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      Urgent Request: Simtropolis Needs Donations To Keep Going   12/05/2016

      Hi Community As Simtropolis turns 14 years old this year, we're asking your help now more than ever to help us keep the site and everything you love about our Community and STEX up and running. A donation goes a long way to help us offset the costs of keeping the site up and operational. As you know, we're a completely community-driven not-for-profit website, but we do have to deal with some modest real-world expenses from month to month. Lately, we've been feeling a big pinch with a slump in donations, and we're hoping to drive that up so we can continue to keep the site running. In return for your donation, we're offering several STEX Collection Discs which you can learn more about here, if you wish to receive one. We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me!  Donate Any Amount Here To Receive a STEX Disc(s) Donate a Specific Amount Here Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated -- we really appreciate it!
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Mods & Tools

Custom tools, modifications and enhancements for SimCity 4

693 Files

  1. This is the Windows installer. The Mac OSX Version is a little to buggy for release right now, so you can run this in WINE or download this in a NAM package with a wineskin wrapper at http://sc4devotion.com/forums/index.php?topic=17344.msg505849#msg505849 Version 2.1.1 is coming soon and will include newly PIM-X'ed buildings, better installers for both Windows and Mac, and other little changes/bug fixes.
    There is a lot of myths about CAM out there. For a beautifully written article about what CAM is really about, see the blog by Tarkus here The CAM (Colossus Addon Mod) – Separating Fact From Fiction. This article also give a great idea on some great starter buildings.
    NOTE: If you have merged your SimCity_1.dat file with the original CAM 1.0 file, restore your original SimCity_1.dat file before running this installer.
    Welcome to the Colossus Addon Mod (CAM). CAM changes the way cities and regions develop. This is possible through the use of Growth Stages(Read in Basics of the Manual). This causes the game to progress from small stores, single houses and farms/small factories to Commercial Office towers, Residential High Rises and Large industrial factories less rapidly and much more realistically.
    The altered growth also allows the player better control their cities through the use of zoning density. If the player wanted a nice rural town, zone only light density, with some medium in larger areas. On the other side, the skyscrapers and other large buildings become more balanced and possible with very developed regions. Use of high density zoning will allow these to grow when ready.
    As with any new software or mod, be sure to read the Readme’s and this guide before installing or using the mod. Page 4 of the manual contains the specifics of installation. The manuals can be downloaded or read in both English and Japenese here, http://sc4devotion.com/forums/index.php?topic=17318.0
    Description of new Styles
    Install Types:
    •        IR Fix Only – Will only Patch the SimCity_1.dat file. This will cause IR to be included in the totals for industry for regular SimCity 4. It will also allow normal industrial connections to work for IR. All other install types include this already. Original SimCity 4 files are backed up in the folder \Documents\SimCity 4\Original SimCity Files\
    •        Extended (InvisiChem) – This is CAM 2.1.0 Standard with extended stage ranges for larger regions. The growth I feel is more balanced and lifelike.
    •        Standard – Just like CAM 1.0 stages, just the curves have been smoothed out and the range slightly extended.
    •        Rural – Stages are set for smaller, rural style growth. Stage 15 can happen, it just will be in very large regions and very infrequently.
    •        Midrise – Stages are set to place an emphasis on growing midrise stages. This is similar to the way European cities grow.
    •        Skyscraper – Stages have been set to allow Skyscrapers to grow quickly, even in one city regions.
     
     
    All stage settings, except for the Extended version, are the values that were originally developed by RippleJet. All the new CAM 2.1.0 fixes have been included in all versions. The only difference between types is the stages for specific play style.
    Feel free to add comments here, the CAM General discussions board at SC4Devotion, or if you start a thread here at Simtropolis, let me know so I can be as helpful as possible. Feel free to discuss any myths about this mod that have circulated in the past. I will be more than happy to share what this mod is truly about, including how it helps regional play.
    Cheers everyone, 
    InvisiChem.
    SC4DatPacker.exe.log

    14,466 Downloads

       (4 Reviews)

    39 Comments

    Updated

  2. What does this do
    Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements
    This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been tested on Steam so far. If your version of SC4 is unsupported, an error message will appear with update instructions, and no changes will be made to your game.
    Installation
    Simply unzip the DLL in your My Documents\SimCity 4\Plugins folder.
    To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly.
    Demonstration
    Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
    Development Thread and Source Code
    Development Thread
    Source Code
    Currently investigating other fixes and functionality that might be enabled with this kind of third-party DLL. Please report bugs in the dev thread.

