with \Data then you know the mod is NOT going to be removed with the tool, so go into those files and edit them.  If on the other hand the lines just start with Data then the mod removal tool will remove them completely.

There ya go, you no longer have to open each xml file up by hand to see if they conform to the original no slash design and only have to open those that have a slash in them.  I'll post a screenie in a moment.

The 2 images below show what Im talking about.  One shows the \ before Data, that one needs to be edited, the one without the \ is one that will be removed without editing.

In this way you need not open up each installations mods xml file and can simply tell by looking at the contents in the mod removal tool.

[attachment deleted by admin]
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« Reply #15 on: December 19, 2007, 10:10:07 AM »

Tsk Tsk Pat!, I believe the creator of the winter wonderland mod is one of the developers from TM, is that not so?  One would think that they'd do it up right and not take a half way approach.
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« Reply #16 on: December 19, 2007, 10:13:34 AM »

yeah, i believe it is which is what STUNS me that this mod REPLACES buildings....But if you remove the mod, the buildings come back, right?  But even so, then I'd have to remove the mod if I wanted to play a desert or tropic map. I don't know, I'm probably being overly critical...while I LOVE this game and it has consumed my gaming hours plus added some to it in a way no game has in a LONG TIME, the modding side of this thing really disappointed me because I was hopeful that for the first time, I'd be able to do some actual modding aside from the map/campaigns I did for CC: Rome and Stronghold 2.

ah well, maybe in time!

I'll stop whining now, it's not very becoming of me!!! Big Smiley Grin Laughing

pat!
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« Reply #17 on: December 19, 2007, 10:20:53 AM »

Yeah, if you remove it then it uses the buildings from the installation folders of the actual game instead of the buildings in the modding folders. So yeah, all the old buildings will be back.

Im not one to have patience, but if they can produce a building tool like what was supplied for previous SC games then the modding will be relatively easy, but TM has NEVER been known for easy modding or even supporting modders.  I remember in Caesar IV and they sent me a PM on their forum, I've printed it out and framed it on the wall as a reminder, that they do NOT support modding of the game and it went on and on and on.  So....  I have a feeling there hand is being forced this time by EA telling them that they will have to support modders for this game because that's what SC users and EA users in general are use to for SC games.  Hence the mod removal tool from TM.  They saw people complaining (sad as it is to say, I think I was the first complainer on the SC forums and TM's forums that there wasn't a mod removal tool and then others fortunately chimed in agreement) and they gave us the tool, I *think* because they see that the modders have not gotten behind their product with force like they did with SimCity 4 so they did the work for them and created the tool for us, Thank You TM, I for one appreciate it.

Anyway, I think in time we'll be able to do more with the game, but with the lack of "serious" modders embracing the game it's going to be slow to see new (really new, not just reskinned) content.
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« Reply #18 on: December 19, 2007, 10:25:16 AM »

Fully agree CB...reskins are nice, but I'd like to see (or even create) completely new buildings.  I'm less concerned with the mechanics of the game, for me it plays great.  I GET it, it GETS me and we while away the hours together in blissful city building ecstasy!!!  To keep that going, I need MORE to build with!

later,
pat!
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« Reply #19 on: December 19, 2007, 10:28:41 AM »

I'd like to see a lot more yard decorations, things that can make each individual home look different.  The house can be the same if not placed too close to each other, but I've got to build a fence around the houses and I have to have stuff to put in the yards.  Stuffing a jungle gym and bbq and chess table in each yard looks ridiculous in my cities, each home needs individualism for me to be content.

I hope that they will release a tool in this update so that people can get started building new objects for the game, I NEED stuff to fill up my yards of my homes so that my peeps can be individuals and be happy Laughing

With textures, I've been able to create psuedo swimming pools but they don't use them, and when zooming too close it's obvious to see that it's just a water texture being layed on the ground surrounded by concrete tiles, still it's individual to a couple homes, I'd love to actually see swimming pools in the game though even if they are not usable.

How about a rental horse stable where people go and rent horses and then go off in the hills and ride, would also be great.

Many more types of restaurants, it's rather lackluster having only a small amount of restaurants showing up all over the city.
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