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 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 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 T WrecksMAXIS TREE HD REPLACEMENT MOD
1 - INTRODUCTION/OVERVIEW
Hey folks, you might not be aware of this, but this file actually marks my 100th STEX upload!! I think this justifies a little interruption of the usual IRM fare.
I've been tinkering with such a mod for at least 2 years, but up until recently I had always run into a brick wall because there were simply not enough suitable tree models available. This is really harder than you might think because a tree must have the following characteristics to replace its Maxis counterpart:
similar height (so it covers about as much as a Maxis tree would, but doesn't interfere with anything) similar diameter (so it doesn't cut into adjacent structures and will fit wherever the corresponding Maxis tree fits) LOD centered on the trunk and not the crown (so the trunk isn't off center and ends up next to a planter, bed, or dirt circle instead of right inside) lack of branches near the ground (so it won't cover entrances, benches and other stuff that's supposed to be under the tree crowns and not buried under twigs and leaves) Finding trees that fit the bill is really hard, but I'm positive that I finally did it. While this choice may not be perfect, I'm confident it's one of the best options available while I'm writing this. To my knowledge, while there have been noteworthy and admirable mods in the past, this is the first one that replaces all Maxis trees on lots and along streetsides/roadsides with 100% HD flora made by girafe and Orange_o_, two BAT masters whose flora props raised the bar considerably and set the standard these days IMO. It bugged me that so many Maxis trees - SD at 2003 quality level - were still to be seen everywhere when we already had modern, crisply rendered, high-definition flora for pretty much everything else. Well, not any more!
This upload consists of three components - the base pack and two optional bonus packs. Here's a breakdown of these three components and what they'll do:
THE BASE PACK - this is the actual mod. The bonus packs work as extensions of this mod, i.e. they require this base pack as a dependency. It does the following:
It will replace all Maxis trees on lots with beautiful HD trees. Lots already existing in your city will automatically switch to the new trees. Whatever grows or is plopped subsequently will show the new trees in place of the old Maxis ones. Besides, it will replace roadside trees that occasionally show up at the sides of streets and roads (T21's for the tech-savvy among you). All Mayor Mode and God Mode flora in the city map will remain unaffected. However, the Mayor Mode tools (menu icons) for setting Maxis trees are removed. Why? Well, if you use this mod, the tools will actually plant the new HD replacements for the Maxis trees. This is superfluous because you need the corresponding tree packages as dependencies anyway, and these come with far superior and more flexible Mayor Mode tools, which will show up in your menu instead. For those of you who don't like palm trees, the pack contains an optional palm tree override. If you decide to use it, all Maxis palms will not revert to better HD palms, but to cypress trees instead. They are similar in terms of dimension, and I think they also offer a nice flair that conveys the same feeling as the palms did - a wealthier area, warm climate... If you still don't like that, I'm afraid you'll have to pretend those tall and slender trees are actually poplars. I won't tell anyone, and I don't judge you.^^ The growing lot flora will also be replaced, but with full-grown trees. It would have been possible to recreate the effect of flora growing taller over time (just like the Maxis flora does), but unfortunately, the game will only display the shadow for the first, smallest version. Hence, as the tree grows to full size, the shadow of the sapling will remain. Apparently this is a game limitation. ______________
BONUS PACK 1, A PLUGIN FOR THE SFBT STREET TREE MOD - this is the first bonus pack intended for those of you who use SFBT's Street Tree Mod. For those of you who are unfamiliar with that mod, it adds streetside parking and streetside trees, and it is highly modular and versatile. Several tree sets come with the mod (e.g. for Maxis and for Cycledogg trees), and depending on which of these tree sets you keep, the corresponding trees will appear. You can mix and match freely, use either set, any combination, or even all of them at the same time.
This is what the bonus pack included in this upload will do:
When used in conjunction with the SFBT Street Tree Mod, the contained files should replace the original files that made Maxis trees appear. Maxis_Street_Deciduous_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Deciduous_Trees.dat" and ensures that HD trees will grow instead of Maxis deciduous trees. Maxis_Street_Pine_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Pine_Trees.dat" and ensures that HD trees will grow instead of Maxis pine trees. Maxis_Street_Palm_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Palm_Trees.dat" and ensures that HD palms will grow instead of Maxis palm trees. Like the originals they are based on, these files can be mixed and matched freely. For example, if you select pine trees and palm trees, you'll get a mix of pines (well, their replacements) and palms. If you only use the files for deciduous trees and pine trees, you'll get all kinds of trees, but no palms. (This is independent from your selection for the main mod!) ___________
BONUS PACK 2, AN OVERRIDE FOR SITHLRD98's T21 MOD - this second bonus pack is intended for those of you who may use the WideRadius Curves T21 Mod by Sithlrd98. These add sidewalk pavement, streetlights and trees alonside many smooth road & avenue curves as well as FA (fractional angle) road sections.
This is what the bonus pack will do:
All trees will be replaced with HD versions from this mod Instead of the single tree that was used repetitively, randomised trees will now appear for a more varied appearance ___________
Each of the three packs is in a separate download because most of you probably won't use all of the stuff mentioned here.
