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Found 14 results

  1. I am a longtime fan of SC4, however due to college I haven't been able to play in past year. I am so excited that I have time to pick up and rebuild old cities using the new feature of NAM 34 (I have 32 pre). In the process of me installing the new NAM, I a required to update my version of SC4 to 1.1.638.0 . Unfortunately, the link sends me to sc4devotion.com, which has been under construction for the past week. Is there any other place I can find the update so I can get back to enjoying SC4??? I am dying to use the new RHW 4s Flex fly !!!!!
  2. The Freight Station Mod does not appear to work with the new NAM v31.1. Are they not compatible with each other? I have always used the Freight Station Mod: It helps by allowing Trains to dump their cargo at the freight station to be taken by Trucks. Without the mod Trucks only dump cargo at the Freight Station to be picked up and taken by Trains. I wanted to try to get my Seaport better utilized so years ago I started using this mod and set it near a Seaport, so the farms on the other side of the map would send their freight to the freight station through rail, then truck to nearby Seaport. It worked! However, since I have begun playing again this year, I have used all the same plugins, except I have upgraded the NAM to v31.1. I have noticed that no matter where i put the Freight Train Mod in my plugins directory, it doesnt appear to work now. I have tried loading it last through zzzzz_ in both file and directory in the main my docs/plugins folder. The other reason Im suspecting the NAM has something to do with it, is because the Freight Stations now have a NAM symbol on them, and a lot more useful data! I love the new data displayed. And no matter where I put the mod, even when i bulldozed and replaced the Freight Station, it always showed the NAM symbol and still did not function as I expected. Does anyone know if the New NAM and the Freight Station Mod are not compatible with each other? Or do you know a correct way to fix the load order so the mod will work again in the game? Perhaps I can could re-mod the NAM file affecting the Freight Stations to keep everything it has now, and just add this one component in the older mod. Anyone have any thoughts on this? Thanks! - Cougar2004
  3. Version

    751 Downloads

    G'Day Simtropians, After reading a post by the Nonny moose it got me to thinking about resolutions suitable to render large tiles without the render bug, previously I have always rendered in a 1280x1024 window. A window allow one to leave SC4 still running and do other stuff but more importantly, inside the window is running at native resolution, In my case 2560x1440, unfortunately SC4 will not run at this resolution too well. Anyhow I have other windowed shortcuts 1920x1200 and alas the the missing terrain texture afflicts it. After reading Nonny's post I decided to try a 1920x1080 window and whatiya know? SC4 rendered the large tile perfectly. As an aside scrolling in region view at this resolution in a window is back to normal without the jerky fits and starts I had been putting up with for years at 1280x1024. I also tried 2048x1152 but SC4 could not open it as a window and in full screen did not look like the full 2048 and however rendered the large tile with the missing strip. So I decided to check what other custom resolutions would render complete large tiles and have made a set of nine custom buttons. two will not open a window on my machine here and are rather odd sizes 1400x1050, I have a couple of older IBM laptops with this resolution and 1680x945 This is the resolution of an 18" Toshiba laptop I have. Both run in full screen and render ok. Same deal as the standard set: Use only one(1) dat that matches one's resolution. Place a ball bearing or other heavyish object on the F8 hotkey. Triple click away for speedy rendering of SC4M maps. That I think is about all, no wait, there's a readme included. Cheers
  4. Version

    358 Downloads

    G'Day Simtropians, Today I wish to upload the latest update for the Star Background Mod, This second patch pack contains patches for Gobias's new terrain mod Berner Oberland. There are two files for high and low snow and a new patch directory. (Quad z) delete the old z directory, this is necessary to ensure the patch loads after the terrain mod. Use only one patch at a time that corresponds to the terrain mod. Instructions are in the readme, very good to read. That I think is about all. Cheers
  5. drunken Rendering, Do It Fast.!

    Version

    782 Downloads

    G'Day Simtropians, Today I am releasing my rendering mod, since the inception of Wouanagaine's mapper and terra re-rendering city tiles has become a not so welcome part and parcel of SC4. With faster puters rendering times have sort of been kept in check. Now with the capability to produce maps as large as SC4 can produce rendering times have been blown out of the water. This is where the Speedy Rendering Mod comes into it's own. With this mod installed rendering city tiles is reduced to a simple triple click affair. That's right: click, click, click! No more racing the mouse around to invoke dialogues then racing back clicking buttons. Just triple click a city tile and wait for the region to reappear and triple click another city tile. One will need an external prop, a ball bearing or other such heavyish object to hold the F8 key down while in SC4. There are three dat files one for each of the three lower standard resolutions, use only the one(1) that corresponds with the resolution one uses to render regions. Paste the dat into the root of the plugins directory, except if using a modified UI like SimMars then it needs to go in a z folder in the plugins directory. It must load after the UI to work. Fire up SC4 and once the region loads place the weight or ball bearing on F8 to hold it down. Now triple click a city tile and that's it until the region pops back into view. A darkened screen will open with white writing and an hourglass. If it is green writing and an arrow cursor one did not triple click, click again anywhere on the screen but that is wasting time. Remove the dat and keep in a safe place until your next masterpiece. See some big pics. That's it I think. Cheers
  6. I have a quick question: I'm starting a new region with the SPAM installed, and read about it changing desirabiiity factors. So, if I play that region with SPAM, will the chances of me getting high-rises decrease? I understand that the agriculture demand is kept high so it will be for as long I want, but could a region with some towers be developed? Thanks, Guy
  7. Realistic Night Lighting Mod

