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Simtropolis Returns! 05/26/2026
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Showing results for tags 'fixes'.
Found 12 results
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hey so after installing plugins from simtropolis and using the offline installer from GOG to install SimCity 4 and following Wolf's recommendations for necessary mods to prevent the game from crashing, it seems the game crashes from attempts to start a region. Any fixes for that? . Unfortunately, it does not yield a crash report or code from the crash.
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SimCity 4 Ultimate Guide This new guide is designed to reflect to the new changes that are taking place in the SimCity 4 ecosystem. The purpose of the guide is to give a quick guide for new players and old players so that they can get a complete view of the new SC4 ecosystem. The guide is in working progress and there is no ETA on when the guide will be finished. WARNING: THIS GUIDE ONLY SUPPORTS VERSION 1.1.641 WINDOWS DIGITAL COPY. ALL OTHER VERSIONS OF SC4 ARE INCOMPATIBLE WITH THIS GUIDE AND THEREFORE DO NOT RECEIVE SUPPORT - TO FIND OUT THE REASON FOR THIS CHOICE COSULT THIS ANNOUNCEMENT https://community.simtropolis.com/forums/topic/762980-the-future-of-sc4-modding-the-matter-of-digital-vs-disc-and-windows-vs-macos-in-the-dll-era/ Performance and graphics list - Index of all critical mods to install: https://community.simtropolis.com/forums/topic/762953-performance-and-graphics-list-index-of-all-critical-mods-to-install/ Gameplay enhancement List - Index of mods to improve gameplay: https://community.simtropolis.com/forums/topic/762988-gameplay-enhancement-list-index-of-mods-to-improve-gameplay/ Network Addon Mod List - Index of transport mods compatible with the NAM: https://community.simtropolis.com/forums/topic/762996-network-addon-mod-list-index-of-transport-mods-compatible-with-the-NAM/ Dependency List - Index of all Dependency: https://community.simtropolis.com/forums/topic/762992-dependency-list-index-of-all-dependency/ Terrain List - Index of Terrain Mods: https://community.simtropolis.com/forums/topic/71750-coris-terrain-shoppe/ Tree List - Index of Tree Mods: https://community.simtropolis.com/forums/topic/71785-coris-tree-shoppe/ Sea List - Index of Sea Mods: https://community.simtropolis.com/forums/topic/71449-coris-water-shoppe/ Side Water List - Index of Side Water Mods: https://community.simtropolis.com/forums/topic/761567-coris-side-water-shoppe/ Rock List - Index of Rock Mods: https://community.simtropolis.com/forums/topic/71431-coris-rock-shoppe/ Beach List - Index of Beaches Mods: https://community.simtropolis.com/forums/topic/71484-coris-beach-shoppe/ Background List - Index of Backgrounds Mods Vanilla & SPAM List - Index of mods to improve experience vannila (WARNING: LIST INCOMPATIBLE WITH CAM) CAM List - Index of CAM mods: https://community.simtropolis.com/forums/topic/763055-CAM-list-index-of-CAM-mods/ Park & Canal List - Index of Canal mods: https://community.simtropolis.com/forums/topic/763256-canal-list-index-of-canal-mods/ MMP List - Index of MMP Mods: Automata List - Index of Automata Mods: https://community.simtropolis.com/forums/topic/763411-automata-list-index-of-automata-mods/ Effect List - Index of Effect Mods: https://community.simtropolis.com/forums/topic/762993-effect-list-index-of-effect-mods/
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- simcity 4
- network addon mod
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I'm not sure if anyone has come across Rob's guide to 8 essential SimCity 4 mods, but I saw it and thought that it may be a very helpful visual guide for installing some of the major mods and fixes for the game such as the I-HT fix, 4GB patch and SC4Fix.dll. One thats wasn't mentioned was the Maxis update files that are on here that are also essential. An aspect of the forums and the site that I am getting on board with is the attempts to make the game more accessable to new and returning players, perhaps to also attract more people to the community and keep the game going. I definitely think that these sorts of easy to understand guides with mod links are essential as a section of the site for new players to easily access if that isn't already available. (I've returned to the site after a few years of inactivity!) I hope that this may help some people!
