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I have a modding request well severall to be honest

 

I want some people to mod these things for example

We need gas stations i would like to see the brands of  Chevron, Conoco Phillips, Texaco, loves, and Quick trip or QT and race trac gas stations be designed.

For stores i would like to see brands like Fiesta, wholefoods, cabellas, in-n-out, and tom thub or randalls part of the safe way corp oration be designed

 

for hotels which are drastically needed we need a westin or crowne plaza hotel and holiday inn as well. Also if anyone could recreate the sheraton in downtown dallas id be happy. and the hilton anatole and this hotel is a must The Hyatt regencey in dallas

http://dallasregency.hyatt.com/en/hotel/home.html?src=agn_smg_hr_ppc_google_ss_propertyspecific_dfwrd_hyattregencydallas&fund=fs&keywordtype=brand&mckv=sZfErEx4f_dc|pcrid|11994375327|mtid|3944cfd18966|

 

Also cristo rendor and some dallas skins would be nice too sorry if im bossy guys???

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I want some Soviet-era buildings. Anyone know of any?

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I want some Soviet-era buildings. Anyone know of any?

 

Have you tried searching the STEX for "Soviet"?  You'll find all sorts of related things that way.

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I have an easy request. I would love to have ramp meters in this game. Ramp meters are fairly common in the United States mainly in metropolitan areas and help regulate traffic and has been prove to be more safe. Its a traffic signal with only red and green and switches between the two. Usually they are on during rush hour, and blink yellow when not on (atleast from my experience). It would be awesome if someone could make some. I dunno if this should be under modding or buildings but I still think it's a great idea.

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I have a request very common in the united states is when you exit off highways stoplights are present when exiting onto major blvds and etc can someone mod a highway intersection to be like that.

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Is there a way to change default zone size when click-and-holding with a zone tool? E.g. If I choose the IR tool (z) and hold the left mouse button down (Win), I will get a 15x15 zone (if nothing blocks it). Is there a way to increase this default?

 

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Hi there,

I previously asked a question about euro style road texture witn NAM but I now realise I need something more general.

I am basically looking for a mod that replaces all current buildings, houses, roads and trains

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Hi there,


I previously asked a question about Euro style road texture witn NAM but I now realise I need something more general.

I am basically looking for a mod that replaces all current US style buildings, houses, roads and trains by European style ones. Also, if possible, I would like this mod to be compatible with the NAM package (in order to have high speed trains, large high ways, etc.). I am sure there must be a mod that meets my request but since I am very new to this I wouldn't be able to know which one is better.

Thank you very much!

edit - sorry for the double post, I am on the train!

 

edit2 - I also have to say i am completly lost with package dependencies... I have installed NAM package as I've seen it is highly recommended in most tutorials. This mod is supposed to contain a few Euro textures but I never managed to make them work (although most of NAM tools are working). Any suggestion for a good combination of mods for beginners are very welcome...

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Hi there,

I previously asked a question about Euro style road texture witn NAM but I now realise I need something more general.

I am basically looking for a mod that replaces all current US style buildings, houses, roads and trains by European style ones. Also, if possible, I would like this mod to be compatible with the NAM package (in order to have high speed trains, large high ways, etc.). I am sure there must be a mod that meets my request but since I am very new to this I wouldn't be able to know which one is better.

Thank you very much!

edit - sorry for the double post, I am on the train!

 

edit2 - I also have to say i am completly lost with package dependencies... I have installed NAM package as I've seen it is highly recommended in most tutorials. This mod is supposed to contain a few Euro textures but I never managed to make them work (although most of NAM tools are working). Any suggestion for a good combination of mods for beginners are very welcome...

For replacing the default train by a European-style one, you could try a mod like these:

 

 

As far as replacing buildings and houses goes, the game manual should tell you how to pick only European-styled buildings to grow, or you can try this topic:

 

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For replacing the default train by a European-style one, you could try a mod like these:

 

As far as replacing buildings and houses goes, the game manual should tell you how to pick only European-styled buildings to grow, or you can try this topic:

 

 

Hi Jeffabes,

 

I have already ticked the European style box in game but it does not seem to change the building style. Does it only apply for medium/high density residential/commercial zones? (I only have a small town so far!) Also I would like to change to European-styled roads, intersection, etc. is there any mode compatible with NAM that does this job?

 

Cheers!

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@AlexSan333:  There is a mod to change to European-styled roads:

 

 

The description, though, says that it is included with the latest NAM version as an optional extra.  If installing the mod above doesn't help, maybe you could try reading the NAM manual and/or posting a question at the NAM support forum:

 

https://community.simtropolis.com/topic/58484-nam-general-support-thread-v2/page-44?hl=%2Bnam+%2Bsupport#entry1403341

 

to see if there's a way to uninstall and reinstall NAM which will give you the European roads.

 

I'm sorry to read that you're still having trouble getting European-style small R and C buildings.  For your current region, any changes you make (short of bulldozing) will only affect buildings that grow in the future, not the ones already there.  If you start a new region, you could try a combination of a Maxis blocker:

 

 

and a lot of European-style building plugins like these: 

 

 

to force the game to only grow European-style buildings.

