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 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 Ceafus 88Your sims stores carry Energy Drinks, but how do they get there you ask? Well this is the answer to all your questions, this Pack includes 4 Energy Trucks, Amp Energy, Monster Energy, Red Bull Energy, and Rockstar Energy, The model is from Simfantik, I just re-skinned and re-modded it. enjoy!
Thanks Simfanatik for a wonderful model!!
By Klyte45This is a pack of more 8 busses of Sao Paulo city. In this version, the sounds of UDI Mode are fixed, also the nightlighs too. This models are added and can be used in the game with the older busses. No conflicts related.
Soon: New SP-Intermunicipal executive busses.
The mosaic is a comparation of the two versions
By Klyte45Based (but modified) on gwail articulated bus model and the script made by Olasz from NAM team, this pack contains 10 models based on Sao Paulo Bus painting. The Models have only 2 parts (front-back, not front-mid-back like gwail model). They will combinated if you put 2 or more models at same time (Example: can appear the front red and the back yellow if they are in plugins folder)
The file "KlyteEP1.dat" contains the files what are common to all models and, without this file, the busses will not work.
The others files are in format "5.X.5.2.dat". The "X" number say the color of model:
1- Light Green
2- Dark Blue
5- Darker Green
6- Sky Blue
No dependencies. Enjoy!
More at SimcityBrasil (in Pt-BR and English)
PS: All Textures is in HD. So, use the Hardware randering to use these buses.
By VIP TeamFor a more lively campaign, here is a pack containing the MMP and Props for harvesting wheat (A combine harvester, straw swath, trailers)
And several different tractors and agricultural machinery.
This pack contains the Models and Props used in SC4PIM and LotEditor. You will find them in "Props" from the line Or_AP_xxxxxxx.
To integrate them directly into the games they are divided into three MayorModPoppable MMP. You will find the icons below.
There is no dependency
Auto Installation: Double-click the installer file to start the installation. The program will guide you through the process. You can change the default installation path, but we strongly suggest to keep the standard folder in order to make future updates and additions easier.
MAC Users: File Juicer should enable you to use this installer package. If it's ZIP archive it is necessary to make the same manipulation that during installation manual (see above).
CREDIT AND FEEDBACK
Models and modding by Orange.
If you have questions or problems you can leave us a message SC4devotion thread
By HaljackeyThis mod will give your monorail network an extremely restrictive slope, so be warned!
The Bullet Train slope mod, originally created by APTX is now available for download on the STEX!
-This mod was released as a part of the original Bullet Train Mod (BTM) which replaces the monorail network.
-Due to it's high demand and hard to find download location, I have decided to make it a separate download for those who just want the slope mod. I have now made it available for your downloading pleasure!
Simply extract the file into your plugins folder and you will be able to drag your monorail network with smooth slopes. This slope mod is extremely restrictive, as you can see in the attached screenshot comparing it to a road with no slope mod (default) that isn't very restrictive and the RHW Slope Mod which is moderately restrictive. The photo shows a comparison of the amount of tiles you need to drag your networks to reach the 'ground lifter's' height from the hole digging lots package.
As with my other uploads to the STEX, good faith is assumed (such as my uploads from APTX in the past). Credit for creating this for this mod belongs to APTX . I have simply uploaded it here. I would also like to thank Caspervg for providing technical and background information surrounding this mod.
Please post any questions or concerns you have with the mod below or to the BTM support thread.
Lastly, enjoy creating realistic slopes with your monorail network!
Police Vans Matching the "PEG Cop Car Mod" by Pegasus
This mod contains ten mods to replace the in-game police van, each designed to match one of the police car mods in the PEG Cop Car Mod by Pegasus, which can be found on the STEX here. Also included is a pair of DAT file which, when installed in your Plugins folder, changes the rotating light effect on your police cars to either a blue or a red and blue rotating light effect to match the lights on your police car: the PEG cop car mod does not change the light effect, so without these you would still have the single red rotating effect. If you use the "White w/ orange stripe" police car mod, install the blue light effect; for all others, install the red/blue light effect. They are not required for use with these police vans. You can use the vans with my own police car mods as well, and they do not affect their functionality. You SHOULD NOT use the light effects with my police car mods - their functionality is already included, and they may conflict and lead to certain problems.