2 - USE
2.1 - BASE PACK
2.1.1 - Installation
Simply drop the files into your plugins folder. By default, they will unzip into a sub-folder called \Maxis Tree HD Replacement\. However, you can change this to pretty much anything you like. (It's a simple override of the default files, and anything anywhere in your plugins folder will override the game files because plugins load after the game itself).
By default, you will also get the file Maxis Tree HD Replacement_PalmsToCypresses.dat. This file is the one that will override palm trees with cypresses. If you want to see palm trees, simply remove that file. As with the other files, you can also copy it out of and back into your plugins folder as you like, switching back and forth between palms and cypresses.
2.1.2 - Deinstallation
Simply remove the file again. All affected trees will revert back to Maxis trees again, and the corresponding menu icons will no longer be blocked from your menu. No need to bulldoze anything.
2.2 - BONUS PACK 1 (for SFBT Street Tree Mod)
2.2.1 - Installation
First of all, you need to have the SFBT Street Tree Mod installed (see "Dependencies" section for link). Then, I suggest you locate the tree props folder of that mod (by default \SFBT\Street Tree Mod\Tree Props). This folder will contain .dat files for all the tree types that you select while installing the SFBT Street Tree Mod. Simply delete the following files from that folder if present:
SFBT_Maxis_Street_Deciduous_Trees.dat SFBT_Maxis_Street_Palm_Trees.dat SFBT_Maxis_Street_Pine_Trees.dat Then copy any one, two or all of the following files from Bonus Pack 1 into the aforementioned folder:
Maxis_Street_Deciduous_Trees_HD_Replacement.dat (for HD deciduous tree replacements) Maxis_Street_Palm_Trees_HD_Replacement.dat (for HD palm tree replacements) Maxis_Street_Pine_Trees_HD_Replacement.dat (for HD pine tree replacements) You can leave the non-Maxis tree packs in there if you want. In this case, you may get a mixture of SD trees by Pegasus and/or Cycledogg and these HD trees, depending on what combination of packs you left in there.
2.2.2 - Deinstallation
Simply remove the file again, and replace it with any tree packs for the SFBT Street Tree Mod that you want to use instead. If you delete the files from this download and fail to replace them with any of the original files again, no trees will show at all. For deinstallation of the entire SFBT Street Tree mod, see the documentation included in that download.
2.3 - BONUS PACK 2 (for Sithlrd98's T21 mod)
2.3.1 - Installation
Place the included file anywhere in your plugins folder where it will load AFTER the original file. By default, the original file zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat should be in a sub-folder named \Sithlrd98 WideRadius Curves T-21 Mod\. If you place the file from this bonus pack, zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat, in the same sub-folder or in any folder that loads afterwards, the trees will change to the HD replacements.
2.3.2 - Deinstallation
Simply delete the file zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat from this download again. It will no longer override the original trees, and these should revert to default Maxis trees again. Once again, there's no need to bulldoze anything.
3 - DEPENDENCIES
3.1 - BASIC DEPENDENCIES (required in any case) Obviously, this mod relies on the tree models made by girafe and Orange_o_. In total, Maxis uses 42 tree props plus 8 flora objects that rely on 15 different individual models. The following packs were required to replace them all:
BSC - VIP girafe ashes (v. 1.0) by girafe BSC - VIP girafe beeches (v. 1.0) by girafe BSC - VIP girafe Canary date palms (v. 1.0) by girafe BSC - VIP girafe cypresses (v. 1.0) by girafe BSC - VIP girafe lindens (v. 1.0) by girafe BSC - VIP girafe rowan trees (v. 1.0) by girafe VIP orange fagus seasonal flora (v. 1.0) by Orange_o_ 3.2 - DEPENDENCIES FOR BONUS PACK 1 - required for use with the SFBT Street Tree Mod
SFBT Street Tree Mod (v. 1.0) by Andreas 3.3 - DEPENDENCIES FOR BONUS PACK 2 - required for use with Sithlrd98's T21 mod
WideRadius Curves T21 Mod 1 - this makes trees and streetlights appear; it is the actual mod. If you want to see sidewalk along these smooth curves, you have the following options (only one is required):
White Maxis pavement:
Sithlrd98 AvenueCurves White Sidewalk Redone (avenue curves)
Sithlrd98 Road Curves White v2 (road curves / FA road sections) Brown sandstone pavement (matching the SMP Sidewalk Reaplcement MOD 1):
Sithlrd98 AvenueCurves Sandstone Sidewalk (avenue curves)
Sithlrd98 Road Curves Sandstone v2 (road curves / FA road sections) SAP Euro Asphalt (matching the Euro asphalt sidewalk mod by SAP23):
Sithlrd98 Avenue Cuves SAP Euro Asphalt Sidewalk texture (avenue curves)
Sithlrd98 Road Curves SAP v2 2 (road curves / FA road sections Portuguese textures (matching the Portuguese texture set 1 by gn_leugim):
Sithlrd98 Avenue Curves Gn leugim Portuguese Texture (avenue curves)
Sithlrd98 Road Curves Gn leugim v2 (road curves / FA road sections JRJ sidewalk textures (matching the JRJ Sidewalks Mod (v1.0) by jeronij):
Sithlrd98 WRC Sidewalk Texture Mod Jeronij Texture 1 (avenue as well as road curves / FA road sections) NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there.
