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City-building game(s)

Found 999 results

  1. Version 1.1

    60 Downloads

    Bus & Metro Stations (RD2, AVE4, OWR2, NWM) This mod allows you to build bus and metro stations on Maxis networks (RD-2, AVE-4, OWR-2) as well as on NAM (NWM : AVE-2, AVE-4, OWR-3, OWR-4, OWR-5, ARD-3, NRD-4, RD-4, RD-6, TLA-3, TLA-5 and 3 Tiles (AVE6 and TLA7)). You can choose between European road markings (EU, dashed white line) or those from the American base game (US, solid yellow line). To further customize your gameplay, once you enter the installer, you can choose between left-hand drive (LHD) or right-hand drive (RHD) and white or yellow crosswalks. This mod is a simple conversion of the same option available in SENT, with textures compatible with those of Maxis and NAM. Compatibility Incompatibility • STEX - Aka - SENT Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Streets DLC • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the OWR-1 Parking mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. OWR-1 Parking installation requires Java Runtime Environment (JRE). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order This mod must be read after the NAM, so that the textures of the OWR-1 car parks overwrite those of the NAM. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests.
  2. Is there a way to get rid of the blue skin of the passenger trains? Or any other trains or mass transit? I want to revert the look of any and all mass transportation vehicles to the original base game look. I don't remember passenger trains having that distinctive – and from my personal taste – ugly blue, modern look from the base game (correct me if I'm wrong, what is the color of the base game passenger train?) My best guess is that NAM has texture, prop, custom graphics/skin, or something that changes the color of trains, and maybe buses too (I haven't noticed the buses to be eye-popping and ugly like the passenger trains). Maybe I'm overreacting, but the very noticeable blue color just stands out too much and looks cartoonish, and it doesn't fit well with the surrounding building and whatnot. Thanks in advance!! P. S. The picture below is from a let's play by Rob's Red Hot Spot ep. 9, but the train is the same cartoonist ugly blue!!
  3. AGC - Rock Cliff 03

    Version 1.0.0

    144 Downloads

    Rock texture replacement, hope you like it. It's an HD texture so it will only look good if you use an HD terrain mod. Installation: Unzip the "AGC Rock Cliff 03.dat" file in your terrain or rock mod folder (Or make sure it's in a zzz_ folder). You can only use one rock mod at a time, remember to delete the one you have to avoid conflicts. If you like my work, you can make a donation to fund my other projects! (I plan to make 3 terrain mods). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.
  4. This mod would be used by selecting one, or more, nodes along one, or more, paths & would display the total distance, converted from meters, in both miles & kilometers (Mi & Km) in a small UI in-game window. The measurement would be exact (1.00mi instead of 1mi.). The mod would also have an in-game UI button to activate it & would also be visible in the games Options menu with the option of changing the key binding for toggling the mod on & off. I would like to make this code mod myself, but, while I do have the Cities Skylines 2 Modding Toolchain installed, I don't know where to start & what to look for. I also don't know how to code but would like to learn. If somebody here would like to take my idea & make the mod, you have my permission!
  5. As per the title, are there any mods to turn off crime etc? I just want to build a city without worrying about civic buildings, police, fire, health. I've been playing SimCity since the 80's on the Spectrum(!) but just wondered if it is possible
  6. Hey, so I recently installed IRM, and while most of the author's building designs are fantastic, they tend to strive for realism by adding company logos and markings on some of their truck containers (Evergreen, etc). While that's completely a matter of taste, it kind of bothers me because I'm a big fan of vanilla design, and SimCity 4 rarely (as far as I know) includes real-world logos on their props or automata. I also have the same problem with Peg's CDK3 contents. So, here’s my question. Is it possible to make adjustments (either by removing the related props or replacing them with others) to the mod so it becomes more vanilla friendly? If so, how would I do that and with what tools?
  7. Looking for a mod

