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City-building game(s)

Found 392 results

  1. hey so after installing plugins from simtropolis and using the offline installer from GOG to install SimCity 4 and following Wolf's recommendations for necessary mods to prevent the game from crashing, it seems the game crashes from attempts to start a region. Any fixes for that? . Unfortunately, it does not yield a crash report or code from the crash.
  2. Hi, First timer here, interested in trying out SimCity 4 with mods. I was just wondering is it safe to download all the dependencies listed in the guide that's mentioned in the topic of this post, or do they conflict with each other? Of course the "Dark nite" and "Maxis nite" is clear they conflict, and you choose only one of them. But what about the others? And do those dependencies cover all the dependency needs for all the other items in the guide? I just want easy way to get as many dependencies as possible and not worry about them, and then just get into choosing which mods i want to get. The modding just seems so convoluted in this game with all the mods requiring specific dependencies. And I did check out the "Mod manager" type of tool, which does this for you. But I don't want to setup it, I just wanna do it manually as crazy as that sounds.
  3. Hello all, and @Null 45 and @memo, et al: I have several issues that I couldn't find any research on, after only just noticing these problems recently. I did not want to create multiple posts, so I just threw everything here into one. Efficiency, efficiency, efficiency. Now that I've established my sense of humour by using a funny reference, here's some of the basics before I go into each issue: I'm running SimCity 4 Digital Edition on Windows 11 Pro, fully updated I use sc4pac to manage all my plugins, including ones I add to the 075-my-plugins folder (at last check, 43,775 files across 6,691folders, a little over 11 gb, and no duplicates so I don't think there are conflicting plugins) All DLL mods and relative INI's are in/were moved to the .\Plugins root The game has been 4GB patched The game was crashing when loading a particular city I had been working on for a while. This city might've been corrupted on an AutoSave earlier today, as it crashed right after attempting to save. I'm not sure if it's also related to any of these issues below: I've had to restore it from a backup from a few days earlier, which does load and can be played, so I assume that city was corrupted on AutoSave. This particular city reports an error loading a missing plugin, however, no plugins were ever moved or uninstalled intentionally before or after this city tile was developed - aside from installing new or updating existing plugins. (Is there any way these days to figure out the missing plugin based on the code displayed in the Missing Plugin dialog? I don't remember if this was ever possible before.) DBPFLoading: The log file shows this - note the last two lines specifically: SC4DBPFLoading v2.1.0 Disabled the built-in DBPF loading debug code. Patched the DBPF Open header check. Changed the missing plugin error message to use hexadecimal. Installed the cRZFile hooks. Installed the .SC4* plugin scan patch. Failed to load: C:\Users\REDACTED\Documents\SimCity 4\Plugins\050-load-first\CAM.colossus-addon-mod-core.3.4.1.sc4pac\1 CAM Core\CAM_Advanced_Water_Allert_Old.dat Failed to load: C:\Users\REDACTED\Documents\SimCity 4\Plugins\895-my-overrides\z____Tariely Mods\z3_TL Divers\TL-PROPS JRJ Yellow taxis rsc.dat Not sure why or if this is what's causing my issue with the missing plugin error or not. SC4MoreBuildingStyles: The log file shows this - note line 5: SC4MoreBuildingStyles v3.6.0 Installed the building select window patch. Installed the lot configuration manager patch. Installed the building style algorithm patch. Failed to read the BuildingStyles INI file: No such node (BuildingStyles) Found 0 exemplar building styles and 0 INI file building styles. The node does exist in the INI file which is in the .