That's simple this time: If you like those HD trees that you see and you are not familiar with girafe's and Orange's entire portfolio, just go over to www.sc4devotion.com, access the BSC File Exchange, and use the power search feature to display all of their stuff. Voila, tons of great flora mods - from small flowers to towering trees - right at your fingertips!
4 - FINAL WORDS
I'd like to dedicate this upload to the SimCity community as a whole. We all have been learning from one another, inspiring each other, and helping each other out for almost 15 years now. Whatever we do now benefits from stuff other people have done before us. We are really standing on the shoulders of giants these days, and I'm no exception in this respect. Just look at this upload:
Maxis gave us the game we all love, and tools like the Lot Editor and the BAT, Sites like Simtropolis and their respective admin teams give us the place to come together and share, People like CowKilla and SimFox have been instrumental in making the use of 3dsmax viable for BAT, BAT artists like Girafe and Orange_o_ used this to great effect to model the wonderful trees I have been using, iLive and cogeo provided the additional tools that I have used to get these models to do what I had in mind, People like Andreas Roth and Equinox helped me take the first steps in those tools, getting me on the road to where I am now, rsc204 (a.k.a. MGB) taught me a method of making resizing overrides for existing props that I used to tweak the dimensions of some props, Due to all this, I merely had to put these foundations to good use and contribute my little part. So at a first glance, one might say this is "my mod". But it really is 95% community effort, made possible by a community whose spirit has always been characterised by non-profit sharing. It is a pleasure to be part of such a community, and here's to hoping that it will remain strong for years to come.
That being said, extra kudos to flora masters girafe and Orange_o_ as well as T21 mod authors Andreas Roth and Sithlrd98 once again. You guys are awesome!
T Wrecks, August 8, 2017
By Doni98This is the ''new'' house for our mayors. Just I added more walls for a better look. And of course, replace the original one
Put the file in Documents/SimCity4/Plugins
By 11241036Short description:
This override mod replaces the concrete sidewalk on SAM 8 Cobblestone Streets by the same cobblestone texture found on pedestrian zones. (See screenshots.) The main reason for me for making this mod was to improve the look of older districts of a city and having a smooth transition between SAM 8 streets and aforementioned pedestrian zones. This mod does not affect any in-game function, neither of the SAM 8 streets nor of the pedestrian zones, it is merely a visual enhancement.
Furthermore, I’ve replaced the lanterns on the streets by older looking lanterns. These will automaticly be spread on the sidewalks by the game on all straight orthogonal and diagonal routes, when buildings (both growable and ploppable) are standing there.
Since several players already use roadtop transit stations (like those from the RTMT), I’ve also created 3 roadtop transit stops that can be placed on SAM 8 streets from this mod, visually fitting the textures. There are stations for bus, subway, and bus and subway combined. For users of RTMT, I’ve added a texture that will replace one of the RTMT’s textures (on the Roadtop SAM 8 stations) to match the textures from this SAM 8 override mod.
For further information, please refer to the readme in the download.
Please read the installation instructions below carefully, because not only is the installation a bit tricky, if this mod isn't installed correctly, it may not work.
- Network Addon Mod Version 32 or newer: This mod includes the following mod packages required for this plugin: Street Addon Mod. Without the Street Addon Mod, you won’t be able to build SAM 8 streets in the first place. As you may already know, it introduces a big variety of additional networks to the game.
The dependencies below are only required for the roadtop stations:
- SFBT Moderne Bushaltestellen von Fluggi und khoianh94 or SFBT Modern Bus and Tram Stops: Contains the bus stop buildings and the most props on the lots and introduces a series of bus and tram stops on or next to roads. Only the file SFBT_Haltestellen_Fluggi_khoianh_Props.dat is required; you can delete the rest of the files if you don’t want to install the bus and tram stops themselves.
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2536 (LEX registration required)
- Road Top Mass Transit (RTMT): Required for the subway stairs. This plugin introduces a set of various road-top traffic stations. You’ll only need the file RTMTV3_PropF_Subway_Ninja_Gray.dat.
Link 1: http://community.simtropolis.com/files/file/13510-road-top-mass-transit
Link 2: http://community.simtropolis.com/files/file/17670-roadtop-mass-transit-v3-installers
Note: If you don’t want to install the RTMT plugin itself, you can instead download Additional Subway Entrance Props. This plugin contains the same file. Since it only contains props for plugin developers, it does not modify the game itself.
- SAM No Grass Mod: Required for the SAM 8 overlay textures. This sidewalk mod alters the look of SAM streets 2, 7, 8, and 9 by removing the grass parts of the sidewalks.