    Hello, I don't know if i'm at the right place (+ i'm not an english native speaker sorry) but i'm looking for a mod that I used to have on my game and that I lost since I reinstalled the game. It was a mod (or maybe several mod but not a lot) that inclued a lot of stuff, such as sports fields, beaches, a lot of differents kinds of trees (I remember that it was something like "seasonnal trees, to be plant by september"), different kinds of canals, some abandonnd playgrounds, stuff to do like a "city fortress", even fishers man props, a lot of differents plaza, some forest trails road and stuff like that. I'm sorry it's a bit confusing but I hope you will understand what i'm looking for Thank you !
  8. OWR-1 Parking

    Version 3.1

    256 Downloads

    OWR-1 Parking This mod allows you to have parking spaces on the side of the OWR-1 track. Depending on the type of zoning or wealth around the OWR-1, different vehicles or trees will appear. This mod is a simple conversion of the same option available in SENT, with textures compatible with those of NAM. Compatibility Incompatibility • STEX - Aka - SENT • STEX - 958517907 - Street trees for NWM OWR-1 Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Automobile DLC • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Industry, Energy & Telecom DLC • STEX - Barroco Hispano - AGC - Streets DLC • TSC - Citymax - Prop pack panneaux routiers • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 • STEX - Girafe - BSC-VIP Girafe Urbanpack vol01 • STEX - VIP Team - BSC-VIP Girafe Carpack vol03 v2 • STEX - VIP Team - VIP Girafe-Vnaoned CarPack Vol01-Vol02 v2 Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the OWR-1 Parking mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. OWR-1 Parking installation requires Java Runtime Environment (JRE). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order This mod must be read after the NAM, so that the textures of the OWR-1 car parks overwrite those of the NAM. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests. Thanks to @rivit, this mod was his idea!
  9. SENT

    Version 2.1

    563 Downloads

    SENT - Swiss & European Network Textures This mod aims to convert the textures of the base game's road networks and those of the NAM into new, more detailed ones with an aesthetic closer to what is done in Europe and Switzerland. To do this, the textures were created with 4 variants : • RHD/White - Driving on the right with white pedestrian crossing • LHD/White - Driving on the left with white pedestrian crossing • RHD/Yellow - Driving on the right with yellow pedestrian crossing • LHD/Yellow - Driving on the left with yellow pedestrian crossing SENT currently covers 3 different networks : • One-way road, 1-lane / OWR1 (NAM) • One-way road, 2-lane / OWR2 (Maxis) • Road / RD2 (Maxis) The textures were designed with a European feel, but also for audiences beyond the Old Continent. For example, the LHD/Yellow variation is more suited to Hong Kong, while LHD/White might be suitable for Great Britain as well as some Asian countries. While RHD/Yellow and RHD/White are more suited to Switzerland and Europe, respectively. Please be sure to read the entire "Read me" file that is distributed in the SENT mod installer. This will enable you to install the mod correctly. Compatibility SENT is in principle compatible with all versions of the SimCity 4 game (Vanilla, Rush Hour and Deluxe) as well as all media (CD or digital). Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Automobile DLC • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Industry, Energy & Telecom DLC • STEX - Barroco Hispano - AGC - Streets DLC • TSC - Citymax - Prop pack panneaux routiers • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 • STEX - Girafe - BSC-VIP Girafe Urbanpack vol01 • STEX - VIP Team - BSC-VIP Girafe Carpack vol03 v2 • STEX - VIP Team - VIP Girafe-Vnaoned CarPack Vol01-Vol02 v2 Optional - Compatibility with third-party replacement texture mods • STEX - SAM 2 - rivit - SAM2 Override - Grey HerringboneBrick • STEX - SAM 4 - rivit - SAM4 Override - NZ Gravel • STEX - SAM 5 - rivit - SAM5 Override - Rural Tarseal • STEX - SAM 6 - hugues aroux - WestWindStreets SAM 6 - Detroit • STEX - SAM 6 - rsc204 - MGB - SAM6 Darkened Mod • STEX - SAM 7 - rsc204 - Cataylst's SAM7 Bikepaths Mod • STEX - SAM 8 - hugues aroux - WestWindStreets SAM 8 - Firenze • STEX - Street - hugues aroux - WestWind Streets • STEX - Street - rivit - Urban Tarsealed Street Modd • STEX - Tunnel - rivit - Tunnel Modd Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the SENT mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. SENT installation requires Java Runtime Environment (JRE). This is included in the SENT installer download for Windows 64-bit (OpenJDK21U-jre_x64_windows_hotspot_21.0.7_6). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order For the SENT to work properly, the mod must be read after the obligatory and optional dependencies, if any. The reason for this is that when SimCity 4 launches, it loads all the files in your « Plugins » folder and reads them in alphabetical order. However, if you have two different textures in your files using the same identifier (instance), it will load the last one to be read. Therefore, if you want the SENT to replace your game's textures, it must be read after the dependencies listed above. If necessary, to ensure that the SENT is read last, you can change the mod's folder name, as in this example: « z_SENT », or add more « z » characters. Note that some textures may not update in your city; in this case, simply return to the same network as the one you built and click on them. If you no longer wish to use SENT, then simply delete the SENT folder. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests.
  10. Hello everybody, I am new to the Banished game, but we discovered it as a great game finally (played Anno 1701 and Stardew Valley before in the family). We are really glad to see all the interesting mods. One thing could be great as a "Zoom Mod": - is it perhaps possible to create a mod that adds an additional zoom level when zooming in? (just a little bit closer) - and: could some details like walking persons, perhaps animals, be disabled when you zoom out the one or two "far away" zoom level? I know this from Anno and it is somewhat more relaxing or easy to analyze the town and area when some objects are just not visible when you zoom out much. Perhaps this is a good place to ask
  11. Version 1.10

