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  • Network Addon Mod (NAM) - Cross-Platform By NAM Team

    The Network Addon Mod (NAM) all transportation network-related fixes, additions and new creations that have been released so far. It adds countless new features to the existing network tools, such as traffic simulator improvements, new overpasses, highway onramps, intersections, pedestrian malls, a ground light rail network, roundabouts and turning lanes. This is the standard release version of the 48th edition of the Network Addon Mod, NAM 48. See below for installation details and a list of new features in the Changelog at the very bottom.  
    In memory of Paul Pedriana, Lead Programmer for SimCity 4, who passed away in July 2021 from a sudden heart attack while cycling. Thank you, Paul, for everything--we wouldn't be here without you.   RELEASE NOTES
    Before you run off in excitement to install the new NAM version, please make sure to read this document first, to ensure the best Network Addon Mod experience. Note to users of the EA App/Origin: As of June 2023, digital copies of SimCity 4 Deluxe purchased via EA.com, the EA App, or the Origin Store, or played through EA Play/Xbox Game Pass are now properly patched to Version 1.1.641, which means they are compatible with the Network Addon Mod.
     
    New Features for NAM 48 See the Changelog below
    INSTALLATION AND GENERAL NOTES Before attempting to run the NAM installer, ensure that you have extracted the contents of the .zip download into a folder. Attempting to run the installer while it is still in the .zip will cause the installation to fail. For the full release, use NetworkAddonMod_Setup_Version48.bat (Windows), NetworkAddonMod_Setup_Version48.jar (macOS, alternate option on Windows if the 4GB Patch has already been installed), or NetworkAddonMod_Setup_Version48.sh (Linux). See this page on the NAM website for further installation notes.   The minimum requirements for running the Network Addon Mod are as follows: A compatible retail copy of SimCity 4 Deluxe Edition OR SimCity 4 with the Rush Hour Expansion Pack:
      Windows/Linux (via WINE): Any digital retail edition, or any disc copy updated to at least Version 1.1.638.
      macOS: Any recent digital edition of the Aspyr port for macOS (installation on the App Store version is more difficult, and the NAM Team is limited in our capacity to provide installation help to App Store users).
      The now-rare non-Deluxe/non-Rush Hour copies of SimCity 4 are not supported. Attempting to run the NAM on a non-Deluxe/non-Rush Hour copy of SimCity 4 will cause the game to immediately crash to desktop (CTD).

      Java Runtime Environment (JRE), in order to run the installer--a version for 64-bit Windows is included in the download (OpenJDK11U-jre_x64_windows_hotspot_11.0.8_10.msi).
      If you are not on 64-bit Windows and need Java, Adoptium's open-source edition is recommended, though JRE and JDK can also be acquired in proprietary/commercial (but free to download) form from Oracle at Java.com.
      The Java Development Kit, or JDK, will also work, but contains extra files not needed unless you are a Java developer.

