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City-building game(s)

Found 27 results

  1. Version 1.0.0

    261 Downloads

    About This File This is new Lot by atsf189 inspired by JoelMk2's DHL Air Freight Center. pclark06 created the main building. It has custom menus and Sound. There are custom Icons also. It will be in the Airport Menu. INSTALLATION Step 1: Put the atsf189 Fedex Air Logistics Center folder into your plugins folder. Step 2: Add this file from the PC Logistics Hubs Download. It is in the Buildings-Desc Folder. PC FedEx Local Hub-0x5ad0e817_0x92735bcd_0x30000.SC4Model If you downloaded the PC Hubs I modified you may already have this model file and can skip Step 2 The rest of the files in the PC Logistics Hubs download are not needed an can be deleted. Dependencies: PC Logistics Hubs atsf189 Micro Props Pack HD North American Semi Truck Cabs Vol.1 by MushyMushy HD North American 40ft Semi Trailers Vol.1 by MushyMushy HD North American 53ft Semi Trailers Vol.1 by MushyMushy PEG Security Fencing SHK Parking Pack Light Replacement Mod (LRM) v4.0 Mega Pack SC4D LEX LEGACY - BSC VIP Girafe Flora Pack SCAG Cargo Lots v1.0 SCAG Mega Dependency #1 SC4D LEX Legacy Ultimate Airport Pack Thank You pclark06 for the building model This has not been tested on the Apple Platform
  2. DHL Air Freight Centre

    Version 1.0.0

    625 Downloads

    My first foray back into custom content after ~ten years away from the game, this pack is a DHL-themed building set. My earlier mostly-airports content posted at @joelyboy911. Originally intended as a lot for inclusion with modular airports, I have also included a non-airport themed I-M (Manufacturing) Ploppable lot. The building is loosely based on a real cargo facility at Auckland Airport in New Zealand. The pack contains the following lots: DHL Air Freight Centre - the main lot for placing in your airport, with the buildings and two cargo planes. This lot provides some I-M jobs. Additional plane parking lots - expand your air freight centre with extra planes (Boeing 777, 757, and Airbus A330), plus empty parking space and filler Non-Airport I-M Ploppable DHL Parcel Centre - uses the same buildings but not designed as part of modular airport. Similar style of lotting. Two building models are included (the office block and the warehouse). The Airbus A330 and Boeing 777 models are also included. The other props (including the Boeing 757) are found in the dependencies below. The original B777 model was made by pilotdaryl (adapted by me). There are a number of dependencies for the lots. Sorry! Many of these are fairly common: Name Link What HD North American 53ft Semi Trailers Vol.1 HD North American 53ft Semi Trailers Vol.1 - Dependencies - Simtropolis Props (trucks) HD North American 40ft Semi Trailers Vol.1 HD North American 40ft Semi Trailers Vol.1 - Dependencies - Simtropolis Props (trucks) HD North American Semi Trucks Cabs HD North American Semi Truck Cabs Vol.1 - Dependencies - Simtropolis Props (trucks) PEG Security Fencing PEG Security Fencing Kit - SimPeg (PLEX) Files - Simtropolis Props (fences) SHK Parking Pack SHK Parking Pack - Dependencies - Simtropolis Props and Textures (parking) LRM Light Poles Light Replacement Mod (LRM) v4.0 Mega Pack - Graphical Mods - Simtropolis Props (light poles - only the props file required) Girafe Flora SC4D LEX LEGACY - BSC VIP Girafe Flora Pack Version 3 Props (Plants / Trees) Only required for the airport themed lots: SCAG-CLSS Props SCAG Cargo Lots v1.0 - Transportation - Simtropolis Props (cargo stuff) SCAG Mega Dependency 1 SCAG Mega Dependency #1 Props and Textures LEX Legacy Ultimate Airport Pack SC4D LEX Legacy Ultimate Airport Pack Version 1 Props and Textures
  3. AGC - SS Red Oak Victory

