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City-building game(s)

Found 167 results

  1. AGC - Classical Park 01

    Version 1.0.0

    132 Downloads

    Specs: The file contains an 1x1 lot. You can find the park in the Lot Editor as: AGC_Parks_Classical_1x1_V01_S1_90 Ubication: Parks. Icon: Scale of the models: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). Dependencies: 2025 version of: If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to people who have donated to me.
  2. Universal Tree Line Mod

    Version 1.0.0

    284 Downloads

    The tree line of flora you plant in God Mode is determined by the Flora: Max Elevation Range property in the Flora Tuning exemplar 0x6534284a, 0x7a4a8458, 0x1a2fdb6a (see also this tutorial for more information). If you're using Lowkee's Seasonal Flora Patch, or Lowkee's Appalachian Terrain Mod, then the tree line will be set to 500m above sea level. Compared to the tree line in real life (which is roughly at 2000m in the Alps, for example), this is quite low. This means that if you play on real-world maps, you may find that already no trees will be planted anymore at unrealistically low elevations. You can fix this by manually editing the Flora: Max Elevation Range property in the Flora Tuning exemplar, but this mod gives you a different option by leveraging Exemplar Patching. By leveraging exemplar patching, this mod should be compatible with any tree controller and terrain mod. Included with this mod are 6 different elevations for the tree line: 500m, 750m, 1000m, 1500m, 2000m and 2500m. Choose only one of them, obviously, and remember that these are the heights above sea level, which is 250m by default. (If you want to change the sea level, have a look at my Universal Sea Level Mod). If you have a good reason to have another elevation as tree line - for example you want the tree line to correspond to the snow line of your terrain mod - then you can send me a request to add it, or you can just open the .dat file in the Reader and update the Flora: Max Elevation Range property. Do yourself a favor and install this with sc4pac. This allows you to quickly switch tree lines by resetting the smf-16:universal-tree-line-mod:height variant. Dependencies: memo:submenus-dll (this is needed for the exemplar functionality to work). Acknowledgements Thanks a lot to @11241036 and his great explanation about how tree controllers work, which is what caused me to make this mod.
  3. I did the widescreen mod to my installation of SimCity 3000 Unlimited and I noticed that when I plant trees or click trees to cycle through them, it's as if one click of the mouse is registering as two very fast clicks and it skips through the trees too fast. Everything else seems to work fine, except rolling the mouse wheel doesn't zoom in or out (have to use numpad + or -). Anyone else have this problem?
  4. Everseasonal Flora