      A system with the following specs, for each basic type of NAM installation:
      NAM with a LowRAM/NoRHW Controller option: Any system built within the last 15 years, with 750MB available disk space. (Users running this option cannot install the RealHighway (RHW) features.)
      NAM with a Full 4GB Controller option: Any system with a 64-bit operating system, at least 4GB RAM, and 1.2GB available disk space. If on Windows, the 4GB Patch must be applied to the game's executable.
      NOTE: Installing the Full 4GB Controller option without meeting the specifications and without the 4GB Patch will cause the game to crash-to-desktop (CTD) upon attempting to load a city. If you experience this crash, it either means your system does not support the Full 4GB Controller option, or there was some form of failure in the 4GB Patch process.
      Additional Requirement on Windows/Linux (if running Full 4GB Controller/RealHighway options) (not required on Mac): 4GB Patch by NTCore (included in download, automatically installed on Windows with standard installation procedure, and also available at NTCore). See Step 3 (under "On Windows") or the 4GB Patch section in the read-first document for more details.
      Additional Requirement on Mac (optional for Windows/Linux): JDatPacker by memo. JDatPacker is a tool for consolidating folders of SimCity 4 plugins. This can speed up the game's performance, and on macOS, this helps alleviate issues with the Aspyr port's known "number of files limit", wherein exceeding a certain number of files/folders within the game's Plugins directory can cause the game to crash.   To install the Network Addon Mod: Install the Java Runtime Environment (JRE) (if already installed, skip to Step 2).
    (This is included in the download package.)
      Remove any existing NAM installations, if present (simply deleting the "a_Network Addon Mod Lite" and/or "Network Addon Mod" folder from the Documents\SimCity 4\Plugins directory is the easiest way).
      Run the NAM Installer: On Windows: If it your first time installing the NAM (or you are installing on a new system/with a new SC4 install), use NetworkAddonMod_Setup_Version48.bat. If you are upgrading from a previous version, or have manually installed the 4GB Patch already (see the 4GB Patch section in read-first), use NetworkAddonMod_Setup_Version48.jar. (The .bat file has a routine to automate the 4GB Patch installation process, necessary to avoid CTDs if running the Full 4GB Controller option, which is necessary to use the RealHighway (RHW) features.)
      On macOS: Run NetworkAddonMod_Setup_Version48.jar. If on the App Store version, the installer cannot directly install into the Plugins location the App Store version utilizes, which is inside the .app file (~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4). Install to an alternate location first, then copy the resultant "Plugins" folder into that location. Note that the NAM Team is currently very limited in our ability to provide installation assistance to App Store users.
      On Linux: Run NetworkAddonMod_Setup_Version48.jar, or, if that fails, run NetworkAddonMod_Setup_Version48.sh.

      Follow the installer's instructions, clicking on each tab on the top bar in order:
      Agree to the mod's terms on the initial "welcome" tab to proceed with the installation. Select the options you would like to install under the "files" tab.
      Select the install location under the "location" tab. Unless you have set up an alternate location for your Plugins folder, or happen to be on the Mac App Store version of the game, this should work fine.
      Finally, move to the "install" tab. Click the "Start installation" button to begin the installation process. When the installation is complete, the progress screen will display a message, "All selected components installed!".
      Close the installer, using the "X" button or, on macOS, the red circular button, in the upper right corner of the window. You're all done installing the mod.

      Additional step for Mac users (optional on Windows/Linux):
    (Run JDatPacker to consolidate the mod's files.)
      If on the App Store version, run JDatPacker over the resultant Plugins directory, then move the "Network Addon Mod_###.dat" files (wherein "###" is a three-digit number) into the container.
      On the Steam version (or if optionally using JDatPacker on Windows), run JDatPacker on the Documents\SimCity 4\Plugins directory (this will also consolidate your other plugins as well). Make sure you remove the original directories that were consolidated, and, if upgrading or reinstalling your NAM package at any point, ensure you delete any the "Network Addon Mod_###.dat" files from your Plugins before running the new installation. It is recommended that you use a new subfolder (i.e. "Plugins\Compressed Files") instead of installing to the root of the Plugins directory, as this can help prevent mod conflicts.

