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Welcome to the Network Addon Mod General Support topic.

NAM 49 Logo2.jpg

 

Please post your questions concerning issues with or the usage of the newest version of the Network Addon Mod (NAM) and its features here.

 

The newest version of the Network Addon Mod, NAM 49, is now available on the STEX and the SC4Evermore. For additional information or to ask questions about new features, check out the NAM 49 topic here.

 

It should be noted that any previous NAM installation should be completely removed from the game's Plugins folders before installing any new NAM version. This does not occur during the installation process but needs to be done manually.

In addition, the system requirements and the installation process beginning with NAM 37 are very different from earlier versions. It is highly recommended and would be very beneficial to read through the information provided in the listing or in the download package to become familiar with this new process. 

And please keep in mind that support for previous versions of NAM will no longer be provided due to changes and updates that occur with each new version.

For system requirements, features, and a complete walkthrough on installation, see the enclosed read-first-NAM-49.html file, or check out the NAM website at  https://www.sc4nam.com/. This might be considered 'must reading'.

 

NAMLite Optional Download

Spoiler

In addition to the full version of NAM 49, the fourth version of NAM Lite is available for those who wish a version that still contains the same game improvements but not all the additional features: STEX or LEX.

NAMLite 4.jpg

 

New Features for NAM 49

Spoiler

Release Notes for NAM 49 (2 March 2025):

  • Bridge Additions and Improvements:
    • Red Truss Arch, Yellow Steel Girder, Green Truss, and Blue Supsension Bridges by IDS2 have been added for Road, Street, One-Way Road, AVE-2, ARD-3, NRD-4, OWR-3, RHW-2, RHW-3, RHW-4, and SAM Sets 2 and 6-11 (68 bridges total).
    • Viaduct Bridges by Kitsune added at L3-L4 for MIS, RHW-4, and RHW-6S, and L0-L2 for Dual RHW-4 and RHW-6S (12 bridges total).
    • Plain Bridges by eggman121 have been added for Hybrid Railway (HRW) at L0-L2 (3 bridges total).
    • Ponte di Piacenza RRW Bridge by Ulisse Wolf added.
    • Yes, that's 84 bridges.
    • Every bridge has had its ceiling height updated (L0/Ground Level=-0.000001, L1=-7.5, L2=-15, L3=-22.5, L4=-30) to allow for a lower ferry clearance and for the elevated bridges to behave as . . . elevated bridges. As result the ferry clearance is now 270.1m / +20.1m. At this time its unknown how to get the in the game message to reflect this value, therefore it will incorrectly state the bridge is not suitable for ferries even though it is.
    • For models where property bridge obstruction = false, they have had the property removed after it was discovered the game is incorrectly treating it as bridge obstruction.
    • Night textures fixed for RRW/Rail bridges, including the Iron Girder, Steel Arch, and Green Garabit Viaduct.
    • A pathing issue with the RHW-10S Cable-Stayed Bridge has been fixed.
    • Bridge Controller file has been renamed from "NetworkAddonMod_Bridges_Plugin_Controller.dat" to "NetworkAddonMod_Bridge_Controller.dat".
  • Mass Transit Authority (MTA) Station Update:
    • Improvements across the board to Station Transit-Enabling (TE) properties.
    • Added SW77 El-Rail-over-Road station.
    • Added the Mattb325 Victorian Diagonal L1 Viaduct E-RRW and separate HRW versions.
    • Changes to the TE modding on the L2 Diagonal Rail stations, so they are now fully functional with E-RRW, you can just drag through the network on the lot. (They are also still functional with the puzzle pieces).
    • DN/MN prop options added.
    • LHD path remapping has been updated for GLR LOTting paths.
  • Street Network and SAM Improvements:
    • Street and SAM network paths have undergone a comprehensive set of improvements.
    • A texture issue has been fixed with the SAM-7 x Avenue OxO intersections.
    • SAM texture file architecture has been redesigned to ease future additions and maintenance.
    • Shadow remapping and LHD pathing has been improved on Elevated Rail and Monorail crossings over SAM.
    • SAM x RRW crosslinks have been improved.
  • RealHighway Improvements:
    • 3-Level Crossings adjacent to 45° FLEXFly setups are now functional.
    • The diagonal overhanging models for the RHW-3, RHW-4, and MIS have been redesigned to minimize terrain clipping issues (wherein the terrain would poke through the highway).
    • Major improvements have been made to the Type 21 exemplars on elevated RHW networks, especially those involving placement of support pillars.
    • Diagonal interactions between the RHW-2 and single-tile Maxis networks have been improved, particularly transitions and OxD T-intersections with Street, Road, and One-Way Road.
    • Stability improvements have been made to the L1 and L2 RHW-3 Type A1 ramps.
    • Numerous tooltip texts have been updated to properly indicate current network support.
  • Roundabout Improvements:
    • Thanks to Lucario Boricua, the NAM's roundabouts have received a comprehensive set of pathing fixes, designed to improve capacity and Pedestrian functionality.
  • Other Various Improvements:
    • The NWM's NRD-4 network now has a Diagonal Starter.
    • Various previously-unsupported T-intersections involving Avenues and One-Way Roads have been added.
    • Missing texture for Double Orthogonal Street x Diagonal Avenue intersection has been added.
    • NWM DxD intersections now have improved models with smoother corners and terrain handling. There is also now a non-default option to alter the Road and One-Way Road DxD intersections to use similar overhanging models (the "Wide Corner Road and One-Way Road DxD Intersections" option, found under "2 Additional Network Features > Road, One-Way Road, and Avenue").
    • Raiser/Digger icons have been revised.
    • A new icon has been added at the bottom of the Highways Menu (right near the NAM Controller Marker) to show which capacity level of the NAM Traffic Simulator one has installed.
    • Issues with the Draggable Fractional Angle Road streetlight placement has been addressed.
    • Replaced `EU_Common_Sign_Props.dat` with a version from rivit, which rescales the props to be a bit smaller.
    • Semi-Auto Turn Lane textures have been updated to fix wealth-related issues reported by Dead_End.
    • Duplicate Rural FTL textures in the US folder have been removed.
    • The Maxis Highway Override (MHO) Diagonal Bridge Enabler (DBE) support files have been added.

