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      Intermittent Hosted Content Errors   01/09/2018

      Our files host is experiencing service degradation atm. This means some STEX files will not download and will toss a 504 error. It could also mean avatars, attached images and such might appear to go missing. We apologize for the inconvenience. The best we can recommend if you get the file download error is to try again at a later time.

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Found 458 results

  1. I'm a city painter and I'm trying to gain some control over my neighborhoods. I'm pretty sure that "Building Themes per District" by Boformer is the mod for this but I'm having trouble learning how to use it. Are there other mods that you guys use in conjunction with it? Do you city painters use the "Always Demand" mod? Cause I'm having demand issues and I'm not sure if I want to remove that aspect from the gameplay. Also, when you plop a building from a theme, do you have to lock it every time, or is there an easier way to get it to stick? Even just some kind of quick introduction to how you use the Building Themes per District mod would be really helpful. I'm having trouble figuring out the GUI. thx in advance
  2. So a while ago while screwing around with modtools i stumbled upon something that seems to control how smoke effects (or spawners) behave. Editing these parameters made me discover these things: M_maxlifetime: controls how long the trail of smoke will be. M_maxspawnangle: controls the grouping of the individual smoke puffs M_maxstartspeed: i believe this controls the amount of smoke puffs spawned. there are min and max values allowing for variation in the effect. i used the factory smoke large effect to test this. At this point im stuck, i can edit the smoke effects without problem, however they just wont save, everytime the game is restarted they reset back to their default settings. I tried to look into making a mod that saves them, but i lack the knowledge on how to do so. so i hope someone can help me figure this out or wants to pick this up. Attached screenshots is were the prop effect parameters are located (default settings), and how the effect can look when you edit these.
  3. Brown box Maxis Palms No Palms Heblem Palms !

    Brown Box Maxis Palms No Palms Heblem Palms ! Today I continued on my desert project. Desert Fort and Outpost lot´´s represented me unless no dependecncy´s where noted with some brownboxes, psuedo missing maxis palms ? First I tried a Sayonal Maxis Trees 1.1 replacement. This didn´t removed the brown boxes No result ! . Brainstorming I decided to add Buildingprops 1 -2 and Porkyprops 1-2. Succes, but unless the tree weren´t palms. Sayonal Maxis treen however didn´t contain Palms. Yes that´s the aim of this exercise. Sollution googling for replacement mod and make them visible, very clever as desolate worlds aren´t so common to create. Removed the Sayonara Maxis tree.1.1 I tried the found the sollution at last using SHK Maxis Palm replacement Mod and Heblem Flora pack 01. Succes ! This Mod uses the Heblem Flora Prop pack 01 Succes ! Yet there´s another problem where to find electricity into this desert world, solar power or wind, yet the SimCity 4 Extra Cheats the icon can be hided for now ! Now leave this desolate world but will return in a Sketchscape CJ soon ! Enjoy !
  4. ola quero saber onde esta o download pois nao estou achando pode me ajuda e tambem quero pedir para vc se vc pode cria um mod que ele possa ter tsunami English Translation: Hello, I want to know where the download is since I can not find it. It can help me and I also want to ask if you can create a mod so that it can have tsunami.
  5. hi all i wanted to ask if someone is maybe willing to look into posting a new mod for SimCity 2013? i would love to see omega factory cheat and robots cheats that the building capicitys are increased and they dont run out of rrobots... i find it a pain to produce them and sadly not all mods work properly.... also i woulld love you if you ccould mod a park and greatly extend the range that it "modernizes" the streets and houses to a full map if placed in the middle.... i would be glad to see all roads modern without so much parks takking up needed space..... :)] thank and happy playing!