    5,066 Downloads

       (27 Reviews)

    5 Comments

    Updated

  3. The Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes.
    This is the Windows version of the Network Addon Mod, featuring an installer.  A Mac version is available here.
    NOTE: Due to some technical issues, the file is not directly hosted on the Simtropolis server.  The download button presently will take you to an off-site, registration-free mirror at ModDB, which can also be accessed here.  We hope to have the file available directly through the STEX again shortly, and apologize for any temporary inconvenience.

    Installing over previous versions: NAM 35 should be installed directly over top of any previous NAM releases, to ensure that your previous installation options are retained.  A clean install is not recommended.  For more information, see here.

    Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available.

    Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed.
     
     
     

    314,358 Downloads

       (1,064 Reviews)

    537 Comments

    Updated

  4. The SimCity 4 Extra Cheats Plugin

    Overview:

    The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public.

    The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions.

    However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk.

    How to use this file in the game:

    After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection.

    Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions.


    UPDATE:
    To fill in some unknowns Maxis has given me the details on a few of the missing descriptions.
     
    Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever.   WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively.   GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background.    Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>)   Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city.   Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60  
    Installation Instructions:

    Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above.

    115,833 Downloads

       (192 Reviews)

    88 Comments

    Updated

  5. These Business Deals have been modified from the originals and appear in the reward menu at the start of the game.  The negative mayor rating effect has been reversed to a positive effect, the amount of income increased and positive landmark and park effects and jobs added.  The impacts of pollution and radiation have been radically reduced or completely removed.   These rewards may now be used safely to add income to your budget.  Each deal/reward has a color-coded menu icon and is separate from the original which will still appear as usual according to the game.
    Eco-Friendly Toxic Waste Dump
    Business deal income: 450. Very minimal pollution, no radiation.  Slight landmark and park effect.  Creates same job demand as Advanced Research Center.  Water consumed: 200.  Mayor rating effect based on Mayor's Statue.
    Humanitarian Army Base
    Business deal income: 850.  Slight pollution, no radiation.  Moderate landmark and park effect.   Same job demand as for Army Base.  Power and water consumed: 200. Mayor rating effect based on Mayor's Statue. 
    Particle Testing Range
    Business deal income: 650. Minimal pollution, very slight radiation. Slight landmark and park effect.  No missile launches. Creates same job demand as Advanced Research Center.  Power consumed: 100.   Mayor rating effect based on Mayor's Statue.
    Social Rehabilitation Center
    Business deal income: 950,  Slight pollution, no radiation.  Moderate landmark and park effect. Same job demand as for the Prison deal.  Power and water consumed: 200.  Mayor rating effect based on Mayor's Statue.

    58 Downloads

       (1 Review)

    3 Comments

    Submitted

  6. I couldn't find the dark Italian cypresses like seen what is seen in some of the custom lots in order to plant cypress forests or for parks. So I just decided to make an MMP Italian Cypress (Mediterranean Cypress) extracted from the BSC Mega Props Vol02. I personally prefer the darker color of this cypress in this resource pack since it's a little darker and more realistic in appearance. Simply drag to your plugins folder in your sim city folder contained in your PC's documents folder. Enjoy credit goes to BSC for yet another great model set.

    225 Downloads

       (2 Reviews)

    2 Comments

    Updated

  7. A set of American branded tractor trailers and cabs to make your logistics and freight automata more realistic for American themed cities. There are also 10 different colors of International cabs to pair with these trailers.

    There are 79 in all:

    5-Hour Energy, 84 Lumber, AAA Cooper, ABF, Allied, Amazon Prime, Arnold, Batesville Casket, Baylor, Cargill, Carlile, Caterpillar, Celadon, Central Transport, CH Robinson, Churchill from Detroit, Covenant, CR England, Crete, CRST, Dart, Dayton Freight, DFS Danfreight, Estes, Fastenal, Forward Air, Freymiller, Gardner, Goodwill, Heartland Express, Hirschbach, Hogan, Hub Group, Interstate, JB Hunt, Knight, Landstar, Little Debbie, Lucas, Lumber Liquidators, Lynden, Marten, Mayflower, MDS, Menard, New England Motor Freight, North American Van Lines, Old Dominion, Phillips 66 Motor Oils, Pitt Ohio, Prime, R&L, Roadrunner, Ruan, Saia, Schneider, Smith, Smokey & The Bandit, Steelcase, Stevens, Sunco, Swift, Sysco, TransAm, Two Men & A Truck, Tyson, United Van Lines, Universal, US Foods, USA Truck, US Xpress, Werner, Western, Wheaton, Willig, Xtralease, & YRC.
    10 Different colors of cabs: Blue, Baby Blue, Purple, Green, Orange, Silver, Black, Burgundy, Yellow, & Gold.

