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    • So i downloaded the installer of CAM and opened it but it says it cant find the SimCity 4 Installation path, i installed SimCity 4 correctly and the install path is C:\Program Files (x86)\Maxis\SimCity 4 Deluxe, it is installed correctly but it seems like it can't find the installation path, tried reinstalling but the problem still occurs
    • Thanks for taking the time! Hopefully.. some people will take this as a first step into the modding world! Thanks a lot!
    • In this tutorial, we will create a basic mod in two different ways: With a simple text editor, and with the Visual Studio IDE. Cities: Skylines uses the Unity Engine, which is based on Mono, an open source implementation of the .NET framework that runs on Windows, Mac and Linux. That means the same code can be used on all of these platforms. The .NET framework is comparable to Java. It's basically a set of libraries and a virtual machine that runs your .NET applications. C# is the most common programming language that can be used to create .NET applications and libraries. It's very similar to Java (just better!). After writing your mod in C#, you have to compile it to create machine readable code. Cities: Skylines comes with an integrated compiler. It works like this: [.cs files containing raw C# code] → [COMPILER] → [compiled .dll file] The .dll file is your compiled mod (what you usually download from the Workshop). Alternatively, your can use an external compiler like the one provided by Visual Studio (see Method 2).   Method 1: Using Notepad, let the game compile First we will create a mod with the tools provided by the game. The game searches for mod source folders in the directory C:\Users\<YourName>\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods. In this folder, create a new directory named "FirstMod". Inside of the new directory, create another folder named "Source". That's the directory for the .cs files   Open Notepad (or your favourite text editor) and enter this code: // Makes UnityEngine and Cities: Skylines API classes available for use using ICities; using UnityEngine; // the namespace makes the names of your classes unique. // Naming: You can just use the name of your mod, it doesn't really matter. Spaces are not allowed. namespace Tutorial { // This defines a class that implements IUserMod. // The class defines the name and description displayed in the content manager. // The game searches for these classes. Every working mod must contain one class implementing IUserMod. // Naming: Just append "Mod" to the name of your mod, like "NetworkSkins" -> "NetworkSkinsMod". Spaces are not allowed. public class MyFirstMod : IUserMod { // this defines the title of your mod displayed in content manager public string Name { get { return "My First Mod"; } } // this defines the description of your mod displayed in content manager public string Description { get { return "Hello World, this is my first mod!"; } } } } (Lines starting with "//" are comments. You can add your own or remove them without affecting anything.)   Save the file in the "Source" directory. Name it FirstMod.cs (in the file type dropdown, select "All Files").   Now just start your game. The game compiles your mod on start up. You will find it in the content manager: You will also notice a new .dll file in your mod directory. That's your compiled mod: So far we didn't add functionality to the mod. It only spawns the item in content manager. The big problem of Notepad and the game compiler is that it is hard to find errors in your code. You will have to restart your game many times. That's where Visual Studio comes into play...   Method 2: Using Visual Studio (recommended) Visual Studio is a specialized IDE for C#/.NET development. It helps you to find errors in your code, and it autocompletes code statements for you, and it compiles your mod much faster than the game. It is also a requirement for advanced modding techniques like detours. The following tutorials will be based on Visual Studio. First of all, download and install Visual Studio Community 2017 for free. Make sure that the .NET desktop development feature is checked. Also enable the individual component .NET Framework 3.5 development tools. Create a new project in VS2017: Select File > New > Project On the left, select Templates > Visual C# > .Net Standard Select "Class Library (.NET Standard)" In the top, select ".NET Framework 3.5" in the dropdown menu (Important!) In the bottom, enter "SecondMod" as the name and solution name. and choose a location for your project files (e.g. your desktop) Press OK Visual Studio will create a project that looks like this: On the right, you can see the Solution Explorer with a list of .cs files. Visual Studio created a file named Class1.cs to get us started. If you want, you can rename the .cs file to match your mod name (Right click in solution explorer > Rename).   Before we continue, we have to set up two things in the project. You always have to do it when you create a new mod project: First, we will add the modding API (ICities), UnityEngine, ColossalFramework and the game assembly (Assembly-CSharp) as dependencies. In the solution explorer, right click the "Dependencies" item and select "Add reference..."). Now use the "Browse..." button in the bottom to select the following .dll files. The files are located in the folder: Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed   Secondly, we will add a so-called post build script: It automatically puts the compiled dll file into the C:SL mod directory when you compile with Visual Studio: Right-click your project in the Solution Explorer and choose Properties Select Build Events on the left hand side of the property sheet Paste the following in the Post-build event command line: mkdir "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)" del "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)\$(TargetFileName)" xcopy /y "$(TargetPath)" "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)"   Now we are finally ready for the creation of the actual mod. Replace the contents of Class1.cs with this code: using ICities; using UnityEngine; namespace Tutorial { public class MySecondMod : IUserMod { public string Name { get { return "My Second Mod"; } } public string Description { get { return "I made this with VS2017"; } } } }   Press F6 (or Build > Build Solution) to compile the mod. The mod should appear in your mod directory. Now start the game and enjoy the listing of your useless mod in content manager  
    • Three more: Texaco Sunoco Crown
    • Wow... it took me 4 hours to realize where I had seen these I must be getting sloppy Go fetch; http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3498   Nothing new released from the RTMT-team the last 5/6 years at least - so I would guess no...
      Vol 4 of the mod has been rumored to be around the bend, but progress is slow