\Plugins root folder. SC4LuaExtensions: This one's very strange and I'm not sure what's causing this, but here's the entirety of the log file. I don't know if this too is what's causing the missing plugin error on the one city. SC4LuaExtensions v1.0.1 Replaced the Maxis Lua print function overrides. Installed the Lua package script name patch. Registered the game.execute_cheat function Registered the game.pause function Registered the game.resume function Registered the sc4game.budget.get_department_total_expense function. Registered the sc4game.budget.get_department_total_income function. Lua script error ! Run-time Thread ID: 0 Error Type: [string "_atrg_ = function () return ((SG_DentistCou..."]:1: attempt to call global `SG_DentistCount' (a nil value) stack traceback: [string "_atrg_ = function () return ((SG_DentistCou..."]:1: in function <[string "_atrg_ = function () return ((SG_DentistCou..."]:1> ========================================================================================== c5= true submenus: I truly love this plugin, but I noticed, from early iterations, that sometimes there are plugins I've installed that are missing... when I "disable" this plugin (I temporarily move it out of the plugins folder), they appear - even if I have to scroll for a few minutes. What's weird here is that I noticed, for the first time, the logs that are coming from submenus - it looks like some of the plugins aren't being gathered properly and I dunno if this is by design (expecting plugins of these kinds to be installed when they might not be - which is weird, because I know I've had many of the varying kinds listed below installed for a long time), or if this is not properly capturing my plugin folder: Submenus DLL 1.1.5 12:23:37 AM Installed the Duplicate/Missing Menu Icons fix. 12:23:37 AM Installed the Submenus patch. 12:23:39 AM Installed the Exemplar Patching feature. 12:23:56 AM Loaded 38 Exemplar patches targeting, in total, 72 Exemplar files. 12:24:17 AM Hiding empty submenu with Button ID 0xE75D823A: submenu-CAM-fresh-water 12:24:17 AM Hiding empty submenu with Button ID 0x13D1986E: submenu-CAM-misc-water-util 12:24:17 AM Hiding empty submenu with Button ID 0x60B9298D: submenu-CAM-tidal-wave 12:24:17 AM Hiding empty submenu with Button ID 0x61730DA9: submenu-CAM-geothermal 12:24:17 AM Hiding empty submenu with Button ID 0x2FAE9226: submenu-CAM-scrubber 12:24:17 AM Hiding empty submenu with Button ID 0x34872AFE: submenu-CAM-hydroelectric 12:24:17 AM Hiding empty submenu with Button ID 0x37FFA051: submenu-CAM-incinerator 12:24:17 AM Hiding empty submenu with Button ID 0x8E5B2F9C: submenu-CAM-sewage-sanitizer 12:24:17 AM Hiding empty submenu with Button ID 0x64365D13: submenu-CAM-power-storage 12:24:17 AM Hiding empty submenu with Button ID 0xF034265C: submenu-fillers 12:24:17 AM Hiding empty submenu with Button ID 0x9BACEB6F: nbvc-marina-sailboat 12:24:17 AM Hiding empty submenu with Button ID 0xBB531946: submenu-embankment 12:24:17 AM Hiding empty submenu with Button ID 0xDEFFD960: submenu-modular-parks 12:24:17 AM Hiding empty submenu with Button ID 0x8BA49621: submenu-military 12:24:17 AM Hiding empty submenu with Button ID 0x9F83F133: submenu-plop-R$$$ 12:24:17 AM Hiding empty submenu with Button ID 0x984E5034: submenu-plop-R$$ 12:24:17 AM Hiding empty submenu with Button ID 0x93DADFE9: submenu-plop-R$ 12:24:17 AM Hiding empty submenu with Button ID 0x1CD18678: submenu-seawall 12:24:17 AM Hiding empty submenu with Button ID 0xDD5DC0E7: submenu-watercraft 12:24:17 AM Hiding empty submenu with Button ID 0xE441B333: nbvc-marina-boat 12:24:17 AM Hiding empty submenu with Button ID 0x839C37A1: nbvc-marina-surf 12:24:17 AM Initialized 117 submenus (21 empty, 0 not reachable). I don't know what "Hiding empty submenu" means when I do have plugins that fit these categories. Is there something I should be customizing? City Tile Thumbnails on Region Map Finally, a side note: on occasion (more often than not), when my region opens up on game startup, the last city tile I worked on (in particular, this specific problem city that I restored from backup), shows up blank (like a deleted city from the region and is plain and blank). It also looks like this when I load the city, but the city's name and mayor name appear correctly in the region map. What it doesn't do, is show a snapshot of the transportation network and zones like the other city tiles. The city itself opens up fine (well, I suppose until a file gets corrupted!) and after saving and returning to the region map, the tile still shows up blank. I'm not sure what conditions lead to the region map showing up complete. I did notice that after removing the submenus DLL from the Plugins folder, the tile showed the networks and zones of the city. I don't know if they're related issues. Would appreciate any help or assistance, and can provide more background if requested. Thanks Mayors.