 

  

Additional Information

If you wish to look through tutorials on various NAM features, please vist this topic:

 

To follow the NAM feature development, check this topic:

 

If you have any particular requests or suggestions for new NAM features, please see this topic. 

 

For information regarding features and commonly asked questions, please see this topic. 

Please note: The topic below has been archived and is retained for for historical and informational purposes only. Due to the substantial changes in the NAM over the intervening years, some information will no longer apply.

 

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A wise man once said, "I am not yet a wise man..."

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Although FLUPs are really great for a lot of things, you can't build buildings on top of them.  Instead, you need to use standard tunnels.  The easiest way to do that is with a tool such as the Hole Digging Lots, which come with their own tutorial.  If the ground is too close to the water line to dig holes, you can always raise it, build your tunnel, and then level it.  It works great.

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z1, and DCmetro34,

Thanks for the help. That will do what I want. Think it would be cool to have a tunnel express road with no exits under a regular road with all the exits above it. And have a tunnel express road to aviod city traffic by going under the entire city with one exit in the very middle of the ccity, and an exit at the other end of the city.
 
 

P.S.
 
 

I downloaded the mod, and did a dry run, aand it is working great for what I want to do. Thanks to the people who made this mod too. U Rock!

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i have Sim City 4 Rush Hour.

i have install it,and my problem is:

Once i can use all of NAM Mods,but after i Install many another BAT and STEX from here(Simtropolis) for my City,i can't use any of NAM Mods only the station that i can place.Other like GLR Rail,HSR,etc i can't use it.....!!

i have Re-install NAM Many times and move all BAT and STEX Files,i still can't use NAM Mods.

can you solve the problem please??

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  • Original Poster
  • Originally posted by: Jacksims

    Once i can use all of NAM Mods,but after i Install many another BAT and STEX from here(Simtropolis) for my City,i can't use any of NAM Mods only the station that i can place. Other like GLR Rail,HSR,etc i can't use it...quote>

    What other things have you installed since NAM was working and how are they not working?

    A suggestion... Remove all files from the Plugins folder and reinstall NAM (be sure you have the newest version). Open a new  "test" city and check that NAM is working. Then add the other items one at a time and check them in your new test city. If you're trying to add other transit mods (HSR, SAM, etc.), be sure to get the newest ones and check them also. Perhaps the issue is how you are installing the other mods. Just a thought...


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    After i Installed NAM many of BAT & STEX i never check my city.But after i Put a Stolen Nuclear Warhead & Freakin Dirty Bomb(From Dirty Evil or Something),a sign shows that 10 files were error and i just remember Dirty Evil got 6 error.i don't remember the others...

    Yes,i have remove all Plugin & Re-install NAM but still the same,the NAM can't use.it's turning into Red mark when i choose some of it to use(HSR,GLR,etc).