The homepage is in Japanese and therefore most people won’t understand everything. After following the link below, scroll down a little bit until you see a file with this name being mentioned: z_SAM_NoGrass_Mod.zip (you may also have a look at the last screenshot below; its content is not part of the Full Cobblestone Street mod, I've just added it to facilitate looking for this dependency file). Hit the Download link to download it.
Note: If you don’t want to install this sidewalk mod itself, open all folders in this mod that you find and remove all files except those containing “Omake“.
Currently available languages:
Note: This is my first attempt at uploading multilingual files. I tried my best doing everything in the way a tutorial explained it to me. Players that have installed the game in German should get German text, everyone else should get English text. (This does, however, only count for the roadtop stations.) If this does not work, please write me a message or a review here.
Step 1: Basic installation
Extract all files to a folder where you will find them. Move or copy the folder z___zSAM 8 Cobblestone Street Override (it is strongly advised to keep the folder name) into your Plugins sub-folder of your edition of SimCity 4 (for instance: C:/Programs/Maxis/SimCity 4/Plugins). You can overwrite any previous version of this plugin with the new files.
Step 2: Road textures
For users of default (American) road textures: Remove the file SAM 8 CSO Euro Textures.dat.
For users of European road textures: Remove the file SAM 8 CSO US Textures.dat.
Step 3: RHD/LHD on roadtop stations
If you have right-hand drive installed: Remove the folder Roadtop Stations LHD.
If you have left-hand drive installed: Remove the folder Roadtop Stations RHD.
If you do not want to install the roadtop traffic stations at all: Remove both folders.
(All stations will work with both RHD and LHD, they just look differently. See screenshot below.)
Step 4: RTMT users
The file SAM 8 CSO RTMT_SAM_Textures Override.dat will override one of the textures of the RTMT, having the texture on your SAM 8 roadtop stations match with the textures from this SAM 8 override mod. (I'm, however, not sure if this requires you to bulldoze your SAM 8 stations and build them again, if this would be the case, please leave me a note here.) If this is not desired, remove this file.
To uninstall, demolish all roadtop stations from this plugin in your cities, if you've built some, and then remove all files from this plugin.
Further notes on installation: - This mod will affect the look of all SAM 8 streets immediately after being installed. It is not necessary to build new streets, and it is not necessary to remove them before uninstalling.
- Make sure that the folder containing these files loads last in order to override all default NAM files, or else this mod will not work.
- Important note: SimCity 4 apparently handles special characters, such as the “_“, differently than Windows Explorer. Windows Explorer shows files containing the “_“ first, but SimCity 4 loads them last. Changing the above mentioned folder name can result in this mod losing its effect because it will be overridden by the files from the folder “z___NAM“.
Since this plugin requires installation of the Network Addon Mod, it is only compatible with SimCity 4: Rush Hour, or SimCity 4 Deluxe.
- Ganaram Inukshuk (Simtropolis Exchange) for valuable help on explaining me how to create the textures for this modification. - eggman121 (sc4devotion) for valuable help on explaining me how to add props (lanterns) on these streets.
- rsc204 (Simtropolis Exchange) for the suggestion to release an override texture for RTMT users.
You are of course welcome to write me a private message or leave a comment here for any of the following:
- You want me to make improvements or additions.
- You have found a bug.
- You want me to improve the readme text (the English one in particular, my English may not be perfect).
- You can translate the in-game and readme texts to another language.
- You found out that I forgot to credit someone (hopefully I can remember everyone).
Eight new MMPs based off Truck and Rail props by JES.
BSC Mega Props - JES Vol01
BSC Mega Props - JES Vol06
I've tried my best to make sure that these props have super-small footprints, so that you can get them into tighter spots, this also means they will happily overlap each other too, so go careful with the clicking. Each MMP has a Blank prop so if you do mess up, keep clicking until the prop is removed and you can try again nearby if you wish.
Having problems? Got comments? Then why not visit my thread at Simtropolis:
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 CorinaMarieThis mod stems from the discussion in my Pedriana Plants Killer Modd - Buggy Water Zots? topic. I discovered that while the Pedriana Plants Killer Modd does prevent new ones from growing it has two side effects not mentioned. Namely, because the 5 base lots it blocks are set to either stage 15 or stage 255 this prevents those lots being used by other farms as well. Also, as @twalsh102 discovered in the aforementioned thread this also causes them to be above the stage 3 cap for requiring water. So, existing Pedriana's Plants that were already grown and doing fine will then need a water connection with that mod installed.
I went a completely different route and simply extracted the single building exemplar and changed the OccupantGroups to 0x00001006 (Building:Park) such that it will no longer grow, but also there are no ill side effects to the existing ones in the game.
By VitimusIf you play SimCity 4 this is a must have full featured Launcher! It will let you to play SimCity 4 on a custom resolution, or play in a window while surfing the web or doing other things in the computer.
Have you ever lost hours of progress due to a crash? Forgot to save?
Never loose you progress again, with the auto save feature.
Your game will be automatically saved while playing on a chosen interval.
Play your game in full 1920x1080p on a huge 21" monitor or any other resolution.
Play in widescreen resolutions.
Play in full-screen or play in a floating window, no more ALT+TAB.
