View Full Version : NAM [Network addon mod] Thread


Syd-Hk
August 26th, 2004, 03:02 PM
Hey, since NAM is such a popular mod now, with so many requests, i thought that we may post some of our requests here (hopefully tropod comes to SSC).

Some basic NAM info:
NAM is basically a addon to your existing networks, with new overpasses , highway interchanges etc Also adds a new network where only predestrians can use. Also modifiys the commute time to be realistic not 1 hour or 45min commute times.Also some pathfinding problems fixed, street - avenue texture fixed.
You can download it at Simtropolis www.simtropolis.com under the mods page then the essientals.(you need an account)

Post some of our requests here if you feel like, also you ahve the chance to post some screenshots that are over the 800 x 600 in size (becuase ST doesnt allow to save bandwith)

Download NAM from here [hosted on ST] - http://www.simtropolis.com/modfiles/content.cfm?section=The%20Essentials&detail=380 2.05MB

Offical Network addon general discussion thread is here - http://www.simtropolis.com/idealbb/view.asp?topicID=49685
Offical NAM requests thread- http://www.simtropolis.com/idealbb/view.asp?topicID=55265
Offical NAM development thread- http://www.simtropolis.com/idealbb/view.asp?topicID=55264 no posting is allowed on the development thread UNLESS you are part of the team creating NAM.
NAM CJ-
http://www.simtropolis.com/idealbb/view.asp?topicID=55582

-If there as any objections from this thread by Tropod, feel free to close this thread. :)

NAM FEATURES from the NAM ReadMe:
OneWayRoad Bridges

Fully functional OneWayRoad Bridges. Includes the following OneWayRoad Bridge Types;
- Level bridge
- Raised bridge
- Undertruss bridge
- Wooden covered bridge
- Medium suspension bridge
- Stone arch bridge
- Small steel arch bridge
- Cantilever truss bridge
- Overdeck truss bridge

Overpasses-
-Road over Road
-Road over Rail
-Road over Street
-Road over Onewayroad
-Road over Avenue
-Onewayroad over Onewayroad
-Onewayroad over Rail
-Onewayroad over Street
-Onewayroad over Road
-Onewayroad over Avenue
-Onewayroad over Ground Highway [this is without ramps]
-Avenue over Avenue
-Avenue over Rail
-Avenue over Street
-Avenue over Road
-Avenue over Onewayroad
-Elevated Rail over Elevated Highway
-Elevated Rail over Monorail
-Ground Rail over Ground Highway

Custom Interchanges;
-Avenue Y-Stack
-Elevated Highway-Orthogonal by diagonal Interchange
-Elevated Highway-3 Leaf Clover
-Elevated Highway-2 Leaf Clover-Adjacent
-Elevated Highway-2 Leaf Clover-Opposite
-Elevated Highway-1 Leaf Clover

Extra highway ramps,
*Single-Sided Perpendicular Ramps
- Elevated Highway OnRamp-Road;
- Elevated Highway OffRamp-Road;
- Elevated Highway Straight OnRamp-Road;
- Elevated Highway Straight OffRamp-Road;
- Elevated Highway Straight OnRamp-OneWayRoad;
- Elevated Highway Straight OffRamp-OneWayRoad;
- Elevated Highway OnRamp-OneWayRoad Forward;
- Elevated Highway OffRamp-OneWayRoad Forward;
- Elevated Highway OnRamp-OneWayRoad Reverse;
- Elevated Highway OffRamp-OneWayRoad Reverse;

*single sided parallel ramps,
-Elevated Highway OnRamp-Road;
-Ground Highway OnRamp-Road;
-Elevated Highway OffRamp-Road;
-Ground Highway OffRamp-Road;
-Elevated Highway Ramp-OneWayRoad Forward 01;
-Elevated Highway Ramp-OneWayRoad Reverse 01
-Elevated Highway Ramp-OneWayRoad Forward 02;
-Elevated Highway Ramp-OneWayRoad Reverse 02;
-Ground Highway Ramp-OneWayRoad Forward 01;
-Ground Highway Ramp-OneWayRoad Reverse 01;
-Ground Highway Ramp-OneWayRoad Forward 02;
-Ground Highway Ramp-OneWayRoad Reverse 02;

