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Found 236 results

  1. Welcome! Saw something you liked in someone's screenshot but can't find it? Vaguely remember seeing something once, but you don't know where it is? Wondering whether or not a plugin of a certain type exists? This is the thread where you can ask for help finding things. When asking, please be as descriptive and specific as possible. This can help people to understand what you're looking for. If possible, screenshots are also encouraged. This thread is a direct continuation of the original topic, which got too big. Someone might have already been looking for the same thing as you, so checking there first might get you your answer faster. P.S. If you would like a particular BAT to be made, please request it in the BAT Request Thread.
  2. Hello Mitchell's Whenever I apply a water mod Stock (A term used in KSP that means "unmodded parts") water texture used to illustrate borders of the map makes me lose my mind Its the same reason why beach texture used in beach lots that makes me lose my mind Is it possible to change that texture or make it fully transparent ?
  3. So I was recently looking at some Japan driving videos and got inspired to make some highway pillars. I'm planning to make an entire set of various types of pillars in this style, even a 6cell over-canal pillar. (if it goes okay) Tell me what you think about my first attempt, I need to nail the style and the details before I start making other variations. Constructive criticism welcome, also any ideas. By the way, do pillars have LODs like regular buildings? I should just make it just the pillar, without the small details - pipe, wires, supports. Not sure when they're going to be done and available.
  4. RCI PLOP MOD (by coolboy_22)

    Version 2.0.0

    9,554 Downloads

    Hello I updated the mod !!U need to start a new game if u want to make the mod work!! simlet.pxm
  5. Hello everyone. This will be my custom content showcase and workshop thread. In all the years I been a member here, I never uploaded any content but enjoying great work by other members. I take this opportunity to say Thank You to all content makers for making our city building experience so enjoyable. I feel that making content is overdue for me and I want to give back to the community. I have some buildings and trees that I will be showing in upcoming updates to this thread. I will also be asking for advice and help. 9/25/2017 Release: Chinese Fan Palm Link http://steamcommunity.com/sharedfiles/filedetails/?id=1146469971 More info on last pages of this thread. Note: This post was edited 5/29/2015 to reserve this first post for all current updates.
  6. I have been playing around with Street and Road bridges with the intent to use them for pedestrian traffic only. It works OK when I use Street bridges (pedestrians use it and there are no cars). The Road bridges also work for pedestrian traffic but I always end up with Taxi's running back and forth. So I was wondering, is there a mod or trick I can use to ensure no cars show up?
  7. I am Outstandinggamer from steam and here I will be showing off Work In progress items and Release items. I am also working on a few more Item but I did not want to make this post too big. Relased: Cim-Electric Cherry Picker Cim-Electric Utility Truck Cim-Electric Prop Pack Past Releases: Concourse King Tower : http://steamcommunity.com/sharedfiles/filedetails/?id=529299685 Concourse Queen Tower : http://steamcommunity.com/sharedfiles/filedetails/?id=532932688 Cell Tower(Electricity) : http://steamcommunity.com/sharedfiles/filedetails/?id=456460270 RaceTrac Gas Station : http://steamcommunity.com/sharedfiles/filedetails/?id=455370557 Cell Tower : http://steamcommunity.com/sharedfiles/filedetails/?id=454199980 NewFlyer D60LF : http://steamcommunity.com/sharedfiles/filedetails/?id=454145850 NewFlyer D40LF : http://steamcommunity.com/sharedfiles/filedetails/?id=449271934 Whelen Vortex : http://steamcommunity.com/sharedfiles/filedetails/?id=448497953
  8. Yo, guys -- I followed some links for steam locomotives and I found some really GREAT trains -- UNFORTUNATELY -- they are Mods. They are designed to replace the Maxis train system and do not function well alongside the VDK trains I already run. Since I didn't want to mess up the train system entirely, I though I could try using them as "props" in various locations on the map. They are beautiful little trains. The files have, most likely, been "dat." packed -- and I am (comparatively) a novice at this stuff. IS THERE ANY WAY TO OPEN THOSE FILES AND EXTRACT THE PROPS?
