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 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 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 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 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 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 SciurusSC4 Region Maker 1.1
With this software, you can create a region and especially the config.bmp file. Now, you can open a region to modify it.
This software requires Microsoft®.NET Framework 2.0 (free download) Download here.
Before use SC4 Region Maker, please read "Read me" file.
1 MB (without .NET Framework 2.0)
Windows ONLY (sorry for Mac and Linux users!)
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 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 T WrecksMAXIS TREE HD REPLACEMENT MOD
1 - INTRODUCTION/OVERVIEW
Hey folks, you might not be aware of this, but this file actually marks my 100th STEX upload!! I think this justifies a little interruption of the usual IRM fare.
I've been tinkering with such a mod for at least 2 years, but up until recently I had always run into a brick wall because there were simply not enough suitable tree models available. This is really harder than you might think because a tree must have the following characteristics to replace its Maxis counterpart:
similar height (so it covers about as much as a Maxis tree would, but doesn't interfere with anything) similar diameter (so it doesn't cut into adjacent structures and will fit wherever the corresponding Maxis tree fits) LOD centered on the trunk and not the crown (so the trunk isn't off center and ends up next to a planter, bed, or dirt circle instead of right inside) lack of branches near the ground (so it won't cover entrances, benches and other stuff that's supposed to be under the tree crowns and not buried under twigs and leaves) Finding trees that fit the bill is really hard, but I'm positive that I finally did it. While this choice may not be perfect, I'm confident it's one of the best options available while I'm writing this. To my knowledge, while there have been noteworthy and admirable mods in the past, this is the first one that replaces all Maxis trees on lots and along streetsides/roadsides with 100% HD flora made by girafe and Orange_o_, two BAT masters whose flora props raised the bar considerably and set the standard these days IMO. It bugged me that so many Maxis trees - SD at 2003 quality level - were still to be seen everywhere when we already had modern, crisply rendered, high-definition flora for pretty much everything else. Well, not any more!
This upload consists of three components - the base pack and two optional bonus packs. Here's a breakdown of these three components and what they'll do:
THE BASE PACK - this is the actual mod. The bonus packs work as extensions of this mod, i.e. they require this base pack as a dependency. It does the following:
It will replace all Maxis trees on lots with beautiful HD trees. Lots already existing in your city will automatically switch to the new trees. Whatever grows or is plopped subsequently will show the new trees in place of the old Maxis ones. Besides, it will replace roadside trees that occasionally show up at the sides of streets and roads (T21's for the tech-savvy among you). All Mayor Mode and God Mode flora in the city map will remain unaffected. However, the Mayor Mode tools (menu icons) for setting Maxis trees are removed. Why? Well, if you use this mod, the tools will actually plant the new HD replacements for the Maxis trees. This is superfluous because you need the corresponding tree packages as dependencies anyway, and these come with far superior and more flexible Mayor Mode tools, which will show up in your menu instead. For those of you who don't like palm trees, the pack contains an optional palm tree override. If you decide to use it, all Maxis palms will not revert to better HD palms, but to cypress trees instead. They are similar in terms of dimension, and I think they also offer a nice flair that conveys the same feeling as the palms did - a wealthier area, warm climate... If you still don't like that, I'm afraid you'll have to pretend those tall and slender trees are actually poplars. I won't tell anyone, and I don't judge you.^^ The growing lot flora will also be replaced, but with full-grown trees. It would have been possible to recreate the effect of flora growing taller over time (just like the Maxis flora does), but unfortunately, the game will only display the shadow for the first, smallest version. Hence, as the tree grows to full size, the shadow of the sapling will remain. Apparently this is a game limitation. ______________
BONUS PACK 1, A PLUGIN FOR THE SFBT STREET TREE MOD - this is the first bonus pack intended for those of you who use SFBT's Street Tree Mod. For those of you who are unfamiliar with that mod, it adds streetside parking and streetside trees, and it is highly modular and versatile. Several tree sets come with the mod (e.g. for Maxis and for Cycledogg trees), and depending on which of these tree sets you keep, the corresponding trees will appear. You can mix and match freely, use either set, any combination, or even all of them at the same time.