      Load the game and enjoy the NAM!
      If the game crashes on your first attempt to load a city, this means you have the Full 4GB Controller installed, but either have experienced a failure in the 4GB Patch process, or have an incompatible system (not enough RAM and/or a 32-bit operating system). Either attempt to install the 4GB Patch manually, or choose a less intensive installation option (the Low RAM/No RHW option, or download NAM Lite instead).
      Note that if you've never run the NAM before, and you've picked a fuller installation option, the initial load of the game, and of the first city tile you open may be longer--often quite noticeably. This will shorten with subsequent loads of other cities, or, if you exit and re-enter the game, subsequent re-entries will be quicker.
      If you do not see any icons in game, this most likely means your installation ended up in the wrong location. Either reinstall, making sure the files go into your Documents\SimCity 4\Plugins folder (true of Windows and the Steam Mac version), or, if you're on the Mac App Store version, make sure you copy the files into the .app container.
    More details on installation and compatibility can be found in the enclosed read-first-NAM-48.html file.   NAM Lite As mentioned above, an alternative compact version of the NAM is now available, which can be installed instead of the full NAM installation package. The NAM Lite features just the most essential of NAM features, including the NAM's renowned Traffic Simulator Plugins, refining SimCity 4's pathfinding engine to work as it was originally intended, along with Automata Controller options, updated textures (including a Euro/International texture option), Roundabouts, Diagonal Streets, additional interchanges for the game's base Highway system (the "Maxis Highways"), and (optional) Hole Diggers/Ground Raisers, allowing for precise terrain alteration. See here for more details and to download NAM Lite:   DOCUMENTATION For further details on the NAM and its features, visit our new website at:
    https://www.sc4nam.com/
    Please note that NAM 47 and earlier have been discontinued, and are no longer eligible for any form of technical support. Thank you all for your continued support--hope you enjoy! ©2024 NAM Team
  • SC4DataNode By rivit

    SC4DataNode - A SimCity 4 Exemplary - is intended as a Gold Standard SC4 Audit Tool - is NOT an Editing Tool - for this there are Reader, SC4Tool, Lot Editor and a number of others.   The program supports four main Tasks 1. Audit/Review of Loading Sequence, file redundancies and Overrides 2. Dependency verification (as many as possible) 3. Audit/Review of a. SC4 file integrity (.dat etc) and b. TGI file content integrity (Exemplars etc) to the Property Level 4. Exploration - a really good informative display of Exemplar Property Values and file contents so that one can learn something of how SC4 works.   Tasks 1 and 3a focus on the physical SC4File View Tasks 2,3b and 4 mostly on the TGIFile view (SC4 Content) These tasks can focus on the whole SC4 Environment or incidentally scanned files/folders (or both)   Potential Audiences are: - The User who wants to make sure that some new plugins aren't broken - The User who wants to make sure the game loads plugins in the right order - The Modder who wants to learn what/how things work - The Modder who publishes work and wants to make sure its correct, and will work correctly with a given environment - The SysAdmin who wants to make sure their site is only hosting quality products - Potentially programmers to make use of the functionality (of the SC4DataNode.dll)   How it works: SC4DataNode loads all of the files that SimCity would load, in the order it would load them when starting a game. It then marks all files that are redundant, checks the contents for accuracy, finds the interdependencies and marks them as found or not and offers a number of views of the resultant data. This can also be carried out for any given set of files.   Use the included installer (program can be installed anywhere) and you're on your way   The program is written in VB.NET v2.0 and should run on any machine that can run the .NET 2.0 Framework or an equivalent. It also installs one very clear to read Font. Full Documentation is accessible from within the program. (Docs Button)   cheers Ron May/Jun 2012
  • SC4Fix: Third-party patches for SC4 By simmaster07

    What does this do? Fixes a serialization bug that could corrupt the savegame, particularly when mods are installed that modify existing exemplars (i.e. Prop Pox). Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements
    This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been officially tested on Steam. Installation
    Unzip to Documents\SimCity 4\Plugins. To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly. Repairing cities already affected by Prop Pox
    Thanks to kingofsimcity for these instructions: In the region view, open the graphics settings and change City Detail to Low. Close and relaunch SC4. Open the offending city tile and save immediately. Exit to region without saving and change City Detail back to High. Close and relaunch SC4. Open the offending city tile and save again. Demonstration
    Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL. Development Thread and Source Code
    Development Thread
    Source Code
  • MySimtropolis: Members Immortalized in SC4 By Cyclone Boom

