Cities: Skylines

Cities: Skylines

184 ratings
Prop it Up! 1.1.2
File Size
0.551 MB
Mar 7 @ 12:27pm
Mar 17 @ 2:02pm
4 Change Notes ( view )

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Prop it Up! 1.1.2

About this mod
Prop it Up! is a mod with a number of features that allow you to access and replace props and trees that are free-standing and embedded in buildings - in real-time. These features can be divided in global and asset-based tools.

So, how do I use this mod
See 'How to use Prop it Up!'

Notes (really, read this)
I have tried to make this mod as flexible and robust as possible, but there are a few things you'll need to keep in mind when using this mod:
- this mod can only replace props and trees that are present in-game: this means that dependencies that you have not subscribed to are out of reach of this mod;
- certain props have special properties, such as seating area's (benches) or are decal props: these props can only be replaced by props with those same properties. This is the reason why sometimes you will find just a few replacement options;
- the Extreme Mode option gives the player unrestricted access to every prop and tree installed, including markers and effects. Extreme Mode is still experimental and therefore unsupported: use is strictly at your own risk!!!;
- unless you know what you are doing, it is not recommended to replace two or more different props or trees with the same replacement. The reason for this can best be illustrated with an example: imagine a building containing two trees (A and B), and you replace both those trees with tree C. From that moment on, the mod forgets that the building used to contain 2 separate trees, and will one detect tree C. All further replacements will apply to every tree in that building;
- to get the most out of this mod, I highly recommend players apply all desired global tree replacements first, and add per-building replacements afterwards. The reason for this is that when a city is being loaded, per-building replacements are applied first, and global replacements afterwards;
- due to the realtime application of replacements, per-building and global replacements can override each other;
- this mod only affects free-standing trees and props and trees embedded within buildings. If you want to customize roadside trees, use Boformer's awesome Network Skins mod;
- as of version 1.6, Cities: Skylines' Asset Editor supports prop randomization: I have not specifically tested this mod with that feature, but I don't expect any unusual behavior;
- the above list of limits and peculiarities are the result of either the way the game itself works, or design choices made by me. By subscribing to this mod, you acknowledge you have read and are familiar with the above list, and accept that mod support is not applicable to these issues.

This mod should be compatible with all other mods.
I have not done compatibility tests for every mod available in the Workshop for obvious reasons, but I have not found any incompatibilities between this mod and the ones I am subscribed to.

Wish List (not to be confused with to-do list)
- replacing a prop or tree with nothing ('soft removal');
- config files per save game or city;
- per-building replacements on instance level instead of asset level: this would allow players to customize each and every building in their cities individually.

March 17th, 2017 - v1.1.2
- Fixed broken BuildingSelectionTool issue and all accompanying errors \o/

March 12th, 2017 - v1.1.1
- Added Extreme Mode option, an experimental, unsupported feature that gives access to all props and trees;
- Aedificium prop/tree hot-loading support;
- Various bugfixes (mostly related to reset and search features).

March 11th, 2017 - v1.1.0
- Global tree placements now also include free-standing trees (full credit to BloodyPenguin);
- Fixed issue with trees displaying incorrect LOD mesh (full credit to BloodyPenguin);
- Minor tweaks and fixes.

Short demo video: click here[]

Source: Github[]
Popular Discussions View All (2)
Mar 21 @ 4:01pm
Report issues here
Mar 12 @ 3:09pm
How to use Prop it Up!
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Judazzz  [author] Mar 23 @ 12:34pm 
Glad to hear you like it, guys!

@Baleur: this mod indeed is a sort of replacement for Tree Replacer (it does pretty much the same, but through an in-game UI panel instead of having to edit an .xml file).