This is what the bonus pack included in this upload will do:
When used in conjunction with the SFBT Street Tree Mod, the contained files should replace the original files that made Maxis trees appear. Maxis_Street_Deciduous_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Deciduous_Trees.dat" and ensures that HD trees will grow instead of Maxis deciduous trees. Maxis_Street_Pine_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Pine_Trees.dat" and ensures that HD trees will grow instead of Maxis pine trees. Maxis_Street_Palm_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Palm_Trees.dat" and ensures that HD palms will grow instead of Maxis palm trees. Like the originals they are based on, these files can be mixed and matched freely. For example, if you select pine trees and palm trees, you'll get a mix of pines (well, their replacements) and palms. If you only use the files for deciduous trees and pine trees, you'll get all kinds of trees, but no palms. (This is independent from your selection for the main mod!) ___________
BONUS PACK 2, AN OVERRIDE FOR SITHLRD98's T21 MOD - this second bonus pack is intended for those of you who may use the WideRadius Curves T21 Mod by Sithlrd98. These add sidewalk pavement, streetlights and trees alonside many smooth road & avenue curves as well as FA (fractional angle) road sections.
This is what the bonus pack will do:
All trees will be replaced with HD versions from this mod Instead of the single tree that was used repetitively, randomised trees will now appear for a more varied appearance ___________
Each of the three packs is in a separate download because most of you probably won't use all of the stuff mentioned here.
2 - USE
2.1 - BASE PACK
2.1.1 - Installation
Simply drop the files into your plugins folder. By default, they will unzip into a sub-folder called \Maxis Tree HD Replacement\. However, you can change this to pretty much anything you like. (It's a simple override of the default files, and anything anywhere in your plugins folder will override the game files because plugins load after the game itself).
By default, you will also get the file Maxis Tree HD Replacement_PalmsToCypresses.dat. This file is the one that will override palm trees with cypresses. If you want to see palm trees, simply remove that file. As with the other files, you can also copy it out of and back into your plugins folder as you like, switching back and forth between palms and cypresses.
2.1.2 - Deinstallation
Simply remove the file again. All affected trees will revert back to Maxis trees again, and the corresponding menu icons will no longer be blocked from your menu. No need to bulldoze anything.
2.2 - BONUS PACK 1 (for SFBT Street Tree Mod)
2.2.1 - Installation
First of all, you need to have the SFBT Street Tree Mod installed (see "Dependencies" section for link). Then, I suggest you locate the tree props folder of that mod (by default \SFBT\Street Tree Mod\Tree Props). This folder will contain .dat files for all the tree types that you select while installing the SFBT Street Tree Mod. Simply delete the following files from that folder if present:
SFBT_Maxis_Street_Deciduous_Trees.dat SFBT_Maxis_Street_Palm_Trees.dat SFBT_Maxis_Street_Pine_Trees.dat Then copy any one, two or all of the following files from Bonus Pack 1 into the aforementioned folder:
Maxis_Street_Deciduous_Trees_HD_Replacement.dat (for HD deciduous tree replacements) Maxis_Street_Palm_Trees_HD_Replacement.dat (for HD palm tree replacements) Maxis_Street_Pine_Trees_HD_Replacement.dat (for HD pine tree replacements) You can leave the non-Maxis tree packs in there if you want. In this case, you may get a mixture of SD trees by Pegasus and/or Cycledogg and these HD trees, depending on what combination of packs you left in there.
2.2.2 - Deinstallation
Simply remove the file again, and replace it with any tree packs for the SFBT Street Tree Mod that you want to use instead. If you delete the files from this download and fail to replace them with any of the original files again, no trees will show at all. For deinstallation of the entire SFBT Street Tree mod, see the documentation included in that download.
2.3 - BONUS PACK 2 (for Sithlrd98's T21 mod)
2.3.1 - Installation
Place the included file anywhere in your plugins folder where it will load AFTER the original file. By default, the original file zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat should be in a sub-folder named \Sithlrd98 WideRadius Curves T-21 Mod\. If you place the file from this bonus pack, zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat, in the same sub-folder or in any folder that loads afterwards, the trees will change to the HD replacements.
2.3.2 - Deinstallation
Simply delete the file zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat from this download again. It will no longer override the original trees, and these should revert to default Maxis trees again. Once again, there's no need to bulldoze anything.
