For those who opted for physical discs -- if you donated between April - June and you received the WRONG discs or NO discs in the mail, please email firstname.lastname@example.org and include your donation info such as Paypal transaction ID and we will get this rectified!
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
Fixes a serialization bug that could corrupt the savegame, particularly when mods are installed that modify existing exemplars (i.e. prop pox). 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 officially tested on Steam.
Unzip to Documents\SimCity 4\Plugins.
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.
Repairing cities already affected by prop pox
Thanks to kingofsimcity for these instructions:
In the region view, open the graphics settings and change City Detail to Low. Close and relaunch SC4. Open the offending city tile and save immediately. Exit to region without saving and change City Detail back to High. Close and relaunch SC4. Open the offending city tile and save again. Demonstration
Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
Development Thread and Source Code
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: The file is available directly on the STEX once more, thanks to the benevolent Dirktator! ModDB also remains available as a registration-free mirror, which can also be accessed here.
Installing over previous versions: If you already have a version of the NAM installed, NAM 36 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, unless you do not already have a version of the NAM installed. For more information, see here.
Tech Support: Since NAM 36 is now the most recent release, technical support for NAM 35 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 13 1/2 years the mod has existed.
By BuggiThe SimCity 4 Extra Cheats Plugin
The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public.
The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions.
However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk.
How to use this file in the game:
After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection.
Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions.
To fill in some unknowns Maxis has given me the details on a few of the missing descriptions.
Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever. WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively. GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background. Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>) Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city. Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60
Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above.
By DucoBecause I have a lot of stuff in my Landmark and Park menu, I use iLiveReader to give content a specific number. Parks, hedges, alleys, CO-buildings, IM-buildings, you name it, all in order.
This is for easy finding. To make it more easier, here are some ‘Planning Blocks’.
You can give each block a number. By example: In My Park menu fillers have there numbers between -10001 / -20000 and hedges, fences and alleys have the numbers between: -20001 / -30000. Now you choose a color, give it the number -20000 and you have a divider between the two ‘sub-menu’s’.
Please see the following tutorial for info on changing the menu icon order using Reader:
In this upload there are two folders. One Landmark and one Park.
The one file you certainly need is: Planning_Colors.dat
Also, they are ploppable. So if you want to be creative...
All credits goes to @CorinaMarie, she made these things. I just changed some numbers (after reading a tutorial how to do, made by her.)
Last but not least: These things may be freely shared.
Related topic: https://community.simtropolis.com/forums/topic/18863-menu-dividers/?tab=comments#comment-1697531
By Doni98Hello everyone! I'm back with another cemetery!
In this time, a cemetery where our sims can bury her beloved pets, a honest place. ----> (04/07/18): This was the old description.
(04/07/18): This is the new description: It's simple cemetery because this not like a pet cemetery. Simply I changed the name of the mod, don't worry, it's not necessary download again!
Simply put the file in Documents/SimCity4/Plugins
Peg Memorial Park Kit (probably)
By pcwhiz24REGIONAL NIGHT VIEW MOD
At long last, after a long time, I have finally made a mod that allows you to view your regions at night! After a long time of searching, turns out there's a hidden option maxis meant to implement in the SimCity_1.Dat file that allows regional night view!
When you save a city, SC4 generates an image of the city that can be viewed in regional night view. This mod unlocks a hidden option that Maxis removed in the game's development that allows night mode in the region view. The game actually saves the nightlights already even without this mod believe it or not, just not at night. Now you can finally see night mode! I had to make the night view atmosphere manually using the DAT files and based it off SimFox Day'nite mod to match the mayor mode night view since all cool kids now'days are using it
How to Install:
You must follow these steps EXACTLY as below in order for this mod to properly work!!!
1. Unpack ONLY .dat files to the plugins folder
2. Unpack the DDS Saver Updater Mc-thingy.dll file into the Programs/Maxis/SimCity 4/Plugins Folder
3. Copy the DDS Files to to the same place as step 2
4. Also copy the .dds files to your plugins folder in My Documents while you're at it
5. Once finished, start the game.
6. You should see a new button on the regional view simniliar to the day/night on mayor mode panel! Once you see it, click on it and you can switch to a realistic nightview!
