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      Intermittent Hosted Content Errors   01/09/2018

      Our files host is experiencing service degradation atm. This means some STEX files will not download and will toss a 504 error. It could also mean avatars, attached images and such might appear to go missing. We apologize for the inconvenience. The best we can recommend if you get the file download error is to try again at a later time.

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Found 54 results

  1. Moving SC4

    Hi guys, Did you miss me? I know it's been awhile since I had any problems that forced me to ask you experts what to do as once those previous issues were resolved I've been happily playing the game.........until! I wanted a larger monitor (my poor old eyes aren't what they used to be), and due to other PC related hobbies I required multiple monitors (4 minimum). That's neither here nor there .....except..... I upgraded my video card, installing a gigabyte Nvidia GeForce GTX 1050 Ti. Lo and behold, there are no video drivers compatible for Windows 2003 (AKA XP). I've been forced to revert to getting the game to run under Windows 7 which I dreaded due to the problems that forced me to XP in the first place. (Did I say I was lazy and tend to take the easiest way out?) So before installing SC4 back onto the E:\ drive under Win 7 I did some more searching and ran across a note explaining the game handled most new windows problems if one used a digital downloaded copy (i.e., stream, GOG, etc.). I jumped on the suggestion and downloaded a copy from GOG. Imagine my surprise and delight when the game opened without any problems whatsoever. Good to go, right? Not so fast Kemosahbee. The obvious next step would be to install the latest NAM and move the plugins folder to the new drive. Reading the included "read-me" from NAM 3.5 (35?) downloaded games came pre-patched so there was no need to EA's patch files. The NAM installed without a hitch. I then created an identical My Documents folder on the E:\ drive and moved the plugins. However, the game won't point to the My Documents\plugins folder. I can load the plugins in the plugins folder under the game's installed directory (E:\program files (x86)\SimCity 4 deluxe edition (created when I installed to GOG game)\plugins and the game will recognize the files. Well, gee, I told myself.....self, you need the launcher program you used before, SC4 Launcher! Installed same. Now, I don't know if this is the problem or it has something to do with the main game exe file but... 1.) I can't seem to get SC4L to save the plugins path. I manually changed the path in the LauncherPaths.dat file and SC4L will point to the proper path in the paths tab but no mods show in the mods path and the mods do not appear in the game. 2.) If I try to change the path under the path tab, SC4L will not save the path and keeps reverting back to the C:\ drive. My C:\ drive is a SSD and is for the operating system only. Where do I go from here? Please, please don't tell me I need to reinstall all the plugins. They do work if I place them in the directory explained above but I always heard your external plugins belong in a "documents" folder, not the root SC4 folder. Gracious gurus, do have a very Merry Christmas, Hanukkah, Kwanzaa, etc., and a great and happy New Year. Thanks so very much for your assistance you've given all these years. John P.S. Operating System Windows 7 with all updates. PC 6 core AMD with 16GB RAM. Video card is described above and has 4GB memory. 250 GB SSD for the operating system. 2ea 1 TB hard drives internal and a 2 TB external drive. There is also a 250G internal hard drive running XP as the operating system with SC4 installed. That will come out, hopefully.
  2. I came across this program ' WORKING MAN PRODUCTIONS DOWNLOAD & INSTALLATION CATALOGUE ( DIC) ' and was wondering if it is still a usable tool or is it outdated.
  3. I'm currently reinstalling SC4 after a few years away. This time round, I want to be able to sync my game between multiple computers so I can play on my laptop when I'm away from my desktop. To accomplish this, I'll be using an application called Syncthing, which is a self hosted, open source equivilant to Dropbox. I've st ip up so that everything in my "/Documents/SimCity 4" folder is synced between my various computers but there are one or two things I'm not sure about. SO I was hoping some of you who have played SC4 Multiplayer might be able to answer a few questions. Do I need to take any special steps with mods that require admin rights to install (i.e. CAM and NAM)? I run Limited accounts on my Windows machines for security reasons, will this create any issues? Are there any Plugins / mods that install anything outside of the /Documents/SimCity 4 folder or that make registry changes?
