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Popular Content
Showing most liked content on 06/23/2026 in all areas
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7 points
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6 pointsIncluded in this pack here: https://www.sc4evermore.com/index.php/downloads/download/21-other/205-sc4d-LEX-legacy-reddonquixote-compilation
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6 points
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6 points
Version 1.0.0
161 Downloads
Moe Lurr, DDS believes strongly in creating and maintaining smiles with proper form and function and optimum oral health. Moe and his highly trained staff offer friendly and professional dental care using state of the art drills, hammers, and saws. Please call today to learn about how you can get a new porcelain crown and a new porcelain throne at a low low price with our dentistry and home improvement bundle deals! 1x2 growable corner CS§§ lot for the Houston tileset. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. Requires mipro Essentials - December 2015 or newer. -
6 points
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5 points
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3 points@CorinaMarie @Cyclone Boom Sorry for making you sweat it out, but it works great, saves lots of time. Excellent work as usual, Thank you.
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3 points@Handyman Good news! There was a bit of a reprieve so CB went upstairs to his comp, cranked up his fan, and added the features you requested. He also added a silent auto reload of the tracker (this takes place in the background), so it shouldn't need manually refreshing. Give it a whirl now and let us know.
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3 points
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3 pointsI find it absolutely bizarre that your original provider was willing to resort to a antimatter annihilation equivalent attack against ST as a whole. I am so glad that your were able to recover from this farce.
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3 points
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3 points
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3 points@JulianMIA your work has really caught my attention. Great stuff! The Hybrid Railway is getting a major update at the moment with new T3d Catenary wires and extra functionality. Also, the updated HRW will once again have dedicated textures. This is to differentiate between the HRW from the RRW. I acknowledge that it is a bit back a forth with the reasoning of making the HRW base on RRW textures with the hope of the HRW being able to be modded faster. With the T3d wires and other enhancements I decided that dedicated HRW textures where needed going forward. There is still a bit to do with the updated HRW and I would invite yourself and others to suggest enhancements going forward... -eggman121 (NAM Team Member)
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3 points@Kel9509 I will upload the missing files next week (I thought I had lost the files but I found them). I updated my "Automobile DLC" and "Statues and Monuments". I changed the complex file system to a single .dat file: This is what I added
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2 pointsI did manage to get a railing that I liked to work on the HRW bridge although it lacks the middle railing. I made about 20 more prototypes for this modification but these 3 are the only ones I feel have any merit. The railing one kind of came out by accident but I think it could work. I really wanted to make this one representative of a viaduct type being used on the new HS2 line in the UK but you only have 27 pixels max to get under-girder and the concrete upper and lower sections to fit in. And then I kind of like this just solid, very modern concrete design which might be representative of the concrete cross-section bridges and viaducts being built everywhere these days.
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2 pointsNice work! Bold and modern but warm and inviting all at the same time
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2 pointsBeautiful work! I like how you've taken the 'squared-off' route as I often do.
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2 pointsIt depends. For the planes, fighters, helicopters, emergency vehicles, etc., the answer is generally there can only be one at a time since they replace a Maxis model. Things like cars and trucks you see on roads could be either. As always check the readme - it should say if they are overrides or are "new instances".
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2 points
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2 points@pepsi38 Definitely try to also install DgVoodoo2 and the SC4 Graphics Options DLL for BorderlessFullscreen option if you often alt-tab in and out of the game. Should improve the SC4RenderServices/SC4PlopAndPaint experience! DgVoodoo 2 - SimCity 4 Edition - Graphical Mods - Simtropolis https://community.simtropolis.com/files/file/36091-sc4-graphics-options/
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2 pointsThanks for fixing it. (Your attachment above can be deleted now.) This issue is now resolved as well, thanks to server-side fixes by @Cyclone Boom.
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2 pointsFeel like I'm missing something obvious, but does anyone know the name of that "Melbourne Campus Apartments" building in the center there?
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2 pointsI don't know if this is already a thing, but I give permission to restore my own images if they're found on the Internet Archive's Wayback Machine. I've been so tired with my mother's broken arm. I really don't have much energy to partake in a project like the restoration currently ongoing. Though I did look for a few of my uploaded images on the Wayback Machine and the only capture of the webpage that the image was on triggered a Cloudflare block from the webpage being captured.
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2 points@Arn71 nice.... I can never build marinas so good like that!