  6. Hello fellow SimCity-lovers. The mod "God Terraforming in Mayor Mode" doesn't work when I have installed it. It simply doesn't show up on the left menu as it should. I have SimCity 4 Deluxe bought on steam. Does any of you know how I can make it work? Thanks in advance. You can see the mod here:
  7. ok ok, so know that I wouldn't use ''one of the best'' lightly, especially for this community, but I'm rather convinced that should this mod be created it may just bring a whole new aspect to the game and it is one that might just be nearing as good as a mod for larger City tile numbers (which ironically is how I came across simtropolis, anyone else remember the mod whcih finally let us build bigger cities? ) So my thought is this. A mod which causes time to run simultaneously accross all cities in a Region. The only way I imagine this would realistically be possible in a relatively simple manner is this... It doesn't actually happen simultaneously, but rather the mod just keeps track of time passed while in one City, and when one saves and Exits this value is kept track of and upon entering the next City that value for amount of time passed while in the other City is the amount of time the City runs before one can do anything to interfere! so basically one spends, let'S say, 2 years (730 days) in City 1A and then saves and Exits. scratch that above kinda, i just realized, it would actually Need to Keep track of not time passed, but rather the date, or some value like that. I might think of exactly how later but basically it would Need to be done in a manner which accomodates the fact that one might pass 2 years in City 1 another 2 months in City 2 and then 3 months in City 3 and all that time will Need to add up and be passed upon entering City 4. but basically, like i said, there Ends up being an amount of time for which the City one just entered will run, before one can interfere (pause Option off, you got News? it'S gonna be treated as though ignored. The landfill filled up? too bad you can build more once the time has passed. Oh no your Budget suddenly went down due to a powershortage because ur landfill is empty and chaos errupted and ur about to go bankrupt causing all your neighboring deals to no longer be in effect? you're gonna have to watch it happen ) The only Thing which would Need to be implemented is either a way for available firetrucks to be sent out automatially, or fires still causing the game to pause and allowing one to send out firetrucks- but you wont be able to build a firestation so ya better have enough) so while time passing might nt be a big deal for an empty or unstarted City, It will get more and more difficult the more built up the Region is since all the cities will Need to be in a state which causes them not to ''go to hell'' so to speak, for Long enough. One can still build across all of them since while paused no time passes for any the other Thing i just realized, is this...(just a lil note here, I came across this idea while htinkin about how neighboring deals can easily be abused--i know i know, if one is willing to do that one might as well use a Money cheat simply-- but anyways) So the other aspect is that if possible, there should be a value for how Long one can continue to do something, or to what extent. What i mean is this...lets say you got a landfill and ur gettin garbage shipped to you, well, there is an amount of garbage which will come in at a certain rate, and the landfill will fill up (or maybe u got a WTE plant so it stays the same). So there is still an amount of garbage space left, which would Change though relative to how the neighboring cities' Situation changes and it would be nice if These values could be applied (i.e if i spend 10 years in City 2 which is sending garbage to City 3 and after 8 years at the current rate City 3's landfill is full then the deal Auto cancels at that Point--after which one can notice this and go to the other City)...idk im not tryna think more about how right now, but ill prolly touch on this later again. for now I'm just interested in the Responses. P.S (I'm fairly newish to sc4 though sc2k n 3k were some of the first vid games i ever played) and I have as good as no actual modding experience
  8. So I'm fairly (re)New to SC4, and have just about no Modding experience (mentioning this aforehand since what i say might Show this anyway). I was thinking it might be cool (once I am more experienced) to have a mod which causes Pollution to spread from City to City. We all know that one can just plop a coal factory in the Corner of the map and not have to worry about the neighboring City being polluted by it. My idea/thoughts around the idea is, well, as i stated, this mod would cause it to be noticable that something like a coal plant is on the edge, or whatever form of Pollution (holy sh** a nuclear melt down would now be insanely devestating) which is being caused by whatever would also spread from the neighboring city. So I'm not too familiar with exactly how it is coded but, I'm fairly certain that a part of the coding must define the current Level (value) of Pollution in an area, and that in the same manner which the Charts Show an incline or decline in Level of Pollution, it would be fairly simple to determine the average rate of Change (i.e is there a steady increase/decrease?). These two values could then be used, lets say values are CP=current pulltion and PR=Pollution Rate (e.g + .00001%CP/Day), oh and i just realized a third value would be Need, call it PT=Pollution Type (e.g Water,Air,Radiation, etc). These values could be used per edge tile (i.e the mod only Needs to determin what the CP and PR of each PT for the outter most tiles is) and then noted and applied to the neighboring cities edge tile (my thought is since a neighboring deal will Auto cancel if the neighbor no longer has water or power this should be possible). (ok, lemme just say im gonna tlk about it as though it were simple, but know that im assuming it's not) Ok, then, in the same way, perhaps even using the same function or method, in which a Connection to neighboring cities is made for/by roads, pipes, electricity etc. one can have an Automatically recognized Connection on every tile (idk if this would require too much processing power, but if so it could be reduced by having an Auto Connection be per every 10 or 20 tiles and then having the inbetweens just be averaged out) and through this Connection in the same way traffic Comes across so will Pollution. So we would have a Connection per tile (imagine a street or pipe Connection on every tile except instead of a street, an invisible one) for every PT, and then (CP value of neighbor x PR value of neighbor)/(CP value of current City x PR value of current City) would travel across in the same manner in which traffic does. So instead of car traffic it would now be Pollution traffic, and instead of visible (e.g street or electric pole) Connections there would invisible but noticable Pollution connections Now, I'm not sure if it might useful should one attempt this endeavour to use some aspect of the neighboring deals function (I'm just thinkin bout how, if one makes a lot of Progress in one City or lets say raises a huge mountain to block all the Pollution then in the same way which neighboring deals only work so Long as the others continue to have the abilitiy to provide it, this part can be used to apply the Change in CP,n PR to the neighboring cities) and ooooooooooooooooooomg i just thought of a really cool possible mod which mioght already exist so im gonna have to search for it first, but! lemme know what yall think!
