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The Coastal Development Kit 3 (CDK3) Collection is a collated package of all of the previous CDK3 downloads released by Pegasus Productions. Rather than download and install a large number of packages, it is now possible to get everything you need in just one single self-contained download, including all required dependencies.

The installer package allows you to simply select those parts of the CDK3 theme you want, then it will smartly install only those dependencies that are required to use them. After making your selections and letting the installation complete, you can go straight in game and just play with all the fantastic content, no need to mess with anything further. The installer handles everything automatically, so say goodbye to the stress of installing such modular sets and tracking down dependencies and hello to better coastal views in SimCity 4.

A huge thank you to Pegasus for giving permission to repackage everything in this manner, helping to make content more accessible into the future.

Every CDK3 package, previously over 130 separate downloads, has been organized by their themes, for example the Seaports, Marinas and so on. You can customize exactly which specific parts of each CDK3 theme you want and select from any relevant options. The installer will then install your choices and automatically handle all related dependencies.

Literally the CDK3 in its entirety is now installable in a small fraction of the time it used to take. Better still, we've ruthlessly optimised the process, ensured no duplicate files exist and made everything more consistent, so the installation and your Plugins folder is kept neat and tidy.

Note that because this package was taken from what were originally many separate downloads, rather than try to merge all the Readme's into one place, we've kept them separate, but all the included options are are installed for reference. Please note all the Readmes are located inside of \Documents\SimCity 4\PEG Readmes, so they don't clutter your Plugins folder.

This package requires no external dependencies.

All discussions and support for this product are now hosted on the PLEX on the STEX - Community Support thread at Simtropolis

 

!!! Functional Seaports / Seaport Controller - IMPORTANT INFORMATION !!!

If you choose to install one or more of the Functional Seaport lots, use of them will require that the Pegasus Seaport Controller is installed. Note that this will replace the in-game seaport in the Water Transit menu.

!!! It is imperative that you do not install more than one Seaport Controller - failure to adhere to this warning, could prevent you from opening your cities and render them useless. !!!

By installing the controller, you are confirming that you have no other Seaport Controller installed. To avoid conflicts that could prevent you from being able to load your cities, you should never use any other functional Seaport Mod or Lot, except those supported by this package, which are as follows:

  • PEG-CDK3-SP_Container-Seaport.dat*
  • PEG-CDK3-SP_Pier-Seaport.dat*
  • PEG-CDK3-SP_Break-Bulk-SeaPort.dat*
  • CSK2 Canal Small Seaport
  • SWAP Package Handling Centre

Note: Items marked with * are included with this package, everything else is not part of the CDK3, although the included Seaport Controller will support their use.

If you are unsure if you have any unsupported Seaports, we strongly suggest testing them in a new, blank test city first. If you can Plop the Seaports, save, exit and reload the city all without issue, then you should be safe to use them in your existing cities. Additionally, we recommend making a backup of your Regions BEFORE using any of the functional Seaports, this way if something does go wrong, you have a way to fix the problem.

We can not be held responsible for your failure to read, understand or follow the advice here. Whilst this is necessary due to the way the game works, there really isn't anything to worry about, provided you never install more than one such controller, but the warnings are here because if you do, the consequences are not good.

Users with pre-existing CDK3 installed

The package was originally designed for new users of the CDK3, given that it's main purpose was to simplify the installation, that doesn't really do anything for those with existing installs. However, a Cleanitol RemoveList is attached here, which should be ran before running the CDK3 Collection Installer, will find and remove all the original CDK3 content from your Plugins folder:

RemoveList - CDK3 Collection.txt

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Wow!  I've had all these items for years already.  But this is fantastic work!  This will save people hours, if not days searching and downloading.  Excellent job!  And thank you for sharing this with us.

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As someone who only finished downloading some OWW lots last night, this will save you hours upon hours of dependency checking and ensuring thst you spend more time playing than fixing things. 10 stars. I'll even use this to make sure I haven't missed anything

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thank you for doing this and sharing it    I remember finding Peg's website years ago and plodding thru it to put together a waterfront area     also didn't realize until  now that all this content is entirely Pegasus' without external dependencies   thanks too for including the tutorials

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@deezedgod
I do wish it came in a .zip instead of just as an installer, but it's fine.

