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28 minutes ago, Rott said:

So the new PC doesnt seem to like the NAM, copied my existing plugins from my old PC and through process of elimination found it was the NAM that crashes the game while a city is loading. Reinstalled NAM and had the same result, any known fix for this? 

Install the 4GB Patch and don't forget to use SC4Pac.

https://community.simtropolis.com/files/file/36700-sc4pac-mod-manager/

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Federal Republic of SiculiaFederal Republic of Sonora

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12 hours ago, Rott said:

So the new PC doesnt seem to like the NAM

Is the 4 gigabit patch installed on the new pc?

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On 10/14/2025 at 12:08 AM, Rott said:

So the new PC doesnt seem to like the NAM, copied my existing plugins from my old PC and through process of elimination found it was the NAM that crashes the game while a city is loading. Reinstalled NAM and had the same result, any known fix for this? 

NAM installed under SimCity 4 Documents folder. There maybe two NAM loaded. usedir I always  load NAM from a seperate plugins folder inclusive NAM. lf NAM is in your old  plugins folder you should removd it or run it from a Userdir location.  Will be a process off trial and error, latest SimCity 4 update , 4 GB patch, old should work without anything in the standard plugins directory. Prefer to install   NAM without the scripts, JAR  files can be opened and extracted with Winrar ! Hope you find the problem

Sincerely yours,

Kschmidt

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I rolled back to NAM 45. Using the RHW2 tool makes the intersection fine, just without stop markings. I want there to be a proper intersection that shows right of way, ie, having to stop at the highway that continues thru the area.

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Hey guys. It's been years since I've last played SC4 and I bought a new computer so thought I'd fire it up. I downloaded the most recent NAM, however, when I extract the folder there isn't a .bat file included? Maybe I'm blind? From what I remember, SC4 is basically unplayable without the NAM so hope to get this installed. Thanks.

image.png.eb89b4fc01b86948b11ea7ba7ba8f35c.png

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4 hours ago, 100th_meridian said:

Hey guys. It's been years since I've last played SC4 and I bought a new computer so thought I'd fire it up. I downloaded the most recent NAM, however, when I extract the folder there isn't a .bat file included? Maybe I'm blind? From what I remember, SC4 is basically unplayable without the NAM so hope to get this installed. Thanks.

image.png.eb89b4fc01b86948b11ea7ba7ba8f35c.png

Hi! The file that appears selected in your screenshot is the installer, but instead of opening it with WinRAR, you have to execute it with Java. Try installing OpenJDK with the file just underneath, and then try again.

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"Let us be scientists and as such, remember always that the purpose of politics
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On 31.10.2025 at 8:31 PM, 100th_meridian said:

Hey guys. It's been years since I've last played SC4 and I bought a new computer so thought I'd fire it up. I downloaded the most recent NAM, however, when I extract the folder there isn't a .bat file included? Maybe I'm blind? From what I remember, SC4 is basically unplayable without the NAM so hope to get this installed. Thanks.

image.png.eb89b4fc01b86948b11ea7ba7ba8f35c.png

You should really check that "read-first-NAM-49-rev1" file out. I know, I know, I tend to ignore those readme files as well, but in this case, it's really nice and short and helps a lot, to bring you up to speed, if your last NAM install was with the .bat file. 

And take a closer look at the new .DLL files, if you're just coming back to playing SC4. I had that a few months ago (new install on Win11) and I can honestly say, the .DLLs change the game like the NAM changed it. It is a new world!

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Hi,

In NAM, is there really no way to build a diagonal road viaduct over a diagonal portion of a GHSR? I think I browsed through all possible puzzle and starter pieces but to no avail...


The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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2 hours ago, TheMurderousCricket said:

Hi,

In NAM, is there really no way to build a diagonal road viaduct over a diagonal portion of a GHSR? I think I browsed through all possible puzzle and starter pieces but to no avail...

I don't think so, and if that's the case, it won't ever be, because that high speed rail mod is not in development anymore.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Hi!

Is there a way to get rid of the blue skin of the passenger trains? Or any other trains or mass transit? I want to revert the look of any and all mass transportation vehicles to the original base game look. I don't remember passenger trains having that distinctive – and from my personal taste – ugly blue, modern look from the base game (correct me if I'm wrong, what is the color of the base game passenger train?)

My best guess is that NAM has texture, prop, custom graphics/skin, or something that changes the color of trains, and maybe buses too (I haven't noticed the buses to be eye-popping and ugly like the passenger trains). 

