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Found 240 results

  1. So I have SimCity 4 Deluxe installed, and I have NAM 36, the extra cheat file, and the SimCity4 fix file (The most important file of all time . . . Stay thirsty, my friends) in the PlugIns folder. The question now is Are there any other mods that are flat-out essential? I've looked at the Top 10 Mods list, but nothing really jumped out at me. I've been watching some excellent YouTube videos by haljackey, and in one video, there were these ploppable lots that could be hooked up to the road system, and Sims would drive through the lot. Transit-Enabled lots (Is that what they're called?) Where are these lots at? I'm feeling overwhelmed (is anybody ever just whelmed?) by all the choices. Desperately trying to keep my head above water Retro
  2. how do you install mods for the game
  3. 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?
  4. Just Started- Need help.

    Total noob here, I've created a couple towns, got the basic handle on keeping a small town somewhat sustainable but i feel like im missing out on lots of things, more buildings, different train track/Road curve options etc. Can anyone please point me in the right direction of some good mods, plugins and where to download and then install them on a mac?
  5. 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 ?
  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. 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?
  8. 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!!!
  9. 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:
  10. 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
  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. 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?
  13. 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.
  14. 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
  15. 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?
  16. How to blend in Ploppable Asphalts Tutorial Hello Guys, have you ever tried to join two roads together whilst detailing with ploppable asphalts but got the horrid gap? Then this is the video for you on how to blend it! Tutorial Video - https://www.youtube.com/watch?v=oA3YwS8uxmI Ronyx Ploppable Asphalt - http://steamcommunity.com/sharedfiles/filedetails/?id=881291183&searchtext=asphalt http://steamcommunity.com/sharedfiles/filedetails/?id=926353813
  17. Hello everyone, I'm don't want Mod rank now and I don't request it and I only accept the rank if the staff give me the rank. I want to ask. Why so many moderators here? And, how CorinaMarie that's joined 2016 (correct me if wrong) can obtain the rank (beside of trustness)? Is it caused by an 'moderator contest'? I don't criticize or even disagree your hard work that led to Mod rank. Again, I'm just want to ask some questions. Thank you.
  18. Version 1.0

    22 Downloads

    Mod Requirement(s): Cities XXL Community Patch Mod Tag.cfg Game Requirement(s): Cities XXL Tag: <Tag>CivicService;Education;T4;UnqualifiedWorker;Executive;QualifiedWorker;MS18;GemCity;FilterTag;Original</Tag>
  19. Verizon Wireless For XXL

    Version 1.0

    43 Downloads

    Mod Requirement(s): Cities XXL Community Patch Mod Tag.cfg XL Nation Furniture Dependency Pack Game Requirement(s): Cities XL 2011 Cities XL 2012 Cities XL Platinum Cities XXL Tag: <Tag>Commerce;RetailGoods;T4;Executive;MS18;GemCity;PRIVATE;Executive</Tag>
  20. 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
  21. Hello, I'm new to the forum. I used to have SC4 on cd but lost it. Just downloaded the game from GOG.com but was a huge fan back in the day of the addons and mods that could be downloaded from simtropolis and installed into the game. When I had the CD version, I remember having to go through SC4 menu in program files folder on my computer and dragging the downloaded mods into the Plugins folder which would activate them in the game. The GOG.com downloadable version does not have the plugins folder or any other such folders from which I can figure out how to install mods/addons. Does anyone know how to install the mods on this version? Thanks for the help.
  22. Apparently I have a failing SSD. I'm about to perform a Windows reinstall and all the hassle that follows. I have all my saves etc. backed up and assets/mods in a collection but what should I save to capture my Ploppable RICO and Building Themes settings? Is there a file or two I can copy into my new install folder (or appdata) to not have to go through and set up the themes and personal RICO settings again myself? Thanks.
  23. I know the (several) meanings of "Deprecated" from several dics, but I don't understand the meaning that one sees in the road/rail menus. What's a Deprecated road ?
  24. There was a mod on the ST Exchange here in 2013 that is not showing up when I search it. It was called "Shut Up advisors" that removes unnecessary advisor popups during the game. I searched "advisors" and "shut up" but only irrelevant results showed up. When I tell it to include title only, it says "0 results" So obviously some mods came up missing or the search on this website is not working properly
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