3 - DEPENDENCIES
3.1 - BASIC DEPENDENCIES (required in any case) Obviously, this mod relies on the tree models made by girafe and Orange_o_. In total, Maxis uses 42 tree props plus 8 flora objects that rely on 15 different individual models. The following packs were required to replace them all:
BSC - VIP girafe ashes (v. 1.0) by girafe BSC - VIP girafe beeches (v. 1.0) by girafe BSC - VIP girafe Canary date palms (v. 1.0) by girafe BSC - VIP girafe cypresses (v. 1.0) by girafe BSC - VIP girafe lindens (v. 1.0) by girafe BSC - VIP girafe rowan trees (v. 1.0) by girafe VIP orange fagus seasonal flora (v. 1.0) by Orange_o_ 3.2 - DEPENDENCIES FOR BONUS PACK 1 - required for use with the SFBT Street Tree Mod
SFBT Street Tree Mod (v. 1.0) by Andreas 3.3 - DEPENDENCIES FOR BONUS PACK 2 - required for use with Sithlrd98's T21 mod
WideRadius Curves T21 Mod 1 - this makes trees and streetlights appear; it is the actual mod. If you want to see sidewalk along these smooth curves, you have the following options (only one is required):
White Maxis pavement:
Sithlrd98 AvenueCurves White Sidewalk Redone (avenue curves)
Sithlrd98 Road Curves White v2 (road curves / FA road sections) Brown sandstone pavement (matching the SMP Sidewalk Reaplcement MOD 1):
Sithlrd98 AvenueCurves Sandstone Sidewalk (avenue curves)
Sithlrd98 Road Curves Sandstone v2 (road curves / FA road sections) SAP Euro Asphalt (matching the Euro asphalt sidewalk mod by SAP23):
Sithlrd98 Avenue Cuves SAP Euro Asphalt Sidewalk texture (avenue curves)
Sithlrd98 Road Curves SAP v2 2 (road curves / FA road sections Portuguese textures (matching the Portuguese texture set 1 by gn_leugim):
Sithlrd98 Avenue Curves Gn leugim Portuguese Texture (avenue curves)
Sithlrd98 Road Curves Gn leugim v2 (road curves / FA road sections JRJ sidewalk textures (matching the JRJ Sidewalks Mod (v1.0) by jeronij):
Sithlrd98 WRC Sidewalk Texture Mod Jeronij Texture 1 (avenue as well as road curves / FA road sections) NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there.
That's simple this time: If you like those HD trees that you see and you are not familiar with girafe's and Orange's entire portfolio, just go over to www.sc4devotion.com, access the BSC File Exchange, and use the power search feature to display all of their stuff. Voila, tons of great flora mods - from small flowers to towering trees - right at your fingertips!
4 - FINAL WORDS
I'd like to dedicate this upload to the SimCity community as a whole. We all have been learning from one another, inspiring each other, and helping each other out for almost 15 years now. Whatever we do now benefits from stuff other people have done before us. We are really standing on the shoulders of giants these days, and I'm no exception in this respect. Just look at this upload:
Maxis gave us the game we all love, and tools like the Lot Editor and the BAT, Sites like Simtropolis and their respective admin teams give us the place to come together and share, People like CowKilla and SimFox have been instrumental in making the use of 3dsmax viable for BAT, BAT artists like Girafe and Orange_o_ used this to great effect to model the wonderful trees I have been using, iLive and cogeo provided the additional tools that I have used to get these models to do what I had in mind, People like Andreas Roth and Equinox helped me take the first steps in those tools, getting me on the road to where I am now, rsc204 (a.k.a. MGB) taught me a method of making resizing overrides for existing props that I used to tweak the dimensions of some props, Due to all this, I merely had to put these foundations to good use and contribute my little part. So at a first glance, one might say this is "my mod". But it really is 95% community effort, made possible by a community whose spirit has always been characterised by non-profit sharing. It is a pleasure to be part of such a community, and here's to hoping that it will remain strong for years to come.
That being said, extra kudos to flora masters girafe and Orange_o_ as well as T21 mod authors Andreas Roth and Sithlrd98 once again. You guys are awesome!
T Wrecks, August 8, 2017
By niloluizDiscution of this mod, suggestions, etc... can be done on this topic:
RCImulti - MODpack for SimCity 4 Deluxe / RushHour by Nilo
Release date: 05/03/2008
The mods included in this pack was derived from findings that I made to the game´s mechanics involving
Demand, Jobs, Workforces, Capacities, Caps and its relations.
Look bellow for more information. Since English isn´t my primary language, please disregard eventual mistakes.
I´ve tested extensively all the mods here, encontering no problem, crash or performance issues.
Anyway, I'am not responsible for any problems that my arise from the use of the mods provided here, bla bla... you know the drill so use it at your own risk.
Features and instalation:
This pack contains several files under 4 folders:
* CHOOSE ONLY ONE file to install from these folders.
**YOU CAN install one or more files from these folders.
To install just copy the file(s) to your plugin folder (usually under \My Documents\SimCity 4\plugins\)
::JOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER)
The files in this folder deals with jobs generation from the Comercial and Industrial buildings of your city.
IMPORTANT: The query window will show the original building capacity, but using the TRAFFIC QUERY TOOL you will
see that each building will have more workers (up to 3 ou 6 times depending on the mod installed) for each I/C building.