Maybe I'm overreacting, but the very noticeable blue color just stands out too much and looks cartoonish, and it doesn't fit well with the surrounding building and whatnot. 

Thanks in advance!! 

P. S. The picture below is from a let's play by Rob's Red Hot Spot ep. 9, but the train is the same cartoonist ugly blue!!

Screenshot_20251105_135948_YouTube.jpg.eabd3cd3365ed0fe0a1da71ce32cff7e.jpg

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35 minutes ago, SlayViorZ said:

Hi!

Is there a way to get rid of the blue skin of the passenger trains? Or any other trains or mass transit? I want to revert the look of any and all mass transportation vehicles to the original base game look. I don't remember passenger trains having that distinctive – and from my personal taste – ugly blue, modern look from the base game (correct me if I'm wrong, what is the color of the base game passenger train?)

My best guess is that NAM has texture, prop, custom graphics/skin, or something that changes the color of trains, and maybe buses too (I haven't noticed the buses to be eye-popping and ugly like the passenger trains). 

Maybe I'm overreacting, but the very noticeable blue color just stands out too much and looks cartoonish, and it doesn't fit well with the surrounding building and whatnot. 

Thanks in advance!! 

P. S. The picture below is from a let's play by Rob's Red Hot Spot ep. 9, but the train is the same cartoonist ugly blue!!

Screenshot_20251105_135948_YouTube.jpg.eabd3cd3365ed0fe0a1da71ce32cff7e.jpg

Technically, these automata are the original Maxis automata. 

NAM does not modify the automata. If you want a modern look for the Maxis automata, then install these mods.

 

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Federal Republic of SiculiaFederal Republic of Sonora

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NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

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17 minutes ago, Ulisse Wolf said:

Technically, these automata are the original Maxis automata. 

NAM does not modify the automata. If you want a modern look for the Maxis automata, then install these mods.

 

Oh... So the blue trains are, in fact, the original Maxis made trains, and NAM doesn't reskin these (or modify the automata)? 

Thanks for the link I'll try it out!!

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12 hours ago, SlayViorZ said:

Oh... So the blue trains are, in fact, the original Maxis made trains, and NAM doesn't reskin these (or modify the automata)? 

Thanks for the link I'll try it out!!

The NAM doesn't include any reskin for automatas, but you can choose any of the ones available on this STEX category, even including recreations of real-life trains:

https://community.simtropolis.com/files/category/111-automata/


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Hi All, 

So I've been playing around with the RHW using LHD in one of my regions and I came across this issue w/the FLUP pieces that I'm stuck at.

Basically... either the shoulder or the little Green Arrows/Red X will be on the wrong side no matter what I do (seemingly) even though I am dragging in the correct direction of travel.  I've checked my NAM install and I did correctly choose LHD.

To illustrate, I've included a screenshot below, with yellow arrows being the direction of travel.

As shown, under #1 and #2, the green arrow and red X are correct but the shoulder is on the median side and not on the outer side as it should be in real world left hand drive applications.

Under #3 and #4, the shoulder is correctly placed, but the green arrow and red X are not and are now "against direction of travel"

Is there a way to fix this so that the shoulder is placed on the outside (not median side) and at the same time, the green arrow/red x are are facing the correct direction of travel?  It seems that if I orient the shoulder on the outside and not on the inner/median side, and drag toward the FLUP, it will always give me the Red X, in other words, it seems to want to default to RHD setup in this case.

RHW.jpg


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Looks perfectly ok to me. The first two are like they should be. 

Are you maybe interpreting the RHD and LHD sides "the wrong way"? See here, `@rsc204` made a nice little explanation:
 

 

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2 hours ago, paddy0174 said:

Looks perfectly ok to me. The first two are like they should be. 

Are you maybe interpreting the RHD and LHD sides "the wrong way"? 

 

No.  In the real world, in left hand drive countries, the “shoulder” area (e.g. the area to pull into for emergencies or breakdowns) is on the LEFT side of the roadway, e.g. on the opposite side of the median.  Likewise, in both LHD and RHD countries, the fast lane, is always the one next to the median, so in LHD situations, the fast lane is the RIGHT most lane, whereas in RHD countries its the left most lane.  Take a closer look at #1 (and #2).  The shoulder is on the wrong side.  It is against the median which makes it  no different than the RHD version.  However as shown in the screenshot, if you reverse it to place the shoulder on the correct side, dragging it toward the FLUP results in Red Xs  facing the direction of traffic flow (example #3 in the screenshot)

 


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On 09/11/2025 at 12:20 AM, thecitiescenter said:

Is there a way to fix this so that the shoulder is placed on the outside (not median side) and at the same time, the green arrow/red x are are facing the correct direction of travel?  It seems that if I orient the shoulder on the outside and not on the inner/median side, and drag toward the FLUP, it will always give me the Red X, in other words, it seems to want to default to RHD setup in this case.

