By NAM TeamThe Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes.
This is the Windows version of the Network Addon Mod, featuring an installer. A Mac version is available here.
NOTE: The file is available directly on the STEX once more, thanks to the benevolent Dirktator! ModDB also remains available as a registration-free mirror, which can also be accessed here.
Installing over previous versions: If you already have a version of the NAM installed, NAM 36 should be installed directly over top of any previous NAM releases, to ensure that your previous installation options are retained. A clean install is not recommended, unless you do not already have a version of the NAM installed. For more information, see here.
Tech Support: Since NAM 36 is now the most recent release, technical support for NAM 35 and earlier is no longer available.
Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 13 1/2 years the mod has existed.
By BuggiThe SimCity 4 Extra Cheats Plugin
The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public.
The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions.
However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk.
How to use this file in the game:
After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection.
Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions.
To fill in some unknowns Maxis has given me the details on a few of the missing descriptions.
Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever. WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively. GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background. Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>) Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city. Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60
Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above.
By InvisiChemThis is the Windows installer. The Mac OSX Version is a little to buggy for release right now, so you can run this in WINE or download this in a NAM package with a wineskin wrapper at http://sc4devotion.com/forums/index.php?topic=17344.msg505849#msg505849 Version 2.1.1 is coming soon and will include newly PIM-X'ed buildings, better installers for both Windows and Mac, and other little changes/bug fixes.
There is a lot of myths about CAM out there. For a beautifully written article about what CAM is really about, see the blog by Tarkus here The CAM (Colossus Addon Mod) – Separating Fact From Fiction. This article also give a great idea on some great starter buildings.
NOTE: If you have merged your SimCity_1.dat file with the original CAM 1.0 file, restore your original SimCity_1.dat file before running this installer.
Welcome to the Colossus Addon Mod (CAM). CAM changes the way cities and regions develop. This is possible through the use of Growth Stages(Read in Basics of the Manual). This causes the game to progress from small stores, single houses and farms/small factories to Commercial Office towers, Residential High Rises and Large industrial factories less rapidly and much more realistically.
The altered growth also allows the player better control their cities through the use of zoning density. If the player wanted a nice rural town, zone only light density, with some medium in larger areas. On the other side, the skyscrapers and other large buildings become more balanced and possible with very developed regions. Use of high density zoning will allow these to grow when ready.
As with any new software or mod, be sure to read the Readme’s and this guide before installing or using the mod. Page 4 of the manual contains the specifics of installation. The manuals can be downloaded or read in both English and Japenese here, http://sc4devotion.com/forums/index.php?topic=17318.0
Description of new Styles
• IR Fix Only – Will only Patch the SimCity_1.dat file. This will cause IR to be included in the totals for industry for regular SimCity 4. It will also allow normal industrial connections to work for IR. All other install types include this already. Original SimCity 4 files are backed up in the folder \Documents\SimCity 4\Original SimCity Files\
• Extended (InvisiChem) – This is CAM 2.1.0 Standard with extended stage ranges for larger regions. The growth I feel is more balanced and lifelike.
• Standard – Just like CAM 1.0 stages, just the curves have been smoothed out and the range slightly extended.
• Rural – Stages are set for smaller, rural style growth. Stage 15 can happen, it just will be in very large regions and very infrequently.
• Midrise – Stages are set to place an emphasis on growing midrise stages. This is similar to the way European cities grow.
• Skyscraper – Stages have been set to allow Skyscrapers to grow quickly, even in one city regions.
All stage settings, except for the Extended version, are the values that were originally developed by RippleJet. All the new CAM 2.1.0 fixes have been included in all versions. The only difference between types is the stages for specific play style.
Feel free to add comments here, the CAM General discussions board at SC4Devotion, or if you start a thread here at Simtropolis, let me know so I can be as helpful as possible. Feel free to discuss any myths about this mod that have circulated in the past. I will be more than happy to share what this mod is truly about, including how it helps regional play.
By simmaster07What does this do
Fixes a serialization bug that could corrupt the savegame, particularly when mods are installed that modify existing exemplars (i.e. prop pox). Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements
This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been officially tested on Steam.
Unzip to Documents\SimCity 4\Plugins.
To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly.