    18 Downloads

    Kid - Tool Emporium V1.10 - A resurrected Tool Emporium with several new textures. A mod focusing on tool production. There are many mods using iron ore instead of iron. This is made to supplement them. (the image upload didn't work) Tool Smith - The usual business. Tool Shed - Stores only tools. Capacity=6000. Mine - To get iron ore and coal. Max 3200. Removable. Ore Furnace - Melts iron ore into iron. Tool Trader - Sell your production and buy (almost) anything. Tool Tower - He can not make gold but his tools are the best. Changes iron tools into steel tools. No value gain. Just better tools.
  12. Scoty Maxis Grass and Dirt Cover

    Version 1.1.0

    245 Downloads

    This set of files covers and replaces various Maxis grass and dirt textures found on all Maxis Lots. This distribution offers a conversion to the SuddenValley grass texture. It is an opportunity to offer a Fabrik that you will find on my Drive to adapt it to your grass texture, and/or for your own version/creation of sports fields. Textures : baseball field | soccer field | Golf course | Beach sand | Rural dirt tracks | Buildings plots for growth Lots and others .. | About twenty "multis" (grass only and grass+soil) | 4 gardens | grass and bushes and various planters
  13. I am starting again with simcity4, with NAM lite and the most basic crash saver mods. This is really helping me not get overwhelmed. Now I would really love to add more variety to my cities without having to manually 'plop' buildings. This looks like it could be possible, but I am getting bewildered trying to work out what the simplest route is to achieving this. I prefer mods which match the aesthetic of the original game rather than having super realistic builds, and my cities spend a lot of time as low wealth starter areas, as I like the look of that. I realise that not all mods will grow on the map naturally, but that you can force some to do so with mods etc, but this is the point at which I get confused and not sure what to do next. I can't work out how to search the database for low wealth growable buildings, or those which would be compatible with a mod to make them grow. Also I am not sure which mod I might need, is it 'growify?'.
  14. A quote from a 2010 article about SimCity 4 articulated the limitation mayors face with controlling a cities transpiration system… A question for the genius SC4 modders- could this kind of granular controls ever be written into SimCity 4? Or is the games infrastructure uncompatible? Happy building!
  15. Scoty Grid Mod

