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Found 928 results

  1. Version 1.1

    60 Downloads

    Bus & Metro Stations (RD2, AVE4, OWR2, NWM) This mod allows you to build bus and metro stations on Maxis networks (RD-2, AVE-4, OWR-2) as well as on NAM (NWM : AVE-2, AVE-4, OWR-3, OWR-4, OWR-5, ARD-3, NRD-4, RD-4, RD-6, TLA-3, TLA-5 and 3 Tiles (AVE6 and TLA7)). You can choose between European road markings (EU, dashed white line) or those from the American base game (US, solid yellow line). To further customize your gameplay, once you enter the installer, you can choose between left-hand drive (LHD) or right-hand drive (RHD) and white or yellow crosswalks. This mod is a simple conversion of the same option available in SENT, with textures compatible with those of Maxis and NAM. Compatibility Incompatibility • STEX - Aka - SENT Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Streets DLC • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the OWR-1 Parking mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. OWR-1 Parking installation requires Java Runtime Environment (JRE). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order This mod must be read after the NAM, so that the textures of the OWR-1 car parks overwrite those of the NAM. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests.
  2. Version 1.0.0

    40 Downloads

    NAM Legacy - Moonlight's Shinkansen Mod This MOD changes the appearance of the monorail network into a Japanese style Shinkansen with elevated concrete pillars. Previous versions exist, known as the Bullet Train Mod (BTM), however as of this release the name has been changed to Shinkansen Mod, to differentiate it from the older and very out of date releases. Installation The Shinkansen mod comes in a self-contained .exe Installer application, simply double click (run) the installer to begin. After agreeing to the terms and conditions, you will be presented with a number of options, see Optional Selections below for more information about these. It is highly recommended that you do not change the default install path for this mod, unless you really know what you are doing. It must load after the NAM folder Network Addon Mod in Plugins, otherwise some models may retain the original Monorail style. Be aware that T21s (props), are applied to networks as they are built, this means that Catenaries, Fences, Pillars and other items will not appear on existing sections of the Monorail network. However, the base models will automatically change when this mod is present. If you have pre-existing Monorail networks, to refresh the T21s, it is necessary to do 2 things: Click or Drag all affected Draggable sections of the Monorail. Demolish and Rebuild all puzzle pieces, including WRCs, L4 (High Elevated) Monorail and Bridges. Note: This installer was built using NSIS and is basically a compressed file format, much like a .zip file, which can be easily opened with 7z to view and extract the files within. Users of Linux, MacOS or those not wishing to use an installer program, are free to manually extract the files and setup the mod. However, for the simplest possible experience for the majority of users, it is recommended to use the included installer. All files are named such that they can reside in the same folder without load order issues. Additionally, it should be noted that the installer's only function is to install the files for the mod and this readme file, it does not otherwise alter anything on your system. Uninstallation If you want to remove this mod, you can just delete the entire ML Shinkansen Mod folder where it was installed, by default this would be: Documents/SimCity 4/Plugins/zLoadAfterNAM Note: The same rules apply to any T21s if you use, but subsequently remove this mod, it may be necessary to refresh the Monorail network to reflect the change. Optional Selections During installation, you are able to select a number of optional components, what these do is explained in more detail here. Shinkansen N700 Automata Select this option if you want to replace the current Monorail Train (known as Automata), with a Shinkansen themed one. Ground Fence If you select Ground Fence, then you will see fencing surrounding the Shinkansen network, as is typical in Japan. Ground Texture Select if you would like to see the ground textures under the Shinkansen network. Concrete Style Select between the following two styles for the overall look of the Shinkansen network: Cool Hue and Warm Hue Crosslinks These options allow you to use the Shinkansen mod in conjunction with other mods, whilst retaining the look of both. NAM Maxis Highway Override If you selected the MHO when installing NAM, you should select this option. Do not select this option if you are using the original Maxis Highway (MHY). Moonlight's El Rail Mod Only install this if you also use Moonlight's Japanese El-Rail mod. NAM RHW C Double Barrier (Legacy NAM Style) The option exists for RHW C networks to show the older NAM style with double central concrete barriers, users of this Legacy NAM style can select this so Shinkansen crossings will match your setup. If you are unsure which, if any of these crosslinks to select, then most likely you do not need any