There are two differences however, because Prop it Up:
- does not affect road-side trees: you could use Boformer's Network Skins mod for that;
- does not remove dirt from under trees: you could use TPB's Remove Dirt mod for that (as a bonus it also removes dirt from under props!)
Baleur Mar 22 @ 11:48pm 
So if using this mod i no longer need the Tree Replacer mod, correct? =)
Im currently only using that mod to replace some oak or pine trees in buildings and parks with palms to fit my tropical theme
Strictoaster Mar 22 @ 8:25pm 
@Judazzz this mod makes vanilla buildings 1000% more usable by removing most of their props, specifically the billboards.

Can't wait for the "Soft-removal" update :D
Judazzz  [author] Mar 22 @ 10:43am 
I too noticed that the panels sometimes don't update the values properly, so I will have look at it.
One thing is that the panels do not always show the correct trees in 'original' list (the top one), but of you select it and the undo-button becomes enabled, the tree will be reverted to the original one (after which you could replace it again with another tree).
As I said, I'll see what can be improved.

That means that if you replace trees globally and then save your city, the next time those replacements will still be there even if you disable the mod. It does not mean that it is irreversible, but if you undo global free-standing tree replacements and do not save your city afterwards (use the above tip to reset a globally replaced free-standing tree to its original), the replacement trees will still be there the next time you load your city.
Zivouine Mar 22 @ 6:58am 
I can change only one buildings at each game... After, I change trees on a building or a prop, these building still to be selected and I can't select an other building
ShadowLea Mar 21 @ 8:52pm 
@Judazzz Hm, good point. We'd need several empty trees to avoid that.... Well, if any expert tree maker ever gets bored, who knows! :)

Though I was able to undo converting every vanilla tree into MrMaison's Large Canary Island Date Palm tree by selecting the vanilla tree in the top box and hitting Reset. They all returned to their original tree/bush as I selected them, and then I could replace the original tree with a different one. Did I just get really lucky? x'D

I totally understand, the undo option is one of the most useful parts of the mod! :D
Teddy Radko Mar 21 @ 5:55pm 
Ive had some problems when switching trees globally and resetting repeated times where the trees will not reset even though the reset button reset if you know what i mean. It ended up with all trees eventually turning into the same tree (the smallest bush possible) and no way to reset so i had to go through the whole map removing all but like 100 trees (i did wear a lumberjackfor this). Really cool mod but right now ive found vanila tree remover being most useful for me. Keep up the good work!
Florin Mar 21 @ 4:35pm 
hey. can i use this mod to just straight remove all the vanilla trees and such that comes with buildings? Like if i want to use a building and have no trees at all instead of replacing them. thx
Judazzz  [author] Mar 21 @ 3:55pm 
@ShadowLea: I've been thinking about that approach as well (thanks for the suggestion, btw!), but there is one problem with this: as soon as you replace two or more props or trees with the same 'empty' prop, the game does no longer see the affected props/trees as separate assets, but as one and the same. Which means that reverting those props to their original state is impossible, because the mod wouldn't know which empty prop was what originally. And keeping replacements undo-able is something I really wouldn't want to remove, as it would take away a lot of the mod's flexibility.
I've noticed that the Network Skins mod has an option to replace road-side trees with nothing whilst keeping it reversible, so I think I'll have to study that code and see if I can use something similar for Prop it Up. That means it might take a while before I manage and implement to find the right approach, but rest assured that a 'replace with nothing' option is definitely on my todo-list :)
ShadowLea Mar 21 @ 2:35pm 
I wonder, regarding the 'replace with Nothing', would a simple 'empty' tree/prop work?

I've never tried my hand at making props/trees, (The tutorial alone gave me a headache, I'll stick to maps) so I have no idea if it's possible, but I wonder if a solution would be to save an empty model (or a really tiny something like a single microscopic grass sprite) as a prop or asset.

That way you wouldn't have to rewrite anything in the mod, we could just sub to an empty tree/prop and use that. And it would be reversible, since it's just a regular tree/prop.

Anyone know if that's possible?

(I got as far as the importer, which wouldn't let me import 'nothing'. Then I figured I'd just shrink the small vanilla bush to 0.01% size, but it wouldn't let me do that, either. -.-)