  9. Hey, Just found the Industrial Revolution Mod. It looks awesome! However in the description they hint that it is a much more involved install than the other mods that you just paste things into plugins. Does anyone have anymore info about this? Im pretty new to adding the mods and don't want to ruin the install.
  10. Intro Hello ladies and guys! I am Trylk255 and today I want to tell you one thing that is still in my heart today. Yeats after Maxis left SimCity on its own, this game still runs. Time have passed. I am here today to start modding again and make this game great! Serious level : 80% Here is what you have to take note of : 1. I won't compile a new .exe file for SimCity, there's already one. 2. I am looking for people and modders that still want to mod the game. Actually, joinning my modding crew would be a grest first step for all of us. 3. We have a Discord server ! KEEP YOUR EYES HERE EVERY DAYS! I will send an invitation link when the server will be up and ready for normal use. Expect the invite to be posted in 48hrs (2 days). About mods on the STEX Have a favorite mod on the STEX? Share me the link, I will rework the mod in question in order to fix issues, bugs and adapt it to the new structure*. Ummm... You said "new structure", what's that exactly? By remaking a game with mods, we have been used to create them with our own pattern. Patterns are 2 or 3 years old on SimCity 2013. As time goes, new things are discovered. Alright, enough arguing ; time to explain. The old structure : The new structure : Our planned features in a long term : : : CONTROLNET : : Modifying ControlNet system (Production, Usage, Bandwith, info mods) : : MEGATOWERS : : Planned content : New levels New megatowers designs New crowns : : MODULES : : New working modules without overriding the original ones and integrating them to a building. Custom buildings with custom modules. Please take note I am currently working on a huge ControlNet project wich will allow me to make even better mods. This could allow me to make CUSTOM GREATWORKS, CUSTOM OMEGACO SYSTEM and CUSTOM Crowns which will use ControlNet. Here is a list of things I can't do : Custom maps (regions) Hey! We are in 2017! WELCOME BACK! So... whats with that idea to restart that huge-monstrueous project? What happened last year with you?! WHERE DID YOU GO?! O_o Ok ok... I was more focusing on other games and trying new mixtures of SimCity 2013 mechanics. Talk us about that project now... I won't rewrite down the first post, altho what have been changed on the original list is : Every original ideas are going to be there. : : New stuff : : //!!// Patches and fixes will be created for many exisiting mods already there on Simtropolis. The reason why is because I try a lot of mods. Sadly, many mods haven't been tested deeply. They've been released with a few twsts or none almost, assumig they will work like it's supposed to. //!!// Mod restructuration. Mods will still be created, but they will now be organized differ3ntly from the inside. Such as : this mod modifies water layer. Instead of just throwing the modifications, I'll implement the layer and modify it as well so it's goig to be adapted for the mod in question. //!!// Performances are going to be a number 2 on our list//!!// Our current criterias for releasing a mod are : tests, detailed description, support offered for the mod, updates for the mod. So far, many mods, a game who is limited in terms of modding but... Someone once a day said There is, and will always be a place for improvement. THE REASON WHY : more mods means a bigger load for the game. And this can results in a slowdown. So what's gonna be changed mostly are the LOD (Level of detail), draw distance and a little bit of genius tweaks into the game. : : DLC Mods : : Okay, we all know the very classy mod itself. But what about an optional addon for it? Yes you heard me! A pack in a pack! Which isn't required! Why? I feel like many people wants something else than THAT and having to dig for something more in their tastes. WAIT!!! Building styles are a new feature that will be added to the project. So ya better keep an eye here! : : Placement rethink-ed : : So far, playing SimCity can be too difficult or too easy for some players. Most of the time, you spend half of your time planning the city. But... Who