List of features:
Auto Save Feature - automatically save your game progress while playing. Quick saving - no one have time for long waiting dialogs. Save in a customized interval, you can adjust the interval from 1 to 120 minutes. Log saving events Custom resolution Detect current resolution Color depth Launch game in full-screen or windowed Rendering mode (Software, OpenGL or DirectX) Background Loading Ability to turn Music and Sound On and Off Option to skip the Introduction videos Game pausing Choose a custom game data directory Change Language Change process priority Feature to change number of logical core used. Browse for the location of the game Auto detect game executable on common directories Specify custom parameters Change between 9 background images Random background Option to exit the launcher when the game is launched Option to reset defaults Auto save settings to INI file No dependencies, single executable. Works on Wine (Linux, Mac OSX...) Auto Updater Download Page
By rsc204SWN is coming...
This page has only been updated so I can get everything ready...
SWN is in the final stages of preparation for release, so for now the download here only contains the original SEN mod. SWN will add support for US users, TGN, NGN and TSR compatibility and much, much more. SWN is the replacement for SEN, bringing texture unification to new levels. Want to try out an early preview version?, take a look here where you can download it:
This Mod contains a complete Sandstone override for much of the NAM content including the RHW, NWM, TULEPs, Tram in Avenue/Road/ Street, GLR/Rural GLR, Turbo Roundabouts, Misc Fixes and more too. It has been my aim to kill every bit of Maxis white possible, and I'm finally at a point where I am satisfied I've met that goal. I've made this mod for my own game, as I find I don't use the NAM pieces that don't fit, so they are based on Euro Textures only right now. I use a LHD setup, but have included RHD versions also and from the limited testing I could do myself for such a large mod, they seem to be pretty complete.
To ensure these files load after the NAM, please ensure you copy the folder in the zip file into your SimCity4 Plugins folder without renaming it. Also note it will need to load after any mod that changes the textures of the included components.
You can choose just the files you need, or decide to use a complete install, whichever you do please remove all the LHD files if you are a RHD user or all the RHD files if you are a LHD user, otherwise stoplines may appear on the incorrect side.
The Tram in Road textures require the file "TIR-s3d fix.dat" contained in Magneto's Super Light Asphalt Mod or a few will not display correctly.
The Japanese NAM Facelift Mod (links contained in tutorial) is highly recommended, if using this make sure that the Sandstone Euro NAM loads after the Japanese Facelift Mod.
Please read the included readme, it goes into more detail than I have here and will help to avoid problems with this mod. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis or visit me at my regular hangout on Simpeg.
A big thank you to David G. Varona for making the Alpha textures for the Turbo Roundabouts and GLR, plus for showing me how to use photo-editing tools to lighten the workload on this project considerably.
I would also like to thank all those community members who've offered me assistance in order to improve the quality of the released project. Their time and the time taken by those who have written various tutorials has enabled me to create this mod in the first place.
By CorinaMarieThis is one of the extra files @catty-cb has maintained on her site and now has kindly passed over to us here at Simtropolis for hosting. In the zip file is a 48 page PDF of the SimCity 4 Deluxe Manual. (Manual itself is 93 pages cause there are two per picture.)
This package contains texture overrides which will add Moonlight's Super Light Asphalt sidewalks to Tram in Street and a Rural GLR set compatible with Magneto's Super Light Asphalt Mod. This mod is designed to be used as an AddOn for Magneto's Super Light Asphalt Mod:
Although you can use this mod as a stand-alone mod also if you prefer.
The included textures are all Euro versions, both LHD/RHD options can be selected from.
To ensure these files load after the NAM, please ensure you copy the dat files in the zip file into the same folder as Magneto's Super Light Asphalt Mod. For stand alone users, please check the readme for further instructions. Also note it will need to load after any mod that changes the textures of Tram in Streets. Choose only the LHD or RHD file where both exist, and again refer to the readme for more specific instructions.
Just a quick thank you to Magneto for his work on bringing the Super Light Asphalt mod to so much of the NAM.
If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis here:
By 958517907Thanks xannepan!
This one is a MMP set based on Xannepan's trees for the Quais de Seine waterfront set. It has 24 different trees and 3 different fallen leaves, organized on 4 groups available on the mayor mode flora menu.
The groups are divided by season (autumn, winter and summer/spring), but the MMPs aren't seasonal, so they don't change according to the game date.
JENXPARIS Quais de Seine (revisited)
By 958517907This T21 mod add seasonal trees to the median of AVE-4 avenues (the normal avenues), regardless of their wealth.
As it's seasonal, it will be more according to seasonal changes, so it's very beautiful.
Please put the dat in your \Documents\SimCity 4\Plugins\ folder
BSC MEGA Props CP Vol01
CP Prop Pack 2009a
PORKIE PROPS VOL2
By 958517907This T21 mod add seasonal trees to the median of AVE-2 roads, regardless of their wealth.
As is seasonal, it will be more according to seasonal changes, so it's very beautiful.