    Also there is a surprise van from my previous van set that was scrapped last minute, improved to look good enough for the game

    These are also compatible with the cabs from @Simfanatik's Trucking sets, his Internationals and Scanias work with them. If you want more cab-trailer variety, I suggest using these as well:
     
    To install: simply extract to your Plugins folder.

    493 Downloads

       (2 Reviews)

    3 Comments

    Updated

  8. About this Upload
    This Text Loading Mod replaces Maxis' text that appears as a city tile loads.
    The mod is made of quotes about cities that express both positive and negative views on city life to reflect your tyrannical or merciful governing style as mayor. In some cases, quotes were shortened to clarify and aid in-game readability. Other quotes reference specific cities to inspire you!
    Some quotes are longer, you may have to read fast! All display properly with my screen resolution of 1366 x 768.
    Versions are available in English, Spanish and French! Thanks to matias93 for the Spanish translation!
    Watch the text to find shout-outs I included to Craig-Abcvs and airman15 to thank them for their own Text Loading Mods that I enjoyed!
    About the Files
    Simply choose which language you wish to use and put that file in your Plugins Folder. Use only one at a time!
    A readme file includes a document with all the text and to whom the quote is attributed. See Craig-Abcvs's Text Loading Mod if you wish to modify these quotes or to create your own Text Loading Mod.
    No Dependencies.

    126 Downloads

       (2 Reviews)

    0 Comments

    Updated

  9. This is a DLL for SimCity 4 that adds a few more cheat codes beyond Buggi's Extra Cheats DLL.
    SievertBeGone — removes all radiation from a city, including from buildings that produce radiation when plopped (such as the advanced research center). Chernobyl — irradiates an entire city hazmat — creates a toxic spill disaster on whatever tile the mouse is pointed at UncivilDisobedience — creates a riot disaster on whatever tile the mouse is pointed at. The mouse must be pointed at a road, street or avenue tile. The development thread can be found at this link. Source code can be found here. Make sure to follow this file in case more cheats are added!
    Installation
    Move to Documents\SimCity 4\Plugins.
    Compatibility
    Tested and working on 1.1.641.0 (Steam/GOG/Origin) on Windows. Also works in combination with SC4Fix and the Extra Cheats DLL. Untested but should work with any version of SimCity 4 Deluxe or SimCity 4 w/ Rush Hour.
    Mac and Linux users
    This mod is untested on Mac and Linux platforms but my understanding is that SimCity 4 for Mac and Linux is essentially a Wine wrapper. Compatibility is not guaranteed, but it's worth a shot. If you're playing on Aspyr's PowerPC version of SimCity 4 this mod will definitely not work, but if you're using that version of SC4 you probably have other issues to deal with.

    305 Downloads

       (3 Reviews)

    3 Comments

    Updated

  10. Here I present my Sahara terrain mod. This mod (I personally think) is unfinished due to lack of work and textures, but I decided to upload it because I'm unsure If I'd ever complete it and I hope someone may make use of it.
    This mod replaces your terrain with soft sandy textures representing a vast dry desert, dunes poking out of the summer haze. 
    This mod has no dependencies, and contains 2 of my other mods, the Sphinx Rock Mod, and the White Gravel Beach Mod. These 2 dat. files are optional. All other files included in the download are required in order for the soft sand heated by endless summer suns to appear.

    266 Downloads

       (5 Reviews)

    2 Comments

    Updated

  11. This mod may not be compatible with the "All 3 CityHalls Modd Reward fix". This plugin is intended to supersede that file's behavior.
    This is a DLL for SimCity 4 that makes the City Hall reward upgradeable. Instead of implementing the three City Hall stages as separate reward lots, this mod implements Maxis' originally intended behavior of actually replacing the City Hall lot as new stages are unlocked. It also prompts the user with advisor messages asking if they want to upgrade the reward, just like the airport upgrade behavior.
    This mod is part of my effort to deconstruct the internal game interfaces. The development thread can be found at this link. Source code is over here.
    Behavior
    The user is prompted monthly to upgrade to stage 2 when the city's population reaches 45,000, and to upgrade to stage 3 at 95,000. The mod also adds a cheat code, "UpgradeCityHall," that forces the upgrade prompt to appear regardless of population.
    Installation
    Unzip to My Documents\SimCity 4\Plugins.
    Compatibility
    Tested and working on 1.1.641.0 (Steam/GOG/Origin) on Windows. Also works in combination with SC4Fix and the Extra Cheats DLL. Untested but should work with any version of SimCity 4 Deluxe or SimCity 4 w/ Rush Hour.
    Mac and Linux users: this mod is untested on those platforms but my understanding is that SimCity 4 for Mac and Linux is essentially a Wine wrapper. Compatibility is not guaranteed, but it's worth a shot. If you're playing on Aspyr's PowerPC version of SimCity 4 this mod will definitely not work, but if you're using that version of SC4 you probably have other issues to deal with.

