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MGB's My First Mod Support Thread

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A while back over on SimPeg I got into a long-winded session trying to help someone get started with the Lot Editor and making Lots. It appears most of the existing tutorials are missing images and so it was about time something was done to help new users. I therefore decided to work out the best way to make new Lots using only the Maxis tools. Having long since stopped using them myself, I much prefer SC4 PIM-X by Wouanagaine, it was a bit of an uphill struggle. Along the way though, I think I found a good strategy for making new Ploppable and Growable lots and have compiled that information into a tutorial you can download here.

I think a download works better for this kind of thing, since downloads seem to survive forum updates and such in-tact. As such this tutorial is freely distributable in the future in any way you like. If hosting it somewhere, I merely ask you give me credit for it's creation.

Along with the HTML tutorial are a couple useful resource files which will help you get started, but more importantly avoid the trap of copying Maxis Lots or overriding them.

This thread is primarily designed for users of this tutorial to get help with any problems they may be having. More general questions that are outside the scope of this tutorial will be ignored. In such instances please use the correct forum to ask for help.

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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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Hey rsc204,

I am determined to learn this process.

However in keeping with your directions the image aren't displaying properly when I open the HTML doc., any ideas?

Best,

H.


"The road of excess, leads to the palace of wisdom."-Sir William Blake

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    There should be two subfolders in the same place as the HTML file. If this is not the case, then extract the entire zip file once more, making sure to extract everything without changing altering the output folder.

    If that doesn't work, perhaps you could try right clicking the .htm file and select to open with Internet Explorer. Although the HTML used is all fairly basic stuff, it should work on pretty much any browser in theory, I only tested it with IE and Opera.

    • Like 1

    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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    Hi rsc204

    I thought I would try your "First Mod Tutorial".  The clear instructions with images look "doable" to a technically challenged person such as myself.  Ran into a problem with your link to the Plugin Manager though.  (see file time stamped 2:28 PM) that zip file isn't functional.  So rummaged around in SC4 and discovered the "other" plugin manager (time stamped 3:21PM) and got all the files to make it work. 

    Only the Help file is incomplete and  the index list is empty.   Do you know where to get that missing file.

    Not sure why the 2nd file installed a "plugins" and a "temp" file??  Both empty.

    5834e59a8d7cf_Capture1.JPG.5bcf17552a1f5035b0b4916245ca934b.JPG

    Below is a screen shot of the plugin manager that looks like what you have in your HTML file.  After some scratching of my head trying to find the "root" plugins with the Steam install.  I copied your Blank SC4 Model to that plugins.  As you can see it doesn't show up in the Plugin Manager.

    Here is the route:  E:/0-External program Files/Steam/steamapps/common/SimCity4Deluxe/Plugins

    Is there supposed to be anything in that plugins file by the way?  I have PNG images called background.

    FYI:  I have renamed plugins to Plugins Play and Plugins Work in My Documents Folder.  I see now that SC4 also automatically placed another "plugins". Is that OK?

    Any suggestions/tips on what I am doing wrong?

    5834e6fe64e0f_Capture2.JPG.8da37641af01ab716388caabd7a0251c.JPG

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    12 hours ago, BC Canuck said:

    Only the Help file is incomplete and  the index list is empty.   Do you know where to get that missing file.

    It may be caused if you have moved the application or files from where they were installed. Maybe search your drives for "SC4PluginMan.chm", which is the help file? Otherwise I'd advise to install the version on SC4D. Originally these apps were included with the disk version, I'm unsure if this is the case with digital releases. I gathered you had to download them separately, but that's not necessarily the case.

    That said if the application works, you can use it, it certainly looks fine to me.

    12 hours ago, BC Canuck said:

    Is there supposed to be anything in that plugins file by the way?  I have PNG images called background.

    Leave any files that are there. But generally speaking, you should only add files/modify those inside the My Documents folder.

    12 hours ago, BC Canuck said:

    FYI:  I have renamed plugins to Plugins Play and Plugins Work in My Documents Folder.  I see now that SC4 also automatically placed another "plugins". Is that OK?

    If you start up SC4 without a folder "Plugins", the game will create it.

    12 hours ago, BC Canuck said:

    Below is a screen shot of the plugin manager that looks like what you have in your HTML file.  After some scratching of my head trying to find the "root" plugins with the Steam install.  I copied your Blank SC4 Model to that plugins.  As you can see it doesn't show up in the Plugin Manager.