Repairing cities already affected by prop pox
Thanks to kingofsimcity for these instructions:
In the region view, open the graphics settings and change City Detail to Low. Close and relaunch SC4. Open the offending city tile and save immediately. Exit to region without saving and change City Detail back to High. Close and relaunch SC4. Open the offending city tile and save again. Demonstration
Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
Development Thread and Source Code
By torocaThis mod allows you to add jobs to any or all of the Maxis-Made Landmarks, at your own discretion. Your sims can now work in buildings like the Empire State Building, Living Mall, or US Capitol. The buildings still function just like they used to, the only change is the addition of jobs. Please see the included readme for full details, as there are some very important compatibility issues and information.
This is the first complete set of Landmarks with Jobs to be released. Questions should be directed to the Modding - Open Modding forum.
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 qurlixThis mod changes the standard street ends into cul-de-sacs or circular endings. It changes the textures, paths, and props that are part of the traditional street end.
Please read the readme file. It contains important usage instructions. After all, that's why they call it a readme!
There are currently no known compatibility issues with this mod & any other mods. Therefore there should not be any problems with using this with other mods.
For more info &/or any problems, please see the Modding - Open Discussion Forum & look for the appropriate thread.
Updated 07/10/2004 to include AutoToggleOrdinance, using LUA scripts, to automatically set your ordinances as you need them.
Updated to include Clean Air/Water/Traffic Pollution Ordinance (curtesy of Tropod finding the traffic pollution ordinance property). Most radical modd ever from the Modd Squad. Taking all the knowledge that we have on Ordinances, everything has been re-combined for the ultimate radical ordinance package ever.
The ordinances now provides control over the Mass Transit Strategy. You can now force all the sims to use one of the following strategy to commuting to work.
MT Strategy Fastest
MT Strategy Carpool Incentive
MT Strategy Mass Transit
The Super Demand ordinance didn't allow you to control the demands. We have separated the demands into four ordinances, giving you finer demand controls. In addition, the demands are set high for extremely large cities.
Increase Demand - Agriculture
Increase Demand - Industrial
Increase Demand - Commercial Services
Increase Demand - Commercial Office
Your Sims HQ/EQ can now get an extreme boost from an ordinance. Radical increase in HQ/EQ is only a click away. The water and power conservation ordinance cuts your sims usage down to 5%, which means you can run a very large city on only a windmill power generator and a water tower. Radical Pollution control are now incorporated in Clean Air and Waste to Nothing Processor; reducing all pollution down to nothing (except for road pollution).
By BuggiNo story with this mod. This is the first Radical mod I've done for mainstream release.
Please do not use this mod if you want your city to grow and develop as the original game
would allow. This mod is designed to do one thing, and that's to allow your city to grow
at an exponential rate.
Modified all Comercial Service, Commercial Office and Industrial zone demand to skyrocket to 500% of what it was. Small income of
By joergThis is a mod to change the bridge height requirements to 0. That means if you draw a bridge at 0 level it will be built with no incline and if you draw it at terrain high enough for a ship to go under it, it will. There may be bugs in this but I dont know of any myself. enjoy -Kary
By torocaThis mod fixes the Opera House, which has a capacity MUCH too lowfor large cities in SimCity 4. Currently, the Opera House can go overcapacity and inhibit city growth, and you'd never even know it because the Opera House doesn't report its usage statistics. This mod changes that. Please see the readme for full details, including installation instructions.
Most of the discussion about this mod has taken place in the following thread, so it may be best to post questions or comments there:
Starting a New City? Need the Simoleons? A totally new Modd that will lend (perhaps the better word is give) you the Simoleons you need to start your city. Three different modd amounts, giving you the choice of $1M, $5M and $25 (easy, easier and laid back Mayorship) plus an additional Modd that adjusts your RCI Revenue. Just drop it into your Plugin Folder and you will never be short of cash on a New City!! Where else can you get Free Simoleons!! (its an oxymoron!!).
Modd courtesy of Tropod
By KarybdisJoerg's Realistic water mod, that changes the water of simcity4 from carribean blue to rest of the world blue. Very nice and highly reccomended by me :-) Made with the much needed info generated by our squadder Teirusu
By Logic_BombSC4Launcher allows certain settings and stability issues to be set/solved before the game is launched.
The features are as follows:
- Borderless/Seamless Fullscreen Mode.
