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By InvisiChemThis 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
• 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.
By simmaster07What 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.
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.
Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
Development Thread and 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.
By NAM TeamThe 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.
By BuggiThe SimCity 4 Extra Cheats Plugin
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.
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
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.
By pcwhiz24Tired of SimCity 4's puny little map sizes? Even the largest tiles are only 4x4 km, but this mod makes it possible for an even larger map size by adding a "Very Large" 8x8 km (512x512 tiles) map!
That's 4 Times bigger than the largest tile in the game and 8 times bigger than SimCity 2013's Maps!
SimCity 4 by default has 3 map sizes:
Small 1x1 km (64x64 tiles)
Medium 2x2 km (128x128 tiles)
Large 4x4 km (256x256 tiles)
This mod adds:
Very Large 8x8 km (512x512 tiles)
That is 4X larger than the largest map!
Files included in ZIP file:
-"8x8_km.dat" - Includes the larger map size option and adds "yellow" as the option in "paint" when editing.
-"Compatibility_Module" - Allows for compatibility with SC4 Mapper and SC4 Terraformer.
-"Larger Maps.dll" - Required to allow the game to recognize the larger map sizes as tiles and allows them to load as well as allows cities to be built on them. Also makes it possible to save these larger maps.
Also includes two new songs that would make great background music to play while you build your metropolises on those nice larger maps!
No dependencies, works with SC4 Rush Hour, with or without the patches.
Please read the README first before installing!
How to Install:
1. Open the "Larger Maps Mod.zip," then copy both the "8x8_km.dat" and "Compatibility_Module" into your plugins folder. You can also copy "Compatibility_Module" into the root directory of your SC4 Mapper and SC4 Terraformer installs for support of this mod.
2. Copy the "Larger Map.dll" into your C:/Program Files/Maxis/SimCity 4/Apps folder (Program Files (x86) if you use a 64-Bit Windows)
Also, copy the two songs from the "New Soundtrack Music" folder into C:\Program Files\Maxis\SimCity 4 Deluxe\Radio\Stations\Mayor\Music.
3. Load up the game as normal.
How to Use This Mod and Get Larger Maps:
1. On Region View panel, go and create a new region and name it as you please. Note that you'll only see the usual three map sizes. The 8x8 km map does not appear by default as THAT would require modifying the .exe file.
2. Exit game
3. Go to your Documents/SimCity 4/Regions/"Name of your new Region" created in Step 4.
4. Right click on the config file and open with paint.
5. Zoom in. You will see 3 different colors that represent the three map sizes:
Red (1x1 Pixels) Small
Green (2x2 Pixels) Medium
Blue (4x4 Pixels) Large
*Yellow (8x8 Pixels in this mod) Very Large*
You can expand the region size by clicking right down menu and expanding it down right.
6. To create 8x8 km maps, go to edit colors on Paint and select yellow. Make sure on right pane it shows as:
7. Draw it out where you want with 8x8 pixels and fill it out. (Make sure the other map sizes are whole or they'll glitch). If you want multiple
8x8 km Maps, draw more 8x8 pixel squares. Mix in other colors above for mix of map sizes. Fill the region with yellow if you want all 8x8 km maps, just make sure you have room! (32x32 pixels can fit 4 8x8 km maps). Here's an example of the 8x8 km map properly drawn out:
8. Click save and exit paint. Start-Up the game. Might take several tries to get it to work but it'll work.
9. Once the game starts, you should see your very large city tile on region view. If it's a Blank Space, just click on the space, since it'll load anyways and build away! (It'll show up on region view once you save and exit back out)
10. Enjoy your much larger space!!!
If you have any issues, please refer to the troubleshooting section in the README file.
This mod is fully compatible with Ploppable Cows and Nuclear Starbucks!
- Roads cannot be built past 4x4 km west or southward. UPDATE: Just fixed the issue and updated mod. It's possible now, but will cause clipping.
- Game will crash after a certain prop limit, and there may be prop pox on larger cities
- Saving takes a very long time (about 5-10 minutes on my PC)
BACKUP YOUR GAME BEFORE INSTALLING THIS MOD!
- God Mode mountains and valleys may clip with ground and trees after 4x4 km
- Very Large cities get very laggy
- Water may not be wet enough after 4x4 km
- The furthest zoom out isn't far enough due to very large map size
- 16x16 km was originally planned as well but would crash the game and cause an infinite loop that corrupted every hard drive in my computer and their backups (Thank goodness I backed everything up online).