    CoriBoom™ Productions  Proudly Presents...  MySimtropolis:  .myst-format { background: #235F92 !important; color: gold !important; padding: 0px 10px 0px 10px !important; text-shadow: 1px 1px 0px #333333; box-shadow: 1px 1px 0px 0px gold; margin-top: 5px; } Simtropolis Members immortalized in SimCity 4!  In our 1st official CoriBoom™ release to the STEX, @CorinaMarie and I have humbly created a mod collectively designed for everyone here at Simtropolis. I'm sure many of you will have heard of MySim Mode in SC4. The idea being to establish up to 5 Sims per city, giving them a place to interact and see how they feel and respond to their surroundings from speech balloons. However, it really only serves as a secondary aspect of the simulation, and doesn't directly influence gameplay mechanics. It's possible to select from a list of 21 predefined characters, or import those you've made yourself from The Sims game. This is all well and good. But in the grand scheme of things, it may seem a bit of a non-personable side show, and not so much everyone's idea of fun. But fear not, that's where MySimtropolis comes in, allowing community profiles to be immortalized and played as visible characters in the game. Find a house, take up a job, and watch your Sim live, work, and play. This could be inside a ritzy suburban estate, a glitzy skyscraper tower, somewhere hidden amid a town called Middle Of (near Nowhere), on an idyllic remote island, an amazing castle town, or even on another planet! It's completely up to you...   Total of 199 Members Included  (So Far) Following the Sign Up thread, we announced the successful breakthrough technical development of a hex editing method. This has allowed data to be imported in the MySim entry format recognised by the game, adding each to the selection panel. There's a seemingly unlimited number of places, and so we've asked members to volunteer and have their ST identity preserved in our mod. The profile for each MySimtropolis Sim consists of: Avatar Name Gender Zodiac
    As of this update (03 Apr 2023), the following members are included as part of this initiative:   Installation  IMPORTANT:  The main files must not be installed inside Plugins, unlike regular SC4 content!  
    Inside the zip file there is a readme document and 2 folders: MySim
    Copy entire contents to: C:\Users\UserName\Documents\SimCity 4\MySim
    This contains the avatars of each Sim as 36x41 BMP files, each featuring TPPT corner transparency. Most essentially it also contains a file named MySims.dat which is the 'brains' behind all the functionality being the hex data.

    If the "MySim" folder doesn't already exist, it needs creating at this location.

    Note: For the Aspyr/App Store Mac version, this MySim folder must be created at:
    /Users/UserName/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/MySim

      Locale  (Recommended)
    Copy included file to: C:\Users\UserName\Documents\SimCity 4\Plugins
    This is an optional file named MySimtropolis_Rulez.dat which serves as an overhaul to the MySim Mode. (See details below for more info.)

    Note: For the Aspyr/App Store Mac version, the Plugins folder is located at:
    /Users/UserName/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Plugins
    Thanks to @c4bl3fl4m3 for clarifying the Mac details!   The Selection Panel Here is where all the MySims can be viewed. There are 3 rows of 7 per page, and they're all listed in sequence as per the order of immortalization for those who've signed up. As follows:
    The pages can be navigated by clicking each number, and over on the left side there are filter options to sort alphabetically, by gender, or zodiac sign.
    Please Note: Although we've made every effort to ensure data entry is correct, we are human and it's possible there are mistakes. Should you notice anything in error or wish to request an avatar amendment, feel free to post in the main thread, the comments below, or send us a PM to let us know. Thanks!   MySimtropolis Rulez  (Recommended) This is an added bonus which transforms the display of the MySims Mode. The most notable feature is by removing all default Sims from the selection panel. It also renames titles and labels in the menus. It's not required for the MySims to be displayed in the game, but for added authenticity it's something we recommend using too. In Summary: Prevents the default MySims from displaying for selection. Renames "My Sim Mode" to "MySimtropolis Mode". Renames "Select A My Sim" to "Select MySimtropolis Member". Renames "My Sims" to "Resident <CityName> MySimtropolis Sims".
      Plus over 20 other locale edits in-keeping with the MySimtropolis idea.   Note: As an alternative to the main Rulez file, there's also a "Less Rulez" edition available here. Use this version instead if you wish to preserve the 21 built-in Sims as well.   You can join too! You may have just become aware of this mod, and at this point might be wondering if you can also be immortalized as a MySim. The good news is it's not too late, nor is there a deadline to join yourself. The idea is anyone can post and be included in the next available slot just like everyone else. Sign up in this thread: You can be next...
    We'll then release periodic updates to this file entry here on the STEX, including those newly imm
  • Pegasus CDK3 Collection By STEX Custodian

