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 simmaster07What does this do
Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements
This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been tested on Steam so far. If your version of SC4 is unsupported, an error message will appear with update instructions, and no changes will be made to your game.
Simply unzip the DLL in your My Documents\SimCity 4\Plugins folder.
To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly.
Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
Development Thread and Source Code
Currently investigating other fixes and functionality that might be enabled with this kind of third-party DLL. Please report bugs in the dev thread.
By BuggiThe SimCity 4 Extra Cheats Plugin
The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public.
The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions.
However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk.
How to use this file in the game:
After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection.
Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions.
To fill in some unknowns Maxis has given me the details on a few of the missing descriptions.
Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever. WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively. GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background. Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>) Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city. Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60
Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above.
By VIP TeamThis pack contains seasonal plopables plant, and various decorative elements for your landscape. The seasonal props has the S logo.
Note: for fitting with other seasonal items, props need to be planted the 1st September ot the 1st Marsh. We do not recommand you to use seasonal trees on growable LOTs.
The Pack are included:
You need to have in your plugins:
VIP CarPackMMP vol1
Seasonal Flora Patch for All Terrain Mods
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 by Manchou and Vnaoned. Modding by Badsim.
If you have questions or problems you can leave us a message SC4devotion thread
By rivitThis set is designed to completely replace MAXIS styled streets - everywhere. It is a complete redesign and new implementation of the streets I first made in 2005. Since then NAM/SAM/Euro and a lot of other street tiles have appeared. This version is compatible with NAMv32
Applying these files will completely suppress the MAXIS street look (everywhere, instantly). Its intended that way. Try it, fly it - if you don't like it remove it.
Put the entire zip contents into Plugins in a directory alphabetically after Z___NAM, preferably so it becomes Plugins\Z___RVT Modds\RVT Streets\*
Remove what you don't need - see readme.txt for instructions.
Revert by removing the .dats However some tiles used in a saved game may need to be relaid in order to guarantee their removal. (thats the way the game works)
These are designed to work seamlessly with my SAM4 - NZ Gravel, and SAM5 - Rural Tarsealed Streets.
Please bring oddities/omissions to my attention, ideally with a tileid or image, preferably on the Forum support page.
Techs/Modders - the straight, 90 curve, diagonal and T,X intersections as BMPs are included in the archive in Dev/MAXIS. Dev/NAM has the modified NAM colours. I've included these for you to be able to make lot textures and even adapt your own specials should you desire.
Thanks to rsc04 who prodded me to revisit my streets and contributed fixes and feedback. Thanks to you all for your patience - it took me a while to update this set.
rivit Apr 2015
Oct2017 - Brought Up-to-date with NAM36 - added WRC content and improved some color matching.
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 rivitThis is my SAM2 implementation of the streets I first made in 2005, and is a by-product of learning how to make my other street sets in June 2010. Particular care has been taken to account for how bricks are actually laid for tidy curves, intersections and joins and use my original textures. In this case I have also used brick kerbing - which may suit some Euro cites more.
This set MUST be loaded after NAM and SAM in order to override these textures.
Ideally this should reside in Plugins:\Z___RVT Modds\RVT Streets
Revert by removing.
These are designed to work seamlessly with all of my Streets.
Produced with Photoshop, GoFSH and Reader.
rivit Jan 2011
By rivitThis set overrides the SAM4 - PEG Gravel Textures. It is based on the type of gravel roads found throughout NZ and parts of Australia. These roads consist of an earth base, with 1-3cm bluestone gravel graded onto the surface. Relatively cheap to build and maintain they can represent a substantial challenge to inexperienced drivers. Rally driving on the other hand is a great deal of fun.
This set MUST be loaded after SAM in order to override these textures.
Ideally this should be installed in Plugins\Z___RVT Modds\RVT Streets
Existing PEG Gravel streets will appear as NZ gravel. Revert by removing .dat.