Please put the dat in your \Documents\Sim City 4\Plugins\Network Addon Mod\Network Widening Mod\ folder
I'm Chinese, so my English is not good. Forgive me
CP Prop Pack 2009a
PORKIE PROPS VOL1
Network Addon Mod, needed to have AVE-2 roads
By MandelSoft!!! PLEASE READ THE INCLUDED README. IT CONTAINS ESSENTIAL INSTALLATION INSTRUCTIONS !!!
NOTE: Fixes are available at the support thread. Check the support thread first before reporting bugs.
The Light Replacement Mod (LRM) v4.0 Mega Pack consists of three parts: a prop pack, some plopable streetlights sets and a streetlight override mod.
The first part, the prop pack, is essential for this mod. It contains 59 new streetlight designs and over 200 new props you can use for lots.
The second part, the plopable streetlights sets, contains 31 sets of plopable streetlights for on the road sides and 20 sets for RHW medians. These can be used to enlighten your (Real) Highways. With lots of variation, there’s plenty of choice for everyone!
The third part, the streetlight override mod, contains overrides for all streetlights in-game, replacing the Maxis streetlights with custom designs. This will give your city an unique and characteristic look. There’s a large variety of designs available in various styles. Want to make your cities look more American, European or Commie? No problem! You can even compose your own style, isn’t that great?
All streetlights in this pack also have a more uniform light spreading, making your cities not only looking great from up close, but also from further away. So what are you waiting for? Install some new lights and give your city a whole new look at day and night!
There are no dependencies for this package, since it’s a dependency by itself.
The streetlight override part of this mod is incompatible with the Uniform Streetlight Mod or earlier versions of the Light Replacement Mod. This mod also replaces the following packs with a new, updated version:
- LRM Plopable RHW Median Light Pack 01
- LRM Plopable Streetlights 01 & 02
- LRM Prop Pack 01 & 02
Feedback and support
For Frequently Asked Questions feedback or support issues, please visit the LRM Support & Development Thread on SimTropolis. We will attempt to answer them to the best of our knowledge, and as quickly as possible.
Note: Download the Windows version for an automatic installer. Download the MAC version for manual installation.
By paengA Painter's Patch
This will help the landscape painters among us - once installed you will be able to brush any flora MMPs right up to the shore and into the water of lakes, ponds, streams and rivers using ploppable water coming from SimPeg... You can camouflage any fixed shoreline or just create your own shores completely, no more plain straights and empty curves... ;-)
Aside from tweaking the shore lines you can 'paint' MMPs inside the water without using any extenders or other workarounds.
This patch will work for
* PEG Ponds
* PEG Streams
* PEG PPonds (Tahoe, including PEG Culverts and PEG Fords)
* PPond Canal Kit (inc. Docks, Locks and Bridges)
* SPAM Irrigation Canals (SPIC)
~ none ~
Though the patches make only sense if you use any of the listed packages ;o)
After unpacking you'll find a folder 'zzz_Free_Waters' - it doesn't really need to be the very last thing to load, but make sure it loads after all ponds, streams and pponds...
For a bonus the folder contains new larger water tiles as well - for the Ponds an additional 4x4 piece, for the Tahoe additional 2x2 and 4x4 pieces. They are in the 'Parks' menue along with the other water tiles.
Note: The installed patch will NOT take effect on already plopped landscapes. You need to either re-plop existing ponds and streams or just save it all for your new developments ;o)
And a word of caution - take it easy, brush by brush... else, before you know it, there is no more water to be seen!
For questions and support, visit the development thread
Happy painting ;o)
Mod edit 11th May 2017 - Fixed formatting
By 958517907This is a T21 for NWM OWR-1. Randomly five kinds of evergreen trees.
There are two dats in the Zip. If you don’t need street side parking，please delete ZZ_OWR-1 Parking.dat.
BSC MEGA Props CP Vol01-
PORKIE PROPS VOL1 -
By paengThese Mods - one for sidewalks and one for base textures - will replace a number of default textures with new custom textures designed mainly for rural villages, towns, suburbs and small cities. Basically it is meant to freshen up all those places using a lot of the default sandstone or an overdose of 'white' and 'pink' faux marble - mainly sidewalks, plazas, fillers and to some extent also the bases below buildings.
The default sidewalk textures will be replaced with a new texture set for high, medium and low wealth/density.
All base textures and overlays related to the Maxis default sidewalks (Pink, White and Grey) as well as the default Sandstone can be changed to the new Medium Wealth (key) texture with this mod. The Dirt Sidewalks along agricultural developments change to a new texture more related in color as well.
The default (and recommended) scenario will install the 'Sidewalk_Mod' with all-wealth-dependent sidewalks (high, medium and low wealth/density) and the 'Base_Overlay_Mod' with all the new base and overlay textures.
The unpacked Mod resides in the folder 'zzz_PaengTextureMod' to ensure that it loads last. Keep it in the root (1st level) of your Plugins, don't put it into any subfolder.
Control Freak Options
Both parts of this mod can be configured and customized in numerous ways. The included ReadMe has a highly detailed section for all who'd like to get into it. For all who'd like to 'Read Before Download' first, there is an Online Version Available.
A 'Texture Pack' provides all the new textures and can be used for any individual lotting projects.