  9. so, I installed BadPenaut's roads, including Narrow Roads Pack and Suburban Streets. When I open the game and access the Content Manager, I don't see the assets I installed. I tried putting the .crp files, moving them to Mods and back but it's not working. What am I doing wrong? Also, I enabled Network Extensions 2 and New Roads for Next, but the new roads don't appear for me.
  10. NAM General Support Topic

    how do you do that small turning lane thingy that's encircled in green (or whatever it is called)?
  11. http://steamcommunity.com/sharedfiles/filedetails/?id=1183931915
  12. I downloaded the Heretic Seaport Project as well as its dependencies, but the railway textures are still missing. And I already downloaded the railway textures. What did I do wrong to cause this issue?
  13. http://steamcommunity.com/sharedfiles/filedetails/?id=1176756723
  14. We need a mod that allows us add spawning vehciles like police departments, fire departments, hospitals and any other services building. We should be able to setup types of vehicles, spawn frequencies for each vehicle and a radius. Using xml file would probably work to set it up. The vehicles should travel around the cities and then return to the building. I thought of this idea because of the skyfiber vehicle set I'm making, cimelectic set and ninjanoobslayers cimtrans set. It would be nice if this were to happen so we didn't have to pick a random service or set the vehicles as residential so we can see the vehicles roaming around.
  15. Is there any way to make custom pedestrians for sim in my sim mode for SimCity 4? and if there is, how do i do it? Also, are there places where i can download custom ones too?
  16. Hey yall ! First of all welcome, I know I promised you a renewal of SimCity in 2016... Sadly i didnt had time at all. So, without saying i give up. Can I receive authorizations from these awesome modders for SC ? List is here : xOxide, Yayiealie, CapTon, Nikola1, Hinata, MaxisGuillaume and all the other minor modders. What will be done with your mods : patches for the mods themselves, file restructurization (making the mess less messy), translations (if possible), mods merging, virus scans, file protection, heavy test before releases... and the last : hi quality content I want to offer everyone a second chance. I know alot of modders left this part of SimCity... When I look at the WIP Agriculture mod, geez that would be awesome ! You all have a chance to get good at modding for once in your life ! Take the opportunity !
  17. I am trying to install "JENXPARIS_Quais_de_Seine_Vol1" and all is well. Except this dependency: Uniform Streetlight Mod http://www.simtropolis.com/forum/files/file/25925-uniform-street-lighting-mod/ It gives me page error 404. Trying to find it from within ST, it gives me a script error.
  18. I've been looking to add some variety to the traffic in my city but I'm wary about having too many high poly vehicles slowing down my game. Until now, I've only have 2 vehicle mods subscribed, one with 600 tris while the other has 1,800 tris. Is there a general acceptable amount of tris for vehicle addon?
  19. I just started my game for the first time in a week or so and found some buildings going abandoned. I have the 'No Abandonment' mod, but it seems to have stopped working. I posted a comment on the Steam page, but just in case this is never resolved, are there any alternatives? I can't go forward without the functionality of this mod.