the heck thought of a COAST ONLY PLACEMENT for water things (eg electric power plants?! I actually plan on making the seas a lot better... let expand the topic here just a bit... so what's planned is to add water depth and implement the wind into many water plops. EG: Wave power plant will now use wind alongside with water depth in order to produce electricity. Water depth will be used as a factor of it's placement. So the game will tell us if it overlaps a tunnel etc. : : Whole CONTROLNET usage REVIEWED + OmegaCo : : ControlNet, huh? Sweet name! Too hard to produce, not spreading enough. Too much for current needs. Well, once you get the trick to make it, you have a great excess. OmegaCo... what's that used for again?(Still sounds "chinese") Oh yeah... helping commercial facilities. That will be reworked as well. Through the last months, I have seen many users saying/complaining that the resources layers are buggy. Well, I'm going to be honest with you, the layers are very minimalistic. Eg : slow update rate, colors grading are used most of the time... When you look at a layer, you need to be able to quickly notice a hiccup. With colors grading it can be a bit slow. And some of us are visual! •What will be changed for layers : - Colors - Faster update rate. - Integrated detailed UI mods from Maxis user here. (Detailed worker in rollover and purple line for industries). Aaaaaaaand now... the most UNEXPECTED CHANGES HERE ARE : Battery packs for power generators Mods for DLCs! A whole New user interface! Native implementation of Multiplopper Pheww... that's a lot to do!!!
  11. So i was wondering if there is any way i could change the config or something to make it so resources never run out, such as water, ore, coal and oil. If not, could somebody possibly make a mod? I will donate 10 dollars on the spot. If you want me to increase it, fine
  12. For more information, go to the link: http://www.youtube.com/watch?v=mI-fUK7O3w8
  13. So ive been experimenting with the police helicopter with a blimp AI. this way it allows me to effectively create a working animated helicopter that functions as a civilian helicopter transporting people. With some help of Ronyx69 i managed to get it to spawn from the Blimp depot, and apart from a few graphical glitches that are easy to combat it actually flew and had all its effects. But theres still one problem. Anytime it lands at a Blimp stop it crashes the game puking nullref errors. i believe i have narrowed it down to the fact that the 'transportinfo' on the helicopter is set to null, while the blimp actually has transportinfo. So my question is aimed to all you coding and scripting wizards out here, if at all, would this transportinfo be editable in some way ? and if it is, how ? I really would love to see a working civilian helicopter transporting people around instead of just as an emergency vehicle, so help would be appreciated. Giometry E to give a better idea of what ive done, here's a video:
  14. This is probably a silly question, but here goes. I have city tiles within a region built with different game play parameters, i.e., PEGs MTP and or SPAM. Since the SIMS travel from city tile to city tile in search of jobs, etc., if I build another city without those mods (like the ones I just mentioned) will it affect game play. For example: One city has SPAM railroad stations while the new city does not as it's being built without the SPAM mod. Naturally, were I to open the previous city with SPAM removed the train stations won't appear (although a query on the blank area reveals what's hidden). But is this station also hidden to the SIMs? As I play the megatropolis city that isn't built with SPAM, will the SIMs still be able to take the train to the adjacent city tile that functions as the bedroom communities and exit the train at those stations? The reason I ask is the demand bar graph changes when I open the different city tiles. Wouldn't game demand be common throughout the region? Food for thought? John
