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Showing results for tags 'cemetery'.
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Version 1
723 Downloads
Disclaimer This file has been created by Andreas and Khiyana over at the now defunct SC4Kurier. There are currently plans to restore the lost content from the Kurier, but this will take some time, so, in the meantime, I, 11241036, am uploading this file on behalf of SFBT and in consultation with Tyberius06, in case it is needed as a dependency. Short description When Khiyana created her wonderful props and textures for German cemeteries, I was planning to create new church and cemetery lots for SimCity 4, since the Maxis ones never really met my taste and looked a bit boring as well. This set contains four different church and three different cemetery lots, which are available either as additional lots to the Maxis ones, or as a mod that replaces the Maxis lots completely. It wasn't easy to find suitable replacement models in the proper size for the Maxis churches, but finally, I found four churches: the Village Church by voltaic, Bosham Church by Mntoes, Usakos Church by Colyn and the Stiftskirche by Haarlemmergold. Please remember to install those four churches and the other dependencies that are listed below, otherwise, the lots won't show up properly, and you'll get the infamous brown boxes. For the German grave props, Khiana created some HD props that show additional details in zoom 6. All graves are part of a prop family, which will create some nice variety, as well as the seasonal trees by Cycledogg. Two cemetery lots feature a small chapel, created by voltaic, and a few watering cans and a well, just like any German cemetery looks like. The files "SFBT_Maxis_Church_Mod.dat" and "SFBT_Maxis_Cemetary_Mod.dat" contain a mod that replaces the Maxis churches and cemeteries, respectively. If you want to use these files, you don't need to install the rest of the lot files (but you'll still need the dependencies listed below). If you want, you can also install the separate lots, in that case, the Maxis lots will stay, and you can build the new churches and cemeteries along with the Maxis ones. I suggest to use the mod only in new cities, otherwise, you should bulldoze your Maxis churches and cemeteries first before installing this mod, and replop them afterwards. For further information, please refer to the Readme in the download. Dependencies: BSC Common Dependencies Pack v8 (and above): https://sc4evermore.com/index.php/downloads/download/3-sc4d-LEX-legacy-bsc-common-dependencies-pack The below listed dependencies are all can be found in the hereby linked dependency pack compilation. CSX MEGA Props Vol07 v3 (this contains the CSX Usakos Church model and prop) BSC Textures Vol01 BSC Texture Pack Cycledogg v01 SFBT Essentials: https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/13-sfbt-essentials SFBT voltaic Small Chapels: https://community.simtropolis.com/files/file/36168-sfbt-voltaic-small-chapels/ SFBT Village Church: https://community.simtropolis.com/files/file/36169-sfbt-village-church/ Mntoes Bosham Church: https://community.simtropolis.com/files/file/17530-bosham-church/ Haarlemmergold Small German Church: https://community.simtropolis.com/files/file/17278-small-german-church/ Installation: Copy/extract the SFBT parent folder into your plugins. If you extracted the _Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. -
After 10 years since the city's founding Bellflower City has grown to nearly 5,000 citizens., complete with distinct neighborhoods connected through multi-modal transit options. Viejo Bellflower has seen considerable change, with the city's first high school, Colegio de Viejo Bellflower, and new larger medical clinic and new park. A new neighborhood was founded, dubbed Cerritos. The area has the notable distinction of implementing the first roundabouts in the city. Cerritos soon welcomed a new primary school designed by the Zwabberaar family, the city's first cemetery, as well as the United Methodist Church and a Hakuto Shrine advocated for by the increasing Japanese population in town. The densification of Lakewood displayed Mayor Swizzy's newest initiatives: transit-oriented development (medium-density zoning around transit stops) and the newest multi-modal transit option in town: the fancy monorail. While the densification has allowed more eager Sims to move to the ever-increasing attractive Bellflower City, some of the Mayor's advisors, members of the town council, and fiscally conservative voters worry about the mayor's spending habits. The Ríoside neighborhood grew with the Mayor siting the Mayor's Mansion next to the beach, but perhaps moreso, with the new Ríoside Monocarril station. Mayor Swizzy has persuaded the Bellflower Citizens' Council to establish pedestrian-only promenades, complete with the shiny plaza canopies designed by the Mattb325 Design Firm, but citizens seem to be slow to embrace this traditional, walkable lifestyle.