Works on new and existing cities.
jobs_xx.dat - Creates x times more jobs for ALL comercial and industrial buildings.
jobs_xx_uncapped.dat - the same with no caps to growth (no need to create connections, plop rewards, etc...)
jobs_standard_uncapped.dat - just the uncap effect (it fixes the IHT bug - see below for more info)
jobs_nominal_uncapped.dat - Each building will generates only jobs of the same wealth level, so what you see in the query
window (for example IHT building with 60 jobs) is what you get (60 $$$JOBS). With no caps.
jobs_rebalanced_uncapped.dat - Rebalanced version. Each $$ building creates 20%$$$jobs, 50%$$jobs and 30% $jobs.
Each $$$ building creates 30%$$$jobs, 50%$$jobs and 20% $jobs. And industry Dirty will create 10%$$$jobs, 20%$$jobs and
70%$jobs. With no caps.
NOTE ON UNCAPPED: This mod prevents the cap to increase, but does not eliminate existing cap in your city.
::HOMEJOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER)
The files in this folder deals with residential caps and residential JOBS (SiMs work at home, a.k.a residential jobs)
Note that the residencial capacity remains unchanged. A building with capacity for 200 sims will continue to support
200 sims, but will at the same time (in addition) provide jobs (the number of jobs is a percentage of the building capacity).
The jobs created will be of the same wealth level of the building ($JOBS for R$, $$JOBS for R$$, $$$Jobs for R$$$).
10pct_homejobs_uncapped.dat - provides 10% of the building capacity in jobs
25pct_homejobs_uncapped.dat - 25% jobs
100pct_homejobs_uncapped.dat - 100% jobs - in effect you will not need any industrial or commercial building in your city
since all sims will work at home.... (the demand for Industrial and commercial will still be there...)
r_standard_uncapped.dat - no jobs(normal residences) - only the uncap effect.
*UNCAPPED = removes the cap to growth (no need to create connections, plop rewards, etc...)
NOTE: Doesn´t affect TAX CAPS. For each population range you MUST lower taxes to a certain level, otherwise the active demand will be capped at ZERO and nothing will grow.
::RCIdemand (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)
The files in this folder can be combined. Each one will LOCK the respective demand in the max value possibile. No matter what
you do in the game, the demand will remain still....
If you want for example, max R$$$ demand and max IHT demand, just put theses 2 files in your plugin folder. To supress unwanted
demand (to filter) just raise taxes of the unwanted developer to maximum. That way you can create specific types of cities.
Co$$$_activedem_ON.dat - Comercial Office $$$ max active demand ON.
Co$$_activedem_ON.dat - Comercial Office $$ max active demand ON.
Cs$$$_activedem_ON.dat - Comercial Service $$$ max active demand ON.
Cs$$_activedem_ON.dat - Comercial Service $$ max active demand ON.
Cs$_activedem_ON.dat - Comercial Service $ max active demand ON.
ID_activedem_ON.dat - Industry Dirty max active demand ON
IHT_activedem_ON.dat - Industry High Technology max active demand ON
IM_activedem_ON.dat - Industry Manufacture max active demand ON
IR_activedem_ON.dat - Industry Resource max active demand ON
R$$$_activedem_ON.dat - Residential $$$ max active demand ON
R$$_activedem_ON.dat - Residential $$ max active demand ON
R$_activedem_ON.dat - Residential $ max active demand ON
::EXTRA_TOOLS (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)
These extra features provide more control over your cities.
-desire_override.dat - Change the park and landmark effect in the overall desirability, overriding others factors such as
traffic, pollution, crime, education, garbage, etc..... in effect you can manipulate the overall desirability using parks.
-easymoney.dat - Multiplies the monthly income of your taxes by 10 so you can lower taxes to 1% and still run your city easily.
-no_fire.dat - Elininate all fires occurrences, including arson crime so you will never be interrupted again by a random fire...
-NO_TRAFFIC.dat - Transportation won´t generate traffic. I used this to make ultra-population experiments (3.600.000 sims in
the smallest city) and other "stress tests" that required the elimination of traffic from the equation.
-Super_waterpipe.dat - Improve water pipe radius, requiring LESS pipes to cover your city. Especially useful in the larger
cities due to performance issues.
-parktools.dat - The first 4 itens in the "park menu" have the follow effects:
1) basketball court: Creates 10.000.000 JOBS for low wealth sims (R$).
2) ranger cabin: creates 10.000.000 jobs for medium wealth sims (R$$).
3) tennis court: creates 10.000.000 jobs for high wealth sims (R$$$).