- 8x8 km maps decrease the chances of that happening
- May cause little sims to colonize your living room and build tiny metropolises. This is due to the side effect of the mods
- Music may cause minor frustration
- Not compatible with my 3D Camera mod
- U drive it works but if you pass 4km, your PC may crash
- Minor clipping outside 4x4 km
- Staring at the loading screens may crash the game
- Showing emotion may crash game
- Mod is fully compatible with NAM, CAM, SPAM, SAM, SLAM, RAM, JAM, FLAM, DAM, CLAM EXAM, INSTAGRAMA-RAM and SCAM
- Taking screenshots might crash the game.
- Taking screenshots with print-screen crashes the game and your PC
- Taking screenshots with your iPhone crashes the camera, game, PC and may break a tripper and cause power outages. Samsung camera works though.
- Disasters work with no issues (in real life of course)
- Using "Obliterate City" will obliterate your city, region, and your entire game. (due to corruption)
- Game will crash if loading city while sustaining a frown in real life
- Music may cause minor frustration
- May change your whole game forever
- May cause depression
- The yellow pixels can also be drawn as 16x16 pixels for a 16x16 km map. DO NOT DO THIS. Stick with 8x8 km.
- If you do load the game with a 16x16 km map, your PC may explode. Proceed at your own risk.
PCWHIZ24 will not be held liable for any permanent corruption, loss, depression, injuries, fires, blown eardrums, FBI visits, power outages, or miniature living room colonies caused by this mod.
Aside from those minor bugs, it's still a great mod considering it's a game from 2003!
By ErnestmaxisMMP Project v1.1
Models not made by me.
MMPS made by Ernestmaxis
This zip only contains MMP's!
863 MMP's each files are 90 dedgree turnable!
When clicking multiple times model will turn in mayor mode.
Please remove the previous files you downloaded from me:
Dutch prop pack MMP 1.0.0
MMP's (v. 1.0)
I have changed the TGI range from over 267 MMP so the range that I use is more efficient.
I you dont remove the previous MMP's you will have different objects when you try to rotate the object because of the same used ranges.
Or you will get conflicts!!!
Thanks for the help from all men on the community on Simtropolis and Simcity devotion!
Hope you enjoy them!
Bipin's Crane Collection V.1.0.2
BLaM Antoine prop pack 1.1
BNL MVE Benelux Flags 1.0
British Boxes Version 1.2
BSC TSC girafe French Road Signs
Dutch Built-up Area Signs
Dutch prop pack
BSC Mega Props - JES Vol01
BSC Mega props - DAE vol01
BSC Mega props - Gascooker Vol01
BSC Mega props - Misc Vol01
BSC Mega props - MJB Vol02
CSX Mega props - Vol03
CSX Mega props - Vol04
CSX Mega props - Vol07
LBT Prop Pack 2
Mas71 JRP props vol.03
Mntoes - Prop pack1
Murimk bicycle props
Murimk industrialprops resource
Nams prop pack vol.1
Nams prop pack vol.2
Nos.17 Essentials 08
Orange MegaProp V.01
SCF European Truck Pack vol.1
SFBT Mammoet PTC
SFBT Spielplatz Props
SMEP-resident / -> Eagleland Project Resident Prop Pack 1
Totem pole 0
Urbanpack vol. 1
VIP vnaoned propspack vol. 1
WMP Ferry props 01
WMP Garden props
WMP Garden props 02
WMP Villa props01
WMP Shack props01
R6 Prop Pack 2010 Vol1
Tip for Damn Manager users:
For every object you will safe in your plugin the Damn Manager will make a DAMN_Root.dat.
You also need to remove the Damn_roots for the item you have safed of the previous MMP of my packs.
Refresh the Damn Menu items because your new MMP's have new corrected range.
By Simmer2Welcome back for more MMP's!
Its time to introduce a wider variety of sand colors and textures therefore I bring you SM2 Sands.
8 new colors and textures in 2 sizes. Large and small.
As a bonus I have included a twigs,tiny rocks and branches MMP which I named SM2 Beach Clutter.
Also as an extra bonus I made a nifty little wrecked boat that can be used either above or under water.
For a grand total of 18 separate MMPs!
All models are in HD, they are slope conforming and will also plop underwater.
(When plopping MMPs under water you may not see it plop immediately, if thats the case, please zoom out then in or rotate view and the MMPs will appear correctly)
Make sandy paths, beach scenes, mountain scene, lakes scene, construction scenes etc.