    Make sure that the file is in the root directory (i.e. in Plugins, but not inside a sub folder). Perhaps you still had one folder named "Plugins Play" or "Plugins Work", PIM will only see what's in the "Plugins" folder. The idea of Plugins Play and Plugins Work, those are just ways to name the folders temporarily so you can switch between them. But to make one active (work for SC4), one of them must always be named simply "Plugins". So at any given time you'd have one of these combinations of two folders:

    • Plugins & Plugins Work
    • Plugins & Plugins Play

    Plugins would contain whichever you were using (Play or Work files), the other one would be inactive.

    12 hours ago, BC Canuck said:

    Rats!  Double posted the images when I submitted my question...Sorry about that! Don't quite know why?

    Forum bug, it wasn't of your doing. Not a lot you can do about it right now.


    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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    I wanted to update you on the Mod Tutorial.  Firstly I created the ploppable park successfully.  Your instructions are very clear and easy to follow. 

    If I can do this, "anyone" can believe me! 

    You may want to check out this link here  over on SC4Devotion.  It explains what happened to the original file you link to in your tutorial.  The Help file however seems to be AWOL.  The file doesn't have any content in it.  It just seems to list the headings ??  However with your instructions I may never need it :ohyes:

    On 2016-11-23 at 5:36 AM, rsc204 said:

    Make sure that the file is in the root directory (i.e. in Plugins, but not inside a sub folder). Perhaps you still had one folder named "Plugins Play" or "Plugins Work", PIM will only see what's in the "Plugins" folder. The idea of Plugins Play and Plugins Work, those are just ways to name the folders temporarily so you can switch between them. But to make one active (work for SC4), one of them must always be named simply "Plugins". So at any given time you'd have one of these combinations of two folders:

    • Plugins & Plugins Work
    • Plugins & Plugins Play

    Plugins would contain whichever you were using (Play or Work files), the other one would be inactive.

    One very odd thing that happened with PIM.  I don't know if it is because I am using the Steam version or if I am running the game off my External Hard Drive but the only way PIM saw your model file was if I placed it in "My Documents/SimCity4/Plugins.  It is still in my "roots" plugin and has not been removed as you explained above.  Well it works so I am happy.  Will try to create a few more ploppable lots to make sure I understand what I am doing.  Not going to try any "growable" lots though.  Need to learn how to crawl before running :rofl:.   I had used the Lot Editor before for the Bandshell but didn't know about a few things mentioned in your instructions.

    A big thank you for the tutorial.  I hope others take advantage of it.

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    41 minutes ago, BC Canuck said:

    One very odd thing that happened with PIM.  I don't know if it is because I am using the Steam version or if I am running the game off my External Hard Drive but the only way PIM saw your model file was if I placed it in "My Documents/SimCity4/Plugins.  It is still in my "roots" plugin and has not been removed as you explained above.  Well it works so I am happy.

    Sorry, perhaps I didn't explain it clearly, but indeed the Plugins folder in My Documents or "My Documents/SimCity4/Plugins" is the only place you should be adding files. The second folder is in the installation (Steam) directory, with the exception of adding .dll files (a type of uncommon mod), it's usually better left alone.

    • Like 1

    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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    Thank you for your tutorial. It is quite well written, very clear and comprehensive and it gives exactly the right amount of info.

    I have a question about the way the lot editor combines the building exemplar with the lot file (I think I already know the answer, but I want to be sure). Is it only the exemplar itself that is added, and not the model? Meaning that the model file must still be available in the plugins folder to avoid a brown box? So, if I understand the STEX correctly, one may upload lots which contain exemplars that use other people's models, provided the model itself is not included in the upload? Sorry if that last question is too much like the one you recently answered for me about props. Figured I may as well ask it along with my first question.


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    Hi, I decided to re-create a "lot" today, and everything seems fairly self explanatory, except for one very important thing. How do I delete props and other things I have loaded to the lot? I've loaded things just to see how it would look but now I can't get those props and things to delete. Base files, land files, props, flora? they all remain on my lot. I can't even exchange those images out to something different. The only thing I'm able to change, is the building. Thanks in advance for any help. :-) 

     

    sorry this seems to be listing as a "reply" but I can't seem to locate another way to make my own post on this topic. 

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    Sounds like you have the building tab open. In order to delete props, select the prop tab, highlight the desired props and press Del. Repeat for flora, etc. each under the appropriate tab.

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    On 30/08/2017 at 5:23 PM, licoricebomb said:

    Is it only the exemplar itself that is added, and not the model?

    Absolutely, the only connection is that the building exemplar links to the model file, but it's never included in the lot itself. Maxis were incredibly efficient in how they built the core game, no matter how many times you re-use an object or model, you only ever need one of them.