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Is there a mod that takes away the arrows on one way roads? If so, I haven't found one. :(

 

Yes; it's in the NAM.  You need to select the Custom Installation in order to be able to see the option.

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I have an easy request. I would love to have ramp meters in this game. Ramp meters are fairly common in the United States mainly in metropolitan areas and help regulate traffic and has been prove to be more safe. Its a traffic signal with only red and green and switches between the two. Usually they are on during rush hour, and blink yellow when not on (atleast from my experience). It would be awesome if someone could make some. I dunno if this should be under modding or buildings but I still think it's a great idea.

Someone found a way to do this,

please I would love this!

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Someone found a way to do this, please I would love this!

That someone was a competitor of the NAM Team that dissolved years ago. However (and this is the limiting factor here), there's no way to make a ramp meter fully functional. It would only be eyecandy because in SC4, traffic never stops. And since it's eyecandy, that reduces the priority that a piece like that would be made.

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REQUEST: Planned Construction

 

Invent "shadow" or "ghost" versions of many of the game objects that cost money (transport, city services etc). Let each ghost cost something like 1% of the real object's price (call it an "engineering report" fee).

 

The purpose of ghost-building is to plan ahead (sometimes way ahead) by putting placeholders on the map without paying the real cost. Imagine placing future schools, police, fire, freeways etc so you can zone around them.

 

Ghosts should "fit together" using the same placement rules that bugger real road and rail placement. Ghosts should take up space, getting in the way of other placements (including zones dragged over them). The ghost versions of "advanced" objects should become available long before its real object is unlocked (but maybe not everything right from the start).

 

What a ghost doesn't do is function, because it's only a plan without construction. Ghosts won't attract or carry passengers; they won't transmit electricity; they won't hire employees; they won't pollute (or clean-up); and they won't cost maintenance.

 

Ghosts also shouldn't affect appeal. I don't know if it would be possible to remember what's really there (and leave it untouched) while placing a ghost over it. Could it behave as if you'd pressed (and possibly dragged) the mouse but not yet released? Or, could a ghost be given the attribute of a sign (while still taking up space)?

 

If not, then ghosts might need to clear and level land, which would mean paying that much of the cost and suffering some loss of trees etc. Imagine a road that has just been placed but the construction props haven't gone to work on it yet. Hey, maybe there's a dirt-easy implementation in somehow creating ersatz objects in which construction is frozen.

 

At some future point in time, when one has both the funds and access to the real object, the ghost object (or stretch road/rail) would be turned real. Something that works like the bulldozer would be useful for selecting objects, road segments etc, but instead of demolishing, it would pay full price to replace ghosts with real construction.

 

Because so many things could be involved, I would create an entire "city planner" mode in between "god mode" and "mayor mode". The city planner menu tree would exactly emulate the mayor's tree (O-O design would come in handy). To make a ghost, one might "copy" (or subclass) a real object definition into the corresponding slot in the planner's tree, and then delete the characteristics that make it functional.

 

BTW, In case you hadn't guessed, I am very new to this version of Sim City. However, I've been programming computers and hacking PC games for at least 25 years. I admit that it's a dangerous combination. If SimCity 4 holds my interest for any length of time, I'm sure I'll be drawn into learning how to create my own mods. Given the sweeping nature of my proposal, I might even have time to come up to speed and participate in its implementation if veteran modders give it a green light.

 


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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Is there any way to make all connections' possible deals available all of the time? Is there any way to slide the amount upward so I have enough to export across town?

 

I want to do things like transmit power across multiple towns (import "too much" on one side, and export some of the excess on the other). However, I can't transmit from A to B to C unless I can first get excess juice into B. Also, I have some sections (in San Francisco) where two pieces of land are separated by water. As soon as I import power for one, I create a surplus that prevents me from importing power for the other.

 

I realize that there are workarounds, so I am forging ahead. However, I want things my way next time I want long-distance power transmission or face a region cut apart by water features.


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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REQUEST: Landfill that actually fills in the land

 

This landfill could be placed on either land or water, so it would be ideal for zoning over the verge between land and water. As garbage piles up, the land's elevation would rise up to the level of its highest neighboring tile (spreading a leveling effect over the entire zoned area). Even more important, nearby water would become new land for future building. As the landfill fills in, it could be re-zoned to other things (like airports), and then further landfill areas could be zoned further into the water. In this way, the high cost of landfill could be justified by its long-term terraforming results.

 

This may sound like fantasy (or distopian nightmare) to youngsters in the audience, but this is how many RL cities expanded into bays and estuaries from about 1860 to 1980. Landfill actually filled something (usually crevices or low, marshy swamps unfit for building). Take a look at the San Francisco region. Realize that much of the flat land bordering the bay was actually water or marsh in 1900, and the east side of SF's financial district was pierced by a watery inlet in the 1800's (some of today's skyscrapers are built on top of the wrecks of wooden ships and the wharves where they moored).


