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Showing results for tags 'base'.
Found 28 results
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I'd like to know how viable it is to use a 32GB flash drive to store my mods folder. My PC doesn't have much storage, and I don't want to spend a lot of it on textures and mods for a game, so I thought I'd use a flash drive to store them. Is that possible? If so, how would I do it? I'm using the Steam version.
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Overlay and base textures refuse to save
TheMurderousCricket posted a topic in SC4 BAT & Lot Workshop
Hi All, For some reason, when I try to edit a lot's base or overlay texture, the texture is never applied. When I select a new texture, and click "ok" the texture loads to the preview. However, when I switch tabs (say, to "props") the texture just disappears. Neither does it save. It happens during editing of all possible lots. I checked several of them, vanilla, custom, NAM pieces, you name it. And it's just the same everywhere. What's the problem here?-
- lot editor
- texture
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CAM/IRM - Wrong Size Industrial Base Textures?
TheCouncill0r posted a topic in SC4 Modding - Open Discussion
So I've recently installed Colossus Addom Mod v2.1 in order to really spruce up my city centre with skysrcaper variety, and it's been absolutely brilliant. So brilliant, in fact, that I figured I'd apply the same thing to farming areas and industrial areas - the maxis varieties are shocking (so many wheat silos) and even the SPAM is now a bit outdated, so I installed the CAM options for farming and a bunch of new IM/ID/IHT buildings that are CAM-patible. I also have installed a bunch of new medium-density buildings and heaps of mattb's stuff in the interim, as well as mucked around with my terrain grass textures and sidewalk stuff as some of you know, so I'm thus having some trouble chasing down the source of my current problem. As you can see (ignore the erased parts of the left shot, that's just me blending layers in photoshop) something has changed the base textures of many (but not all) industrial lots, including standard maxis buildings. If they had been switched to some random concrete or dirt texture it probably wouldn't bother me, but the new textures are quite clearly the wrong size, like they were designed for completely different lots or some such. The textures occasionally extend over the top of the adjacent road or street, overwriting them and making it look really weird with cars traversing random bits of ground. I've tried deleting some BSC texture packs I installed as dependencies for the new industrial lots, and even removing the entire IRM base pack (which it looks like some of the textures have comes from) but no effect. I'm assuming since they replaced whatever textures were there before, I shouldn't have to delete the building and let it regrow in order to change them back. Does anyone know which files are capable of overwriting existing base textures for industrial lots? Has anyone else encountered similar issues? I've also got several base textures that are now missing entirely, but since I use a bright pink background those are fairly easy to detect and overwrite with some other random concrete through photoshop, but obviously something I've done has messed with ALL the industrial base textures and I need to revert. Many cheers gang, TheCouncill0r. EDIT: Deleting any and all files related to IRM seems to have eliminated the extended textures, but something in the games still seems to want them there, as they've now been replaced by the see-through problems. Again, this is only the case with standard maxis lots, so it can't be a dependency issue, no?- 4 Replies
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- CAM
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Version 1.0.0
281 Downloads
1 Large Tiles 17 Medium Tiles, 14 Small Tiles Editable grayscale included. Made from scratch, pre-transitted(for select maps) cities or regions requested by our special members or for special events. To Use: Unpack, place in Regions folder, play. Raised lines reference streets, roads and highways. Refer to enclosed maps if you're unsure which is which. Simply level and place roads as you go or zone agriculture around them. No extra terrain-ing required, unless you want it. Use any non-elevation altering terrain texture or water mod. Stand alone or import into larger regions. Preview Pic Texture: Wasco https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3130 About: Fort Knox is a United States Army installation in Kentucky, south of Louisville and north of Elizabethtown. It is adjacent to the United States Bullion Depository, which is used to house a large portion of the United States' official gold reserves, and with which it is often conflated. The 109,000 acre base covers parts of Bullitt, Hardin and Meade counties. It currently holds the Army Human Resources Center of Excellence, including the Army Human Resources Command. It is named in honor of Henry Knox, Chief