These are designed to work with SAM5 Override - Rural Tarsealed, and Urban Tarsealed Streets
Requires SAM to work...
rivit Dec 2010
By rivitThis set overrides the SAM5 - Trolca Dirt Textures. It is based on the type of tarsealed streets found throughout Australia and NZ. These streets are a redesign and new implementation of the streets I first made in 2005. This set is for outside the city or in the poorer fringe suburban areas - they will never get kerbs or footpaths, unless High density evolves.
This set MUST be loaded after SAM in order to override these textures.
Ideally it should reside in Plugins:\Z___RVT Modds\RVT Streets\*
Existing Trolca Dirt Tiles will appear Tarsealed.
Revert by removing .dat file.
These are designed to work seamlessly with SAM4 - NZ Gravel, and Urban Tarsealed Streets
requires SAM to work...
rivit Dec 2010
By rivitFancy a quick trip from Amsterdam or Koln to Paris - try this 300kph wonder. I know one day I will. Implemented as Passenger Rail replacement and/or HSR replacement
To revert just remove.
rivit Oct 2017
By rivitTwo alternative versions of the InGame LowriderCaddy
you can only add one of these at any one time, they do not replace the game one.
By FantozziThis is a gadget or maybe a toy for content creators. If you don't create props or bats with 3D-software you won't need this.
Dear bat and prop makers,
if you use the free GNU Image Manipulation Program (short: GIMP) you may like this and find it usefull. Especially if you need many different grunge, rust and metal textures for your creations. Especially if you need to produce a whole series of similar but all a little different textures you might like this.
I made this while working on my farming project to speed up the process of creating textures and to adjust them quickly f.e.
- all types of metals from stained iron to realistic copper, aluminium and chrome.
- to adjust the amount of effects like rust, liquids, corrugated, scratches etc. without big hassle
- to create also fitting reflection and glossiness maps matching in seconds
How to use:
Basically this is nothing else than a graphic file in propretary GIMP format with a bunch of layers.Open this like any other graphic file in GIMP. Turn on and off the different layers and mix them by adjusting transparency. The layers hierarchy has a certain logic and shouldn't be changed. Just play around - if satisfied with the result just export into the desired graphic format like jpg or bmp or webp or whatever.
By mikeseithThe long lost Japanese car replacement mod.
By 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 11241036Short description:
This override mod replaces the concrete sidewalk on SAM 8 Cobblestone Streets by the same cobblestone texture found on pedestrian zones. (See screenshots.) The main reason for me for making this mod was to improve the look of older districts of a city and having a smooth transition between SAM 8 streets and aforementioned pedestrian zones. This mod does not affect any in-game function, neither of the SAM 8 streets nor of the pedestrian zones, it is merely a visual enhancement.
Furthermore, I’ve replaced the lanterns on the streets by older looking lanterns. These will automaticly be spread on the sidewalks by the game on all straight orthogonal and diagonal routes, when buildings (both growable and ploppable) are standing there.
Since several players already use roadtop transit stations (like those from the RTMT), I’ve also created 3 roadtop transit stops that can be placed on SAM 8 streets from this mod, visually fitting the textures. There are stations for bus, subway, and bus and subway combined. For users of RTMT, I’ve added a texture that will replace one of the RTMT’s textures (on the Roadtop SAM 8 stations) to match the textures from this SAM 8 override mod.
For further information, please refer to the readme in the download.
Please read the installation instructions below carefully, because not only is the installation a bit tricky, if this mod isn't installed correctly, it may not work.
- Network Addon Mod Version 36 or newer: This mod includes the following mod packages required for this plugin: Street Addon Mod. Without the Street Addon Mod, you won’t be able to build SAM 8 streets in the first place. As you may already know, it introduces a big variety of additional networks to the game.
The dependencies below are only required for the roadtop stations:
- SFBT Moderne Bushaltestellen von Fluggi und khoianh94 or SFBT Modern Bus and Tram Stops: Contains the bus stop buildings and the most props on the lots and introduces a series of bus and tram stops on or next to roads. Only the file SFBT_Haltestellen_Fluggi_khoianh_Props.dat is required; you can delete the rest of the files if you don’t want to install the bus and tram stops themselves.