    993 Downloads

       (2 Reviews)

    4 Comments

    Updated

  12. Time to give our SC4 coastlines some love!
    This MMP pack comprises of 17 different sea and coastline items.
    From fish to vegetation to rocks, etc.
    They will literally paint your terrain. For individual plops please click once.
    They will also complement my previous MMP release, SM2 Breakwater Concrete Blocks.
    Included are a couple of pics for reference.
    No dependencies.
    Enjoy!
    Simmer2
     

    811 Downloads

       (3 Reviews)

    1 Comment

    Submitted

  13. Girafe made many tree models that either work only as props, or only as MMPs. As such, this pack of MMPs is designed to bolster your MMP menu, with some trees that otherwise could only be used on lots.
    Each of the 7 included MMPs include only single-tree props. Girafe's releases only cover these tree types with tree clusters.
    Contained in the included zip are 3 files containing 7 MMPs as follows (links to dependencies here):
    Maples (Seasonal)
      - Maples (v1)
      - Norway Maples Misc (Seasonal)
      - Ash
      - Beech
      - Birch
      - Liden Parasol Pines (Evergreen)
      - Parasol Pines Note: Before you think "I have these files", it should be noted, that the tree models for each of the listed dependencies is found in the "LE" dats from Girafe's packages. If you have not installed these exact files, you will get brown boxes.
    Find these items in the same location as the original MMPs. They are marked "singles" and include a brighter blue icon to distinguish them more easily. Note that there are some trees which are duplicates of single trees included with the original MMPs. But in all, this adds over 30 new trees which were previously not MMP-able.

    275 Downloads

       (3 Reviews)

    2 Comments

    Submitted

  14. My first MMP, I hope you like it.
    SM2 Breakwater Concrete Blocks
    Concrete breakwater blocks have been used for a long time to diminish the force of impact from the awesome power of sea waves.
    You will find them around port areas and around important sea facilities such as refineries and other such structures.
    If you use dark water textures I suggest you lift the water floor to 7.5 meter depth. You will then be able to see the blocks under water!!
    I also strongly suggest you use my blocks together with other marina flora and rocks MMP's for best results.
    Look at the included pics for reference.
    No dependencies.
    Enjoy! Simmer2.
     

    1,252 Downloads

       (8 Reviews)

    1 Comment

    Submitted

  15. michiyls Bus Color Pack
    (yeah, I recently got fed up with the standard blue design of the busses, too!)
    30 files make up this incredible colorful pack for your default Maxis Bus model - each color is visually 100% compatible with the corresponding color in my Monorail Color Packs (#1 and #2a)!
    Variations:
    - single color
    - white roof
    The colors are (not following any official naming convention here):
       - Banana Day
       - Blue Ocean
       - Flashy Green
       - Fresh Green
       - Grass Green
       - Hot Pink
       - Intense Orange
       - Lazy Orange
       - Monorail Red (the default red of the default Maxis monorail)
       - Spring Green
       - Turquoise (tortoise is the animal, this is the color mix of green and blue)
       - Tropic Blue
       - Violet Blue
       - Warm Yellow
       - White Grey
    What's in the box?
    Aside from the 30 DAT files there is 1 preview pic to help you choose the right color, and the readme. I hope to encourage others to include similar information in their projects to give the user the chance to remember what the file includes even when you open it after several months or so.
    Any dependencies?
    Nope, this is just a texture replacement for the default Maxis bus/coach model texture. The DAT files only includes the single FSH file.
    You should know what that means - if you don't see the color, check that you have installed it in one of the Plugins folders (choose one!) and you are starting with the default Maxis bus model.

    554 Downloads

       (1 Review)

    1 Comment

    Submitted

  16. Are you currently using @kingofsimcity's excellent SuperSHK MEGA Parking Textures? Would you prefer them with TGN-compatible grasses? How about some custom sidewalk choices too? Otherwise, perhaps you want to make a custom set just for your setup? Well now all this is possible, thanks to the generosity of KOSC.
    For full details of SuperSHK MEGA Parking Textures, please see the original release, I won't duplicate it all here. Note that these files are intended to be a total replacement for the original package:

    Currently there are three sidewalk variants you can choose between. Each of the attached files contains all six TGN styles with the named sidewalks.
    KOSC's SuperSHK for TGN 2.0 Setup
    Download this file for TGN textures with the original Maxis Sidewalks.
      KOSC's SuperSHK for TGN_CAT 2.0 SetupDownload this file for TGN textures, with Catalyst's Asphalt Sidewalk Extension Mod
      KOSC's SuperSHK for TGN_PSS 2.0 SetupDownload this file for TGN textures, with Paeng's Sidewalk Mod. PLEASE be respectful and only download the files you need.
    Coming Soon:
    More sidewalk options. A Do-it-yourself kit to make a totally custom version, using GoFSH's Texture Automation capability. Installation
    Unlike the original mod, these have been re-packaged into installers. This just makes installation way simpler and less prone to error, given the number of choices available (currently 24 different sets). By default they install into your TGN folder, since all varieties are based on TGN grasses.
    Included is a resource guide containing a general breakdown of the set as well as a sample lot (found in the parks menu) and layout examples. There are also PIM-X groups included, for better organization and some time saving while digging through this massive set!
    These included resources are installed (optionally), to the My Documents\SimCity 4\STEX_Downloads\KOSC SuperSHK Parking folder. This is to avoid clutter in your plugins folder. If you wish to use them, simply drop the files into your My Documents\SimCity 4\Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X. 
    Lotters, copy the contents of PIMXGroups.txt into your groups.ini file located in the PIM-X install directory.
    Thanks to KOSC again for allowing me to release these mods, based on his original textures / repository.

    1,601 Downloads

       (1 Review)

    2 Comments

    Updated

  17. If like me you are tired of seeing the same intro, this little plugin is for you ..
     
    Here are three that are nice .... I will not hide my preference for the first ....

    529 Downloads

       (1 Review)

    0 Comments

    Submitted

  18. Veredas Santiaguinas
    A sidewalk mod made by matias93
    Este mismo texto está en español adentro del archivo!
    AKNOWLEGDEMENTS:
    This mod couldn't be possible without the impressing work of Rivit and MGB204 (rsc204), creators of GoFSH and the (not yet published) Automated Sidewalk Mod. To make a mod as big as this by hand, as many other creators had done before, is a titanical task that deserves sheer aknowlegdement; I just created a couple of textures and clicked buttons once and then.
    DESCRIPTION:
    This textures are inspired in the 'veredas' or sidewalks that were built around 1980 in Santiago, Chile: they are little concrete tiles with geometrical designs, that form big square shapes using black or red tiles. In the game, I chose to keep an uniform colour, trying to avoid the sudden colour changes that make Maxis' textures so unappealing; instead, only coloured tiles change with wealth level, as the general condition of the sidewalk: ochre tiles with clean and orange-y concrete in high wealth sidewalks, red burgundy squares and grey concrete in mid-wealth textures, and blackish borders with stained concrete in the low-wealth sidewalk.
    Thanks to MGB204's scripts, this mod can change all textures that correspond originally to Maxis' white tiles: sidewalks on all streets, roads and avenues (including RHW intersections), crossings with all other networks, pedmalls, plazas and residential, commercial, industrial and services' lots; it is even compatible with the new additions on NAM 34. An important exception are GLR (tramway) tracks, that get sorrounded by the new texture but not completely replaced. Depending on the existence of more advanced scripts, this could change in a newer version.
    INSTRUCTIONS: <-- Jump here if you don't like the details
    This mod has to be installed MANUALLY. Is not enough to copy and paste everything: you'll end with a cluttered folder and surely your prefered networks will be oddly patched.
    Copy the folder called z___veredasstgo to your Plugins folder (the one that is on My Documents/Documents/). It is preferable that you delete all other sidewalk mods, but the folder is named in a way that will load it the last, overwriting other conflictive textures. Open the folder you just copied and delete the files you won't use:
    a. "Veredas Stgo BASE" chenges most street, road and avenue sidewalks, so you should keep it.
    b. "Veredas Stgo sitios y plazas (LOTS)" change the lots' textures, allowing a more uniform result. You should keep it; delete it only if you prefer to use another texture on lots and plazas.
    c. "Veredas Stgo NAM" folders will only work if you had installed the Network Addon Mod (very recommended); YOU MUST KEEP ONLY ONE FOLDER. Choose the one that corresponds to the driving side your game uses (LHD: on the left as in the United Kingdom, RHD: on the right as in Europe), and to the roads' lines colour (US: yellow lines as in the United States, EU: white lines as in Europe). Open the folder you had kept: there you'll find one or two more folders with options:
    a. Open the folder called "Rail Options" and delete the files that doesn't match the kind of rail tracks you use: Maxis, PEG or RealRailway (RRW).
    There shall to be just two files, with the same ending.
    b. Only if you have installed EU white lines with the NAM, open "TuLEP Options" folder and delete all the files that doesn't match to the TuLEP textures you installed with the NAM. Most surely you are using Maxis default ones, but make sure it is that way.
    There shall to be just two files, with the same name after the "TuLEP". Close the folder "z___veredasstgo". If you use DATpacker or other program that packs your plugins, get sure not to pack this folder, unless you are certain no other mod could overwrite this textures. DEPENDENCIES:
    This mod replaces textures without using any dependency. You can extract the textures to use it as dependencies for other creations, but they aren't currently in the right format to do so.
    COMPATIBILITY:
    This mod cannot be used with any other sidewalk mod, unless you combine it deleting parts of each one; if you know how to do that, you aren't surely reading this instructions.
    This mod also don't work with plugins that change some textures that seems non-modified after using. I'm refering particularly to MGB204's Super Light Asphalt AddOns; it changes the GLR textures already modified by this mod, and depending on the loading order, it could result on this mod overwriting MGB's one completely, or his mod changing GLR side textures to ML's Super Light Asphalt, which is lighter and non tiled.
    Anyway, is your option to test with this, but you are warned.
    LICENSE:
    This mod has a Creative Commons Attribution - Non Commercial 4.0 International licence, what means you can use all its content directly or creating something derivately, while you give explicit attribution to all previous authors, and while you don't charge for accessing or using this content or a derivate you create of it.
    To create the textures, I used a tile texture made by Patrick Hoesly, a dirt texture by dfass12 and a grass one that is on the public domain.
    SUPPORT and HELP:
    I made a development and support thread on Simtropolis, you can visit it with the following link:

    1,623 Downloads

       (4 Reviews)

    3 Comments

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  19. I could type a bunch of stuff here, but just go see my thread: That Unused Moisture Data View.

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  20. * It is highly advisable to demolish I-HT yards, I-D/I-M sheds or grounds.(they're the whitish land that's not really a building. Sheds are the tiny buildings in I-D or I-M zones(I'm not sure which one)) The decreased job count for these lots can mean they might turn into ghost jobs. Except for them, the 'buildings' have been boosted in various amounts.
     
    OK, the Industry sector in this game is not really all that great.
    I was fed up with the fact that a large industrial building(ex. Dead Forest Paper, Zeno's Truck Parts) is
    thirty, forty times larger than a small one(Farley's Foundry, Bella Barium, etc.)
    and they have about 3~10 times the jobs. Bella Barium, a 2x2 stage 1 building that looks more like 2x1.5, has 23 jobs.
    Zeno's truck Parts is about 2 times taller, 2.5 times wider and 3 times longer, and it's a stage 3. It should not have only 78 jobs.
    I used both the Industry Doubler and the Quadrupler once, and while it was nice to have 400-ish jobs on large buildings, an I-HT yard having 20-ish made no sense.
     
    ===============================================
    So I have boosted the pop counts for those industrial buildings, based on the 3-dimensional size of said buildings and by stage.
    (stage 3 has an advantage over stage 1, and I-D has more pop than I-M, which has more pop count than I-HT)
    You can see that it is proportional to the *volume* of the buildings, not just a blind x2, x4 factor. (Yards/Grounds actually decreased in job count)
     
    They range from single-digit numbers to 606(I-M), 962(I-D, Dead Forest Paper), and 386(I-HT, Spline Testing?)
    After testing, I found that it usually increases the industry population by approximately three times. This is quite variable, if your industrial zones have lots of big buildings there will be bigger boosts, whereas in industry zones filled with Bella Barium or Farley's Foundry has less of an effect.
    I have separated the files into 3 parts - I-D, I-M, and I-HT.
     
    *Don't mind the font. I changed it manually using another .dat. This mod has no effects on your game font.
     
    *Comments and constructive criticism always help. (I am a light modder, but anyway)
     
     

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  21. Many of you are familiar with the New Zones View in TSCT:

    With the guidance of @rsc204 I was able to tweak the Zones Data View to my personal taste. I realize most of you could do this yourself, but I'm uploading mine in case anyone would like to use it.
    What this does is enable the game to also show the Traffic, the Water Connectors, the Retaining Walls and Tall Foundations on lots, and the Wildlife in addition to the Subway Tunnels of NAM's version. It hides the Trees which was my initial motivation for looking into (and learning) how to do this.
    There are two files attached:
    Cori's Tweaked NetworkAddonMod_Zone_Data_View No Props.dat Cori's Tweaked NetworkAddonMod_Zone_Data_View With Props.dat I personally don't care for showing the Props, but I believe that's an option in TSCT to show the neighbor connection arrows on roads and rails as well as the various Zots so I've included a With Props version too. Showing the props might also be useful for when there is a missing prop dependency and you want to see them without the buildings in the way.
    To install, just drop one or the other .dat file into your Plugins Folder. This will work with plain vanilla if you like. For the other 99.9% of the peeps, you'll want to delete NAM's NetworkAddonMod_Zone_Data_View.dat file located in the Network Addon Mod folder. You can do that manually or just run TSCT and uncheck the top box for Use new Zones View then Save and it'll delete the relevant file for you.
    For the curious, there are more specific details in my post here. Mostly this part for what hex value does what:
     
    There are No Dependencies for this.
     
