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800pxtrolebuscordobaho4.jpg

Hello. I'm here to request a Mod for Sim City 4 Deluxe.

This mod would be a new transportation network for the city: a trolleybus network.

Trolleybuses are non-polluting means of transport, which run on electricity. They contain few "sticks" that are the vehicle to wires suspended in the air supported by a catenary. There are simple and articulated trolleybuses.

In the case of the image and links to other photos, are trolleybuses in the city of Cordoba in Argentina. I think it would serve to Sim City for a new look to the cities and have a little bit of Argentina in the game

Thank you very much.

Links to the pictures to see more details:

- http://img140.imageshack.us/img140/9109/800pxtrolebuscordobaho4.jpg

- http://2.bp.blogspot.com/_MMsoDmbnDcM/SgL0bOF5GoI/AAAAAAAAAg4/UX1nPkRRZck/s400/CordobaTroleInt35ZiuarticCN_1A-full.jpg

- http://farm3.static.flickr.com/2261/2097658992_71f010b19e_o.jpg

- http://farm4.static.flickr.com/3083/3232833976_5085573160_o.jpg

- http://www.diaadia.com.ar/files/nota_periodistica/trolebuses_accidentes.jpg

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Yes, it would be very good. He's a good idea. I do not know who did it. But I would have liked.

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Yes it probably would have been a problem. But he could. It would be nice. It would have to invent a stop with buses, trams. Then the trolley bus as it crossed the train tracks. A tram track. And the elevated railway tracks.

Certainly it would be interesting work.

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The idea of the I did it myself, but the original idea seems to be a while. The idea of making similar to those of Cordoba (Argentina), where I am home, it was mine. The catenary of C

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I know what it looks like trolley bus. It would benefit from this leadership. I saw here. That the train ran on electricity. Just might have a problem. "When it crossed the train, tram, GRL, elevated railway. And how would ran across the river? Would have to make a special bridge.

But certainly I would not like me. When someone did it.

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please make an ordinance mod named appropriately Traffic Cop mod, or the like. this mod would decrease traffic congestion at intersections by funding a traffic cop sector through the ordinance menu. Of course it would decrease traffic only a little, though not insignificant amount.

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I'm interested in modding my sc4 but i don't have idea how to do it. Someone can tell me a list of programs i need to do that and eventually a step-list of operations? It's avaible a tutorial for *****s?

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I'd like a mod that increases the number of commerical jobs a building can hold by 10x

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Hello, I would ton know if is there an "avenue tree mod" wich allows to have trees aboard avenue on sidewalks like the Jeroonij street tree mod... Thanks a lot

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I have no modding skills, but I would like to present a few of my favorite buildings from Orlando, Florida.

The Premiere Trade Plaza at Orlando is the first building I'd like to showcase. I can't find every angle, but it is accompanied by another beautiful building, Solaire at the Plaza.

This is both buildings in daylight.

http://www.tornadopromotions.com/images/plazaorlando1.gif

http://activerain.com/image_store/uploads/9/9/3/7/4/ar119929153947399.jpg

http://www.orlando-executive-suites.com/Orlando-Executive-Suites-Include/WinShowPic.asp?id=2665&typ=Bu_Photo

http://img467.imageshack.us/img467/1678/dsc4463edited1ic4.jpg

http://maps.google.com/maps/api/staticmap?markers=icon:http://www.emporis.com/application/gfx/maps/emporism.png|shadow:true|28.540521,-81.378667&maptype=satellite&size=430x300&sensor=false

Here's my favorite building in the city, the Dynetech Center.

http://farm4.static.flickr.com/3186/2661429118_898d10a0c5_b.jpg

http://projectsmagazine.files.wordpress.com/2008/04/buildingfloors.jpg

Here is the Bank of America center.

http://www.world-guides.com/images/orlando/orlando_bank_america.jpg

http://farm3.static.flickr.com/2066/2491728754_8668e03dae.jpg

The building you see next to it is the Orange County courthouse, another beautiful tower in the city.

The roofs to the Bank of America center are all reflective glass, on overcast days they appear gray, they're usually blue.

