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i don't know if this has been asked before, but can anyone change the siren of the civic vehicles (police, ambulance) to a european one?

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Date: 2/22/2005 10:22:03 AM Author: JEC i don't know if this has been asked before, but can anyone change the siren of the civic vehicles (police, ambulance) to a european one?
quote>

It's not possible to this yet. The sounds for the vehicles are stored in AB/AE files, which have not been decoded yet. In the Reader, they just appear as hex at this time. Once the Modd Squad decodes them, we might be able to alter the sounds of the vehicles.

 

-Swamper77

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Date: 2/9/2005 5:04:41 PM Author: Swamper77
Date: 2/9/2005 1:45:18 PM Author: Kwakelaar I am trying to start a city in the year 1000 A.D. and would like to remove trafficlights and streetlights. Is it possible to do, and would someone be willing to make this mod?

I could make the mod you're requesting give me a few hours. I'll attach it to my net post in this thread. Do you want the stop signs removed as well? Or better yet, I could replace all of the stoplights with stop signs. -Swamper77

quote>
 

Please can you make the mods needed for this thread?

 


 

That would be great !

 

 

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I like that 1000AD mod! finally quiet cities without crashing cars every second....


btw could someone make a powerplant which uses... people... as fuel?

This would have a result that your population would become smaller and smaller and smaller... giving the power plant more and more and more energy...

 

...until there's a lot of energy available but no one to use it3.gif

 

*mwuhahahaha sometimes I'm so uberevil11.gif *

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Hi all you modders,


I was wondering if there was any way to make a mod so that you could modify the transit fares.  Basically higher fares would = higher revenue, lower ridership and vice versa.  Let me konw if that's possible!

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I'm not sure if this is strictly a mod or not, but i'll post it here none-the-less.
I'm sure most of us are familiar with PEG's neat leveler tool, but how about a gradient tool, one that creates a perfect smooth slope, with each tile one unit (ingame level, one click on the terraform tool inother words) lower. Would save spending ages making those perfect smooth slopes for more realistic rail slopes and such.

Is that even possible?

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hi to all


sorry for asking in the first post but it is necessary

man i REALLY suck in simcity4 rush hour so can someone make a mod (if it not too difficult) to:

 

half transit ( not mass transit, i guess...)

half expenses (yknow, health, education, roads etc...)

half all kinds pollution

double the max amount of rci and rural occupants ( like if a house has a max occupancy of 3 people change it to 6 and etc...)

 

if someone can make it i will be VERY, but VERY GRATEFULL29.gif44.gif

just gimme a pm and i send my email

and thanks for the attention2.gif

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Hmm. Well, it looks like no real modders even look at this thread any more, but I have an idea, and I will see if it can be done. You know that ugly texture that comes when some building is abandon? Is it possible to change it?

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Date: 2/25/2005 8:15:53 PM
Author: garfiedude
I'm not sure if this is strictly a mod or not, but i'll post it here none-the-less.

I'm sure most of us are familiar with PEG's neat leveler tool, but how about a gradient tool, one that creates a perfect smooth slope, with each tile one unit (ingame level, one click on the terraform tool inother words) lower. Would save spending ages making those perfect smooth slopes for more realistic rail slopes and such.

Is that even possible?
quote>

Here you go:

https://www.simtropolis.com/idealbb/download.asp?fileID=2299&topicID=44972&forumID=41&catID=13

The file is called BRF_TunnelAndSlopeMod. It's made by BigRedFish. It does two things: makes it easier to make tunnels, and lets you create perfectly smooth slopes whenever you drag any transit type. The only issue is that rail is only allowed to be on almost flat ground, but that can be worked around by temporarily taking the mod out of your plugins and putting it back when needed.

Hope this helps.

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Date: 2/28/2005 6:35:39 AM Author: morifari
Date: 2/25/2005 8:15:53 PM Author: garfiedude I'm not sure if this is strictly a mod or not, but i'll post it here none-the-less. I'm sure most of us are familiar with PEG's neat leveler tool, but how about a gradient tool, one that creates a perfect smooth slope, with each tile one unit (ingame level, one click on the terraform tool inother words) lower. Would save spending ages making those perfect smooth slopes for more realistic rail slopes and such. Is that even possible?
quote> Here you go: https://www.simtropolis.com/idealbb/download.asp?fileID=2299&topicID=44972&forumID=41&catID=13 The file is called 'BRF_TunnelAndSlopeMod'. It's made by BigRedFish. It does two things: makes it easier to make tunnels, and lets you create perfectly smooth slopes whenever drag any transit type. The only issue is that rail is only allowed to be on almost flat ground, but that can be worked around by temporarily taking the mod out of your plugins and putting it back when needed. Hope this helps.
quote>
The other tidbit I might add on using this mod is this: I find that a slope of 2 for the rail is too restrictive most of the time so I edit a working copy of the .dat file and change the slope to 6. Then, once I have  the section of track laid just the way I want, I change the slope back to 2. I also find that even 6 is too restrictive when i need to make a rail tunnel. In that case, I

1. lay the track at 6 where i want the tunnel to be. (to get a reasonably nice looking slope coming out of the tunnel)

2. restore the terrain where the tunnel will go back to its original height (PEG leveler tool)

3. remove the slope mod from the game (going back to the SC4 default)

4. create the tunnel

5. put the mod back in the game with the rail slope at 6.

