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Mods & Tools

Custom tools, modifications and enhancements for SimCity 4.

706 Files

  1. MGB - MMP Pack Vol2

    Girafe made many tree models that either work only as props, or only as MMPs. As such, this pack of MMPs is designed to bolster your MMP menu, with some trees that otherwise could only be used on lots.
    Each of the 7 included MMPs include only single-tree props. Girafe's releases only cover these tree types with tree clusters.
    Contained in the included zip are 3 files containing 7 MMPs as follows (links to dependencies here):
    Maples (Seasonal)
      - Maples (v1)
      - Norway Maples Misc (Seasonal)
      - Ash
      - Beech
      - Birch
      - Liden Parasol Pines (Evergreen)
      - Parasol Pines Note: Before you think "I have these files", it should be noted, that the tree models for each of the listed dependencies is found in the "LE" dats from Girafe's packages. If you have not installed these exact files, you will get brown boxes.
    Find these items in the same location as the original MMPs. They are marked "singles" and include a brighter blue icon to distinguish them more easily. Note that there are some trees which are duplicates of single trees included with the original MMPs. But in all, this adds over 30 new trees which were previously not MMP-able.
    Setup_ODM-2.exe

    552 Downloads

       (3 Reviews)

    2 Comments

    Submitted

  2. SM2 Breakwater Concrete Blocks

    My first MMP, I hope you like it.
    SM2 Breakwater Concrete Blocks
    Concrete breakwater blocks have been used for a long time to diminish the force of impact from the awesome power of sea waves.
    You will find them around port areas and around important sea facilities such as refineries and other such structures.
    If you use dark water textures I suggest you lift the water floor to 7.5 meter depth. You will then be able to see the blocks under water!!
    I also strongly suggest you use my blocks together with other marina flora and rocks MMP's for best results.
    Look at the included pics for reference.
    No dependencies.
    Enjoy! Simmer2.
     

    1,883 Downloads

       (8 Reviews)

    1 Comment

    Submitted

  3. michiyls BusColor Pack

    michiyls Bus Color Pack
    (yeah, I recently got fed up with the standard blue design of the busses, too!)
    30 files make up this incredible colorful pack for your default Maxis Bus model - each color is visually 100% compatible with the corresponding color in my Monorail Color Packs (#1 and #2a)!
    Variations:
    - single color
    - white roof
    The colors are (not following any official naming convention here):
       - Banana Day
       - Blue Ocean
       - Flashy Green
       - Fresh Green
       - Grass Green
       - Hot Pink
       - Intense Orange
       - Lazy Orange
       - Monorail Red (the default red of the default Maxis monorail)
       - Spring Green
       - Turquoise (tortoise is the animal, this is the color mix of green and blue)
       - Tropic Blue
       - Violet Blue
       - Warm Yellow
       - White Grey
    What's in the box?
    Aside from the 30 DAT files there is 1 preview pic to help you choose the right color, and the readme. I hope to encourage others to include similar information in their projects to give the user the chance to remember what the file includes even when you open it after several months or so.
    Any dependencies?
    Nope, this is just a texture replacement for the default Maxis bus/coach model texture. The DAT files only includes the single FSH file.
    You should know what that means - if you don't see the color, check that you have installed it in one of the Plugins folders (choose one!) and you are starting with the default Maxis bus model.

    1,108 Downloads

       (1 Review)

    1 Comment

    Submitted

  4. KOSC's SuperSHK+ MEGA Parking for TGN / SWN

    Are you currently using @kingofsimcity's excellent SuperSHK+ MEGA Parking Textures? Would you prefer them with TGN-compatible grasses? How about some custom sidewalk choices too? Otherwise, perhaps you want to make a custom set just for your setup? Well now all this is possible, thanks to the generosity of KOSC.
    For full details of SuperSHK+ MEGA Parking Textures, please see the original release, I won't duplicate it all here. Note that these files are intended to be a total replacement for both of these packages:
    Currently there are three sidewalk variants you can choose between. Each of the attached files contains all six TGN styles with the named sidewalks.
    KOSC's SuperSHK+ for TGN 2.0+ Setup
    Download this file for TGN textures with the original Maxis Sidewalks.
      KOSC's SuperSHK+ for TGN_CAT 2.0+ SetupDownload this file for TGN textures, with Catalyst's Asphalt Sidewalk Extension Mod
      KOSC's SuperSHK+ for TGN_PSS 2.0+ SetupDownload this file for TGN textures, with Paeng's Sidewalk Mod. PLEASE be respectful and only download the files you need.
    KOSC has uploaded a Do-it-yourself kit for making totally custom variants, please see this thread for full details and a link to the repository for use with GoFSH texture automation:
    Coming Soon:
    More sidewalk options. Installation
    Unlike the original mod, these have been re-packaged into installers. This just makes installation way simpler and less prone to error, given the number of choices available (currently 24 different sets). By default they install into your TGN folder, since all varieties are based on TGN grasses.
    Included is a resource guide containing a general breakdown of the set as well as a sample lot (found in the parks menu) and layout examples. There are also PIM-X groups included, for better organization and some time saving while digging through this massive set!
    These included resources are installed (optionally), to the following folder:
    My Documents\SimCity 4\STEX_Downloads\KOSC SuperSHK Parking
    This is to avoid clutter in your plugins folder.
    Lotters, copy the contents of SSHK_PIMX_Groups.txt into your groups.ini file located in the PIM-X install directory. Note if you were using the previous release, this file supersedes the previous one named "PIMXGroups.txt".
    Thanks to KOSC again for allowing me to release these mods, based on his original textures / repository.