    • Like 1

    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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    2 hours ago, licoricebomb said:

    Sounds like you have the building tab open. In order to delete props, select the prop tab, highlight the desired props and press Del. Repeat for flora, etc. each under the appropriate tab.

    Hi Licoricebomb, Thank you for your reply. I failed to mention that even though I re-downloaded and re-installed the Lot Editor, there is no delete option showing anywhere on it. Here is a screenshot I took to show you what I mean. Thanks again for your response. Do you know of a solution to this? 

    props.jpg

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    51 minutes ago, Cherish Dakota said:

    Hi Licoricebomb, Thank you for your reply. I failed to mention that even though I re-downloaded and re-installed the Lot Editor, there is no delete option showing anywhere on it.

    Your keyboard has one though. *;)

    I'd recommend you look into the rest of the keyboard shortcuts too, which will help you raise/lower and rotate items.

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    Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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    1 hour ago, Cherish Dakota said:

    wow. talk about "thinking outside the box"

    Nope just thinking like it's 1999... or 89... or earlier. These days everything is icons and GUI (Graphical User Interfaces), but computers were far more keyboard oriented for a long time. Such shortcuts and commands are something that's ingrained if you are used to them, but if you aren't, they may not seem obvious.

    • Like 1

    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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    Also it helps to note that keyboard commands in the game sometimes overlap with LE, i.e. PgUp to rotate, Esc to release something from the cursor


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    Is it possible to use the same model file to make more than one type of growable lot? Since growable lots won't work without the .desc file, and simply renaming a model file won't cause a new instance of it to appear in the Plugin Manager, how would I go about having the same model appear on both R$ and R$$ lots? Or say, on R$ lots, but with different capacities?


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    3 minutes ago, licoricebomb said:

    Is it possible to use the same model file to make more than one type of growable lot?

    Hope rsc204 doesn't mind if I answer in his thread - of course. There is no limit of creating desc files from a model. The model file isn't embedded directly into the game but via the building exemplar that contains a link to the model files, so you can create different of those building exemplars from a model. This way f.e. you make different timed/non time versions from a single model or a landmark, a growable and a civic at the same time. Or the same model to be used as a prop and a building. If you want to you can make an old rusty car prop working as a R$-building with 2 residents.

    In PIM-X simply drag and drop the model file on the desired type of building/prop and it will create the desc file. You should rename the desc when doing this f.e. when you create R$ and R$$ - name them in a way later in lot editor you don't get confused with the different exemplars.

    If you want different capacities for the same wealth you can change the filling degree in PIM-X for each desc file (right click on the bottom window and recompute stats). But to have these kind of different capacities parallel on the same grow level - what would be the sense of doing that?

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    Thanks for answering. I think I realized why I am confused. When I add a building to a lot in the lot editor- the list of buildings that I see is really the list of exemplars, not the list of model files, correct? Or else, how do I choose which exemplar I work with if there is more than one in my plugins?

    I would like to have different capacities because it is a blank model and the "houses" on the lots are really prop families. For each prop family, I would like to have different capacities- just like in the default game, 1x2 R$ stage 1 lots do not always have the same amount of sims on them. And I would like to make R$ as well as R$$ lots.

     

    Edit: Trying what Fantozzi said, I see the problem was indeed what I said above. I was not understanding how .desc files work.

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    6 hours ago, licoricebomb said:

    Thanks for answering. I think I realized why I am confused. When I add a building to a lot in the lot editor- the list of buildings that I see is really the list of exemplars, not the list of model files, correct? Or else, how do I choose which exemplar I work with if there is more than one in my plugins?

    Indeed, all the listed items under "Replace Item" (building) are building exemplars, which only link to a model.

    6 hours ago, licoricebomb said:

    I would like to have different capacities because it is a blank model and the "houses" on the lots are really prop families. For each prop family, I would like to have different capacities- just like in the default game, 1x2 R$ stage 1 lots do not always have the same amount of sims on them. And I would like to make R$ as well as R$$ lots.

    A simple solution to this would be to switch them from Prop Families to a Building Family. The benefit of this approach is that you have one lot that can grow many buildings at random, but each will have it's own properties for capacity. Of course you can have more, say 5 varied lots, each capable of showing a number of buildings. This is pretty much how Maxis worked with everything, trying to make the most out of the pieces they had to create some variety.