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(forgive me for the blurry photo, haha) Today we will be covering the northwest corner of Bandar-Brunesia; the towns of Cairo, Konstantiniyye Orda, Mavlan, and Villsburg. We'll go from the southern end upward, starting with Mavlan. This small city, wrapping itself around a small lake, is home to approximately 2,987 sims. This was also the second city I have built using a limited installation of the NAM. I primarily made use of the street curves. Here is one such corner, though retrospectively it appears I forgot to smoothen the 45 degree road turns. I do like how that small shopping center and diner grew in the north, they almost appear as if they were one single lot with how their parking lots connect. Now viewing from the night-time is a small neighborhood on the eastern section of the hamlet. Nothing really special about this picture, but I'm still getting used to drawing street curves again. It's been well around a year or two since I've last used them. The S curve up next to those three grain silos looks kind of neat to me, as well. A set of two cul-de-sacs on the northern end. I think Bipin's cul-de-sac mod will be my next addition to the plugins folder. I like the default NAM street roundabouts (particularly the corner pieces, as seen in the lowermost cul-de-sac) but I don't really use them as roundabouts... well, ever. I am merely an American, so I'm not really used to those being anywhere. Toward the west is the train section, and probably the busiest section of the town. Never realized until now how obscenely massive the neighbor connection signs are. They rival the size of some of this game's houses. I don't know why, but I have this strange habit of putting the playgrounds next to railroads. Don't ask me why I do this, it just happens sort of autonomously. Perhaps I should get that checked Next up is Villsburg. ...yeah, this one's shaped a little oddly. This is due to my poor space management when I first terraformed the region. All it does is provide a challenge, however, and I think I managed to make it work. The city is profitable, though only makes around 19 dollars a month. Enough to pay for a Netflix subscription, I guess. I did manage to pack 3,290 sims into this thin strip of land, however, which is more than Mavlan and Konstantiniyye have seperately. All the way to the stuff is probably the only semi-normal corner of the city... until you notice the fractionally-angled back lot in the lower left corner, and the siamese cat trying to hypnotize you on the billboard. Due to the nature of SimCity's default height limit being quite a bit above sea level, the terrain levels of this city are a little wonky considering it's squished between the Great Nothingness and a river. That piece of low-income housing next to the intersection reminds me of something out of GTA San Andreas when pressed up against that wall. Can you imagine relaxing in your backyard, perhaps grilling a hot dog or two, when suddenly two cars collide on the road next to your home and one of the vehicles goes careening over the edge, destroying your grill? That would be absolutely heartbreaking. To the north is something far more rustic. I unlocked the graveyard as I was finishing up the city, and since I had no space to put it anywhere... well, I made space. I quite like making cliff-esque outlets like this. I will try and do it more in the future, maybe for things as benign as a simple residential cul-de-sac to see how odd it looks. Wonder what it's like to live in the house next to it. My advisors also started complaining about the lack of a school, so I acquiesced and built one for them. A similar mindset to the cemetery, except this seems somehow more haphazard. Miss one half-court shot and your basketball is sleeping with the fishes. I suppose the minnows deserve a chance to play too, don't they? Going back to cities with normal proportions, we enter the Konstantiniyye Orda. This was my first city re-testing out the NAM. It clocks in at 3,276 sims, which is somehow 14 less people than Villsburg has. How Villsburg managed to triumph over these other two towns is beyond me. Here is me experimenting with the single-tile roundabouts for the absolute first time, as they were not in any of the versions that were released back when I played modded a lot more. I don't think this is even remotely an effective use of a roundabout, but I just wanted to put them somewhere because I thought they were cool. I think it's placed in a sufficiently scenic location, between the vineyard, mayor's house, church, and commercial district. No idea why the sidewalk falls apart infront of the police station, however... we'll just say they're doing road work. One thing I've learned recently is that the gas power plant