    The Coastal Development Kit 3 (CDK3) Collection is a collated package of all of the previous CDK3 downloads released by Pegasus Productions. Rather than download and install a large number of packages, it is now possible to get everything you need in just one single self-contained download, including all required dependencies. The installer package allows you to simply select those parts of the CDK3 theme you want, then it will smartly install only those dependencies that are required to use them. After making your selections and letting the installation complete, you can go straight in game and just play with all the fantastic content, no need to mess with anything further. The installer handles everything automatically, so say goodbye to the stress of installing such modular sets and tracking down dependencies and hello to better coastal views in SimCity 4. A huge thank you to Pegasus for giving permission to repackage everything in this manner, helping to make content more accessible into the future. Every CDK3 package, previously over 130 separate downloads, has been organized by their themes, for example the Seaports, Marinas and so on. You can customize exactly which specific parts of each CDK3 theme you want and select from any relevant options. The installer will then install your choices and automatically handle all related dependencies. Literally the CDK3 in its entirety is now installable in a small fraction of the time it used to take. Better still, we've ruthlessly optimised the process, ensured no duplicate files exist and made everything more consistent, so the installation and your Plugins folder is kept neat and tidy. Note that because this package was taken from what were originally many separate downloads, rather than try to merge all the Readme's into one place, we've kept them separate, but all the included options are are installed for reference. Please note all the Readmes are located inside of \Documents\SimCity 4\PEG Readmes, so they don't clutter your Plugins folder. This package requires no external dependencies. All discussions and support for this product are now hosted on the PLEX on the STEX - Community Support thread at Simtropolis   !!! Functional Seaports / Seaport Controller - IMPORTANT INFORMATION !!! If you choose to install one or more of the Functional Seaport lots, use of them will require that the Pegasus Seaport Controller is installed. Note that this will replace the in-game seaport in the Water Transit menu. !!! It is imperative that you do not install more than one Seaport Controller - failure to adhere to this warning, could prevent you from opening your cities and render them useless. !!! By installing the controller, you are confirming that you have no other Seaport Controller installed. To avoid conflicts that could prevent you from being able to load your cities, you should never use any other functional Seaport Mod or Lot, except those supported by this package, which are as follows: If you are unsure if you have any unsupported Seaports, we strongly suggest testing them in a new, blank test city first. If you can Plop the Seaports, save, exit and reload the city all without issue, then you should be safe to use them in your existing cities. Additionally, we recommend making a backup of your Regions BEFORE using any of the functional Seaports, this way if something does go wrong, you have a way to fix the problem. We can not be held responsible for your failure to read, understand or follow the advice here. Whilst this is necessary due to the way the game works, there really isn't anything to worry about, provided you never install more than one such controller, but the warnings are here because if you do, the consequences are not good. Users with pre-existing CDK3 installed The package was originally designed for new users of the CDK3, given that it's main purpose was to simplify the installation, that doesn't really do anything for those with existing installs. However, a Cleanitol RemoveList is attached here, which should be ran before running the CDK3 Collection Installer, will find and remove all the original CDK3 content from your Plugins folder: RemoveList - CDK3 Collection.txt
  • Network Addon Mod - Tunnel and Slope Mod By Lucario Boricua