  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. CS$ and CO$

    Hey guys, I tried to look for CS $ a CO $ from stage 1 to download, but I did not find, do you know any? because I want to use BlockAllBuildings am CS and CO, but I can not find them in stage 1, so they can grow later, because Maxis's are not beautiful, because I like European style, so it does not mix, it can also be W2W, I love it W2W, can anyone fix me?
  6. Gosh golly, it's a mess for me. I'm trying to make sure that the loading process works as smoothly as possible, but it just doesn't work. I try organizing by function (first, mods, then dependencies, then lots and BATs), but that doesn't meld well with all these automatic installers. They keep insisting to be sorted by creator, if even by that. Help me, please.
  7. I'm going to spill the beans. SimCity 4 has been out for a solid 14 (!) years now, yet we as a community still have pretty good control over this game's content. What are the benefits and / or risks if, say I upload my plugins folder somewhere for anyone to download? That would be at their own risk. Obviously it's nice to credit the creator, as if everyone downloads files individually they can track the number of people who are using their files. It also lets members rate and comment on them too for good feedback. If rules were relaxed, there's be a big change to this. I get asked all the time to upload my plugins folder and usually my answers for not doing so seem to fall flat, especially over the years. It may be a good time for us to refresh our policy around this topic. A change to protectionism could open SC4 to a bunch of new users, but that comes with changes to the use policies we as a community have set up. I'd like to know your thoughts. This thread is for discussion only. It is not a means to argue or challenge anything. EDIT: See a similar discussion on SC4D here: http://sc4devotion.com/forums/index.php?topic=17599.0 Thanks @Akallan!
  8. General Load Order?

    Hopefully this is the correct spot for this post..........But I recently learned about how SC4 actually uses a load order with its files. Ive tried reading up on this but I end up getting overwhelmed with screenshots of folder setups and technical lingo. So, in general, how does one know how to "order" there plugin folders correctly if the provided readme for downloaded files doesn't state anything? Questions like: 1. Should dependency, prop, and texture folders go at the top or bottom? 2. what about gameplay mods such as slope mods, sidewalk mods, traffic light replacers etc? My plugins mainly consists of CAM (and every additional CAMeLot that goes with it) NAM, different lot files for R,CO,and IND, a dependency folder with everything I can cram in it, slope mod, some parks and eye candy and such. Finding and installing everything for the CAM was very time consuming, and I just want to make sure that everything I downloaded is actually being used and shown correctly.
  9. I did a search and I have a plug in manager (which is ambiquish at best) and I can't get rid of errors when starting an existing city. Most perplexing is when a missing plug in develops without any changes by me. How do I identify the missing dependency? For example (my current error) Plugin Pac 1523421531.
  10. Plugins in SC3K

    So I downloaded the GOG version of SimCity 3000, and I found a few buildings I like from http://www.tatertown.com/sc3000/db/ and where it says the plugins folder is, I'm unable to find it, despite me even uninstalling it and installing the physical version. No where to be found. Does anyone know where it is? Thanks!