Here's a pic with PEG's seaport (modified by BRF version) as an example:

<ahttps://www.simtropolis.com/idealbb/files//PEGSseaportWrail.jpg align=baseline>

 

Believe in only what you can prove.

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Posted:
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I am not completely sure if this is a BAT or MOD request, so I will guess it is a mod request.


 

Whenever you lay down your railroad, the underground texture of the rail is green. When you build something adjecent to the rail the ground texture underneath the rail switches to brown. What I would really like to see is a change in rail texture. Railroads all over the world ( not everywhere but usually) have  constructed bedding, like concrete or stones.

 

Is it possible to mod the underground texture of railroads to a more realistic underground? So that whenever you lay your railroads it shows as real railroads instead of rails through grassland.

 

Thanks for thinking this over, and or a response.

 

 

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Hello,

would it be possible to add the rail-based UDI-missions the possibility to drive backward or let the trains turn when leaving the city? Because missions break when leaving the city, it is hard to solve the train UDI-missions. To reach five random stations in the city with a train is nearly impossible.

Would it be possible to write a MOD to give the trains a backward-function or to let them turn when leaving the city?

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I'm wondering if this is possible...


Making a new lane in a one way street. In Sc4, there are 2 lanes. What about making a third lane? Is it possible? Maybe 4 lanes would be cool.. like in New York City. I'm just wondering if it's possible.

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This must have been said before, but anyway ~


 

Is there already, or could someone make, some sort of Mod, or anything to remove this STUPID commute bug that is in SC4.  Sims consider a commute of about more than five blocks too long, and then complain becuase there are no jobs and move out.  It means that you have to have houses in the central business districts, and cannot have small residental districts, without loads of commerical space. 

 

It would be nice if this commute thing was removed althogether, like in in SC3, when it was assumed that Sims would commute from anywhere to anywhere on the map, or the distance that Sims are prepared to commute could be made much larger.

 

Thanks for helping with this VERY annoying aspect of the game.

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Is there a mod that allows you to govern parts of a city differently without making a whole new city?42.gif

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Posted:
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Date: 2/28/2005 6:35:39 AM
Author: morifari
Date: 2/25/2005 8:15:53 PM

Author: garfiedude

I'm not sure if this is strictly a mod or not, but i'll post it here none-the-less.


I'm sure most of us are familiar with PEG's neat leveler tool, but how about a gradient tool, one that creates a perfect smooth slope, with each tile one unit (ingame level, one click on the terraform tool inother words) lower. Would save spending ages making those perfect smooth slopes for more realistic rail slopes and such.


Is that even possible?
quote>


Here you go:


https://www.simtropolis.com/idealbb/download.asp?fileID=2299&topicID=44972&forumID=41&catID=13


The file is called 'BRF_TunnelAndSlopeMod'. It's made by BigRedFish. It does two things: makes it easier to make tunnels, and lets you create perfectly smooth slopes whenever you drag any transit type. The only issue is that rail is only allowed to be on almost flat ground, but that can be worked around by temporarily taking the mod out of your plugins and putting it back when needed.


Hope this helps.
quote>

Ah, sounds promising, i'll give it ago.

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Date: 3/5/2005 3:06:41 PM Author: p2h5

This must have been said before, but anyway ~



Is there already, or could someone make, some sort of Mod, or anything to remove this STUPID commute bug that is in SC4.&nbsp; Sims consider a commute of about more than five blocks too long, and then complain becuase there are no jobs and move out.&nbsp; It means that you have to have houses in the central business districts, and cannot have small residental districts, without loads of commerical space.&nbsp;


It would be nice if this commute thing was removed althogether, like in in SC3, when it was assumed that Sims would commute from anywhere to anywhere on the map, or the distance that Sims are prepared to commute could be made much larger.


Thanks for helping with this VERY annoying aspect of the game.

quote>
 

Get the NAM (Network addon Mod) it tweaks the commute engine

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I have the NAM with the extra road pieces, etc. but how does it tweak the commute times??  Wow my other post was pretty angry with the red and bold.  But it is SO annoying. [:0]26.gif32.gif


 

2.gif

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there is a subfolder in the NAM install called traffic these files are used to change commute, speed, capacity, and pathfinding
here is the readme pertaining to the traffic plugins

hope this helps...

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I would like to see some diagonal streets if that's possible.  I guess that's NAM.

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please place all NAM requests in the NAM request thread (see my sig) but from what I understand, streets are controlled by the exe and as of yet, no way has been found to make them diag.