  4. Hi, everyone! I used to play SimCity 4 many many many years ago and returned recently! This time I discovered Simtropolis, and many new things (to me): CAM, NAM, and other things and I’d like some help with this new things. I instaled CAM, but what eles I should install? You really think NAM is necessary? And do I have to install more things to make CAM work properly? Do you sugest me to install what? In this page, what do you recomend? Should I install everything? Just to confirm: CAM doesn’t have new buildings, i have to download them, correct? And one more question: Census repository facility How this can help me to plan my cities and region? I had a dificult time trying to understand what information is possible to extract from Census. Some advice, please? Does it helps me to know the stage my region is? Or what? And one last question: my new region after started with CAM don’t grow population. How many cities do I have to create to reach new stages? I have 4 medium cities completed and 7 small cities completed (I mean: all infraestructure is ok, absolutely everything like water, electricity, transport, education, everyting!) Do I have to build many more of the region to achiev bigger buildings? Thanks!!!
  5. Dear friends, if I want to grow a building into a plop or LM building, what tools should I use to do that? How to use it? Thank you
  6. Disclaimer: I will edit this post over time as I make discoveries. If you find anything useful that would contribute to this post, please leave a comment, and I will verify and update the post. SimCity (2013) Ultimate Mod Guide for 2025+ Still active in 2026! Since EA launched their 2024 update to SimCity (with no content), the great 2020 Mod Collection by Twinzens no longer works as it used to. This post exists to guide players in setting up a modded SimCity game. Some Notes I am only human. I will do my best to try and find the combination of mods that ensure the game works on the latest version of the game. Rather than providing a full modpack, I will document the mods you should add or remove to get the game working. Once we achieve a fully stable version, I will post it in the mods section. All instructions assume you have the Cities of Tomorrow expansion. The resulting game is intended for offline use only. No Project Orion - it is very buggy and is known to conflict with many mods. My goal is to maximise the number of mods in a stable version of the game. I may consider changing this in the future. No Cheats - the intention is for the mod collection to supplement gameplay, not speedrun or cheat. Installation Instructions 1. Install SimCity (2013) and its DLCs, then launch the game once. 2. Switch to Singeplayer mode, and exit the game. 3. Go to your game directory root folder. 4. Download the latest mod collection here, using only these three files, then copy the contents (everything inside each .zip file) of every file into your game directory: 2020ModCollectionSC13k-mods.zip 2020ModCollectionSC13k-scripts.zip COT Crossover All Roads-mod.zip 5. Download and install these additional mods, posted more recently than the 2020 pack: 6. Remove the following files from /SimCityData and /SimCityUserData: Launch Instructions You MUST do this every single time you launch the game! credit to plumbbob_detonation for this comment. Create a NEW Region and claim a city. Exit to Main Menu. Delete the region you just created. Play the game as normal - the bug is fixed for your current active game session Consequences of not doing this every launch: Your UI will bug out, and not work. Zoned areas (RCI) will not build anything. Resuming a city you already own will: Reset happiness to 0% Flood your city with abandoned buildings Your stats (population, etc) will be permanently altered and inaccurate Issue Tracker MegaTower not building - Placed MegaTowers never build the first floor (stuck at 0%). Solution: Demolish the first floor, then build as normal. Can't Place Buildings - Attempting to place a building; some roads do not show snap points when avenues do. Solution: None found. RCI Plop Issue #1 - Unable to plop RCI Building (mod), but will demolish other buildings. Solution: You must first have a building naturally reach the density of the building you wish to place. Then, they are ploppable. Money Cheat not working - Money cheat code (ALT+W) does not add $100,000 when used. Solution: The city must have been claimed in a "cleaned"/vanilla state first in order to use the money cheat keybind - claiming the city while the game is modded prevents the cheat from ever working in that city. A fix is to "Repair" the game via the EA App, claim a city as per this post's instructions, reinstall mods, and then the money cheat should work only for that city in a modded state. Repeat for other cities. No fix found for already claimed cities. [source] Partial Zoning in Viridian Woods: Straussberg Isles - Zoned RCI buildings do not build in some areas (islands) but do build in other areas (mainland). Solution: None found. [source] OmegaCo Factory is broken - Doesn't function, UI hover shows debug text, can't demolish, modules disappear after building them Solution: None found. [source] Changelog
  7. I'd like to know how viable it is to use a 32GB flash drive to store my mods folder. My PC doesn't have much storage, and I don't want to spend a lot of it on textures and mods for a game, so I thought I'd use a flash drive to store them. Is that possible? If so, how would I do it? I'm using the Steam version.
