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Essential simcity 4 mods
Essential simcity 4 mods






essential simcity 4 mods
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  • They help reduce air pollution (not by much, though).
  • They increase the residential demand cap.
  • They raise the desirability around themselves.
  • SC4 content creators do a great job of documentation and I've been able to avoid SO many issues just skimming through those.Parks and recreation, when built, have the following positive effects:

    essential simcity 4 mods

    Doubly so when I started making my own lots because I had a tendency to screw stuff up in the most spectacular ways.īest advice I can give to anyone is to read the readme.txt files that come standard with most stuff on the exchanges.

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    This has saved my butt so, so, so many times - especially when I started playing around with mods I pulled from Japanese language exchanges.

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    Most important - whenever I download a new anything, it goes into a special test subfolder until I can verify that it's not going to cause issues. It's also easier to control load order when I'm trying to workaround conflicts. I like the subfolder method because I can just copy the folders i need while working on a particular city and keep the save/load times down. On top of all that, I have still more subfolders for the miscellaneous stuff like docks, ports, random filler tiles, and my beloved diagonals. I separate my ploppables from the growable lots because those have historically given me the most problems and I've learned my lesson, dammit. All my region-wide and city-specific lots I keep subfoldered by Res/Com/Ind or Civics, and the city specific growable lots I further subfolder by Small/Medium/Large City. How you want to split it up is totally up to you.įor example, I have a metric ton of mods, so I keep my region-wide and general lots in one subfolder, my mmps and water/tree mods in another, and any other gameplay mods like NAM in yet another, etc. This is purely subjective, but subfolders are your best friend. Nothing sucks more than having an issue pop up and not knowing which of your 3 gigs of plugins is causing it. Or at least I've yet to do it - and I've done some epically stupid shit in this game.īut for the love of all that is good, keep your mods folder organized while messing around. The real beauty of Sc4 is that there's almost always a workaround for whatever silly conflict you can rig up - so long as you're willing to dedicate the time to play around and tinker with variables (or dig through the forums to find the solution after someone else does the tinkering). CAM also doesn't play well with the Industrial Revolution Mod, but that's not a particularly popular one these days anyway. In general, most players recommend not mixing CAM with any job mods because it usually results in some truly bizarre population and demand issues. These issues are a little too deep to get into while typing on mobile, but I'd highly recommend you take a minute and skim through this thread on sc4dev. Some people don't notice (or care) about the resulting weirdness, others do. You can use it with SPAM, but there are some conflicts that you might need to work around a little - which honestly is true for pretty much any of the PEG mods (and the seed of much ancient community drama). You can see some of my older cities if you check my post history.īy all means, go for CAM if it sounds like something that jibes with what you're trying to do. If you have particular ideas of what you're looking to do (for example, OCD-level control of industrial zones, MMPs, water/tree mods, etc) I'd be happy to suggest stuff that I've tried and liked over the years. There are a handful of bug fixes out there, e.g., IH jobs, opera house capacity, and the missing space port boost, but most people never even notice these issues, so I consider them pretty optional. It all just depends on how you want to play and what your end goal is. Other than NAM, I wouldn't call any mods essential per se. It's not super difficult, but it is tedious af.

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    Also, most (all?) of the new content you'll find on the exchanges will not be CAM enabled, so you're kind of stuck with the older stuff that's available unless you want to learn how to enable lots on your own. The lex probably still has them searchable by category, but I dont think any of the other exchanges make it easy.

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    The issue is that many of the lists of CAM enabled lots floating around are super outdated and full of dead links. CAM-enabled lots, which are all the custom buildings modded to accommodate the additional growth levels. It doesn't do much on its own, you have to go and download "CAMelots," i.e. They do not play well together.ĬAM is pretty irrelevant these days, imo.








    Essential simcity 4 mods