  15. On a regular basis the question pops on reddit or forums related to Cities: Skylines "What's the must have mods atm", but there's no quick good answer to that, as it all depends on what you're looking for in the game and to some extend what your computer can handle. So I figured I'd create a few collections to make it easier for new players or old returning players to find the type of mods they're after. They're still a work in progress, so let me know if I've missed some mods or a useful category. The Basics - Mods which should IMO be integrated into the game and have a low impact on performance Detailing - Mods allowing you to customize and add detail to areas of your city Simulation - Mods adding to or expanding on the simulation aspect of the game Transport - Mods adding to or expanding on transport networks Utility - Very useful mods, which don't fit in the other categories Visual - Mods which improve or change the visuals of the game on a global scale
  16. Welcome! In an effort to bring some organization to the CSL Steam Workshop, this thread is a showcase of key authors to watch out for. Now we can confidently plunge into this project after receiving plenty of encouragement both from the community, as well as from our friends over at Paradox Plaza. Listed authors may develop items which you think add something beneficial to the game, and you believe others may find useful (in terms of quality, stability & ease of use). In essence, it's a list of the very best authors out there, with links to their Workshop pages & examples of content. Mission To improve the gaming and modding experience of the CSL community by suggesting and encouraging quality standards. Also to provide an incentive for authors to adhere to them and adopt better practices -- both in their modelling process as well as the publication process. Vision An organized, quality-brimming Workshop and a vibrating, dynamic, constantly improving wider community of users and content creators. Please post below to suggest new authors for consideration! (Original template format created by TPB, now maintained by the CSL Info Squad). _______________________________________________________________________________________________________ The list will be organized into categories (please feel free to suggest additional ones). MODS Includes authors of any type of mod (by "mod" we mean anything that is code based, as opposed to game assets). MODELS Authors who create buildings using models from outside the game. Any asset type, including intersections, if they have custom models (yes it's possible). TRANSPORTATION Authors who create intersection assets, transit stations, or anything else transport related. There are a ton so we will limit it to the very best. TREES & PROPS Authors of eye-candy content. Flora, props, and any other asset that doesn't really affect game mechanics. RESKINS / REBUILDS Authors who are very good at re-building things using either in-game templates and props or other people's props and models, but with significant improvements in style and functionality. LUTs Authors of Colour Correction Overrides. MAPS The best map creators (in terms of realism, terrain features & playability). If you think you should be on this list and are not, please feel free to suggest yourself for consideration. However, keep in mind you'll only be added if you meet these standards: Your assets/mods are crafted with a high level of professionalism. Your assets/mods have detailed descriptions of what they do, how they work, their stats, tris count, texture size, etc. You have been seen to be active, responsive and productive.You update your mods and assets, fix bugs, respond to feedback, improve. Most of your assets/mods work as intended.They don't conflict with other mods, they don't corrupt saves, and ideally, don't cause your saves to break if removed. Most of your assets/mods are original, relatively difficult to make. At least one of your workshop items has 2000 subscribers or more.There can be exceptions to this if your content is incredibly good if still unknown. We know that a lot of the authors we'll be adding don't really conform to all these standards, but their work in general deserves recognition. Author names should be using their STEAM names always, so we can find them. _______________________________________________________________________________________________________ "Who to follow" on Steam Workshop? - Simtropolis Selection Note: the list is not in order of importance or ability. MODS MODELS TRANSPORTATION TREES & PROPS Coming soon! RESKINS / REBUILDS Coming soon! LUTs Coming soon! MAPS Coming soon!