of Artillery in the American Revolutionary War and the first United States Secretary of War. For 60 years, Fort Knox was the home of the U.S. Army Armor Center and the U.S. Army Armor School, and was used by both the Army and the Marine Corps to train crews on the American tanks of the day; the last was the M1 Abrams main battle tank. The history of the U.S. Army's Cavalry and Armored forces, and of General George S. Patton's career, is shown at the General George Patton Museum on the grounds of Fort Knox. In 2011, the U.S. Army Armor School moved to Fort Benning, Georgia, where the Infantry School is also based. In 2014, the U.S. Army Cadet Command relocated to Fort Knox and all summer training for ROTC cadets now takes place there. The United States Bullion Depository, often known as Fort Knox, is a fortified vault building adjacent to the Fort Knox Army Post. It is operated by the United States Department of the Treasury and stores over half the country's gold reserves. It is protected by the United States Mint Police and is well known for its physical security. The depository was built by the Treasury in 1936 on land transferred to it from Fort Knox. Early shipments of gold totaling almost 13,000 metric tons were escorted by combat cars of the 1st U.S. Cavalry Regiment to the depository. It has in the past safeguarded other precious items, such as the Constitution of the United States and the United States Declaration of Independence. https://en.wikipedia.org/wiki/Fort_Knox -
Hello everyone, Started a new Region. It is called Arcadia. This is where I have located my Navy Base, it its joint use with Ships Freight Harbor and Naval ships and land based items. Hope you enjoy what I have done. All comment are welcome, good or bad.
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Hello everyone, This is the first time for me to post anything that I have created. I build to my imagination and always build to a grid type pattern. So here goes. I have built a Navy Base hope everyone enjoys it. All commits are welcome (both good and bad, lol)
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I've been away from SC4 for a long time, but have started playing again and have run into a small issue that I could use some help with. I downloaded dedgren's Ploppable Water Rapids file from the STEX, but it seems I have a base texture conflict with another lot. Instead of showing a stream as the base texture, it looks like it is showing a texture from Voltaire's RMIP 2 airport lots which I downloaded a long time ago. There was a time when I could probably fix this, but it's been years since I've tried even a little lot modding and my memory is drawing a blank. What steps can I take to find and fix this conflict so the correct textures are shown? Thanks.
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Version 1.2.0
1,950 Downloads
These textures are freely useable and distributable for any SC4 user created content, if they are used in lot-making it is better to refer to them as a dependency and link back to this file to keep file space on the STEX free of mulitiple repeated content. The texture data file is located in the FOLDER: Elements Textures DAT, 3 sample lots are in the FOLDER: Elements Sample Lots, and 1 7x8 test lot showing all 55 textures is now included in the FOLDER: Test Lot 7x8 Park. Also included are the 2 previews showing all the textures and this text in readme.txt and HTML. The texture '.dat' file size is 498K with 55 textures. This volume is called 'Elements', including diagonal, broken, patterned and squared stone, dirt, grass, metal, pavement, sand, water and wood. Also included are 3 sample lots found in the Parks Menu, each have been made functional for radical purposes of helping with start-up cash, reducing pollution and garbage, and recovery from nuclear meltdown. DAT FILE INCLUDED: FOLDER: Elements Textures DAT FILE: SC4_BaseTextures_Vol01_1_Elements.dat FOLDER: Test Lot 7x8 Park FILE: A0A_Base_Textures_Vol01_Elements_55_Test.SC4Lot This is one lot with all 55 textures in a 7x8 grid. This lot may be used to preview the textures in-game, then delete. FOLDER: Elements Sample Lots --------------------------------------------- 1.) Subfolder: Patterned Grass (Anti Pollution) Menu description: Base Textures Elements (Anti-Pollution) Vol. 1: Grass Texture. This lot is a sample which also provides some radical relief from pollution and garbage. _________________________________ 2.) Subfolder: Color Reg Mark (Radiation Reducer) Menu Description: Base Textures Reg. Colors (Anti-rad.) Vol. 1: Elements, Use this lot as a registration mark for color and contrast. In RGB, Red (255,0,0), Green (0, 255, 0), Blue (0, 0, 255), and Gray 50% (127, 127, 127). This lot will radically decrease radiation. Use this lot in the event of a nuclear power plant meltdown. When you plop this lot you will see the Maxis 'Sparkles of Purification'. _________________________________ 3.) Subfolder: SC4 Logo (50K Business Deal) Menu Description: Base Textures Elements (Bus. Deal) Vol. 1: Elements. 