In order to see nightlights, load up one of your cities (or civilized areas of your region!). In mayor mode, switch to day view then night view until all city lights are on. THEN save the game and exit to region. You MUST have it switched to night when you save. The reason for this is because of the way SC4 saves region files. Repeat for all cities. To switch back to daylight, follow the same procedure as previously stated but with day view instead of night view
Now you must have SimFox Day n' Nite installed since I had to manually create the night view on the region that matches city view too. You won't see nightlights immediately though.
7. Please refer to the troubleshooting manual in my read me if you encounter any issues as it is highly imperative proper installation procedures are followed or cities may be corrupted, forever.
It's likely they removed this feature because of the game's limitation of having to save every city and exit out in night mode, hence why they left it as day time.
-At the moment, this mod only works on Windows. Tried installing this on a mac but it crashed then exploded (possibly for an unrelated reason)
-Possible artifacts from Maxis
-Requires EP1 update to work
-It can get quite tedious saving every individual city in your region but boy it's worth it! Best part? If you want to switch back to day time, all you have to do is go back and save EVERY single city again but with day mode this time! Isn't that great?!
-Likewise you also need update 1.1.640 for this mod to work
-For months, I couldn't figure out how to get the UI to show up consistently. Give this mod a little time. It'll warm up to ya.
-Occasional instability and slow FPS in night mode.
-One time I used this mod to take pics of my region for my city journal! It's time I share with you...my genius!
-Likely possibility of this mod not working if instructions are not followed correctly!
'Tis the season for Christmas, this mod is compatible with snow mod terrain and also compatible with NAM, CAM, SPAM, FLAM, JAM, DAM, DiaphRAM, etc.
-Sometimes, the game crashes and corrupts all city files with this mod when taking screenshots. Must be another game limitation. Taking a screenshot with my iphone or samsung crashes the phone and the game.
-SimFox's Day/nite Mod
-SimCity 4 Rush Hour or Deluxe with EP1 or 1.1.640 update
-A Working Windows PC
-Working internet to show off your wonderful regional night views!
By jmakIn order to use this launcher, you will need to register for a PMR account at http://getpmr.com/join
Poppy Multiplayer Regions (PMR) is a new multiplayer solution for SimCity 4 that allows for save protection and adjacent tile editing. The PMR launcher automatically synchronizes regions and launches SimCity 4 for you -- all you have to do is choose a region and log in.
To learn more about PMR, please see my post on the forums. There is also a Readme that is installed along with the launcher.
By simmaster07What does this do
Enables Buggi's extra cheats for SimCity 4 on Mac copies of the game.
You MUST have SC4MacInjector installed or else nothing will happen. You must also have a Mac - if you're on Windows, use Buggi's extra cheats DLL.
Copy ExtraCheatsMac.so to your plugins folder.
On Steam and disc copies this is in ~/Documents/SimCity 4/Plugins On Mac App Store copies this is in ~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins Create these directories if they do not exist yet.
By simmaster07Prerelease note
This mod is prerelease software and has only been tested on Steam and Mac App Store copies of SimCity 4 on Mac OS X El Capitan 10.11.6. It is recommended that you back up your regions (and, especially if using an App Store copy of SC4, your plugins folder) before using this mod.
What does this do
SC4MacInjector allows the Mac equivalent of .dll mods to be loaded on Aspyr's port of SimCity 4 for Intel Macs.
Note: you will not be able to use Windows .dll mods directly. They need to be targeted specifically for Macs as .so files.
This mod requires an Intel Mac copy of SimCity 4 Deluxe/Rush Hour to already be installed.
Run the .pkg installer.
If you do not have a Steam or App Store copy, or if the App Store copy was moved out of /Applications, the installer will ask you to manually locate your game executable, and this can get somewhat hairy if it's a relocated App Store copy.
By torocaThis mod was created to make the industrial buildings more realistic in the game. As everyone knows, factories in fact employ hundreds or thousands of people, but in SimCity 4 there is hardly a single operation that offers more than 100 jobs. The number of jobs is quadrupled with the installation of this mod.
All heavy, manufacturing and high-tech industries now offer four times the number of jobs. This means that the largest industrial building in the game now provides over 600 instead of just over 150 jobs. Filler buildings (burners, small warehouses, etc.) still have the old values, and I have only modified the larger industrial (anchor) buildings. In addition, I have doubled the amount of revenue of the modified buildings. Otherwise, with the increased number of jobs, industrial demand can be met more quickly, making it difficult to keep industrial cities afloat.