Installation: Pick A SINGLE police van dat file and/or A SINGLE police car light effect dat file, put it in your SimCity plugins folder and play the game!
Help and Support:
Click here to report EVEN THE SLIGHTEST PROBLEM!
Post in the same thread, but YOU MUST SHOW A PICTURE, don't just tell me you want Thistown USA police, I need to know what it looks like, UNLESS you can describe it rather quickly, as in "It has a classic American paint job, except the back doors are black too, with red and blue lights on top and it has a seven-point star on the front doors with a blue circle inside, and arched over that is the words 'HIGHWAY PATROL'." Which, by the way, is a quick description of the California Highway Patrol cruisers.
By jondorThis mod adds arrows to the center turn lanes of the TLA networks in the NWM Mod. It is compatible with both RHD and LHD, see the readme file for more info.
By joelyboy911This package is dedicated to the late great Adrian Smith (alias Adroman_66) who passed away on 12th July 2011. He was a great team member and a fantastic friend.
This package contains Mayor-mode ploppables (flora menu) Airbus A330-300 aircraft, as well as Lot Editor props of the same models. You can use the MMP on RMIP taxiways, runways as well as most other airport surfaces. The MMPs are plopped using the multi-click method, meaning that clicking repeatedly in one spot will give you a different livery in each click. Once you have clicked through all the available liveries in one of the two click-chains, a blank model will appear, meaning that if you make a mistake in plopping the planes, you can clear the area without bulldozing the whole lot. The planes will not always appear on the desired rotation. At times they will be perpendicular to the direction of the taxiway. If you want to be precise in placing the planes, please take advantage of the included props, that can be added to a lot in Lot Editor. Lots with jetways and ground-servicing equipment will be available soon.
To install this package, open the .zip and run the included installer. If you haven't used this type of MMP before, read the included readme for help, there's a link to it at the end of the install process.
If you notice a problem or encounter difficulty with this set, please post in SCAG Help, or feel free to PM me here at ST or comment on the upload.
By drunkappleG'Day Simtropians,
Today I am releasing my rendering mod, since the inception of Wouanagaine's mapper and terra re-rendering city tiles has become a not so welcome part and parcel of SC4. With faster puters rendering times have sort of been kept in check. Now with the capability to produce maps as large as SC4 can produce rendering times have been blown out of the water.
This is where the Speedy Rendering Mod comes into it's own. With this mod installed rendering city tiles is reduced to a simple triple click affair. That's right: click, click, click! No more racing the mouse around to invoke dialogues then racing back clicking buttons. Just triple click a city tile and wait for the region to reappear and triple click another city tile.
One will need an external prop, a ball bearing or other such heavyish object to hold the F8 key down while in SC4.
There are three dat files one for each of the three lower standard resolutions, use only the one(1) that corresponds with the resolution one uses to render regions.
Paste the dat into the root of the plugins directory, except if using a modified UI like SimMars then it needs to go in a z folder in the plugins directory. It must load after the UI to work.
Fire up SC4 and once the region loads place the weight or ball bearing on F8 to hold it down.
Now triple click a city tile and that's it until the region pops back into view.
A darkened screen will open with white writing and an hourglass. If it is green writing and an arrow cursor one did not triple click, click again anywhere on the screen but that is wasting time.
Remove the dat and keep in a safe place until your next masterpiece.
See some big pics.
That's it I think.
By srainyTaxis into the extraordinary life of the people of Beijing, is in the late 80s and early 90s. People living in Beijing, named of "Miandi"is what a funny feeling. Out waving, face on to the streets everywhere, and by the public dubbed the "yellow bug " in the face, opening a Beijing taxi history. "Miandi"has become synonymous with Beijing taxi.
"Miandi", because of its low price, 10 RMB, 10 km, each operator charges 1 per kilometer. Can also be laden passenger, should be very easy to transport people, such as color televisions and some larger items, and even squeeze in a few good guys, and its function is really amazing. Therefore, it appears the people will soon be the capital preference, has been rapid development. In 1993, Beijing "side"has reached over 35,000 units, accounting for 51% of the total Beijing taxi. At that time, the streets of Beijing, as long as the car place, have a "Miandi"on the road, people travel into the capital one of the main means of transport. The streets of Beijing, eyeful looked, a few thousand "yellow bug " shuttle can be considered Beijing a "beautiful" scenery.