    This set of files provides SimCity 4 players with additional choices for the slope parameters of surface transportation networks in the game. This collection of slope mods was designed by @Lucario Boricua, author of the Earthworks Tutorials series. Extensive research was conducted for both other slope mods and the findings of previous precision terraforming pioneers, most notably BigRedFish and Ennedi, as well as geometric design characteristics of real transportation networks, to best harmonize playability and realism. As these are beta versions, players are strongly encouraged to provide their feedback, to fine-tune later beta versions and eventually complete an official set of NAM tunnel and slope mods! Make sure to read the provided ReadMe file for installation instructions, and to get detailed information on the slope parameters of each variant.
      GENERAL CHARACTERISTICS OF PROVIDED SLOPE MODS
    This modpack is provided in six (6) additional flavors in decreasing steepness, such that steeper settings are termed as easier to use, along with a small modification of the Maxis default settings. Aside from the Maxis Default options, all the others are provided as both a single file with all the surface networks and separate files to mix and match different settings. Certain properties are universally shared by all these slope mods, including the adjustment of the height of the RealRailway tunnel portal, increased from 7.25m to 7.50m (including the Maxis Default settings). The other slope mods also share these other properties: Construction animations: all construction animations have been sped-up by a factor of 6, reducing the wait time from first drawing/dragging a network, until the construction animation concludes. Smoothing progression steps: all surface networks have their smoothing progression steps increased to 4096 steps, in 1-cell increments. This ensures the game calculates the network’s slope conformance to a much greater degree than the game default settings. Realistic relative steepness by base network: all the steeper variants (Very Easy/Very Steep, Easy/Steep, and Moderate Vanilla) have decreasing steepness in the following order: Street Road, One-way, Avenue and Tram dual networks Elevated Highway, Ground Highway, RealHighway and El-Rail/Ground Light Rail Rail and Monorail The flatter variants (Moderate NAM, Strict / Flat, and Realistic / Very Flat) instead use this flatness and vertical curvature sequence, more closely approximating the relationship between real transportation network geometries: Street Road and One-way Avenue (same max slope but smoother vertical curvature compared to Road and One-way) Elevated Rail / Ground Light Rail Elevated Highway, Ground Highway and RealHighway Monorail Rail / Hybrid Railway Integer numbers of cells for key height differences: SimCity 4 slope parameters are inputted in degrees (°), rather than the height change per cell (m per cell, or ft per cell), percent (%, typical of roadways) or permille (‰, typical of railways) grades. The values in degrees were selected such that the runs required to cover 7.5m (all networks), 15.0m (road networks) or 15.5m (rail networks) are whole numbers of cells, allowing players to get an intuitive visual estimation of the network slopes for a given segment’s length. This set of files contains 6 additional slope mod variants, and a small modification of the Maxis default slope parameters. In decreasing steepness, here they are: 00 – Maxis Default: The Maxis Default slope mod settings do not alter any property of the slope parameters of any transportation network, apart from the height of the RealRailway tunnel portal. Players who do not wish to install any flatter slope mod options are advised to use this one, to ensure the terrain correctly matches the railway tunnel portal heights. 01 – Very Easy or Very Steep: The Very Easy or Very Steep slope mod settings provide a minimal reduction of the maximum slopes of the networks, providing a minor smoothness improvement compared to the game default properties. Players who do not want transportation networks to interfere with their gameplay, but who still want a visual improvement of their transportation networks, are advised to use this variant. This one does not use vertical curvature settings, and as such is not subject to the rollercoasting effect, the phenomenon in which wavy networks when transitioning from a steep slope into a flat terrain. 02 – Easy or Steep: The Easy or Steep slope mod settings provide a small but significant reduction of the maximum slopes of the networks, providing somewhat more of a smoothness improvement compared to the game default properties. Players who want good-looking transportation networks and get properly introduced to slope mods in their gameplay are advised to use this variant. Players who regularly play on rugged topography with minimal precision terraforming are also advised to use this variant. This one does not use vertical curvature settings, and as such is not subject to the rollercoasting effect. 03a – Moderate, Vanilla Style: The Moderate, Vanilla Style slope mod settings provide an intermediate reduction of the maximum slopes of the networks, providing a clear smoothing of the networks, achieving a balance between ease of gameplay and realism. Players who have some experience with slope mods are advised to use this variant, unless they are using it on existing cities built over rugged terrain and numerous parallel networks. This one does not have vertical curvature, and as a result will look slightly steeper than the smooth height transitions and FLUP portals provided as part of the Network Addon Mod. This one is the flattest option in which both Rail and Monorail share the same slope, for ease of gameplay purposes. 03b – Moderate, NAM Style: The Moderate, NAM Style slope mod settings provide an intermediate reduction of the maximum slopes of the networks, providing a clear smoothing of the networks, achieving a balance between ease of gameplay and realism. Contrary to its Vanilla counterpart, this one does feature vertical curvature, on all networks except for Street, Road and One-way. The result is that network slopes will be identical to the smooth height transitions. Players who have some experience with slope mods are advised to use this variant, unless they are using it on existing cities built over rugged terrain and numerous parallel networks. Given that this one does feature vertical curvature, the rollercoasting effect does occur. It can be mitigated by anchoring the ends of a network segment by placing road or rail squares, the network won’t build until the distance is sufficient to accommodate the maximum slope and the vertical curvature. This option is the steepest which features a flatter Rail slope and a steeper Monorail slope, for realism purposes. Both monorail and dedicated high speed railway networks support steeper gradients compared to conventional railways, owing to the weight of trains (heavy freight trains require flatter grades) and propulsion systems. Monorail and HSR trainsets generally feature Electrical Multiple Unit designs, in which each bogie (set of wheels) has its own separate motor for distributed propulsion and greater acceleration/braking capacity. 