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2 pointsPIM-X is quite data-driven, but I don’t handle the maintenance of new_properties.xml, that’s mostly done by @Ulisse Wolf and @Tyberius06 nowadays. I’d prefer having both “default/vanilla” categories and CAM v4.0 categories (at least for Civics) so the tool can be easily used by modders interested in either CAM v4.0-style calculations or vanilla calculations. Both CAM and vanilla-style mods (and players) deserve solid property values and accurate modding, which is exactly what PIM-X is designed for. Personal changes to the new_properties.xml are always possible, by overriding the default one by placing a new version in %APPDATA%/sc4pimx/new_properties.xml, which will take precedence.
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2 pointsFirst of all - this tool is incredible, thank you for adding a gameplay element I've been desperate for for many years! I've been using it solidly for a few days now and thought I'd share my findings. You've probably already heard these and are aware, and I don't pretend to offer any solutions, but hopefully all of this feedback / testing helps to make incredible mod even better: - Have run on an tower with GTX 745, 8 ram, 3.5g i7. voodoo wrapper @2160p - some lag and ctds even with an empty plugins folder, especially on scroll / moving cursor too fast (could be a me thing) - Also run on a laptop with GTX 1050, 16 ram, 2.8g i7 voodoo wrapper @ 2160p - serious lag and many ctds, worse than above, unusable, but that's laptop world hey ho - HOWEVER both solved by dropping game resolution to 1080p - still slightly laggy, but I can live with a drop in resolution to build, then go back up for other gameplay - Couldn't get a ~6GB plugins folder to cache (see this is being optimised already), NAM and 5-6 big packs, maybe a few gb, was ok, took a while - Texture plopping has been quite buggy - textures often display above props, which remedies on a rotate or zoom change, but is persistent for me - A few instances of CTD after having GUI open for longer than 10 mins and multiple prop selections - fine after closing window each time, up to 2-3 hours gameplay following this method Other than that, the interface is pretty much perfect. the guides / grids / snapping is utter genius, and the fact you can change the preview window and tag items is just mind-bending. I wish I knew the first thing about coding to offer better input than above, but like any improvement strategy, the more data and feedback the better!
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2 points
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2 points
Version 3.1.1
68 Downloads
Colossus Addon Mod - Vanilla Controller is an enhanced version of the game's vanilla simulation. It includes the improvements introduced in CAM but retains the classic Maxis gameplay and excludes the improvements related to farms. The mod was developed by the various members of the CAM Team who over time have brought modifications to improve this mod Please note that this pack may receive updates in the near future. Do not redistribute without asking first, mostly as doing so would complicate efforts to properly maintain, update, and provide technical support for the pack. Extra feature, if you hover over the folders in the installer, you will get some extra information about each contents. WARNING: From version 2.5 onward Colossus Addon Mod works only with the digital version (1.1.641) of SimCity 4 (Microsfot Windows and Linux only). If you run CAM 2.5 or later on systems other than those listed, the mod may malfunction and no support is provided. MIGRATION: Migration to CAM 3.0 and later versions can be done if you meet these requirements Players coming from Vanilla can upgrade to CAM 3.0 using only the CAM Vanilla Controller Players from CAM Controller can switch to CAM 3.0 using the CAM Vanilla but must create a new region Players from CAM - SPAM Controller can switch to CAM 3.0 using the CAM Vanilla but must create a new region Migration to CAM 3.0 and later versions cannot be done if you meet these requirements Players coming from CAM 2.1.1 cannot upgrade to CAM 3.0 If you are installing CAM starting from these given directions it is discouraged not to use the already developed regions as you may experience compatibility problems with edphics, problems with RCI simualtion so it is strongly advised to create a new region to avoid the problems. Installation This package is a simple .zip file. Just extract the a_CAM folder to your My Documents\SimCity 4\Plugins directory (or equivalent, if you have a custom Plugins folder location). It is highly recommended to run the cleanitol with the installer and remove any previous versions from your plugins. Optionally in the ~Documents folder in the main ZIP you can find a collective/master and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove old and outdated versions of these files. DLL Dependencies In order for the contents of this package to display correctly by taking advantage of the new DLL Mods requires the complete installation of the following dependencies(the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents secion): NONE Dependencies The following files are required in order for the contents of this package to appear correctly (i.e., no "brown boxes" or missing textures) (the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents secion): SC4 System Integration Module (SIM) The essential dependence for CAM Colossus Addon Mod - Ordinances Enhance and expand ordinances Credits The following SimCity 4 community members contributed models, textures, and modding support to this collection: Ulisse Wolf Tyberius06 Cyclone Boom CorinaMarie InvisiChem Indisguise BarbyW Wouanagaine JMyers2043 Shoreman905 Rayden MAS71 Jplumbley Andreas Callagrafx Tropod RippleJet Tag one Memo33 Dragonsteincole xBlaze89x paeng Pegasus This package was assembled by Ulisse Wolf. Special Thanks Webmaster & administration staff at SC4Evermore and SC4 Devotion. And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-) -