    Version 1.0.0

    171 Downloads

    This mod offers to change the color of the Main Grid (city), the floating-sight and the selected cell. ScotyGrdMd_FloatingSight_[color].dat ScotyGrdMd_MainGrid_[color].dat ScotyGrdMd_SelectCell_[color].dat Each of these three elements is offered in 7 colors, in this v.1. They can be combined with each other. Cyan Green Magenta[1] Grey Yellow White DarkGreen DarkGreen is offered with a small change on the shape that the main grid takes! Cross at the tops. White : not really white, rather .. slightly grey! [1] A color known as "CoriPink" in some circles!
  16. Universal Sea Level Mod

    Version 1.0.3

    244 Downloads

    Sea level mods have been around for a long time (for example here). However, the downside is that they typically don't work with terrain mods because either the terrain mod will override the sea level mod file, or the sea level mod will override the terrain mod file, depending on the load order of the files. The solution is to manually edit your terrain mod in the Reader, but this is cumbersome, especially if you just need to temporarily lower the sea level to shape your coastline. There is also the SetSeaLevel cheat, but this one does not allow you to set the sea level above 250, and it will destroy stuff like power lines or bridges, so I'd stay away from it. This mod solves this by leveraging exemplar patching. This allows the mod to override only a single property from your terrain mod file, without needing to override all other properties in it. This means that this sea level mod is (or at least should be) compatible with all terrain mods, as well as Maxis vanilla terrain. I included 7 different heights: 0m, 250m (the default game water level, useful if you're using a terrain mod that alters the sea level and you don't want this), 500m, 750m, 1000m, 1500m and 2000m. Choose only one of them, obviously. If you have a good reason to have another height, you can send me a request to add it, or you can just open the .dat file in the Reader and update the "Sea Level" property. Do yourself a favor and install this with sc4pac. This allows you to quickly switch heights by resetting the smf-16:universal-sea-level-mod:height variant. Within less than a minute you can be back in the game with the modified sea level. It also adds a specific "off" variant to disable the mod, but keep it in your sc4pac configuration. I recommend this instead of uninstalling it because it makes it easier to reset the sea level to 0 temporarily. Dependencies: null-45:sc4-resource-loading-hooks (this is needed for the exemplar functionality to work).
  17. Hi everyone! As many of us SC2K fans know, many of the game's animations only work in 256-color mode, which means on modern Windows systems the game generally don't have working power/water/transportation animations. The game's installer also doesn't run on 64-bit Windows, which makes installing the game a pain, and sometimes the Save dialog just crashes the game. I'm here to tell you that these bugs have all been fixed with a small DLL/plugin I wrote that works on both known versions of SimCity 2000 for Windows (the 1995 CD Collection version and the more common 1996 Special Edition version). sc2kfix, as I've called it, is an open source DLL that, when put in the same folder as SimCity.EXE, does a few things: Reproduces the functionality of the original installer if required Fixes palette-based animations not working Fixes all known save crashes Improves compatibility with Wine on Linux I'm also working on potentially fixing a few additional bugs in the game, through some reverse engineering I've been working on. I'd like to make the game's music pause and resume instead of stopping and re-shuffling when the game window loses focus -- this is something that's bugged me for decades! -- and potentially figure out the cause of the military base growth bug. I'm also working on fixing animations in SCURK, but this is proving to be a bit more challenging due to the way SCURK was rewritten for Windows 95. Another potential long-term goal is to figure out how various parts of the simulation engine work and insert code diversions/hooks into them so they can be analyzed in real-time and potentially modified further with additional native C/C++ code or a scripting language like Lua. You can download sc2kfix and check out the source code at https://github.com/sc2kfix/sc2kfix. A quick how-to guide for downloading and installing the plugin including how to "install" a fresh copy of SC2K using it is in the readme file that is shown at the bottom of the main page of the GitHub repository. For programmers who want to hack away at whatever my most recent experiment with it is, the source code is designed to build with Visual Studio 2022, but should build fine with 2015 or later (I don't think I'm using any C++20 or C++23 features yet). If you have any issues with the plugin and need to report a bug with it, feel free to open a GitHub issue and/or post your issue in this thread. I'll set the thread to notify me on replies, which I would presume will send me an email if someone replies to it Also if anyone has any repositories of technical know-how on the internals of the simulation, I'd love to know more. Whatever helps speed up the reverse engineering process would be greatly appreciated. Glad to see there's still a few people out there playing this game. I hope this plugin is of use to you all! edit 2025-04-04: We have a Discord server now; you can join at https://sc2kfix.net/discord.
  18. JENX Airport Mod

