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Post Modding Requests Here

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Alright, so I've got a bone to pick with all the map makers. What's up with showing no love to The Bay! The San Fransisco Bay area is the perfect map to make. It could start just north of Fresco and go down to Salinas and all the way east to just past Livermore. I would make this myself, but I don't have the skill or time to do so accurately. If someone ends up making this map, or is interested, respond here or message me and I am will to help anyway possible.

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Last Online: A long, long time ago... 
 

It would be great if someone made a mod where sims would actually get off their lazy asses, and were willing to walk more than 8 tiles to the neighborhood bus stop! 3.gif I don't like having to put bus/subway/tram stations so close together in order to get most sims to ride.

Second request is that building high density residential should be possible right after you have enough people to fill them (like 1,000 population) - at least when you use this mod.

Obviously the buildings would not be wealthy, they'd be filled with farmers or factory workers - but large apartment projects should grow if you zone for them, and you have enough people to move in.That happened in Sim City 3000...

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1. Is there a way to make a sim and use them to walk around your city.

2. A weather mod

3. A mod to make it so all lanes of a highway are used

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Ive been wondering is it possible to mad or hack the game clock? It's been a personal pet peeve of mine to go from one city that happens to be in the year 85, and then go to a more developed city that is in the year 1895. Is it possible to make the game clock universal? so that when you switch cities it is the same time.

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it would be great to have bridges with trains and road s put together, and bridges with any degree(in SC4 you can only go straight).


I'm writing a trilogy.

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I need to know how to create a skyscraper in the regular version of sim city 4f you can please help me. Thanxxx

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 *I'm not sure if this is doable, but I have an idea for a new zoned land type.  Forest zones would automatically generate trees (of random type, like the god mode tree tool) and would spawn animals at a rate linked to the size of the zone.  These would provide no income, but would provide a great increase in air pollution and provide recreation to sims (tents and campfires could appear every now and then to represent usage).  Should be tied to the ranger station (which is otherwise useless?) somehow, such as protecting against fire or crime in a forest zone (fire/police stations having no effect in the woods).

*Another new zone idea; creative zone.  Things like artist studios, independent presses/publishers, independent game studios, independent movie studios, etc. would grow here.  This type of growth produces very low income, but increases a city's culture like a museum or opera house would.  Higher income creative buildings would be large artistic studios and private art houses, which could only grow with the patronage of high wealth residential population (creative population stage should be linked to residential population stage, as they depend on patronage).

*Computer Centers.  They provide the educational benefit of a library and the recreational benefit of a park, but they should be quite expensive.

*Vocational Schools.  Much less expensive than colleges, but have an increased effect on industrial jobs and a decreased effect on commercial jobs.

*Homeless Shelters.  Should have a scaling monthly cost like other government buildings.  Built in a poor neighborhood, it produces a few jobs and reduces crime in the nearby vicinity.  Makes it less likely that a residential building will become abandoned.  Building in a high wealth neighborhood will anger the rich sims.

*Workshops: Provides jobs to low education, low wealth sims.  Provides income based on how heavily it is used (more sims working=more money for the city), counts toward industrial-manufacturing jobs but produces no pollution.  Makes it less likely that a commercial building will become abandoned.  Building in a high wealth neighborhood has no effect.

*New ordinance (again, don't know if this is possible): Encouraged CCDW.  Encourages sims to buy and carry defensive weapons.  Reduces crime, isn't nearly as effective as police coverage but used in tandem with it is highly effective.  The amount of crime prevention offered scales with the wealth of the area (low wealth sims can only afford cheap weapons, medium wealth can afford quality weapons and training, high wealth can hire private security).  

*New ordinance: Vigilante Justice.  Requires the Encouraged CCDW ordinance to function, gives law-abiding sims partial police power.  Functions like having the entire city covered by police kiosks, requires a city jail to work at maximum effectiveness, still not as good as police stations since civilian sims don't have access to patrol cars and police helicopters.  Should be cheaper than building lots of police stations, but moderately less effective.

*New ordinance: Volunteer Firefighters.  Steeply reduces the cost of fire stations, but decreases their effectiveness by a bit as well.

*Project Purity.  More expensive than regular Water Treatment Plant, but has no limit to effectiveness and increases desirability city-wide by making all sims happier.  When built and linked to water pipes, city water pollution drops to 0 and stays there.  If water pipes are built underwater, the sludge/oil/whatever that is around seaports will clear up as well.