In order to make this mod effective, you have to load all the cities of your region(s) after the installation and save them once, otherwise the changes in the job number will not take effect. After opening a city, the demand for industry will most likely fall sharply and many industrial buildings will be abandoned. On the other hand, the demand for residential areas will sooner or later increase sharply due to the increased number of jobs. It is therefore advisable to remove a large part of the industrial zones after loading the cities, so as not to overbalance the game.
This download is compatible with all versions of SimCity 4.
Staff Note: For technical reasons beyond the author's control, the original file entry was no longer available hosted on the STEX. This re-upload restores it on the grounds of good faith for the benefit of the community.
Previews: (1) Clouds (2) Stars (3) Forest (4) Streets (5) Ocean (6) Snowfall (7) Cityscape
17 Folders of Background Sets for SC4 These are 17 sets of backgrounds for the City (Mayor) view that are easily installed, changed, or switched back to the default blueprint grid background that comes with the game. I've included a high contrast version of the default so the grid can be seen clearly. Each of the 5 background files in each folder corresponds to a zoom level from the widest overview to narrowest close-up view in the game.
The default backgrounds included with the game are found in the form of 5 .png graphics files named Background3D0.png through to Background3D4.png in the SC4 install directory under Plugins. Before using the replacement sets of backgrounds make a backup copy of the 5 default files that come with the game. I zip them up in a zip folder and leave them in the Plugins folder for easy access.
Further Instructions for Installing Region and City View Backgrounds
Initially, I found a set of solid color backgrounds which demonstrated how easy it is to create and switch backgrounds, so for the basic instructions and a solid color set refer to the file Custom Region View Backgrounds which includes solid colors for the region view as well as the city view. Custom Region View Backgrounds
Creating the Backgrounds The cloud and star pictures were adapted from seamless background textures found in the commons. All other pictures are adapted from SC4 graphics, and previews as created using the in-game terra-former.
The following details are not necessary for installation and use of these backgrounds but are provided for further interest in the topic. City View Backgrounds Technical Details There are 5 backgrounds in each folder for each of the 5 zoom levels from 0 to 4. In the game there are actually 6 zoom levels but the same background is used for zoom 5 (4) and 6.
For the cloud backgrounds and mostly for the star backgrounds I did not adjust magnification as the sky and stars normally appear fixed in the sky from ground perspective.
The cloud backgrounds are high brightness which may be further adapted using a paint program. The textures will maintain their form for a variety of changes to saturation and hue, brightness and contrast.
Each zoom level 'in' from the outermost zoom is 2x in magnitude, so each zoom 'in' is twice as close as the previous zoom. The backgrounds are 128x128 pixels .png formatted at 16m colors.
The magnifications are 2048 (16x), 1024(8x), 512(4x), 256(2x), 128(1x) for the canvas sizes. 512 pixels = 1 kilometer and 2048 pixels = 4 kilometers total for the large tile.
The picture you start with will be transformed into the isometric view in the game. Vertical and horizontal lines are shifted to an isometric flat plane background so some adjustments must be made to keep lines vertical and horizontal.
Vertical lines are achieved by subtracting 22° (90°-23°=67° ). So if you have a picture that has right angles, vertical shapes that you want to appear vertically in the city view, subtract 23°, or rotate 23° to the left to get the picture upright.
Horizontal lines change slightly with zoom level above zoom zero, they will appear parallel at zoom 0, but slightly obtuse from zoom 1 to 4. The horizon can be brought back parallel by subtracting 5° from zoom zero through to zoom 3. I did not bother adjusting the horizontal as my backgrounds conform to the isometric horizon of the game view, skewed only slightly by 5°.
Zoom 0: 30° (isometric)
Zoom 1: 35°
Zoom 2: 40°
Zoom 3 and 4: 45°
The city view rotation is around a square as similar to the axis of a compass. The vertical lines become horizontal when rotated east and west, but remain vertical north and south.
I noticed a slight stereoscopic effect at zoom 3 on the Heavy Starfield background.
If you focus your eyes beyond the screen you may see SC4 in 3D field perspective.
The effect is similar to autostereograms: "An autostereogram is a single-image stereogram (SIS), designed to create the visual illusion of a three-dimensional (3D) scene from a two-dimensional image."