04 – Strict or Flat: The Strict or Flat slope mod settings trend towards realism, with slopes flatter than the equivalent smooth height transitions and FLUP portals provided with the Network Addon Mod. This is also the steepest slope mod setting in which nearly all the networks feature vertical curvature, excluding the street. Faster networks will have smoother vertical curvature, which correlates with required sight distances (faster travel requires greater visibility for vehicle operators to react safely). These slope mod settings are recommended for players who want highly realistic network designs and greater challenge in building across rugged terrain, with flatter networks forcing them to choose their alignments more carefully. Novice transportation players are advised not to use this slope mod if they want to avoid frustration. They are advised to use it if wanting to learn how to use them to their best potential! 05 – Realistic or Very Flat: The Realistic or Very Flat slope mod settings use values nearly identical to those found in real transportation network geometric design, resulting in really flat networks. Transportation power players and players accustomed to precision terraforming will likely find these settings to be challenging, even for flatter terrains. A more advisable option would be to select a few network-specific slope mod files for those cases in which realism is desired, otherwise general gameplay may be impaired by requiring long stretches to climb even small elevation differences. The NAM team does not assume responsibility for players who choose this setting and complain about the inability to build networks!   INSTALLATION INSTRUCTIONS Download the provided compressed .zip folder and unpack the contents. Inside the folder, you'll find the different steepness variants in their respective folders, alongside the ReadMe file. Each steepness variant folder contains the sample screenshot of the slope mods, and two sub-folders: one for the full set of slope mod values, and another for the slope parameters separated by base network. Depending on the preference, follow the instructions depending on whether you want to install all slopes of a single variant, or if you want to mix-and-match different slope settings by base network. A) Single set of slope mod values
    Players who wish to use a slope mod set as provided should copy the corresponding full set folder into their Plugins folder, that is, the file named zNAM_TunnelSlope_##_SlopeDescription_FullSet. The file is named such as to supersede both the game’s default slope mod settings, and if installed, the RealRailway slope parameters provided as part of NAM installations. Players should make sure to remove other slope mods, to ensure they don’t load after this mod. B) Mix-and-match of various slope mod values
    Players who wish to combine different slope settings for each network should create a folder in Plugins, zNAM_TunnelSlope_Custom. To it, copy one steepness setting for each network. Any network without a slope mod file will behave like the game default, or like any other slope mod loading first in the file order. To ensure completeness, this is the list of supported networks, in alphabetical order: AVENUE: Affects the Avenue, Avenue-based override networks (ex. Avenue elevated viaducts) and tram dual networks containing Avenue, such as Tram-Avenue and El-Rail over Avenue. This one also affects the Avenue-based overrides of the FLEX Turn Lanes (FTL). ELEV_HWY: Affects the Elevated Highway, either Maxis or Maxis Highway Override. EL-RAIL: Affects the Elevated Rail network, and the Ground Light Rail network. GROUND_HWY: Affects the Ground Highway network, either Maxis or Maxis Highway Override. MONORAIL: affects the Monorail network, and Monorail-based override networks, including the High-Speed Rail Project (HSRP) and the Bullet Train Mod (BTM), but not the Hybrid Railway (HRW). ONEWAY: affects the One-way Road and the OWR-based override networks, including OWR-1, OWR-3, OWR-4 and OWR-5, which are part of the Network Widening Mod. RAIL: affects the Rail network, be it the game’s default railway, the RealRailway, and the Hybrid Railway (Rail-Monorail dual network). RHW: affects the RealHighway network, in all width and height variants. Players doing mix-andmatch are advised to use a steeper RHW setting to accommodate the ramps, and to smooth the mainline alignment with a flatter network, for a smoother appearance and easier construction. ROAD: affects the Road and Road-based override networks, including the Elevated Road viaducts and the bidirectional Network Widening Mod networks (AVE-2, TLA-3, ARD-3, NRD-4, RD-4, TLA-5, RD-6, AVE-6 and TLA-7). It also affects road-based tram dual networks (El-Rail over Road, Tram-in-Road, Tram-on-Road). This one also affects the Road-based overrides of the FLEX Turn Lanes. STREET: affects the Street and Street-based override networks, including all the Street Addon Mod (SAM) options, and street-based tram dual networks (tram-on-street).   LICENSING
    Users download, install, and run this mod completely and solely at their own risk. Electronic Arts (EA), the creators, and its individual contributors, are not responsible for any errors, crashes, problems, or any other issue that you may have if you have downloaded and applied this mod file to your game. The use of this document, the information within, and the Network Addon Mod is conditional upon the acceptance of this disclaimer and all that is within this document. This mod is provided as free content to SimCity 4 players, who are free to modify it for their use. Considering this is a beta version, users are strongly encouraged to provide their feedback to the NAM team, and specifically to Lucario Boricua, for the further improvement of later beta versions, and the eventual creation of official versions of this mod.
  • 3D Camera DLL for SimCity 4 By memo