55 Textures: Stone, Dirt, Grass, Metal, Pavement, Sand, Water, Wood. Use Lot Editor to see all the textures. This lot will radically increase your income by 50,000 Simoleons a month, Use this lot to help get your city started, then bulldoze it. When you plop this lot it will appear as a 'Business Deal' in your budget panel. _________________________________ INSTALL the TEXTURES and SAMPLE LOTS To install the sample lots copy and paste the 'Elements Sample Lots' folder into your User\Documents\SimCity 4\Plugins folder. The sample lots are found in the Parks Menu. To install the textures copy and paste the 'Elements Textures DAT' folder into your User\Documents\SimCity 4\Plugins folder. _________________________________ ABOUT the TEXTURES, INFO FOR LOTTERS and GAMERS The texture images are derivatives of images from a variety of commonly, freely shared sources, hand re-worked for use with SC4. The design of the textures leans toward lower contrast, saturation and brightness as more usual in realism, and for dimmer screens. If using them for creating and distributing SC4 lots the '.FSH' file may be extracted and included as a '.DAT', but don't re-distribute changed associations between the image and the ID (instance) as that could impact another user of the file. No crediting is required, but no claim of original artwork should be made if redistributing them with SC4 lots. The Texture ID Range was assigned by the BSC Texture Index at SC4 Devotion. https://www.sc4devotion.com/forums/index.php?topic=2101.0 To redistribute variations of the textures or to make your own, request and use a unique personal Texture ID Range at SC4D. ---/--- -
What specifically causes the missile to launch? It doesn't seem to launch on a custom lot, even with the prop on the lot.
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Hi. I've found where the street textures and road textures are kept in SimCity_3.dat They are fsh files. It should be read by the Lot Editor. However, it's not being found by the lot editor. Thus, the base/overlay textures of the streets and roads do not appear in the lot editor. Any ideas on how to fix this... perhaps with a plugin or something? My game is kept in "C:/Program Files (x86)/Maxis/Sim City 4 Deluxe" I'm using windows 10 I thought that if I export the textures into PNG format, and then re-implement them into the game, then they would be read. But I have no clue as to how to do this. I think there is another lot editor, but I can't find it. It's called LE-X
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- lot editor
- le-x
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Hello, I would like to know good mods to build it. Like the three powers: the army, navy and air force.
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Hi, I'm in the process of making a railway shed and I'd like to remove the base from the model where the rails would go with the intention of using textures later to display them. Is this possible at all, if so could someone advise me of a good way to do it? I'm using SC4BAT if that makes any difference. Thanks.
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- weekly challenge
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JB Freidman is the home of Canaan's naval and marine forces. The base is built on two islands, Sowell and Mises. The larger island, Sowell, is home to the Canaan Operational Command Center (COCC). Naval personnel like their base tidy, symmetrical and color coordinated... There is not a Top Secret Naval Warfare research center on Sowell Island... There is a Quick Reaction Force (QRF) Logistics depot. Mises Island (aka "the men's department") is home to Canaan's naval force projection assets. Mises Naval Air Station is home to fleet support assets including jump-jets and helicopters.
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Those living in Canaan are expected to defend the right to engage in peaceful, honest pursuits, and welcome the diversity that freedom brings. The city-state has a neutral foreign policy position, but recognizes that in matters of national defense, armed force must be exacted upon belligerents. Check out some of the locations responsible for delivering the most fundamental promise of Government...Security! Joint-Base Wolfram is located on the Northwest border of the region. Every citizen receives basic military training there. JB Wolfram is the largest military base in the region. Canaan’s citizens are required to serve in the military reserves between the ages of 18-24. Every individual is issued an automatic rifle and is required to store and maintain that weapon for the rest of their life. Most households contain several generations-worth of rifles in their weapons safe. The Parade Ground is where troops learn how to march. The Shooting range helps sharpen killer instinct and marksmanship. The obstacle course is not for the faint of heart. Recruits must negotiate a tear gas balance beam, get around a Grizzly bear, and battle their classmates in the pugil pit. "Canaazikstan" Is a fictional village where soldiers learn how to function in urban combat environments. Check back for more!