Yellow taxis are Beijing residents out of bread means of the kind tool. 1RMB/kilometer, inexpensive, been affectionately referred to as "small face. " In 1998, to enhance the "small side " emissions intensity, 1999, all 22,000 "Miandi" on Oct. 1 have all been eliminated, yellow "surface" came to an end an era. Then replace the "small side " is to be still running the streets in Beijing, the red Charade.
By apeekFANTA1990 Presents:
A modern substitute for the WWII era missile launcher parked on the Army Base. Known worldwide, the acclaimed Patriot (Phased Array Tracking Radar to Intercept On Target) surface-to-air missile protects every allied nation from a rogue ballistic missile attack, intercepting them with it's classified radar guidance system. As a prop it cannot be fired, but looks great aimed skyward in any military setting.
Emergency4 MissleLauncher Prop.dat - Replaces the default missile launcher with a rendering from Emergency 4 (aka 911) that may also be used in the Lot Editor.
Emergency4 MissleLauncher Plop.dat - Adds the ability to plop the missile launcher on a 1x1 transparent lot via a new icon in Mayor Mode --> Civic Tools --> Build Parks
*** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html
Fanta has taken great lengths to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. A login prompt and two verification screens may seem excessive, but are well worth it.
Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow.
By GolhbulIf like me you are tired of seeing the same intro, this little plugin is for you ..
Here are three that are nice .... I will not hide my preference for the first ....
By MandelSoftThis mod (which comes in two parts) changes the arrows on the TuLEPs and RHW Cosmetic Pieces to custom ones without changing the underlying base textures. Currently there are 13 sets in total. An overview of all current sets (left are the arrows used on the RHW, right are the arrows for the TuLEPs) can be found in the image below.
There are three ZIPs contain the following files:
Contains the model overrides for the TuLEPs. Only install one of these two zips, depending if your traffic drives on the left (LHD) or the right (RHD).
Contains all custom arrow set overrides. Install only ONE of these sets, only the set you want to see.
These files should be loaded after the NAM and especially after the RealHighway Mod.'
By 2b2gbiThis is a set of 6 styles of covered wagons as mayor mode ploppables with both orthogonal and diagonal orientations for each, adding up to a grand total of 12 ploppables. There is also a blank prop at the end of the click wheel to make mistakes easier to correct. This set uses the excellent wagon props made by Ripptide, one of my favorite prop makers. I may release more props from his sets and others that I like as MMPs in the future.
To install this pack, simply copy all of the files in the package except the readme into your plugins folder. This package consists of a single .dat file, and thus the installation cannot be customized.
If you do not know the general procedure for installing plugins, see this tutorial.
I am not responsible for any harm resulting from the use of this file. Please report any errors you find in the comments section and I will try to address them. These MMPs were created by me, 2b2bgi, and you may not upload them anywhere or redistribute them in any way without permission.
Special thanks to RepublicMaster for checking these files for me.
BSC Mega Props RT Volume 1
By z1This Traffic Volume View offers a number of improvements to the one included with the game. Rather than the seven shades ofblue in the original, this version uses the full spectrum of color, including approximately 48 distinct color shades. The maximum volume shown for each travel type has been increased from a flat 1200 for all types in the originalTraffic Volume View to a value which is 300% of thecapacity of the underlying network for the selected travel type. (Since only one commute period is shown at a time, this is one half of the standard network capacity, which is calculated for a full day.) The legend has been increased from five to nine entries, and each color in the legend is followed by the percentage of the underlying network capacity that that color represents, as well as the actual number of Sims represented by that percentage. When a travel type may have more than one underlying network (e.g., cars may travel on streets, roads, or highways), a subtext below the legend indicates which network is being referenced in the display.
The colors in the display have been arranged so that they are more concentrated at lower levels, in order to give finer granularity at lower volumes. Between volumes of 0% and 10%, colors change about every 1.5%. Between 10% and 130%, colors change about ever 5%. And between 130% and 300%, colors change about every 10%. Please note that while every attempt has been made to attain the greatest accuracy possible, all numbers are somewhat approximate. The numbers following each color in the legend refer to the approximate beginning of the range of that particular color.