Next up is the SunTrust center.

http://www.macquarie.com.au/au/property/images/mof_suntrust.jpg

Another building that I'd like to see is the federal building across from CNL Bank. I enjoy looking at this building, it's just all around pleasing aesthetically.

http://www.modernismmagazine.com/preservation/uploaded_images/AmericanFederal_vintage-copy-749042.jpg

Speaking of CNL bank, that is on the far left of this image. The middle is the Orlando City Hall. The right is Akerman Senterfitt.

http://www.floridatrend.com/img.aspx?image=images/photos/09-03/cnl_orlandocityhall.jpg&size=460

The VUE at lake Eola is another building that might be good to add. At 35 stories, it has the most floors in Orlando, though it's 15 feet shorter than the Bank of America center.

http://www.orlandocondoloft.com/wp-content/uploads/2009/03/the-vue-at-lake-eola.jpg

http://farm4.static.flickr.com/3224/2525193943_299299dbaa.jpg?v=0

http://verticallivingorlando.com/img/vertical_living/vue.jpg

I would just like to see something from the big city I live in. At least, I hope, we can all agree that the Dynetech center is absolutely beautiful.

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Could somebody make the Wells Fargo Tower in Denver or Denver Int. Airport Terminal building/ concourses.

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Something's been bugging me: street and road endings. I looked at and/or downloaded several cul de sac mods, but one didn't look right, one looked nice but did not allow residential development, another looked overdone... you get the idea.

When it comes down to it, what irks me is that Maxis decided to put a yellow and black "end of road" barrier at the end of these roads and streets. So, I cannot have a street end and continue smoothly into a nice ped mall area, nor can my Sims walk up to their house without first leaping over the yellow-black barrier, so to speak. I have screen pix, if you think it'd make my point clearer.

Can some clever person make a "no road ending barriers" suppression .dat file? I know ripplejet, for instance, did something like this with the toilet paper tree: he suppressed that papered tree. I have no idea how to go about making a "suppression" dat file, so I thought I'd ask if someone would do it. Ever hopeful... gecko001

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Something's been bugging me: street and road endings. I looked at and/or downloaded several cul de sac mods, but one didn't look right, one looked nice but did not allow residential development, another looked overdone... you get the idea.

When it comes down to it, what irks me is that Maxis decided to put a yellow and black "end of road" barrier at the end of these roads and streets. So, I cannot have a street end and continue smoothly into a nice ped mall area, nor can my Sims walk up to their house without first leaping over the yellow-black barrier, so to speak. I have screen pix, if you think it'd make my point clearer.

Can some clever person make a "no road ending barriers" suppression .dat file? I know ripplejet, for instance, did something like this with the toilet paper tree: he suppressed that papered tree. I have no idea how to go about making a "suppression" dat file, so I thought I'd ask if someone would do it. Ever hopeful... gecko001

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I happened to be re-reading a Readme file in cogeo's  "PedMallCompatibleTransitPackV21" and came across a pic in that file which shows exactly what I was asking for regarding ends of streets without having barriers or a cul de sacs. So maybe someone has already done this mod, and I've just not found it. Or, maybe it was just some personal mod of cogeo's... I wonder if his road ends likewise do not have the barriers... Here is the pic (edit: oops, accidentally deleted the pic; replacing):

street stub showing NO end-of-street yellow-black barrier


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I happened to be re-reading a Readme file in cogeo's  "PedMallCompatibleTransitPackV21" and came across a pic in that file which shows exactly what I was asking for regarding ends of streets without having barriers or a cul de sacs. So maybe someone has already done this mod, and I've just not found it. Or, maybe it was just some personal mod of cogeo's... I wonder if his road ends likewise do not have the barriers... Here is the pic (edit: oops, accidentally deleted the pic; replacing):

street stub showing NO end-of-street yellow-black barrier


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I located a zip file by ripplejet on the LEX. It was an attachment in a thread ("Mod that removes yellow thingy on street ends", https://www.sc4devotion.com/forums/index.php?topic=9634.0). The filename is " RJ - Block Road Barriers 1.0.zip". It does remove the yellow-black barriers from ends of streets and roads. 

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I have an idea but wasn't to shure where to place my question.

I want an option 2 use a map of an existing city as a layer on top of a region.

So instead of grass you'll see the map.

So people can recreate city's more easier and more perfect.

No idea if this is posible and can be made though.

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im one of the guys who don't know how to use gmax or BAT but have some good ideas or buildings that could be done

(a tutorial on how to use BAT and create something cool, would be good 3.gif)

I have an idea... There are BAT for Banks right?? why not create a new tool, where the banks (that generate billions of dollars) like, give tax out to the government in the game? so like you design a Commonwealth Bank building and create a modd to go with it, that gives you, 10,000 a month in revenue? just an idea?

Moved from ST - Exchange

-CaptCity

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I would like to know if someone could make a few little mods, or if they already exists.