2 points
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2 points
Version 1.0.0
422 Downloads
This is a mostly accurate recreation of an office complex in the Nanshan District of Shenzhen, China. The real building is a complex of three towers connected together at the lower levels, and has a perforated metal facade. My version is modified to only include one of the towers, the facade is not perforated, and there are a few other small changes. 4x3 growable CO§§§ for the Euro tileset. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. -
2 points@bladeberkman: Lazarou and rsc204 are mostly correct. It's not so much a bug in Plop-and-Paint per se, more of a lack of support for the sometimes very complex building family & parent cohorts that Maxis set up. Meanwhile I added some code to at least add filters for the lot/building painter on Building Styles and W2W, using the APIs provided by @Null 45's great Building Styles DLL. The Plop-and-Paint cache builder will cache all the typical Building Styles & W2W properties that were added by the DLL, and show their name & allow filtering by it if the DLL itself is installed. In this picture I have the DLL installed but don't actually use any custom styles, so it shows only the ones that are there by default (i.e. the vanilla styles). Thoughts or ideas on how to do this better? Allow More Building Styles - DLL Plugin - DLL Mods - Simtropolis
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2 pointsMy region from about 10-15 years ago. 3.3M residents Includes Maxis highways, NAM puzzle pieces, the first FLEX pieces, etc. It's like a showcase of the evolution of NAM
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2 points
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1 pointI appreciate that. I am not looking to revisit past decisions necessarily, and I am only looking to hopefully provide something complete for non-CAM users to use. And yes, you did tell me you didn't update Matt's collection except for the transportation lots, although SimGoober's got the new values. I also did notice the revisions to cost and jobs in New Properties and think those were necessary fixes since things seemed a bit distorted. As you properly note, there is a problem that exists in that some collections have educational properties that take wildly different approaches (Mattb325 vs. SimGoober is a perfect example). I had reluctantly expressed my concern about these new values being included in New Properties, which would mean that anyone who downloaded those newer collections would be faced with the inevitable choice to re-set the values back to the a Maxis-standard, or to go through the lengthy effort and convert all prior downloaded educational buildings to the newer values. I'm also aware of the new PIM-X and had a suggestion for @CasperVg in the discord also, though not as much as you have. The new version is incredibly important (mostly for transportation reasons) and will be the gold standard for new buildings very soon. One thing I noticed, however, is that I believe he is considering auto-updating New Properties in that new version of PIM-X so that it always uses the newest version. So these issues will only persist unless tackled somehow. Not trying to revisit past decisions, but I addressed this by wildly lowering the filling degree for my non-CAM game so that libraries and schools didn't have massive amounts of excess capacity. I wanted to use PIM-X to apply the Educational Realism Mod functions, but not balloon up my capacities so that I would still need to plop some amount of schools instead of merely plopping only one. For libraries I often used a filling degree of like 0.1 or 0.2, very low. Same with schools and colleges sometimes. The standard use of 0.5 filling degree does not apply anymore, at least to these educational buildings, for a non-CAM game. I can guess what @Ulisse Wolf might say: forget all about this and install CAM Core, which takes care of not only this but a lot of other bugs and problems and doesn't alter the RCI mix to have higher stage buildings. But that, to me, is a greater effort that converting my existing downloaded educational buildings. Also, I do not want to destroy my existing region and restart my gameplay. I think that CAM Core needs more documentation of what it exactly does and possibly how it can be tweaked. For now, it's a one-size-fits all solution I'm not comfortable with (maybe I'm too fearful here). Anyway, all I want to do is update @xBlaze89x's mod to include the few reward buildings he didn't edit, as well as the Private Schools (which should absolutely have sliders and I'll make the BSC Common Dependencies with the Maxis slider Override a dependency if necessary). If no one else wants or needs this, that's fine. I am just trying to offer a solution to the community. The Private schools looked curious to me so I was wondering what people thought about them. Personally, I like the idea that they might do all from elementary to junior college, with a slight EQ boost as well. They are rewards, after all.