    Version 2.0.2

    289 Downloads

    Seasonal flora looks great, but they come with a few drawbacks. For example, most flora needs to be planted on a specific date (often September 1st). If you don't do this, you will get a mix of various seasons. Also, even though a lot of content is available with seasonal flora, as are seasonal tree controllers, you often still end up with a mix of both, which can look a bit awkward. This mod takes a different approach, inspired by @T Wrecks' Non-Seasonal Cycledogg Trees and the Central European Tree Controller. Instead of seasonally changing flora, it ensures that all of the supported flora - both seasonal and evergreen - becomes static and matches the season you picked during installation. As @11241036 said: "After all, we do only need seasonally changing trees for good looks and screenshots." I've decided to call this approach *everseasonal flora*. With this mod you can change seasons independently of the game date. For example, if you're making a fall-themed CJ entry, use the fall version and then change back to summer later on. You could also follow real-life seasons if you want: just change the fall version in September, winter version in December and so on. That way your game matches the true seasons, which can really give a new dynamic to playing the game! Currently, this mod supports the flora & props from the following packages. If there are any other packages that have seasonal flora or props, you can send me a message to make me aware of it. All of Girafe's flora mgb204:mmp-pack-vol2, which makes some of Girafe's trees that were only available as props also available as flora. t-wrecks:maxis-tree-hd-replacement-mod orange:fagus orange:aesculus bsc:mega-props-cp-vol01 bsc:mega-props-cp-vol02 vip:rural-pack 11241036:vip-trees-as-props 11241036:central-european-tree-controller Note that these packages are no hard dependencies, except for t-wrecks:maxis-tree-hd-replacement-mod (see below). "Compatible" means that this mod will affect the appearance of the trees in those packages, but you're free to leave out the ones you don't want or need. Also note that the Central European Tree Controller already has its own way of changing seasons. However, you usually want to change seasons in one pass, so it's undesirable to have to change both the season for this mod and the CETC. Therefore, since v2 of this mod, all you have to do is change seasons with this mod, and then the CETC is automatically affected too. Remember though, if you use the seasonal variant of the CETC, then your trees are under the hood still seasonal, even though they appear static, so as for the other packages, you will still need to plant your trees at September 1st if you intend to disable this mod again! Below is a screenshot of the mod in action on @RRetail Roadside Rest Area, which uses evergreen trees: Installation I strongly recommend installing this mod with the sc4pac Mod Manager. Not only does sc4pac make installation easy, it also makes it easy to switch season by resetting the smf16:everseasonal-flora:season variant. You can do this by going to "Dashboard" > "Variants" If you choose to install this mod manually, then you have to pick ONLY ONE of the five folders. Choose the one labeled for the season of your liking. If you want to change seasons, remove the old folder again, and replace it with the season of your liking. Due to the exemplar patching, there is no requirement to have the mod load after all other mods, so you can put it anywhere you want in your plugins folder. Dependencies This mod uses exemplar patching, which is why it needs null-45:sc4-resource-loading-hooks to work. This is the only hard dependency: you don't need to have all of the flora listed above, the mod will only change what you have installed. However, if you happen to not have t-wrecks:maxis-tree-hd-replacement-mod, then you need to remove the t-wrecks.maxis-tree-hd-replacement-mod.dat file from your chosen season, as otherwise you might have brown boxes. IMPORTANT Please note that this mod DOES NOT convert evergreen props into functioning seasonal props. It will change the appearance of evergreen props, but they will still remain static and stay the same throughout the year. This is because of how seasonal props work: a seasonal prop is just a timed prop, so if you need a seasonal prop for all seasons, you actually have to add 4 timed props to the lot. It also means that, under the hood, seasonal flora is still seasonal, even though it doesn't look like it. This means that if you intend to ever disable this mod again, then you still need to make sure to plant seasonal flora at the required start date! Acknowledgements Many thanks go to @Girafe and @VIP Team for creating the gorgeous trees in the first place, @11241036 for inspiring me to make this mod, and @memo for making exemplar patching possible, which avoids hard dependencies on the flora.
  5. Version 1.0.0

    273 Downloads

    Similar to PEG's and jeronij's Seasonal Woods, this set features two different lots with seasonal birch trees. All lots have a transparent base texture, so they can be used with every terrain mod. They have a small air cleaning effect, otherwise, they don't impact the environment. Mix and rotate the 1x1 and 2x2 lots to get a more random appearance, and also leave some clearing between the lots now and then for maximum realism. Note: When plopping the lots, they are empty, the trees will appear at the next change of seasons. The Seasonal birch tree lots are located at the bottom of the park menu. Lot size: 1x1, 2x2 tiles Menu position: Parks Plop cost: § 1 Bulldoze cost: § 20 Monthly cost: § 0 Flammability: 15 Park Effect: none Landmark Effect: none Power consumption: 0 MWh/month Water consumption: 0 Gallons/month Air pollution: -10 over 5 tiles Water pollution: 1 over 0 tiles Garbage pollution: 0 over 0 tiles SC4Lot files: SFBT_Pz_1x1_Birkenhain_b2d3a95d.SC4Lot SFBT_Pz_2x2_Birkenhain_52d3aa4c.SC4Lot Props: SFBT_Birken_Jahreszeit.dat Installation Copy/extract the SFBT parent folder into your plugins. If you extracted the ~Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Uninstallation To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. You can also uninstall only the growable or ploppable version by deleting the corresponding lot file. Dependencies SFBT_Birken_Jahreszeit.dat (included) SFBT Essentials Created by ArkenbergeJoe. Uploaded by Tyberius06 as part of the SC4Devotion LEX and SimcityPlaza/SimCity Kurier Restoration Projects.
  6. Version 1.0.0

