Lars (29Palms)
And it works when you apply the default patch? That is odd but I will take another look at the XML files.
For now you can apply the FTX Global patch manually and just leave the SODE xml as is.
You can download this archive and extract the contents of the SIMROOT_MAIN folder to your 
Prepar3D v4 directory: https://update.29palms.de/patches/patch_EDDN_FTXGlobal.zip
Best regards,
Lars
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Chris Burton
All the bugs reported for missing buildings have been fixed - at least those reported on this forum and to us
via e-mail or facebook. The reason for all of them were either SODE not installed / activated or SimConnect not installed.
In most cases re-running the SODE installer fixed the problem. In the other cases the SimConnect installer. 
A few customers also had outdated SODE versions where in fact SODE objects weren't found due to case sensitive naming convention.
But I haven't received any reports so far except for yours about a problem within the XML itself. In fact, if you check the XML you will see that 
both files are exactly the same except for the season definition which differs between Default and FTX Global Prepar3D.

I own 30+ airports all using SODE so you can rest assured SODE is installed, activated and up to the very last version released, that is 1.6.3. Simconnect is installed too, well at least I hope so after 20 years in simming. 
But no worries, I can live with default textures. I just don’t quite get it why you still use SODE for seasonal textures. Controlling textures with SODE was very popular with devs but it fell out of favour, not least due to issues like this, a long time ago. 
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Lars (29Palms)
All the bugs reported for missing buildings have been fixed - at least those reported on this forum and to us
via e-mail or facebook. The reason for all of them were either SODE not installed / activated or SimConnect not installed.
In most cases re-running the SODE installer fixed the problem. In the other cases the SimConnect installer. 
A few customers also had outdated SODE versions where in fact SODE objects weren't found due to case sensitive naming convention.
But I haven't received any reports so far except for yours about a problem within the XML itself. In fact, if you check the XML you will see that 
both files are exactly the same except for the season definition which differs between Default and FTX Global Prepar3D.
Best regards,
Lars
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Chris Burton
Hi Chris,

this seems to work for most people so the question is why not for you. In the folder "C:\ProgramData\12bPilot\SODE\xml" 
does the patch automatically switch the file "Captain7_29Palms_EDDN_GES.xml.off" to "Captain7_29Palms_EDDN_GES.xml" and the other one off?

Not really mate, have you not seen the many reports on this forum alone of missing stuff?? So definitely a common glitch. 
Now to your question, yes the XML file is accordingly and correctly renamed. Issue lies deep into XML object names. A quick fix seems very unlikely. 
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Lars (29Palms)
Hi Chris,

this seems to work for most people so the question is why not for you. In the folder "C:\ProgramData\12bPilot\SODE\xml" 
does the patch automatically switch the file "Captain7_29Palms_EDDN_GES.xml.off" to "Captain7_29Palms_EDDN_GES.xml" and the other one off?
Best regards,
Lars
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Chris Burton
Hi
SODE-associated buildings and textures disappear only once you download and install the FTX patch from the configurator. So it's probably mismatched SODE objects and XML file when you apply that patch. Please fix this.
Regards
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