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2536 (LEX registration required)
- Road Top Mass Transit (RTMT): Required for the subway stairs. This plugin introduces a set of various road-top traffic stations. You’ll only need the file RTMTV3_PropF_Subway_Ninja_Gray.dat.
Link 2 (with installer):
Note: If you don’t want to install the RTMT plugin itself, you can instead download Additional Subway Entrance Props. This plugin contains the same file. Since it only contains props for plugin developers, it does not modify the game itself.
- SAM No Grass Mod: Required for the SAM 8 overlay textures. This sidewalk mod alters the look of SAM streets 2, 7, 8, and 9 by removing the grass parts of the sidewalks.
The homepage is in Japanese and therefore most people won’t understand everything. After following the link below, scroll down a little bit until you see a file with this name being mentioned: z_SAM_NoGrass_Mod.zip (you may also have a look at the last screenshot below; its content is not part of the Full Cobblestone Street mod, I've just added it to facilitate looking for this dependency file). Hit the Download link to download it.
Note: If you don’t want to install this sidewalk mod itself, open all folders in this mod that you find and remove all files except those containing “Omake“.
Currently available languages:
Note: This is my first attempt at uploading multilingual files. I tried my best doing everything in the way a tutorial explained it to me. Players that have installed the game in German should get German text, everyone else should get English text. (This does, however, only count for the roadtop stations.) If this does not work, please write me a message or a review here.
Step 1: Basic installation
Extract all files to a folder where you will find them. Move or copy the folder z___zSAM 8 Cobblestone Street Override (it is strongly advised to keep the folder name) into your Plugins sub-folder of your edition of SimCity 4 (for instance: C:/Programs/Maxis/SimCity 4/Plugins). You can overwrite any previous version of this plugin with the new files.
Step 2: Road textures
For users of default (American) road textures: Remove the file SAM 8 CSO Euro Textures.dat.
For users of European road textures: Remove the file SAM 8 CSO US Textures.dat.
Step 3: RHD/LHD on roadtop stations
If you have right-hand drive installed: Remove the folder Roadtop Stations LHD.
If you have left-hand drive installed: Remove the folder Roadtop Stations RHD.
If you do not want to install the roadtop traffic stations at all: Remove both folders.
(All stations will work with both RHD and LHD, they just look differently. See screenshot below.)
Step 4: RTMT users
The file SAM 8 CSO RTMT_SAM_Textures Override.dat will override one of the textures of the RTMT, having the texture on your SAM 8 roadtop stations match with the textures from this SAM 8 override mod. (I'm, however, not sure if this requires you to bulldoze your SAM 8 stations and build them again, if this would be the case, please leave me a note here.) If this is not desired, remove this file.
To uninstall, demolish all roadtop stations from this plugin in your cities, if you've built some, and then remove all files from this plugin.
Further notes on installation: - This mod will affect the look of all SAM 8 streets immediately after being installed. It is not necessary to build new streets, and it is not necessary to remove them before uninstalling.
- Make sure that the folder containing these files loads last in order to override all default NAM files, or else this mod will not work.
- Important note: SimCity 4 apparently handles special characters, such as the “_“, differently than Windows Explorer. Windows Explorer shows files containing the “_“ first, but SimCity 4 loads them last. Changing the above mentioned folder name can result in this mod losing its effect because it will be overridden by the files from the folder “z___NAM“.
Since this plugin requires installation of the Network Addon Mod, it is only compatible with SimCity 4: Rush Hour, or SimCity 4 Deluxe.
- Ganaram Inukshuk (Simtropolis Exchange) for valuable help on explaining me how to create the textures for this modification. - eggman121 (sc4devotion) for valuable help on explaining me how to add props (lanterns) on these streets.
- rsc204 (Simtropolis Exchange) for the suggestion to release an override texture for RTMT users.
You are of course welcome to write me a private message or leave a comment here for any of the following:
- You want me to make improvements or additions.
- You have found a bug.
- You want me to improve the readme text (the English one in particular, my English may not be perfect).
- You can translate the in-game and readme texts to another language.
- You found out that I forgot to credit someone (hopefully I can remember everyone).