Please use the comment section below or PM if any questions, critiques or problems installing and using the backgrounds.
By rivitThis is an algorithmic recoloring of the Red Herringbone Brick, which may be better used in European Style cities with a lot of W2W (or somewhere it rains or snows a lot in general) where clinker or dark brick is often used in roadways.
This set MUST be loaded after NAM and SAM in order to override these textures. i.e.. Put into Z___RVT Modds\RVT Streets\ and remove what you don't use (zEU or zUS)
You cannot have Grey and Red together as there is only one SAM2 slot to override.
Revert by removing. Roads will go back to NAM Red SAM2 look.
These are designed to work seamlessly with all of my Streets. Also goes well with MGB's SAM7 and a white wine.
Produced with Photoshop, GoFSH and Reader.
v1,v2: never publicly released
v3: regeneration of all textures according to NAM36 standard
WRC curves now included
By rivitFancy a quick trip from Amsterdam or Koln to Paris - try this 300kph wonder. I know one day I will. Implemented as Passenger Rail replacement and/or HSR replacement
To revert just remove.
rivit Oct 2017
By rivitTwo alternative versions of the InGame LowriderCaddy
you can only add one of these at any one time, they do not replace the game one.
By FantozziThis is a gadget or maybe a toy for content creators. If you don't create props or bats with 3D-software you won't need this.
Dear bat and prop makers,
if you use the free GNU Image Manipulation Program (short: GIMP) you may like this and find it usefull. Especially if you need many different grunge, rust and metal textures for your creations. Especially if you need to produce a whole series of similar but all a little different textures you might like this.
I made this while working on my farming project to speed up the process of creating textures and to adjust them quickly f.e.
- all types of metals from stained iron to realistic copper, aluminium and chrome.
- to adjust the amount of effects like rust, liquids, corrugated, scratches etc. without big hassle
- to create also fitting reflection and glossiness maps matching in seconds
How to use:
Basically this is nothing else than a graphic file in propretary GIMP format with a bunch of layers.Open this like any other graphic file in GIMP. Turn on and off the different layers and mix them by adjusting transparency. The layers hierarchy has a certain logic and shouldn't be changed. Just play around - if satisfied with the result just export into the desired graphic format like jpg or bmp or webp or whatever.
By mikeseithThe long lost Japanese car replacement mod.
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
NOTE FOR DOWNLOADERS WHO USE THE CASCADIA TREE CONTROLLER: @PaulSawyer kindly reported that he had problems with Maxis palms on roadsides not being replaced as they should by this mod. Apparently this problem could be fixed by changing the loading order. So if you use both the Cascadia Tree Controller and this Maxis HD Tree Replacement Mod and run into the same problem, try changing the order in which both mods load.
If you don't know in which order the game loads plugins and/or need help changing the load order, you will find information on that with a little forum search. If you don't find anything, don't hesitate to ask on the forums or send a PM my way.
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 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 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.)
By pcwhiz24Tired of SimCity 4's puny little map sizes? Even the largest tiles are only 4x4 km, but this mod makes it possible for an even larger map size by adding a "Very Large" 8x8 km (512x512 tiles) map!
That's 4 Times bigger than the largest tile in the game and 8 times bigger than SimCity 2013's Maps!
SimCity 4 by default has 3 map sizes:
Small 1x1 km (64x64 tiles)
Medium 2x2 km (128x128 tiles)
Large 4x4 km (256x256 tiles)
This mod adds:
Very Large 8x8 km (512x512 tiles)
That is 4X larger than the largest map!
Files included in ZIP file:
-"8x8_km.dat" - Includes the larger map size option and adds "yellow" as the option in "paint" when editing.
-"Compatibility_Module" - Allows for compatibility with SC4 Mapper and SC4 Terraformer.
-"Larger Maps.dll" - Required to allow the game to recognize the larger map sizes as tiles and allows them to load as well as allows cities to be built on them. Also makes it possible to save these larger maps.
Also includes two new songs that would make great background music to play while you build your metropolises on those nice larger maps!
No dependencies, works with SC4 Rush Hour, with or without the patches.
Please read the README first before installing!