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    Originally posted by: Jacksims

    After i Installed NAM many of BAT & STEX i never check my city.But after i Put a Stolen Nuclear Warhead & Freakin Dirty Bomb(From Dirty Evil or Something),a sign shows that 10 files were error and i just remember Dirty Evil got 6 error.i don't remember the others...

    Yes,i have remove all Plugin & Re-install NAM but still the same,the NAM can't use.it's turning into Red mark when i choose some of it to use(HSR,GLR,etc).quote>

    That would be the good old "Red Arrow Bug", which results from an improper NAM installation or the installation of outdated transit mods which conflict with the NAM.  See Item #1 of the NAM FAQ for details on how to solve this.

    -Alex (Tarkus)

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    Hello 2 all. How i can change train speed in SC4?4.gif I use'd ilive reader and change in NetworkAddonMod_Traffic_Plugin_Z_Ultra.dat "Train MIN/MAX KPH" to 400 and it don't working(

    Please help me, i love trains =) 

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    Originally posted by: Starcade

    Hey,

    I'm having some trouble with the NAM underpass. The pieces itself work fine and all, but in drive mode it doesn't work and traffic can't flow through it ( unconfirmed ). But for sure in drive mode it doesn't work.quote>

    I have the same issue with the one-way road FLUP.  If you start at one end (underpass entrance) and lay pieces toward the other underpass it seems to work (don't start in the middle or skip tiles).  However, I have not been able to get OWR FLUP to work with CAN-AM.  I can get/drive half way through and then when I go under the canal it stops.

    I have a RHW question unrelated to FLUP.  Does anyone know where I can find a GMax Model for a RHW 8 sign structure?  I have it for RHW 2 and one for 6, but I cannot find one for 8 or 10.

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    Originally posted by: kExJke

    Hello 2 all. How i can change train speed in SC4? I use'd ilive reader and change in NetworkAddonMod_Traffic_Plugin_Z_Ultra.dat "Train MIN/MAX KPH" to 400 and it don't working(

    Please help me, i love trains =) quote>

    You appear to be referring to the visual speed of the train automata, which are not controlled by the traffic simulator.  Instead, they're controlled by the file in your NAM folder whose name begins "NetworkAddonMod_Automata_Plugin_".  In this file, the second entry in the property "Speed Multiplier by Network" should control the visual speed of your trains, although I've seen reports by at least one person that this didn't work for them.

    In any case, you should not change the train speed in the traffic simulator, as it will not change how fast your trains appear to move, and it will cause problems in the traffic simulation.  You should reset that value in the traffic simulator back to its standard, which in this case is 140.

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    Thank you very much, it's work 9.gif But in simulation mode train speed also default... 4.gif  

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    Aloha everyone, I was just wondering if there is a way to turn off the feature that makes all of the buildings disapear when you go to put subway stations in? I dont always need to do that and it really slows my dinoputer down, alot....especially with the mega-city project that im doing. If someone knows I would be thankfull.

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    Originally posted by: NiagaranEagle

    Aloha everyone, I was just wondering if there is a way to turn off the feature that makes all of the buildings disapear when you go to put subway stations in? I dont always need to do that and it really slows my dinoputer down, alot....especially with the mega-city project that im doing. If someone knows I would be thankfull.quote>

    In the near future, a configuration tool for Simulator Z will be released; among other things, it will allow you to turn this view on and off.

    But you can eliminate the slowdown completely right now - use the Datpacker.  Not only will this fix the slowdown problem in the case you mentioned, but it will also fix it when returning from the Zones view.  And it will make your game load many times faster as well.

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    I have a question. I have road turning lanes but why do my avenue turning lanes disappear? every time I place two avenues pependicular they are not there, and I installed the turning lane plugin but there not there, please help me.

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  • Originally posted by: TJ1

    I have a question. I have road turning lanes but why do my avenue turning lanes disappear? every time I place two avenues pependicular they are not there, and I installed the turning lane plugin but there not there, please help me.quote>

    When you say "perpendicular" are you trying to make a "T" intersection or a full four way. The turning lanes do not appear at "T" , but should at the four ways. If you look in the NAM folder, you should find a file named NetworkAddonMod_TurningLanes_Avenues_Plugin if you did select that option when you installed NAM. By the way, do the road turning lanes work OK? They should appear for "T" intersections and four way crossings.


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    Roads they work just fine no mater what4.gif But avenues they used to work but now they dont15.gifand the file is there.Its like somthing is preventing me from building them.