  8. Hey everyone! I hope this email finds you well. I have a quick question that I hope someone can handle. I am on a stay-cation for this week, and would like to set up SimCity 4 Deluxe. That said, I had bookmarked the "Ultimate Guide" for what mods and such that I would need to download and install before actually playing the game. The guide that I am talking about is Is this guide still the one I should rely on for what to download and install before diving into SimCity 4 Deluxe? Or is there a more updated version of said guide? I hope someone can fill me in a bit on all of this. Thanks so much in advance!! Much appreciated!!
  9. Hello to whoever is reading these forums. I'm not sure how active this place is, but I decided to make a post anyway. For the hell of it. Might even get a solution. Long story shot - I recently began playing SC13 again, after not playing it for a year or so. I'm currently using my laptop, but I also play on PC. So I mostly play singleplayer, and for the most part, I like to use mods. So I decided to download the same modpack that I used before. [SC13] 2020 Mod Collection by Twinzens. From this pack I installed everything except the Project Orion. So that is all the mods, scripts and the specific file for Cities of Tomorrow (COT). Anyway, when I booted up the game I noticed that all specialty buildings from sewage treatment plant to oil rigs and all COT buildings had broken UI and the modification plop placements disappeared or just deleted the whole building. I know that this is caused by many different "Upgraded" mods made by Nikola101, because after I removed them the issue was gone, but so was the building modifications (such as increased storage and modification count). I wanted to know if anyone else has had this issue and is there a way to fix it. I don't understand why is this happening. I have a clean SimCity 2013 Completed Edition install, no other mods. I've used this pack many times in the past, but only now I have this issue. I've attached a photo. Thanks.
  10. This thread is meant to hold various ideas that I've had in mind for mods. I decided to post them online to share them, and for keeping track of to some extent. Feel free to provide feedback to anything you like, or might be interested in working on. At the moment, however, I feel that this will take a few posts to fill out, so please refrain from responding until everything's done. And, hopefully, this is being posted into the correct location, but, if not I'll inevitably see where it ends up, This is the current list of mods that I have in mind, and clicking each of the links will take you to the appropriate post. Please note, this is not in any particular order: Improved Civic Buildings Mod Industrial Update Mod Department of Sanitation Aerospace mod Forest and Resource Mod Data Views mod Project 4K SSM/RSM general ideas note: the last one isn't a "mod" but simply ideas that have come up that I think could work really well with other mods. Some of these may become mods themselves, but overall, they likely will clash with the mods they're intended to work with/be a part of. This mod list also doesn't include a few lots that I'm interested in working on, however, they may still be posted at a later time. All links to any other posts/comments I make in this thread for new ideas/lots will be added below, and updated accordingly: Industry Taxes [place holder] ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Updates: + 9 - 2 - 2025: The sections for the Dependency Installer and the Folder Structure have now been implemented via the SC4PAC program. And with a significantly cleaner setup than I could've come up with. Feel free to continue reading through them for ideas and such, but all discussions can be had over in the SC4PAC Let's Write Our Own Package Manager topic also added some new ideas that came to mind recently
  11. Hi! I'm having trouble getting the rural regions around my city to grow. I'd apprciate any advice, tips or cool mod suggestions. Thanks! x P.S. I'm going for a North European/Scandi/British vibe so if you know of any good BATs or props I'd appreciate it.