    2,336 Downloads

       (2 Reviews)

    2 Comments

    Updated

  5. Intro

    If like me you are tired of seeing the same intro, this little plugin is for you ..
     
    Here are three that are nice .... I will not hide my preference for the first ....

    867 Downloads

       (1 Review)

    0 Comments

    Submitted

  6. Veredas Santiaguinas - Sidewalk Mod

    Veredas Santiaguinas
    A sidewalk mod made by matias93
    Este mismo texto está en español adentro del archivo!
    AKNOWLEGDEMENTS:
    This mod couldn't be possible without the impressing work of Rivit and MGB204 (rsc204), creators of GoFSH and the (not yet published) Automated Sidewalk Mod. To make a mod as big as this by hand, as many other creators had done before, is a titanical task that deserves sheer aknowlegdement; I just created a couple of textures and clicked buttons once and then.
    DESCRIPTION:
    This textures are inspired in the 'veredas' or sidewalks that were built around 1980 in Santiago, Chile: they are little concrete tiles with geometrical designs, that form big square shapes using black or red tiles. In the game, I chose to keep an uniform colour, trying to avoid the sudden colour changes that make Maxis' textures so unappealing; instead, only coloured tiles change with wealth level, as the general condition of the sidewalk: ochre tiles with clean and orange-y concrete in high wealth sidewalks, red burgundy squares and grey concrete in mid-wealth textures, and blackish borders with stained concrete in the low-wealth sidewalk.
    Thanks to MGB204's scripts, this mod can change all textures that correspond originally to Maxis' white tiles: sidewalks on all streets, roads and avenues (including RHW intersections), crossings with all other networks, pedmalls, plazas and residential, commercial, industrial and services' lots; it is even compatible with the new additions on NAM 34. An important exception are GLR (tramway) tracks, that get sorrounded by the new texture but not completely replaced. Depending on the existence of more advanced scripts, this could change in a newer version.
    INSTRUCTIONS: <-- Jump here if you don't like the details
    This mod has to be installed MANUALLY. Is not enough to copy and paste everything: you'll end with a cluttered folder and surely your prefered networks will be oddly patched.
    Copy the folder called z___veredasstgo to your Plugins folder (the one that is on My Documents/Documents/). It is preferable that you delete all other sidewalk mods, but the folder is named in a way that will load it the last, overwriting other conflictive textures. Open the folder you just copied and delete the files you won't use:
    a. "Veredas Stgo BASE" chenges most street, road and avenue sidewalks, so you should keep it.
    b. "Veredas Stgo sitios y plazas (LOTS)" change the lots' textures, allowing a more uniform result. You should keep it; delete it only if you prefer to use another texture on lots and plazas.
    c. "Veredas Stgo NAM" folders will only work if you had installed the Network Addon Mod (very recommended); YOU MUST KEEP ONLY ONE FOLDER. Choose the one that corresponds to the driving side your game uses (LHD: on the left as in the United Kingdom, RHD: on the right as in Europe), and to the roads' lines colour (US: yellow lines as in the United States, EU: white lines as in Europe). Open the folder you had kept: there you'll find one or two more folders with options:
    a. Open the folder called "Rail Options" and delete the files that doesn't match the kind of rail tracks you use: Maxis, PEG or RealRailway (RRW).
    There shall to be just two files, with the same ending.
    b. Only if you have installed EU white lines with the NAM, open "TuLEP Options" folder and delete all the files that doesn't match to the TuLEP textures you installed with the NAM. Most surely you are using Maxis default ones, but make sure it is that way.
    There shall to be just two files, with the same name after the "TuLEP". Close the folder "z___veredasstgo". If you use DATpacker or other program that packs your plugins, get sure not to pack this folder, unless you are certain no other mod could overwrite this textures. DEPENDENCIES:
    This mod replaces textures without using any dependency. You can extract the textures to use it as dependencies for other creations, but they aren't currently in the right format to do so.
    COMPATIBILITY:
    This mod cannot be used with any other sidewalk mod, unless you combine it deleting parts of each one; if you know how to do that, you aren't surely reading this instructions.
    This mod also don't work with plugins that change some textures that seems non-modified after using. I'm refering particularly to MGB204's Super Light Asphalt AddOns; it changes the GLR textures already modified by this mod, and depending on the loading order, it could result on this mod overwriting MGB's one completely, or his mod changing GLR side textures to ML's Super Light Asphalt, which is lighter and non tiled.
    Anyway, is your option to test with this, but you are warned.
    LICENSE:
    This mod has a Creative Commons Attribution - Non Commercial 4.0 International licence, what means you can use all its content directly or creating something derivately, while you give explicit attribution to all previous authors, and while you don't charge for accessing or using this content or a derivate you create of it.
    To create the textures, I used a tile texture made by Patrick Hoesly, a dirt texture by dfass12 and a grass one that is on the public domain.
    SUPPORT and HELP:
    I made a development and support thread on Simtropolis, you can visit it with the following link:

