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Found 5 results

  1. Can someone point me to the english readme for this mod? It looks interesting but I would like to know more about it. NAM PedMallTiles FaceLift MOD
  2. PedMalls with Lanterns

    Version 1

    441 Downloads

    Description This plugin will allow you to place PedMalls with lanterns (works with all 5 paved PedMall types that come with the NAM). There’s no specific pattern, you will be able to control where lanterns will be placed: There’s a rarely used feature within T21 files where you can make props depend on the orientation of a certain network. This might not make sense for most networks, however, it seems useful for pedestrian malls, and in this plugin, this is being used this way: If the PedMall puzzle piece faces north (or west), a lantern will appear when plopping the PedMall tile, if it faces east (or south), there won’t be a lantern. Please note that I’ve made two versions of this plugin – one with lanterns from rich residential areas, and one with lampposts from mid-wealth commercial areas. Please refer to the readme for further information, especially on how to install it. Available languages: This plugin doesn't change or add any language-sensitive content; the readmes, however, are available in English and German. Dependencies
  3. (I'm pretty sure this is not the right place to ask for this, but it looks to me as the closest one; please move the thread if it's neccesary.) I have an idea for a very simple mod to the pedmalls that could ease the creation of dense W2W commercial districts: to make covered galleries using props on pedmall lots. Sure, many custom buildings include galleries, but since they are not modular, the options are very limited. With just 4 props (straight, corner, tee and cross) a very flexible system for covered galleries could be archieved, and since pedmalls allows for commercial buildings to grow in front of them, W2W blocks could be easily built just zoning 2x2 lots. To generate the ilussion of a continuous gallery, the props should overhang the pedmall lot at both sides (making a very wide gallery -16 meters width) and to blend pillars in front and back (BSC parks fences are a good reference to do so). Overhanging to the sides would also help to blend the roof structure to the facades of the buildings (which are a bit spaced from the sidewalk); I suspect that anything from 10 to 15 meters height would be appropiate to match the first floors of most W2W buildings. To add props to pedmalls is something that has been already done with the light pole in the sidewalk textured lot, and expansions to that were made by Moonlinght and Paeng, proving such changes as feasible. About the props themselves, maybe the optimum result would imply a translucid glass roof (like SimFox RTMT tram station) and a Beaux-Arts iron structure, but considering the technical difficulties, a less ambitious solution would also be much appreciated. Finally, it is noteworthy that this galleries could also be used as a cover for facades, sorrounding W2W blocks, in a way similar to the parisian Rue de Rivoli. I hope some of you, talented batters and lotters, could consider this idea, that I could not realize by lack of skill, and overall, of free time to do so. Any sugestion will be also greatly appreciated. Thanks!
  4. I'm working on a roadless, all-commercial island city. It's coming along quite well might I say, but recently I noticed something. Despite my city getting more and more developed, there's very little pedestrians walking around my pedmalls, even at rush hour. I have over 60,000 commercial jobs on a small island (roughly half the size of a small city), yet the pedmalls are virtually barren. I have attached a screenshot of my most crowded pedestrian spot according to the traffic data view. I have my NAM automata set to persistent and dense. Is there anything I can do for the pedmalls to more accurately reflect how crowded my city sidewalks should be? Tried looking for an automata/sprite mod and found nothing. It's a little frustrating, because it can make my developed city look completely barren and devoid of life. Here is my island city of East Bay. Because each city in region is dedicated to one type of zone, it's taking a while for cities to develop. Between the embankments and roadless transit network, I'm probably a dozen hours in on East Bay alone. Here is my most crowded pedestrian area, complete with SimGoober's monkey statue dedicated to all users who don't read the readmes. This area is at 300% congestion according to the traffic data view. The area within the black is the pedmall route. The areas marked in red are part of the embankments and should not be considered as part of the pedestrian transit area. Over 50,000 sims take the ferry, which is located in the area marked the leftmost red X. Yet there are only 4 (and a half) sims walking down my pedmalls. How can I get a bigger crowd?
  5. I have returned to playing SC4K after quite some time off and I started toying with the old idea of mine of making largely pedestrianized cities with bus rapid transit serving as the major/only means for longer journeys. This was inspired by some exploration of how such systems work in some cities with intelligent urban planning that I've enjoyed during my recent travels (see, I even make my travel plans according to how can I develop my SimCities!) Using pedmalls, HOV lane markings and bus blocking tiles, I have reached really great results here, seems like the Maxis simulators really do reflect the reality quite well. People walk to wherever they can, take the buses etc. They even walk far longer than they should, but then given that pedmalls are the size of the house I guess they also bike around. I have two small issues tho, which are more visual in nature than anything else: Pedestrian crossings - unless I am mistaken, my pedestrians won't cross streets. They will go to a street through a pedmall. They will follow the street. But they won't cross the street perpendicularly to the traffic to continue on a pedmall on the other side of the street. More specifically, they also seem unable to cross a road tile with a road-top bus stop on tip. This makes me use the pedbridge tiles that come default in the pedmall tile menu, but those are, with all due respect, quite unsightly for the low-rise, low-density residential environments I am developing. If pathing works for those, I was wondering if there was a pedestrian crossing tile that works the same, but is essentially flat? Residential tiles requiring road access - to most of you this is "d'oh", but I have only now "discovered" that while for commercial tiles a pedmall in front of it is enough for it to be "connected", for a residential tile it isn't so, they do need at least a street adjoining from any direction. This does work well with rowhousing with parking in the rear, where the entrance faces the pedmall and the back with parking adjoins the street (even if the fences that pop out make little sense), but I could certainly up the density (and balance out the gigantic pedmall tiles) if I could get rid of the extra tile of network per residential tile. Any way around it? I guess I might not be the first person to raise those issues, so there either is a nice mod or set of plugins to alleviate those, or they were discovered to be impossible to overcome, but I am too daft to find any trace of those. Any help would be greatly appreciated!
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