Making a coal mine lot? No problem! You now have black sand which can simulate coal bits and dust! Your imagination is your limit.
You will find them all under your Mayor menu.
Have fun and post some pics for everyone to see.
This plugin will allow you to place PedMalls with lanterns (works with all 5 paved PedMall types that come with the NAM). There’s no specific pattern, you will be able to control where lanterns will be placed: There’s a rarely used feature within T21 files where you can make props depend on the orientation of a certain network. This might not make sense for most networks, however, it seems useful for pedestrian malls, and in this plugin, this is being used this way: If the PedMall puzzle piece faces north (or west), a lantern will appear when plopping the PedMall tile, if it faces east (or south), there won’t be a lantern. Please note that I’ve made two versions of this plugin – one with lanterns from rich residential areas, and one with lampposts from mid-wealth commercial areas.
Please refer to the readme for further information, especially on how to install it.
Available languages: This plugin doesn't change or add any language-sensitive content; the readmes, however, are available in English and German.
By RandyEThese 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, crime, and radiation have been radically reduced or completely removed, and other positive benefits added such as cap-relief and transit. 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: §200. Same job demand as Advanced Research Center. Slight landmark and park effect. Minimal pollution, no radiation. Power and water consumed: 200. Mayor rating effect: 8, 440
Humanitarian Army Base
Business deal income: §440. Cap relief: 100,000 I-M Jobs. Same job demand as for Army Base. Moderate landmark and park effect. Mininmal pollution, no radiation, minimal crime effect. Power and water consumed: 300. Mayor rating effect: 8, 440
Particle Testing Range
Business deal income: §580. Same job demand as Advanced Research Center. No missile launches. High tech boost. Slight landmark and park effect. Minimal pollution, very slight radiation. Power and water consumed: 220. Mayor rating effect: 8, 440
Social Rehabilitation Center
Business deal income: §140. Same job demand as Prison deal. Transit Capacity: 200. Slight landmark and park effect. Minimal pollution, minimal crime effect. Power and water consumed: 180. Mayor rating effect: 8, 440
Digital Gaming Center
Business deal income: §320. Same job demand as Casino. Transit Capacity: 300. Creates taxis. Moderate landmark and park effect. Minimal pollution, minimal crime effect. Water and power consumed: 280. Mayor effect: 10, 400
Business deal income: §620. Same job demand as Spaceport. No shuttle launches. High-tech boost. Slight park and landmark effect. Minimal pollution. Water and power consumed: 360. Mayor rating effect: 12, 400
Area 5.1 Amusement Park
Business deal income: §910. Cap relief: 100,000 I-M Jobs. Same Job demand as Area 5.1 Base. Transit Capacity: 500. Creates taxis. Slight park and landmark effect. Minimal pollution, very slight radiation. Water and power consumed: 380. Mayor rating effect: 10, 400
By tfinvoldI 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.
By DucioAbout 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.
By simmaster07This 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!
Move to Documents\SimCity 4\Plugins.
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.
By _marsh_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.
By simmaster07This 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.
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.
Unzip to My Documents\SimCity 4\Plugins.
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.
By Simmer2Time 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.
By rsc204Girafe 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 (v1)
- Norway Maples Misc (Seasonal)
- 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.
By Simmer2My 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.
By michiylmichiyls 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)!
- 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.
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.
By rsc204Are 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 both of these packages:
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.
KOSC has uploaded a Do-it-yourself kit for making totally custom variants, please see this thread for full details and a link to the repository for use with GoFSH texture automation:
More sidewalk options. 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 following folder:
My Documents\SimCity 4\STEX_Downloads\KOSC SuperSHK Parking
This is to avoid clutter in your plugins folder.
Lotters, copy the contents of SSHK_PIMX_Groups.txt into your groups.ini file located in the PIM-X install directory. Note if you were using the previous release, this file supersedes the previous one named "PIMXGroups.txt".
Thanks to KOSC again for allowing me to release these mods, based on his original textures / repository.
By GolhbulIf 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 ....
By matias93Veredas Santiaguinas
A sidewalk mod made by matias93
Este mismo texto está en español adentro del archivo!
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.
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.
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.
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:
By CorinaMarieI could type a bunch of stuff here, but just go see my thread: That Unused Moisture Data View.
By sys12189* 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)
By CorinaMarieMany 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.)
By michiylShort 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.
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.
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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