  17. For the Eager, Yet Overwhelmed Newcomer New to SimCity, Simtropolis, or been out of touch for a few years? Wondering what the heck a NAM or a BAT is? And just what the heck is up with those brown boxes?! This article will take you through the basics of registering your game, whether from a hard copy of the disc or from Steam, the essentials of Simtropolis, and a jumpstart into the world of Custom Content, to bring your game to a level beyond what you could imagine is possible. I would like to thank A Nonny Moose for his contributions and influences on the creation of this article. Rush Hours, Deluxe Editions, SimCity Boxes, Oh my! Before starting on registration information, we should make a clarification on just what the differences in these versions are. The short answer is nothing. When Maxis released Rush Hour, the expansion pack to the original SimCity 4 game, they released two versions: one simply the expansion (SimCity 4: Rush Hour); the other, a version that included both the original game and the expansion pack (SimCity 4: Deluxe Edition). It makes absolutely no difference to the game whether you own the Deluxe Edition, or Rush Hour. Now, just what is the SimCity Box? After the release of SimCity Societies in 2008, EA released this version which contains SimCity 4, SimCity 4: Rush Hour, SimCity Societies, SimCity Societies: Destinations, and The Sims Carnival: SnapCity. The story here is the same with Rush Hour and the Deluxe Edition: it makes absolutely no difference. In the event that you happen to be a long time player who does not own Rush Hour or the Deluxe Edition, it should be noted that the expansion pack is required to make use of 99% of the custom content available on this site. I will explain that further later on. Registering and Updating the Game Before playing, you need to pick up the two (2) necessary EA-released patches to your game for it to work correctly. In recent months, it has been noted that the official EA SimCity 4 Deluxe site has been taken down. So as not to leave these players hanging, some mirrors have been set up containing the assorted official updates. Important note: If you purchased your game from an authorized download source, you may not need any further updates. Check the properties of the game's .exe file. If it indicates you have version 1.1.641.0 or if you already have version 1.1.640.0, you will not need further updates. For the standard, PC version updates, check out here: SC4Devotion Own the Mac edition and can't open .exe's? Check out this thread: Bought your copy off Steam? Steam comes pre-patched! Yay! You should apply the two updates to the game in this order: EP1 to fix bugs, and the BATupdate to allow nightlights. When you are finished, you should check to see that the version number of the .exe file for the game in Program files/Maxis/Apps has been updated to 1,1,640,0. This is proof that your updates worked. Optional Upgrades and Tools You may notice on the mirror sites, a number of other downloads available. Among these are new landmarks, new rewards, the Lot Editor, and Building Architect Tool (BAT). These are all optional, and are not necessary for the games function or the addition of but do add content, and functionality. So, just what do these BAT and Lot Editor things do? The Lot Editor allows you to construct new lots, using the buildings, textures, and assorted prop pieces included within the game. The Building Architect Tool (BAT) allows you to construct new 3D models, and is what is used to create new buildings, trees, seawalls, spaceships, and everything inbetween. Using the Lot Editor and the BAT in tandem, the world is yours to create. It should be noted that both these tools have a sizeable learning curve. We do have a number of tutorials here to get you started, the most notable of these being the BAT Essentials Tutorial in the Omnibus. Unleashing the Game At this point, your game is ready to go! The appropriate patches are in place, and the game is as optimized as Maxis and EA could make it. So where to now? Many players are happy to play the game without any custom content, relying simply on what Maxis has provided. It is indeed very possible to create beautiful cities using only what content Maxis provided. But, many would also point out that the game can be so much more. In the 8 years since the release of the game, the amount of custom content available brings the game to an entirely new level. Players can recreate their hometowns with stunning accuracy, watching roads twist and curve, with even the correct corner market in place. Players can build in the desert, in futuristic settings, or on Mars. The custom content community has taken a finite game and given it infinite possibilities. And the question I'm sure you're asking by this point is, where do I begin? There are a number of exchanges available for you to browse. Here on Simtropolis, the STEX is perhaps the largest, and one of the oldest exchanges devoted to SimCity 4. The other primary English exchanges are SC4Devotion LEX and the PLEX (now on the STEX). You could say that SC4Devotiion is the high-tech site, and that Pegasus is the theme site, and you wouldn't be far wrong. Most community exchanges both require free registration in order to download, as Simtropolis does. The SimCity community expands far beyond English speakers, however - other communities include German and Japanese sites. Growable? Ploppable? What? As you browse the exchanges, you'll notice these phrases on assorted files throughout. The answer to this could not be simpler. A growable lot means that it will grow on its own with the appropriate zoning, as if it were any building created by Maxis. Ploppable lots allow you to plop the building as if it were a landmark. Some ploppables retain