    Version 1.0.0

    739 Downloads

    History The Victory ship was a class of cargo ship produced in large numbers by North American shipyards during World War II to replace losses caused by German submarines. They were a more modern design compared to the earlier Liberty ship, were slightly larger and had more powerful steam turbine engines giving higher speed to allow participation in high speed convoys and make them more difficult targets for German U-boats. A total of 531 Victory ships were built. Specs: The file contains an 9x2 lot. You can plop in the water or on the ground (You can also use MMP under the model). Night: Only Darknite Darknite: You can find the building in the Lot Editor as: AGC_SS_Red-Oak-Victory_1944_V100_S1_90 (Building) Scale of the model: Real World Scale Ubication: Water transportation. Icon: Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). Dependencies: If you choose the Darknite version you need this SimFox Day and Nite Modd -------------------------------------------------------------------------------------------------------- Now you can make voluntary contributions to support me in continuing to create more content for SimCity 4 (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to all the (6) people who have donated to me!
  4. 1.) Does anyone know the length and width of a cargo or freighter ships I have seen in the LEX or STEX in SimCity 4? 2.) How many tiles wide should a river or canal be so they can pass each other if the game was life like, but still have room to build around it?
  5. Good day I am glad to be a newbie here. This community has always been a helpful source for my gameplay, so thanks to all. Now I would like to start playing with the Asset Editor... I downloaded "Cargo Train Terminal Template (for assets creators)" by BloodyPenguin (Oh by the way; Nice job on your other stuff, BP!) to see how its done and I would be greatful if you guys would be able to help me with some questions on it: This is what it looks like in Asset Editor: What is it that makes trucks enter at a specific place on the asset? What does an Asset creator have to do on an asset to tell trucks "Enter here" and "Exit there"? I assume the markers are only to tell the trucks where to de-spawn and re-spawn or are they actually indicating entry points on the boundary of the asset? What are those purple lines for? Can they be changed if I require it and how do you change them? Are they in any way created by that train track? How does the asset know that cargo from truck must actually go to or from trains? Do the markers have to be setup in a way that tells the game "OK, take the cargo from the truck at this point and put it on that train there"? Or is there something else that can be coded/programmed by an Asset Creator to achieve it. I have a feeling that some AI is involved here. If so how do I change the actual way that that the AI for this asset works? Can I change AI code in some way or are there preset AI that I can only choose from. On both accounts; How do I do that? What is the big white arrow for? Is it only the side that this asset will have to be next to the road or is there another meaning for it and is it modifiable? This one is a more generic question; I have searched for tutorials or documentation on these types of questions but have been unlucky to not find any. Do you know about such that I can read up on that will tell me the specifics of such questions and give a very detail account of how things are done? As always; thanks for the help. Much appreciated
  6. North Kaile Trains

    ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ Morning, fellow readers of the Breaking News of The Tarrë Chronicles. Today, the ZX-102 Reporter Team towards the southern bay; second capital of the region, and now with the presence of a state of the art cargo station: The Nort Kaile Trains Cargo. As you may remember, we, as a group, pretend to cover and work around the major projects of a nation with thriving development, alongside the hope of increasing transparency to our beloved Tarrëans. This southern city (paradoxically to it's name), receives the name of Nort Kaile. Nowadays reaching a population of almost sixty thousand, in the verge of the Kaile Delta and the Haelle Bay. The North Kaile Trains Cargo has build it first (and central) HQ for its operations on the country to, strongly, compete with other high-end facilities, as the Malaquien Trains and Lord Miracle Freight Inc. The people, optimiscally, find this as a opportunity of, who may say, a new and more personal identity, different from the capital. Again, who may say that the cranes could be our new emblem? ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
  7. Hi all This is my first post on here, so please be kind I have also spoken to Avanya as well, who helped a bit *thank you again*. Is there anyone who can break down (a touch) into how Cities Sky... sees and works markers when looking at cargo train stations? I have googled, researched, asked people, etc, etc, but unfortunately haven't found anyone or thing to say, yes, this is it and this is how you do it. Below is the beginning of what I am trying to create, with main settings showing, and the 'Object reference....' System.Null... error I'm getting about 50% of the time when I do a save. When I insert the markers I am putting 2 Truck Despawn ones in each entry tunnel, and 2 Truck Spawn ones in each exit tunnel, though I'm not sure that I need 2??? I'm using the thought pattern that there will be 2 trucks coming in, 1 on each lane, so 2 Despawn for each entry, and the same thought pattern for the exits. I also put a Spawn Position and Spawn Target on each track (4 tracks) almost on top of each other. You can also see the Cargo pathways clearly marked, again with the thought process, this is where the trucks will enter, drop and pickup cargo, then leave. Also, the markers I am putting in then saving, don't save (neither do the props). When I reopen it the markers are back to where and what they are in the template. (Any ideas???) If anyone can lead me in the right direction it will be much appreciated. Dennis
  8. Version 1.0