*Sacrificial Chamber: Power plant that's dirt cheap, produces no pollution, takes up a 1x1 foorprint, and offers tremendous power output.  The catch; it reduces residential population by 100 every month (possibly causing abandonment of buildings by removal of all residents).  Causes an outrage among sims, land desirability drops steeply across the board.

*Underground roads and zoning; topside roads could transition to underground roads and a sub-level to the city could be build underground.  Desirability would be low by default and difficult to raise, air pollution would have a much higher impact, trees would not grow.  Subway stations linked to underground roads would act like surface-level train stations for passengers only while enabling use of the same subway system the surface has access to.  Underground farms would grow various types of edible fungus as opposed to fruit and veggies.

*Air Purifier.  1x1 utility building with monthly cost.  Strongly reduces air pollution in the surrounding area, roughly as effective as a 3x3 square of densely packed trees.  Because of the monthly cost, would mostly be used underground, but the small footprint would leave more usable land in small size cities.


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Is it possible to create a mod in which there is a avenue built over an avenue like two avenues one elevated and the other ground level with ramps to the lower avenue? I know it sounds strange but i seen this for a stretch of about 2-3? blocks in a city i visited.I had thought about it, and figured it miight be interesting to do this, who knows maybe it would work great especially with the mars mod.

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is it possible have a mod/lot that increase commercial/residential demand, there are ones for industry so there is a precedent

thanks

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Posted:
Last Online: A long, long time ago... 
 

Is there enough data to make a broken savefile fixer?

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Can someone make a mod that removes the games cars and automata? It will be needed for my latest project thingy, simedieval. Cheers

(can you please mention it on my thread, click the Simedieval picture)


My Current (Albeit Delayed) Work in progress? A falloutSC4 mod.

http://www.simtropolis.com/forum/topic/35769-timmystwins-bat-thread/

Often oppressed in ST chat.

Warning: This person may use sacasm, do not feed, touch, or provide fodder for his twisted sense of humour, doing so will result in sudden, disasterous outbreaks of sarcasm

simmarsteammember.png

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could someone make a mod to make a whole city undesirable i would realy appreciate it.

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can someone create an auto dispatch mod, i dont like having to go to the scene and then dispatch and wait for police/fire dept. to arrive there

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I always wished for someone to make a mod that lets you create infinite amounts of agriculture no matter the population of the city, because even in a city with 100,000 sims, it should be possible to have farms on the outskirts.

Also, there should be a lot that is just an empty grass lot you can plop down into your Detroit-like areas...You know, lots that are solely the kind of grass that grows on low-wealth low-density streets?

I'd very much appreciate it if someone took out the time for these requests, thank you.

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Last Online: A long, long time ago... 
 

could someone please make a mod that makes airplanes really fast

thank you

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it would really good to have a mod that allowed commute times to be much longer or even irrelevant. It seems Sims cant be arsed to travel even a few miles in the game when in reality people can travel many many miles to go to work...

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Posted:
Last Online: A long, long time ago... 
 

where can download the thingofmagig to make mods so i can upload them to st exchange and stuff

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where can download the thingofmagig to make mods so i can upload them to st exchange and stuff

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hey guys... seeking for a mod that catalyses commercial highrise from growing before residential highrise does. i once saw such a mod but can't find it anymore... thx for any help and support

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This May have already been mentioned, but is there a way to have civic vehicles (police, fire, medical service) randomly respond. Just thought it would add interest to see them move throughout the city randomly responding. As it stands if coverage is good, you won't really see any action unless you start it yourself or accept missions

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Originally posted by: DJCamm

it would really good to have a mod that allowed commute times to be much longer or even irrelevant. It seems Sims cant be arsed to travel even a few miles in the game when in reality people can travel many many miles to go to work...quote>

Ugh, I have that problem so many times!!

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This request forum isn't doing so well from what i can see seeing that no requests are really being considered due to the fact that all of the requests have to be in one place... But I'll request anyway.

I would like a new traffic light for the turn lane extension plugin.

And new power lines.

Not sure how this really works but i attatched some files here.

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Originally posted by: DJCamm

it would really good to have a mod that allowed commute times to be much longer or even irrelevant. It seems Sims cant be arsed to travel even a few miles in the game when in reality people can travel many many miles to go to work...quote>

If you download the latest NAM or the NAM Traffic Subsystem, you can have exactly what you're asking for.  You too, Dubbel.

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