    378 Downloads

    « THE THING » - PARK TREES FILLERS, by PGX Fillers collection. 115 lots. Park menu. PREVIOUS USERS OF « THE THING » : YOU NEED TO UPDATE « THE THING » ESSENTIALS IN VERSION II NEWBIES TO « THE THING » : DO NOT DOWNLOAD BEFORE DOWNLOADING THE « PRESET II » OR YOU WILL MISS ESSENTIAL RESOURCES AND INFORMATION STRUCTURE 2 # lines : Temperate trees Tropical trees In most cases, each tree specie is featuring 2 lots with a single tree (Small/Large or Spring/Summer) and 1 lot with multiple trees from the same specie (mixing size and/or season). Then each line is featuring several lots with miscellaneous different species. INSTALL Expand the zip file. You get a folder named « PGX - PTF Park Trees Fillers (Park) ». Drop it as it is in the « PGX - THE THING » folder. Open the chapter subfolder. Sort it by alphabetical order. In subfolders, each lot is separated and has an ID under the form « PTFxxx » for its identification in subfolders and to figure its order of appearance near the bottom of the Park menu. You can keep all of them or pick up what you want and delete the others or store them appart for later use. Use pictures as catalog, numbers are matching with IDs. SPECIFIC DEPENDENCIES No specific dependencies
  7. AGC BAT Thread

    My new BAT thread Here you can make suggestions, requests, etc. Constructive and destructive criticism is allowed. Photo spam of any kind is allowed, even of your own BATs, cities or requests.
  8. Hi! For me, flora is essential when it comes to creating an atmosphere in the game, and I'm amazed by the latest Tree Controllers that use HD Tree Models (I use the Cascadia TC in my personal region, and I love how it enriches the landscape). I've had the project of a tropical island region in mind, but I never developed it, partly because of the lack of elements to create the proper ambiance for it, I must confess I'm not entirely satisfied with the existing tropical TC's. I'd like to tell you that I'm studying Forestry Engineering and my home is in a rainforest zona in South America, so I have knowledge about trees and forests, and I'd like to apply it to this game that I enjoy playing. However, I don’t have any modding experience. That's why I'm starting this thread. I would be very grateful if you could guide me on how to start working, I have the Reader and some HD tree models I've downloaded over time. Some of these are props, while others are MMPs. I've been reading some existing discussions about the subject but I still don't have a clear idea of where and how to begin my tests. My idea is to create a vibrant and species-rich tropical tree mod suitable to represent tropical areas from all around the world. I've searched extensively for HD Tree Models and found some interesting things, but for my purposes, there are limitations in the number of available HD tree models. I can work with the existing ones to achieve a reasonably good result. But if I’m ambitious, for a perfect Tropical Tree Mod I’d like to include a series of new models, I wonder if any experienced creator would be inspired to collaborate. Here I share some ideas I have: New models of tropical-looking trees: Many tropical trees have these buttress roots as an adaptation for sustain themselves (many are tall) in poor soils with much competence. Trees covered with epiphytic plants, this is very common in tropical regions: Standalone trees, some species reach really big heights, such as 40 meters, protruding from the canopy. More palm tress: nothing screams ¡Tropical! more than hundreds of palm trees Some bromeliads, ferns and shrubs for grow in steep slopes and cliffs: Arborescent ferns: That could be interesting: a "non vertical" model suitable for grow in slopes: Seasonal models for spectacular-blooming trees (a green model and a blooming model), or even have the foliage change between seasons (in many tropical areas, there are two seasons: the dry and the wet season). I'm just thinking about the possibilities here. I'd like to read your thoughts and recommendations, best regards! Javier.
  9. FA Roads T21 Mod