  20. Maxis Tree HD Replacement Mod

    Version 1.0.1

    2,537 Downloads

    MAXIS TREE HD REPLACEMENT MOD 1 - INTRODUCTION/OVERVIEW Hey folks, you might not be aware of this, but this file actually marks my 100th STEX upload!! I think this justifies a little interruption of the usual IRM fare. I've been tinkering with such a mod for at least 2 years, but up until recently I had always run into a brick wall because there were simply not enough suitable tree models available. This is really harder than you might think because a tree must have the following characteristics to replace its Maxis counterpart: similar height (so it covers about as much as a Maxis tree would, but doesn't interfere with anything) similar diameter (so it doesn't cut into adjacent structures and will fit wherever the corresponding Maxis tree fits) LOD centered on the trunk and not the crown (so the trunk isn't off center and ends up next to a planter, bed, or dirt circle instead of right inside) lack of branches near the ground (so it won't cover entrances, benches and other stuff that's supposed to be under the tree crowns and not buried under twigs and leaves) Finding trees that fit the bill is really hard, but I'm positive that I finally did it. While this choice may not be perfect, I'm confident it's one of the best options available while I'm writing this. To my knowledge, while there have been noteworthy and admirable mods in the past, this is the first one that replaces all Maxis trees on lots and along streetsides/roadsides with 100% HD flora made by girafe and Orange_o_, two BAT masters whose flora props raised the bar considerably and set the standard these days IMO. It bugged me that so many Maxis trees - SD at 2003 quality level - were still to be seen everywhere when we already had modern, crisply rendered, high-definition flora for pretty much everything else. Well, not any more! This upload consists of three components - the base pack and two optional bonus packs. Here's a breakdown of these three components and what they'll do: -------------------- THE BASE PACK - this is the actual mod. The bonus packs work as extensions of this mod, i.e. they require this base pack as a dependency. It does the following: It will replace all Maxis trees on lots with beautiful HD trees. Lots already existing in your city will automatically switch to the new trees. Whatever grows or is plopped subsequently will show the new trees in place of the old Maxis ones. Besides, it will replace roadside trees that occasionally show up at the sides of streets and roads (T21's for the tech-savvy among you). All Mayor Mode and God Mode flora in the city map will remain unaffected. However, the Mayor Mode tools (menu icons) for setting Maxis trees are removed. Why? Well, if you use this mod, the tools will actually plant the new HD replacements for the Maxis trees. This is superfluous because you need the corresponding tree packages as dependencies anyway, and these come with far superior and more flexible Mayor Mode tools, which will show up in your menu instead. For those of you who don't like palm trees, the pack contains an optional palm tree override. If you decide to use it, all Maxis palms will not revert to better HD palms, but to cypress trees instead. They are similar in terms of dimension, and I think they also offer a nice flair that conveys the same feeling as the palms did - a wealthier area, warm climate... If you still don't like that, I'm afraid you'll have to pretend those tall and slender trees are actually poplars. I won't tell anyone, and I don't judge you.^^ The growing lot flora will also be replaced, but with full-grown trees. It would have been possible to recreate the effect of flora growing taller over time (just like the Maxis flora does), but unfortunately, the game will only display the shadow for the first, smallest version. Hence, as the tree grows to full size, the shadow of the sapling will remain. Apparently this is a game limitation. ______________ BONUS PACK 1, A PLUGIN FOR THE SFBT STREET TREE MOD - this is the first bonus pack intended for those of you who use SFBT's Street Tree Mod. For those of you who are unfamiliar with that mod, it adds streetside parking and streetside trees, and it is highly modular and versatile. Several tree sets come with the mod (e.g. for Maxis and for Cycledogg trees), and depending on which of these tree sets you keep, the corresponding trees will appear. You can mix and match freely, use either set, any combination, or even all of them at the same time. This is what the bonus pack included in this upload will do: When used in conjunction with the SFBT Street Tree Mod, the contained files should replace the original files that made Maxis trees appear. Maxis_Street_Deciduous_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Deciduous_Trees.dat" and ensures that HD trees will grow instead of Maxis deciduous trees. Maxis_Street_Pine_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Pine_Trees.dat" and ensures that HD trees will grow instead of Maxis pine trees. Maxis_Street_Palm_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Palm_Trees.dat" and ensures that HD palms will grow instead of Maxis palm trees. Like the originals they are