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I looking for Modd. that recover from black Building ( Dark Bat. from traffic / noise / etc. ) ..i  find the entire lot. But no one seems to do it all. Pls. made  it in no time. (Sorry for my poor Eng.)

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Hi there. Is a way for someone to add a tileset for the downloads in-game? So that in the future, I can build cities in a certain "theme" like maybe medieval times, or the wild west, or a completely futuristic looking city, etc. I don't know if it's possible right now, if so please let me know. Thanks

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I would like a Ford RS200 rally car and a 1971 Pantera and they should be drivable

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Edit II:  Looking for a 1 tile GLR station, posted in a different thread but suggested by a moderator that it might do better in this one. Details on the original post 04APR13

 

Edit:  Never mind, I seemed to have fixed it.  I found the SMP sidewalk replacement mod was not needed as a prerequisite for paeng's sandstone mod, and was the source of the override to the 'no-dirt' mod, and then simply removing the sw_rural from paeng's restored both the ag area and railway to grass.  now if I could just figure out how to get those tulep slip lane sidewalks to turn into sandstone or brick.....

 

 

 

Texture replacement.  One of the sandstone replacement mods that I recently installed has overridden the Peg/Swamper no dirt mod 205 in my cities resulting in horrid displays of zig-zag dirt on diagonal rails in zoned areas and on roads in agricultural zones.  Even adding Zs to the no_dirt file or putting it in a Zed folder has no effect.  While I can solve the agricultural issue by adding a residential tile or a seasonal tree tile (albeit much too regularly placed for aesthetics), this same trick exacerbates the issue with railroads. 

 

My thought is, regardless of the source of the issue, the holds an easily implemented solution since it has a rural (ag) texture that overlays the default dirt.  If someone could come up with an add-on to that mod that replaces the ag texture with a grass texture it would seem the issue could be solved without resorting to cosmetic lots that only widen the dirt area.  (I'm assuming here that a transparent texture wouldn't work in this case since the default dirt would simply return, which is the same as removing the rural overlay from the sidewalk mod).

 

While not a perfect solution, the grass will almost always be slightly different from the surroundings, perhaps some sort of compromise between a dirt and a grass somehow softened around the edges might work. Or am I barking up the wrong tree with that idea and a complete rural sidewalk mod that is minimally visual be the solution? (though that still leaves the railroad issue unanswered as the only mod I could find for that says it conflicts with sidewalk mods)

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I would like to request a slope mod that isn't completely applied to an entire network. For example, it would work with a starter piece and the network (such as rail, road, etc.) will drag out with the desired slope. That way, I can bend the road grading rules just a little bit when necessary. It would be much appreciated. :) 

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^ I'd also love some kind of togglable slope mod. I think it is possible, it has been already done for the DBE mod. A much easier workaround would be to have a slope mod for only 1 type of network, preferably not used too often (such as monorail) so you're free to build without slope constraints and can adjust the slope with monorail if needed...

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I would like to request a slope mod that isn't completely applied to an entire network. For example, it would work with a starter piece and the network (such as rail, road, etc.) will drag out with the desired slope.

Not possible.

Slope mods will affect the entirety of a network, regardless if it's overridden with starters or not.

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902803_10152768099010691_839597453_o.jpg

Does anyone know if a puzzle-piece exists that would fill this function (preferably without traffic lights)? It need not match what I've drawn above, that's just a rough sketch - it ought to be as close to the real life junction as possible. I also don't mind if it eats into either of the cobbled areas, again if that makes it closer to the real thing. This would also work (actually it might be preferable now I look again)

 

156506_10152768149955691_2064031196_n.jp

 

If not, could someone knock one up for me (or tell me how, without doing a series of transit enabled lots)? Trying to replicate this road layout.

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I live in Philadelphia, and our transit system, SEPTA, is really diverse with busses, trackless trolleys, subway-surface trolleys, EL, regional rail, high speed rail(mix of light and heavy rail), and subways.

I would like to see some mods reflect what SEPTA has.

GLR - Single track trolley lines.