    2,203 Downloads

       (4 Reviews)

    3 Comments

    Updated

  7. Cori's DataView - Moisture

    I could type a bunch of stuff here, but just go see my thread: That Unused Moisture Data View.

    224 Downloads

       (3 Reviews)

    0 Comments

    Updated

  8. Proportional Industry Jobs

    * It is highly advisable to demolish I-HT yards, I-D/I-M sheds or grounds.(they're the whitish land that's not really a building. Sheds are the tiny buildings in I-D or I-M zones(I'm not sure which one)) The decreased job count for these lots can mean they might turn into ghost jobs. Except for them, the 'buildings' have been boosted in various amounts.
     
    OK, the Industry sector in this game is not really all that great.
    I was fed up with the fact that a large industrial building(ex. Dead Forest Paper, Zeno's Truck Parts) is
    thirty, forty times larger than a small one(Farley's Foundry, Bella Barium, etc.)
    and they have about 3~10 times the jobs. Bella Barium, a 2x2 stage 1 building that looks more like 2x1.5, has 23 jobs.
    Zeno's truck Parts is about 2 times taller, 2.5 times wider and 3 times longer, and it's a stage 3. It should not have only 78 jobs.
    I used both the Industry Doubler and the Quadrupler once, and while it was nice to have 400-ish jobs on large buildings, an I-HT yard having 20-ish made no sense.
     
    ===============================================
    So I have boosted the pop counts for those industrial buildings, based on the 3-dimensional size of said buildings and by stage.
    (stage 3 has an advantage over stage 1, and I-D has more pop than I-M, which has more pop count than I-HT)
    You can see that it is proportional to the *volume* of the buildings, not just a blind x2, x4 factor. (Yards/Grounds actually decreased in job count)
     
    They range from single-digit numbers to 606(I-M), 962(I-D, Dead Forest Paper), and 386(I-HT, Spline Testing?)
    After testing, I found that it usually increases the industry population by approximately three times. This is quite variable, if your industrial zones have lots of big buildings there will be bigger boosts, whereas in industry zones filled with Bella Barium or Farley's Foundry has less of an effect.
    I have separated the files into 3 parts - I-D, I-M, and I-HT.
     
    *Don't mind the font. I changed it manually using another .dat. This mod has no effects on your game font.
     
    *Comments and constructive criticism always help. (I am a light modder, but anyway)
     
     

    4,416 Downloads

       (0 Reviews)

    8 Comments

    Updated

  9. Cori's Zone Data View

    Many 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.)

    192 Downloads

       (0 Reviews)

    0 Comments

    Updated

  10. michiyls MonoRailColor Pack 2A

    Short version: Yep, did it again.
    This time you can choose between 71 DATs which are different monorail train styles for the same 15 colors as in the Color Pack #1.
    However, the "A" in "Pack 2A" stands for the fact that it has only (!) my NewWindows version which I find visually more pleasing than the different window concepts of the default monotrain.
    Hint:
    For full enjoyment, I recommend the UV map fix for the default monorail. It fixes some graphical issues you might notice when zooming in closer on the monorail trains.
     