based on, these files can be mixed and matched freely. For example, if you select pine trees and palm trees, you'll get a mix of pines (well, their replacements) and palms. If you only use the files for deciduous trees and pine trees, you'll get all kinds of trees, but no palms. (This is independent from your selection for the main mod!) ___________ BONUS PACK 2, AN OVERRIDE FOR SITHLRD98's T21 MOD - this second bonus pack is intended for those of you who may use the WideRadius Curves T21 Mod by Sithlrd98. These add sidewalk pavement, streetlights and trees alonside many smooth road & avenue curves as well as FA (fractional angle) road sections. This is what the bonus pack will do: All trees will be replaced with HD versions from this mod Instead of the single tree that was used repetitively, randomised trees will now appear for a more varied appearance ___________ Each of the three packs is in a separate download because most of you probably won't use all of the stuff mentioned here. 2 - USE 2.1 - BASE PACK 2.1.1 - Installation Simply drop the files into your plugins folder. By default, they will unzip into a sub-folder called \Maxis Tree HD Replacement\. However, you can change this to pretty much anything you like. (It's a simple override of the default files, and anything anywhere in your plugins folder will override the game files because plugins load after the game itself). By default, you will also get the file Maxis Tree HD Replacement_PalmsToCypresses.dat. This file is the one that will override palm trees with cypresses. If you want to see palm trees, simply remove that file. As with the other files, you can also copy it out of and back into your plugins folder as you like, switching back and forth between palms and cypresses. 2.1.2 - Deinstallation Simply remove the file again. All affected trees will revert back to Maxis trees again, and the corresponding menu icons will no longer be blocked from your menu. No need to bulldoze anything. 2.2 - BONUS PACK 1 (for SFBT Street Tree Mod) 2.2.1 - Installation First of all, you need to have the SFBT Street Tree Mod installed (see "Dependencies" section for link). Then, I suggest you locate the tree props folder of that mod (by default \SFBT\Street Tree Mod\Tree Props). This folder will contain .dat files for all the tree types that you select while installing the SFBT Street Tree Mod. Simply delete the following files from that folder if present: SFBT_Maxis_Street_Deciduous_Trees.dat SFBT_Maxis_Street_Palm_Trees.dat SFBT_Maxis_Street_Pine_Trees.dat Then copy any one, two or all of the following files from Bonus Pack 1 into the aforementioned folder: Maxis_Street_Deciduous_Trees_HD_Replacement.dat (for HD deciduous tree replacements) Maxis_Street_Palm_Trees_HD_Replacement.dat (for HD palm tree replacements) Maxis_Street_Pine_Trees_HD_Replacement.dat (for HD pine tree replacements) You can leave the non-Maxis tree packs in there if you want. In this case, you may get a mixture of SD trees by Pegasus and/or Cycledogg and these HD trees, depending on what combination of packs you left in there. 2.2.2 - Deinstallation Simply remove the file again, and replace it with any tree packs for the SFBT Street Tree Mod that you want to use instead. If you delete the files from this download and fail to replace them with any of the original files again, no trees will show at all. For deinstallation of the entire SFBT Street Tree mod, see the documentation included in that download. 2.3 - BONUS PACK 2 (for Sithlrd98's T21 mod) 2.3.1 - Installation Place the included file anywhere in your plugins folder where it will load AFTER the original file. By default, the original file zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat should be in a sub-folder named \Sithlrd98 WideRadius Curves T-21 Mod\. If you place the file from this bonus pack, zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat, in the same sub-folder or in any folder that loads afterwards, the trees will change to the HD replacements. 2.3.2 - Deinstallation Simply delete the file zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat from this download again. It will no longer override the original trees, and these should revert to default Maxis trees again. Once again, there's no need to bulldoze anything. 3 - DEPENDENCIES 3.1 - BASIC DEPENDENCIES (required in any case) Obviously, this mod relies on the tree models made by girafe and Orange_o_. In total, Maxis uses 42 tree props plus 8 flora objects that rely on 15 different individual models. The following packs were required to replace them all: BSC - VIP girafe ashes (v. 1.0) by girafe BSC - VIP girafe beeches (v. 1.0) by girafe BSC - VIP girafe Canary date palms (v. 1.0) by girafe BSC - VIP girafe cypresses (v. 1.0) by girafe BSC - VIP girafe lindens (v. 1.0) by girafe BSC - VIP girafe rowan trees (v. 1.0) by girafe VIP orange fagus seasonal flora (v. 1.0) by Orange_o_ 3.2 - DEPENDENCIES FOR BONUS PACK 1 - required for use with the SFBT Street Tree Mod SFBT Street Tree Mod (v. 1.0) by Andreas 3.3 - DEPENDENCIES FOR BONUS PACK 2 - required for use with Sithlrd98's T21 mod WideRadius Curves T21 Mod 1 - this makes trees and streetlights appear; it is the actual mod. If you want to see sidewalk along these