of them. Since none of these selections would be installed by default. Optional Catenary Mod The Shinkansen mod always supported Catenaries, but requires both the Exemplar files and Models in order to see them on the Shinkansen network. When selecting to install this option, only the Exemplars are installed, in order to see them and avoid brown boxes, make sure you have downloaded and installed Plundere's Catenary Essentials which contains the actual catenary models. Note: that if combined with Rivit's RUM for RRW, particularly the file H__Faded Catenary.dat, that the appearance of the catenaries will be altered as shown here. Without this additional, but highly recommended addition, the catenary models will appear brighter. Bridge and Tunnel Support The Shinkansen mod now includes support for all six Monorail bridges included in the NAM: Level Bridge Level 30m Bridge (for Elevated Monorail) Y-Pier Bridge AIT Bridge Cable Stayed Bridge Putyrajuya Suspension Bridge (shown below) Likewise the original Monorail tunnels are supported by the included re-skinned tunnel portal. To help you distinguish Shinkansen Mod compatible bridges from other types, such as HSR bridges, all those supported by this mod have the label Shinkansen upon them on the bridge selection window. Known Issues There are a number of issues that as of this release remain either unfixed or unfixable. Overhanging Networks Certain networks in game rely on overhanging pieces, in other words do not fit on their own tile's footprint. Examples of this include the NWM ARD-3 and RHW-6S networks. This creates problems for Shinkansen crossing pieces, the models needed for which must be inside the tiles of the actual junction. In some cases crossings for these networks will be missing wall supports, pillars or ground fencing, in order to avoid blocking the roadway. In some cases however, this is simply unavoidable. L3 RHW over L2 Monorail Uniquely, L3 RHW networks that cross over the Shinkansen, are not high enough such that any Catenaries will appear through the roadway. This looks terrible and so for all such crossings, Catenaries were removed when they would cause this issue to appear. As a result they are missing, but we all know they are anchored to the bottom of the roadway, even if you can't see them. General T21 Problems T21s will sometimes not appear in certain situations and at present it is not clear why. For example fencing on some of the WRCs may only appear in certain rotations. Some legacy Puzzle pieces just never show the T21s as intended, again there is no obvious reason why. As a rule, support for both Shinkansen skinned models and the T21 mod's various props is >99% complete however. Credits Moonlight The original creator of the Shinkansen Mod, who's works are contained in this package. MGB Updated the RHW crossings to Project 51 standards, in addition to adding compatibility up to version 49 of the NAM. NAM Legacy Support Policy NAM Legacy files are released so that the community retains access to what are otherwise legacy mods. This means that they are not necessarily being actively maintained, unlike the core NAM project itself. In practical terms that means that regular updates can not be relied upon, although it may happen from time to time. However for the most part this mod is released as-is and there is a possibility of bugs or incompatibilities with current NAM releases.
  3. Hello all, I'm very new to NAM and RHW... And I have to say, I'm a little overwhelmed. I see a lot of people making huge interchanges an expressways and I just can't figure it out. Also, there are some MIS ramp curves and parts to interchanges that look weird and not right. How do I fix those? See Below:
  4. I have downloaded everything you should need to install NAM 49, Such as the 4gb patch and JRE, But SimCity STILL crashes every time I load into my city with NAM Installed. Can someone with more braincells than I have please help?
  5. I've been away from the SC4 community for awhile, so my old videos on mods, bugfixes and NAM installation are very out of date now. So at long last, here's a new, concise guide to installing and playing SC4 on a modern PC. To experienced modders out there, please let me know if there's any bad advice in this and I'll work to inform the general public! My goal is to get people into the game, keep the community vibrant and (hopefully) reduce unnecessary tech support queries.
  6. Hey there, I need some help. I recently just upgraded to the latest version of NAM (50 + the beta) and I am unable to find the Ninja Boulevard Station in the build menus. I discovered this when I loaded a previous city, which has the Ninja Boulevard Station. Also the Multi-modal station menu is empty. Am I missing something? EDIT: NAM:additional-transit-stations was not included when I installed NAM, installed it. When installed the station shows up in the menu
  7. Looking for newer tutorials

    Not sure where to look, looked on youtube, but all the videos i've found there are obsolete now. Looking for any tutorials on intersections, ramps, etc with RHW. can't get these things to work. Any help would be appreciated. Feel like it's harder to make these than it should be.
  8. Version 1.0.0

