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Would anyone be willing to tackle some new seaweed and/or standing corals for our oceans? I tried to find the tool to use with Gizmo's but the dependency needed is long gone (as is the website for it).  I'd be willing to potentially tackle this myself, but would need to know what tools (programs needed), their cost, and someone to walk me through it...though I hope someone with more experience might be able to whip them out a whole lot faster.  The only thing is that I'd need them to be plopped in water...


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Hi all,

 

Would anyone be willing to make 19/20th century Asian sampan boat/ship w/ sails prop. I can't find one any where.

 

Thanks,

 

Best, H.


"The road of excess, leads to the palace of wisdom."-Sir William Blake

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Well, I know other people have asked many times for a  "Tropical Tree Controller" or a "Tropical Flora God Mode" for those like me who are making tropical cities in Simcity 4, and now i think is time for a new Tropical Tree Controller with more variety of flora (trees, grass, bushes, flowers, bambus), almost all the "Tree Controllers" in the community are like:

- forest seasonal

 Italia, Pacific Northwest, Cascadia tree controllers...

- heblem desertic and tropical forest tree controllers...

(i like Hemblem's tree controllers, but some times when i plop his tree controllers in the "God Mode" i have CTD and i don't know why)

My request is for a Tropical Tree Controller. I have seen that there are new sets of trees in HD that they are not used for this kind of stuff, and this trees are perfect for an Tropical Tree Controller seasonal and non seasonal (or tropical and sub tropical evergreen flora or seasonal flora) ,

such as trees and plants that come with  HD flora packages like:

-girafes and orange (not the pines, the normal trees and bushes)

-grass and bushes from orange's rural pack,

-cp's tropical flora

-cp's bushes and grass

-bambu by Fanta soda (simcity.cn)

-Moonlight's Bamboo

-nbvc's tropical plants

To do something more or less like the pictures, would be amazing.

 

agua-clara.jpg

6224544833_8a64827694_z.jpg

hk-nature1.jpg

River-in-Hong-Kong.jpg

432_Forest_floor_-_Tai_Po_Kau_-_28-9-10.

Upper-Amazon-Basin-Banos-Ecuador.jpg

 

 

Please, will be very helpful, and more for those like me that were making tropical cities.

 

Thanks.

 

 

A new Tropical tree controller for the Rio 2016 project will be perfect.

 

To be honest, I can get pretty close with what's out there right now on the STEX, LEX, and PLEX.  It would take you time, but very doable.

 

 

 

 

 

Kind Regards

 


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Hey guys, i hope this fits in here.

I would like to have Frogface's NYC Subway cars as MMP's and props for the Loteditor, but preferably as LE props.

I'm pretty terrible at modding stuff for SC 4 but for you talented people this might be an easy task.

So, any takers on this?

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Here's a request for the modding wizards of the community:

 

Would it be at all possible to turn off or shorten the duration of the debris cloud when you demolish a power pole?  Seems to me that if possible, it might be a really simple fix.  With most structures they're not annoying as they dissipate rather quickly.  On the other hand, demolish a power pole and that location is obscured by a giant opaque dust bunny that sits there for what must be at least 10 seconds.

 

Background:  I'm laying out a system of power lines throughout my new region so as to facilitate getting neighbor deals all set up (seems to be much easier to do before getting heavy into zoned development.  This task naturally involves running power lines though wooded areas, which for me also involves clearing a right of way through said wooded area (as you see in real life).  Occasionally, mistakes are made and I need to bulldoze some poles.  And wait...


Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
Buffalo and Upstate New York BATs

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I would like to have Frogface's NYC Subway cars as MMP's and props for the Loteditor, but preferably as LE props.

 

This can be done easily, but I can't find anything related to Frogface. Do you have a link

 

 

Would it be at all possible to turn off or shorten the duration of the debris cloud when you demolish a power pole?

 

No mod needed for that. Simply put visual effects on low in your graphic options and the bulldoze anime is gone

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Would it be at all possible to turn off or shorten the duration of the debris cloud when you demolish a power pole?