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  • Original Poster
  • Originally posted by: TJ1

    ...But avenues they used to work but know they dont...quote>

    Have you added anything to your plugins recently; maybe something that's overiding the avenue textures? You might try removing all plugins except NAM to test. Just a thought...


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    I think so but I forgot what it might be ,and I have to many plugins5.gif

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  • Original Poster
  • Originally posted by: TJ1

    I think so but I forgot what it might be ,and I have to many plugins5.gifquote>

    Well, a suggestion then... Rename your Plugins folder and create a new one named "Plugins." This effectively removes all the plugins from the game. Then move only the NAM folder into the new folder and run the game. If the intersections appear normal, then another plugin is causing the issue. You can then move things back into the new Plugins folder in groups until the problem arises. That is a way of narrowing down the possibe conflict. Of course, if the problem exists with just the NAM folder in the Plugins, then you might need to re-install it (delete the old one first). Just a thought...


    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    Hi,

    I have installed DAMN then NAM and the NAM update onto a clean updated install of SC4D.

    Started a new map, covered it in trees, went to select the 'zone' view so as to hide the trees and make the terrain/grid visible and the trees no longer dissapear. Experimented a bit and discovered that most props and building footprints no longer dissapear when the 'zone view' is selected.

    Not being able to see the grid for the zone layout is a deal breaker for me and I'm hoping this issue is known about or fixable.

    Thanks for any help.

    Found the solution, this is actually intentional:

    http://simpeg.com/forum/index.php?topic=7789.0

    "The modified 'Zone' view is an optional component of NAM that came about as a result of changes made to the 'Subway' view that eliminates buildings when selecting subway stations to make it easier to place or delete stations in heavily built up areas. The modified 'Zone' view is optional and can be 'turned off' by removing the NetworkAddonMod_Zone_Data_View.dat file from the NAM folder or by not installing it (by not selecting the Zone Data View option in the setup list). This will return the original 'Zone' view."

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    In addition to the option that Andreas mentioned over at SC4D (deleting the plugin), within the next two weeks there will be a NAM customization tool released on the STEX and LEX that will allow the adjustment of many things, including whether or not to have props and/or subway routes within the new Zones view. If you turn off the props and the subway routes in the new Zones view, it will look just like the old one, except all the other networks will be clearly visible, instead of just ghosted in, as they are in the Maxis Zones view. The purpose of the new view is to give you a more exact idea of where all your zones are, as well as your networks (which don't overlap the zones, aside from the subways.)

    The new customization tool will also simply let you check a box to turn the new Zones view on or off completely.

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    After installing NAM and Sim Z (I tried medium and ultra) to combat traffic problems, I'm having a lot of problems with abandonment (commute) on everything, R C and I. I didn't have any problems like that before installing NAM (I have no other plugins), so I'm wondering if I did something wrong. Zoning is good, and so is mass transit. I even tried changing zoning density, and mixing C into my R zones.

    Any ideas?

    Thanks

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    Did you by any chance install the Park & Ride version of Simulator Z? This is the most common cause of the problem you described.

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  • From your image, you don't seem to have one of the Park-and-Ride options, but I noticed you have the Right-Hand componenet of NAM. Is your game Right-Hand drive? If you have a Left-Hand drive and install the Right-Hand component, abandonment may result depending on your city layout. Check your game's drive side by seeing which side the vehicles are deiving on. If left, then you'll need to install the Left-Hand component of NAM and remove the Right.

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    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    They drive on the right. (They were on the left until I did the stuff in the omnibus)  I'm pretty stumped. It's not like the city is very big either. They're just lazy. 4.gif

    edit: one thing I noticed with NAM, is that the populous doesn't really use the road anymore, everyone jumps on the subway, with the exception of a small few people and freight trucks (didn't put in any freight rail yet).

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  • Originally posted by: jb2010

    ...one thing I noticed with NAM, is that the populous doesn't really use the road anymore, everyone jumps on the subway, with the exception of a small few people and freight trucks (didn't put in any freight rail yet).quote>

    Yes, simulator Z makes mass transit more "attractive." As for your abandonment, you might post an image for people to see your layout. Perhaps it would provide some clues.

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    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    Sounds good.  Take a gander.

    (Stuff is on the left because I changed it back to see if LHD would make a difference.)

    Thanks again

    post-456093-12985109330465_thumb.gif

    post-456093-12985109332427_thumb.gif

    post-456093-12985109333965_thumb.gif

    post-456093-12985109337465_thumb.gif

    post-456093-12985109339413_thumb.gif

    post-456093-12985109341518_thumb.gif

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