    116 Downloads

    A SimForum BAT Team (SFBT) production. http://www.simforum.de Platform-BAT created by Kenworth (SFBT). Bus stop shelter and sign created by Khiyana (SFBT). Adaption and NAM-consistent Modding by Chrisim (SFBT). There are not many new publication by the SimForum BAT Team. Thanks to the team for long-term support and especially to Andreas for his good observations, suggestions and testing. Happy to publish for Christmas 2025: SFBT Rail Station Emeryville: Maxis passenger station with SFBT platforms and bus stop Maxis delivered the normal passenger rail station for SimCity 4 without platforms. This has the great advantage that it can be used very flexibly. It works on orthogonal and diagonal tracks, and also on hilly terrain. In the real world, all rail stations have some kind of platform. Since my first day of playing SimCity 4, I wanted platforms for the Maxis station building with the distinctive red roof. A few years ago, Kenworth had created several German-style platforms for the SFBT Commuter Stations. Why can't we combine these platforms with the Maxis station? We can, but it wasn't trivial. Here is the SFBT rail station Emeryville with the Maxis station building, two platforms from Kenworth (SFBT, slightly modified) and the SFBT bus stop from Khiyana. Maxis was headquartered in Emeryville, California, a city on the east coast of the San Francisco Bay between Oakland and Berkeley. The actual Lot was extended to 2x4 tiles to make room for a double track with platforms. The latter are implemented as overhanging props, so that the platforms are 7 tiles long. One overhanging tile in one direction, four in the other. This asymmetry is necessary so that the staircase from the door of the Maxis station building to the platform is visually correct. Lot Details and Information This Emeryville station is an additional rail station and does not replace the original Maxis passenger station in the game. The overhanging platforms require an orthogonally straight track of the railway, at least 1 space to the left and four spaces to the right. Plopping the station on hilly or mountainous terrain is not recommended, as it is likely to cause unsightly display errors along the platforms. When the original Maxis station is plopped on one side of a rail line, Sims need an additional external transition to cross it. However, for the Emeryville station, there is an underpass included under the railway line. Sims (also bus and car traffic) can reach the station from both sides of the railway line. The tile marked in the fourth picture (with the community garden and the red exclamation mark) is partially overhung by an platform shelter. If a lot grows or is plopped on this tile, unsightly interference can occur. It is recommended not to build on this tile. Since the overhanging platforms are implemented as props, there is no risk of Immortal Lot Syndrome, which can occur with overhanging buildings. The platform props were originally built by Kenworth for the SFBT Commuter Stations. They were modified by Chrisim in such a way that they overhang the actual lot with the Maxis station building. The prop families of the bus stop shelter and sign are from the SFBT Bus Stop created by Khiyana. Installation Extract all files (excluding this readme file and the images) to "\My Documents\SimCity 4\Plugins\SFBT". The optional file "Optional RealRailway StraightTexture LotSupport.dat" is usually not required. If you still see grey (Maxis) track textures in the area of the station when using a current NAM with brown RRW track textures, this file would be needed and should then be copied to the subfolder "SFBT Rail Station Emeryville". The file SFBT_Bushaltestellen_Props.dat from Khiyana's SFBT Bus