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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I got one, Ploppable boat wakes, there are tons of ploppable boats out there, problem is, most, if not all of them are without boat wakes making them look like they are just anchored, everywhere ships are anchored.  I think ploppable boat wakes would be a great addition to the game thus.

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I got one, Ploppable boat wakes, there are tons of ploppable boats out there, problem is, most, if not all of them are without boat wakes making them look like they are just anchored, everywhere ships are anchored.  I think ploppable boat wakes would be a great addition to the game thus.

PEG might have something like that inside of its PPONDS mod.


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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I got one, Ploppable boat wakes, there are tons of ploppable boats out there, problem is, most, if not all of them are without boat wakes making them look like they are just anchored, everywhere ships are anchored. I think ploppable boat wakes would be a great addition to the game thus.

Actually, ploppable in the MMP sense would not work because the prop would sink to the bottom of the ocean (getting the right orientation would be tricky too). But it's a good idea. The best way would be if the BAT creator modeled the wake and combined it with the boat.


SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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I got one, Ploppable boat wakes, there are tons of ploppable boats out there, problem is, most, if not all of them are without boat wakes making them look like they are just anchored, everywhere ships are anchored. I think ploppable boat wakes would be a great addition to the game thus.

Actually, ploppable in the MMP sense would not work because the prop would sink to the bottom of the ocean (getting the right orientation would be tricky too). But it's a good idea. The best way would be if the BAT creator modeled the wake and combined it with the boat.

 

 

You could also only model a wake and have it overhang. the tile, then you would just plop a wake lot behind a boat lot.

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I wasn't thinking they would be MMPs, I was thinking if they were created they could go into the park or landmark menus, I wasn't thinking anything too elaborate either, a simple whitish chevron.  The most complex I would make it if I were to make it was a 1X1 where the chevron took up the entire square, then a 1X3 where the chevron would be stretched over about half the three squares(wide) and centered inside the three squares, then a third one where the chevron was stretched to fit all three squares(again wide).  The small 1X1 could be used for our little sailboats and other very small craft.  Then for larger craft like the tugboats or other medium sized vessels you could use the small one closest tot he craft then place the second one a square or two behind that one depending on speed you want people to perceive the boat is travelling at.  Then lastly the larger craft, like the tankers and container ships, you could place all three chevron in order from smallest to largest all spaced a square or two apart(I have been in boats passing and/or just around these large vessels, they have HUGE wakes that go for great distance and can create massive swells well over 15 feet high and some make even bigger swells).  This is a game there is no need to replicate the actual size of the wakes, I would just like to see some sort of non-photoshopped representation in the game of this phenomenon.

 

Does a type of wake already exist in the game?  I know it doesn't exist in this fashion though, but don't the maxis cruise ship and the maxis cargo ship both have wakes?  I could swear they did.  Is there any way to just make that ploppable(landmark/park)?  I get what was said about them ending up on the ocean/river floor though.  Is there some way to put it on a lot at a specific height, say, 30 meters?  Then all one would have to do is ensure that their water ways, or at least the spot where they plan on plopping the wake is 29-30 meters deep.  Is that possible?

 

Sorry to push it so hard.  I just feel this would be a great addition to the game, it was commented earlier that we just don't have anything like this at all anywhere. A new idea! :)

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Does a type of wake already exist in the game?  I know it doesn't exist in this fashion though, but don't the maxis cruise ship and the maxis cargo ship both have wakes? 

Yes, the ferries and cruise do have in-game wakes as they travel through water. The ferries even make side wakes when orienting itself to the dock of the station. 

 

There are also the wakes the bridge make that you can turn on or off.

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I don't know if anything like this has been made yet, but consider those who use ploppable transmission pylons instead of the ingame ones. They look nice (eg MandelSoft's or Buzzit's), but are only limited to one city tile. If, for example, I want to transmit power from one city to another, I would need to use the ugly maxis transmission lines. I know Paeng has a mod to change the power pylons into something more usable, so my request should be very much possible. I'm wondering if anyone could replace the maxis power pylons with something much smaller, if not, nearly invisible. This way, custom power pylon users like me would be able to transmit power between cities without having to try to hide the maxis pylons.


-- Sepen77

~Forging the future of the future~

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Modding the game clock so it shows the full year instead of "10/28/13" and rather "10/28/2013"? This would be useful if a city reaches the 22nd century and further so it doesn't show the weird "10/28/113", it just looks odd don't you think? :D I have yet to find this mod myself so I do not think it exists.

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Request: Private (growable CS$$ and/or CS$$$) medical and educational facilities (preferably CAM-patible). Ideally they would be attracted to poor public medical / educational coverage (among other things). There would be multiple stages (from small schools and clinics to large schools and mega-highrise futuristic hospitals), and they'd deliver the goods (services). Best of all, they'd pay taxes rather than sucking down my city budget.


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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I'd wish some kind of a uniform grass mod. Well, it'd use high wealth/sg parks GrassOnly grass texture for all lots. It's quite annoying, or rather ugly, the lot next door having a diferent grass texture. This does not happen in real life. Do I explained well? I apologize for my poor english.

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