  12. Forgive me if this is in the wrong forum, feel free to correct me. I have tried playing CS1 and am now trying CS2, but i am unable to understand the gameplay and all the information thrown at you, but specifically the user interface. I find it very complicated and overwhelming to understand, and i think it is mostly due to the user interface. I have played SC4 forever, and like the simplicity and intuitiveness of the UI, data views ect. Are there any mods for CS2 that simplify the user interface. Make it more similar to SC4? Or make learning how to play the game easier? Or is the best way to just watch a lot of YouTube tutorials? Any advice would be awesome! Thanks
  13. I play SimCity 4 a lot & I have a major large region that I have been building on since year 2017 that I haven't filled up with cities yet. I been trying to make some REALLY BIG cities with huge buildings & high density residental areas so lots of sims can move in & bring the population up high (I also use cheats like money trees & stuff like that) BUT from what i notice, another thing needed to build the really large buildings is LOTS OF ELECTRICITY! My entire SimCity 4 region is powered by wind turbines (seen pictured below) or wind power plants as the game likes to call them: But they only give off so much electricity & they only cover a certian amount of area I'm assuming & I end up having to plop tons of them next to each other for any big development within my cities. HERE'S MY QUESTION FOR EVERYONE: Does anyone know any mods for VERY BIG wind turbines or wind power plants that generate TONS of electricity & cover a vast amount of area within a large city in SimCity 4? if you have any reccomendations I can download, please put them here! ♥
  14. Fractional angle W2W

    Hi everyone This is my first post despite being a follower of the community for quite a while. As a brief introduction, I started playing again sc4, one of my favourite games as a child, during COVID pandemic and I ended up discovering and opening the Pandora's box of custom content that kept this game fresh even after more than 20 years. As an architect myself I've been gradually dragged into experimenting with models and modding, so finally I felt like I had to give my humble contribution too. There is one thing in particular fr me that has always had great unexpressed potential: fractional angled networks. I’m European and I always wished to build realistic neighborhoods with w2w blocks following the different orientations of historical roads, or create urban grids with different directions. So, also inspired by this old bat, I worked back and forth in my free time to develop a system of fractional angled w2w buildings that cover most of the possible combinations of the current FA3 road network, in both the mirrored versions. The lots are mostly 1x3 in size, to match the FA3 grid, and I tried to keep the same distance from the road as it is in the orthogonal network. To identify the different types, each fitting a different canfiguration, I gave a code of numbers and letters: "S" for straights, "T" for transitions", "C" or Corners; then the orientaions: "R" for right, "L" for left. The test models are in a classic european style, mostly using as a reference Copenhagen Vesterbro, but I would like to add more variety in height and details. For more realistic proportions I also divided the longer buildings in 2 parts,unfortunately I realized too late that this way the roadside T21 trees of the FAR draggable are exactly in front of the entrance doors, glitching with the facade especially when using a tree replacement mod (should i rethink the models or is there a simple way to move-remove those trees?) Among the various issues that have emerged these made me questioning the most: Buildings, props and lots To create lots I used these blank models and turned my renders as overhanging props in PIM X. Not sure if it is the right approach. I noticed aslo that the nightlight seems not to always function correctly, even with all lots being powered. Is this related to the props which are partially offset, the blank building or is it just random? However if the models are directly set as buildings in PIM-X , instead of props, the nightlight seems to always work. I would need to reshape my carefully thought system of offsets in 3dsmax tho, not to mention the risk of immortal lots. So Which is the best strategy overall? Functionality The way to go i guess is to make the buildings as ploppable landmarks, the new submenus system can then be used to make them easy to find (would be nice too have a specific FA submenu, that maybe could include diagonals too, but never mind). I’d like them to be functional too and the growify plopped building cheat works perfecly to solve that. With commercial is easy, but how should i do if i want them to be also residential? In PIM-X there is no option for residential ploppable and set them as growables is out of discussion as they could randomly appear on normal networks. Apparently i’m not the only one interested in this, is that the way? Sidewalks Testing the growify DLL I noticed one more interesting thing: Usually a full sidewalk does not appear with ploppable lots for density reasons, leaving the grass visible along the road. But the growify DLL updates also the behaviour of the sidewalk according to the building category and density: redrawing the road was enough to show up the full sidewalks after growifying. This is a good way to avoid “no grass” mods, fillers, or the tedious work of making offset sidewalks embedded in the models. In alternative I was using also the old FA3 puzzle pieces, with the NAM facelift mod that shows full sidewalksand has no trees (but no lights either) and easier to build crossroads. Actually I made a custom texture override for the crossroad puzzle pieces to add the zebras, (you might see it in some pictures), but they only work with the puzzle pieces, is that the corresponding draggable textures have a different IDs? Or maybe was just a rought attempt using an old repository... Nightlighting Back to lights I never liked much the fixed night renders coming with bat4max, They have better quality, but i love to play with the sunrise-sunset transitions. Rivit did a great tool in GoFSH to mod lights and nightypes. I did some tests, a bit tricky but it doesn’t seem rocket science. therefore I’m thinking to go this way, render a fixed night with bat4max, then make it adaptable using Gofsh and eventually share that, instead of rendreing and uploading both MN and DN. Does this make sense? It is still a work in progress so suggests and critics are more than welcome Enough for now anyway, cheers, Alessandro
  15. Sorry for being off topic, as I couldn't find a suitable thread. Where can I find a mod that allows using an airport not only for receiving and transporting tourists, but also workers? I don't understand why in SC2013 the airport is only oriented towards tourists?