The SAM (Street Addon Mod - NAM) is one of those indispensable mods, adding a wealth of variety to street networks. But SAM 6 however was a little too bright for my tastes, so I've darkened it to reduce it's visual impact. This is one of those little things I often tinker with, I figured some others may find a use for it too.
On the way I've added optional support for the following:
Full EU Textures. Additional crossing support for both PEG205 and RealRailway (RRW) crossings. Modified many avenue and rail pieces to add grass to better blend in with your game. v2.36 (Sep 17) - Added support for new NAM 36 content (WRCs & Elevated RRW). Install
First, note if you are updating from v1 of this mod, you need to remove that manually. Find the folder z____MGB Darkened SAM-6 Mod (assuming you used the default setup) and simply remove it.
Run the included .exe Installer, built with NSIS. It will allow you to choose from a number of options and then install the files you need, simples!
If you don't like installers or are a Mac/Linux user, the option is there to open the archive with 7zip or similar. However it may be tricky to find the right options, not a lot I can do about that sorry.
By default this mod will install to the directory z____MGB Mods/Q - SAM6 Darkened. I highly recommend you DO NOT change this. It's been smartly designed to integrate with many other mods if left alone.
Users of the RRW Reskin will want to manually delete the rail textures after install file (SAM 6 Darkened Rail - RRW.dat) or overwrite it with the equivalent from RUM for RRW. (note this is not yet in place at the time of writing).
Please read the included readme, as always it contains important information. As for all my mods, after installation, you can find it in:
My Documents\SimCity 4\LEX_Downloads\MGB Mods
This is to avoid clutter in your plugins folder
Network Addon Mod (NAM) with the Street Addon Mod (SAM), specifically SAM 6 selected.
Having problems or Got comments? Then please visit my support/development thread on Simtropolis:
By 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.
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 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
Eight new MMPs based off Truck and Rail props by JES.
BSC Mega Props - JES Vol01
BSC Mega Props - JES Vol06
I've tried my best to make sure that these props have super-small footprints, so that you can get them into tighter spots, this also means they will happily overlap each other too, so go careful with the clicking. Each MMP has a Blank prop so if you do mess up, keep clicking until the prop is removed and you can try again nearby if you wish.
Having problems? Got comments? Then why not visit my thread at Simtropolis:
By CorinaMarieMany of you are familiar with the New Zones View in TSCT:
With the guidance of @rsc204 I was able to tweak the Zones Data View to my personal taste. I realize most of you could do this yourself, but I'm uploading mine in case anyone would like to use it.
What this does is enable the game to also show the Traffic, the Water Connectors, the Retaining Walls and Tall Foundations on lots, and the Wildlife in addition to the Subway Tunnels of NAM's version. It hides the Trees which was my initial motivation for looking into (and learning) how to do this.
There are two files attached:
Cori's Tweaked NetworkAddonMod_Zone_Data_View No Props.dat Cori's Tweaked NetworkAddonMod_Zone_Data_View With Props.dat I personally don't care for showing the Props, but I believe that's an option in TSCT to show the neighbor connection arrows on roads and rails as well as the various Zots so I've included a With Props version too. Showing the props might also be useful for when there is a missing prop dependency and you want to see them without the buildings in the way.
To install, just drop one or the other .dat file into your Plugins Folder. This will work with plain vanilla if you like. For the other 99.9% of the peeps, you'll want to delete NAM's NetworkAddonMod_Zone_Data_View.dat file located in the Network Addon Mod folder. You can do that manually or just run TSCT and uncheck the top box for Use new Zones View then Save and it'll delete the relevant file for you.
For the curious, there are more specific details in my post here. Mostly this part for what hex value does what:
There are No Dependencies for this.
Edit: On the off chance peeps like this and want to host it on other sites, you may do so provided you give me credit. Include a link to this thread and a link to my profile here at Simtropolis. (Helps insure against loss if anything should happen to our beloved ST.)