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Version 1.0
1,022 Downloads
_________________________________________________________________________________________________________ Featured in ME:TMW's Episode #64 comes the HSA Lunar Communications Garrison. The third building in a three structure communications complex, it's a common lunar communication way point and a military garrison that is a part of a vast first-port-of-call defense grid that encompasses the 'airspace' over Earth. A series of bases around the moon similar to this collectively work together to monitor the activities around the human homeworld and are paramount to the maintenance of safety and defense against extra-terrestrial threats and invasion within the Earth System. In-game demonstration Attention! This contains only the building in on the right currently. Other buildings will be made available when 100% completed. Attention! _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 1x1 (overhanging prop) Type - Parks & Recreation Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots. Ideally, when a lot using this prop is released, list this items as a dependency and link it to this page for download** Problems? **Contact me if there are any problems, whether comment below or PM!** _________________________________________________________________________________________________________ -
Plugins failing to load - invisible base textures
Map Guy posted a topic in SC4 Bugs & Technical Issues
Hi folks I have an issue which cropped up a little while ago in another region that I played that is now happening in a new one I've recently started for my CJ. Whenever I load a city up, it frequently fails to load all of my plugins, so that items are missing in the menus. This has so far only affected non-Maxis lots, and I've seen both ploppable and also a few growable Industrial lots affected. The result of the plugins that fail to load is a transparent base texture - they appear normal except for the missing base - no brown boxes, no missing props, etc. The terrain texture beneath is visible. The unfortunate outcome is that the game now is largely unplayable with plugins as it's now a lottery as to which will load up! And if ones I've already used don't, then I get the transparent base texture. The problem has only come about since I started playing SC4 again recently after a couple of months away from it. In that time, I can think of two things that have changed that might have caused this. 1. I installed NAM 32 2. Windows has updated Vista in this timeframe. The fact the lots still load and the props are still there leads me to believe that it isn't a prop pox. And I don't think it's my laptop struggling to load plugins - it could be, but I have only installed NAM 32 and a handful of other new bits and pieces since I started playing again. Has anyone else had this issue, and if so, is there a solution? Is it Windows demonstrating their increasing inability to release stable software updates? As an aside I've noticed my laptop has various problems after I exit SC4 now, varying from programs not running at all, to resolution and display issues, certain applications not working, Windows Explorer not working, all at different times. This makes me think it could be the Windows updates, but if that's the case then it can't just be me having these problems. Admittedly there can't be many people running SC4 on Vista these days, I'm one of the last of a dying breed! But there must be others on Vista that might know about this perhaps? I've attached some pictures below to illustrate the problem. Any and all help would be greatly appreciated. Thanks. Here, the market stalls have failed to load: You can see the missing texture on Matt325b's Courthouse here: And finally the base textures for the church and bus stop are missing here. It affects transit-enabled lots the same as standard lots. -
Version 1.0
2,487 Downloads
FANTA1990 Presents: A pair of militarized four-wheelers that inspired two generations of light utility vehicles which would ultimately come to serve most of the world's armies in one form or another. The compact and adaptable design of the classic American Jeep earned it a spot among General Dwight Eisenhower's four most important allied weapons during WWII. The base model, with its superior off-road capabilities, became the foundation for countless military and civilian variants found anywhere the going gets rough. With twice the weight and four times more payload capacity, the iconic Humvee expanded operational tolerances to include a more diverse range of extreme driving conditions. Specially equipped models can negotiate five feet of water, climb a 60 degree incline fully loaded, and even protect occupants from roadside IEDs. This dynamic duo represents almost a century of US ingenuity aimed at safely and efficiently transporting soldiers through the perilous terrain indigenous of war zones around the globe. Both replace the