  16. this mod is for cyberpunk 2077 you will need is cyberpunk mod called Cyber Engine Tweaks and radioext. you need to put the file in folder bin/x64/plugins/cyber_engine_tweaks/mods/radioext/radios. This mod doesnt have the soundtrack but thanks to trar here i would give thanks to trar for the music i played the game while driving in night city listneing to SimCity music. Speaking of cyberpunk 2077 theres are a cyberpunk city building game called skidcities. SimCity classic fanradio.rar
  17. This discussion was started in the submenu dll thread and was branched off to this thread for continuing discussion. My original thought stemmed from the difficulty that I and other modders as well as the DLL creator has when updating the exemplars of old, archived, but still usable lots for SC4. What I was proposing is that a team should take up the task of providing standard exemplars (not standard values) for those old lots. This would make it easier for future DLL functionality, but how the exemplars should be standardized is up for debate, which is what this thread is for. I have my own proposals, but first want to get the perspective from other lot creators and modders. For example, many lots do not have the ability to custom rename them in-game (such as schools or parks), but perhaps these fields should be included in all lots. Another example is the mis-classification of some lots, such as church lots being classified as municipal buildings.The exemplar was obviously copied from another and therefore uses the wrong fields. This is the kind of standardization I'm referring to.
  18. I. Founding of Armonia

    Hello all! I've loved SimCity 4 ever since I was a kid picking it up from Best Buy in the early 2000s (and The Sims even before that), and the incredible creativity of the mod community has always awed me, albeit maybe lead to a bit of carpal tunnel. Real life distracted me from city-building for a bit, but the bug bit me again recently, combined with the incredible recent DLL mods, both the ones I've installed that have increased stability about 1000%, and the mind-blowing 3D mod I'll install later as my cities grow bigger. I thought to help the hype train out, catalogue my newest city, and work on my writing, I'd put out a journal of my newest city, New Armonia, inspired by Zurich, Buenos Aires, and Cologne. We'll start humble, but if anyone could help out with a question I'll post later in either it's own thread or general, I'll be able to use SC4 Cartographer at least, and maybe more later! Let's begin. (OOC comments will be in italics.) The Black Mountains off the Seren Coast had long been a blockade against the expansion of the Germanian people towards its lucrative shoreline, in the year XX01 as New Armonia's chronicle begins, an isolated trading port only of use as a stopping point by Brazonian and Franzosich trade ships (and, in its unsavory past, pirates). A lack of ambition and technological advancement by the eastern Germanians would be amended, as our record will exhibit, in their push eastwards, and the founding of New Armonia on that very coast, which would later become the primate city of its country. To tell the tale of New Armonia, we must first speak of Armonia, the village furthest east which would later lend its name to the metropolis we inhabit, and which represents perhaps the soul, if not the success, the city and its leaders have lost in the face of its inevitable expansion. An artist's overview of Armonia in the year XX01 (Fareman). The old entrance to the village. A newcomer to Armonia would be immediately greeted by its crisp, unspoiled air, a village of abundant trees and covered paths. Indeed, its founders had emphasized the necessity of living in harmony with nature, and accepting it not as an obstacle, but a benefit to continued human habitation. The auto lot, though more an exhibition by "beloved" local peddlers for rich visitors at the time than a shop for locals, was still a popular gathering spot for its novelty. In the western foothills, across the River Bergama, laid a cradle of farms that at that time mainly supplied food for locals, rather than for export. A small collection of farmers' dwellings, where they both kept permanent house and sheltered workers during the most grueling months of labor, were considered a part of Armonia rather than a separate community. Without access to the sea, Armonia kept mostly subsistence farmers, limiting its growth. Assuming one did not cross this bridge, their path across the river's coast and Harmonia's outermost street would lead to a fork, as the dense trees to one's left gave way to mostly squat, brown brick or timber houses cross-hatched in the Germanian style. Once could either travel straight, keeping the forest to their left as they entered the city's dense network of forest pathways, or continue right towards the auto lot and the main crux of the village's urban habitation. The founders took great pride that the entire village could be traversed horizontally by foot, a vision that mostly survived even with the advent of early automobiles. A ranger's tower protected against dangerous local wildlife, mainly bears, though such threats had faded in recent years. A traveler following the street south-southeast would come to the village's main core, nestled either in the forests and paths or huddled by the coastline. This was where the village's other farmers, and those few those worked in its scant commerce at the time, resided, with a beautiful view of the river and forest on the cliff beyond. Those under the forests' canopy were the richest in the village, those