  11. :edit: Firstly, thank you to @Cyclone Boom for splitting this topic into it's own thread. This conversation came about on this thread originally, but we're way off topic now. I just wanted to add a quick preface here, since otherwise this whole thing is somewhat lacking in context. In short, I would like to propose and encourage discussion about the oft-difficult subject of maintaining works uploaded to the exchanges. I think there are real benefits to be had for the community if we can make such a process happen, along with keeping it as simple as possible for end users. Ideally, I feel the community should have the right to maintain the files on the exchanges for the betterment of all. To be absolutely clear, I'm not suggesting we change things we don't personally like for existing uploads. Here of some of the cases where I feel a little community tweaking should be allowed: Fixing broken or non-functioning mods. Adding/replacing missing or faulty Icons. Grouping files together in menus properly. Removing erroneous files that can cause problems. Updating transit stations, for example add LHD or RHD paths when they are missing. Or simply linking to the correct ones if the wrong ones are used. Additionally updating TSEC / Capacity values in line with latest standards. (I'm all too aware this is somewhat covered by SLURP currently, not looking to tread on anyone's toes here). Possibly updating Readmes/Documentation when it's not clear. Repackaging of Installers/.zip files to either a more efficient format or where one or the other is not ideal. For example, you've a file with one dat inside it, why on earth should that be in an installer? At the very least, it would be nice for the user downloading to have the option of a .zip file. p.s. IMHO, ClickTeam installers need to be eradicated from the face of the earth, they are terrible in every way. Anything else which can reasonably considered broken or undesirable where the change is not simply a "preference". Anyhow these are some of my ideas for situations where I feel as a community we can greatly improve the quality of the content offered to everyone. I'd love to know what you think. Hopefully this can also spark a debate, which may lead to some traction on this issue and change, in terms of how moving forwards the community manages it's #1 asset, content. Original discussion starts here: In the history of modding, two fundamentally flawed styles for growable buildings have been all too frequently used IMO. In the beginning, it was the copying of a lot's properties to create new lots. As much as anything, this is down to Maxis because the LE doesn't make it clear how to make a new buildings exemplar, so many people simply didn't know how else to do it. What should be done is to open PIM and create a new Buildings Exemplar before you make your lot, rather than copying the original. This issue leads to many problems. It's also possible to alleviate if you take the time to manually adjust the properties with another tool afterwards. The second one is the use of blank props on the lot, which are just there to satisfy the need for a buildings exemplar. In essence, it's the building that contains all the properties of the lot. It's totally fine to use them on ploppables, but should be avoided where possible for growables. Of course sometimes to make something work in a particular way, it's necessary to use them. I also get annoyed that so many people have made competing blank models for the purpose. Even in my very well organised plugins folder, I must have 50 or more separate blank props. I think the general dependency fear is behind this, "Oh I can't include this as a dependency, when I can just make another and have less deps". Honestly, if deps bother you, so does nice looking content. I'm always acutely aware of how many I'm using, but within reason, it's a necessary evil to make the best work you are capable of doing. In reality however, one such blank model is sufficient for every possible usage you could ever need. Not picking on anyone, but there is a pack of WMP blank props that illustrates this lack of understanding of how the game works at a fundamental level. You can have one model, but re-use it a thousand times with different exemplars. There is no such thing as a CS blank and a R$ blank, a model is just a model. How you utilise it is always down to the exemplar that links to it. So why on earth does one pack need countless duplicates of the same thing? Actually, you don't need a model at all, just null the RTK property, i.e. link to RTK 0x00000000, 0x00000000, 0x00000000, which causes no ill effects. Otherwise, re-use one of the existing blank props from the base game, Maxis included a couple, the most obvious ones on the park lots. I've often come across lots which used such blank props, but forgot to link to them as dependencies, giving brown boxes. Which is a little stupid when you consider everything you need to use one is already part of the Maxis files. I think that's why peer review of lots is such a useful idea, but in these days of dwindling numbers, there is a time/skills shortage to do it. Very often, having pointed out to someone a flaw with their work, you get the impression they think you are being mean or simply that it's too much effort to fix. On one hand, allowing all content regardless of quality, does lead to more items to download. But on the other, it also leads to