generates virtually no pollution. There's some, but it's still very negligible. Seeing it next to the thick green farmland reminds me of a location you'd see in True Detective Season 1, and fittingly enough there are two police cars out in the middle of nowhere at the bottom of the image. Perhaps a string of dastardly slayings? Not far is this cozy section of the town. The rail line, while only connected to Mavlan, will eventually join up with the rest of the region at some point... but I figure that since Cairo doesn't have a line running through it, Konstantiniyye was a natural end-point. Come to think of it, if a train reaches the end of the track, it'll block not one, but two entire roads of traffic. Maybe not the wisest placement on earth. The aforementioned rail line exits out of city bounds here. You may notice the street bridge to the right, as well. That's probably one of my favorite parts about the NAM. Still have no idea why they never put those in the base game, but I guess they didn't want people constantly building bridges and making more use of the ferry system. As we enter the evening time, here's the other bridge in the city. I always preferred the covered bridges as a kid playing this game. Don't know why, they just seemed to endear me much more than the other styles. I quite like how it looks here, so perhaps 5-year-old me had a point. Next on the docket is Cairo. This city is pretty old, it predates me installing the NAM and predates probably 70% of the rest of the region. Unfortunately, Villsburg doesn't have this place beat in population size, as Cairo houses approximately 23,577 people. A whopper compared to its neighbors! The southern limits of the city. I don't know what possessed me to build a landing strip, but it simply felt right. Most of the city's power comes from these windmills. Due to the nature of how finicky beaches can be to place, they didn't necessarily fit in with the road system I already had in place. To compromise, I put together a long stretch of one-way road going along the whole beachside, which I believe did the job just fine. Nothing special, just a picture I snapped of a ferry passing by the city. If I was a sim on the beach, I'd be very unnerved by how close it is to the shore. The upper corner of the beachfront, interrupted only by a large park system I cobbled together. And finally, the center of town. Whenever I unlock the city hall, I always immediately look for a location to build it. There are a number of rewards I do sometimes ignore, however, including the university-- who has the money for that? Not me! That is all I have for now. Next time, I will likely go over the largest city in the region (as of now) which is Kingfishland. There are a couple of particularly odd corners in that one, so I am pretty excited to go combing through it again. Until then!
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Uptown Durham is the primary extension of the urban core. Uptown Square is the largest urban square in Sim Nation while the National Heroes Cemetery is one of the largest burial grounds in Sim Nation. The neighborhood is mostly populated by yuppies and white collar city dwellers who prefer the location between the region's two largest business districts. The area is served by the main expressway and also has adequate service by the Durham Area Rapid Transit (DART subway). Uptown cityscape Uptown Square and vicinity Uptown Square Uptown Square & Department of Elections Uptown Square & National Museum of Transportation and Infrastructure Uptown Station National Heroes Cemetery Vicinity National Heroes Cemetery Capital Carnival Uptown Junction
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- dense city
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In a Nutshell Guide to... Cemeteries / Graveyards!
c4bl3fl4m3 posted a topic in SC4 - Custom Content
Halloween is coming up & I thought I would do a guide to Halloween Plugins. I got to "Graveyards" and the topic is so expansive, it deserves its own guide. So here it is! (The rest of Halloween will come later.) These are only from this site, not including files from other sites. These are in random order, except the 4 at the top, which all state they have zombies &/or ghosts come out around Halloween in game. (Usually, I try to put them in order of quality, but not this time.) If you know of any that aren't linked here (on this site or other sites), let me know! (Also, if you prefer the old way I did it with just links, let me know. It's a LOT more work to do it that way, but if it's actually appreciated, I'm willing to do the work.) -
Minor League Stadium Number of Sponsors Indicator (and other reward buildings)
BlueCloud posted a topic in SimCity 4 General Discussion