    Version 1

    55 Downloads

    Description: This mod alters the FA-2 and FA-3 roads (only straight routes) that come with NAM to remove the trees (and the lanterns, if you want) there. The idea to do this came to me after reading this thread: https://community.simtropolis.com/forums/topic/763344-fractional-angle-w2w/ Please make sure to read the installation instructions below, the plugin needs to be customized to avoid unwanted effects. Please note: In unzoned and agricultural areas, no objects show up, anyway. This mod doesn't change this. To make the change reflected in-game close to already grown zones, you may need to plop with the Road tool into a FA-2 or FA-3 route. If you are growifying a plopped building with the Growify DLL, the zone changes to low, medium, or high density. This will affect adjacent routes, but only if you drag them again or plop into them with the Road tool. Dependencies: Network Addon Mod: http://community.simtropolis.com/files/file/26793-network-addon-mod-for-windows-installer/ Installation: There are 3 files coming with this plugin, only install one of them. Please check the screenshots to observe the visual result. To install, put one out of these 3 files into your Plugins folder, however, you need to make sure that it loads after NAM or it won't work. To make this sure, create a folder with a name that comes later than the NAM folder in alphabet (or just put the entire folder zFA Roads T21 Mod into your Plugins folder). What the files do: FA Roads T21 Mod_Remove All.dat: removes all objects whatsoever from straight FA-2 and FA-3 routes. FA Roads T21 Mod_Remove Trees all D.dat: removes all trees whatsoever from straight FA-2 and FA-3 routes (the lanters remain). FA Roads T21 Mod_Remove Trees Lanterns HD.dat: removes all objects from straight FA-2 and FA-3 routes, but only on high-density zoning (residential, commercial, and industrial). Low-density zoning (only residential and commercial), as well as the plopped zone, are not affected. Compatibility: This mod is only compatible with SC4: Deluxe or SC4 with Rush Hour installed. Furthermore, this mod is incompatible with any other mod altering the placement of props via editing the T21 exemplar files with the same IID the NAM uses.
  10. 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
  11. Hello everyone, Another thing I would change is the way the game treats forests as if they have low land value. Simultaneously, mayor-planted forests are treated as if they have high value. This makes little sense. The forest animals also appear to have no value to the game. Has anyone made a mod to correct this, so that the forests created in god mode are treated as just as valuable as mayor-plopped trees? Thank you.
  12. Version 1.0.0

    48 Downloads

    Changelog 9/23/20 V1.1 - Updated the toolbar to be compatible with the other parts of the mod Changelog 2/12/21 V1.2 - Updated the texture of the maple leaves. Updated the decoration toolbar. This is the same as https://community.simtropolis.com/files/file/35856-japanese-deco-trees-by-angainor88/ but using the vanilla evergreen material. It is for those who were experiencing flickering/weird lighting with Voeille's custom materials Angainor88 Japanese Mods https://community.simtropolis.com/files/file/35852-japanese-clothing-override-by-angainor88/ https://community.simtropolis.com/files/file/35853-osaka-castle-by-angainor88/ https://community.simtropolis.com/files/file/35856-japanese-deco-trees-by-angainor88/ https://community.simtropolis.com/files/file/35857-japanese-deco-trees-vanilla-version-by-angainor88/ https://community.simtropolis.com/files/file/35858-japanese-deco-by-angainor88/ https://community.simtropolis.com/files/file/35863-japanese-housing-and-storage-by-angainor88/ https://community.simtropolis.com/files/file/35878-japanese-start-by-angainor88/ https://community.simtropolis.com/files/file/35879-japanese-miscellaneous-by-angainor88/
  13. Version 1.0.0