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1 point
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1 pointNow I am working on the 2010-2020 version of the Yunika Building when it was a Labi electronics store.
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1 pointFinally wrapping up the Gehry This one was a bit of a bastard to model (there's a reason all of my BATs are basically just boxes) but I had a lot of fun doing it. I'm pleased with the way the metal material looks at night. Might brighten all of the lights a nit, but otherwise I'll probably sleep on it and export if I still like it in the morning. I think I posted these office buildings before but with the site crash I forget if I ever put them here (I know I showed them on Discord at one point). All of them have been exported, just need to lot them (yay). I'll probably wind up creating proper lots for the ortho versions and just make the diag/FAR versions into 1X1 overhanging lots. We'll see how much patience I have though. I'm working on some far weirder stuff in the meantime, and I'm hoping to have more to show soon. I just got back from Japan and now my to-do list is at least a few dozen items longer. So it goes.
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1 point
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1 point
Version 1.0.2
767 Downloads
This is a set of submenus I've created for some of my plugins. It includes 16 submenus in diferent categories: Parks PAENG Parks PAENG Playgrounds Addon TheBigPaengTheory by Fantozzi Playa set by A_1P WMP Allotments Bridges (by Glenni, Murimk, MGB, Orange) KOSC Community parks Murimk Boardwalks Parks -- Agriculture Scoty paths Agriculture fields by FRANKU, Girafe, VIP Team, SFBT SM2 Drystone walls PHIL Boccage - No base Parks --Embankments --Walls Scoty_walls JRJ Walls MAS71 JPN Walls PAENG walls Roads - Roundabouts by D66, ps5, Odainsaker, Reforma roundabouts, simexplorer, Blanco_05 Transport ---Parking Scoty modular parking The great thing of submenus is that if you don't have some of the pulgins listed above, the submenu for the specific plugin you miss will simply not show in your game. Anyway feel free to use only the submenus that fits your plugins. I plan to create more submenus next weeks/months. I will probably upadate this upload or may create a 2nd pack. To expand your submenus I suggest you to download the submenus smf_16 atach to Seba's submenus threat Dependencies The only nedded dependency is submenus DLL mod Instalation You can unzip submenus in the plugins folder root. If you use sc4pac (mod manager) DO NOT install my submenus under 150-mods --- memo.submenus-dll.1.1.4-1.sc4pac. My submenus will work but if you delete memo.submenus-dll.1.1.4-1.sc4pac automatically with sc4pac, it will delete my submenus too (Anyway without memo's sumbenus DLL submenus do not work) Credits: Special thanks to memo and null45 for creating this transformative submenu DLL, and to smf_16 for creating sc4 cli Tool, that makes creating submenus really easy. Thanks to all creators for some icons I use for submenu buttons. huge arroux, Paeng, Phil, SM2, etc... I strongly encourage you to use sc4cli tool for creating submenus. ITEM ORDER Files Submenu name Main menu Secondary menu 0x000041FF Scoty modular parking submenu-scoty-modular-parking.dat Transport Parking 0xAAAAAA8D Scoty_walls submenu_scoty_walls Parks Embankments and retaining walls 0xAAAAAAAF Kergelen Parks submenu-kergelen-parks.dat Parks PAENG Parks 0xAAAAAAB1 PAENG Parks playground submenu-paeng_parks_playgrounds.dat Parks PAENG Parks 0xAAAAAAB2 TheBigPaengTheory Fantozzi submenu-thebigpaengtheory_fz.dat Parks - 0xAAAAAAB3 Playa set submenu-playa-set.dat Parks - 0xAAAAAAB9 WMP Allotments submenu-wmp-allotments.dat Parks - 0xAAAAAABA Murimk Boardwalk submenu-murimk-boardwalk.dat Parks 0xAAAAAABB Bridges Glenni, Murimk, MGB, Orange submenu-bridges.dat Parks 0xAAAAAABC Agriculture Fields submenu-agriculture.dat Parks - 0xAAAAAABD Scoty Paths Fields submenu-scoty-paths.dat Parks Agriculture 0xAAAAAABF FREE 0xAAAAAAC1 KOSK Community parks KOSK_Community_Parks Parks - 0xAAAAAAC2 Chrisadams ALN Gravel Paths submenu-ALN_Chrisadams_paths.dat Parks Agriculture 0xAAAAAAC3 Chrisadams ALN Fences and Cows submenu-ALN_FencesAndCows.dat Parks Agriculture 0xAAAAAAC4 SM2 Dry stone walls submenu-sm2-drystones-walls Parks Agriculture 0xAAAAAAC5 PHIL - Bocage - No Base submenu-phil---bocage---no-base Parks Agriculture 0x00005001 Roundabouts submenu-reoundabouts.dat Roads - Hope you enjoy!! -