Hi everybody. I have a question about the indicator numbers of reward buildings. For example, the Minor League Stadium has a number indicating total number of sponsors. Obviously, more sponsors is a good thing, but how is this determined? Likewise, the Advanced Research Institute has total numbers of pi calculated. Again, obviously the larger number the better, but how is this determined in game? Similarly, the city zoo, mayor's house, cemetery (miss-placed coffins), and so on. Does anyone know or have any information they can show regarding these numbers? Thanks everyone in advance. -
Version 1.0.0
4,264 Downloads
Emmaus Retirement Home, by Mattb325. --------------------------------------- This is based on a real building from Italy. The Casa Di Riposo Emmaus Retirement Home is offered as a non conditional reward that offers health benefits, 120 jobs in all wealth levels, Residential CAP relief, commercial desirability and residential desirability for your cities. While the building is not a 100% recreation of the real one, the BAT is reasonably faithful to the Streamline Moderne style that was popular in the middle of the 20th Century. This BAT works really well in Wall to Wall environments by being able to break up the double row of 1x2 lots with its dual street frontages (the actual lot is 3x4), but as I have modeled windows and other features on all sides, it works equally well in any other situation. The lot is found in the Rewards menu. It can be placed as many times as you want without having met any prior conditions. It also doesn't over-write any other rewards. --------------------------------------- STATS RETIREMENT HOME: Lot Size: 3x4 Occupant Groups: Reward, Health Other, Cemetery (the building is named 'Emmaus' after all!), Dog Magnet Plop Cost: § 6,100 Jobs: Jobs§ 40; Jobs§§ 70; Jobs§§§ 10 CAP Relief: R§ 20,000; R§§§ 180,000 Landmark Effect: +80 over 30 tiles Park Effect: +80 over 30 tiles Bulldoze Cost: § 560 Power Consumption: 3 MWh Water Consumption: 56 Gal/month Pollution: 1 (Air)/ 2 (Water)/ 11 (Garbage ) Pollution Radius: 2/3/0 Budget Item Cost: § 30 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires no dependencies --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 2 Comments
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Version 2
829 Downloads
Description: Not every community needs a large graveyard. Some small, remote villages in rural or mountaineous areas can deal with just a small one. I haven’t found any small graveyard plugins on the internet so far, so I just made myself some. They have a small but notable positive impact on their environment due to the small park effect, and they slightly raise mayor rating. Contrarily to the default Maxis graveyards, you can build as many of these small graveyards as you want, but they charge monthly maintenance cost. For further information, please refer to the Readme in the download. Available languages: English, German Submenu compatibility: This plugin has been made compatible with memo’s Submenus DLL mod. All people using this mod will find a submenu containing these graveyards either directly in the Landmarks menu, or in the Churches and Cemeteries submenu provided by memo (see installation instructions below). All other users will simply find them in their Landmarks menu. Please refer to the Readme to see how the submenu icon looks like. Dependencies: BSC VIP Girafe Flora Pack: This plugin contain some mayor mode ploppable trees. https://www.sc4evermore.com/index.php/downloads/download/27-sc4d-LEX-legacy-bsc-vip-girafe-flora Historic Harbor: contains a lot of props and lots, but you only need one file: Fence – Iron Small.dat. https://community.simtropolis.com/files/file/29880-historic-harbor/ BSC Common Dependencies Pack: https://sc4evermore.com/index.php/downloads/download/3-sc4d-LEX-legacy-bsc-common-dependencies-pack SFBT Churches and Cemeteries: You only need the file SFBT_Friedhof_Props.dat. https://community.simtropolis.com/files/file/36177-sfbt-churches-and-cemeteries/ SFBT Essentials: https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/13-sfbt-essentials Submenus DLL (optional): https://community.simtropolis.com/files/file/36142-submenus-dll/ Installation: Step 1: Please move or copy all existing files (except the Readme files) into the Plugins folder of your edition of SimCity 4. Step 2: Please keep only either the file Small Graveyards_Submenu Landmarks.dat (puts the graveyard submenu directly into the Landmarks menu) or the file Small Graveyards_Submenu Cemeteries.dat (puts them into the Churches and Cemeteries submenu). Delete the other file. To uninstall this plugin, please bulldoze all graveyard lots in your cities and then remove all lot files coming with this plugin from your Plugins folder. Support: Please feel free to post issues, bug reports, and suggestions in this thread: -