4) small plaza: If you install the "desire_override mod" plopping this item will Max out desirability for the entire city,
for all developers(residential, commercial, industrial - including Farming which will grow anywhere you place them....)
I´ve used this tools to make super-population experiments, among other things.
Detailed Explanation on the Concepts behind this mod
Before ugins this mod, it´s important to quickly review how some things
works in SimCity 4 so you can understand what the mod changes.
Every commercial or industrial building in SC4 has a capacity that indicates how many SIMs can work in it. What not everybody
knows is that Capacity does not equal JOBS. The game's engine will derivate the JOBS based on the CAPACITY of the building.
It´s important to know that there´s only 3 types of JOBs:
It can look pretty obvious since there´s only 3 types of SIMs: R$, R$$, R$$$. But we have different type of workers based
on the level/quotient of Education (EQ). Internally the games splits the workforce in 4 levels for each wealth type, based
on the EQ. So in the end we have 12 different "types" of workers. Actually this "workforce subsystem" has only one fundamental function in the game: Each type of the 12 workforce type will dictate what type of "developer" commercial (service or office) or industrial (dirty, manufacture or high-tech) to build by increasing its respective demands.
So if you have a city with no shools (low EQ) there will be little or no demand for IM, IHT or even commercial offices.
But in the end, there´s only 3 types of JOBS as stated before. So once a industrial or commercial building appears in the game (grows or if you plop) it will provide JOBS, and SIMs regardless of the EQ level, WILL work on it.
Now that the workforce role is clarified, lets Back to Jobs x Capacity.
Each Industry or Commerce pertains to a wealth level ($, $$ or $$$) BUT as stated before, the capacity of the building does
not translate into JOBS. Wich means that an Industrial building wealth $$$ with capacity = 40 DOES NOT generates 40 $$$JOBS.
For each type of commercial or industrial, the game engine will derivate $, $$ and $$$ JOBS for each building, using the
capacity as reference. So in the previous example, the IHT building with 40 capacity will generate, based on the default game
settings, 4 $JOBS(10%), 32 $$JOBS(80%) and 4 JOBS$$$(10%)*.
* BUG: The game engine have a BUG that prevents the JOBS$$$ and JOBS$ for Industry Hi-tech for being created. If you ever
wonder why wealth sims ($$$) NEVER work on IHT building, now you know why. This bug occours when you try to use(when modding the game) similar % for each JOB type. Since the default game specs dictate 10% for BOTH JOBS$ and JOBS$$$ on IHT industry,
the game engine will truncate theses values and will generate noone.
So it´s possible to change the amount of Jobs generated for each developer type.
The overall and resumed demand cycle works as follows:
1) Industrial or Commercial building grows generating JOBS. (as explained above, it´s possible to change which type and how many JOBs each type of developer will generate).
2) For EACH JOB ($, $$ or $$$) created, the game adds TWO "points" (200%) of the respective ($, $$ or $$$) RESIDENTIAL DEMAND. - do not confound building capacity with JOBS!!! a single building usually generates all tree type of jobs, regardless of the wealth type of the building (exception for I-D, I-R and Cs$ which for balance/concept reasons, only generates $JOBS)
3) Residential buildings grows, generating Workers (usually 30 to 40% of residential occupancy is of workers)
4) School (EQ) factor splits the workforce into 4 categories for each wealth level.
5) Each one of the 12 "types" of workforce will increase the demand for certain developer types (Industry and Commercial)
6) The new added commercial/industrial demand allows more buildings to grow, closing the cycle which then restart at step 1.
This is the overall cycle. In the "in-betweens" other events occurs and it's possible to "hook" some commands such as increase or decrease demand, caps, etc.... every time a certain build grows, it satisfy the respective demand by 100% (changeable) of the added capacity... it also CREATES or ALLEVIATES CAPS (which can be modded too) among other possibilites.
TO be brief, The demand cycle is very segmented and allows a great deal of customization.
Ah and it´s worth to note that due to this segmentation, each demand type is a isolated variable and it´s possible to set the minimum and maximum values for each one at will (including regional demands)
Look for more info on the Simtropolis.com and Simcity4Devotion.com FORUMS (modding section) for more information.
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 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:
Note: This is not intended for use with the older 205 version of the streams, which have different IDs.
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 only make 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' menu 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, please see here:
Happy painting ;o)
By rivitNAM v32 has added a new approach to rail - Real Railway - which is expected to continue to evolve. RRW looks great, is quite complete, is usable and easy to convert to. This mod adds a few extras to the NAM set and offers preliminary support for things that can be expected to change over time.