    Version 1.0

    8,206 Downloads

    Tired of dull nightlighting, and tiny dots for streetlights? This mod enhances the night lighting for the game, by giving the lighting in-game a complete overhaul! Features: - Brighter lights on buildings at nights - Streetlights are larger and brighter, they are also a more realistic, orange color as well. See your cities in a whole new way! * Please note that this mod was made from a series of experiments, and is still in the expiremental stage. This is the first version, and first mod that changes the streetlights, so it does have the following bugs: - Some tiling can be seen in the street lighting (common in diagonals). - The street lights could still be even larger and cover more (especially on large roads, but I can't at the moment due to tiling issue, but it will be done in the next version) Other than that, they are much better than the old, default lights. To install: 1. Download File 2. copy the .patch file into the paks folder 3. start up the game, switch to any of the night modes and see your cities like you never seen them before! 4. Enjoy!!
  8. Version

    962 Downloads

    G'Day Simtropians, Well these will probably be my last pack of water mods. After loading one of my prior water mods with Lowkee's Appalachian Terrain Mod it looked absolutely ghastly due to Lowkee using a Terrain Tex Factor of 1/4 of the default, It stretched them to buggery so to speak. Anyhow I rustled together some new textures at 1024 x 1024 which matches his terrain mod nicely and borrowing from his suggestion of using a neutral grey colour for the surface I have produced a set of six water mods 2 blues, 2 greens and 2 browns. The sides do not match quite as well as my previous mods as they were custom made for each mod but they're not bad and the file size is a lot smaller considering the texture is 4x larger. To use these water mods firstly remove any and all other water mods one has installed Next add the file from the Water Texture folder and one (1) file from the Water Colours folder to one's plugins directory. Simple as, These water mods will work with any released terrain mod. I think that's all. Cheers
  9. Is there a mod to choose the wealth level of growable lots? I want to select which class establishes in determinate zones... It is possible?
  10. Version

    1,875 Downloads

    G'Day Simtropians, Today I wish to present the second pack in my water mod series, this pack contains six water mods in steel blues and greys. Some are quite moody and atmospheric. I probably have enough left kicking about on the hard drives to rustle up a third pack when I have some more time. Use only one at a time and remove any others one may be using as there will be conflicts. Copy and paste a dat file into the plugins directory. That is pretty much it. Cheers
  11. Version

    789 Downloads

    G'Day Simtropians, Well after quite a number of requests for the water or terrain mods I use, I decided to start releasing them. While not overly different to others, they provide for a range of more tropical colour. The seawater is green in tropical Australia compared to a startling and vibrant blue for more temperate climes. In this pack there are six mods, use only one at a time and remove any others one may be using as there will be conflicts. Copy and paste a dat file into the plugins directory. Pretty much sums it up. Cheers
  12. Version

    886 Downloads

    G'Day Simtropians, Today I have for download the full HD star mod. If one has downloaded and installed either of the previous mods there is no need to remove them as this will overwrite the files. This mod completely changes the region and city backgrounds and also the city tile edges to a HD star background. It is compatible with all terrain mods with the included patch files. All textures have been individually tuned to match each zoom level for seamless transitions. A comprehensive readme is included with links to support pages if needed. I think that's all Cheers
  13. Version

    1,696 Downloads

    G'Day Simtropians, Today I have a small mod to convert the background grey mass in region view to a star filled background in HD. Drop this file in C:\My Documents\SimCity 4\Plugins to enjoy a star filled view in one's region. That's it really Cheers
  14. Starry, Starry Night... Cut, Take 2

    Version

    2,131 Downloads

    G'Day Simtropians, Today, I looked into these backgrounds a little closer and deciding they were a little gummy thought I would fix them up somewhat. These new versions are more like HD, there are more stars and they are much more sharper at all zooms. The bottom pics show the old versions at the same zoom level. Thanks to everyone who downloaded, commented and rated the originals. I am going to banish them to the nether regions of the etherworld as they have become superfluous and take up space on the STEX. Same deal backup the png files in C:\Program Files\Maxis\SimCity 4\Plugins then overwrite with these new ones. That's it and thanks Cheers
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