    934 Downloads

    This collection consists three assets: 2 Base Station (1 for 2 lane roads and another 1 for 4 lane or 6 lane roads) 1 Modular Station *Remember to place the modular station with base station correctly or else the building will not working. I' m not good at design models. If you think the model i made is dumb, feel free to get the templates of the station from the source code below to apply your new design on the station. It will be great if you decide to share your new design onto the web. Source Code: https://github.com/Nksheng/Cargo-Exchange-Modular-Elevated-Cargo-Train-Terminal
  9. So I'm start a new region, and this is how far I've come with my first city: As you can see, I've already downloaded a fair share of custom content, but I still feel there's something missing. I'm specifically looking for warehouses, transformers, freight train stations, and other service facilities that would fit in this area.
  10. Finally realized why all my industrial buildings look the same: They are all level 3 and vanilla models for lvl 3 industry are very few compared to lvl 1 & 2. So I tried limit my zones to level 2, sounds fine right? My cargo import doubled without increasing demand for industry. * Can I see cargo production for each growable somehow? * Can I change it with any simple method? * How do you guys deals with growable industry in this regard? (Not counting plopping everything manual, I do that sometimes too)
  11. Hey Guys, I'm taking my first major steps into asset creation and I think I've set myself a nice challenge to begin with. I've been playing with the idea of an elevated freight cargo station for a few weeks now and I've managed to get the basic concept working using the asset editor I'd like to be able to take this to the next step and make it into a fully functioning workshop asset. Using the blank cargo template I deleted the existing rail and reinserted it at a height of 12u. I've noticed a range of different skins available for the rail and no matter which one I use the track works for transporting cargo. I have noticed one major issue though, once I make the track longer than 12u a crossing point appears in the middle of the asset, this then becomes the spawn point for trains leaving the station. This is not ideal, I could leave the track at 12u or less in length but it would mean it would be too short for most freight trains. Is there a tool I'm not using which means I can have the crossing points at the ends of the station track? I am using network skins. The next question I have is about the entry & exit paths for the cargo trucks. On the template they are set up in the centre, is it possible to move them or add additional ones? I have noticed some pink paths in the editor but not seen any related to cargo. If they can't be moved then it's no real issue, I've noticed that I can edit the width of the asset and the paths change to suit. Once I get the technical part of the asset working I'll be able to start working on a model for the actual station itself. A lot of thanks to Jerenable for his embankment assets, these are great for this style of building and I'm planning on creating my building to compliment these props. I have noticed that if I add a road to the asset to go through one of the tunnels it breaks the asset and stops the freight trains arriving, I don't know if this is something that can be addressed though. I'm very new to asset creation so if there's any advice people have for this ongoing project it will be great.
  12. I just happened to stumble across this by accident. It's something like four months old, but I don't recall ever seeing it around here. Forgive me if it's already been discussed. It's an idea for a cargo distribution center. It's an interesting idea. Here's the link: https://www.reddit.com/r/CitiesSkylines/comments/45wnu7/suggestion_cargo_distribution_center_discuss_in/
  13. 03 Introduction to Transport