    good afternoon, i have the airport mod i believe is part of the NAM Mod. it has alot of options and I'm not sure where to start to build a custom airport. Do i start at the top of the submenu and go down? I've gone to youtube in hopes of getting a walkthrough on this airport mod thing, to no avail. Any help would be appreciated.
  19. Hi everyone, I’m working on an idea to create a more realistic regional power grid in SimCity 4, something akin to a "power pool" where cities can share electricity over long distances, provided their grids are interconnected. The built-in neighbor deal system is great, but it requires power to be traded city by city, which isn’t ideal for my concept. Here’s what I’m hoping to achieve: Centralized Power Source: A city with a massive power plant (e.g., multiple nuclear plants) that can directly supply power to distant cities across the region. Long-Distance Power Transmission: Cities far away from the main power source should be able to draw power directly without needing intermediary cities. Realistic Visual Representation: I'd like to create or use assets for high-voltage transmission lines that visually link the cities. Efficient Power Sharing: Ensure that only the required amount of power is traded, and excess isn’t wasted. I’ve been exploring tools like iLive’s Reader, Lot Editor, and BAT, but I’m not sure how to modify neighbor deals or create the necessary mechanics to support this system. Has anyone here attempted something similar, or can you point me in the right direction? Any advice, tutorials, or resources you can share would be greatly appreciated. I’m also open to suggestions on mods or tools that might help achieve this. Thanks in advance for your help!
  20. Version 1.0.0

    77 Downloads

    Well, everybody and everypony. It's official. It's the year 2025, the first quarter of the 21st century. Welcome to the future! Wait, what? OK, remember when dates such as 2000, 2001, 2015 and 2020 used to sound futuristic? Pepperidge Farm, and me, remembers. It was awesome back then and we couldn't wait to get cool space stations and high-tech cities by the year 2001, flying cars by 2015, genetic engineered people by 2019, and Olympics on the Moon in 2020. Well, we don't have flying cars, fusion reactors, robotic butlers, Moon bases and global peace yet (and instead we got terrorists, global warming, economic meltdowns, pandemics, the return of fascism, microplastics in our blood, nuclear threats, and buffoons who believe that Earth is flat ), but we still got some awesome futuristic stuff such as pocket-size multi-purpose supercomputers, smart TVs, on-demand video streaming, electric self-driving cars equipped with GPS that look like stylized versions of their 1970's counterparts, industrial robots, a robotic helicopter on Mars, reusable orbital rockets, relatively inexpensive DNA tests, real-time language translation, virtual reality headsets, robot-assisted surgeries, AI art, the I.S.S., 3D printers, The Internet (which nobody back then had even thought of, although some came pretty close with the concept of The Cyberspace), and of course SimCity 4. Speaking of which, unlike SimCity 3000 which came with a convenient loading bar that visualizes the progression of loading a city, SimCity 4 only shows some silly texts when loading a city with a very strange sense of humor, such as Aligning Covariance Matrices, Gesticulating Mimes, Depixelating Inner Mountain Surface Back Faces (wait, what?), and Reticulating Splines. To be honest, I just don't get this kind of humor. Maybe I'm just as stupid as a Flat Earther. Anyway, these texts have been around for almost 20 years, so I think it's time for a change. And... OK, you know me. Some of you know me well. I build futuristic cities, with Space Age houses and flying cars. And loading texts like the above are just not my cup of tea. So I took Craig-Abcvs Text Loading Mod and I used it as a template to make my version. My version contain 120 futuristic themed loading texts that replace the Maxis ones. Some of them are based on real life emerging and proposed technologies that are under development like nuclear fusion and green roofs, other have been inspired by futuristic but seriously proposed concepts such as geoplanes and Dyson Spheres, and other are references to beloved science fiction stories like Star Trek and Deus Ex. And of course a few of them are just silly jokes based on SimCity memes and not only. I just wanted to make something more sci-fi and futuristic, without removing the overall wackiness of the game we know and love. I originally made this mod for myself but I decided to share it with everybody, just in case somebody of you want it. Loading futurization guarantee. Or your money back Installation is so simple, even a Flat Earther could do it. All you have to do is unzip the file and put it at your plugins folder. And that's all. Next time you load a city, you'll see what the game is working on in order to prepare your urban empire, such as printing modular buildings, replacing advisors with AIs, covering Ceres with computronium, and nano-assembling mimes. If you want the Maxis text back, just remove the .dat file from your plugins folder. If you wish to suggest some new loading texts, go ahead. I'm always open to new ideas. Have fun
  21. WestWind SideWalk4