Stop is included, because it is presently not available as download. To ensure the proper functionality, make sure the files mentioned above are installed in the plugins folder. In addition, you need the following files: SFBT Essentials This station is suitable for all SimCity 4 cities, whether developed with the original railroad (grey textures) or the Real RailWay (RRW with brown textures) from the current Network Addon Mod (NAM), see the remark above in section "Installation". A current NAM is useful for a complete display in the user interface window, but not absolutely necessary. - now in German - nun auf Deutsch - SFBT Bahnhof Emeryville: Maxis Passagier-Bahnhof mit SFBT Bahnsteigen und Bushaltestelle Anders als den großen Bahnhof lieferte Maxis den normalen Passagierbahnhof für SimCity 4 ohne Bahnsteige aus. Dies hat den großen Vorteil, dass er sehr flexibel einsetzbar ist. Er funktioniert problemlos an orthogonalen und diagonalen Strecken, und auch auf hügeligem Gelände. Aber eigentlich haben alle Bahnhöfe Bahnsteige. Seit meinem ersten Tag mit SimCity 4 wollte ich Bahnsteige für das Maxis Bahnhofsgebäude mit dem markanten roten Dach. Vor einigen Jahren hatte Kenworth für die SFBT S-Bahnhöfe mehrere Bahnsteige im deutschen Stil erschaffen. Warum kann man nicht diese Bahnsteige mit dem Maxis - Bahnhof kombinieren? Man kann, allerdings war es nicht trivial. Hier nun der SFBT Bahnhof Emeryville mit dem Maxis- Bahnhofsgebäude, zwei Bahnsteigen von Kenworth (SFBT, leicht modifiziert) und der SFBT Bushaltestelle von Khiyana. Maxis hatte das Hauptquartier in Emeryville (Kalifornien), einer Stadt an der Ostküste der Bucht von San Francisco zwischen Oakland und Berkeley. Das eigentliche Lot wurde auf 2x4 Felder erweitert, um Platz für ein Doppelgleis mit beidseitigen Bahnsteigen zu geben. Letztere sind als überhängende Props implementiert, so dass die Bahnsteige sieben Felder lang sind. Ein überhängendes Feld in eine Richtung, vier in die andere. Diese Asymmetrie ist notwendig, damit der Aufgang von der Tür des Maxis-Bahnhofsgebäude zum Bahnsteig visuell passend ist. Lot-Details und Informationen Der originale Maxis Passagierbahnhof wird nicht durch diesen Bahnhof ersetzt. Der SFBT Bahnhof Emeryville ist ein zusätzlicher Bahnhof im Spiel. Die überhängenden Bahnsteige erfordern eine orthogonal gerade Streckenführung der Eisenbahn, mindestens 1 Feld nach links und vier Felder nach rechts. Das Setzen des Bahnhofs auf hügeligem oder bergigem Gelände wird nicht empfohlen, da es wahrscheinlich zu unschönen Darstellungsfehlern entlang der Bahnsteige kommen wird. Den originalen Maxis-Bahnhof setzt man auf eine Seite einer Bahnlinie. Damit Sims von der anderen Seite der Bahnlinie den Bahnhof erreichen können, bedarf es dort eines zusätzlichen, externen Übergangs. Bei diesem SFBT Bahnhof Emeryville dagegen gibt es eine Unterführung unter der Bahnstrecke hindurch. Sims (und auch Bus- und Autoverkehr) erreichen den Bahnhof von beiden Seiten der Bahnstrecke. Das im vierten Bild mit dem Gemeindegarten und dem roten Ausrufezeichen markierte Feld wird partiell von dem Bahnsteigunterstand überhangen. Falls auf diesem Feld ein Lot wächst oder gesetzt wird, kann es zu unschöner Interferenz kommen. Es ist empfohlen, dieses Feld einfach freizulassen. Da die überhängenden Bahnsteige als Props implementiert sind, gibt es kein Risiko für das Immortal Lot Syndrom, dass bei überhängendem Buildings auftreten kann. Die Bahnsteig-Props waren ursprünglich von Kenworth für die SFBT S-Bahnhöfe erstellt wurden. Sie wurden von Chrisim so verändert, dass sie passend überhängen vom eigentlichen Lot mit dem Maxis Bahnhofsgebäude. Die Prop-Familien der Bushaltestelle und des Haltstellenschilds auf dem Vorplatz stammen aus den SFBT Bushaltestellen von Khiyana. Installation Zur Installation muss der Ornder "SFBT Rail Station Emeryville" vollständig in den Plugin\SFBT-Ordner von SimCity 4 kopiert werden, also nach "...