    43 Downloads

    Version 1.2 Changelog 9/23/20 V1.1 - Updated the toolbar to make it compatible with other parts of the mod set Changelog 2/12/21 V1.2 - Updated the texture of the maple leaves. Updated the decoration toolbar. A set of decorative trees and shrubs from Japan. All are ghosted From left to right: gardenia, camellia, andromeda, flowering plum, red maple, black pine, hinoki, bay tree Also includes two from @kid1293 A bamboo and flowering sakura tree Uses some of Voeille's custom materials. This is an initial version which will be updated at some point, so please give me feedback (on the Mods 1.07 thread)! NB: If you are experiencing weird flickering/lighting issues, please use this one instead: https://community.simtropolis.com/files/file/35857-japanese-deco-trees-vanilla-version-by-angainor88/ Angainor88 Japanese Mods https://community.simtropolis.com/files/file/35852-japanese-clothing-override-by-angainor88/ https://community.simtropolis.com/files/file/35853-osaka-castle-by-angainor88/ https://community.simtropolis.com/files/file/35856-japanese-deco-trees-by-angainor88/ https://community.simtropolis.com/files/file/35857-japanese-deco-trees-vanilla-version-by-angainor88/ https://community.simtropolis.com/files/file/35858-japanese-deco-by-angainor88/ https://community.simtropolis.com/files/file/35863-japanese-housing-and-storage-by-angainor88/ https://community.simtropolis.com/files/file/35878-japanese-start-by-angainor88/ https://community.simtropolis.com/files/file/35879-japanese-miscellaneous-by-angainor88/
  14. Eigene Bäume/Pflanzen, ins Spiel Cities: Skylines, über den Asset Editor bringen. Hallo Ich brauch Hilfe ! Frage: Warum sehe Ich immer noch die Flächen, auf welchen die Blätter, Blüten usw. aufgezeichnet sind obwohl diese eigentlich verschwinden sollten (Requisiten) ? Bei Bäumen geht gar nichts... Woran liegt es ?
  15. I'm experiencing a strange problem when using the tree brush feature in god mode. What appear to be rather futuristic looking light poles with circular tops appear in place of some of the tress (see attachment). At least I *think* they're light poles. They don't actually illuminate at night as I'm using the Mac version of the game. I gather a problematic light plugin is causing this issue but I can't figure out which one! Can anyone identify these light poles so I can remove the plugin from my folder?
  16. I'm having trouble adding these tree plugins. I think I've added all the dependencies and have the NAM but they come out like in the image below. Does anyone have any suggestions on what I'm doing wrong, or can reconmend a better tree add-on? Thanks!
  17. Trees... lots of them

    Was there ever a way to edit the terrain to cover it completely with trees?
  18. Terrain and trees mod

    Version 1.0.0

    933 Downloads

    This is my 3rd tree controller mod, but I also included a HD terrain mod to go with it. low elevations are entirely treed and grass based. There are rocky beaches. Higher elevations leads to higher ratios of conifer, and less grass. Kinda arid med style but plant choice is not accurate to the med, I just went with what I liked. Dependencies same as my previous tree controllers + this new one:
  19. Olympic Tree Controler

    No matter what I do I cannot fill the bald spots on the edges of the tiles. I used Flora Blast but then I tried to fill in the spots with the God Mode tree tool and I only get shrubs in those spots. The terrain is completely flat and the edges are reconciled. I've tried everything I can think of to get ride of them. IDK if this is happening because of Olympic Tree Mod or if the Vanilla code would do the same thing but I'm super OCD so this is a problem for me. Any Ideas? The Mod is great by the way just FYI.
  20. So this thread is mostly to track my progress as I play with my terrain mod, and tree controller to get them to go well together. I have done this before, however now i find myself forgetting how i did it, so 50% of this is to remember what I did for next time, 50% is to give back to community and solicit feedback, and 50% is because it will force me to organize myself as I do this and post sexy pictures of tests. Also I will probably ask questions of those more skilled than me who have helped in the past. (thank you to @rsc204 @11241036 @matias93 @CorinaMarie @Cyclone Boom who helped with my last tree controller here. This is intended to be much better) Things that will be covered over the coming days, months, and probably more -adjusting cliff slopes on my terrain mod and when they show up -making trees not grow on cliffs -building my own tree controller again, all hd but with more diversity of trees this time and hopefully some realism.
  21. Hello everyone, Recently downloaded SimCity 4 again and I am trying to get the SFBT Street Tree Mod to work. I have downloaded all the correct dependencies I believe and I have read the readme file carefully. Here's a screenshot of my plugins folder so you can all see. I read on an older post that you needed to put all the dependencies in the same folder as the street tree mod. Any help is much appreciated!!
  22. AGC - Environment DLC