- Auto-Update Feature to negate the need to constantly check the STEX.
- Quick Launch (Launch instantly with the latest settings).
- Auto-Save Feature with Interval selection.
- Resolution Selection. (Auto-Detected).
- Color Depth Selection.
- Ability to change the number of Logical Cores used. (Auto-Detected).
- Loading & Saving of last used Configuration.
- Ability to set the CPU Priority.
- Render Mode Selection (DirectX, OpenGL or Software).
- Ability to turn audio On or Off.
- Intro Screen/Movie Disable/Enable; and
- The all important Force Draw On Scroll Fix.
- Mod Manager to enable & disable mods on the fly.
The 'Force Draw On Scroll Fix' fixes a compatibility issue that exists between SC4 and AMD cards, the fix utilizes the 'Graphics Rules.sgr' file in order to force SC4 to draw details when scrolling, regardless of AMD/ATI hardware.
Please note: The file within the Zip/RAR Archive is an installer, please run it and point it to the root of your SimCity installation and DO NOT simply add it to you plugins folder.
Bugs: Please report any bugs via PM or the Official thread (Link Below).
Official Thread: http://community.simtropolis.com/topic/54082-SimCity-4-launcher-sc4launcher/
This modd contains the plugin landmark props that Maxis forgot. (eg. The Grand Central Station etc.)
By RadicalOneMany people here will probably remember the "Super Demand Ordinances" Mod. This one is more powerful, more controllable, bug-free, and does not use ordinances.
This set of .dat files can either maximize - set to 6000, or suppress - set to 0, demand for R$, R$$, R$$$, Cs$, Cs$$, Cs$$$, Co$$, Co$$$, I-Ag, I-D, I-M, and I-HT individually. It's a bit complex to use - a readme is included - but it works wonderfully. It stomps over demand caps, ignores occupancy availability and growth speed - though desirability is still important - and ensures maximal growth of a city, in your preferred direction. With this mod, cities can - even with only R$$$, Cs$$$, Co$$$, and I-HT - exceed the population of an entire country.
This mod has no dependencies, but is incompatible with:
-Colossus Addon Mod (Perhaps)
-Super Demand Ordinance
-Any other demand-altering mod.
BEFORE YOU POST A "IT DOESN'T WORK PLEASE HELP ME" COMMENT, READ THE README FILE.
By KarybdisHighly improved version of the clean air ordinance. Dramatically reduce pollution at 5 times the cost
By DarkMatterThe RoadTop Mass Transit Plugin, v2.1
Welcome to the roadtop mass transit mod, version 2.0. This mod adds new, functional mass transit stops to your Rush Hour game. The stops include the following:
Bus Stop, Road
Bus Stop, One-Way
Bus Stip, Street
Subway Stop, Road
Subway Stop, Avenue
Bus/Subway Stop, Road
Bus/Subway Stop, Avenue
These stops plop directly down on your roads and avenues, and don't take up space along the side!! Note that there are a few known issues with these mods, that were working towards a fix for.
1) If plopped in front of a 1xY residential zone, an NRZ (No Road Zot) will appear, and the lot will abandon.
2) You can't plop two stops right next to each other.
There may be ways to get around these propblems, and may not be. These mods will be updated regularly as new discoveries are made. Future version should work seamlessly over the top of old ones. Just overwrite the old file.
This mod only works with the Rush Hour expansion pack installed. It makes use of new features added with Rush Hour that are not available in the original game.
There are several NEW types of mass transit stops in this mod. Road top bus stops, avenue top bus stops, and combination bus/subway stops. Just plop one of these down on top of an existing road, street, one-way, or avenue, and your good to go. The combo bus/sub stop will connect to subway tracks layed underground.
Installation and Removal
This is a self-contained plugin, so just drop the RoadTopMT.dat file in your SimCity plugins directory, and away you go.
To remove the plugin, just remove the .dat. Note that removing the .dat will most likely break any cities that make use of the new bus stop.
Teirusu, Buggi, QBert, and Pkmnrulz240, for their help, ideas, and information
By ryboltonThis plugin file adds four additional terrain tools to ‘God Mode’. To use these tools, simply extract the archive to your '...My Documents\SimCity4\Plugins' folder. Then enter a new city and terraform away.
This Mod courtesy of Tropod.