Included are 10 NAM Viaduct skins, re-rendered Rail Tunnels and Crossings for all of my Streets as well as my first take on the Maxis railway crossings, NAM FLUPS and a partially complete T21 set for the plundere catenaries.
The mod is packaged so that it is put into plugins exactly as it is in the zip (i.e.. Plugins/Z___RVT Modds/RVT zRUM for RRW) and you delete that which you do not use. Please refer to the readme.txt file included for more details.
NOTE: If you have previously installed the Rail Upgrade Mod but now use NAM RRW then the RUM should be completely uninstalled - these files takes its place. The Original RUM is not compatible with RRW which is a completely different rail set.
This mod will not work with any version of NAM prior to NAMv32. RRW must be activated.
rivit Feb 2014.
Version 4 is an interim release adding new features and fixes identified since 2014.
rivit May 2016
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 blunderCascadia God Mode Tree Controller ~by: BlunderThis is a seasonal tree controller designed to give trees generated by your god-mode flora brush the appearance of a mix of flora from across the pacific northwest. It features a large selection of flora, including deciduous mixed with conifers, evergreen forests, scrubby slopes, meadows, alpine wildflowers, etc. There are 2 versions of this file; one with MMPs and one without MMPs. Also included are uninstall support files, so that it is possible to switch away from this controller without removing all flora in your cities first. Tree controllers are advanced game mods with many issues if you're not careful. Because of that it is VERY IMPORTANT to read the documentation first! Failure to do so before posting issues/complaints may lead to 'RTFM'-isms.
For more screen shots please see this entry of my CJ.
There are 4 files with this controller-
The first 2 are the tree controller. Choose only ONE. As the name states, the first also has MMPs while the other one doesn't. As this controller is made up of a whopping 38 brushes you might not want to clog your MMP menu with the MMP controller. The other two files are only for uninstall support so that you don't have to bulldoze all the flora planted with with this controller if you ever desire to switch tree controllers. Do not have one of the bottom two files in your plugins if you want to use the controller. If you only wish to use the MMPs but not this god-mode controller, choose the file CTC_uninstallsupport_withMMPs.dat. All 4 files are fully interchangeable.
Due to game mechanics there are no such thing as compatible tree controllers. Therefore you must remove whatever existing tree controller you are using (such as Vortext's, CP's, Heblem's, my old one, or a God Mode patch like for the PEG pines). BUT FIRST you must remove all flora planted with that tree-controller. For this reason it is HIGHLY RECOMMENDED that you switch tree controllers only when starting new cities; new regions would be even better. Loading a city tile that has trees on it from a tree controller that no longer exists in your plugins will result in a Crash To Desktop.
1. Do what it says under Compatibility; bulldoze all trees from your previous controller on tiles you will play on, then remove the old controller file from your plugins.
Alternatively, instead of manually bulldozing your flora, you can use the extra cheat 'flora off' followed by 'flora on' to remove all flora from your city tile before installation. Note that this removes ALL flora on the tile and not just what was planted with the god-mode controller
(requires extracheats.dll addon)
2. Place this tree controller file in your /Plugins directory.
3. Install all of the dependencies in your /Plugins directory too.
4. Plant those trees!
If you ever wish to remove this tree controller, you do not have to bulldoze all your existing flora. Instead simply place one of the CTC_uninstallsupport_**MMPs.dat files in your /Plugins directory and remove the Casacadia_TreeController_**.dat file. This will allow your already planted flora to continue to exist without brown boxes or crashing to desktop.
Tree Controllers are advanced mods and you should not underestimate their capacity to Make Things Go Wrong.
1. CTD- As mentioned above, any flora from an old tree controller must be removed before the old tree controller file is deleted from your Plugins or a crash will occur. A lesser known issue is that if the file with the old MMP brush is gone but the model file still exists in the plugins, the tree will still show up and the game will be playable. However if that tree gets destroyed (either by bulldozing or by changing the elevation of the terrain underneath it) this will also cause a crash.
1b. Sometimes a crash occurs when the tool hits the edge of a city tile. This can have two possible causes:
1- It's a multicore issue, so set your -CPUcount:1 tag in your desktop shortcut.
2- Your game is not updated to at least version 1.6.38. Go update it. Getting it to version 1.6.40 would be ideal.
2. Performance- All tree controllers have a significant detrimental effect on your game's speed because of the large number of items they place in your city. To make matters worse, this controller contains a large number of small and HD items placed closely together. These factors mean that this tree controller will likely completely destroy your game's performance. You can mitigate this somewhat by turning shadows to 'low' in your graphic settings while planting trees, and only turning the shadows back up to 'high' when you're done.