    Version 7.0.0

    7,861 Downloads

    This DLC will contain trees, plants, rocks, ponds and everything related to the environment. Updated to version 7.0, see below to see what's new. You can find images of what this DLC contains here: Specs: You can find them as MMP's and props (Note that seasonal props end in "Summer" and "Autumn." I removed the winter state that means that the winter version is everwinter). I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). ------------------------------------------------------------------------------------------------------- I will buy more trees with the money I receive (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to all people who have donated to me!
  23. catalog AGC - Enviroment DLC

    This will be the catalog of my "AGC Enviroment DLC": Pinus Halepensis (Aleppo pine) You can find it in lot editor as: AGC_Trees_Pinus_Halepensis_ ... Pinus Pinea (Parasol pine): AGC_Trees_Pinus_Pinea_ ... Pinus Brutia (Turkish pine): AGC_Trees_Pinus_Brutia_ ... Ficus Carica (Common fig): AGC_Trees_Ficus_Carica_ ... Citrus Limon (Lemon Tree) AGC_Trees_Citrus_Limon_ ... Lavandula Angustifolia (Lavender) AGC_Plants_Lavandula_Angustifolia_ ... Populus Nigra (Black Poplar) AGC_Trees_Populus_Nigra_ ... Cupressus Sempervirens (Mediterranean Cypress) AGC_Trees_Cupressus_Sempervirens_ ...
  24. Hello, I've been sort of on and off paying attention to SC4 since it came out, back when I was around 12 years old - back then modding for the game was no where near as complex as it is now from what I'm seeing... I'm really impressed to be honest. Back then I think we used Gmod, Ilves reader, and a few other tools which I think we shared with the Sims 1... One thing I'm seeing a lot of now is that you guys have figured out a ton, such as the lot prop debug dll (we had no such thing as an in game plop tool back then lol,) as well as finding tools like the in game lot editor even if it doesn't work. This is the thing that finally made me log into this account as I think you guys might actually know what I'm talking about now. From what I understand many many years ago, the game seemed to have two types of manually ploppable objects (which I guess everything else is a subset of.) There are lots, which reference a file that has stuff on it likely from a .dat file, and there are props, which could be used independently of lots where you could place them on a square of land - this includes stuff like trees. At least it seemed like this was the case, natural items like fauna generators and trees seemed to be in the open, while everything else was a lot such as a road, a building, a park, and so forth. However, you couldn't just plop anything you wanted down, you couldn't put rocks down if I remember right, and had to resort to a custom lot if you wanted something like that even though the prop files existed. Have you guys figured out how to plop prop items on unlotted/unmarked land like the tree tool? Such as if I wanted to assign a bunch of rocks to a land square, or even more outlandish like buildings (which are also prop files?) Or what about fine tuned placement/rotation of things like trees? I'm sure someone already long looked into this but you guys have such an impressive amount of work done I can hardly make heads or tails of the forum posts this many decades since I played the game...
  25. Version 1.0.0

    573 Downloads

    My second tree controller, but for a more warm environment with better bushes at high altitudes. It is a tree controller, that makes very high density old growth forests at mid and low levels. At low levels it has some tropical vibes with palms, higher and more arid its more alpine meadows. I was kind of emulating the Croatian coastline in terms of coniferous plants. At medium levels the deciduous content is replaced with more coniferous, mimicking the transition to alpine. A few patches of deciduous show at both levels if the moisture is right, which helped break up the banding. It is not a seasonal controller, as I don't like the lag when trees change, nor dealing with plating them all at the right date. It has the following dependencies: CP_PropPack_Vol02.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2770 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=631 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2758 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2698 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2620 https://community.simtropolis.com/files/file/31109-flunight-props-vol-01-flora/ https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3001 only summer versions are needed for all the above. Any issues let me know. I think I have all the dependencies sorted. Images generated were with the Bajio terrain mod, and it looks awesome together But use it with what you want https://community.simtropolis.com/files/file/20590-lbt-bajio-terrain-mod/ There are two dat files in the downtoad. they both need to be in your plugins folder. this controller works with flora blast. Above images were generated using flora blast 3000 3000 3000 for a high density covering. The map file sizes at this density are roughly 6mb per map just with trees.
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