Posts: 21
Thanks: 13 in 1 Posts
2 Achievements
Giving neighbourhood decorations seperate Y co-ordinates for neighbourhood view and lot view?
Context: I recently discovered through using Criquette's Bus Transit Set that neighbourhood decorations meant to be placed over top roads need to be raised above the ground, as Maxis raised roads in neighbourhood view to prevent roads z-fighting with terrain in this view. The issue being that while the raised roads aren't visible in lot view, a player instead seeing roads that are flush with the ground, the same can't be said for the raised decor objects which are visibly floating. I was thrilled to learn Criquette had uploaded an expanded edit of the Bus Transit Set where the objects were adjusted to be as close the ground as possible without any z-fighting for , but this meant now in neighbourhood view they appear below the roads instead of above them and some of their lovely visual appeal in this view is lost.
Question: Criquette mentioned in the post for Bus Transit Set Expanded that this edit, without the additional content, was achievable just by editing these decor objects' y-values in SimPE. This had me wondering if one couldn't have the best of both worlds by creating a mod that allows a user to tag/list a neighbourhood decoration which opens a dialogue box allowing them to input a y-value for neighbourhood view and a y-value for lot view. Then whenever a player clicks 'enter lot' or 'exit to neighborhood' the mod, before anything is loaded, swaps out the tagged objects' y-values. The
primary question being; would this be a relatively simple mod that even someone starting out could make or does the way these kinds of files are compiled/loaded up/accessed when the game is running make this difficult? Particularly if there's a possibility that the way hood decor is loaded when entering/exiting a lot from/to neighborhood view means this editing of files could cause a save-game scrambling crash due to runaway bloat or some file not being able to be called up properly?