View Full Version : How to change a building's operating hours?
Norm35
06-21-2009, 08:52 AM
I would like to keep a clinic open 24-hours a day.
Is there some file that I can modify to do this?
Herodotus
06-21-2009, 10:44 AM
Probably, but I don't know how. I just play the games as they come. I don't bother with mods or changes.
Azeem might know, and there are probably some other people who do too.
Norm35
06-21-2009, 11:14 AM
Just to add to what I would like to do.
Since my initial question was posted, I discovered a file that seems to have the Clinic's attributes and I can try changing this. However, assuming I can modify this file, it occurs to me that I might like to add to the build menu another clinic that is open 24_hours a day and still have the original one that is open only during the day.
So - my question now is how do I add a modified clinic to the menu? Can I do this?
Better yet, is it possible to dynamically change the operating hours of an installed clinic?
This may all be academic, since I have been unable to modify the XML file, even after unclicking the file's "Read Only" attribute. Does any one know if an XML file can be modified using the Windows XML editor. This is the first time I have tried to do this.
Azeem
06-21-2009, 11:44 AM
I'm not sure why Windows XML editor doesn't read it; it doesn't do it for me either. I use a variant Notepad program that I downloaded off of Download.com that has an XML editing feature. For modding questions, take a look at what's already posted in the Mod discussion forum. If you have any questions on specific things, ask them there. :)
Norm35
06-22-2009, 01:45 AM
Thanks for the lead on an XML editor. I downloaded Notepad++ and it works fine with XML files.
I was able to change the Clinic and Hospital to 24 Hour by modifying the appropriate XML files in the Program Files tree structure. However, I understand that "Whole Day" is the code for 9AM - 11:30PM. That is what is in the XML files for the Pub, the Karaoke Bar and the Carousel but when running the game, all of their cards show 9AM-12AM. How can I find out what the truly correct code is?
I looked through the Mods forum but couldn't find anything specific about how to add a new building to the menu. Reading between the lines, I get the impression that placing the new XML file in the correct folder is called for and for some reason this is not under the Program Files tree structure ("All USERS"?). Can anyone help me here?
Azeem
06-22-2009, 03:48 PM
Whenever you create a new building XML file, you put the new file in the hidden SCS folder under "Application Data" (for XP) or "ProgramData" (for Vista). Set your folder viewing capabilities to view "hidden" folders. The SCS folders in "ProgramData" should somewhat mirror your original SCS folder. Put the new XML file in the "Objects" folder.
Norm35
06-22-2009, 06:09 PM
Quote:
Whenever you create a new building XML file, you put the new file in the hidden SCS folder under "Application Data" (for XP) or "ProgramData" (for Vista). Set your folder viewing capabilities to view "hidden" folders. The SCS folders in "ProgramData" should somewhat mirror your original SCS folder. Put the new XML file in the "Objects" folder.
Reply With Quote
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Azeem,
I would appreciate a bit of clarification on the above.
I am running the XP operating system. I have no hidden folders so far as I know. Can you provide the full folder reference strings as I have a number of places where folder names are repeated.
I find references to some of the same folders under different tree limbs:
C:\Program Files\Electronic Arts\SimCity Societies\Data\XMLDb\Game\Objects\BUILDINGS\
C:\Documents and Settings\All Users\Application Data\SimCity Societies\Import
C:\Documents and Settings\Norm\Application Data\
C:\Documents and Settings\Norm\MyDocuments\SimCity Societies\User Data\
If I try, I can probably find a few more redundancies.
References to "hidden SCS folder" have no meaning to me.
I appreciate the help you are providing me so please don't take my questions as criticism.
Thanks,
Norm
Azeem
06-22-2009, 08:38 PM
"Application Data" on most systems is designated a "hidden folder." You can view it normally only when your folder-viewing settings are set to view "hidden folders." These folders show up as faded folder icons.