default military truck in painstaking detail complete with UDI, Night lighting, and props. Dependencies are immaterial, but the mods cannot be installed concurrently. So, choose which one best reflects the era and/or context of your city, and bring a piece of combat engineering history to your homefront. Required (Choose only one): HMMWV M966.dat - Uses HD textures, but requires Hardware Acceleration to avoid visual defects. HMMWV M966-256.dat - May be used with Software Acceleration. Army Jeep V2.dat - Uses HD textures, but requires Hardware Acceleration to avoid visual defects. Army Jeep V2-256.dat - May be used with Software Acceleration. Optional: M966_7a3e5eff.dat - Installs a Humvee demonstration lot for use with the Lot Editor *** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html Fanta has taken great lengths to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. A login prompt and two verification screens may seem excessive, but are well worth it. Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow. -
Version 1.1
2,530 Downloads
FANTA1990 Presents: A modern substitute for the WWII era missile launcher parked on the Army Base. Known worldwide, the acclaimed Patriot (Phased Array Tracking Radar to Intercept On Target) surface-to-air missile protects every allied nation from a rogue ballistic missile attack, intercepting them with it's classified radar guidance system. As a prop it cannot be fired, but looks great aimed skyward in any military setting. Required: Emergency4 MissleLauncher Prop.dat - Replaces the default missile launcher with a rendering from Emergency 4 (aka 911) that may also be used in the Lot Editor. Optional: Emergency4 MissleLauncher Plop.dat - Adds the ability to plop the missile launcher on a 1x1 transparent lot via a new icon in Mayor Mode --> Civic Tools --> Build Parks *** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html Fanta has taken great lengths to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. A login prompt and two verification screens may seem excessive, but are well worth it. Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow. -
Version 1.0
6,694 Downloads
FANTA1990 Presents: There are many reasons a gamer may choose to forego automata replacement mods, preferring instead the default vehicles shipped with SC4. In so doing, certain cosmetic anomalies that were present from the beginning have to be overlooked, at least until now. The files contained herein do nothing more than re-render standard objects the way they were originally intended to appear. Hence they are very small, have no effect on performance, and will function under any platform and configuration supported by the game. Naturally, there are no dependencies and no configuration is required. This package is intended to pick up where Maxis left off, preserving the integrity of the game in a small, but still relevant way. Maxis FreightEngine Fix.dat - Restores the forward facing panels and far side framework of the Freight Train Engine when viewed from the right-front. MidJetPlane FIX.dat - Restores the rudder and fin assembly directly beneath the horizontal stabilizer on the Mid-Size Jet when viewed from the left-front. SkyDiver Skin Fix.dat - Eliminates a section of the fuselage protruding through the wing above the cabin on the Skydiver Plane when viewed from the left-rear. armybase_jumpjacksX3.dat - Reconfigures the formation of troops gathered at military installations to eliminate overlap and realign 3 distinct groups of soldiers performing calisthenics (Additional arrangements are available on Fanta's website). *** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html Fanta has taken considerable measures to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. One login prompt and two verification screens may seem excessive, but are well worth it. Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow. -
TMW#3 - Elmere Satellite System | "Long Nights"
Huston posted a City Journal entry in Mass Effect: Beyond
REPLIES ____________________________________________________________________ Fox: Thanks fox, the title is honoring k50: Thanks a lot! Hazani Pratama: Thank you! Simcoug: Thanks, Endor was an inspiration for Ferust TekindusT:Thanks so much! blunder: Indeed Soer_II: Thanks! Hellken: Thank you! ggamgus: I'm gravely honored RepublicMaster: Thank you so much! KonstantinII: I will keep that in mind, thanks! TayMay27: Lol, thanks Jesus Christ: Thanks Julien felano: Thanks! I'm not exactly sure about where I got those retaining walls, I tend to forget. I only realized I had them when I was making the update, lol. But I'm fairly sure they're of Jeronij's work and should be over at the SC4Devotion LEX. Evillions: Oh thanks a lot! And I got some of the props goin', which is good, I'll try use them eventually ThomasSimpson: Thanks Thomas, I really think you should make a military base, it'll be interesting to see what you come up with! spursrule14: Really? Awesome! _____________________________________________________________________ And we're back in the midst of the future Milky Way. But this time, we're out on Ferust's hapless moon. Elmere. Airless, dead, but far from lifeless. The moon Elmere is home to a few stellar colonies. Though most of the establishments here are majorly military based and are a part of the Ferusian Defense network that operates to insure the planet's safety for it's 2.9 million human inhabitants. The moon's mix of communication hubs and military outposts scan the perimeters of Ferusian space, to insure that threats, violations such as smuggling and criminals are detected and kept off from reaching the surface of Ferust. It's almost like border patrol, but far more extreme. It's also a training ground for military units as well as harboring various docking stations for the Aerene System's industrial transport network. Here, we are visiting one of Elmere's most vital communication hubs and military outpost. Being one of Elmere's main stations, it works to manage and maintain the moon's busy communications network as every station works to update their status, to highten and insure the awarness of all bases on Elmere. The station is known primarily as the Tharastis Comm Station. It's located at a reasonably large valley called the Uzbek Sea, an area that's been pummeled by rock and debris, forming nearby craters, some which have long existed before discovery. As night falls, lasting over 19 and a half days, the extreme temperatures and total darkness experienced on Elmere often means, that activity outside the station is kept to a bare minimum. The intensity of darkness on Elmere allows for zero-visibility outside unless you have a reasonably bright torch or a pressurized vehicle equipped with various fog-lights. A night on Elmere would be one of the blackest of nights you would ever experience. Besides that, all you would be able to see visible from the outside is the illuminated station and the stars in the clear night sky. It'd be another 19 and half days 'til the light of Aerene and its reflective parent planet, Ferust shines in the airless sky. As you can see, outside of the Tharastis Comm Station is nothing more than rocks. Activity on the outside is at a low, whilst inside Tharastis, are dozen, even hundreds of people running the station, living life, in the station, equipped with whatever anyone would want and need; be that recreation & leisure, good food, a gym and crew quaters etc. Thanks for viewing! Rate'n'Comment! ________________________________________________________ -
Version 1.0
2,053 Downloads
After spending nearly a whole year without playing SimCity 4, I've finally decided to come back to it. I was sifting through my plugins when I found these lots. I decided to clean up the dependencies and upload them here to share with the community. Hopefully the dependencies listed below aren't too much of a hassle (if you use SNM, you probably already have most of them anyways) I created these lots originally to compliment the BSC SNM set, so it is recommended to be used with the SNM. All lots are located in the police menu and are completely neutral (no NIMBY or YIMBY effects, no plop cost etc). Thank you, Simtropolis, for the 10 years of awesome custom content. Happy New Year and enjoy!! Dependencies: LEX STEX Below are essential for these lots to work properly! Most are also dependencies for SNM. ~ BSCBATProps RT SNM Vol01.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=280 ~ BSCBATProps RT SNM Vol02.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=273 ~ BSCBATProps RT SNM Vol03.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=274 ~ BSC BAT Props RT SNM Vehicles Vol01.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=272 ~ BSC Mega Props - JES Vol01.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342. ~ BSC MEGA Props - Misc Vol02.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771. ~ BSC MEGA Props - RT WFK N Vol01.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=285. ~ SNM_SecurityFencingv2_props.dat - Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=429. Keep the file mentioned (you may delete the rest if you wish). Optional dependencies (lots works fine without them, are still recommended) ~ BSC_ParkFeatures.dat - These are for the placement arrows; Download and install https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=437. Keep the file mentioned (you can delete the rest if you wish) (Can't find this, any help would be appreciated) ~ PEG-CDK3_SUPER-PAK_RESOURCE.dat - This is for a simple overlay texture; if you don't use PEG stuff, then you don't have to get it; Download https://community.simtropolis.com/files/file/19880-peg-cdk3-super-pak/ and keep the file mentioned (you may delete the rest if you wish). army, military, garage, humvee, tank, armoured.- 14 Comments
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- modular motor pool
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