How to Install:
1. Open the "Larger Maps Mod.zip," then copy both the "8x8_km.dat" and "Compatibility_Module" into your plugins folder. You can also copy "Compatibility_Module" into the root directory of your SC4 Mapper and SC4 Terraformer installs for support of this mod.
2. Copy the "Larger Map.dll" into your C:/Program Files/Maxis/SimCity 4/Apps folder (Program Files (x86) if you use a 64-Bit Windows)
Also, copy the two songs from the "New Soundtrack Music" folder into C:\Program Files\Maxis\SimCity 4 Deluxe\Radio\Stations\Mayor\Music.
3. Load up the game as normal.
How to Use This Mod and Get Larger Maps:
1. On Region View panel, go and create a new region and name it as you please. Note that you'll only see the usual three map sizes. The 8x8 km map does not appear by default as THAT would require modifying the .exe file.
2. Exit game
3. Go to your Documents/SimCity 4/Regions/"Name of your new Region" created in Step 4.
4. Right click on the config file and open with paint.
5. Zoom in. You will see 3 different colors that represent the three map sizes:
Red (1x1 Pixels) Small
Green (2x2 Pixels) Medium
Blue (4x4 Pixels) Large
*Yellow (8x8 Pixels in this mod) Very Large*
You can expand the region size by clicking right down menu and expanding it down right.
6. To create 8x8 km maps, go to edit colors on Paint and select yellow. Make sure on right pane it shows as:
7. Draw it out where you want with 8x8 pixels and fill it out. (Make sure the other map sizes are whole or they'll glitch). If you want multiple
8x8 km Maps, draw more 8x8 pixel squares. Mix in other colors above for mix of map sizes. Fill the region with yellow if you want all 8x8 km maps, just make sure you have room! (32x32 pixels can fit 4 8x8 km maps). Here's an example of the 8x8 km map properly drawn out:
8. Click save and exit paint. Start-Up the game. Might take several tries to get it to work but it'll work.
9. Once the game starts, you should see your very large city tile on region view. If it's a Blank Space, just click on the space, since it'll load anyways and build away! (It'll show up on region view once you save and exit back out)
10. Enjoy your much larger space!!!
If you have any issues, please refer to the troubleshooting section in the README file.
This mod is fully compatible with Ploppable Cows and Nuclear Starbucks!
- Roads cannot be built past 4x4 km west or southward. UPDATE: Just fixed the issue and updated mod. It's possible now, but will cause clipping.
- Game will crash after a certain prop limit, and there may be prop pox on larger cities
- Saving takes a very long time (about 5-10 minutes on my PC)
BACKUP YOUR GAME BEFORE INSTALLING THIS MOD!
- God Mode mountains and valleys may clip with ground and trees after 4x4 km
- Very Large cities get very laggy
- Water may not be wet enough after 4x4 km
- The furthest zoom out isn't far enough due to very large map size
- 16x16 km was originally planned as well but would crash the game and cause an infinite loop that corrupted every hard drive in my computer and their backups (Thank goodness I backed everything up online).
- 8x8 km maps decrease the chances of that happening
- May cause little sims to colonize your living room and build tiny metropolises. This is due to the side effect of the mods
- Music may cause minor frustration
- Not compatible with my 3D Camera mod
- U drive it works but if you pass 4km, your PC may crash
- Minor clipping outside 4x4 km
- Staring at the loading screens may crash the game
- Showing emotion may crash game
- Mod is fully compatible with NAM, CAM, SPAM, SAM, SLAM, RAM, JAM, FLAM, DAM, CLAM EXAM, INSTAGRAMA-RAM and SCAM
- Taking screenshots might crash the game.
- Taking screenshots with print-screen crashes the game and your PC
- Taking screenshots with your iPhone crashes the camera, game, PC and may break a tripper and cause power outages. Samsung camera works though.
- Disasters work with no issues (in real life of course)
- Using "Obliterate City" will obliterate your city, region, and your entire game. (due to corruption)
- Game will crash if loading city while sustaining a frown in real life
- Music may cause minor frustration
- May change your whole game forever
- May cause depression
- The yellow pixels can also be drawn as 16x16 pixels for a 16x16 km map. DO NOT DO THIS. Stick with 8x8 km.
- If you do load the game with a 16x16 km map, your PC may explode. Proceed at your own risk.