\Dokumente\SimCity 4\Plugins\SFBT". Die optionale Datei "Optional RealRailway StraightTexture LotSupport.dat" wird normalerweise nicht benötigt. Falls bei Verwendung eines aktuellen NAM mit braunen RRW-Gleistexturen trotzdem graue (Maxis-) Gleistexturen im Spiel im Bereich des Bahnhofs angezeigt werden sollten, würde diese Datei benötigt und sollte dann in den Unterordner "SFBT Rail Station Emeryville" kopiert werden. Die Datei SFBT_Bushaltestellen_Props.dat aus Khiyana's SFBT Bushaltestellen ist enthalten, denn sie sind derzeit nicht als Download erhältlich. Damit dieser Lot korrekt funktioniert, müssen die weiter oben aufgeführten Dateien im Plugin-Ordner vorhanden sein. Weiterhin werden folgende Dateien benötigt: SFBT Essentials Dieser Bahnhof eignet sich für alle SimCity 4 Städte, ob entwickelt mit der originalen Eisenbahn (graue Texturen) oder dem Real RailWay (RRW mit braunen Texturen) aus dem aktuellen Network Addon Mod (NAM) (siehe auch der Hinweis in der vorherigen Sektion "Installation"). Ein aktueller NAM ist sinnvoll für eine vollständige Anzeige des User Interface Fenster, aber nicht zwingend notwendig Ein Dankeschön an das SFBT für die langjährige Unterstützung und speziell an Andreas für gute Beobachtungen, Vorschläge und sein sorgfältiges Testen.
  9. Hello! Recently come back to play SimCity 4 and trying to use elevated train over road and avenue. But i run into the inability to make an intersection of road and avenue with el train above. I tried to drug the road, like showed in the teaser video of NAM v32, but that doesn't work - i can't drug any type of road to el-train over road tile. Don't have that problem with avenue, can easily connect an intersection with another avenue. Also tried to drug the el train tile, use other tiles with intersections, but it didn't help. I am playing on my old save file, and somehow i did make this kind of intersection before And can't connect this one too: Btw, is there a possibility to make a 4-way crossroad with turning el train above like this? Thank you!
  10. Hello, so I am getting back into playing this game after some time, and this time I am using sc4pac to install all the mods again. From what I remember, to install the NAM mod, you have to run a bat file after placing it in the plugins folder, but I am wondering if you still need to do this when installing the mod through sc4pac? I loaded up the game, and it looks like NAM is there as I see all the different road pieces and such, but I still want to make sure it is installed correctly, and when I looked through the model folder, I don't see any bat files to run. So do I still need to run any bat files to install this mod when installing it using sc4pac? Thanks
  11. 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!!
  12. As you can see, when a 7.5 m railway crosses under or over any other railway, it always collapses down to ground-level rails. While similar issues with roads can sometimes be solved by changing the build order, the rail-to-rail problem is always there! AI suggested placing RRW FLEX Viaduct 7.5m pieces on each side to “block” them from automatically collapsing, but no such piece exists. Only a 15 m rail puzzle piece is available, which isn’t useful in this case. It seems that when railways cross each other, they must be either Level 0 or Level 15 to maintain their heights — which is a real shame if a city needs a three-layer railway system. If anyone has had this problem or found a solution, kindly let me know! I run NAM version 49 on MacBook.
  13. RHW Turning Lanes