1 point
Version 1.0.0
216 Downloads
This pack contains icons (100+) to replace the Maxis and NAM Network tools. The "station" icons are not affected. ... for now! Installation Simply unzip in your ..\Plugins directory, keeping the tree structure ... is it still useful to remind you? pâh! WARNING This pack is a little New Year's gift for the most daring among you. Scoty declines all responsibility for the various psychological disorders caused by the use of this icon pack. Be careful! J’t’aurais prévenu ! -
1 point
Version 1.0.0
1,351 Downloads
================================= The World of Simtropolis Monument, by Raymond ================================= I like watching Globe and imagining myself to be those beautiful places, Here in Simtropolis, This dream has came true in your beautiful cities, So i made this Lot for Simtropolis and You . it would be a good addition for your Parks and Roundabout. (A big one 9x9 for you enjoying more details or reLotting, You could choose to download it with the Link--Earth(9x9)) Many thanks to all friends who helped me in my thread !! Cori @CorinaMarie helped me with naming, Steve @thecitiescenter inspired me with how it appears decently as a Lot MONUMENT STATS: ----------------- Lot size : 2x2 Plop Cost : §160 Bulldoze Cost : §20 Demand Satisfied : R§ 1,000, R§§ 1,000, R§§§ 1,000 Pollution : None Pollution Radius : 0 (Air) / 0 (Water) / 0 (Garbage) / 0 (Radiation) Park Effect : 200 over 90 tiles Landmark Effect : 1000 over 200 tiles Monthly cost : §15 Power Consumed : 0 MWh Water Consumed : 10 Gal/Month Occupant Group : Building: Park NOTE ABOUT DARK NITE vs MAXIS NITE: ----------------------------------- This building is designed for Maxis Night(HD). DEPENDENCIES: ------------- There are no dependencies required for this file. INSTALLATION: ------------- To install, simply unzip the contents of this file into your Plugins folder. It will then be found in your Parks menu. Thanks. -- Raymond -
1 point
Version v1.5
161,042 Downloads
UPDATE: 04.07.2022 - The PEG_MTP_SUPER_TEXTURES_PACK.dat has been replaced by the all inclusive PEG-SUPER_TEXTURES.dat, which contains all, but the textures from the PEG SPAM Super Resource Pack (PEG-SPAM_TEXTURES_RESOURCE_b200.dat), created and released by Pegasus from the entire collection (including: CDK and CDK3, CDK3-OWW, OWW2 and Marina, Utopia, CSK, PPonds etc...). This update brings all these textures under one DAT (which actually already have held 2/3 of the textures created by Pegasus). Bear in mind this is only part one of a major update and clean-up of this dependency pack focusing on the textures for now. For the full list of texture contents please check the included *-index.jpg files. Install: copy/extract the PEGPROD parent folder into your plugins. If you extracted the _Documents* folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. In the _Documents folder you will find 2 other subfolders: PEG Readmes: this folder will be the generic storage of all the readmes and images for the future updated PEGProd contents. This folder also contains the texture catalague index images of the base and overlay textures and the optional EU and RRW (Real-RailWay) texture overrides. PEG Optional Texture Overrides: as a temporary solution it contains the PEG-SUPER_TEXTURES_EUOverride.dat and PEG-SUPER_TEXTURES_RRWOverride.dat files. To use either or both of the files, simply move/copy them into the main PEGPROD\Mountain Theme Pack\_MTP SUPER PACK\ folder, but make sure they load after the PEG-SUPER_TEXTURES.dat. The v1.5 update is the first part of a collection wide update and cleanup focusing of the textures only. While the original textures and props where created by Pegasus and his team, this (and the following) update was made by the @STEX Custodian (with the permission of Pegasus). -------------------------------------------------------------------------------------------------------------------------------- Faster than a speeding Llama... ( a really old one... with gout )... More Powerful than my breath after a Tequila and burrito binge...... Able to leap tall brown gift boxes in a single install. "LOOK !! Up on the STEX !! Its a Mod !! Its a Lot !! Its... its..." "Oh forget it. Its just a dependency." You asked for it! And now you got it! The all-inclusive... the all encapsulating...one size