    INTRODUCTION TO TRANSPORT Darrylton has an extensive yet relatively simple transport system. Highways carry a great deal of cargo in and out of the city. In these shots, you can get a pretty good glimpse of the downtown expressway system. In addition to the highways which handle a host of imports/exports, at every entrance to the city, the incoming rail lines split to handle both cargo transport and passenger transport, specifically so the cargo lines do not get bogged down with unnecessary traffic. A majority of imports and exports are handled by the cargo hub at the Inner Harbor which is lined with popular shops, forming another popular tourist destination. Finally, there is an international airport to handle the intake of all the tourists. Next post, we will take a look at some of what they are all coming to see.
  14. hi all! I've been searching for some great , high quality sea port assets as the Vanilla seaport simply does not float my boat. pun not intended :/ I've got some nice warehouses and cargo platforms, but what I'm looking for is: - a new cargo harbor (seaport) with pier - an asset to hold docked ships - a lighthouse(s) Any suggestions for assets?
  15. Kings Town Developments #2

    Unfortunately, my save is broken. Almost 200++ hours building, terraforming,bulldozing and brainstorming wasted. I hope for some updates in order to restore my city. Part 1: Kings Town Supermarkets. At this point I used a small forest area to add the supermarkets and parking space. #1 #2 I plopped brick wall around the SMs, cars,coke machines trucks and trolleys. #3 #4 #5 #6 For car parks I used props such as barriers, guard house, cars , fences and posters. #7 #8 #9 #10 #11 #12 #13 Part 2: Cargo train station #14 #15 #16 #17 #18 #19 #20 #21 Part 3: The recycle center As the cargo station and the recycle center are not finished. However, my save is broken so I present them at their latest form. #22 #23 #24 #25 #26 #27 #28 #30 #31 Part 4: Latest images before broken save. From here you can see Black Lake, Silvercastle and Kings Port, the regional airport and the terraced farms still WIP.
  16. Papers stacked, time to get hands-on!

    Rode over to Frankin -- not in Cousin Carl's Cadillac -- but in his friends Ferrari F430 while listening to, "The Art of Driving in the Rain" from a CD. We investigated the Franklin interchange finding it's size and usage questionable. Enzo (legally changed name from Frank) drove exceptionally well and kept a decent speed when he could have put me in a panic. Anyway, we used some photo's from our Junker's adventure and made notes to bring back to Walter, er, WAT. A mobile phone call and my willing assistant had a family emergency that left me to walk the streets while waiting for my wife to pick me up. An hour later (she had groceries) and here is our Caprice station wagon! The shift workers that recognized me wanted to know, "Why no limousine?" My answer was immediate, "It's paid for and we just replaced the transmission, so I want to get my monies worth!" They nodded and off we went. Back at the office with heads reeling from agonizing over the details a plan was hatched and signed. Almost overnight a reinvigorated cargo access and commercial development sprang to life. We are happy. Now, what will it take to get Commercial happy?
  17. Lockheed C-5 Galaxy

    Version 1.0

    2,548 Downloads

    This project is done as of a BAT request. All project source files are available to download in a separated zip file. Info for game LOTs: - 4 lots included : orthogonal, orthogonal with cargo bay doors open, diagonal, diagonal with cargo bay doors open - you can find these lots in the aircraft menu - all these lots have zero in everything, no cost, no pollution, no electric required for night light to go on - all lots are 1x1 with overhang - Maxis night light, no electric source required - all props included, search for "C-5_galaxy" - prop footprint is 5 meter x 5 meter - all models are rendered in HD, means zoom level 6 won't be blurry - dependencies : none Info for project files: - please refer readme.txt included - aircrafts are 1:1 real world scale, no 1.33x vertical scale applied otherwise the aircraft engine became an oval shape Disclaimer: I do not model or own this aircraft model. Source of model: http://tf3dm.com/3d-model/us-galaxy-c5-41345.html I am not an aircraft-guy so pardon me if there is any mistake been done
  18. Anyone who goes into trade, rather it be for buying and selling, selling freight from factories, oil, ore exc exc, will know that in the trade menu under city specialization, the menu displays the modes of transportation in use, available, and unavailable. The three modes are Roads, Rail, and Ports. My question is, how do you ship via rail? There is nothing, from what I can tell, under trade nor mass transit but when highlighted it says Available. I have searched high and low on Google and the Wikis and can't find jack on the subject. If anyone knows, please tell me. -- Regards, 1Veteran1
  19. Gennsey,Genns County, Preview