much faulty content, or simply content that could be better modded, a recipe for user frustration. Once something's on the exchanges, that's usually the end of the matter. But if things can be fixed/improved, it would make much more sense to have a coordinated effort to get those fixes to everyone. So for example, say a transit stop has used the wrong paths, but the creator didn't fix it. it makes no sense that a number of more skilled users all separately make the same fixes. But despite their efforts, which is many times the work it should be, these fixes are still not available for the masses. Sure one could re-release the same lots as competing ones, but that's a bit crass. I guess it doesn't affect me, I'm confidently able to fix anything as I need. But I do sometimes wish when I fix something, there was a more reliable way of giving that fix to everyone in the process. Even those small number of fixes I've attached to the forums are not highly visible and get a very small number of downloads. Still there are no easy answers/solutions to these problems, especially considering how long the exchanges have been going. That said, I firmly believe that we can bridge the gap towards resolving these issues. A concerted push to make it easier for users to find, install and use mods, with assured quality, would have huge gains for the community. I fear many people come to the community, full of inspiration and motivation, only to get bogged down trying to make things work. To get where I have takes a strong will to get things right. For example, half the reason I don't enjoy playing anymore, is down to the fact that nothing finds it's way into my plugins folder until I've vetted, improved, fixed and made it as efficient as it can be. As a result, I can build the networks all day long, but when it's time to make a city, I still don't have enough content to really make my cities look the way I want them to. Every now and again I have a binge of adding content, but it's so much work. One day hopefully my efforts will have paid off and I'll just need to worry about new content. But starting as late as I did (3 years ago), I've spent so long just trying to catch up with 13 years of mods. Just as Tarkus mentioned recently (re: Gobias' mods), we as a community need to seriously think about how we are going to keep things going for the next 13 years. If we bury our heads in the sand and don't try to address these issues, we are hurting our own future. To my mind, one of the first and most important things to do here is to change the terms for uploading content. Within certain sensible guidelines, when a mod is uploaded, the community should have the right to amend/fix/distribute the content. It's the community that pays for it to be hosted and acts as it's caretaker. I'm not talking about changing props/textures or other aesthetic choices. But if something is clearly not working or stuffed full of redundant files, we should be able to fix it for the benefit of all.
  12. Lost Data

    Hi! can anyone help? I had my data backed up! thank God, and my old computer crashed, I was able to copy it to a new computer (windows 10) and put it in the plug-ins folder but it doesn't show up in the game. Am I missing anything?I am not at all tech savvy and so miss playing this game
  13. Hi everybody! I am posting this because I was unable to find this covered in the forums after I did several searches. I'm sure that it is covered somewhere, but I didn't have any luck tracking down the answers. Anyway, I have received remarkable help previously when I had a technical-type issue, so I knew where to go for help this time, so I thank you in advance for any responses. Ok, here's the issue: my old computer recently bit the dust, so I had to re-install my Origin digital copy of SimCity 4 Deluxe Edition on my new computer. From my old I do have the buildings I downloaded from STEX (in a folder marked 'plugins') and a region I was working on (titled 'Scottsville') saved on a flash drive. Now I need to know how I go about getting my buildings and region into my game on my new computer. I am one step above 'Amish' in my skill level regarding computers, so please use as basic of terms/instructions as you can; I appreciate it. I assume I can accomplish this goal involving something along the lines of two options, which are: Option #1: Go to Windows (C:)--> Program Files (x86)--> Origin Games--> SimCity 4 Deluxe Edition, then either ADD my plugins/regions folder from my flash drive to the plugins/regions folder now visible here, OR delete the visible plugins/regions folders and REPLACE it with my plugins/regions folders from my flash drive. Option #2: Go to Documents--> SimCity 4, then either ADD my plugins/regions folder from my flash drive to the plugins/regions folders now visible at this point OR delete the visible plugins/regions folders and REPLACE it with my plugins/regions folders from my flash drive. I am leaning towards the fact the solution will be some variant of 'Option #1' but I've learned over my years not to make a move with computers unless I'm absolutely sure of what the correct move is, on accounta I think computers have put a lifelong curse on me, that I need to tread lightly in order for complete disaster to be averted when our paths must cross in something more complex than the basics (word processing, e-mail, internet (news, sports, porn)). Thanks for the help people.