If you want to expand on this mod and its textures, check the work of AtmoGuy, e.g. his highly compatible Mod to Replace Textures on RTMT Stops.
The following animation (give some time to load) shows the 'evolution' from defaults to 'old' sandstone to new textures.
If you have any problems, questions or suggestions come over to the Sandstone Texture Mod Support Thread and join the discussion.
Textures & Modding - Paeng
Special Thanks! to the NiteOwl Murimk for brainstorming, testing, moral support :-) and a big help on logistics... Same to everybody else who joined the fracas at some point in the SimPeg forums!
Mod edit 7th May 2017 - Fixed formatting
By AtmoGuyThis mod is designed to work with Paeng's Sandstone Sidewalk and Base Texture Mod and Road Top Mass Transit (RTMTV3). Paeng's sandstone mod replaces the default Maxis sidewalk and base textures with sandstone textures. It does not replace any custom textures, however, such as those used by the Road Top Mass Transit (RTMTV3) stops.
This mod replaces the custom base textures used by RTMTV3 with the medium wealth sandstone of Paeng's mod. It is designed to work specifically with Paeng's mod, but could also be used with other sandstone mods, although the textures will not match exactly.
Unzip the "zzz_RTMTV3_sandstone" folder and place it in your Plugins folder. It must load after the RTMTV3 to work properly.
The files in the "SAM" folder are optional. They replace the base textures of the Street Addon Mod stops found in RTMT Add-On Pack 3.60. If you do not use these stops or want to retain the default textures for one or more of them, just delete the corresponding .dat file in the SAM folder. For example, if you want to use the default texture for bus stops on PEG Dirt streets, delete the "PEG_dirt.dat" file.
This mod is designed to make RTMTV3 and Paeng's Sandstone mod compatible.
Road Top Mass Transit V3
RTMT Add-On Pack 3.60
Paeng's Sandstone Sidewalk and Base Texture Mod
Thanks to Paeng for his sandstone mod and the inspiration and guidance for this project.
Mod edit 7th May 2017: Fixed formatting
By krashspeedKrashSpeed’s Mailbox Set
First I would like to give credit where it’s due.
I made the props, contributed a few ideas and a few suggestions.
SimCoug deserves most of the credit. This mod was his idea; he made the prop families, mmp’s, icons, and the read me.
Could you go 10 years without receiving a single piece of mail? Well, your Sims have - but that is about to change!
This is an all encompassing set of mail props that will cover your Sims postal needs from drop-off to delivery.
-10 different single mailbox props for each wealth level ($, $$, $$$ - 30 total models)
-14 different mailbox cluster props (seen in housing developments, etc)
-10 different mailbox unit props (often used in apartment complexes, etc)
-9 different post box props from 8 different countries (where you Sims can drop off outgoing mail)
-Mailbox$_MMP allows you to plop 10 low wealth mailboxes
-Mailbox$$_MMP allows you to plop 10 medium wealth mailboxes
-Mailbox$$$_MMP allows you to plop 10 high wealth mailboxes
-MailboxCluster_MMP allows you to plop 14 different mailbox clusters
-MailboxUnits_MMP allows you to plop 10 different mailbox units
-PostBoxes_All_MMP allows you to plop each of the different countries post boxes
-PostBoxes_(different country name)_MMP allows you to plop the post box of the country of your choice (multiple clicks changes the orientation)
For those who use the Lot Editor, appropriate prop families have been created with these props in order to allow you to get more variety when creating lots.
None! But this should be considered a dependency pack for future lots that include these props.
Simply unzip the file and put place the folder in your plugins.
The 'Model' folder should remain in your plugin folder, but you can pick and choose which MMP files to include depending on you preference.
For questions regarding this set, please feel free to visit Krashspeed's Test Area.
Thanks to the gang over at SimPeg for all their suggestions and encouragement.
By VahrHigh Mast Lighting
RHW-6C/8C T21 High Mast Lighting
UPDATED 3/3/12 - See Changelog
By Blue Lightning
This file includes 2 versions: Lot based and T21 based
The lot based version is ploppable, very similar to TheGreatChozo's lights. They can be found in the POLICE menu.
Spacing: Recommend 5 tiles between each light for optimal coverage w/o overlap.
The T21 based version applies ONLY to RHW-6C and RHW-8C. Spacing is automatic; you will not find this in any menu. They will appear when you place an RHW-6C/8C. Update existing RHW by clicking on it w/ the RHW tool.
Both versions can be installed at the same time and I recommend you do so.
Drop the "zz_BL_High Mast Lighting" folder right into "[My] Documents\SimCity 4\Plugins"
This folder MUST be loaded AFTER the Network Addon Mod. So if you use a personal plugins layout, shove it into the ZZ folder or similar.
If you do not wish to use the T21 mod, delete the corresponding folder.
The lot based HML's have no incompatibilities.
The T21 HML's are NOT compatible with any mod that affects RHW-6C or 8C T21's.
Xyloxadoria's RHW 6C Mast Lighting 1
Xyloxadoria's RHW Lights and Barriers 1
Network Addon Mod
You ARE allowed to redistribute this mod as long as this file is included.