    Long version: In case you want more information.
    SimScientists still haven't exhausted all possible options in this new academic field - color packs - so the monorails they love to ride so much are getting another choice of colored liveries!
    The main surprise of the public were two things:
    - the exclusion of the old blue-ish roofs/tops of the monorails which are now either colored or in a nice clean white
    - the exclusion of the default small passenger windows in favor of the new bigger windows ... Sims like the view!
    71 possible choices for the default Maxis monorail train model:
       - 14 colors with CS (Colored Stripe), WB (White Bottom) and CT (Colored Top)
       - 14 colors with InvertedOWS (OWS = Original White Stripe) ... it's not inverted like color inverted, it's inverted in that the stripe is now colored and the rest is white-ish
       - 14 colors with OWS and CT
       - 14 colors with OWS and WT (White Top)
       - 15 colors with a single color (= single) and CT ... yeah, this naming here is really messy.
    The 15 colors are (not following any official naming convention here):
       - Banana Day
       - Blue Ocean
       - Flashy Green
       - Fresh Green
       - Grass Green
       - Hot Pink
       - Intense Orange
       - Lazy Orange
       - Original Red (the default red)
       - Spring Green (yeah, another one!)
       - Turquoise (tortoise is the animal, this is the tricky color mix of green and blue)
       - Tropic Blue
       - Violet Blue
       - Warm Yellow (it's more like standard yellow in comparison to Banana Day)
       - White Grey (which only occurs in single color variations)
    What's in the box?
    Aside from the 71 DAT files there are 3 preview pics to help you choose the right livery and the readme. I hope to encourage others to include similar information in their projects to give the user the chance to remember what the file includes even when you open it after several months or so.
    Any dependencies?
    Nope, this is still a texture replacement for the default Maxis monorail train model. The DAT files only include the two FSH items for the engine and passenger part.
    You should know what that means - if you don't see the color, check that you have installed it in one of the Plugins folders (choose one!) and you are starting with the default Maxis monorail (or only slight modifications of it).

    786 Downloads

       (0 Reviews)

    0 Comments

    Submitted

  11. michiyls UV map fix for Maxis monorail models

    Though you wouldn't normally notice it but at least the Maxis monorail models have some UV map (= texture positioning) problems.
    Just take a look at the orange rings in the picture to see what this actually means:

    This wouldn't be a problem for the average user but since I plan to create some monorail liveries that depend upon a good UV map I had to fix this before I upload any more stuff regarding the default monorail and its skins.
    Because the UV map depends upon the actual 3D model, this will conflict with any monorail model-related mods. The single DAT file contains just the S3D files for the engine and the passenger part though, so texture mods are fine (which is the actual purpose).
    So, if you enjoy a clean texture positioning, you downloaded some of my work for the monorail liveries (like my first monorail color pack) or just noticed this and you want it to stop, I recommend you to download this.

    413 Downloads

       (0 Reviews)

    0 Comments

    Updated

  12. michiyls MonoRail Color Pack

    After some 12-13 years of research, SimScientists unveiled their newest technological breakthrough - different colors for the default Maxis monorail - which they called:


    (for some reason)
    In all seriousness, I couldn't find a mod or file that just changes the color of the white-striped red monorail. So here are the files I created for my own use to share them with you!
    (Update: the additional MonoRail Color Pack 2A is available!)
    What's in the box?
    The total amount of DAT files is 59 here which split into 2x2xN color choices of some prominent colors (yeah, I'm going to use that word A LOT now).
    Why 2x2?
    It occured to me that the original white stripe on the default monorail texture is still quite nice but not necessarily necessary (ha!). So, that's your first choice: Do you want your monorail trains with that stripe or not?
    The second choice is: default windows or NewWindows. There are actually two kinds of windows on the monorail if you look closely enough - one set for the passengers and a different one for the train driver/front section ... Yeah, I did have a bit too much time at hand, so you have the choice of unified windows, too!
    In short:
       - 13 colors with Original White Stripe (OWS), default windows
       - 15 colors without OWS (= a single color), default windows
       - 15 colors with OWS and NewWindows (+1 experimental)
       - 15 colors without OWS and with NewWindows

    The colors are (not following any official naming convention here):
       - Banana Day
       - Blue Ocean
       - Complete Red (the default red but without OWS)
       - Flashy Green
       - Fresh Green
       - Grass Green
       - Hot Pink
       - Intense Orange
       - Lazy Orange
       - Original Red (the default red again)
       - Spring Green (yeah, another one!)
       - Turquoise (turtle is the animal, this is the color mix of green and blue)
       - Tropic Blue
       - Violet Blue
       - Warm Yellow
       - White Grey (which doesn't have an OWS DAT - duh!)
    Also included is a fancy readme and an overview image (1920x1920 px) of the whole package in pure JPG glory ... sort of. Well, you know, JPG is not that nice to the colors but it keeps the filesize down.
    Any dependencies?
    Nope. You only need the default Maxis monorail. Maybe make sure that you don't have another DAT changing the color of the monorail part or a model that replaces it. But you should know better - it's your Plugins folder, you know!
    Anything else I need to know about this pack?
    Well, don't feed it after midnight, I guess. It's a color/texture replacement for the default Maxis monorail, so what more is there to know? Oh, the filesize is almost 2 MB for the ZIP file, the single DATs are some 11-20kb.
    I hope you enjoy some variations of the monorail colors - if there's enough interest or if I have energy for other color schemes I might add them in another pack. 59 DATs are quite a lot for the first release, I think, even if you only end up using one of them!
     
    Hint:
    Use the UV map fix for the default Maxis monorail models as well to get rid of the annoying texture positioning bugs!