Rail - 4 track rails (our regional trains have express service) and some more switch/junction rails

El - a station that can be placed in the middle of a highway (our spring garden station is in between 95) and some rail textures (specifically an "x" switch, because of express service, local trains wait at the opposite station for the express to pass)

Subway - a mod that allows subway tunnels to be wider with more tracks (our Broad St line has express service)

- can change height. (our two subway routes, Market-Frankford and Broad St, intersect at city hall, but one runs underneath the other and at the sports complex station, one station is lower than the other)

I know this is for BAT, but I'll just say it anyways. Can someone create a maintenance yard for subway/EL?

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post-415024-0-29943500-1366521822_thumb.

post-415024-0-55366900-1366521840_thumb.

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I'm looking for a password protection plugin. (to be used with dropbox mp)

 

After terraforming and godmode, you click create city, it will ask the name of the city and the mayor. After that there should be another window looking like this:

CITY PROTECTION

Enable protection: [Yes/No]
Protection method: [Readonly/Password]
Password: [>>enterpasswordhere<<]

Readonly means that anyone can view the city but can't save any changes.

Password means that saving requires to enter a password first.

 

 

Really hope someone makes this, huge must-have for multiplayer.

 

 

 

Please, do not say that the protection can be bypassed by removing the plugin. This can be fixed whenever dropbox adds permissions/readonly or when using a alternative of dropbox.

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Not sure if normal building mods are allowed...but I'll ask anyway.

 

If anyone could make some buildings from my city (Leeds, UK) I'd really appreciate it. They are truly ugly but I want to make my own home city.

Especially Bridgewater Place: http://en.wikipedia.org/wiki/Bridgewater_Place  and the K2 Building: http://en.wikipedia.org/wiki/K2_%28Building%29

 

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I'm looking for a mod, or two mods to accomplish the following goals:

 

1. Make it so high wealth mansions can only build on low density residential plots.  Would like it if there was a way to allow them to continue to exist when re-zoning up to medium and high, but I do not want them to grow on those lots.  I have a feeling this may be impossible as a building has to be able to grow on a certain zone to be able to remain in existence on it?

 

2. Block the Stratton Spa, that big waste of space that only has 7 jobs in it, from growing entirely.  It pops up like weeds in my cities.  I literally go on a "weed killing" spree every so often just to wipe this building out of my city, only to have it keep popping back up. Often I have to rezone a couple 4x4 lots to multiple 3x4 lots just to keep it from popping back up.

 

Anyway, is there any way to achieve these behaviors? Mansions on low density only, and no more stratton spa.

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This is something i've been researching for a while now with no luck, but is it possible to replace game automata with the excellent ploppable props some contributors have made?  Specifically, i want to replace the in-game freighter and cruise ship with somy's amazing cruise ship and the seaport freighter with one of his or possibly one of pegasus'.  If its possible, how would I go about it?  There are also a couple cars that are currently only props i would like to do this to as well.

 

 

Edit:  And just like that i think i found my answer finally in the thread for the aircraft carrier project.  A limit to the number of polygons for game automata.  I would assume the highly detailed models I'm asking about are probably waaaay over the limit, which sucks.  Its just that the stock automata freighter and cruise ship are so bland comparatively.  Feel free to correct me though if I'm wrong or if there are other alternatives, such as modding an increase to the amount of poly's.  Not sure at all if that's even remotely possible, but had to throw it out there.

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Is it possible to make a MOD where Sims and vehicles that can be seen on the streets that can have these happen?:

 

-Make them swirl around in tornadoes as seen in SimCity 3000

-Have something realistic happen to them when hit by other disasters such as meteors

-Have them not fade away constantly for some reason like they do in the game

 

Are those possible at all for a MOD?

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1. Make it so high wealth mansions can only build on low density residential plots.  Would like it if there was a way to allow them to continue to exist when re-zoning up to medium and high, but I do not want them to grow on those lots.  I have a feeling this may be impossible as a building has to be able to grow on a certain zone to be able to remain in existence on it?

 

You are correct; it is not possible.

 

 

2. Block the Stratton Spa, that big waste of space that only has 7 jobs in it, from growing entirely.  It pops up like weeds in my cities.  I literally go on a "weed killing" spree every so often just to wipe this building out of my city, only to have it keep popping back up. Often I have to rezone a couple 4x4 lots to multiple 3x4 lots just to keep it from popping back up.