Now whilst I am not a fan of using installers just because, like for a single DAT, I just want to make it clear why I've done that here. Even if you want everything in the package, you still don't need every file (in fact doing that would lead to problems), but if you don't want everything, there are deps you won't need and other specifics relating to the configuration that must be adhered too for it to work as intended. Rather than each user having to figure that out and writing a huge complex Readme no one will read, users can just select the options desired and the installer handles it for you automatically. Again, this is 130 downloads in one, the logic behind the installer, which is essentially identical to what users would have to manually do without an installer, is pretty complex. It doesn't just dump all the deps you might need into Plugins, it only installs what is needed based on each user's selections.

But if that still hasn't convinced you that this is worthy of using an installer, no worries, it's made using NSIS, so just open it with 7zip and manually install everything as if it was a zip file. Plus I am only too aware this won't work for Mac users, so eventually I will be releasing a .zip version for Mac users, which of course those who really hate installers can all use. Actually MacOS can open the NSIS installer without a 3rd party App, so that option is already there. But, due to the complexity problem, it's going to take a while to write the instructions for that, so it won't be uploaded tomorrow. Sadly there is no free way I am aware of that I can supply an installer for Mac users that handles the complex logic like NSIS does. Because getting code to run on a Mac these days is impossible without paying Apple for the privilege. 

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@STEX Custodian

I just downloaded this, but am having a moment of hesitancy before double clicking the .exe....

Though I've tried to allocate the older files in the past to their respective folders I am not entirely confident of what is or isn't part of the original CDK3 collection at this point and am a tad afraid of missing something. Mostly my fault for letting this happen.

So to be sure I understand what I'm reading in the summary as well as the previous comments here, when I launch the .exe, am I correct in understanding that it will:

1) create multiple installers based on theme, and I select as many as I choose?

2) and assuming it does, will there be any sort of "remove list" I can review beforehand so I can remove the old files?

3) or if not, is there an alternative method for finding the older files to be removed?

Forgive me if this was obvious in everything posted, though I've read it several times before asking here.

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On 12/4/2022 at 9:58 PM, jonnboy1976 said:

Wow!  I've had all these items for years already.  But this is fantastic work!  This will save people hours, if not days searching and downloading.  Excellent job!  And thank you for sharing this with us.

I also have the original files. They were among the first SC4 mods I installed. I don't want to uninstall them in favor of this. Only if this version makes port development easier. I've always had issues with it.

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I love everything about this pack and appreciate the work and creativity in it. I especially love the peg leveling tool, although I'm not sure what menu its in now; I may just playing this game too much.Everything is exceptional and no issues.

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On 02/04/2023 at 2:23 AM, spiritualfire said:

1) create multiple installers based on theme, and I select as many as I choose?

There is only one installer, when ran it gives you every single option from the CDK3 set of downloads to choose from. After you make your selections, it then neatly installs them all, along with the necessary dependencies in one go.

It's not simply a bunch of downloads uploaded as one.

On 02/04/2023 at 2:23 AM, spiritualfire said:

2) and assuming it does, will there be any sort of "remove list" I can review beforehand so I can remove the old files?

At the moment no, the intention is to create one at some point, but it requires a lot of backtracking to do.
I've just added one at the bottom of the Upload's description page.

On 02/04/2023 at 2:23 AM, spiritualfire said:

3) or if not, is there an alternative method for finding the older files to be removed?

PEG files were commonly distributed as individual installers or .zip files. In both cases a PEGPROD folder would be created and inside that should be various sub folders for the PEG mods. So you should have a CDK3 folder already, if so just archive that, i.e. move the entire folder to somewhere safe outside of Plugins, which should take care of any pre-existing CDK3 files. Of course I understand it's not exactly that simple, because certain files may be found in other directories. 

This set wasn't really intended for existing users, because at it's core functionality hasn't really been altered. A number of changes for better 'packaging' were made and some redundancy/minor issues were dealt with. However, I can see this is something we can improve and the best solution is to create a remove list so it's super-easy to clean up everything before installing the updated files. That said, it would be wise to ensure any Functional Seaports were removed from your game (cities) before uninstalling them or installing the updated ones. Plus it's not likely I can make the remove list run as part of the installer, so users would need to know how to use Cleanitol, although admittedly not particularly difficult.