    506 Downloads

       (3 Reviews)

    2 Comments

    Updated

  13. Flying Scotsman

    The Flying Scotsman was originally built in Doncaster for the London and North Eastern Railway (LNER), emerging from the works on 24 February 1923 and initially numbered 1472. It was designed by Sir Nigel Gresley as part of the A1 class – the most powerful locomotives used by the railway.
    By 1924, when it was selected to appear at the British Empire Exhibition in London, the loco had been renumbered 4472 – and been given the name ‘Flying Scotsman’ after the London to Edinburgh rail service which started daily at 10am in 1862.
    In 1928, it was given a new type of tender with a corridor, which meant that a new crew could take over without stopping the train. This allowed it to haul the first ever non-stop London to Edinburgh service reducing the journey time to eight hours.
    In 1934, Scotsman was clocked at 100mph on a special test run – officially the first locomotive in the UK to have reached that speed.
    LNER passenger locomotives had always been painted Apple Green. During the Second World War, Flying Scotsman was repainted in wartime black, in common with all railway stock. After the war, it became green again, and was rebuilt as an A3 Pacific.
    In 1948, rail travel in Britain was nationalised with the formation of British Railways. Scotsman, now numbered 60103, was painted blue for a time, then BR Green. It remained in this colour until 1963, when it was retired by British Rail. By this time, it had undergone several alterations to improve its performance – but it had been pulling trains for 40 years (and 2 million km), and steam engines were becoming old-fashioned.
    The engine travelled to America from 1969 to 1973, and Australia in 1988/89 where it set the steam train nonstop-endurance record of 422 miles.
    Recently completely restored (with a new authentic A3 boiler), Flying Scotsman will be making special tours throughout the UK in 2016.

    This implementation is the A3 locomotive in 4472 LNER Apple Green livery, without the smoke deflectors. The Carriages are the 1950s Custard and Red British Rail Mk1 carriages (more or less). It should be noted that English railway stock have the smallest dimensions of all railways - these are scale true at 4m tall and only 2.75m wide. The carriages are 19m long, and fit very well into RRW curves. There is a complete set of props to complement the automata and these can be used on their own. Prop families are: F5E800C0 Engines, F5E800C1 Carriages
    This mod completely replaces the Maxis passenger engine and carriage and if mixed with any other extra Passenger engines or carriages will produce mixed consists (which sort of destroys the effect).
    to revert Remove from Plugins:
    Mar 2016

    813 Downloads

       (9 Reviews)

    4 Comments

    Submitted

  14. MMP Coal

    MMP tests ...
    Be nice.

    A small pack with 2 chargers, 4 dumpers and a few coals.

    No dependencies.
    Thanks Girafe for advices

    656 Downloads

       (2 Reviews)

    0 Comments

    Updated

  15. KOSC SP - DAMN Menus

    SP DAMN
    Introduction
    This is a collection of alternative menus using Daeley's Advanced Menu Navigator (DAMN) for my Superparking Modular Parking Lot series. Version 1.2 includes support for the Base Set, Diagonal Expansion Set, Extension Set & Addon Pack 1. Future updates will roll out support for newer expansions when possible.
    Package Overview
    Update 1.2: The base and diagonal set individual menus have been depreciated in favor of the combined menu. For users that want the individual menus still, you may download them by viewing the previous versions below.
    There is one package included - this contains menus for every single set released up until this point. Inside you will find two folders, Superparking and zzzzzz_DAMN_Hidden. Superparking contains all the menus, while the hidden folder hides the existing menu icons in the parks/misc trans menu.
    Install Instructions
    Drop the Superparking folder inside your DAMN/Root within the SimCity 4 install directory Plugins folder (not documents).
    For CD/DVD users, the default is - C:/Program Files (x86)/Maxis/SimCity 4/Plugins/DAMN/Root
    For Steam users, the default is - C:/Program Files (x86)/Steam/SteamApps/common/SimCity 4 Deluxe/Plugins/DAMN/Root
    Drop the zzzzzz_DAMN_Hidden folder into your standard My Documents/SimCity 4/Plugins folder. If you still want access to the original menu icons, feel free to delete this folder entirely.
    Dependencies
    You will need DAMN for these menus to show up/work.
    Bugs
    There are a couple of missing icons for a couple of the lots, though this doesn't affect the actual lots at all.
    Thanks to Daeley for creating this ingenious menu system, and yild for creating DAMN Manager.

    717 Downloads

       (3 Reviews)

    3 Comments

    Updated

  16. Simolean RH for CAM 2.1.0

    This is a modification of the SimoleanRH Mod by Ralphael for use with the new CAM 2.1.0. 
    CAM 2.1.0 and further versions edit this exact same exemplar, so adding the original SimoleanRH will break some of the
    important aspects of the new CAM, most importantly the Initial Tax rate and Difficulty tax modifiers.
    I am fond of this mod for testing purposes and I know many others just like to have a niche, non-profitable visually 
    asthetic city and need this mod to keep it developing without typing in cheats constantly. Hence, Simolean RH CAM 2.1.0 from the developer of the new CAM.
    InvisiChem.