Sadly not, the tunnel portal including the ground RHW textures are all part of the same model, the issue is that these were not made for LHD support, which requires exporting a separate set of models with the lights flipped. To my knowledge there are no such plans and these will remain RHD only.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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On 9.11.2025 at 5:54 PM, thecitiescenter said:

No.  In the real world, in left hand drive countries, the “shoulder” area (e.g. the area to pull into for emergencies or breakdowns) is on the LEFT side of the roadway, e.g. on the opposite side of the median.  Likewise, in both LHD and RHD countries, the fast lane, is always the one next to the median, so in LHD situations, the fast lane is the RIGHT most lane, whereas in RHD countries its the left most lane.  Take a closer look at #1 (and #2).  The shoulder is on the wrong side.  It is against the median which makes it  no different than the RHD version.  However as shown in the screenshot, if you reverse it to place the shoulder on the correct side, dragging it toward the FLUP results in Red Xs  facing the direction of traffic flow (example #3 in the screenshot)

 

Interesting, where are you from? In Germany, and most other European countries, it is exactly like in your screenshot. The shoulder is on the right side, as in the picture. That's strange! 

Look: https://www.alamy.com/tunnel-rennsteig-25042024-zella-mehlis-einfahrt-rennsteigtunnel-offiziell-tunnel-rennsteig-7916-meter-laengster-straentunnel-deutschlands-auf-der-autobahn-a71-aus-richtung-suhl-tunnel-rennsteig-25-04-2024-zella-mehlis-entrance-rennsteig-tunnel-officially-tunnel-rennsteig-7916-meters-longest-road-tunnel-in-germany-on-the-a71-freeway-from-suhl-image604498343.html

If you look onto a highway from above, you have:

shoulder | lane | lane | median | lane | lane | shoulder

Interesting, and it shows, how hard it is, to get everything the way people are used to from their own RL. 

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39 minutes ago, paddy0174 said:


shoulder | lane | lane | median | lane | lane | shoulder

 

Yes... this is the layout no matter what direction you're travelling in whether RHD or LHD and it is like this no matter what country you're in as far as I know.

However, look closely at my screenshot again. 

#1 and #2 is:

lane | lane | shoulder | median | shoulder | lane | lane

This is obviously incorrect right?  However, when you look at the FLUP pieces, #1 and #2 show the green arrows and red X's in the correct LHD direction.

Now look at #3 and #4 in my screenshot again.  Here we have:

shoulder | lane | lane | median | lane | lane | shoulder

Which is correct... however, look at the FLUP pieces and now the green arrow and Red X's are not in the correct LHD direction.

So my question was, how to get both the RHW and the FLUP pieces to be correct under LHD applications and as @rsc204 explained above, it looks like it can't be done... the FLUP pieces were made for RHD only.


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Hello everyone! I'm building a new tram system on old road network. And now I have a problem to find an appropriate puzzle piese, which will fit for "tram-on-road x tram-on-avenue x tram-on-road" triangle like I showed below:

6965faddbf33f_(339).jpg.0c6e86d3edc44c603b3edd306c5c34c7.jpg

Unfortunately, all I found is this, which would fit only if what's under red crosses wasn't there.

6965fae98e323_(340).jpg.160e4915abb804c65bee7a90afaaaf47.jpg

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Best I could do was as follows:

TIA-T-End-Road.jpg

Not as great visually, but it fits in the same footprint and is functionally identical.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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On 14.01.2026 at 12:29 PM, rsc204 said:

Best I could do was as follows:

TIA-T-End-Road.jpg

Not as great visually, but it fits in the same footprint and is functionally identical.

That seems right, thank you! :-) 
This creates congestion for those riding into that intersection on this avenue. BUT we can avoid this by choosing the ave->4-lane-road puzzle piece, which can intersect either with the 2-lane-road or only with a 4-lane road, but now this doesn't really matter, because it won't create congestion at the intersection an any case. Actually I can bear with not great visibility, but first of all, it's functional.