By CorinaMarieThis mod stems from the discussion in my Pedriana Plants Killer Modd - Buggy Water Zots? topic. I discovered that while the Pedriana Plants Killer Modd does prevent new ones from growing it has two side effects not mentioned. Namely, because the 5 base lots it blocks are set to either stage 15 or stage 255 this prevents those lots being used by other farms as well. Also, as @twalsh102 discovered in the aforementioned thread this also causes them to be above the stage 3 cap for requiring water. So, existing Pedriana's Plants that were already grown and doing fine will then need a water connection with that mod installed.
I went a completely different route and simply extracted the single building exemplar and changed the OccupantGroups to 0x00001006 (Building:Park) such that it will no longer grow, but also there are no ill side effects to the existing ones in the game.
By VitimusIf you play SimCity 4 this is a must have full featured Launcher! It will let you to play SimCity 4 on a custom resolution, or play in a window while surfing the web or doing other things in the computer.
Have you ever lost hours of progress due to a crash? Forgot to save?
Never loose you progress again, with the auto save feature.
Your game will be automatically saved while playing on a chosen interval.
Play your game in full 1920x1080p on a huge 21" monitor or any other resolution.
Play in widescreen resolutions.
Play in full-screen or play in a floating window, no more ALT+TAB.
List of features:
Auto Save Feature - automatically save your game progress while playing. Quick saving - no one have time for long waiting dialogs. Save in a customized interval, you can adjust the interval from 1 to 120 minutes. Log saving events Custom resolution Detect current resolution Color depth Launch game in full-screen or windowed Rendering mode (Software, OpenGL or DirectX) Background Loading Ability to turn Music and Sound On and Off Option to skip the Introduction videos Game pausing Choose a custom game data directory Change Language Change process priority Feature to change number of logical core used. Browse for the location of the game Auto detect game executable on common directories Specify custom parameters Change between 9 background images Random background Option to exit the launcher when the game is launched Option to reset defaults Auto save settings to INI file No dependencies, single executable. Works on Wine (Linux, Mac OSX...) Auto Updater Download Page
By rsc204SWN is coming...
This page has only been updated so I can get everything ready...
SWN is in the final stages of preparation for release, so for now the download here only contains the original SEN mod. SWN will add support for US users, TGN, NGN and TSR compatibility and much, much more. SWN is the replacement for SEN, bringing texture unification to new levels. Want to try out an early preview version?, take a look here where you can download it:
This Mod contains a complete Sandstone override for much of the NAM content including the RHW, NWM, TULEPs, Tram in Avenue/Road/ Street, GLR/Rural GLR, Turbo Roundabouts, Misc Fixes and more too. It has been my aim to kill every bit of Maxis white possible, and I'm finally at a point where I am satisfied I've met that goal. I've made this mod for my own game, as I find I don't use the NAM pieces that don't fit, so they are based on Euro Textures only right now. I use a LHD setup, but have included RHD versions also and from the limited testing I could do myself for such a large mod, they seem to be pretty complete.
To ensure these files load after the NAM, please ensure you copy the folder in the zip file into your SimCity4 Plugins folder without renaming it. Also note it will need to load after any mod that changes the textures of the included components.
You can choose just the files you need, or decide to use a complete install, whichever you do please remove all the LHD files if you are a RHD user or all the RHD files if you are a LHD user, otherwise stoplines may appear on the incorrect side.
The Tram in Road textures require the file "TIR-s3d fix.dat" contained in Magneto's Super Light Asphalt Mod or a few will not display correctly.
The Japanese NAM Facelift Mod (links contained in tutorial) is highly recommended, if using this make sure that the Sandstone Euro NAM loads after the Japanese Facelift Mod.
Please read the included readme, it goes into more detail than I have here and will help to avoid problems with this mod. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis or visit me at my regular hangout on Simpeg.
A big thank you to David G. Varona for making the Alpha textures for the Turbo Roundabouts and GLR, plus for showing me how to use photo-editing tools to lighten the workload on this project considerably.
I would also like to thank all those community members who've offered me assistance in order to improve the quality of the released project. Their time and the time taken by those who have written various tutorials has enabled me to create this mod in the first place.
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