    751 Downloads

       (1 Review)

    6 Comments

    Submitted

  17. Cataylst's SAM7 Bikepaths Mod for TGN

    MGB presents... Cataylst's SAM7 Bikepaths for TGN V2.1
    Note: The original version of the Bikepaths Mod can be found here.
    Installing this mod will change the regular SAM7 Asphalt streets from the NAM to new ones which include bikepaths. Options include LHD/RHD and EU/US Textures so this should work well with almost everyone's configuration.
    Every one of the SAM textures has been remade so you should not end up with any unmatched parts, this includes the Wide Radius Curves from the NAM's Rural Roads feature, a replacement for the RTMT on street SAM7 stops and for the High Speed Rail over SAM7 street. There are also two options for the rail crossing textures to match both the Real Railway (RRW) and PEG's 205 Rail textures.
    V2 Features
    Further texture improvements. Thanks to Girafe for feedback. Additional (optional) T21 mod for adding bikes onto the streets New installer, makes installation much simpler. Please remove old versions before installing. Dependencies 
    The base mod is simply a texture override for the default SAM 7 streets that comes with the NAM, therefore the NAM and specifically the Street Addon Mod (SAM) must be installed for this mod to work. There are no dependencies required for the base texture mod, however certain addons require dependencies as follows:
    Base T21 Mod
    BSC - VIP girafe - MGB204 bicyclepack vol. 1 Girafe_Bike_T21 Prop Pack (included in download) Extended EU Roadsign T21 Mod
    BSC TSC French Road Signs by Girafe French Road Signs Prop T21 Overrides (included in download) Jondor Type Rail Crossing T21s
    Modular Railroad Crossings by Jondor BSC TSC French Road Signs by Girafe (optional - if installed a European-style road sign will appear on affected crossings) RUM for RRW by Rivit (optional - if installed, along with Plundare's catenaries, these will be extended to the SAM7 crossings) Please read the included readme, as always it contains important information that will help to ensure this mod can be installed without any problems arising. You can find this in the My Documents\SimCity 4\LEX_Downloads\MGB Mods folder. If you have problems or comments, feel free to comment in my shack on Simtropolis.
    Thanks to Cataylst for creating such wonderful textures and having the idea in the first place and special thanks to Girafe for making the bike props especially for use with the T21s. Additional thanks to Rivit for the tools required to create the TGN variants and TPB for allowing me to use his updated Euro Roundabout textures.

    788 Downloads

       (2 Reviews)

    0 Comments

    Submitted

  18. Catalyst's Asphalt Sidwalk Extension Mod

    Description:
    This mod Extends the super light asphalt mod by bringing some nicer textures to  
    your low, medium & high-wealth zones. Of course you can also use any other  
    sidewalk mod that provides good coverage for static network pieces that are
    wealth-independent.
     
    Dependencies:
    NONE
     
    Can be combined with:
    - base mod by Magneto
    http://community.simtropolis.com/files/file/28804-super-light-asphalt-mod/
    - addons by MGB:
    http://community.simtropolis.com/files/file/29789-mgb-super-light-asphalt-addons/
     
    Installation:
    Make sure this mod loads after the used sidewalk mod and other texture-changing
    mods such as TGN by MGB (this mod should have at least 1 more underscore '_' in it's  
    folder name). If for example you use the superlight asphalt mod and have named its
    folder like so : z_superlightasphaltmod, make sure you give this mod-folder a name
    starting with z__ (2 instead of 1 underscore).
    To slightly increase performance, remove the images.
     
    Optional:
    The included files found in the folder 'OPTIONAL_TULEPs_overrides' are optional and  
    do some changes to the 'orto avenue x orto avenue' automatic tuleps (based on  
    MAS71's work;  
    http://sc4devotion.com/forums/index.php?topic=2897.msg146604#msg146604),
    the ploppable 'road tulep Type A1 + Intersection' piece, and the 'road tulep-Type  
    A-Dashed' piece (see pictures). For optimal visuals drag out the avenue at least 3  
    tiles from the intersection without intersecting any other networks.
     