You may notice that starting at 100%, the colors closely follow those in the Traffic Congestion View. However, it is important to keep in mind the difference between theTraffic Congestion View and the Traffic Volume View. The Congestion View is compiled from an entire day's travel statistics, while the Volume View refers to only a single commute period. Therefore, yellow in a single volume view does not necessarily indicate congestion, and blue or green in a single folume view does not necessarily indicate lack of congestion. Furthermore, some of the volume views include non-congestion producing travel types, which are pedestrians, buses, and ferries. An experienced player may be able to look at both commute periods of certain volume views and get a good idea of congestion, but it is necessary to be careful here.
Finally, most transit station types light up in all volume views. This does not indicate anything about usage; it is simply so you can identify them easily. Certain types of transit stations do not light up because of the way they were designed.
Note: This file has been made largely obsolete by the June 2009 NAM, as it is bundled with all traffic simulators supported by that NAM and later ones. The only reason to download this file is if you want to use it with an earlier NAM, or if you want to create a custom bundle of the data views, as this Traffic Volume View does not include the Combined Subway Volume View or the Subway building View. In order to facilitate the custom use of these data views, views for all capacity levels of Simulator Z are now included.
By drunkappleG'Day Simtropians,
Well these will probably be my last pack of water mods. After loading one of my prior water mods with Lowkee's Appalachian Terrain Mod it looked absolutely ghastly due to Lowkee using a Terrain Tex Factor of 1/4 of the default, It stretched them to buggery so to speak.
Anyhow I rustled together some new textures at 1024 x 1024 which matches his terrain mod nicely and borrowing from his suggestion of using a neutral grey colour for the surface I have produced a set of six water mods 2 blues, 2 greens and 2 browns. The sides do not match quite as well as my previous mods as they were custom made for each mod but they're not bad and the file size is a lot smaller considering the texture is 4x larger.
To use these water mods firstly remove any and all other water mods one has installed
Next add the file from the Water Texture folder and one (1) file from the Water Colours folder to one's plugins directory.
Simple as, These water mods will work with any released terrain mod.
I think that's all.
By joelyboy911This is a simple little file which will add a new icon to your Mayor-Mode flora menu, which will allow you to click to place aircraft from the AC Cargo Planes prop pack on your airports' taxiways, runways, aprons and ramps. It functions exactly like the other SCAG MMP packages, so for further information please refer to the readmes of those files, as this package does not include one, for simplicity's sake.
There are 11 files included, 3 747-400F, 4 757-200F and 4 787-900F. Clicking each click will advance the 'plop' to a different model, with the 12th click removing the model.
AC Cargo Planes
Any queries, please post at SCAG Help, or send me a PM.
By KarybdisThis is the priliminary copy of the Larsz easy editing program for the Traffic Simulator of SimCity called Traffic Cop. A readme is included for your ease of use.
By srainyA Shuttle Carrier Aircraft, a modified 747-100SR
you should build the AirBaseSANYE v1.0 or 2.0
it will change C-17
DAMN is short for Daeley's Advanced Menu Navigator
This is a collection of menu's created from the NAM 31.2 installation. This is version 1.0 and includes all NAM 31.2 E-Series controller items with the exception of the following Project Symphony, Canals, Maxis Highways and Hole Diggers (These can be added later if there is a strong demand for them).
DAMN-NAM includes menus for the following categories, subcategories and all associated pieces:
FLUPs (Flexible Underpasses)
GLR (Ground Light Rail)
HSR (High Speed Rail)
NWM (Network Widening Mod)
One Way Roads
RHW (Real Highway)
TuLEPs (Turning Lane Extension Pieces)
The only dependency is Daeley's Advanced Menu Navigator or DAMN. There are special instructions for installation for full compatibility with these menu's in the readme.txt file included.
**Please note that some of the menu entry's are not functional and will have a placeholder image. To use entries that have placeholder images use another nearby entry and then tab to it from there. This will most likely change in the future when a design change can be made in the NAM that will allow these menu's to be made compatible.
**Also if upgrading from an older version please replace your damncontrol.dat with the new file in the zip since it allows the root menu's to function. If you don't do this the root menu's appear but are not clickable.
Upgrade instructions are now included in the readme.txt file.
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.
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