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CoriBoom 3rd Beta - Crime and Police Station Fixes for ModPacc Zero
CorinaMarie posted a topic in SC4 Modding - Open Discussion
Presenting the first completely revised Crime and Police Station Fixes for our upcoming ModPacc Zero. As discovered by @RippleJet and @rsc204, the existing Crime Doesn't Pay mod by @RalphaelNinja solves only part of the crime problem. For the complete fix we need both the updates to the Crime Simulator and adjustments to the Police Station, Dispatch Radius (and to a couple of other police station properties) in order to control crime in larger lots. This new mod includes the exact same revisions of RalphaelNinja's mod (which they specifically state in the ReadMe is not copyrighted, as is true for any exemplar data modifications) along with tweaks to each of the 4 police stations. As explained by Robin, if we simply replace (overwrite) the vanilla stations that will then cause the Phantom Slider bug unless every single station is bulldozed in every single city tile in every singe region one has previously developed. Until now that is the price we've had to pay to truly solve the crime issue. I've created a new method so we can have the best of both. For each of the originals (Police Kiosk, Small Police Station, Large Police Station, and the Deluxe Police Station), I've removed the OccupantsGroup 0x00001500 so they will no longer appear in the Police Menu. Then I've given each a new User Visible Name Key with revised LText that adds the word "Vanilla" to their name. This allows bulldozing any of the old stations at our leisure rather than all before adding the new mod. The hover queries of the "Vanilla" police stations appear in a gray color. Then all 4 are recreated with a new IID and those are the ones which show up in the menu. Now we have the ability to bulldoze old stations whenever we come across them (or even leave them in any city tile) while also being able to plop the fixed versions. There is no conflict and no Phantom Sliders this way. This allows us to update and/or bulldoze any of them whenever we want all while solving the crime problem by plopping the new versions. I've also included new Lua code so that every reward instance for the Deluxe Police Station will utilize the fixed version along with the fluff news and MySim comment recognizes the new one too. Additionally, all Missions that can be triggered when the Deluxe Station is part of the criteria, and all Missions who's reward is the Deluxe Station all work with the fixed one. Any existing stations will show the hover over and names as follows: And the new versions use the standard name we are all accustomed to seeing: These Crime and Police Station Fixes are also fully compatible with our FUN mod (that will be another core component of ModPacc Zero which @Cyclone Boom and I are working on). Ofc, beta testing of this mod is needed before we release it in ModPacc Zero. While I'm certain all will be fine, do back up any city tiles where you test prior to doing so. Important caveat: One likely problem will be for anyone who has already overwritten the original vanilla stations, but that'll likely be for peeps who won't need this specific component of ModPacc Zero anyhow. Do be careful if that is the case for you. Otherwise, the new mod solves both the Crime Problem and removes the need to bulldoze all vanilla plops prior to installing the mod. Do keep in mind the concept of ModPacc Zero is for peeps starting out fresh or who have played, but have not yet installed any custom content. Attachment: ModPacc Zero - Crime and Police Station Fixes (Beta v1.0).dat See new updated beta (and better) releases in our posts below... Beta v1.2 Adds new summary police info, along with further fine-tuning to the game's crime simulation. Beta v1.3 Dynamic numeric formats for compatibility between other languages, and misc panel improvements.- 24 Replies
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Hello, Me and my sister has been playing this game since 2007 (or something) and share a region by syncing our files. For the last four years I've been playing on my mac via Windows XP in a VirtualBox (the best and most stable way even on win 10 imho, at leas if you own an old cd-rom version). However. My sister is now getting an arm-based mac so thought we'd both switch to the App Store version. Naturally I've got quite a few ctd issues but have started to patch the plugins from within win xp. My only question now is; what do I do with them? It feels rather bad to spend all this time tracking down and fixing plugins and then just keeping them to myself. However, I'm in no way owning the rights to these plugins so they are not mine to share, I guess. Can I upload them anyway? Only upload the fixed file and ask people to download the original (if still available) and switch them out? What's your thought?