    Credits & outro:
    Based on the superlight asphalt mod by magneto and paengs sandstone mod for  
    identifying texture-ID's of interest. Avenue Tuleps inspired by MAS71's mod.
    All textures except medium and high wealth sidewalk are based on the work of the above
    mentioned people.
    Feel free to improve and redistribute for non-comercial purposes ;-)

    1,470 Downloads

       (3 Reviews)

    6 Comments

    Submitted

  19. MGB - Terrain Grass NAM (TGN) for TSC Pyrenean

    The mod replaces the grass textures on transport networks with grass that blends in with your terrain mod.
    TSC/Orange Pyrenean Version
    Click these links to download either the Appalachian, Berner Oberland or Sudden Valley versions of TGN.
    v2 of TGN (1st Jan 16) includes the following improvements:
    Both US and EU versions have been merged into one, simple to use installer. Better support for LHD textures. Improved quality textures due to new processes. Extended rail texture coverage, still with options for Maxis/NAM Default, PEG 205 and RRW (Real Railway) compatibility. Many fixes/improvements. Supports NAM 34 textures. NEW Optional overrides for many of the grass textures contained in the BSC Texture Mega Packs Vol.1 - Vol. 3 NEW LHD support for US users. NEW Pyrenean Terrain Mod variant. Installation
    Warning: Existing users of previous TGN Mods should completely remove any existing TGN files BEFORE installing this file.
    This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive.
    Please refer to the installed documentation for further details, note these files are installed here:
    My Documents\SimCity 4\LEX_Downloads\MGB Mods
    This is to avoid cluttering up your Plugins folders with non-SC4 files.
    Dependencies / Compatibility
    There are no dependencies for this mod. The base mod is suitable for use with the vanilla game, but I highly recommend using it with the latest version of the Network Addon Mod.
    Highly Recommended:
    Network Addon Mod My MGB Diagonal Filler Set Paeng's Parks 205 TSC/Orange - Pyrenean Terrain Mod
    This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, Maxis/NAM default, PEG 205 or RRW (Real Railway). Coverage for all NAM road networks excluding RHW. Help make this mod better
    Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)?
    I would like to say a big thank you to the following people
    TPB, for allowing me to use his updated Euro roundabout textures. Rivit, for the huge support and tools that made this mod possible in the first place. Memo, for the original tools. Without which, I would never have embarked upon such a project in the first place. Notes:
    This mod Is pretty comprehensive, with much more detailed textures. Be aware at around 40MB you may find your game loading slower with these installed. In-game performance should not be affected though. Whilst the mod is designed to compliment HD Terrain Mods, none of the included textures are themselves so-called HD. All are standard 128x128 textures and will run with software rendering. Bear in mind though that Hardware rending is required to use a HD Terrain mod in the first place.

    1,540 Downloads

       (1 Review)

    2 Comments

    Submitted

  20. MGB - Terrain Grass NAM (TGN) for Lowkee Appalachian

    The mod replaces the grass textures on transport networks with grass that blends in with your terrain mod.
    Lowkee's Appalachian Version
    Click these links to download either the Berner Oberland, Pyrenean or Sudden Valley versions of TGN.
    v2 of TGN (1st Jan 16) includes the following improvements:
    Both US and EU versions have been merged into one, simple to use installer. Better support for LHD textures. Improved quality textures due to new processes. Extended rail texture coverage, still with options for Maxis/NAM Default, PEG 205 and RRW (Real Railway) compatibility. Many fixes/improvements. Supports NAM 34 textures. NEW Optional overrides for many of the grass textures contained in the BSC Texture Mega Packs Vol.1 - Vol. 3 NEW LHD support for US users. NEW Pyrenean Terrain Mod variant. Installation
    Warning: Existing users should completely remove any existing TGN files BEFORE installing this update.
    This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive.
    Please refer to the installed documentation for further details, note these files are installed here:
    My Documents\SimCity 4\LEX_Downloads\MGB Mods
    This is to avoid cluttering up your Plugins folders with non-SC4 files.
    Dependencies / Compatibility
    There are no dependencies for this mod. The base mod is suitable for use with the vanilla game, but I highly recommend using it with the latest version of the Network Addon Mod.
    Highly Recommended:
    Network Addon Mod My MGB Diagonal Filler Set Paeng's Parks 205 Lowkee's Appalachian HD Terrain Mod This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, Maxis/NAM default, PEG 205 or RRW (Real Railway). Coverage for all NAM road networks excluding RHW.
    Help make this mod better
    Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)?
    I would like to say a big thank you to the following people
    TPB, for allowing me to use his updated Euro roundabout textures. Rivit, for the huge support and tools that made this mod possible in the first place. Memo, for the original tools. Without which, I would never have embarked upon such a project in the first place. Notes:
    This mod Is pretty comprehensive, with much more detailed textures. Be aware at around 40MB you may find your game loading slower with these installed. In-game performance should not be affected though. Whilst the mod is designed to compliment HD Terrain Mods, none of the included textures are themselves so-called HD. All are standard 128x128 textures and will run with software rendering. Bear in mind though that Hardware rending is required to use a HD Terrain mod in the first place.