smooth curves, you have the following options (only one is required): White Maxis pavement: Sithlrd98 AvenueCurves White Sidewalk Redone (avenue curves) Sithlrd98 Road Curves White v2 (road curves / FA road sections) Brown sandstone pavement (matching the SMP Sidewalk Reaplcement MOD 1): Sithlrd98 AvenueCurves Sandstone Sidewalk (avenue curves) Sithlrd98 Road Curves Sandstone v2 (road curves / FA road sections) SAP Euro Asphalt (matching the Euro asphalt sidewalk mod by SAP23): Sithlrd98 Avenue Cuves SAP Euro Asphalt Sidewalk texture (avenue curves) Sithlrd98 Road Curves SAP v2 2 (road curves / FA road sections Portuguese textures (matching the Portuguese texture set 1 by gn_leugim): Sithlrd98 Avenue Curves Gn leugim Portuguese Texture (avenue curves) Sithlrd98 Road Curves Gn leugim v2 (road curves / FA road sections JRJ sidewalk textures (matching the JRJ Sidewalks Mod (v1.0) by jeronij): Sithlrd98 WRC Sidewalk Texture Mod Jeronij Texture 1 (avenue as well as road curves / FA road sections) NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS That's simple this time: If you like those HD trees that you see and you are not familiar with girafe's and Orange's entire portfolio, just go over to www.sc4devotion.com, access the BSC File Exchange, and use the power search feature to display all of their stuff. Voila, tons of great flora mods - from small flowers to towering trees - right at your fingertips! 4 - FINAL WORDS I'd like to dedicate this upload to the SimCity community as a whole. We all have been learning from one another, inspiring each other, and helping each other out for almost 15 years now. Whatever we do now benefits from stuff other people have done before us. We are really standing on the shoulders of giants these days, and I'm no exception in this respect. Just look at this upload: Maxis gave us the game we all love, and tools like the Lot Editor and the BAT, Sites like Simtropolis and their respective admin teams give us the place to come together and share, People like CowKilla and SimFox have been instrumental in making the use of 3dsmax viable for BAT, BAT artists like Girafe and Orange_o_ used this to great effect to model the wonderful trees I have been using, iLive and cogeo provided the additional tools that I have used to get these models to do what I had in mind, People like Andreas Roth and Equinox helped me take the first steps in those tools, getting me on the road to where I am now, rsc204 (a.k.a. MGB) taught me a method of making resizing overrides for existing props that I used to tweak the dimensions of some props, Due to all this, I merely had to put these foundations to good use and contribute my little part. So at a first glance, one might say this is "my mod". But it really is 95% community effort, made possible by a community whose spirit has always been characterised by non-profit sharing. It is a pleasure to be part of such a community, and here's to hoping that it will remain strong for years to come. That being said, extra kudos to flora masters girafe and Orange_o_ as well as T21 mod authors Andreas Roth and Sithlrd98 once again. You guys are awesome! T Wrecks, August 8, 2017 _________________________ NOTE FOR DOWNLOADERS WHO USE THE CASCADIA TREE CONTROLLER: @PaulSawyer kindly reported that he had problems with Maxis palms on roadsides not being replaced as they should by this mod. Apparently this problem could be fixed by changing the loading order. So if you use both the Cascadia Tree Controller and this Maxis HD Tree Replacement Mod and run into the same problem, try changing the order in which both mods load. If you don't know in which order the game loads plugins and/or need help changing the load order, you will find information on that with a little forum search. If you don't find anything, don't hesitate to ask on the forums or send a PM my way.
  21. Found this mod on Workshop looks very interesting, in what it can do and could be a very big game changer in more ways than one http://steamcommunity.com/sharedfiles/filedetails/?id=1094334744 .. Here is the blurb from the steam page:"The Procedural Objects mod adds a vertex customization tool directly in game, which allows you to resize assets for your needs, create things with only one asset that you can resize instead of having 12,000 versions of an asset for different shapes and sizes."
  22. Ok so recently I created an intersection and I wanted to cover up some markings with the ploppable asphalt mod.When I tried to add my custom markings to the intersection it didn't appear at all.I used the decal version of it yet other people use it and it works fine for them.What am I doing wrong?
  23. Hi there, i am looking for someone who can mod the buoy out of the ferry lines. As i am into Boats and Marina stuff - i am in preparation of turning a lot Boat models into ferry vehicles - so it is possible to simulate kind of lofe 6 action in your citymarina/bay (boats going out and in). But when the buoys appears - you will have the harbour full of them when adding mre and more lines ... so dear promodder - do you think it is possible to delete them (buoys) from the lines ? Alternative could be to make hem smaller to tiny ... thx
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