their commercial/industrial nature and provide jobs as though they were grown. It should be noted that at early points in the exchange, you may run across residential ploppables. These do not work, and will abandon some time after plopping. So, I've Downloaded Some Stuff. Now what? Installation of downloads really is simple. This article by our fearless Dirktator outlines the process of installation. Some downloads now come with .exe installers, which simplifies the process even more - the installer does all the work for you. The next question you may have is where the heck do I find my ploppable items in the game? Some items will be pretty intuitive as to where they are located - Educational facilities are located in the Schools menu, policing facilities in the Police menu, etc. But what about that great skyscraper advertised as a ploppable? Those will generally be located in the Landmarks menu. Nearly everything else (parks, churches, etc.) will be located in either Parks or Rewards. And if you just can't find it anywhere, consult the ReadMe that should have been included with the download. It should state where it is located in the menu system in game. Brown Boxes, Everywhere! Uh oh! This may look tragic, but it doesn't mean your game is wrecked. You just missed downloading some dependencies. Wait, what? Dependewho? Dependencies are separate files that a lot uses to complete itself. If Download A cannot find the appropriate dependency, it reverts to the lovely boxes you can see in the picture above. It may not look like it, but each lot is actually filled with bits and pieces of other files to make the bigger picture. The trees, the benches, the garbage cans, the swimming pools you see on assorted lots are all individual pieces, that come together to create a house, a park, or a shopping complex. All downloads on the SimTropolis EXchange are required to list all dependencies needed to work properly. If you've looked everywhere and just can't find that dependency, or if the dependency package is locked, please make a post here, and one of our friendly members will help you out. You may have further questions in regards to dependencies. As with installation, I would like to refer you to another article that goes into much further detail. The Dependency Debate by north_country_dude goes into great detail about the pros and cons of dependencies, and answers a few of the common questions you may have about them. So what should I download? Building tastes vary from person to person. Personally, I prefer the drab, 1970's concrete buildings, while many prefer the sleek, glass modern skyscrapers. Because of this, I'm not going to recommend any particular buildings - but I can recommend some mods that are considered the best and the greatest. Network Addon Mod, or the NAM. This mod was first conceived with the discovery of an unfinished road network Maxis left in the game. The talented modding community has taken this and turned it into entirely new road networks, gave us roundabouts, and allows us to create true metropolitan cities with roads to match. This can be found here on the STEX, or at SC4Devotion. If you're interested, here is the "official" NAM FAQ Thread with links to the different parts used with NAM & answers to common queries. If any issues come up while using NAM, there's also a support thread here. Various NAM Team members including Tarkus frequent the thread and gladly help out. A terrain and water mod. When you first launch the game, the grass and water seems realistic enough. A bit off perhaps, but hey nothing can be perfect. Not true - modders have been able to create new textures for the terrain and the water, which makes the Maxis textures look like off-coloured drawings. Cycledogg has made a number of varying terrain mods, and there are assorted water textures on the STEX, each varying for the kind of water your city needs. SimMars. Certainly this mod is not for everyone, but this article would be deficient if it weren't mentioned. SimMars transforms SimCity to Mars, complete with textures, buildings, road networks and music to match. The work done on this is exceptional, and it sits with the NAM as the greatest projects to improve the game that SimCity has seen. Everything else listed here. Livin in Sim has created this top ten list of great mod's that should be essential. A few other members have listed their contributions as well, and I would highly recommend them all! From there you could look through the CJ section to get ideas or run through the STEX and other exchanges to see if anything "jumps" out at you. As I mentioned before, if you can't seem to find something, make a post here and someone is bound to help you out. How do I win? SimCity is different from most games, as there is no set end point. Your success is based on goals you set. For many, a balanced budget and proper governance of a successful city without "godly" intervention (ie. cheats) makes a successful game. For many, the accurate recreation of a real life city is the goal, generally with the assistance of assorted budget cheats. For others still, it's simply to create the best city they can. Set your own goals and adjust as you achieve them. For all flavours of player, however, we do have an assortment of tutorials here on Simtropolis to help you on the Omnibus. The sections that will interest you most are SimCity 4 Reference and SimCity 4 Tutorials. Check back from time to time, as we do continue to add articles! Hopefully, this article has helped you get started. If you have any further questions that this article didn't answer, the folk in the forums and the chatroom are always eager to help, and any member of the Simtropolis Help Squad would be more than happy to give you some tips to the right direction.