fits all... MTP SUPER PACK !! * Tights & Cape sold separately. Tights void where prohibited. Do not wear capes near jet aircraft engines. Installation of the SUPER PACK may not enable you to fly. The MTP SUPER PACK combines all the standard MTP dependencies into a single download... and also includes a substantial amount of new material that will be used in future development. This file will be the primary MTP dependency listed on all future MTP lots. Please Note: This dependency contains no material that alters the appearance ofgame default props or textures... and will not interfere in any way with playing a non-MTP or rural themed city. The MTP SUPER PACK combines both MTP props and textures into a single download. However, it will install props and textures as separate files to make any future updates easier and faster. The MTP SUPERPACK replaces the following previous MTP dependencies... which can now be removed from your Plugins folder: * PEG Mountain Theme Pack ( PEG_MTP_RESOURCE_vol1.dat & PEG_MTP_TEXTURES_vol1.dat ) * PEG-MTP Texture Pack Volume 2 ( PEG-MTP_TEXTURES_vol2.dat ) * PEG-MTP Resource Pack 2 [beta] ( PEG-MTP_RESOURCE2_b102.dat ) * PEG Pine Tree Mod [ resource file only ] ( PEG-MTP_GM-TreeMod_RESOURCE ) ** This dependency has no dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. Moderator note (September 9th 2018): File updated to version 1.02 from the old PLEX (thanks to @Tyberius06 for providing the updated files). The older v1.01 is available in the changelog section below. -
1 point
Version 1.0.1
1,600 Downloads
Info: Have you ever wanted to make a diagonal rail tunnel? Well now you can! By recent request I'm releasing this file which was actually first seen in my CJ almost a year ago. The base version is a functional tunnel with a capacity of 5000 and can be found near the top of the rail menu. While a second higher capacity version added by request, has a capacity of 50,000. The lot will convert rail traffic into subway traffic and vice versa allowing you to create modular rail tunnels under any kind of terrain or development. Otherwise you can make use of it solely for cosmetic purposes. No dependencies are required. -
1 point
Version 1.2
5,485 Downloads
Hey guys, There is still no toll both for RHW4 on the STEX (I didn't find one ), so I made one. The Toll Booth Model is not mine, it is made by MrSnoopy, so this (and the RHW, of course) is the only dependency. As you can see on the screenshot, the direction is shown by the plop arrow. Update 1: Some values adjusted. Please re-download if you downloaded it before. Update 2: Sorry, but the NAM team changed the ID of the RHW-4 lot texture, so this file was broken for a long time. Updated the lot texture. Dependencies: MrSnoopy's Toll Booths - To avoid brown boxes. The Real Highway Mod If you don't see the Lot Textures, update your RHW. NAM 31.2 or higher required, previous versions might work (not tested). -
1 point
Version 1.0
1,160 Downloads
Merry Christmas Simtropolis. Here is a smal present from me to you. Just a small gift of santa and his sleigh. This comes in two versions, on on the ground, and one 100m off the ground, flying. Also rendered in HD. The lots have transparent base textures, so they can be placed on any surface, at anytime of the year, although it looks better in the snow. No dependencies required. As with all of my creations, its mac compatible, and all night lighting will work for the mac version of the game, as well as the windows version. All screenshots were taken from a mac. Merry Christmas, and happy holidays everyone -
1 point
Version 1.0
47,729 Downloads
The Hong Kong / Asia BAT Team presents Pacific Place Hong Kong BAT created by paulvmontfort Modding, lot design, readme & custom menu icons by T Wrecks Special thanks to SimFox Check out the Hong Kong /Asia BAT Team room at Simtropolis Introduction / Overview It has arrived on the STEX... finally! You have seen all four buildings comprising this world-famous complex from Hong Kong's Admiralty district released individually: One Pacific Place, the JW Marriott Hotel, Conrad Hotel and Island Shangri-La. Now it's time for the real thing - HKABT proudly presents: Pacific Place Hong Kong! Finally this behemoth has been rendered in one piece, and a project that has literally taken years has come to an end. SimMayors can now plop this complex in their cities and offer either a prestigious landmark or a host of office