    This DLL plugin activates two cheat codes that allow you to freely change the camera angles of the game. This allows you to use SimCity 4's 3D engine to its full potential and experience your cities from completely new angles. Just for fun. It solves many of the issues of the original (now deprecated) 3D Camera Mod by pcwhiz24. System requirements SimCity 4, version 1.1.641 (the digital release) (more info) Windows 10+ or Linux Installation Copy the DLL into the top-level directory of either Plugins folder (place it directly in <Documents>\SimCity 4\Plugins or <SC4 install folder>\Plugins, not in a subfolder). Usage Open the cheat console with CTRL + x and enter the CameraYaw or CameraPitch cheats: CameraYaw <angle> - set the azimuth angle (counter-clockwise) CameraYaw - reset the angle to the default of 22.5 degree CameraPitch <angle> - set the altitude angle for all zoom levels (range: 0.0 to 90.0 degree) CameraPitch <angle 1> .. <angle 5> - set the altitude angle for zoom levels 1 to 5 individually CameraPitch - reset the angles to the default for each zoom: 30°, 35°, 40°, 45°, 45° Examples top down view: CameraPitch 85 and CameraYaw 0 isometric SC3k-style view: CameraYaw 45 Sometimes the effect only fully applies after changing zoom level or rotating the map, particularly on zooms 5 and 6. Graphical glitches may occur, especially with the more extreme angles. To avoid rendering the region view of a city from a non-standard angle, use Fast-Save (hold ALT + press Save button) or reset the angles to the default values before saving. Source code Available on GitHub.
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