Please help us for June & July 06/20/2017This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
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 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\Sim City 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 WahrheitHigh 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
The SAM (Street Addon Mod - NAM) is one of those indispensable mods, adding a wealth of variety to street networks. But SAM 6 however was a little too bright for my tastes, so I've darkened it to reduce it's visual impact. This is one of those little things I often tinker with, I figured some others may find a use for it too.
On the way I've added optional support for the following:
Full EU Textures. Additional crossing support for both PEG205 and RealRailway (RRW) crossings. Modified many avenue and rail pieces to add grass to better blend in with your game. Install
First, note if you are updating from v1 of this mod, you need to remove that manually. Find the folder z____MGB Darkened SAM-6 Mod (assuming you used the default setup) and simply remove it.
Run the included .exe Installer, built with NSIS. It will allow you to choose from a number of options and then install the files you need, simples!
If you don't like installers or are a Mac/Linux user, the option is there to open the archive with 7zip or similar. However it may be tricky to find the right options, not a lot I can do about that sorry.
By default this mod will install to the directory z____MGB Mods/Q - SAM6 Darkened. I highly recommend you DO NOT change this. It's been smartly designed to integrate with many other mods if left alone.
Users of the RRW Reskin will want to manually delete the rail textures after install file (SAM 6 Darkened Rail - RRW.dat) or overwrite it with the equivalent from RUM for RRW. (note this is not yet in place at the time of writing).
Please read the included readme, as always it contains important information. As for all my mods, after installation, you can find it in:
My Documents\SimCity 4\LEX_Downloads\MGB Mods
This is to avoid clutter in your plugins folder
Network Addon Mod (NAM) with the Street Addon Mod (SAM), specifically SAM 6 selected.
Having problems or Got comments? Then please visit my support/development thread on Simtropolis:
By HeblemThis mod previsualizes the transport mod in warm colors using red, oranges, pink and peach colors for better visualization of your region map. This mod fully works with RHW mod, colored as orange.
-Unzip the ZZZ_HBS_Peach_LegendMod folder (including the file) into your documents/SimCity 4/Plugins/Network Addon Mod folder.
-Open all your region city tiles and save and exit to view the region color map.
-Delete the ZZZ_HBS_Peach_LegendMod from your documents/SimCity 4/Plugins/Network Addon Mod folder.
-Open all your region city tiles and save and exit to view the original region color map.
Not compatible with any other transport region mod, make sure to remove from your plugins before using this transport mod.
As like my previous files released related with the png image this file works propely using a 32-bit image. So now youre able to see the proper legend map.
This mod was made using previous legend mods with different configuration of the file, i give thanks to those who made the game, the NAM team for the RHW and many other people who support me.
April 25, 2012
By HeblemFixed important issues, if you downloaded before September 21, 2011 please download again...
Updated for the September 2011 NAM (September 18, 2011)
This mod replaces traffic lights of NAM intersections and maxis road intersections, in difference of the older file, small issues were fixed. Those are high definition models.
INSTALL (PLEASE READ HOW TO INSTALL IT!!!)
-Place HBS_TrafficLights.dat in your plugins folder of you documents
-Replace the NetworkAddon_Props.dat in your Network Addon Mod files (make sure to make a backup of this file first)
-Remove the HBS_TrafficLights.dat from your plugins folder.
-Replace back the original NetworkAddon_Props.dat file.
-Network Addon Mod (Sep 2011 ver.) for the large stoplight prop
-Network Widening Mod
-Not compatible with my old upload of HD Stoplight (US_Semaforo2-0x5ad0e817_0x39b1f7f5_0x30000.SC4Model)
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 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
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