    The ID's used are interchangeable, PIM doesn't allow you to enter such an ID manually though, only to select from the Maxis families to use. If you are not looking to compliment the existing Maxis families, you should select one at random (it doesn't matter which), then use the Reader afterwards to alter the property "Building/Prop Family" to the correct ID. Also don't use "Replace Item" in the LE, use "Replace Family" instead, which should ensure lots are setup correctly. You will need to request a unique range for these families though.

    Frankly whilst in theory the above will work, I must recommend using PIM-X (a 3rd party tool) instead at this point. This sort of complex setup is a breeze to configure using PIM-X, since it gives you much more control over what you can modify and handles much of the modding for you. For example, saving the need to use Reader at all. Of course some will always prefer the Maxis tools, but the whole reason PIM-X exists is because they were seriously lacking in some areas. Of course if you are at home in Reader, that needn't hold you back, but PIM-X still makes such tasks quicker to realise.

    7 hours ago, Fantozzi said:

    Hope rsc204 doesn't mind if I answer in his thread

    Absolutely not, you are free to come round and do my laundry as well if you like, I can leave you a key? :lol:

    7 hours ago, Fantozzi said:

    If you want different capacities for the same wealth you can change the filling degree in PIM-X for each desc file (right click on the bottom window and recompute stats). But to have these kind of different capacities parallel on the same grow level - what would be the sense of doing that?

    Bear in mind this tutorial is specifically aimed at those not using PIM-X. As such this won't be of any help, since PIM (from Maxis) simply doesn't offer this. Although you can adjust the properties manually, it's just one reason why serious modders prefer PIM-X. It's not harder to use, it's simply much, much better.

    • Like 1

    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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    Yes, I was not grasping that the models are only there so the game has something to display.

    I'm using prop families because the houses on the lots are custom content released only as props; I haven't been relotting Maxis houses (I really hate the way most of them look). Thanks for that advice though- I will use it if I relot Maxis buildings. The technique you suggest for variation is similar to what I'm doing now- i.e. I have a prop family of five houses, and I've made five lots with it, for a total of 25 different (visual) combinations. I have noticed that Maxis (and some custom content creators) have done what you described. As you mentioned above, that the game is designed to allow for such things is truly ingenious.

    So I could create multiple exemplars for R$ of different capacities using only PIM? And the reason for preferring PIM-X would be the ability to do the same tasks in fewer steps?

    I have been just starting to take baby steps towards learning the reader (with the goal of learning about T21 exemplars and doing a streetlight mod), but PIM-X sounds interesting for this type of stuff, so I'll take a look at the manual. And, judging by the link, if I have any questions or problems I should post them in the comments section on the LEX, where rsc204 will be happy to reply. *:no:


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    PIM-X was designed to improve upon both the PIM and LE tools, by combining them into one application. When you open it it looks much like the PIM interface, but having made a buildings exemplar, then you can move right into making a lot with it. No messing with opening an old lot and modifying it, you make a blank new lot, that's probably one of the biggest advantages.

    But there is so much more to it than that, it's more flexible, more user friendly and can do neat things like save files in DATs. One thing that I think puts some people off is that there is a limit to the number of plugins it will load before it simply fails to open due to memory issues. But it has an option to load only specific folders inside the plugins folder on startup, helping you to work with it. When it displays props and models, you get a list of thumbnails with preview images, which is super useful. Read carefully the first few posts of the linked support thread if downloading. There you will get a number of updates you might need along with a link to the comprehensive manual. Most people use it for 5 minutes and never look back at the Maxis tools. Although there is some adjustment to working with it, if you've already an understanding of exemplar types, you are well on your way.

    One last thing, that Filling Degree mentioned by Fantozzi. PIM-X will look at a model, create a virtual box, the bounding box around the extremities, and ask you to estimate how much of that area is actually filled by the model. So you have a house, the box is 8x8x8m, but inside that area say about 50-60% is actually the model itself, your filling degree is .5 - .6. PIM-X takes these two figures and automatically works out optimal capacity and growth stages for your building. This ensures all content you create is unified and fits a standard. Something which was pretty much ignored by much content before it's release. Again it's another feature that makes life so much easier for modders. But because it relies upon the model used in the buildings exemplar to calculate those figures, it's not much use with blank templates. Hence my preference, where possible, is always to use the actual building model for the buildings exemplar. I avoid using blanks for growable lots with the buildings as props, although say when using multiple buildings, it can be unavoidable.

    • Like 5

    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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    need some help....i have installed  MS Solaris Vacanza 12 & InterUrbino 12 (Automata + Props) but i dont see them into L.E  

    i used PIM and i saw that they are props 

    hey everything is ok i found it !


      Edited by vetram  

    i have found the answer !

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