UPDATE: The texture conflict with HSRP and Callagrafx's "The old coach House" lot has now been updated so please reinstall
The High Speed Rail Project (HSRP) adds two new "model variations" to the network systems. A models variation is a new set of models for a network in this case for monorail. In the early years of SC4, new technology was found by Smoncrie which allowed us to use a single puzzle piece to create a starter for a new set of textures or models for the same network, there are already a few mods that take advantage of this technology, namely draggable GLR, SAM, and RHW. At the moment, there are two new model variations included in this mod, HSR, elevated, and GHSR, a ground version. The original HSRP replaced monorail, at the time this was the best way of implementation, and was created by 3ddz, founded by Murakamon, on the 24th of February 2006, since then there has only been one release, HSRP Beta 1. This mod uses the original models from that release for HSR, and a lowered version for GHSR, no modifications were made to the models.
Note:Please remove the old HSRP Beta 1 version that has been published by 3ddz. A Cleanitol file has been included that will do the work for you.
You can download a compatibilty file for Shinkasen's Bullet train in the SC4D thread.
DEPENDENCIES: Latest Network Addon Mod (At Least April 2008, but I suggest you update to the latest NAM if you have an old one)
--- PC Version---
1) The bulk of this mod is draggable.
2)This replaces the old HSRP. The 2 are incompatible
3) You will have to redraw monorail/HSRP tracks that we constructed before you installed this modd. You won't have to do this again.
4) Any questions should be asked in the new HSRP thread at here at ST or SC4Devotion.com
5) A Mac version (no installer) is also available; here on the STEX.
By MandelSoftNAM Euro Cosmetic Re-Texture Mod v1.0
The NAM Retexture and Cosmetic Mod replaces most of the default Maxis roadway intersection textures. Among the changes and options
available, you'll find smooth corners at intersections, Cul-de-sacs for Street, Road, and SAM (Street Addon Mod) Asphalt Streets, correct
geometry for orthogonal to diagonal draggable curve, improvements to Road, One-Way Road, Street and Avenue networks, and much, much more!
This is the Euro/International Version of the NAM Retexture and Cosmetic Mod.
It is highly recommended you have the latest version of the NAM installed to take full advantage of this mod.
To install, place the files into:
Make sure you installed it in this directory. It has to do with the correct loading order. You probably have to create a new folder within your plugins folder.
The download contains the following four ZIPs containing the following directories:
NAM_ECRTM_v10_Legacy_ESSENTIAL.zip: MUST BE INSTALLED! All files from previous Euro Texture mods that aren't edited. They are included for compatability reasons.
NAM_ECRTM_v10_NewTextures_ESSENTIAL.zip: MUST BE INSTALLED! All new textures of the NAM Euro Cosmetic Re-Texture Mod v1.0.
NAM_ECRTM_v10_LeftHandDrive_Support.zip: MUST BE INSTALLED WHEN USING A LHD GAME! Left Hand Drive Support for LHD game versions.
NAM_ECRTM_v10_Optional_Content.zip: This ZIP-folder contains some extra optional content:
Alternative TuLEP Replacement Textures. Install only one of these.
zzz_Dexter_UK_Textures.dat: Contains more UK Texture Replacements
zzz_eurotexture_CulDeSac.dat: Adds cul-de-sacs to your roads.
To uninstall, simply delete all files from this mod.
This mod contains the latest Euro textures, but not everything has recieved Euro Textures yet.
The following features are fully supported:
All Maxis textures.
All main Network Addon Mod Textures
All NAM overpasses
Automatic Turning Lane Plugin
Left Hand Drive support
The following features are partially supported:
Network Widening Mod: AVE-2, AVE-6, MAVE-4, MAVE-6, TLA-3, TLA-5, ARD-3, all OWR networks
Network Widening Mod: NWM-RHW interfaces
Network Widening Mod: NWM-RAM interfaces
Street Addon Mod
Euro Lot Road Textures
The following features are not yet supported
Network Widening Mod: TLA-7, NMAVE-4
This mod is NOT compatible with previous Euro Texture Replacment Mod, except the Real Highway v5.0 Euro Texture Replacment Mods.