or service jobs to their citizens. WARNING: Since this download is rather extreme in nature, it is recommended for advanced players. You will see that the actual lot size is rather small, but the building overhangs the lot by a considerable number of tiles in three directions! To make matters more complex, the buildings are even arranged on a slope. This means that (A) you must make sure to keep a large area around the core lot clear of any obstacles (you will see the dimensions of the building while you have it on your mouse cursor), and (B) you will have to use your terraforming skills to wrap the terrain seamlessly around the edges of this complex. The gap between the edges of the visible building and the actual lot has been made as large as possible to prevent you from accidentally destroying the building while terraforming the surrounding land. However, you will see that the terraforming is well worth the effort as soon as you drag gently sloping diagonal roads around Pacific Place and make it blend into the landscape... Due to the extraordinary overhanging design and the sheer size of this complex, an RCI growable was out of question. The building has, however, been modded in three different versions: Ploppable landmark Ploppable functional CO§§§ Ploppable functional CS§§§ As always, you can choose to stick to one version, or simply use any combination of them simultaneously. You will be able to tell them apart based on their name and description. The icon(s) will be located towards the end of your landmark menu, conveniently grouped together. This is a bilingual download; it contains in-game labels and descriptions both in English and in German, depending on the SimCity locale installed on your computer. (This means that the language - English or German - will adapt to your SC4 installation automatically, so you won't have to fiddle around with different files.) Dependencies None - everything is included! You need: 1) The model file (duh!) 2) The "Essentials" file (included) 3) Any lot file(s) you wish to use Stats and Values All game-relevant values you might like to know are listed in the following overview tables. TABLE 1: FUNCTIONAL VERSIONS Parameter CO§§§ (Pacific Place Offices) CS§§§ (Pacific Place Hotel Complex) Occupants: 12,000 CO§§§ (20,000 CO§§ when dilapidated) 5,000 CS§§§ (8,000 CS§§ / 12,000 CS§ when dilapidated) Lot Sizes / Growth Stage: 4x6 (overhanging) n/a 4x6 (overhanging) n/a Zone Type: n/a n/a Tileset(s): n/a n/a Value: § 80,000 § 100,000 Worth / Bulldoze Cost: § 3,000 § 3,200 Flammability: 35 / Stage 5 40 / Stage 5 Power consumed: 540 MWh/month 500 MWh/month Water consumed: 4,500 gallons/month 4,500 gallons/month Air pollution: 35 over 5 tiles 35 over 6 tiles Water pollution: 35 over 6 tiles 35 over 7 tiles Garbage generated: 10 tons/month 35 tons/month Plop cost: § 320,000 § 320,000 TABLE 2: LANDMARK Parameter LANDMARK Lot Size 4x6 (overhanging) Menu Position: Landmarks, near bottom Plop Cost: § 320,000 Maintenance Cost: § 550/month Landmark Effect: + 150 over 50 tiles Mayor Rating Effect: + 10 / 256 tiles Worth / Bulldoze Cost: § 30,000 Flammability: 40 / Stage 5 Power consumed: 500 MWh/month Water consumed: 1,500 gallons/month Air pollution: 15 over 5 tiles Water pollution: 15 over 6 tiles Garbage generated: 40 tons/month Installation First of all, it is recommended to unzip the entire content of this ZIP into some archive folder where you keep all building versions, readme, and screenshots, and maybe even back it up onto a CD or an external HD together with your other SC4 stuff. This way, if you need to clean your HD and reinstall your OS, you can simply copy the stuff from your backup archive into your plugins folder instead of having to download all plugins anew. That said, in order to use this building in game, I suggest you first go to your plugins folder and make a sub-folder for it. Then, simply copy the .sc4model file (the actual building model), the essentials file, plus the lot file(s) of whatever version(s) you'd like to use into the newly created folder. To uninstall a version you don't like, first bulldoze all instances of that version in your cities, then save the cities and exit. Now you can safely remove the version without running any risk to experience crashes or any other inconvenience. T Wrecks on behalf of the Hong Kong / Asia BAT Team Sunday, August 2, 2009. -
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