Giving credit would be appreciated as well.
As for derivative mods, they are also allowed, preferably with credit given for the base.
Mod edit 5th May 2017 - Fixed formatting
By KodlovagUniform Street Lighting Mod
Release 1.0 by kodlovag
PLEASE READ THE README CAREFULLY! THIS PACK MAY CAUSE CONFLICT WHEN IT'S WRONGFULLY INSTALLED!
This mod is replacing the lamp posts and cones on road based networks. The goal is to create uniformly lit roads and therefore a much more realistic night scene.
USL adds new and replaces existing in-game and NAM T21 network lots responsible for appearance of street and roadsides, avenue medians, roadside light poles etc. Also adds new light pole props and overwrites in-game ones. USL does not add or modify any textures, and therefore compatible to any
sidewalk or road texture replacement mod.
All supported networks receive their corresponding light props. The following networks are supported:
- Maxis Highway (MHW): all in-game and many NAM pieces including elevated-ground transition pieces, wide radius curves, on slope pieces, road under elevated highway (EHW) and similar pieces.
- Road and avenue turning lanes
- Turning Lanes Expansion Pack (TuLEP)
- Network Widening Mod (NWM)
- Street: streets get the original Maxis light pole props to keep USL compatible to great streetside mods. That means street lamp post props are applied on every lots including T21s, which use the game default lamp post props, and don’t have direct support in USL.
- Bridges: Maxis highway (both elevated and ground), avenue, road, oneway road, street bridges. All in-game and NAM bridges. Additional bridges are not supported, but can receive the modded USL lights if the game default streetlight props are applied on them.
The following networks are not supported by the USL and therefore don't receive USL lamp post props:
- MHW interchanges: ramps, cloverleaf, etc.
- Intersections: street, road and avenue intersections. Any intersections with rail, elevated rail, monorail.
- Real Highway (RHW)
- Tram on road: will be supported in a later release
- Tram on avenue: will be supported in a later release. Several tram on avenue pieces have T21s in NAM, they get the modded USL street lights.
- Street Addon Mod (SAM): Several SAM pieces have T21s, they get the modded USL street lights.
- Wide Radius Curves: sithlrd98 made T21 mod for the wide radius curves. It uses the default street lights, so it will receive the modded USL street lights.
USL basically can conflict with any other T21 based mod, which applies T21s on networks supported by USL. The goal is to keep these other mods usable by replacing their T21s and lamp post props. There is additional support for several mods, which would otherwise be incompatible. Therefore it’s important that USL must load after all of these mods.
There is a list in the pdf readme containing several T21 mods which apply on the supported networks and their current compatibility state. Please read the readme! One important point is included here:
- Light Replacement Mod, LRM V3.0: Not compatible. USL directly replaces LRM. If you have LRM V3.0 installed, please remove it. You can keep using LOTLight and Generic light replacements. Maarten works on a USL compatible version of LRM. Thanks for Maarten allowing me to use his T21s in my mod.
It's very important, please read the included pdf readme for detailed install instructions!
- Copy the mod into your Plugin directory. Be sure it loads last.
- Copy only one color version!
- Copy T21s for NWM and TuLEP only, if you have those mods!
- Copy files from directory T21_Mods_Addons only if you have that specific mod! Otherwise they will conflict!
How to use it in game – Tips & Tricks
After installing this mod, you will find that several lights are automatically replaced, but other lights on supported networks are not. In order to replace the street lights on these networks, click on them with the road tool, and new lights will be applied on a few tiles radius range. This is the process, when the new and modified T21s are applied. Bridges must be rebuilt to get the new T21s. You need to do this process only once. If you want to change light pole sets or colors later, effect will be immediate.
Any newly built network will get the USL lights immediately.
A pole will only have light, when powered.
Please save your game in daytime! Otherwise you will see that the light cones
paint your roads in the region view.
You will see many times, when you intersect an avenue with a road, that the intersection is dark, because light poles are two tiles away in both directions. You can use TuLEPs to light up the intersection. Diagonal intersections are still causing problem.
Feel free to datpack the mod if you want to decrease loading time of the game, but take into account, that you might have hard time when you want to change pole sets or updating to a new release of USL.
This is a great mod, you won’t want to uninstall it… But if you really want, delete the T21s first. Then click on all the networks with the road tool, where T21s were applied to replace them by the game default T21s. Just like after the installing process. Then you can remove the light pole sets too. If you see brown boxes after this process, you didn’t refresh that piece of the road. Click on it with the road tool to remove the brown box.
Network Addon Mod (NAM) Version 29
Network Widening Mod (NWM)
Turning Lanes Plugin (TuLEP)
This mod was designed to use together with a dark night mod. Day and night mod by Simfox or similar mod is recommended. But it works with standard Maxis night too.
Maarten (mrtnrln) for allowing using files from his great LRM mod and for revising this readme.
Xannepan for the name of the mod.
NorbyToG for helping in beta testing.
Mod edit 3rd May 2017 - Fixed formatting
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