who had helped found or otherwise funded Armonia. Armonia's urban core. The local bratwurst and beer stands were a village necessity. The main street leading northwards towards the village's chapel, centerpiece of the community, was traversable by sidewalk as well. It led to the city's monument to the known and unknown alike who had fallen in Armonia's founding and defense, called Remembrance Park. Two Angels of Remembrance watched over the shrines and multicolored flowers, to remind the Germanians of their due diligence towards vigilance and faith. The Angels of Remembrance. Armonia's chapel, where all would gather by foot on Sunday. Though a visitor would have little reason, as they approached the eastern edge of the city they could cross a bridge east and walk up a couple of hills to the local industrial core, unfortunately and inevitably very polluting with an exclusive use of imported coal. A local landfill had also been built too close to the factory, and had created even more noxious fumes. Luckily, the growth was halted before too much damage was caused, and serious effect on air and water pollution for the village was avoided. A carpool system transported workers with one automobile to the factories; this would evolve into the town's bus line. A new, more efficient landfill was constructed in the dense trees between the coal factory and the western farms, to minimize its impact. As one reached the eastern-most edge of the town, they'd be confronted with the River, where development had ceased on its opposite shoreline due to lack of will for another bridge. Thus, they'd be advised to take the sloping path north, where a new collection of farms dotted the gently sloping hill to the chapel's left as the River's path righted itself straightward. An inn was available on the eastern end of town for visitors. The couple of fields on the hill left of the chapel are tilled by church members; they will rise, attend to worship, and then work with the sun lighting the chapel under them. In the very north of this stretch of farms had sprouted a new community, almost isolated enough to be its own hamlet. The farmers that resided here would spread their fields and houses farther east, as far as the mountains would allow; this event, which we will record in the next entry, played large part in the founding of the Port of Armonia, and then New Armonia itself. A humble farming community, whose push east for more land would portend much greater things. North: Farm Road. South: Gothic Road. Two roads lead to the very eastern edge of Germanian expansion in the foothills of the mountains, the former leading to the farmers' lots. The visitor taking the main road would take the southernmost way, the Gothic Road, and be led a few last hamlets before the sublimation of civilization by scarcely-mapped forest and rock. The unification of these two roads, and the events that would lead to the founding of the Port of Armonia and a beginning shift towards an export-based economy, will be chronicled in our following two chapters.
  19. Does anyone know how I can fix this? In the process of installing a mod file from the exchange, I believe the stock church rewards building ended up getting deleted (it may have happened when I was asked to run Cleanitol, but I'm not sure). My city received the notice that my citizens wanted a church, but it didn't have the usual "Accept" option, and when I went to the rewards menu, church is no longer even on there. Does anyone know how/what files I need to get this back in the game? Thanks in advance!
  20. Maybe not the greatest name for this (if anyone comes up with a better title feel free to use it). But the reason for this, is because we have tons of mods and dependencies that we use. Most of them are held in common between Simtropolis and SC4E/Devotion (LEX). While this is wonderful that we've got so much to choose from, but we've got problems with missing dependencies, and even broken links/sites. Currently we're down to 2 major community sites, that of Simtropolis, and the newly updated SC4Evermore site, that was made to replace the older SC4 Devotion. While the Devotion/Evermore team is working to fix many issues that came up with the problems concerning Devotion, and re-uploading all the LEX files, we don't seem to have much going for us in regards to preserving other sites/exchanges. One person was looking for some Japanese lots/dependencies, (over in the SC4E Discord server), and was having trouble. Someone said they may have found them, but the links they came across were dead. While this is rather small, I feel that it can be concerning. Sure, we've got the Internet Archive holding some of this information still, but I think here, we've got a bit of a bigger issue. Many of the foreign mod sites have quite a few good mods that many people are using, yet, none of them even exist in either the LEX or the STEX. My thoughts are that we should try and fix this, sooner, rather than later. I'm aware that the work is a lot, and it will take time, but I think it would be best, if we could work out some way to have multiple sites, host ALL of the SimCity 4 mods. Of course, each would need to be translated to the appropriate language, but, when searching for dependencies for a particular lot, we're not having to run around to find foreign sites that might be holding SC4 mods, and nor will those who aren't well versed in English. I myself have found a few mods on, I believe, a Japanese site, but have had to use a translation extension on my browser to even try to comprehend what was going on. And, honestly, I have no