    Edit: On the off chance peeps like this and want to host it on other sites, you may do so provided you give me credit. Include a link to this thread and a link to my profile here at Simtropolis. (Helps insure against loss if anything should happen to our beloved ST.)

    135 Downloads

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  22. Short version: Yep, did it again.
    This time you can choose between 71 DATs which are different monorail train styles for the same 15 colors as in the Color Pack #1.
    However, the "A" in "Pack 2A" stands for the fact that it has only (!) my NewWindows version which I find visually more pleasing than the different window concepts of the default monotrain.
    Hint:
    For full enjoyment, I recommend the UV map fix for the default monorail. It fixes some graphical issues you might notice when zooming in closer on the monorail trains.
     
    Long version: In case you want more information.
    SimScientists still haven't exhausted all possible options in this new academic field - color packs - so the monorails they love to ride so much are getting another choice of colored liveries!
    The main surprise of the public were two things:
    - the exclusion of the old blue-ish roofs/tops of the monorails which are now either colored or in a nice clean white
    - the exclusion of the default small passenger windows in favor of the new bigger windows ... Sims like the view!
    71 possible choices for the default Maxis monorail train model:
       - 14 colors with CS (Colored Stripe), WB (White Bottom) and CT (Colored Top)
       - 14 colors with InvertedOWS (OWS = Original White Stripe) ... it's not inverted like color inverted, it's inverted in that the stripe is now colored and the rest is white-ish
       - 14 colors with OWS and CT
       - 14 colors with OWS and WT (White Top)
       - 15 colors with a single color (= single) and CT ... yeah, this naming here is really messy.
    The 15 colors are (not following any official naming convention here):
       - Banana Day
       - Blue Ocean
       - Flashy Green
       - Fresh Green
       - Grass Green
       - Hot Pink
       - Intense Orange
       - Lazy Orange
       - Original Red (the default red)
       - Spring Green (yeah, another one!)
       - Turquoise (tortoise is the animal, this is the tricky color mix of green and blue)
       - Tropic Blue
       - Violet Blue
       - Warm Yellow (it's more like standard yellow in comparison to Banana Day)
       - White Grey (which only occurs in single color variations)
    What's in the box?
    Aside from the 71 DAT files there are 3 preview pics to help you choose the right livery and the readme. I hope to encourage others to include similar information in their projects to give the user the chance to remember what the file includes even when you open it after several months or so.
    Any dependencies?
    Nope, this is still a texture replacement for the default Maxis monorail train model. The DAT files only include the two FSH items for the engine and passenger part.
    You should know what that means - if you don't see the color, check that you have installed it in one of the Plugins folders (choose one!) and you are starting with the default Maxis monorail (or only slight modifications of it).

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  23. Though you wouldn't normally notice it but at least the Maxis monorail models have some UV map (= texture positioning) problems.
    Just take a look at the orange rings in the picture to see what this actually means:

    This wouldn't be a problem for the average user but since I plan to create some monorail liveries that depend upon a good UV map I had to fix this before I upload any more stuff regarding the default monorail and its skins.
    Because the UV map depends upon the actual 3D model, this will conflict with any monorail model-related mods. The single DAT file contains just the S3D files for the engine and the passenger part though, so texture mods are fine (which is the actual purpose).
    So, if you enjoy a clean texture positioning, you downloaded some of my work for the monorail liveries (like my first monorail color pack) or just noticed this and you want it to stop, I recommend you to download this.