  18. I get asked all the time about what mods I use and where to get them. I have compiled a list of useful links and I wanted to share them here! Simtropolis Exchange -Most popular: http://community.simtropolis.com/files/category/1-simcity-4/?dosort=1&sort_key=file_downloads&sort_order=desc -Highest rated: http://community.simtropolis.com/files/category/1-simcity-4/?dosort=1&sort_key=file_rating&sort_order=desc SC4 Devotion -Most popular: http://sc4devotion.com/csxlex/lex_lotlist.php?orderBY=popular STEX Hall of fame: Toutsimcity -Most popular: http://www.toutsimcities.com/downloads/index/simcity4/sort:Download.downloaded/direction:desc Capital SimCity: http://descargas.capitalsim.net/?sitio=csc Japanese SC4 site links: http://sc4devotion.com/forums/index.php?topic=361.0 -SOMY is a great example: http://members3.jcom.home.ne.jp/somy000/index.htm Simtropolis STEX CD/DVDs (costs $ but its easy and helps support the site): http://www.simtropolis.com/stexcollections Strictoaster, a popular SimCity 4 and Cities Skyline streamer and Youtube creator, has a easy to follow spreadsheet for the content he uses: https://docs.google.com/spreadsheets/d/1ya_32tupri4av11zGeX92yVh5L6en8KMi1syZgsf55I/edit#gid=0 Others: https://sites.google.com/site/sc4modds/ ...That's what I've got for what's popular and easy to access. If you have questions or others to add, please do so!
  19. Ello, fellow mayors. I have a problem with my game. Every time I try to load up my city, it is just a black screen with the loading wheel. It doesn't do anything (and I tested it for more than 4 hours) at all. I suspect a mod is causing it and I wanna see if that is true. So what is the best way to track down broken mods?
  20. Hello people! My name is Seb and I am here to keep SimCity 2013 (SC5) alive with my mods I'll attempt to make for you4 OWN wishes. Please take note of that : I do not modelize 3D objects, I only make mods with SCPak. I am very handy although. Here is a list of what I am able to do at the momment with SCPak : Modify ControlNet system (Production, Usage, Bandwith, info mods) Modify megatowers (Levels, crowns (for real)) *Soon: New levels, new megatowers, new crowns (later). Create new working modules without overriding the original ones and integrate it to a building. *Soon : custom buildings with custom modules.Please take note i am currently working on a huge ControlNet project wich will allow me to make even better mods. This could allow me to make CUSTOM GREATWORKS, CUSTOM OMEGACO SYSTEM and CUSTOM Crowns who will use ControlNet.Here is a list of things I can't do : custom maps, custom roads, custom layers, custom hud/ui (would be too long), custom 3D models, megatowers colors modifications.
  21. Hello. This is one of the new shenanigans of the result of unending CS updates. Since last friday, I can't access my subscibed mods anymore. Each time I launch the game, mods are gone. I have to close the game and restart it, in order to get them back, but this time they are all disabled. I activate them, one by one. Then I have to close the game because some mods require restart after activation. Then the cycle resets itself, all mods are gone, I have to close and restart the game to get back as all disabled. This is quite annoying. I check the game integrity and it's fine. Subbing/resubbing is out of the question, since it's not related.
  22. New mini-series where by each week we select a small custom build to detail. Allotment / Community Gardens Detailing Collection - http://steamcommunity.com/sharedfiles/filedetails/?id=912067423
  23. As expected, my save failed to load. What's the protocol here? Should I disable all mods and try to add them back one-by-one? Let's help each other out by listing out mods that have been broken and should definitely be disabled. Who will go first?
  24. I made a new community website for users to download, uploads mods and media related cities xl, cities xxl, SimCity, SimCity 4 and cities skyline, Feel Free To Check Out My Community Website URL Link: https://www.citiesxlmods.com
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