Cities: Skylines

Cities: Skylines

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BOB, the Tree and Prop Replacer 1.0.2
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2.429 MB
Aug 14, 2020 @ 9:53pm
Mar 10 @ 2:05am
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BOB, the Tree and Prop Replacer 1.0.2

Description


Beautify Our Builds (BOB).

OR
Universal Beauty Manager Tool To Change Ugly Props And Trees Or Bury Them (UBMTTCUPATOBT).

More details on usage you'll find in the basic BOB guide[docs.google.com].

New in 0.9.4
  • New feature: ability to add new props to network models (requires individual replacement mode and lane selection)
New in 0.9.3
  • New feature: ability to add new props to building models
New in 0.9.2
  • New feature: option to disable vanilla tree tool network tree replacement (no more snapping to networks)

A tool to manage trees and props, including:
  • Replacement with other trees/props;
  • Hiding (removing);
  • Changing their position;
  • Changing their rotation (angle); and/or
  • Changing their chance of appearing (probability).
Also enables:
  • Creation of custom random trees or props
  • Replacement of all map (standalone) trees or props of a given type
  • Removal of tree/prop ruining effects on terrain
  • Resizing of wires (power lines and railway catenaries) to more realistic sizes

Cosmetic effects only; nothing game-breaking. Does not afffect game saves (other than recording information about any map tree replacements, which doesn't affect any savegame functionaility) and is safe to enable/remove at any time (noting that map tree or prop changes are persistent - see below).

Map tree and prop replacement!
Map trees and props, unlke props and trees in buildings and networks, are stand-alone items. This means that they don't have a probability (they're always there), nor are they given a rotation (for randomly rotating trees, I personally use and recommend Quistar's Tree Anarchy.

The replacement method for map trees and props used by BOB actually replaces the trees and props on the map itself (similar to the method used by the old Prop It Up mod). This means that map (standalone) tree and prop replacements will persist in the savefile even if the mod is removed. BOB keeps a record in each savefile of which map tree and prop replacements have been applied, so it's easy to revert back to the original at any time (as long as BOB is still active).

NOTE: if you replace two different map tree or prop types with the same replacement, then BOB can't track which tree or prop instances were of which original type - they all become the 'same' tree or prop type from that point onwards.

Other mods



Obviously, using more than one tree/prop replacement/hiding tool at a time can lead to unusual results if they are both trying to do different things to the same tree or prop. However, other than conflicts over specific trees/props, there's no 'inherent' conflict between this and any other tree/prop mod.

Network Skins
BOB won't 'see' any prop or tree changes applied by Network Skins (and will just report the original tree/prop), and any Network Skin applied will always override BOB's replacement (so both mods working together will produce the outcomes intended; BOB for general overrides, and Network Skins for individual segments).

As always, please let me know if anything isn't working properly for you.

Enhanced Mouse Light
While a good idea, unfortunately Enhanced Mouse Light has been poorly implemented, and breaks several UI game UI features (most notably text scaling). This breakage affects multiple mods, but in particular breaks the BOB info panel, resulting in a game hang when clicking on an item with the BOB tool. I've created a working replacement mod, Enlighten Your Mouse.

How to use
Press 'Alt-B' (or click on the UUI button) and click on a building, network, or free-standing tree; the BOB panel will show. For buildings and networks, there's a toggle at the top-left of the panel to switch between props and trees.

Replacement buttons
  • Replace an individual prop (buildings only) for all instances of this building
  • Replace all props/trees of that type in all instances of this building/network
  • Replaces all props/trees of that type in all buildings/networks

Replacement options
  • Probability is % chance that the prop will be visible in that building/network segment (randomised for each individual building instance or network segement); set probability to 0 to hide a prop/tree.
  • Angle enables a rotation (around the vertical axis, in degrees) relative to the original tree/prop's rotation.
  • Offsets enable a postion offset (in meters) in 3D space for the prop/tree replacement, relative to the original's position:
    • X is across the front of the building or across the width of the network; for networks (only), the X offset is mirrored for each side of the road.
    • Y is up/down.
    • Z is along the depth of the building or along the length of the network.

Set probability to 0 to hide props or trees (including parking spaces)

Ideas on UI and functionality actively sought!



[discord.gg]



Meta
Can be safely removed at any time (any applied building or network replacments will just revert back to the original; replaced trees or props on the map will retain their new status).

This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.



Source code
[github.com].



Translations
[crowdin.com]
Please leave a message below if you'd like me to add another language on CrowdIn.



[ko-fi.com]
Popular Discussions View All (9)
39
Jan 27, 2023 @ 7:51am
Feature idea: Handling missing props
Gimpanzee
17
Apr 6, 2023 @ 4:58pm
Prop replacement on roads reverting after loading game
Deselminator
17
Jan 16, 2023 @ 8:53pm
Some Problems and Suggestions
M.S.Referee
1,550 Comments
algernon  [author]
Apr 27 @ 4:11pm 
@txrxvcrx The best you could do is to create your own random prop and use that instead. It won't necessarily be a 1-for-1 replacement, but the game's randomizer should give broadly similar results if your BOB random prop has the same number of variations as the one you're replacing.
Apr 27 @ 4:01pm 
Hi, do you know how to replace the vanilla random street props? I know i could replace them with one asset but I want to replace the fire hydrants and electric panels apart, is it possible?
algernon  [author]
Apr 8 @ 3:48pm 
Yes, it looks as though the latest game update has done something to the vanilla road tree replacement.

This mod makes no permanent changes, so if you've uninstalled it, anything you see is just game behavior.
@ajams22 Hey bro, I randomly came across this mod and saw your comment. I haven’t been using this mod at all — I’ve been using completely different ones. Yesterday, I started having an issue where trees on the roads reset after restarting the game. There are no errors, and everything was working fine just the day before.

I’ve already tried completely clearing all mods, assets, and other content, and I even reinstalled the game and cleared the cache to test it on a clean setup. The problem still persists, so it seems like it might be an issue with the game itself
Apr 8 @ 7:23am 
Hello! I installed this mod and shortly uninstalled it, and it appears the trees on streets that I've replaced (prior to installing the mod) reverted back to vanilla trees and continue to do so after each load into the save - unsure if you might know why that seems to be happening? Thank you!
Apr 1 @ 5:32am 
@algernon I found the reason, it was caused by Network Skins.:steamfacepalm:
algernon  [author]
Apr 1 @ 3:46am 
@大猩猩 That is not an error with BOB. You have a network mod (I can't clearly identify which one) that is broken and needs to be updated for the latest game version.
algernon  [author]
Mar 31 @ 3:05pm 
@ 大猩猩 Nobody can tell without seeing your full output log.
Mar 31 @ 6:02am 
@algernon Why does the error keep popping up"Array index is out of range. [System.IndexOutOfRangeException]

Details:
No details"