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  24. After some 12-13 years of research, SimScientists unveiled their newest technological breakthrough - different colors for the default Maxis monorail - which they called:


    (for some reason)
    In all seriousness, I couldn't find a mod or file that just changes the color of the white-striped red monorail. So here are the files I created for my own use to share them with you!
    (Update: the additional MonoRail Color Pack 2A is available!)
    What's in the box?
    The total amount of DAT files is 59 here which split into 2x2xN color choices of some prominent colors (yeah, I'm going to use that word A LOT now).
    Why 2x2?
    It occured to me that the original white stripe on the default monorail texture is still quite nice but not necessarily necessary (ha!). So, that's your first choice: Do you want your monorail trains with that stripe or not?
    The second choice is: default windows or NewWindows. There are actually two kinds of windows on the monorail if you look closely enough - one set for the passengers and a different one for the train driver/front section ... Yeah, I did have a bit too much time at hand, so you have the choice of unified windows, too!
    In short:
       - 13 colors with Original White Stripe (OWS), default windows
       - 15 colors without OWS (= a single color), default windows
       - 15 colors with OWS and NewWindows (+1 experimental)
       - 15 colors without OWS and with NewWindows

    The colors are (not following any official naming convention here):
       - Banana Day
       - Blue Ocean
       - Complete Red (the default red but without OWS)
       - Flashy Green
       - Fresh Green
       - Grass Green
       - Hot Pink
       - Intense Orange
       - Lazy Orange
       - Original Red (the default red again)
       - Spring Green (yeah, another one!)
       - Turquoise (turtle is the animal, this is the color mix of green and blue)
       - Tropic Blue
       - Violet Blue
       - Warm Yellow
       - White Grey (which doesn't have an OWS DAT - duh!)
    Also included is a fancy readme and an overview image (1920x1920 px) of the whole package in pure JPG glory ... sort of. Well, you know, JPG is not that nice to the colors but it keeps the filesize down.
    Any dependencies?
    Nope. You only need the default Maxis monorail. Maybe make sure that you don't have another DAT changing the color of the monorail part or a model that replaces it. But you should know better - it's your Plugins folder, you know!
    Anything else I need to know about this pack?
    Well, don't feed it after midnight, I guess. It's a color/texture replacement for the default Maxis monorail, so what more is there to know? Oh, the filesize is almost 2 MB for the ZIP file, the single DATs are some 11-20kb.
    I hope you enjoy some variations of the monorail colors - if there's enough interest or if I have energy for other color schemes I might add them in another pack. 59 DATs are quite a lot for the first release, I think, even if you only end up using one of them!
     
    Hint:
    Use the UV map fix for the default Maxis monorail models as well to get rid of the annoying texture positioning bugs!

    404 Downloads

       (3 Reviews)

    2 Comments

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  25. The Flying Scotsman was originally built in Doncaster for the London and North Eastern Railway (LNER), emerging from the works on 24 February 1923 and initially numbered 1472. It was designed by Sir Nigel Gresley as part of the A1 class – the most powerful locomotives used by the railway.
    By 1924, when it was selected to appear at the British Empire Exhibition in London, the loco had been renumbered 4472 – and been given the name ‘Flying Scotsman’ after the London to Edinburgh rail service which started daily at 10am in 1862.
    In 1928, it was given a new type of tender with a corridor, which meant that a new crew could take over without stopping the train. This allowed it to haul the first ever non-stop London to Edinburgh service reducing the journey time to eight hours.
    In 1934, Scotsman was clocked at 100mph on a special test run – officially the first locomotive in the UK to have reached that speed.
    LNER passenger locomotives had always been painted Apple Green. During the Second World War, Flying Scotsman was repainted in wartime black, in common with all railway stock. After the war, it became green again, and was rebuilt as an A3 Pacific.
    In 1948, rail travel in Britain was nationalised with the formation of British Railways. Scotsman, now numbered 60103, was painted blue for a time, then BR Green. It remained in this colour until 1963, when it was retired by British Rail. By this time, it had undergone several alterations to improve its performance – but it had been pulling trains for 40 years (and 2 million km), and steam engines were becoming old-fashioned.
    The engine travelled to America from 1969 to 1973, and Australia in 1988/89 where it set the steam train nonstop-endurance record of 422 miles.
    Recently completely restored (with a new authentic A3 boiler), Flying Scotsman will be making special tours throughout the UK in 2016.

    This implementation is the A3 locomotive in 4472 LNER Apple Green livery, without the smoke deflectors. The Carriages are the 1950s Custard and Red British Rail Mk1 carriages (more or less). It should be noted that English railway stock have the smallest dimensions of all railways - these are scale true at 4m tall and only 2.75m wide. The carriages are 19m long, and fit very well into RRW curves. There is a complete set of props to complement the automata and these can be used on their own. Prop families are: F5E800C0 Engines, F5E800C1 Carriages
    This mod completely replaces the Maxis passenger engine and carriage and if mixed with any other extra Passenger engines or carriages will produce mixed consists (which sort of destroys the effect).
    to revert Remove from Plugins:
    Mar 2016

    577 Downloads

       (9 Reviews)

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