  14. Previously I had a Windows 7 Professional installation. I had two accounts on the computer, one Admin and one Standard. I ran SC4 from the Standard account off CD. I had all my plugins in the Standard account and SC4 had no issues using the standard account plugin and region folders. I recently upgraded to Windows 10 and did a clean install. I again set up an Admin and a Standard account. I installed the GOG digital version of SC4 from the Standard account. Now when I run SC4, it always goes to the Plugin and Region folder of the Admin account. I want SC4 to use the Standard account. I have tried the following: 1) Changed the configuration file and set users to the Standard Account. This did not work. Every time I start SC4 it changes the configuration file back to the Admin account 2) I tried using the SC4 Launcher and set the Mods folder to the Standard account. When I start SC4 from the launcher, it still uses the Admin account. And the configuration file has reverted back to the Admin account I do not know why SC4 keeps changing back to using the Admin account. Any suggestions on how to get SC4 to use my Plugin and Region folders from the Standard account and stop changing the configuration file back to user Admin?
  15. I'm just getting back into Simcity 4 after a few years of downtime. I was never really a heavy mods user in the past... I never used anything that even had dependencies. This time round though, I have two goals. First of all to use mods that effectively patch things that were broken in the game and second, I want to see how much depth I can add to the game. I've done some research and decided that I'd like to try CAM 2.1.0 along with some of the mods that InvisiChem and RippleJet recommended in the CAM manual but the mods in question (that are listed below) have about 100 dependencies in all. Which raises a few questions. At the moment, I'm working on a spreadsheet of all the mods and dependencies I've download and where they are or will be installed. I've categorized and sorted the mods by the "File Type" and "Category" fields found on the download pages of the SC4D LEX and the STEX. Here's where I've run into the first problem, not all mods have "File Type" and "Category" fields. In such circumstances, I'm lost as to how to sort said plugins. I'm starting with a relatively small number of plugins but I want to set off on the right foot. So I have a few questions. 1. Can I install plugins, dependencies etc. anywhere in the plugins folder and then move them to a subdirectory / datpack at a later date? 2. I know that by using certain naming schemes, you can control the order in which plugins are loaded when you start SC4. How do I decide which plugins should be loaded when? 3. My plugins folder will be backed up to my FreeNAS system, which will also have a repo of all the downloaded files in order to lighten the load on the LEX and STEX servers. This got me thinking... is there any reason I shouldn't use my NAS to sync my plugins folder (and region folder) between my laptop and my PC? Any advice on categorising plugins without "File Type" or "Category" fields would also be greatly appreciated. CAMeLot Counter SimGoobers Education Lots SG Health Taunton State Hospital BSC Mercy General Bathurst St Police Station Eastern Hill Fire Station BSC Functional Seaports Private Schools with Sliders (I will also be using NAM but that almost goes without saying)
  16. Is it possible to have certain plugins for specific cities? For instance, if you have a rural city it would load only plugins specifically related to country-rural style themes. I was thinking maybe the game allows for having sub-plugin folders that each city would reference, but don't actually know if this is possible.
  17. Hi Everyone, Former player here, but haven’t been into the game for quite some time, probably 2008 or so. I was getting into the fantastic downloadable content back then, and dropping them into a huge unorganized mess of a plugin folder, which ultimately became my frustration. Since then I’ve tried to make a couple forays back into the game, but I always got overwhelmed about starting over again from scratch (my old computer is long gone, not that I'd want to deal with it anyway). Fast forward to today... Have you ever been on one of those flights that you just HAVE to go play some SimCity after? I just had a flight landing in Boston with the approach coming in from the bay and a perfect view of the city from my window. All I could think about was SimCity, and I was totally inspired to get back into the game! Let’s build things! But more importantly, I want to do it right, from the start. With that in mind, I have a few comments on desired playstyle, if that helps: I like to build cities organically. I’ll plop some buildings here and there as a focal centerpiece or when something isn’t growing as planned, but generally speaking, I like guiding it the city to grow over time. I like to build rather slowly, starting in the pre-auto world and moving forward. Here was a typical “story” game style that I would play out: A group of settlers colonize a new region, and slowly move out to farm the region and build small communities, and turn the original settlement into the “capitol” metropolis (though these would never get to be too huge). There were some fantastic CJ’s with similar ideas that I used to follow here on Simtropolis. I’d really like to build wall-to-wall European-style cities. ...and a few related questions: I never organized my plugins folder last time around, so all of the wonderful new content would mix in with everything else, making it difficult in a growable environment, leading to a lot of unnecessary demolishing of buildings. Gas station showing up in what was supposed to be 1850, or getting a couple of the nice W2W BATs to grow side-by-side, only to have something that didn’t fit at all grow next door. Is there any way to set up the plugins and\or style eras to better accomplish this? I guess generally, aside from the era and style issues just noted, is there anything else I should be conscious of while building up a plugin folder from scratch? Like I said above, my old game was just a total disaster when it came to the folder. If something messed up with a dependency, it could take forever to find the culprit. I’d really like to do it right this time, even if it means devoting more pre-work time. Also, I remember reading something back then about creating different plugin folders to cut down on the size and load time. Is that still an issue with faster computers? This is a completely clean slate. In fact, I even had to buy the game again (gog.com) thanks to the wisdom over at Microsoft to stop supporting CD-ROMs. So I will have to download EVERYTHING. Any advice on how to go about finding the content? Is it just a matter of working through the websites one page at a time? And what exactly are the best sources of material these days? Would you recommend working backwards through time, or should I start at the beginning and work my way forward to avoid downloading older material over new. Is there anything I should generally avoid? Are there any new tools to help manage content/dependencies? During the last time around, I saw that CAM was getting up and running (and causing arguments). I never tried it. Given my playstyle, do you think it is right for me? If CAM isn't right, are there any generally agreed upon growth-related mods I should look into? I know this is a huge information request and a lot of this has surely been asked before in bits and pieces. I’ll work through the forums in due time, but for now, I definitely appreciate any discussion and tips I can get from the wisdom in the community. Thanks in advance! BTW, I saw LnX’s thread about the game entering a new “golden age” of sorts. That’s simply incredible given all of this time, and absolutely inspiring. I am truly hoping I can get back into it, and contribute back to the community as well.
  18. What's the best way to move SC4 from old XP computer to a new computer using Windows 8.1 or 10? Over the years, I've rebuilt my computer twice, upgraded RAM & hard drives and tried to manage SimCity files the best that I can. I would like to be able to install NAM 34, return my current tree controller back to normal and to manage older files that may not be available anymore like PEG. My hardware situation is kinda unique: I have no use of my USB ports, therefore I cannot use thumb drives. I will be burning blank CD & DVD discs to move files. Any suggestions from experienced movers would be appreciated.
  19. Which plug-ins folder to use?

    I played this marvelous game on a series of Windoz computers for years. But the game got so slow and unwieldy on my last laptop a few years ago I quit playing, but missed it a lot. So late last year I bought a MacBook Pro, and my first download from the App Store was the Aspyre version. (yes, I'd read about the Steam and other versions out there. Decided to go with the simplest for now). (Nope, not going the bootcamp/parallels/wine routes if I can help it.) I'd read about the limit on the plugins folder, so when I started searching the stex for my favorite plugins from the old days, I decided to basically, wait until I missed having a plugin before I'd come download, or search through the old files I'd saved from my old setup. I quickly found an empty plugins folder under Applications/SimCity.../Show Package Contents/Game Data/Plug-ins. And for the most part, everything I've dropped in there seems to work well. Created subfolders for Mods, Lots, etc to try and keep it organized. Slowly been adding in my favorite plugins. And most recently, I've been missing the NAM. So, found the Mac installer, and obediently reading the 'read me' discovered the existence of ANOTHER plugin folder I didn't realize existed: ~/Users/username/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/plugins. And, of course, it is empty. And I probably wouldn't have given it much more thought, except I discovered all of my recently created cities are in the regions folder in the same location. Not in the location where the plugins folder i've been using is located. So my questions: Should I move my plugins to the location I found today, or leave them in the one I originally found? Will the NAM work from either one? Also, if it makes a difference, I will probably be the only user on this computer playing THIS game. Thanks for any insight that will dispel the confusion.