I HIGHLY recommend turning shadows to 'low' while planting, then turning them back up to 'high' later.
Recommended minimum PC specs:
2.5GHz or greater CPU cores, 64-bit OS with the 4Gb address patch applied to the simcity4.exe file and at least 4Gb RAM.
Tree controllers also usually behave oddly on multicore processors. Try setting your -CPUCount:1 tag in your desktop shortcut if you experience graphic 'jumping' while planting or other issues. Note that this is not a universal rule, and some multicores actually handle the game quite well, so test as you will because your mileage will vary.
3. Terrain Controllers- These mods of visual goodness interplay with Tree Controllers in a number of ways.
a- Cliffs. If you use a 15m Diagonal Jagged Edges mod (DJEM) you will have trees landing on your cliffs. This is because the variable that controls where cliffs appear on your landscape is found in your Terrain Exemplar and is called MaxNormalYForCliff (MNYFC). A DJEM sets MNYFC to .77. However I have calibrated this tree controller for my own personal use to work with a MNYFC of .65, because mountains look much better with a lower MNYFC. So have your bulldozers ready if you tree around cliffs.
b- Snowline. Both the snowline on your terrain mod and the treeline of a tree controller are modifiable variables, and if you have modified your own snowline or are using a terrain mod other than Lowkee's or Gobias' then you will have to adjust this manually to your own settings.
Advanced users only: To customize your treeline, open the ilive's Reader tool. If you are using Lowkee's or Gobias' terrain mods, then open the file **Properties_**.dat. If you use any other terrain mod, open the file zLK_FloraTuningParameters.dat (see dependencies). Which ever you opened, look for the exemplar file that is named Flora Tuning Parameters. The variable you want to alter is called Flora: Elevation Scale Range. It will take trial and error on your part to determine what value of this property works best for you.
A note on useage:
Often I see people using my PNW tree controller to just lay down a bare minimum amount of trees that comes from quickly swiping the tool over the terrain. This is not how a tree controller is meant to function. It takes time moving the tool over an area to apply the full range of flora; so be sure to take your time planting trees!
You will notice a large difference in the time it takes to cover an area between the lower elevation and higher elevation trees. The lower stuff takes up a much larger space and hence is placed quicker. The tool works very quickly on the lower elevation stuff.
However the subalpine and meadow content is very, very small, and likewise requires a significantly longer amount of time to completely cover in trees. You might want to use the alpine stuff sparingly as much of it is not visible from region view and because it’s HD it will bloat your filesize. (For those of you who worry obsessively about prop pox and filesizes: don’t. Flora does not write to the network subfile and hence does not contribute to prop pox).
Because it’s seasonal, you need to plant trees about September 1. Anything planted between Aug 5 and Sept 4 will change seasons at the same time, so you have some leeway as to when to plant.
There are several dependencies for this tree controller. If you use flora MMPs at all you likely have all of these already. Yes there are a lot. No I don't care, because there isn't some magic alternative where they're bundled together; it's this or nothing. Make darn sure you have the latest update of these files; many have been updated since their initial release.
Flora by CP:
BSC Mega Props CP01
BSC Mega Props CP02
VIP Rural Pack
Flora by Giraffe:
Flora Tuning Parameters by Lowkee. As mentioned, if you already use Lowkee's or Gobias' terrain mods you DO NOT NEED THIS because it comes bundled within their terrain mods.
First, a great big old THANK YOU!!! goes to CP and Girafe for BATing all this excellent flora that we get to work with. I also have to give a big shout out to Lowkee for documenting much of the current knowledge about modding flora and tree controllers and for all his contributions to the community.
Mad props go to my testing crew, including but not limited to Paeng, Simcoug, Vortext, Tariel, Shroud, Nos17. Also big thanks to the whole simpeg crew who offerend their thoughts, constructive criticisms, and support on this project.
And last but certainly not least, a big thanks to you for downloading.
Feel free to drop any and all thought in my BAT thread; Blundered BATs over at simpeg.com
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!
In SimCity 4, people would rather live next to a dump than a Disease Research Center, simply because the DRC produces radiation, which in the SimCity world is a very bad thing that will drive people away (in real life, everything produces radiation). This merely takes away the radiation factor from all new Disease Research Center and Advanced Disease Research Center units, though it won't stop damage from previous ones or prevent protesters (annoying but harmless), and thus makes the simulator more realistic. There is an attached read me file that explains more.
This was produced with ilives reader, but I understand that some people don't have the desire to muck around in it (or have a Mac)--that's why I produced this mod. It's very small and simple (1KB) but does the trick.