 

This is possible; someone just has to do it.

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1. Make it so high wealth mansions can only build on low density residential plots.  Would like it if there was a way to allow them to continue to exist when re-zoning up to medium and high, but I do not want them to grow on those lots.  I have a feeling this may be impossible as a building has to be able to grow on a certain zone to be able to remain in existence on it?

 

You are correct; it is not possible.

 

 

2. Block the Stratton Spa, that big waste of space that only has 7 jobs in it, from growing entirely.  It pops up like weeds in my cities.  I literally go on a "weed killing" spree every so often just to wipe this building out of my city, only to have it keep popping back up. Often I have to rezone a couple 4x4 lots to multiple 3x4 lots just to keep it from popping back up.

 

This is possible; someone just has to do it.

 

 

Well, even if they would be destroyed when re-zoning to medium or high density, I would still like to restrict high wealth mansions to low density.  Is that possible?

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Well, even if they would be destroyed when re-zoning to medium or high density, I would still like to restrict high wealth mansions to low density.  Is that possible?

 

If you're clever enough, you can manage to do it in the standard game.  The key is to give high desirability to your low density areas, and low desirability to your high density areas.  For example, one of the biggest detractors from desirability is air pollution.  So if you build your high density areas near your industrial zones, this will discourage high wealth buildings, as long as your industry isn't all high tech.  Similarly, restricting the coverage of schools, hospitals, police, and fire protection in your high density zones will lower desirability.  (You might want to keep the fire protection, though, unless you don't mind putting out a lot of fires.)  There should be enough of these civic buildings to satisfy the areas that they cover; that way, you avoid overcrowding and strikes.  But if an area simply isn't covered, then you get low desirability without strikes.  Your advisors will yell at you, but you can always turn them off.

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I'd like to make an existing landmark functional, but it seems too complicated for me... Are there any good tutorials out there that I am missing? (Is it acceptable to ask if someone is willing to edit the landmark for me, or is that not done?)

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I'd like to make an existing landmark functional, but it seems too complicated for me... Are there any good tutorials out there that I am missing? (Is it acceptable to ask if someone is willing to edit the landmark for me, or is that not done?)

What is the function you are trying to add, and what do you want it added to?  Jobs, homes, power production, pollution reduction, etc?  I would be happy to try and figure out exactly how to do it for you and let you know how or send you a copy. 

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I'd like to make an existing landmark functional, but it seems too complicated for me... Are there any good tutorials out there that I am missing? (Is it acceptable to ask if someone is willing to edit the landmark for me, or is that not done?)

What is the function you are trying to add, and what do you want it added to?  Jobs, homes, power production, pollution reduction, etc?  I would be happy to try and figure out exactly how to do it for you and let you know how or send you a copy. 

 

 

I wanted to add jobs to this landmark:

It seems I got it working somehow, but I still wonder if I didn't overlook something. I just made it a functional CO$$-ploppable with PIM-X, then put the building back on its old lot and then edited some stats in SC4Tool. It seems to work in the game.

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Your way is correct and most appropriate if you want it to also provide jobs of a certain type, like CO$$, for the sake of providing CO$$ relief.  If you only want jobs then all you need to do is add the property 'demand created' to the existing lot.  Then jobs will appear at it.  Jobs of this sort are civic and not linked to any demand.  They still make Sims happy and fulfills their need for a job.  The picture below shows you the change.

 

jobsadded_zps2dc0babf.jpg

 

In my example above it is hard to see the details but you see I only added one line.  I added 200$ 400$$ 100$$$ jobs in the example.  I confirmed this worked by checking in game with the advanced query enabled by extra cheats.dll.  See below.

 

nvidiacorpjobs_zps07c464f1.jpg

 

Of course this quick fix works 100% functionally, however this method leaves the normal query in place for the landmark.  Advanced query or route query will both verify Sims going to work at the building now.

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Is there a way to reduce I-A jobs? or better yet, take away the jobs created by the actual field?

 

IMO there are too many jobs associated with each farm. With so many jobs, it pushes all of the R$ in the area to R$$. 

 

This anti-productive for those who like a proper rural area.