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On 5.12.2022 at 1:58 PM, rsc204 said:

Myself & @Tyberius06 put a lot of work into this project precisely to show what can be done when skilled modders are allowed to package things together for users.

In future we plan to continue with the other PEG sets, such as the waterways, MTP, SPAM and Utopia content. We really hope this highlights how much more accessible content can be made if we are just allowed to modernise the distribution method.

I would recommend you remove the old files and use the new ones instead. They have been hugely modified behind the scenes, even though that won't be immediately obvious. They are much more efficient, organised and structured than before. Yes functionally they are otherwise identical, but consider this as 'updated' versions. Sorry I didn't get it uploaded a day earlier to save you the hassle.

This is brilliant AND works on a Mac. I´m really happy having functional costal stuff to work with now. The Unarchiver unpacks the .exe, just copy everything in the Plugin-Folder and voila - costal magic. Thanks a ton @Tyberius06 and @rsc204 and everybody involved. 

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This is amazing, I've always thought that there was a severe lack of coastal stuff for the game despite there being so much water in regions and some squares having almost 50% water

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Hugely appreciate the work put into this. Does it include PEG's Lakeside Resort and Navy Bases? Not sure if those are under the CDK3 umbrella or not.

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On 23/02/2025 at 10:18 PM, trar said:

Does it include PEG's Lakeside Resort and Navy Bases?

I had thought the Navy stuff was included, but I think I didn't in the end because it's not strictly part of CDK3, rather it fits in with the original CDK lots, to be released in a legacy pack at some point.

Likewise the Lakeside resort fits better with the MTP theme and will be included with that rather than CDK3.

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Not sure if this matters or if anyone can do anything about it, but this file is throwing warnings from Microsoft/Windows when downloading and installing it. I know it's fine, just wanted to let it be known that it's happening if there's anything anyone can do.

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11 hours ago, Synthovine said:

Not sure if this matters or if anyone can do anything about it, but this file is throwing warnings from Microsoft/Windows when downloading and installing it. I know it's fine, just wanted to let it be known that it's happening if there's anything anyone can do.

This gives some idea of the battle here:

https://stackoverflow.com/questions/48946680/how-to-avoid-the-windows-defender-smartscreen-prevented-an-unrecognized-app-fro

Consider that's just MS, 3rd party security software probably also blacklists anything not on a whitelist. So in essence everything is just assumed to be a threat without any checks. As someone developing as a hobby, this problem is pretty much unavoidable these days.

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I'm very new to the SC4 Mod scene... So this mod makes seaport functional, as in the seaports will affect demand cap?

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sc4pac added this to my downloads yet when i try to plop one of the seaports, the game crashes to desktop. If this is the collection, why is it doing that? 

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On 04/11/2025 at 3:59 PM, SlayViorZ said:

I'm very new to the SC4 Mod scene... So this mod makes seaport functional, as in the seaports will affect demand cap?

Yes the functional Seaports are coded with the intention of increasing the demand cap for Ind in line with how the Maxis Seaports worked.

On 06/07/2026 at 2:54 PM, MstrFox1982 said:

sc4pac added this to my downloads yet when i try to plop one of the seaports, the game crashes to desktop. If this is the collection, why is it doing that? 

You can not mix the Pegasus Seaport controller with any other Seaport controller, realistically the only other one is the BSC Seaports.

The functional Seaports and controller were very much intended to be optional selections with an unmissable warning screen if you selected to install them. I guess SC4Pac can't replicate every function of the Installer I built?

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3 hours ago, rsc204 said:

The functional Seaports and controller were very much intended to be optional selections with an unmissable warning screen if you selected to install them. I guess SC4Pac can't replicate every function of the Installer I built?

The metadata can be reviewed here. sc4pac is extremely flexible; I explicitly excluded the functional seaports from the main CDK3 collection, so if you install from sc4pac directly, there's no problem. However, the script that creates the 'Install with sc4pac' download link on this page includes every package that links to this page. A solution (for now) is to remove this url from the functional seaports package, effectively excluding it from this button. Fixing this now: https://github.com/sebamarynissen/simtropolis-channel/pull/463

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