    Version 1.0.0

    309 Downloads

    WW-SideWalk4 is a replacement texture pack for Maxis sidewalks and more... The associated grass texture is that of SuddenValley. Uniform textures for §, §§ and §§§. This pack offers to cover the Maxis textures: .. 3 sidewalk textures (wealth §, §§, §§§). .. Edge for railway network and/or rural network (0840..). .. Garden textures for Res§, §§, §§§ .. Plazas textures. .. Asphalt 0, §, §§, §§§ .. .. Parking & alley §, §§, §§§ The pack comes with the SCILT textures in the 3 sidewalks textures. INSTALLATION Unzipped into the Plugins\ directory and... that's it! If you want to adapt this pack for another grass texture, you can find on my Drive the Fabrik of this pack: Scoty-WW-SideWalk4_Fabrik_241228.zip And, of course, this Fabrik comes with the BMPs directory for GoFSH. … Special thanks for MGB who inspired this pack !
  22. Taxi/Uber Mod

    Adding a taxi/uber mod that act as mass transit would definitely be interesting! The second link I think would be ideal.
  23. Preamble Welcome to the SENT page, where you can follow the mod's development and ask questions or make requests. Don't hesitate to send me bugs, or any kind of problem related to the mod. This mod aims to convert the textures of the base game's road networks and those of the NAM into new, more detailed ones with an aesthetic closer to what is done in Europe and Switzerland. To do this, the textures were created with 4 variants : • RHD/White - Driving on the right with white pedestrian crossing • LHD/White - Driving on the left with white pedestrian crossing • RHD/Yellow - Driving on the right with yellow pedestrian crossing • LHD/Yellow - Driving on the left with yellow pedestrian crossing SENT currently covers 3 different networks : • One-way road, 1-lane / OWR1 (NAM) • One-way road, 2-lane / OWR2 (Maxis) • Road / RD2 (Maxis) The textures were designed with a European feel, but also for audiences beyond the Old Continent. For example, the LHD/Yellow variation is more suited to Hong Kong, while LHD/White might be suitable for Great Britain as well as some Asian countries. While RHD/Yellow and RHD/White are more suited to Switzerland and Europe, respectively. Please be sure to read the entire "Read me" file that is distributed in the SENT mod installer. This will enable you to install the mod correctly. SENT and available options Option 1 - Core The basic SENT is available in four versions, RHD or LHD, for the direction of travel. And yellow or white for pedestrian crossings. 1.RHD, White 2.RHD, Yellow 3.LHD, White 4.LHD, Yellow Option 2 - Cul-de-sac Allows for cul-de-sacs, with wide and rounded road ends. You can choose either orthogonal or diagonal independently of each other, or both. 1.Without option 2.With option Option 3 - Texture Replacement You can use SENT with other mods that replace road network textures, except for those supported by SENT. Compatible mods are as follows : • SAM 2 - rivit - SAM2 Override - Grey HerringboneBrick • SAM 4 - rivit - SAM4 Override - NZ Gravel • SAM 5 - rivit - SAM5 Override - Rural Tarseal • SAM 6 - hugues aroux - WestWindStreets SAM 6 - Detroit • SAM 6 - rsc204 - MGB - SAM6 Darkened Mod • SAM 7 - rsc204 - Cataylst's SAM7 Bikepaths Mod • SAM 8 - hugues aroux - WestWindStreets SAM 8 - Firenze • Street - hugues aroux - WestWind