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Hi all :)

 

Is there any sort of Mod or Facility that can keep the slum area from envolving/upgrading to riddle-class ? Maybe something that spreads air pollution or crimes or undesirable factors that will make the area only desirable to the poor ones, or maybe a Don't-upgrade-your-house-inator or something like that :D. I really want to have some slummy neighborhoods in my city but eventually they all end up middle class and ruin the area :(

 

Thanks for all your help :D

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Hi all :)

 

Is there any sort of Mod or Facility that can keep the slum area from envolving/upgrading to riddle-class ? Maybe something that spreads air pollution or crimes or undesirable factors that will make the area only desirable to the poor ones, or maybe a Don't-upgrade-your-house-inator or something like that :D. I really want to have some slummy neighborhoods in my city but eventually they all end up middle class and ruin the area :(

 

Thanks for all your help :D

 

Build your residentials right next to industry, don't build any schools or hospitals in the area, and you'll be all se

 

But for those like myself who prefer realism, you can't just deny your sims the every day necessities. There are plenty of schools, hospitals, and churches around low wealth areas and you don't see them all becoming middle wealth....  

 

You're better off locking down the low wealth housing with the historical feature, and/or look for any and all NIMBY lots/bats for SC4 on the various sites. 

 

If anything, the low wealth here in the US seems to encroach on the wealthy as apposed to SC4 pushing the low wealth out. It's not indicative to RL development. It should be much more difficult to stop low wealth spreading than higher wealth. IMO

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Is there a way to reduce I-A jobs? or better yet, take away the jobs created by the actual field?

 

IMO there are too many jobs associated with each farm. With so many jobs, it pushes all of the R$ in the area to R$$. 

 

This anti-productive for those who like a proper rural area.

 

Yes it is.

 

If you don't use an agricultural mod, do the following:

 

-load simcity1.dat with reader (but do not "fill the list")

-click on exemplar analyser ("Ex" button), then hit "search", then "tree"

-expand the "industrial resource", then expand buildings

-you have now the 7 buildings exemplars you want to change in this list; they all have the prefix "IR" (ignore the others)

-for each of them, right-click and choose "sync with file?". This will put the building exemplar in the BG list

-once you have all the exemplars you want to modify in the list, exit the exemplar analyser window and copy-paste the exemplars in a new dat

-now you can safely modify the number of jobs. The property you want to modify is named "capacity satisfied". The number of jobs is in hexadecimal value. Once you adjusted the value, don't forget to hit the 2 "apply" buttons and to reindex lot config before saving.

 

I'm no expert in this, but I wouldn't recommend you to go as far as removing totally the jobs from the farms. Start things easy and see how things goes before switching radical. 

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Is there a way to reduce I-A jobs? or better yet, take away the jobs created by the actual field?

 

IMO there are too many jobs associated with each farm. With so many jobs, it pushes all of the R$ in the area to R$$. 

 

This anti-productive for those who like a proper rural area.

 

Yes it is.

 

If you don't use an agricultural mod, do the following:

 

-load simcity1.dat with reader (but do not "fill the list")

-click on exemplar analyser ("Ex" button), then hit "search", then "tree"

-expand the "industrial resource", then expand buildings

-you have now the 7 buildings exemplars you want to change in this list; they all have the prefix "IR" (ignore the others)

-for each of them, right-click and choose "sync with file?". This will put the building exemplar in the BG list

-once you have all the exemplars you want to modify in the list, exit the exemplar analyser window and copy-paste the exemplars in a new dat

-now you can safely modify the number of jobs. The property you want to modify is named "capacity satisfied". The number of jobs is in hexadecimal value. Once you adjusted the value, don't forget to hit the 2 "apply" buttons and to reindex lot config before saving.

 

I'm no expert in this, but I wouldn't recommend you to go as far as removing totally the jobs from the farms. Start things easy and see how things goes before switching radical. 

 

Hey Magneto..    Thanks for the instructions. I do in fact use SPAM w/ SG & BSC farms added in. I wouldn't want to remove all the jobs of I-A, but just the fields. The building alone usually employs enough Sims to run the farm.

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I see. Well, I never used those mods, but I can give it a shot for sure if you want... Let me know

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