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On 1/13/2026 at 4:58 AM, jakis said:

Hello everyone! I'm building a new tram system on old road network. And now I have a problem to find an appropriate puzzle piese, which will fit for "tram-on-road x tram-on-avenue x tram-on-road" triangle like I showed below:

6965faddbf33f_(339).jpg.0c6e86d3edc44c603b3edd306c5c34c7.jpg

Unfortunately, all I found is this, which would fit only if what's under red crosses wasn't there.

6965fae98e323_(340).jpg.160e4915abb804c65bee7a90afaaaf47.jpg

If you're willing to expropriate some more space, you can build a neat little tram roundabout using the Tram-on-Road pieces, as such:

696a5b1c5fb20_Rotondatranva.jpg.d243ca65a8cfbeedecde49d2e57d837e.jpg

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1 hour ago, Girafarig said:

If you're willing to expropriate some more space, you can build a neat little tram roundabout using the Tram-on-Road pieces, as such:

696a5b1c5fb20_Rotondatranva.jpg.d243ca65a8cfbeedecde49d2e57d837e.jpg

Thanks, but unfortunately I must demolish office building then, what is not fit :(
I think I found solution, it's written above, but thanks too anyway :)

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Hi, I recently started using Manga Rivotra's brown catenary mod, which uses CityMax models. The file path indicated in the readme file is obsolete with the new NAM versions : 


"RealRailway_T21.dat must be in the folder: z___NAM > Y_RealRailways
NAM_Rail_Catenaries and SC4_Rail_Catenaries must be in the folder: Network Addon Mod > zzzz_Catenary Mod > rail Cateneray"

How can I install this mod correctly with NAM 49 ?

Thank you

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Hi, I actually can't find a solution to build these two items:

- Smooth elevated avenue curves (no matter if old puzzle pcs or draggable)

- FLUP pieces under diagonal avenue

Am I right that these options don't exist?

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On 1/13/2026 at 2:58 AM, jakis said:

6965fae98e323_(340).jpg.160e4915abb804c65bee7a90afaaaf47.jpg

Sorry I'm late, but i'd just use the magic eraser on the new stub and build a parking garage (or anything with visual avenue connection) at the entrance. Is that lazy? lol

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4 hours ago, EffTheGrid said:

Sorry I'm late, but i'd just use the magic eraser on the new stub and build a parking garage (or anything with visual avenue connection) at the entrance. Is that lazy? lol

Thanks, but I'd prefer not to demolish existing buildings 🤷‍♂️

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On 2/22/2026 at 2:43 AM, simster007 said:

Hi, I actually can't find a solution to build these two items:

- Smooth elevated avenue curves (no matter if old puzzle pcs or draggable)

- FLUP pieces under diagonal avenue

Am I right that these options don't exist?

Correct, these do not exist.  Big issue with anything elevated is of course the model work, and aside from some menu/UI stuff Chrisim has done since his return, FLUPs development is stalled, and may remain that way until/unless DLL development is able to make the new draggable Subway-based system not be so incessantly temperamental.

-Tarkus

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On 24.2.2026 at 11:28 AM, Tarkus said:

Correct, these do not exist.  Big issue with anything elevated is of course the model work, and aside from some menu/UI stuff Chrisim has done since his return, FLUPs development is stalled, and may remain that way until/unless DLL development is able to make the new draggable Subway-based system not be so incessantly temperamental.

-Tarkus

Hi Tarkus,

thx for the reply. Just wanted to make sure that I´don't miss something in the menus. I´m fully aware that there are many other things going and a lack of peeps having time and skills to speed up things. The more I´m using your stuff I´m feeling kind of sorry that I'm not able to help out....

One more question:

The reason I was looking for the diagonal avenue FLUP piece is that i`d like to build diagonal avenue neighbour connections.Do you or anybody else have an idea how to achieve this?  Any diagonal avenue piece that can be plopped over the neighbour connections?

Just as an example here a diagonal maxis GHW connection build in the same way

6a182e2d166cb_Dunbergh-Oct.141121769031254.jpg.fe2988996cf18298e72f7f571a999382.jpg

Thx in advance, even if there is currently no solution.

Edit:

The diagonal avenue puzzle pcs I was looking for are not needed to build diagonal neighbour connections. You can build an ortho connection, isolate the connection arrows (network eraser) and drag the diagonal avenue plus a road stub on the outer arrow.

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