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The other tidbit I might add on using this mod is this: I find that a slope of 2 for the rail is too restrictive most of the time so I edit a working copy of the .dat file and change the slope to 6. Then, once I have the section of track laid just the way I want, I change the slope back to 2. I also find that even 6 is too restrictive when i need to make a rail tunnel. In that case, I


1. lay the track at 6 where i want the tunnel to be. (to get a reasonably nice looking slope coming out of the tunnel)


2. restore the terrain where the tunnel will go back to its original height (PEG leveler tool)


3. remove the slope mod from the game (going back to the SC4 default)


4. create the tunnel


5. put the mod back in the game with the rail slope at 6.


Here's a pic with PEG's seaport (modified by BRF version) as an example:


PEGSseaportWrail.jpg


quote>

El-Rail is at 5%, i just use that to make the slops for my rail, do all other slopes/tunnels that may be needed, and then quit and start again with standard SC4 stuff.
Though i guess on flatter maps, editing the mod so that rail = 5% could save me the quitting and restarting bit.

Still, excellent mod, thanks for pointing it out.

BTW, what did you use to make those walles lining the rail on the lead up to the tunnel?

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i read through a few of the old pages, but i don't know if anyone has asked about this.


 

1 - a mod to share money between cities - i have millions in one large city, and pennies in my small and starting towns.  i want to grow the entire region, and thought that money couldbe shared for this purpose.

 

2 - custom query like the forest mods (by deadwood example https://www.simtropolis.com/stex/details.cfm?id=11194 ) These objects have some of the coolest queries i have ever seen.  how about making them the default for education, water, power, etc?  i already use the RCI query mod in the files section.

 

3 - a mod to see the non RCI buildings when viewing the zones. 

 

 

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Vadvaro,

1 - There's a few lots on the STEX that were created by the BSC and released by Daeley. They are banks with a custom script. The script pops up a message after the lot has been queried. The message has functions for adding and removing money from a city and resetting the budget. You could use this mod to acheive the money transfer.

2 - Equinox had a few of these mods, other than the RCI Query Mod, he was working on. There is a mod on the STEX called Present for Daeley that replaces the standard water treatment plant query with a toilet. People would have to create the rest of the query mods.

3 - This particular mod has been asked for repeatedly, but no one seems to be able to figure out how to implement it. There is a Dataview Mod in the Modding Files Section that allows you to see your transit buildings when you are looking at the transportation data. Tropod made it in the early days of Rush Hour and it still works. I have it on my system at the moment. It's main use is to find your bus stops and subway stations that are hidden among the skyscrapers in a city.

-Swamper77

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Date: 3/2/2005 10:11:21 AM
Author: GoaSkin
Hello,
would it be possible to add the rail-based UDI-missions the possibility to drive backward or let the trains turn when leaving the city? Because missions break when leaving the city, it is hard to solve the train UDI-missions. To reach five random stations in the city with a train is nearly impossible.

Would it be possible to write a MOD to give the trains a backward-function or to let them turn when leaving the city?

quote>

In Response to the parts in bold, this is possible through regular play, it just takes up space. all you have to do is make a loop.

++++|
+/+\ |
|
+++ |
+\++|
++\+|
+++\|
++++|
the + is just filler. it can be parks or such.
Sorry for the crudity, but I am too lazy to go get a picture. But I like the backward train thing. It's not like they can't do that in real life. maybe someone can bat up a turntable.(off track, I know)

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I don't know if it's possible, but I'd like to see a mod that adds ratio buttons to the education data view in order to isolate each type of educational building (elementry school, high school, library, etc.), similar to the buttons on the traffic and desirability views. All those overlapping coverage rings get confusing when I'm trying to figure out the best place to put a new school to maintain coverage.

I didn't think this would be possible, but then I saw the custom query tool, now I'm not so sure.

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Crime mod

Does anyone know of a way in which you could increase crime by approximately three times higher in the low-wealth residential areas?

I want to create a slummy area and get riots, but its ridiculously hard to get any actual crime problems!

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Date: 2/11/2005 5:34:53 PM
Author: ardecila
Erm..


wagons, carts, etc?


They had those in 1000 AD. Not to mention horses.
quote>

Hey, he didn't say it was on Earth, did he? I don't recall seeing any stop signs in Star Wars...

A long time ago in a galaxy far, far away...

Next he'll want speeders!

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There is a mod called the BRF tunnel & slope mod - search for it - which limitst your rails, highways and avenues to a very low % grade when they climb hills and so on. If you want to grade your hills at a certain low %, then this is the mod to use - just drag parallel rail lines over a section of hillside you want smoothed out.

As far as increasing occupancy - there is a mod to quadrouple the # of industrial workers in each industrial building. It's under the mod section, search for industry.

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Posted:
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I searched the STEX (thoroughly) with no luck, so here goes: I would like a mod which would render muddy or rocky shorelines, as well as concrete rip-rap anti-erosion walls (Made from gigantic blocks of concrete usually about 4x4 feet square). I am sick of sandy shores: I live in Chicago, and outside of designated beaches all our shorelines are like the three ways I described. The muddy shore would make rivers look more realistic too. Tileset-based would be acceptable but not preferred.

A concrete breakwater tileset (4 pieces - lighted end pieces, maybe with a mini-lighthouse variant, straight, 45 degree turn and 45 degree diagonal) would be of great use in all our harbors.

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