Version 1.5
766 Downloads
Hello everyone! I'm back with another cemetery for your sims! This is big! Perfect for big cities or any city! DEPENDENCIES Peg Memorial Park Kit Installation Simply put the file in Documents/SimCity4/Plugins I changed the name of the mod at the last moment because is not medium, IT'S BIG! ENJOY! -
Version 1.5.0
967 Downloads
Hello everyone! I'm back with another cemetery! In this time, a cemetery where our sims can bury her beloved pets, a honest place. ----> (04/07/18): This was the old description. (04/07/18): This is the new description: It's simple cemetery because this not like a pet cemetery. Simply I changed the name of the mod, don't worry, it's not necessary download again! INSTALLATION: Simply put the file in Documents/SimCity4/Plugins Dependencies: Peg Memorial Park Kit (probably) -
I'm back, my friends! I recently made a place for bury the lovely pets from our sims. ENJOY! DEPENDENCIES: - Peg Memorial Park Kit (maybe) INSTALLATION: Simply put the .bat file in Documents/SimCity4/Plugins Pet Cemetery_87e975e1.SC4Lot
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Version 1.0
615 Downloads
This is my first self made reward. It is a sequel to the three Maxis cemeteries. Otherwise it's quite straightforward. It will be unlocked after you have built the three Maxis cemeteries and your city population has reached 120.000 sims. For details see the Read Me. Dependencies: Tromsdalen Church (only the model file) BSC_TexturePack_Cycledogg_V 01b BSC MEGA Props - CP Vol01.dat BSC MEGA Props - SG Vol 01.dat BSC MEGA Props - MJB Vol01.dat BSC MEGA Props - D66 Vol01.dat BSC MEGA Props - Misc Vol01.dat BSC MEGA Props - swi Vol01.dat BSC Essentials BNL Essentials v2.0 (or later) Have Fun! -
From the album Cliffside bay
Many citizens are sick.I try to build water tower and cemetery. https://www.youtube.com/channel/UCpcEExnXZIWl7JgTTTDQiww -
A question (more like three) on cemeteries
cromabianca posted a topic in SimCity 4 General Discussion
Quite simple: do you do cemeteries in high density metropolitan areas? If so, how? I.e. do you create a special park for it or do you just plop the thing down? In either case, do you have any screens? Thanks -
Version 1.0
4,279 Downloads
Description: Cemetery Gatehouse The Cemetery Gatehouse serves as a Memorial Center (or chapel) for the cemetery. Like many real life cemeteries, the building usually is the largest and located on the property near a main entrance to the cemetery. In addition to a place to hold a memorial service, the building also serves to provide offices for a mortuary or cemetery management that supervises ground maintenance and performs accounting functions. There are two versions of the Cemetery Gatehouse. Both lots are 3x4 and are designed for compatibility with Paeng's Unified Park Systems. Paths on the lots use the Monument Park (MP) texture and are compatible with Paeng's Parks Texture Changer. One lot uses only park paths, and the other includes a driveway passing through the lot with a timed funeral procession. The lot with driveway is transit enabled at the gate for aesthetics. Both lots provide a slight park effect. Funeral Service A funeral is a ceremony for celebrating, respecting, sanctifying, or remembering the life of a person who has died. Two lots featuring a funeral service conducted at the gravesite are included with this upload: A 1x1 funeral service scene for placement in any modular cemetery, and a 1x2 that includes a driveway path with a timed funeral procession. Both lots provide a slight park effect. Bonus Lot! MP Driveway Crossing I found when constructing the cemetery scenes I needed a piece to cross the driveways. Included is a simple 1x1 Monument Park (MP) Path & Driveway Crossing. This lot is compatible with Paeng’s Unified Park Systems. Paths on the lot uses the Monument Park (MP) texture and are compatible with Paeng's Parks Texture Changer. A Note About Driveways The lots with driveways blend best with the driveway lots that come with the University of Clayhurst. If you only want to use the driveway lots that come with that set (that is you don't want the buildings, paths, etc.) you only need to keep the "JB_Univ_Driveways_1.dat" file in your plugins (the driveway lots do require the BSC Textures Vol 01.dat). If you don't prefer to use that set altogether, the lots can also blend with other driveway sets, such as Peg's Scenic Drive Kit II. A thorough readme file is in the download with lot statistics. Dependencies for Cemetery Gatehouses & Funeral Service Lots: shk_vs_tzs_Hearse.dat (included) Resource_Parks205.dat from Paeng's Unified Park Systems 2.05 /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=659 Paeng Texture Pack v103 (or later version) /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=637 BSC