    Here is the Preview to Gennsey, on the edge of the Ohio Great lake and a huge shipping yard situated to the south of Gennsbourough. It's the main industrial power in Genns County and ships over 500 tons of Steel within the county every day, and is home of the Sonton Fishery, the largest fishing corporation in the midwest. It employs 10,000 people within the county up to Canneate and the steel industries involve over 40,000 within the area. It's also home to the Gennsbourough Browns and the Lower-Gennsey Mets. The SS "Gennsey Isle" passes underneath the Chooklyn bridge next to the US Steel complex shipping yard with the "Bambi of Ohio" docking to bring in 4 tons of steel and over $1,000,000 dollars of Canadian products.
  20. SCAG Cargo Planes Pack

    Version 1.0

    10,026 Downloads

    This package contains widebodied cargo/freighter aircraft the McDonnell Douglas MD-11F, Boeing 777-F and Airbus A330-200F, lotted to work with the RMIP taxiway system. They are found in the airport menu, and generate a moderate monthly income, which simulates the running of a profitable airport business. There are 10 airlines included from various parts of the world, which can be found in the readme. Also included is an SCAG MMP of the exact same aircraft: They can be placed on RMIP-2 taxiways, runways and other lots. The planes will not always appear on the desired rotation. At times they will be perpendicular to the direction of the taxiway. If you want to be precise in placing the planes, please take advantage of the included props, that can be added to a lot in Lot Editor. Dependencies: SCAG Mega Dependency 1 AC Mega Textures Volume 1 AC Mega Props Vol. 08 ACAircraft Requests Vol. 04 Semi-Optional (minor props only) AC Mega Props Vol. 05 I'd like to thank some people who've been a great help to me in realising this project and others: In particular, to Adrian Smith, a.k.a Adroman, who tragically passed away in a car accident on July 12th 2011. He was a great friend. I must also thank SCAG Team Members:WC_EEND, KoV Liberty, Shadeslayer and Pilotdaryl, and community experts: Ripplejet, xxdita, and CasperVg.
  21. AC Cargo Planes MMP

    Version 1.0

    3,165 Downloads

    This is a simple little file which will add a new icon to your Mayor-Mode flora menu, which will allow you to click to place aircraft from the AC Cargo Planes prop pack on your airports' taxiways, runways, aprons and ramps. It functions exactly like the other SCAG MMP packages, so for further information please refer to the readmes of those files, as this package does not include one, for simplicity's sake. There are 11 files included, 3 747-400F, 4 757-200F and 4 787-900F. Clicking each click will advance the 'plop' to a different model, with the 12th click removing the model. Dependencies: AC Cargo Planes Any queries, please post at SCAG Help, or send me a PM. Enjoy!
  22. Water ploppable scows

    Version 1.0

    3,918 Downloads

    A water ploppable version of the PEG PPond Scows. The scows are only eyecandy. They are located in the seaport menu. Update: Fixed game crash with green scow. Dependencies: PEG PPond Scows
  23. SCAG Cargo Lots v1.0