UPDATE: added mod for Advanced Research Center in the ZIP
This is my first 'real' mod.
This is a simple mod that extends your beaches. It adds a more realistic feel to your beaches.
This is compatible with other (like terrain mods, beach textures, water textures...) mods, since it has no textures. All it does is extend the beach further onto the land.
I used a beach mod in the picture. Here is a link. And a water mod. Sorry, no link.
Do NOT upload this ANYWHERE without my permission.
By boon1234This is a mod that stops low density Maxis R$$$ (the huge, sprawling mansions) from growing in your game. But the higher density R$$$ condos and apartments still grow, as well as 2 of the smaller 2X2 high wealth homes that blend in better.
Simply unzip and place the DAT file in your documents/SimCity 4/plugins folder.
CREDIT GOES TO ANDREAS ROTH FOR THIS TUTORIAL:
If you are comfortable withusing Ilive's reader to mod, you can make a similar effect to any degree you want if you are unhappy with any of the things this mod allows you to grow. Simply take any existing block-all-R$$$ mod, highlight any of the examplers which represent the buildings you still want to grow, delete those examplers and save as a new DAT.
By SimFoxThis modd alters the look of both Day (slightly) and Night (in far more drastic fashion)view of the game.
Days gain richer more natural looking shadows, greater overall contrast and better interaction of terrain and various models (in terms of shading).
Nights are now much darker and less blue/purple. Yet unlike in some other similar modds they aren't completely black-hole, pitch black. The city, vegetation and terrain are all still visible in the night, albeit just so.
Installation is very simple just unzip the content of the archive into your Pluging folder and start the game.
Special Note on truNite buildings.
This modd is tailor made to work with DarKNite TruNite buildings. Normal truNite ones will look overly bright and blue. So look for special DarkNite releases!
Have FUN! Questions and suggestions for a time being may be addressed to BAT4Max thread
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 NAM TeamNOTE: 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.
The 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 Mac version of the NAM. For the Windows version, see here.
NOTE: Due to limited team resources and a lack of familiarity with the Mac version of the game among current NAM Team members, Mac-specific tech support is extremely limited. The best resource for Mac-related inquiries is the Simtropolis SC4 Mac Users Board.
The NAM installer on the Mac platform is essentially the Windows installer contained within a Wineskin wrapper. This allows Mac users to have largely the same experience as Windows users in installing the mod, though there are some quirks because of this.
When one initially opens the NAM Mac package after downloading, there will be two items present: read-first-nam36.html and NAM36MacWrapper.dmg.
Double-click the file "NAM 36 Mac Wrapper.dmg". Once the .dmg file has expanded, double-click NAM36MacWrapper.app to execute the wrapped NAM installer. When you navigate through the installation process, the installer will show a popup message asking whether you are trying to port the NAM to a Mac. Select 'Yes'. In custom installation, the installer allows you to change the default path of the installation.
DO NOT CHANGE THE DEFAULT PATH.
The default installation will end up in "~/Documents/SimCity 4/Plugins/Network Addon Mod". If that is where your plugins are located, everything is fine. Though, if not, you will have to move the folders "Network Addon Mod" and "z___NAM" into your actual plugins folder after the installation process finished. (Advanced users will want to create a symlink at "~/Documents/SimCity 4".) The reason why this is necessary is that, currently, some of the installation paths of the NAM cannot be changed which therefore would always end up in the default location. Hence, this approach ensures that your installation does not miss essential files.
The location of the plugins folder is "~/Documents/SimCity 4/Plugins" for the Steam and disk version, whereas it is "~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins" for the App Store version.
To reveal the Library folder in your home folder, in Finder, open the "Go" menu and hold the Option (Alt) key. The Library folder will then appear in that menu. During the installation process, the installer will display a popup message reporting that it failed to build a custom controller. Ignore this. You will get a full-featured controller. The effect of a large controller file is not as serious with the Mac rerelease as with the original Windows release.
The reason why the controller compiler fails is that it is Java-based and, even if you have Java installed on your system, it cannot interact with the wrapped installer, at this point. Advanced users, who want a custom controller, may run the stand-alone version of the compiler (see point B below). After the installation process finished, copy the folders "Network Addon Mod" and "z___NAM" into your plugins folder, if it is not in the default location, as described in point 4. Also take note of DatPacking situation, as it pertains to a bug in the Mac port of the game. Enjoy the NAM.
NAM Version 36 will work with all versions of the Mac port, except for disc copies running the Aspyr Universal Binary Beta Patch.
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 12 1/2 years the mod has existed.
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