Textures Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 Maxis Buildings as Props Vol 1 http://kurier.simcityplaza.de/details.php?file=305 BSC MEGA Props - swi21 Vol01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=403 Murimk Props Vol02 v2.01 (or later version) /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=660 SHK Parking Pack (updated May 25, 2013 or later) /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=679 SimFox TreePack #2 https://community.simtropolis.com/files/file/21640-simfox-treepack-2/ Dependencies for MP Driveway Crossing Lot: Resource_Parks205.dat from Paeng's Unified Park Systems 2.05 /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=659 BSC Textures Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 Murimk Props Vol02 v2.01 (or later versions) /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=660 SHK Parking Pack /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=679 Optional/Recommended Lots: Paeng's Unified Park Systems 2.05 /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=659 Parks 205 AddOn Vol02 - Walls and Cemetery /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=678 Driveway lots from the University of Clayhurst - Starter Pack https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2254 or Peg Scenic Drive Kit II /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?action=downloads;sa=view;down=96 Discussion and Questions: Questions and related discussions on the lots can be found at: /forums/topic/68471-plex-on-the-stex-community-support/forum/index.php?topic=10657.0 Credits and Thank you: This upload includes a special custom prop for the hearse created by Shokthrpy that adds to the unique feeling of a funeral in progress. Special thanks go to him for making this prop and giving me permission to upload it with these lots. Thank you for downloading and trying out the lots. I hope you enjoy them. - Pezzajn -
Version 1.0
2,620 Downloads
SimCoug Cemetery Props MMP Description: Have you ever wanted to place tombstones without having to resort to a pre-created lot? Probably not, but if you do, then this MMP (found in the 'Mayor Mode' menu - look for the tombstone) is for you. Now you can place tombstones, sarcophagi (yep, it's totally a word dude), or crypts with the click of the mouse, anywhere you want! The MMP is organized into 9 different prop groups: -single tombstone -4 tombstones (square) -single row of tombstones -2 rows of tombstones -full tile of tombstones -single sarcophagus -2 rows of sarcophagi -single crypt -row of 3 crypts Each group has two clicks, in order to better your chances of getting the correct orientation of the prop. However, if that fails then the very last click is a blank in order to reduce the need to bulldoze. See the example image on the STEX to get an idea of the different props you will get on each click. Installation: Simply put the folder in your plugins. Dependencies: None! I'd like to thank the folks at SimPeg for their feedback and advice. For comments, questions or help, please visit SimCoug's Lot&Mod Den Happy 'painting'. -
Version 1.0
12,009 Downloads
Modular Cemetery and Park Walls 205 Parks 205 AddOn Vol02 This AddOn brings you two small modular sets - Park Walls and Cemetery, both designed to fit seamless into the Parks205 series. They'll help to transition a typical open park into a more closed and quiet cemetery and back to a free flowing park. Each set contains 7 pieces, all of them 1x1, with various configurations of walls, gates, tombstones, sarks and crypts, some of them with typical path configurations to connect them easily to the rest of the Parks205 series. DEPENDENCY Parks 205 DEVELOPER NOTES All wall- and cemetery items are neutral, no special effects or benefits. You find them in the Parks menu sorted in near the SIDINGS205, with custom icons. Note that the AddOn contains one further item - an optional replacement for the default cemeteries (all 3 stages). The design is the same like one of the Cemetery205 Fillers, but with the functionality of the default cemetary. So once you are advised that "Your Sims demand a cemetery", you can just bulldoze one of the fillers in your cemetery-layout and plop the replacement tile instead. That way you get the default perks but don't need to change your carefully planned layout. If you'd rather use the default items (which are kinda large 5x5 lots, and not the prettiest either), you can just remove the cemetery_replacements.dat from the AddOn. SUPPORT Should you need support or want to see more images for these items please visit the PLEX on the STEX - Community Support Online Documentation (no longer available) and/or the Support Thread (no longer available) * A complete and updated catalog of all PARKS 205 items (PDF) is available in the documentation thread. Enjoy!