Streets • Street - rivit - Urban Tarsealed Street Modd • Tunnel - rivit - Tunnel Modd 1.Urban Tarsealed Street Modd 2.WestWind Streets 3.SAM2 Override - Grey HerringboneBrick 4.SAM4 Override - NZ Gravel 5.SAM5 Override - Rural Tarseal 6.MGB - SAM6 Darkened Mod 7.WestWindStreets SAM 6 – Detroit 8.Cataylst's SAM7 Bikepaths Mod 9.WestWindStreets SAM 8 – Firenze 10.Tunnel Modd 7.5m 11.Tunnel Modd 13.8m Option 4 - Rural Road Displays irregular textures in agricultural areas, without borders. This option is compatible with the third-party mods listed above for intersections between the road (RD2) and their street and SAM mods. 1.Without option 2.With option SENT Mod - Bus & metro stations Adds bus stations and combined bus-metro stations to be built directly on the road network: orthogonal, diagonal, T-intersection, and X-intersection. If necessary, you can supplement it with @hugues aroux's mod, Scoty Subway & Bus Stations, which covers stations on streets (ST) and avenues (AVE-4). Some examples of bus & metro stations : 1.Station for RD2, IT 2.Station for OWR2, HK 3.Station for OWR1, SI 1.DE, RHD, White 2.ES, RHD, White 3.HK, LHD, Yellow 4.HR, RHD, White 5.IT, RHD, White 6.JP, LHD, White 7.NL, RHD, White 8.SI, RHD, White 9.TW, RHD, White 10.UK, LHD, White General marking available in RHD or LHD / White or Yellow : 1.ZZW, Yellow 2.ZZW, White 3.ZZY, Yellow 4.ZZY, White 5.NoM, Yellow 6.NoM, White SENT Mod - Parking OWR-1 Displays side parking lots on the OWR1 network, with different accessories depending on zone and wealth. You can choose to have parkings only on low-density zones, on medium- and high-density zones, or on both at the same time. In addition, you can choose one color of parking markings for low-density areas, and another color for medium- and high-density areas. Available colors : blue, white and yellow. 1. Blue, MD/HD 2.White, LD 3.Yellow, LD 4.No marking 5.No bay SENT Mod - Removing Road Barriers Removes roadblocks at the end of roads. 1.Without option 2.With option SENT Mod - Vegetation for Rural Road Displays vegetation for roads in agricultural areas. This option can be selected even without the « SENT 4 - Rural Road » option, but together the effect is better. 1.Without option 2.With option Note Currently, SENT does not support these parts among the supported networks (RD-2/OWR-1/OWR-2): • RD-2, Texture ID 0x00002300 • OWR-2, Texture ID 0x09002300 • RD-2 / OWR-2 Flexible Underpass (FLUPs) Portal (FLEX-based) • 4 bridges RD-2 Download SENT The development of SENT is continuing in order to cover as much of the Maxis and NAM road networks as possible. If you are interested in trying out SENT, download it here : Download mod derived from SENT OWR-1 Parking This mod enables parking on the OWR-1 network, but for NAM textures rather than SENT ones. Bus & Metro Stations (RD2, AVE4, OWR2, NWM) This mod allows you to build bus and metro stations on Maxis networks and as well as on NAM.
  24. KidForestFellow.jpg

    From the album Kids Mod Images 02

  25. Kid - Home Grown

    Version 1.1

    18 Downloads

    Kid - Home Grown V1.1 A different take on house building Use pumpkins, squash, or bell peppers as your residence. Comes with its own Homemade Salsa Shop. V1.1 - Added a rice patch and the crops as deco.
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