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Hi there I have played SimCity 4 for a long time and I have a simple question but is not easy to answer. I'm new to modding SimCity 4: what is the essential mods I should be using? I'm thinking rather than being new buildings or cheats, more bug fixing and game play improvements. Thank you for your advice.
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What mods should go in my gameplay overhaul mod?
OrSpeeder posted a topic in SC4 Modding - Open Discussion
As you people probably noticed elsewhere, I am making a gameplay overhaul mod. Some mods, are overriden by my mod, so I can't use them anyway (example: any mods that alter how police stations or how fire stations work). Still, I want to know what mods you want me to include it, directly, or by importing features from them somehow. Also, authors of the mentioned mods, please mention if you give permission to get included or not in a future installer pack or something. Here is my own list so far: NAM compability (ie: my mod can work with, or without NAM , I am testing with NAM installed) Opera House Fix (someone know if the author of this mod let me include it?) Spaceport Fix (I dunno if I will use the original mod, I suspect that for balance reasons I will have to "recreate" it, with values compatible with my mod balance) Slope mod (optional I guess?) Census Repository (optional... I just use it during testing to make testing easier). Industrial Revolution Mod... I like it at least. (can I include it in some way?) SPAM, to be a farming counterpart to IRM (can I include it in some way?) Landmarks with jobs mod? Notable mod that will be forever incompatible: CAM, unfortunately CAM and my mod have lots of overlapping stuff, adding CAM support would require a inordinate amount of work... at least for now. Any other fixes and whatnot that you people remember should be included directly or indirectly? -
Dear Simtropolis Users For those of you who are familiar with the NAM system and the RHW I'm addressing my concerns to thereof. While playing SIm City 4 and I'm trying to make good use of the RHW and MIS in lieu of using the existing highways produced by Maxis I'm experiencing two technical issues. The first issue is that whenever I connect two cities together using the RHW system, the no sim cars will pass through other than Freight trucks. I've also tried using the neighbor connector pieces and that didn't work either. The second problem which is shown in the attached image below is the use of the Level 3 and 4 starter pieces which does not show the road textures other than the columns.
- 1 Reply
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- real highway
- network addon mod
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(and 4 more)
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Cities: Skylines patch 1.2.2-f2 released, limits raised!
Thin White Duke posted a submission in News
Top feature of this new patch is the increased building/zone limit. Other than that it's mostly bug fixes and UI enhancements to finetune gameplay. Full patchnotes in the link. https://forum.paradoxplaza.com/forum/index.php?threads/building-limits-increased-patch-1-2-2-f2-is-live.890051/ See here for the discussion topic.- 17 Comments
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- cities skylines
- patch
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csl patch Patch 1.2.2-f2 released, building & zone limits raised!
boformer posted a topic in Cities: Skylines General Discussion
From Paradoxplaza: -
Version 1.0
2,384 Downloads
The games Freight Engine was in need of repair - look at the back to see some missing triangles, so in doing so I also made some colour variations. BTW the engine is still strictly too wide for tunnels (snap it at it leaving a tunnel) - I might fix this down the track. This Pack has the fixed game engine, and 4 other engines - one or all can run in the game at once. ...0000.dat files replace the game freight Engine, only ONE will work for all sets ...000x.dat files can run additionally to the game engine, Full instructions included see Readme Installation.txt. (Also look really good with Trolka's freight cars...) -
Okay, I've already done some stations, as can be seen on the STEX. I intend to do more now that I have my Windows up and running again (I think... ). Now, I'm not going through every station on the STEX to check to see if it works. (Good lord, could you imagine?) If you encounter a station and it's in need of repair, post it here with a STEX link. Ground rules: 1) I will only do stations on the STEX. Exclusive LEX stations or other stations that are not on the STEX won't be done. 2) Just because you ask doesn't mean I'm going to do it. I'll do it if there's a benefit to the community to be had. There are potential issues here with BAT ownership, so for each one, I'm going to attempt to find the creator and ask his/her permission before fixing and uploading the fix. Unless something happens to change this, if I can't get permission, I ain't fixing it. That's it, I think. Go ahead and post your repair jobs. And bear in mind that it might take me time to get to your station. Please be patient. ISF

