
Combined with my designer room-mate and animator, I was able to create a mod that may just be in the same calibre as NAM! Some of these were already coded in the game and some me and my super intelligent coding buddy created this. This mod will add new disasters from the game that I thought were missing. Note that I was told I'm allowed to distribute this mod as long as I don't sell it otherwise big scary men in black suits will show up to my house and destroy me. Luckily one of my relatives is friends with someone that works in EA and after talking to them, they gave me the specific source code I needed. Over the last year, I accessed some of the files and even contacted EA. dat files or regular file formats (including SC4Model, SC4Lot, and SC4Desc files).SimCity 4 has a lot of cool disasters but I feel there's a few missing ones. It's necessary to do so because like with executables, SC4 cannot read files which are not plainly in.

Generally unless there are needs to control loading order, the main thing is how dependencies are added somewhere in your Plugins folder in their raw form.Īny content items which come bundled in a zip or a rar (or any such archive), these need extracting as the above posts explain. After this point, it's possible to optionally move them to a chosen subfolder system of your choice. The same applies to some items also where they get placed in a specified location. Going through these, they often form a predefined structure of subfolders which authors use, such as the BSC packs for each content creator.

exe files which need to be run, proceeding through the steps which copies the files into your Plugins folder.

If so, then the answer is Yes, but with the consideration how many dependency packs come in the form of executable installers. I presume by "download" you mean to install them into your game (rather than downloading from the STEX or LEX to begin with). What about the dependencies needed? How I download them? Same way?