I have a few issues in one of my cities:

1) The commute time in my cities is insanely wrong. Going across the street is, for some reason, considered a Long commute. I have a bunch of buildings gone abandoned due to commute time. I already have the NAM Mod, which I thought was supposed to fix commute times. It would seem that, while freight times are short regardless of how far they travel, passenger commute time has not been affected. Can a mod be made to make commute time based on distance? I have no idea what the formula is now, but it could not be more wrong.

2) My sims are showing they are unable to find any jobs. My Commercial and Industrial Demands are both negative, and all of my Commercial and Industrial businesses are less than half employed. During this same time, some sims are choosing to go clear across town to get a job. Others are leaving because they can't find work. Meanwhile my Residential Demand is through the roof but practically no one will move into the abandoned buildings or rebuild over them, they all want me to zone more Residential before they will move in. Is it possible to make a mod that will make sims look for jobs closest to them before they start assuming they can't find a job or start looking for jobs on the other side of town?

To put my city design into perceptive, I have a very organized checkerboard style where I am altering between Residential and Commercial (with the occasional High-Tech block) with Avenues for efficient travel. All my bars (Environment, Health, Safety, Traffic, Education, and Land Value) are all full and completely green.

Can anyone steer me into the correct direction regarding mods? Those two issues above are making it impossible for my city to grow. I've been stuck with a population of about 8,000 people for like 5-10 years now.

On a completely separate note. I would also appreciate a mod that would allow me to completely fill a region with trees while in God Mode. That is a pain-in-the-ass process to do with the current God Mode tool. Another good one would be a mod that allows people to auto-generate a unique region (random streams, changes in elevation, and what-not).

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Is there a way to make neighbor deals with any city in your region?

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So, I'm not sure if this is possible or not, but from the user interface that Maxis implemented, it seems possible. I would like a mod that generates all of the data views and charts that one can view inside a city for a region (that is, be able to view all data views and charts for an entire region).

Also, I am wondering if anyone has made a mod yet or not that allows an entire region of cities to be loaded and viewed/run simultaneously (e.g. build in an entire region at ONCE) If not, I would like a mod that does so.

And, does anyone know if the region view can be modded to make the region go from a flat plane (e.g. the default Maxis view) to something more realistic (e.g. a globe)? If not, I'd like a mod to do so.

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Don't know if this has been requested before but I've never seen a post nuclear war mod done before. I always thought it would be cool to watch a small settlement or town form from around the hollowed out ruins of giant skyscrapers.

For instance having little scrap shacks and junk buildings for low income, medium income being structures built from or incorperated into the ruins of pre-nuclear war structures, (like having a market place in the middle of twisted metal remains of a skyscraper) high wealth being completely new structures all together. Dirt and gravel roads, small and expensive water sources, small wind powered generators, volunteer fire stations, and hired gaurd stations (to replace police). For education maybe have a settlement elder gathering (for a school), pre-war book collection (for library), trinket house (for a museum), and ruins scavenger guild (for higher education).

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OK, so here's a few mods that would be of help, in my opinion:

"stop the shaking" (whole nada shakin goin on)
No more screen shaking when buldoze something.

"truth in queries"
If Lost Baggage and Doughnuts Consumed mean anything, print out the
actual characteristic/stat in the dialog boxes for airports and
police stations (or whatever).

"retain UDI mode"
If you disable UDI, it is re-enabled next time you start up game. This
mod would retain whatever you last set it to (on or off).

"Fireworks ban"
This mod would create a three-way choice for the mayor: cancel all fireworks, keep them as per default Maxis, or limit them to ONE NIGHT on Jan 1 and July 4. (No more 2-3 WEEKS of fireworks)

"color map of parks and landmarks"
This mod would show a colored map of intensity of park and landmark effects. i.e. if you build a large 16x16 parkset, you'd want to see it shown on this map as bright red, fading off with intensity radius through orange and blue down to no color at the end of effects range.
 

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Does anyone feel up to the challenge of creating the citadel from Half-Life 2. Just search it up on google images and you'll find LOADS of pics of it.

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Does anyone feel up to the challenge of creating the citadel from Half-Life 2. Just search it up on google images and you'll find LOADS of pics of it.

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i have a request for some sim surfers,

it would be nice when i see the waves rolling down coast to plop some sims out there that surf... i would like to see them do some turns and moves when coming into shore, and then paddle back out to the point they started... and maybe make different skill levels... one click spawns a surfer that body boards, while 10 clicks spawns a professional surfer...

oh how ive always wanted to see this in simcity... it would really liven up the oceans close to shore


our world is a simcity

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