    I am a new SimCity 4 player and in the process of leaning the Network Add-on Mod (NAM). I would appreciate any advice on how to add three turning lanes to the end of a RHW 4 ramp that intersects with an Ave 6 avenue. An example of such a ramp is shown in the attached photo of a RHW Quick Change for L1 RHW 10s/8s x L0 Ave-6. I have tried to find the tools to construct this ramp from scratch among the RHW Flex Turn Lane, The RHW Flex Ramps, and the RHW Puzzle Pieces for 1-Tile Networks. The ramp I can do. So far, I have been unable to add the three turning lanes. I have also been unable to reproduce the particular turning lanes shown in the photo for the Ave-6 and the clean interface between the ramp and Ave-6. Any help would be appreciated.
  14. Hello Community, I recently downloaded SimCity 4 and decided to install some mods. I downloaded NAM and would like to know why my pedestrians, vehicles, and even streetlights (lol) disappear when I move the camera. I know it's a common glitch; there are already threads about it, but I haven't received any answers that solve it. I also experience mass car thefts, and it's actually funny to see, but I really wanted to fix this. Thank you. PS: Voodoo is configured and running with the latest DirectX. I also selected my integrated graphics card, and the 4GB patch was also installed.
  15. NAM Railway texture

    Hi everyone, I have a little problem, I updated my NAM to the latest update but I discovered a problem with the textures of my rails in my cities. Here are some pictures When I zoom in, the classic rail textures change and become brown and weird. I know it's NAM and I know these are the basic NAM textures. But they're not everywhere and I especially don't like them... how do I remove them everywhere please?
  16. In finalizing my Dept of Transportation query, I was looking into the way Demand Cap relief works for Neighbor Connections. I found this old thread at SC4Devotion which discusses neighbor connections and how demand caps actually work, testing against the Prima Strategy Guide and noting that some errors exist. In particular: Errors are noted, in particular: My question is: I assume Realhighway neighbor connections provide the lowest form of Demand Cap Relief, if any? As is, an initial connection to a neighbor for an elevated Maxis highway should provide 160,000 in demand cap relief. But since RealHighway is based off of an unused network type in-game, does it provide any cap relief at all? If RealHighway doesn't provide any cap relief at all, would it be possible for @memo's NAM.DLL mod to implement demand cap relief for RealHighway neighbor connections? It might be easy because the neighbor connection for Realhighway still requires using the neighbor connection plop-piece for an actual connection to occur. Similarly, could the NAM.DLL possibly fix the errors for Monorail and Ground Highway, as indicated in the linked post? I haven't independently verified these issues or the equation proposed by the thread, but I have little reason to doubt them for now.
  17. [Help] RHW Components Missing After Reinstalling NAM 49_rev1 with Ultra Traffic Simulator Hello, I’m having an issue with the RHW after reinstalling NAM 49_rev1. Only RHW-2 appears in the menu; all other RHW networks are missing when cycling with Tab. QuickChanges, FlexRamps, and other NAM tools work fine and appear normally. Verified that all RHW-related files are present in C:\Users\Notelet Brasil\Documents\SimCity 4\Plugins\Network Addon Mod. The first installation of NAM 49_rev1 (default setup) worked perfectly. I uninstalled NAM to reinstall it with the Ultra Traffic Simulator option, and that’s when the RHW disappeared. Reinstalling NAM 49_rev1 with the recommended setup did not fix the issue. System/Setup details: NAM version: 49_rev1 Traffic Simulator: Ultra Game: SimCity 4 Deluxe (Steam) OS: Windows 10 x64 Has anyone experienced this or knows what might be causing it? Could it be related to controller file conflicts, load order, or residual files from the first installation? Thanks in advance for any help!
  18. Hello All! I have a couple of questions regarding NAM 49 and downloading Euro retextures. I have recently returned to Simtropolis and have updated from NAM 36 to NAM 49. unfortunately, my past self had left a jumbled mess in terms of old downloaded textures for EU NAM. Does NAM automatically include Euro textures and SAM euro textures as a part of the newest version? If this is not the case, then would anyone be of any help in directing myself toward where I can find euro retextures? I also wondered if any of the old MGB Retextures were still compatible with current NAM, such as the SAM retextures? Thank you for reading!
  19. Born again