Maarten / MRTNRLN
Nothing like the fresh country side air (*cough* of fresh Cow Manure)... but nevertheless Farmlands is a wanted commodity in SimCity. So here is a Modd that will double, triple, x10 or even x50 the amount of jobs a farm building provides. So set aside a bit of farmland in your city and start depleting the ozone layer with the fresh scent of Cow!
A modd from Rubik3
This is a preliminary workaround for a game bug that I recently found thanks to another discovery by sumwonyuno, all of which is documented over at http://sc4devotion.com/forums/index.php?topic=8870.msg284035#msg284035. You should have at least some basic understanding of the inner workings of the simulator to make a sense of it.
Short summary: due to a presumable rounding/arithmetic error, almost every IH lot in the game didn't offer any high wealth ($$$) jobs so far, while still creating demand for R$$$ residents though.
This fix changes it so IH lots offer 12% $$$ jobs instead of the originally designed but missing 10% $$$ jobs, reducing $$ jobs by 2% to 78% at the same time so the sum remains 100%. 12% was the number that I found which is the closest to 10% and at which the error is gone.
This also affects the demand for R$$ and R$$$ (through the industry census drive), only by the same small margin of +-2% of your IH population though. I don't think that effect would be noticed in any established city. What you should notice though with this fix is R$$$ sims finally working at IH lots.
Apart from the IH, there are also three ploppable Maxis buildings affected by this bug; the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant. I refer you to the SC4Devotion thread for those.
I'd be glad to get your feedback. BATers and LOTers who design ploppable buildings should be aware of the fact that this game bug can potentially kill jobs at their creations, too. Please read the linked SC4Devotion thread till the end, you might have to test your buildings if they're affected.
Installation instructions: unzip this file and put the contained .dat file into your SC4 plugins folder. Existing IH lots will be fixed, too, so you don't need to bulldoze anything. It might take a little ingame time though before the change takes place.
Update: Credit where credit is due. I just found a STEX entry by niloluiz, here: http://www.simtropolis.com/STEX/details.cfm?id=22255, which does contain a fix for this, too (you need to read the description, it's a bit hidden). As I had posted in the thread on SC4D, I couldn't believe no one had noticed this bug yet - so I was right to doubt that. Unfortunately, I couldn't find information regarding that bug before though. There's still some reason to use my version though, because the ratio I used (10/78/12) is closer to the game design than niloluiz's (10/75/15) (and I didn't uncap demand). It seems niloluiz approached this ratio coming from 10/70/20, which he uses in the 3x jobs version. I'll notify him of this inconsistency and that he can set the ratio even closer to the original design.
Update 2: LunarMongoose brought a typing error to my attention that sadly slipped into my original IH census exemplar. Instead of 10/78/12, I had used 10/77/12, so 1% $$ jobs were missing. I'm sorry for this. Please re-download the updated file and overwrite my previous version with it.
Compatibility: This mod is fully compatible with toroca's Industry Quadrupler mod (http://www.simtropolis.com/STEX/details.cfm?id=21293) and bones1's Industry Doubler (http://www.simtropolis.com/STEX/details.cfm?id=15758) since those two mods use different properties than mine. Their mods work directly on the building properties, whereas mine is on a higher level, controlling job distribution for the entire class of IH lots.
If you use one of the jobs_xx files from niloluiz's RCImulti-MODpack (http://www.simtropolis.com/STEX/details.cfm?id=22255), you don't need my mod because it's already fixed.
I'll add more compatibility information as I learn about it.
Simoleon RH is based on the work of Tropod's Simoleon Modd. However since I am a radical Turtle, the amount have been increased to $100M/$25M/$1M for Easy/Medium/Hard respectively.
For Rush Hour ONLY! If you do not have RH, please download Tropod's Simoleon Modd instead.
Warning fix added on fixing selection of building styles.
Version 1.1 includes a modd that prevents dilapidation from $$$ to $$ and $$ to $ demotions. Use the Plugin_No_dilapidation along with one of the Abandonment plugins. The prevention of dilapidation will occur when the building is rebuilt on an existing city.
This modd "does" prevent a building from dilapidating to a blackened state for a max period of 180 years; enough time for a city to recover from disasters like power/water outages.
To ensure the satisfaction of all SimCity Players, different "time to abandon" plugins have been included, ranging from 1 year to 180 years. Select only one of the plugins.
Please direct all comments to the Modd Squad Open Modding Discussions.
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