 

No mod needed for that. Simply put visual effects on low in your graphic options and the bulldoze anime is gone

 

 

Interesting; I feel like I should have known that.  Is it documented anywhere exactly what that setting controls?  Maybe I just leave it like that as a permanent setting.  I also have a pair of RRW bridges showing wash (very turbulent at that) at the piers despite also running RippleJet's disable bridge wash mod.


Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
Buffalo and Upstate New York BATs

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I would like to have Frogface's NYC Subway cars as MMP's and props for the Loteditor, but preferably as LE props.

 

This can be done easily, but I can't find anything related to Frogface. Do you have a link

 

Argh,stupid me,totally forgot to add a link:

 

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Sabretooth I think it relates to level of detail of animations such as pollution, smoke, fireworks etc. TBH I never played with it on medium or high because of the bulldoze anime. Should be possible though to fiddle with it by editing Graphic Rules sgr file in the install directory.

Try attached file for your wake problems, it has an added instance RJ forgot about. Maybe will solve your problem, IDK, I don't use RRW

Hotwheeler The props in attachment are located either under "FF_bart" and "FF_replacement" in the LE list. However only BART A type subway is added automata, everything else share same ID and is default replacement to maxis default automata, hence the car/engine combination you get as a prop depend of the automata replacement you chose. #ID range e2231101 to 04

Subway Props.zip

Disable Bridge Wash Effect 1.1.zip

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Hotwheeler The props in attachment are located either under "FF_bart" and "FF_replacement" in the LE list. However only BART A type subway is added automata, everything else share same ID and is default replacement to maxis default automata, hence the car/engine combination you get as a prop depend of the automata replacement you chose. #ID range e2231101 to 04

Thanks man.I`m glad i have a subway prop,no matter if it is a BART train or the others.BTW,what does the  Disable Bridge Wash Effect thingy do?Does it eliminate those wave animations on bridge pillars?

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Sabretooth I think it relates to level of detail of animations such as pollution, smoke, fireworks etc.

...

 

That makes a lot of sense.

 

While in the process of testing my automated fireworks mod, I noticed the "visual effects" setting has a direct influence on the appearance of the fireworks.

 

On the 'high' setting, the transitions appeared smoother and more detailed, especially when more are launched at once. This seems to use more graphics power, allowing more effects to be rendered. On 'medium' the performance wasn't as good, appearing more pixelated and lagging with more than 5 launched at once. Then on 'low' they don't even show at all (as the case with some other effects).

 

 

Thanks man.I`m glad i have a subway prop,no matter if it is a BART train or the others.BTW,what does the  Disable Bridge Wash Effect thingy do?Does it eliminate those wave animations on bridge pillars?

 

Yes, I believe that's correct.

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Can someone make a elevated version the of the maxis highway trumpet interchange?

 

o8rzSxw.jpg

 

I built this interchange back in 2009 or somewhere abouts and I would echo what Tarkus said...probably won't happen (at least anytime soon).  This interchange along with the partial and full y interchanges were built about the same time and it took about 12 months to build all 3, the only reason being that I was unemployed and desperate to work (think wake up at 8am sleep at 3am  :dead:)..otherwise it would have taken much longer.  While it would be great to dust off the ol' 3dsmax and start modeling, it won't be likely anytime soon as the RHW was coming into focus the same time I made it and not a lot of people use maxis highways anymore. Not to mention, AFAIK the models were on a hard drive that died (I have the hard drive somewhere but just can't get anything off it).  If there were ever a wave of nostalgia for the interchanges of old, I would consider it, but probably not otherwise, sorry.

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What is in my mind is the Government Hot Dog Stand (lol), when placed above one road, street or avenue it randomly generate one small amount of instant revenue to the city banks depending on the flux of pedestrians. Easy not? I speculate there is little time needed to do such mod. :)

 

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Could someone fix the Shibuya East and West station to have a capacity that equals their size.

Currently east got 20.000 and west 15.000. I tried to raise it with iLive myself but it didn't change anything.

Or well if someone could tell me how to fix it myself. I know how to change the values there just for this station nothing changes (did it successfully on other stations).

post-707994-0-57189100-1433882087_thumb.

post-707994-0-84852500-1433882095_thumb.