    In the lives of people and societies, times often come in which the mistakes of the past seem to no longer count and become distant memories. In some cases, these memories bring about a resigned smile at one's past faults. In other situations, they evoke feelings of nostalgic wistfulness with which comes relief that a once serious predicament is finally gone. Such were probably the thoughts of the Businesspeople when they started to rebuild their capital after it endured a punishment at the hands of Sulka and the Revered Spirits of the St'ropoli Dimension. The fact is, however, that the initial difficulties and challenges of the situation did not defeat the tribe and in the end it remerged stronger and wiser... The reconstruction of Profit Hill is now complete and the city, although much changed, is an example of an impressive transformation in the face of a disaster. All, made possible with resilience, hard work... and of course a little bit of a well-invested money! The full extent of the reconstruction efforts in Profit Hill can be clearly seen in the following comparison pictures. It is evident that the city underwent some major redevelopment, especially around the volcano crater and in the area in which the new Downtown rose (according to the victorious proposal #4)... To build up some suspense before we visit the new Downtown, we shall see other elements of the city where notable changes were introduced as a result of suggestions presented by two of the Revered Spirits of the St'ropoli Dimension (@EffTheGrid, @Girafarig). These proposals met with keen interest of the city hall and so were implemented into the cityscape. As you can see, the portion of the city that was, no less, evaporated by the volcano, was indeed turned into an interesting park area in accordance with the above mentioned ideas. This green space now envelops the volcano cone in a half-circle of grass, trees and promenade paths. Here are a few more detailed close-ups of this new recreational space... North of the mountain, in a place where the former Downtown area would start, geologists discovered some hot springs that surfaced after the eruption. This natural peculiarity was incorporated into the park as a tourist attraction. Some visitors complain that the stench from the spring (which contains sulfur compounds and is significantly acidic) is overpowering. Still the place is a real draw for inquisitive individuals and school trips. Another idea that was inspired by the Revered Spirits' suggestions, was an overhaul of two major communication networks in Profit Hill - the beginning of the R1 highway and the expansion of the Silverstock Avenue located in the Southern part of the city. Presently, R1 highway indeed bypasses the city completely. It now cuts underneath Profit Hill and reemerges in the Sakvalan University District. Then, travelers can exit the highway by seamlessly driving onto Silverstock Avenue which leads directly to the new Downtown. The tunnel under Profit Hill was also featured in the "Engineering Illustrated" magazine last month. The former starting point of the R1 highway and its initial parts were completely dismantled as well, much to the relief of local citizens. After all, the fairly low number of commuters in this location did not warrant the continuous operation of a highway-grade route. It was downgraded to a 4-lane, narrow avenue which is just enough for local purposes. Southern Profit Hill underwent some redevelopment as well, just as the Spirits suggested. Instead of sparse, single-family housing, the area was rezoned into higher density neighborhood but with some reserved free space between apartment blocks. These efforts are of course just supporting elements to the key objective of the Businesspeople tribe - the reconstruction of the capital's downtown which you are about to see. An event that the local citizens and investors dreamt of for a very long time... Although initial reports raised concerns regarding the investors' willingness to return to Profit Hill, the companies actually clamored to resume their businesses in the city. New skyscrapers rose just next door to the government district and along the aptly named Renaissance Avenue. And thus, after months of planning, hard work and millions of New Udananian Mynts (NUM) invested, the tribe's efforts are crowned with a new, proud Downtown area that embodies their entrepreneurial spirit... * * Just a little "boast-note" - all buildings in the Downtown (except for rewards and parks of course) are growables, naturally developed in the course of the game. There are no skyscraper ploppables in Profit Hill at all. This swift recovery resulted in a very "bullish" market and prosperity not only for Profit Hill but also neighboring cities. A pool of skilled employees became quickly exhausted as companies raced to hire the best people possible. This in turn, provided incentive for developers to build new neighborhoods to accommodate citizens flocking to the Businesspeople lands. Population and customer numbers soared, just like the capital's skyline. The industry, which is otherwise hardly tolerated in the tribe's cities, became a little bit more acceptable too. After all, industrial products are necessary to build houses and offices. Bricks of cash can't replace regular bricks when it comes down to things... The economic and spiritual revival of the tribe had some other consequences as well. The government, recognizing the importance of the economic and societal ties of the three cities in the capital area, approved new administrative divisions. This is why the trio of cities including Profit Hill, Breadwinner Ponds and Dividend is now officially referred to as the "Profit Hill Metropolitan Area" (or, less officially, "ProHiMetA" in the civil service jargon). Here is a large mosaic which includes most of this area. There are two versions of it - one, with borders of individual districts and their prevalent character and another, without any annotations. Also, please take a special note of the area marked with green "x" in the Southwestern part of Miriolam district. If you can, please vote to determine its future purpose. These are quite large images, so it may take a while before they fully load. Your patience is appreciated. Enjoy. Despite the challenges of the past, the Businesspeople capital reemerged stronger and as prosperous as it ever was. The disaster cast doubt about the city's stability into many hearts but it seems to no longer be the case and the tribe's economic prowess was no doubt instrumental in saving Profit Hill. If, however, you are still in doubt whether to invest your money here, then perhaps some climatic, night shots will convince you to give it another chance... Comment replies: @Girafarig - Thank you. @Tamijo - All answers correct! @TogaMasterJohn - Happy to hear you like my nature, though sorry to hear you are so allergic. But did you know that New Udananian trees have non-allergizing pollen? @Karlito4 - Thank you for a very nice comment Karlito4! The fences you asked for come from this pack. Some of them are edited though, because I didn't want paths near most of them. @unaguayabita - Thank you!
  20. The tunnel texture is not in the right place..
  21. I recently downloaded NAM lite and was excited to have cool interchanges in my cities. But when I press tab to cycle through the interchanges, nothing happens. It only lets me use this Elevated Diagonal Cloverleaf that I seldom use. Am I doing something wrong? Is there an update or plugin that could solve this problem? If you know how to fix it, please tell me.
  22. Version 1.0.0