idea what the site is/was, and so I may not be able to go back to it easily. There are other parts to this, which are certainly up for discussion, but I feel that it'd solve quite a few other issues in the process, if only to avoid a recurrence of older problems. But the idea here is that, any mod posted to these exchanges, basically stays up. Older mods would be grand-fathered in, so if they're not currently on places like the LEX/STEX, then they wouldn't be added, but anything added to the newer version, would simply be there, regardless of who made them. Effectively you'd be giving up a right to the ownership of any mods you upload, and they would therefore be held and preserved for others to use. This would mean no removal of the mods by the modder to go off to some other site with them. Of course, a warning would be posted during mod uploading stating as such. To add to this, any mod that's uploaded to one exchange, would then be uploaded to all others. So if someone were to upload a new police station to the STEX, then it would also be uploaded to LEX, the Japanese Exchange, etc., to ensure that everyone would then have access to these mods and their dependencies. Of course, much of this would require cooperation between the foreign exchanges for this to work, and I'm unsure of what the state of relations is between each site. Another thing that would be useful, though most certainly monumental in nature, would be some form of cross-referencing index of mods and dependencies. Basically, a file/table of some kind that would show a mod, and it's list of dependencies, but also a way to view a list of mods that rely on a particular dependency. We already have most, if not all, of the information for this already, we would just need to spend the time. Though, again, I'm aware that this is no small feat. I also think that doing this, may be helpful in regards to tracking various mods, so as to ensure lower rates of conflicts in regards to mod IDs. Basically, some mods can utilize certain IDs to adjust their location within the menus, but many people have a tendency to pick similar numbers (humans aren't great at being random), but a system could be devised to establish what IDs each mod gets. This too would also need to be worked out with the foreign sites, as the goal here would be to make it as universal as possible, so that if someone opts to download a ton of lots that were uploaded from multiple exchanges, then there, theoretically, wouldn't be a conflict of mods. The only conflict with mods at this point would only be those that completely override certain parts of the base game (changing data on the Police Kiosk to alter the default game configuration for example), or parts of the original mod (ex: changing out a custom transit lot so it can fit better with the NAM). Overall, the goal is to ensure that everyone has access to all SC4 mods, so that we can all enjoy them, and to ensure that we can always find everything for each mod, with few, if any, issues. Please do provide feedback, and if there's anything I'm unaware of, let me know, or if y'all have a better idea for what to do, or how to do any of this, please feel free to bring it up. I just don't think that the haphazard way we've done all this is going to be good for us for the future. We're already getting some good traction with improving some things, and we're not plagued by the arguments of old, so I think fixing these issue will go a long way towards keeping the game, and community, enjoyable for everyone.
  21. The game launches fine from .exe but not from SC4launcher. How do i fix this?
  22. Hi all, I'm new around here and also new to SimCity 4. I decided to try it out since I loved Cities Skylines 1 so much and so far CS2 has been a bit of a mixed bag for me... I have a real itch to try this game out so I was following this guide for mods and came across coris-tree-shoppe. Found the trees I wanted so I proceeded to- But.. Wait whats this? No download link? ?!?!?!? " ARDEN Seasonal Tree Controllers by vortext: (missing - contact me on the simtropolis discord if you have it) " So I did a quick google and couldn't find any download links... Apologies if this is a really daft question but does anyone know where I can find the download for these trees? Also, Just purely out of curiousity if not... How did they get lost in the first place? it looks gorgeous
  23. Gents, Normally you can move installed mods/buldings/lots/etc. by just copying from the OLD SimCity 4 folder to the new one. (Like, when upgrading your drives). What mods, other than NAM, HAVE to be reinstalled rather than copied? Thanks!
  24. Hey guys! It has been about 14 years since I played SC4. I remember so long ago finding this site, and buying the content disks. I also spent a lot of time downloading content from SC4D and the PEG site. It has been so long since I have played SC4 other then NAM of course, I don't know where to begin with add ons or fixes weather official or not. Is there a forum post someone can direct me too that covers the "Where to begin' question.? That covers the essential mods, fixes downloads ect. Thank you so much
  25. Hi. I am recreating the Metropolitan Detroit area in Southeast Michigan. Here's a map of it: I used SC4Mapper to put the map into the game, but it did so as a region. I researched if you can do a region as one big city, but I don't think you can. So I was wondering if anyone or someone they know can mod the game to the point where you can play a region as a big city. Thanks. (P.S., please reply as soon as possible.)
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