PCWHIZ24 will not be held liable for any permanent corruption, loss, depression, injuries, fires, blown eardrums, FBI visits, power outages, or miniature living room colonies caused by this mod.
Aside from those minor bugs, it's still a great mod considering it's a game from 2003!
By ErnestmaxisMMP Project v1.1
Models not made by me.
MMPS made by Ernestmaxis
This zip only contains MMP's!
863 MMP's each files are 90 dedgree turnable!
When clicking multiple times model will turn in mayor mode.
Please remove the previous files you downloaded from me:
Dutch prop pack MMP 1.0.0
MMP's (v. 1.0)
I have changed the TGI range from over 267 MMP so the range that I use is more efficient.
I you dont remove the previous MMP's you will have different objects when you try to rotate the object because of the same used ranges.
Or you will get conflicts!!!
Thanks for the help from all men on the community on Simtropolis and Simcity devotion!
Hope you enjoy them!
Bipin's Crane Collection V.1.0.2
BLaM Antoine prop pack 1.1
BNL MVE Benelux Flags 1.0
British Boxes Version 1.2
BSC TSC girafe French Road Signs
Dutch Built-up Area Signs
Dutch prop pack
BSC Mega Props - JES Vol01
BSC Mega props - DAE vol01
BSC Mega props - Gascooker Vol01
BSC Mega props - Misc Vol01
BSC Mega props - MJB Vol02
CSX Mega props - Vol03
CSX Mega props - Vol04
CSX Mega props - Vol07
LBT Prop Pack 2
Mas71 JRP props vol.03
Mntoes - Prop pack1
Murimk bicycle props
Murimk industrialprops resource
Nams prop pack vol.1
Nams prop pack vol.2
Nos.17 Essentials 08
Orange MegaProp V.01
SCF European Truck Pack vol.1
SFBT Mammoet PTC
SFBT Spielplatz Props
SMEP-resident / -> Eagleland Project Resident Prop Pack 1
Totem pole 0
Urbanpack vol. 1
VIP vnaoned propspack vol. 1
WMP Ferry props 01
WMP Garden props
WMP Garden props 02
WMP Villa props01
WMP Shack props01
R6 Prop Pack 2010 Vol1
Tip for Damn Manager users:
For every object you will safe in your plugin the Damn Manager will make a DAMN_Root.dat.
You also need to remove the Damn_roots for the item you have safed of the previous MMP of my packs.
Refresh the Damn Menu items because your new MMP's have new corrected range.
By Simmer2Welcome back for more MMP's!
Its time to introduce a wider variety of sand colors and textures therefore I bring you SM2 Sands.
8 new colors and textures in 2 sizes. Large and small.
As a bonus I have included a twigs,tiny rocks and branches MMP which I named SM2 Beach Clutter.
Also as an extra bonus I made a nifty little wrecked boat that can be used either above or under water.
For a grand total of 18 separate MMPs!
All models are in HD, they are slope conforming and will also plop underwater.
(When plopping MMPs under water you may not see it plop immediately, if thats the case, please zoom out then in or rotate view and the MMPs will appear correctly)
Make sandy paths, beach scenes, mountain scene, lakes scene, construction scenes etc.
Making a coal mine lot? No problem! You now have black sand which can simulate coal bits and dust! Your imagination is your limit.
You will find them all under your Mayor menu.
Have fun and post some pics for everyone to see.
This plugin will allow you to place PedMalls with lanterns (works with all 5 paved PedMall types that come with the NAM). There’s no specific pattern, you will be able to control where lanterns will be placed: There’s a rarely used feature within T21 files where you can make props depend on the orientation of a certain network. This might not make sense for most networks, however, it seems useful for pedestrian malls, and in this plugin, this is being used this way: If the PedMall puzzle piece faces north (or west), a lantern will appear when plopping the PedMall tile, if it faces east (or south), there won’t be a lantern. Please note that I’ve made two versions of this plugin – one with lanterns from rich residential areas, and one with lampposts from mid-wealth commercial areas.
Please refer to the readme for further information, especially on how to install it.
Available languages: This plugin doesn't change or add any language-sensitive content; the readmes, however, are available in English and German.
Recently Popular (30 days)
New for SimCity 4
Popular in the PLEX
Popular for Cities: Skylines
Popular for SimCity (2013)
New for SimCity 3000
Most Discussed (30 days)
Recently Browsing 1 member