The folder you want to look at is in the following:
C:\Documents and Settings\All Users\Application Data\SimCity Societies\Data\XMLDb\Game\Objects\BUILDINGS
Norm35
06-22-2009, 11:07 PM
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Quote from Azeem:
"Application Data" on most systems is designated a "hidden folder." You can view it normally only when your folder-viewing settings are set to view "hidden folders." These folders show up as faded folder icons.
The folder you want to look at is in the following:
C:\Documents and Settings\All Users\Application Data\SimCity Societies\Data\XMLDb\Game\Objects\BUILDINGS
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The above folder does not seem to exist on my computer, at least I cannot find it.
In that branch of the tree, the only folder that exists is C:\Documents and Settings\All Users\Application Data\SimCity Societies\Import
That folder contains 4 scs files for cities I created during past games.
In Windows Explorer > Tools Menu > Folder Options > View Tab > Hidden Files and Folders >
"Show Hidden Files and Folders" radio button is checked.
The only BUILD folder I can find is:
C:\Program Files\Electronic Arts\Data\XMLDb\Game\Objects\BUILDINGS
What do you think?
Norm
Azeem
06-22-2009, 11:13 PM
If you can see the "Import" folder, then there should be this as the parent folder:
C:\Documents and Settings\All Users\Application Data\SimCity Societies
Have you already looked through there?
Usually, when you start up SCS, the game should automatically create the associated folders. Or, what you can try doing is to download an SCS mod and unpack it; that might prompt the game to create the folders.
Norm35
06-22-2009, 11:40 PM
Quote by Azeem:
If you can see the "Import" folder, then there should be this as the parent folder:
C:\Documents and Settings\All Users\Application Data\SimCity Societies
Have you already looked through there?
Usually, when you start up SCS, the game should automatically create the associated folders. Or, what you can try doing is to download an SCS mod and unpack it; that might prompt the game to create the folders.
Reply With Quote
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The Import folder is the only child of the referenced parent folder.
Your suggestion about downloading and unpacking a Mod sounds like it would be worth trying.
Unfortunately, I haven't done this before. I looked through a couple of Mods but they all seemed to assume the reader had done this before and understood the procedure.
Could you supply a simple set of instructions and perhaps a simple mod sample?
Sorry to to be such a pain but getting started in a new hobby is always painful for everyone concerned. I'm afraid you made the mistake of being very helpful and I am taking advantage of it.:)
Norm
MidrealmDM70
06-23-2009, 10:20 AM
The Import folder is the only child of the referenced parent folder.
Your suggestion about downloading and unpacking a Mod sounds like it would be worth trying.
Unfortunately, I haven't done this before. I looked through a couple of Mods but they all seemed to assume the reader had done this before and understood the procedure.
Could you supply a simple set of instructions and perhaps a simple mod sample?
Sorry to to be such a pain but getting started in a new hobby is always painful for everyone concerned. I'm afraid you made the mistake of being very helpful and I am taking advantage of it.:)
Norm
If nothing else you can simply create the directories in question under the application data folder.
Attached is a simple mod guide - but I have a better one I can upload, just not with me right now. I will try to remember to upload it tonight.
Plus here is an earlier post from Azeem
http://www.tiltedmill.com/forums/showthread.php?t=23504
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To unpack (install) a mod you have to associate the package installer file with it.
You should be able to find the package installer in this directory:
C:\Program Files\Electronic Arts\SimCity Societies\
If you don't know how to assocate files, its easy but can vary depending on your operating system. For Windows XP, right click the mod file and select 'Open With' then browse to the Package Installer.
Before selecting the installer and clicking the 'OK' button you should be able to see a box labeled 'Always use this program to open these files' (or something similar) if that box is checked then the file extension will be associated with the package installer and next time you need to open a mod file you can just double click it.
One thing worth noting, when a mod file is unpacked the mod file is deleted. This means you can't easily reinstall it if you have a problem. I have gotten into the habit of making a copy of my mod files before unpacking them.
Hope any of that helps.
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