    368 Downloads

    This transport pack contains GLR, Subway and Bus stations modeled after modern Parisian stations (Mostly Tram T3a) Artistic liberties were taken to fit SC4. Included are eight (8) lots: GLR Side platforms GLR Side Platforms Diagonal GLR Island platform simple GLR Island platform with subway entrance (v2) Subway Stations Orthogonal Subway Stations Diagonal Bus Stops Orthogonal Bus Stops Diagonal The subway and bus stations props are arranged into families, that way you get a different entrance/canopy on your lots. Two different GLR platforms are available: side and island. Four different subway entrances are available: Stairs, Stairs+Escalator, Double Escalators, Lift. Six different Bus stops are available, made using the canopies of the tram platforms. The Subway entrances are also available as props with no signs to better fit other uses. Modding was done by @Tyberius06 , Thanks! Dependencies: Girafe Urban prop pack (Flower Planters) BSC MEGA Props CP Vol01 and Vol02 (Trees and Planters) Network Addon Mod (latest version) https://community.simtropolis.com/files/file/35572-bsc-vip-girafe-urbanpack-vol01/ https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack https://www.sc4evermore.com/index.php/downloads/download/6-network-addon-mod-NAM/2-network-addon-mod For support and news about future BATs, visit my thread on Simtropolis [Link] .
  23. What files am i missing here? i hate looking at this
  24. You guys should make a forum specifically for non NAM SimCity 4 deluxe player's so we could not be included in the NAM's expansion of the transportation department. Just an idea. Think about it. no?
  25. WestWindStreets SAM 6 - Detroit

    Version 1.2.49

    385 Downloads

    This Mod replaces the NAM SAM-6 textures. (Klinker). Installation Unzip into ..\plugins The pack contains the EU-RHD, EU-LHD and US version. Only keep the one that suits you. The SAM Detroit is lined with trees, and various scenes on the intersections, diagonals, ..., that is a set of T21 files, that cover practically all the segments. (almost .. !).The intersections are proposed for RHD or LHD, so you must keep only one of the two: WWStreets-SAM-06_T21_XSegments_LHD.dat WWStreets-SAM-06_T21_XSegments_RHD.dat The "decoration" implies dependencies whose list and links are indicated below. This redesign of SAM-6 is part of my WestWindStreets project, so the pieces, which contain a main "Street" segment, will be composed of the WWS texture. If you use Maxis Streets or Rivit Tarsealed Streets, keep the appropriate file: zWWStreets-SAM-06-Spe-[Maxis|TSR].dat. If not, delete them ! Like any replacement SAM, it matches - SAMxSAM - the SAMs of the NAM, so if you don't use the SAMs mentioned in the files named [ zWWStreets-SAM-06_opt_|nnn].dat, delete them. (nnn => SAM1 of Magneto, SAM 2, 4 and 5 of RIVIT, SAM 6 and 7 of MGB) You need to load WWS-Essentials v3(+) to have the inter-WWS-SAM transitions. (SAM-1|6|8). The zip now contains the installation tree: extraction directly into the ..\plugins directory. So the Mod is loaded after the NAM. Distribution Composed with SuddenValley grass textures. To change this I am providing a "Fabrik" for those who know how to use it : GoFSH + grass select textures + execution of the script: build_WWS_SAM-06.txt Dependencies NAM 49 .. + .. Of course ! Dependencies - T21 SC4D LEX Legacy - BSC Common Dependencies Pack SC4D LEX LEGACY - BSC VIP Girafe Flora Pack AGC - STREET DLC AGC - Casual Sims DLC Nams PROPS PACK Vol 2 BNL Was Dutch Prop Pack WWS-Essentials .. v3+ Scoty_MP_essential .. (and all dependencies) LRM - German Set .. (Only Models & Props.dat and LightCones_MaxisNite.dat or LightCones_DarkNite.dat) ----- WestWindStreets & WWS-SAM with RUM ---- Added WestWindStreet to RUM - for those in the know. Rivit's RUM Mod - and MGB rails - supports WestWindStreet. As it should be, the RUM plugin should be loaded after WWS. 202506 RUM MGB - E5 HuguesAroux StreetX.zip 202506 RUM Maxis Lookalike - E5 HuguesAroux StreetX.zip
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