  20. Simpeg's plugins

    Bonjour, Vu que le site Simpeg est mort, je me demandais si il existe une page où sont référencé les liens pour les plugins qui y étaient? J'en ai quelques uns et il serait judicieux de les partager avec vous... Par contre, je me demandais si j'avais le droit de les poster sur le S/T Exchange. En citant l'auteur bien entendu. Au plaisir,et à très bientôt
  21. First, glad to see Simtopolis.com up and running with great community support. Second, the set up: OSX 10.10.5 Yosemite, STEAM Simcity 4 (1920 x 1080), NAM 32 and few buildings and PEG files. All work great! Breakdown of system: Desktop with 55 gb Yosemite SSD partition, Storage (half empty) 4 tb HD :: i7 3770k, 32 gb RAM, dual Evga 660 ti 2 gb My issue is that my start up disk has obviously limited space and I'ld like to move the plugins & regions folders to the 4 tb drive. I thought this would have an easy fix of creating a Plugins folder on the 4 tb drive then create an alias folder in the Documents Simcity 4 Plugins. This did not work. Any suggestions are greatly appreciated.
  22. Hello all, I've recently been losing interest in Cities Skylines, and want to get back into playing SC4. I've spent too much time on the SC4 forums, and I miss being able to create at will with no restrictions. All these screenshots you all have been posting make me miss that level of detail that will never be obtainable in C:S. But here lies my problem...I used to play SC4 on my laptop, and, sad as it is to say, I did not have my SC4 plugins folder backed up, and when that computer crashed, I lost years worth of plugin downloads. I know you all know what I mean....YEARS worth of downloads...buildings, ploppables, fauna,...everything. This is the only thing holding me back from picking the game back up...I simply do not have the time to sift through endless pages of buildings and trees to re-download everything that makes the game what it is today. So here's my question...Would anyone be willing to share their plugins folder? I know their are files that come with an installer, and I do not know how those would be handled, but if there was any way that anyone would be kind enough to upload the contents of their plugins folder to a dropbox or mediafire or something....I would buy you a case of beer or something (kinda serious). Please?
  23. Hello together, today it happened that I got this weird error while my sims grow two buildings in my city (see attached picture). The lot size I did was 2x3 on high density commercial. This lot was split by the game into two 1x3 lots and as you can see there is no building on both lots and the query says it should be the remastered b62's K-Mart Super Store on the left lot and the HyVee Store and Gas on the right lot made by nos.17. By the props that are on both lots does anybody know, what lot causes this (not a high chance I know)?! The plop versions of both nos.17 lots work fine. The lot sizes of those lots are 6x8 and 8x9. I did run a quick check with rivits SC4DataNode but nothings showed up there. Any idea and help is highly appreciated! Kind regards!
  24. Hi there, After many years of working off my old rush hour cd-rom I had a re-install and purchased Deluxe on Steam since I couldn't find all the original CDs... Cut to yesterday trying to place all my many modds, etc into the new plugins folder, every time I open the game it gives me a blank region (instead of Timbuktu) and all the text is missing from the settings menu, regions menu, all text. I tried isolating different modds (yes, it took me many hours!!) and still no luck. Hoping someone else using a Mac running Yosemite has seen this problem and maybe has some suggestions. I cringe at the thought of trying to reload all my old files and unzip every single thing... Anyone have any suggestions or know of a particular modd that could be causing this... anything?? Please and thank you!
  25. Problems with plugin lots.

    Hey, I've just installed some new Lots onto my game, and I'm having trouble viewing them - specifically, some parts of the building are not there or are transparent when in-game. I downloaded a city-wide Police headquarters lot and the whole building fails to show. Secondly, some .dat files in my plugins cause the whole game to crash when a city is loaded, so if anyone knows what that's about, please let me know also. For your information, I am using a late 2006 Mac with the Steam version of SC4. Anyone know how to fix this? Tia!
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