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I 'd like to know when it comes to automata mods if there is any places to get even more cars or if someone could make me some. I'd love to have vehicles from the Fast and The Furious series, Initial D, Wangan Midnight as well as ones of 90's Japanese sports cars, like MK4 Supra, RX7, Nissan 240's ( S13, S14, S15 ) Nissan Skylines ( R32, R34 ) Also 1998 Subaru Legacy GT in Mica ruby red if possible. 

 

-Mark


  Edited by Markthrash  

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Or well if someone could tell me how to fix it myself. I know how to change the values there just for this station nothing changes (did it successfully on other stations).

If changing the values didn't work, then one of two things is likely going on.

Either there is some sort of parent cohort overriding the settings elsewhere (if the parent cohort property is full of zeros this is not the case). Or more likely, you have duplicate exemplars for this station and have only changed the values on one of them. For example, if you have an SC4Desc file, but the building exemplar is also included in the SC4Lot file (most common error) then you should remove the unnecessary SC4Desc file, these shouldn't really be released with lots where the buildings exemplar is included elsewhere.


  Edited by rsc204  
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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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To add to the above solution, you can use Datanode to help you hunt down the arrant exemplar. File listings are sorted by Group, for some reason, so keep that in mind as you're searching.

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Hi, I have some qualms/suggestions about nam 32, specifically, the pieces regarding el rail over road/avenue/road 4

Suggestion:

*would it be possible to add walkways on the sides of the el-rails-over-avenues/road 4? I think there is enough space, though I'm not sure if there is space around the el-rails-over-roads (would REALLY like this part to be implemented). Perhaps the pedestrians could enter through the overhanging stations.

Qualms:

*there are stations for the el-rail-over-road, only one station that I can find for el-rail-over-road-4, and none that I can find for station over avenue.

*the el-rail-over-road pieces are much harder to work with than the el-rail-over-road-4 pieces in that the former can't be edited at all. If the piece for the el-rail-over-road doesn't exist, it is probably impossible to do (note: yes, I have seen this tutorial--> https://www.youtube.com/watch?v=oJ1D_Cm_gGM   ). If the el-rail-over-road pieces could behave like the other ones (over-avenue-road-4) I would be satisfied.

*minor thing: can't get a clean L shape for the el-rail-over-avenue/road-4 . It instead places a regular intersection under the corner of the L.

Hope I'm not being too nitpicky and that this is the right forum. I just think nam hasn't reached its full potential.

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  On 3.7.2015, markussaage said:
  On 3.7.2015, Yarahi said:

The powerlines (and guardrails, etc.) are from the japan sidewalk mod on Hide&Seek; http://hide-inoki.com/bbs/archives/sc4_0856.html

Thanks a lot, Yarahi!

In the meantime I found the RHD version of this made by Magneto... :)

 

Kind regards!

Hi,

this is a nice mod, but unfortunately it's made for Japan there are japanese street signs, bollards,  guardrails and stop lights in it...

Is there a way to remove all this to make it usable for US or European cities? :)

And that it can be used with a different Light Replacement Mod? LRM 4.0 is the main dependency here... I don't have any idea or

experience how all of this works together... That's something for the modding masters here I guess?!

 

Thanks a lot and kind regards!

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Is there a way to remove all this to make it usable for US or European cities? :)

And that it can be used with a different Light Replacement Mod? LRM 4.0 is the main dependency here

Yes it's possible. Everything can be removed or replaced, there's already a mod that removes the blue japanese signs here

Blocking props is easy, all it takes is some basic skill with reader... Replacing is a tad trickier, especially if the props you want to replace have an offset (the signage props used in the JP sidewalk mod does, meaning you have to replace it with props having the same offset)

I guess I could give you a hand on this and make the mod more suitable for US and Euro styles, but wouldn't go as far as replacing guardrails and lightpoles... Replacing signage is enough imo

 

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Is there a way to remove all this to make it usable for US or European cities? :)

And that it can be used with a different Light Replacement Mod? LRM 4.0 is the main dependency here

Yes it's possible. Everything can be removed or replaced, there's already a mod that removes the blue japanese signs here

Blocking props is easy, all it takes is some basic skill with reader... Replacing is a tad trickier, especially if the props you want to replace have an offset (the signage props used in the JP sidewalk mod does, meaning you have to replace it with props having the same offset)

I guess I could give you a hand on this and make the mod more suitable for US and Euro styles, but wouldn't go as far as replacing guardrails and lightpoles... Replacing signage is enough imo

 

Thanks for the qiuck response and your offer to help. I have some basic skills with the reader. Unfortunately the zip-file from your link is broken.
Winzip and WinRAR both report an error when I try to open this file. I've downloaded it a few times.
So I can't check this out for now. Is there another
link?