    Version 1.0

    6,245 Downloads

    About It's finally here! SCAG Cargo Lots by ShadeSlayer (SCAG-CLSS) is a series of lots aimed to enhance the cargo aspect of SimCity Airports. There is a large update for this pack planned for April 2010. While game crashes are unlikely, we are going to remove that possibility and update dependencies. Thanks. SCAG-CLSS are purely eyecandy, and are not functional. Included with this package are the following: The plane/building lots; Some cargo props created by various members of SCAG (noted below); A readme file; A cleanitol dependency checker; and Some pictures to make it look pretty. All of this is contained in a .zip file. There is no EXE installer as to maintain cross-compatability between different Operating Systems. Installation Instructions Unzip (extract) the .ZIP file into your "My Documents/SimCity 4/Plugins" folder. Dependencies Sorry for the huge amount of dependencies, but I created this under the assumption that most users downloading this would already have airports, and thus, have about half of the dependencies already. AC MEGA Textures vol1 AC Cargo Planes vol1 AC MEGA Props vol2 AC MEGA Props vol5 ACB-VLT Series 2 BSC MEGA Textures Cycledogg vol1 BSC MEGA Props jestarr vol1 BSC MEGA Props jestarr vol2 BSC MEGA Props jestarr vol3 BSC MEGA Props Gascooker vol1 Warehouse BATProps Part A Warehouse BATProps Part B Warehouse Mega Pack You may also use the included Cleanitol file to make this job easier... Credits/Thanks This package was created by myself, with assistance with some fellow team members in the area of prop making, namely: joelyboy911: Cargo Loaders cameron1991: LD3 containers RustyXL: LD3 carts AC Team: for creating the plane models Also thanks to the SCAG team. Without them, this probably wouldn't have been as face-smashingly awesome. Copyright Copyright © 2009, SimCity Aviation Group Protected under the Creative Commons License Do not redistribute the included lots without direct permission. Contact If you wish to contact me, my email is: SCAG Team Room: www.sc4devotion.com/forums/index.php
  24. Tamorr's Resource

    Version 2.05

    10,402 Downloads

    UPDATED to Version 2.05 This download contains two files; Tamorr_Family_Props_V210.dat & RLM_RailPropsNTextures_V101.dat Tamorr Family Props is basically all my prop exemplers that I changed the IDs and put them into my families. Some of them even had there time of day changed, so maybe different from the original exemplars. These will not conflict with the originals, as they have different GI IDs. I only made families of the ones I needed to have certain ones grouped together for particular lots. So the families are definately different from the originals they possibly belonged to, otherwise it would be pointless to make new families. RLM RailPropsNTextures is all of the stuff Becca has made for me to go along with certain lots. She has given me permission to use and upload this with my material. UPDATE: 2.05 All I did in this update is changed some of the Cargo Props. Also added a few more of Becca's Rail Textures to this package. Also updated the readme to reflect this. CAUTION - You may have to replop lots using the Cargo Families. That is the only way the for the new changes to show. To be safe I would suggest bulldozing any lots that use the cargo; i.e. My Freight station & Coastal Lots before re-installing/updating this package. See Readme for more Details of Updating. dependencies: I know it is probably a pain to get dependencies, especially when there are a lot of them, however the only dependencies you will need are actually mentioned, along with this file, in any of my Lots that I have made, and Uploaded. If you intend to use some of the props within this file, you will need to get a corrisponding dependency: PEG's Stuff: Barge Props and families = PEG CSK Barges Pack 2.05a RF and RW Train Cars/Engines = PEG Rail Fleet Pack and CDK3 SUPER PAK (The super pak is only for the regular Alco-Switcher Engine) CDK3 TractorTrailer Yard Goat = PEG CDK3 SP Seaport SUPER PAK CDK3 Cargo Stuff = PEG CDK3 SUPER PAK & PEG CDK3 SP Seaport SUPER PAK SG Props: Any SG stuff = BSC MEGA Props SG Vol. 1 MAXIS Props: Pallete, Stack of Palletes, and Pallete cargo props Amil, Apark, Aper, and PZFlora Stuff Industrial Vehicles and Forklift Becca's Stuff in the Separate File has no dependencies, as that is the resources she made for me. CREDITS: PEGASUS and Simgoober for all the Resources most of my prop Exemplars Referance. RebaLynnTS for the Permission to include the Models and Textures she has made for me in this Download, as well for all the help she has given me with my projects.
  25. Wrecked Ships

    Version 1.0

    3,288 Downloads

    2 nice wrecked cargo ships that you can plop in the water. They can be useful for CJs and screenshots. They are placed im the landmaks menu and are ploppable in the water (of course). I advice you to use these ships with gizmo's Water Flora Mod -NO dependencies-
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