    2,322 Downloads

       (0 Reviews)

    0 Comments

    Updated

  21. MGB - No Grass NAM (NGN)

    The No Grass NAM mod is an updated version of popular mods that remove the Maxis grass from your networks in-game.
    Using the files from my TGN (Terrain Grass NAM) mod, which aims to replace all the original Maxis grass, I was able to adapt the output to show full sidewalks instead of replacing the grass quite easily. I know a number of users prefer to have full sidewalks instead of grass. Since it was so simple to change my scripts, I'm uploading the NGN as a new, up to date mod for such purposes.
    Installation
    This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive.
    Please refer to the installed documentation for further details, note these files are installed here:
    My Documents\SimCity 4\LEX_Downloads\MGB Mods
    This is to avoid cluttering up your Plugins folders with non-SC4 files.
    Dependencies / Compatibility
    There are no dependencies for this mod. The base mod is suitable for use with the vanilla game, but I highly recommend using it with the latest version of the Network Addon Mod.
    This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, Maxis/NAM default, PEG 205 or RRW (Real Railway).
    Help make this mod better
    Found a missing or unsupported texture? Having problems or Got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)?
    I would like to say a big thank you to the following people
    TPB, for allowing me to use his updated Euro roundabout textures. Rivit, for the huge support and tools that made this mod possible in the first place.

    3,070 Downloads

       (1 Review)

    5 Comments

    Updated

  22. American Indian Prop MMP

    Description:
    This Mayor Mode Ploppable (MMP) allows you to plop various 'American Indian' props around your towns and cities.  
    The MMP allows 11 clicks to get the desired prop and orientation you wish.
    The 12th click is a blank prop to cut down the need for bulldozing.

    Dependencies: (Only the .SC4Model files are needed)
    -Sami props 1 by Glenni
    -Totem Pole by JohnB
    -BSC MEGA Props Jen_P Vol01 by Jen_P
      
    Installation:
    Simply unzip the file and put the entire  'Indian Props MMP' folder in your plugins (don't forget the dependencies).  

    Developer notes: 
    This is another MMP I created a while back that was lost when SimPeg went down.  If you've ever needed to depict Native tribes or other types of historical scenes, now you can! 
    The icon will show up in your Mayor Mode flora menu.  

    Support:
    For questions regarding this MMP, please feel free to visit my Modding Development Thread (SimCougs Lot&Mod Den) here on Simtropolis.

    Special Thanks:
    A very special thanks to Glenni, JohnB and Jen_P for creating and sharing these wonderful models.

    EDIT:
    I have re-named the file in order to better describe it intended use.  My CJ focuses on the late 19th century, and includes a number of American Indian tribes, which is the common term in America.  That is how I used this MMP - you are free to use it however you wish.  I didn't intend to alert the PC police, so if I offended you, please accept my apology.  However, if my apology is not enough then by all means please downrate this file to make your voice heard. 

    326 Downloads

       (7 Reviews)

    0 Comments

    Updated

  23. Airbus A350 Developer Textures

    I am releasing the developer files for the Airbus A350. One of the main faults with SimCity is there exists very little variety for automata. This is to give others a chance to come up with their own liveries for the A350, which takes the place of the 767 made by Maxis. Enjoy the tools provided and we all look forward to seeing some much-needed new content for the Exchange!
    About the upload-
    This file includes a blank set of templates (specifically a texture and .dat file) as well as instructions in case you would like to create your own airlines. If you would like to upload your own textures to the Exchange, you may do so as long as I am given credit for the original model.

    Dependencies?
    None, other than the necessary programs to open the files to modify them. Consult the Tutorial folder for more information about those particular programs.

    635 Downloads

       (0 Reviews)

    1 Comment

    Submitted

  24. Catalyst's T-21 for Real Highway

    This mod was made to provide more safety to the sims on your RHW. It places guardrails combined with reflector poles on networks in the countryside. And guardrails combined with more guardrails in (sub-)urban areas.
    I reccomend you put this mod in the z__NAM folder.
    If you would like the reflector poles to appear you should download: Girafe's French Road Signs:
    http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2576
    The guardrail props are included.
    credits:
    This mod was inspired by a similar mod which placed guardrails on a few RHW networks but unfortunately isn't compatible with the new NAM Network ID's. Sadly I can't remember the author and I cannot find it on the STEX anymore.
    The models for the guardrails are made by "Snelwegfreak" and can be found in the sketchup 3dwarehouse.
    This mod would not have been possible without the NAM team, and the SC4 community that taught me everything I now about modding this game.
    enjoy!

    5,114 Downloads

       (3 Reviews)

    15 Comments

    Submitted

  25. Transistor X's car pack 1

    My third upload and my first vehicle mod!
    Now that my Ilive Reader and GoFish is now working, i can now do lots of mods now!
    With this mod you can have your sim drive a Police car, a truck, a hot air Balloon (does not fly), And a Tank!
    Tank can fire missiles, and the police car has a working Siren!The hot air balloon does not fly!
     
    No dependencies!!
    More to come!
     
    Maybe.

    236 Downloads

       (0 Reviews)

    2 Comments

    Updated

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