I don't use any sidewalk mod but I'd like to remove or change the bollards, guardrails and stop lights, too. It would be nice to replace the blue street signs
with green US style ones so the stop lights... :)

Kind regards!

 

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After playing SC4 for some years I realized: there are no parliaments in SC4. No elections. As you are god and major at the same time - I think the poltical model of sc4 is pharaonic? Where are all those advisors based/located?

And then - I got a little bit tired of those major villas and major statues - someone could make a replacement for the whole 'system' - more democratic, more parliamentaric. Instead of getting a statue you could get some gouvernement instruments - community centers, houses of commons, houses of advisors, parliaments, agencys of urban planning, a senate - instead of statues.

My mind wandered - I had downloaded some of bixels big complexes f. e. and they never grew in my cities. And I thought perhaps I could lot some big gouvernal complexes out of them. Reward buildings you'll get if your region has become bigger than 1 Mio, 2 Mio etc.

Then I wondered: would it be possible to define the biggest city as a capital city to have special rewards for it. Is it possible to make rewards dependend on region grows, connections?

So far I never did reward lots. Are there threads for reward buildings and how to realize rewards?

Thank you for any advice.

 

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this wishing well looks good so i uploaded here the 3d model its in max if anyone can make this .sc4model or .3ds or .gmax that would be great planing to make this a wishing well park and a water tower version already have the other props to make them both work this well is the only one missing. added the file as an attachment

well_zpsvlutnkx1.jpg

Landscape_B0503237.rar


  Edited by jmababa01  

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Yo, folks ---

I have no skill as a "batter", hence my request on this thread.

Has anyone considered making "plop lots" -- or "props" -- for piles of stuff???

I've been trying to "detail" my cities and have made several good "filler" lots, but found that there are very few lots for gravel piles, sand piles (cement plants), grain (agricultural elevators), iron ore, or copper (mines).  I've managed to get creative with props in EDITOR, but I could still make good use of a simple 1x1 coal pile.

Could anyone take a bit of time to do a series of "piles" in various sizes (1x1, 2x2, etc).  I don't think anything larger than 2x2 would be required.  Some skill in EDITOR can take a 2x2 prop and turn it into a mass of stuff.

I do believe a series of "plop lots" would be most welcome in the Exchange.  Not very fancy -- but very useful, I think.


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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Well --

I can see this is a barren source of creativity and productivity!


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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Yes and No. It's obvious that most requests do not get fulfilled, but frankly that's no surprise to me. The number of active batters is not as large as it once was, but actually that's not really the problem here. To make even pretty small BATs, is a very time consuming task that requires much dedication on the part of the creator. To commit to that level of work to fulfil a request is simply asking a bit much. At best this thread should be seen as a place to foster potential ideas for BATs and little else. Most people who've taken the time to learn the BAT have very specific goals in mind that revolve around their game. Few will come here, see a building and suddenly decide they might want to make it. Especially when some of the larger suggestions would be hundreds of hours of work to do well. Remember such threads are not started by creators to look for inspiration, they are started by users wanting something made for their game.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Has anyone ever managed to find the textures and meshes for the advisors? Wouldn't mind importing them into The Sims, but I've never been able to find these assets for myself. :(

EDIT: Nevermind, finally find them.

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On ‎03‎/‎01‎/‎2016 at 8:02 AM, Transistor X said:

Does any one have every single model resource key i could download?

You might need to clarify your request. I mean, who has every model, not to mention a list of the IDs. The closest thing I can think of it Catty's work to provide an index of them over on city-builders. I think there was some sort of database you can download, otherwise I'd send Catty a PM.

  • Like 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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I would like to make a request if anyone can make a puzzle piece to RHW 4 with the lines as shown in the picture , in 6-7 titles

request image.JPG

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