Puzzle peices (for custom sized bridges and overpasses)

-Road Overpass Starting/Ending Section
-Road over Blank Terrain – Straight
-Road over Road
-Road over Rail
-Road over Street
-Road over OneWayRoad
-Road over Avenue
-Road over GroundHighway
-OneWayRoad Starting Piece - ON
-OneWayRoad Ending Piece - OFF
-OneWayRoad over Blank Terrain – Straight
-OneWayRoad over OneWayRoad
-OneWayRoad over Rail
-OneWayRoad over Street
-OneWayRoad over Road
-OneWayRoad over Avenue
-OneWayRoad over GroundHighway
-Avenue Overpass Starting/Ending Section
-Avenue over Blank Terrain - Straight
-Avenue over Avenue
-Avenue over Rail
-Avenue over Street
-Avenue over Road
-Avenue over OneWayRoad
-Avenue over GroundHighway

Ped Mall Tiles, (predestrian only network)
-1x1 Tile Piece with a centre pole
-1x1 Open Paved Area

U-Drive-It (UDI) for Elevated Rail (EI Rail) - free drive ONLY.
Transit bugfixes.
ANT (additional network tool). an unfinished netowrk that could be converted to anything in the future.

Nick
August 27th, 2004, 03:45 PM
Very interesting.

So with this mod I can locate industrial zones and other areas of employment far away from residential development.If they are linked with highways and other forms of highspeed transport I wont get abandoned buildings?

Syd-Hk
August 27th, 2004, 04:43 PM
Yeah abandonment isnt a problem anymore.

mlm
August 28th, 2004, 12:25 PM
I read the 50+ pages on simtropolis about this mod last week, and was very interested. I installed the file (just like the instructions said) and my computer chrased hard:(

It's a shame, cause it looks like there a lot of cool options with this mod, but it seems quite complicated to make it work right.

Syd-Hk
September 1st, 2004, 02:51 PM
You should go to the NAM thread and post a message about this or read through the pages of the thread, this has been asked before. It maybe is a conflict with another mod, so if you do post make sure you tell them your computer specs, and what mods in your plugins folder!

mlm
September 1st, 2004, 04:01 PM
Yes I also think it has to do with something else in my plugin folders. There is so many different things in both now, and I don't really have much control over it anymore. I tried to remove everything traffic related, but that didn't help.

Maybe I'll give it a try again later...

Syd-Hk
September 2nd, 2004, 02:30 PM
UPdate (minor) - Tropod has posted a UDI [u-drive-it] for elevated trains up for testing, you can download it at ST if you want.

@mlm - there's also a new NAM bug thread, you should try looking through it (under bugs and tech issues)

mlm
September 2nd, 2004, 11:50 PM
I finally managed to get it to work:banana:

Here's a shot of one of the "new" intersections available:

http://www.mikaellykmadsen.dk/sc4/107.jpg

:)

SS454
September 3rd, 2004, 03:44 AM
That is insane! Looks awesome :D What did you end up doing to get the mod to work?

mlm
September 3rd, 2004, 04:37 AM
That is insane! Looks awesome :D What did you end up doing to get the mod to work?

Yeah it's really cool:)

I went through all the files in my plugin folders. No big problem with the maxis/sc4/plugins, it only had some 20-25 files, but the other one (documents/sc4/plugins) has 1077 files!!! I removed everything that looked like it could be traffic related, and then installed the new mod. It worked:) After that I re-installed a few of the earlier removed files and still no problem. I guess it was just one single file I didn't remove in my first try :cheers:

SS454
September 3rd, 2004, 05:08 AM
Do those BAT underpass packs, and the tunnel digger thing conflict with this NAM mod? Does the NAM go into the Documents plugins or the Maxis plugins folder?

I never downloaded a mod, so I dont know. This mod sounds good cause I hate abandoned buildings because of commute time, and I despise that my highways are hardly used. Yet the roads adjacent to the highway are overused.

mlm
September 3rd, 2004, 05:11 AM
Yes I think the underpasses will conflict, those were some of the files I removed this time, but not last time. You can leave the tunnel diggers, they don't seem to be a problem (atlest not on my computer).

You place the NAM files in Maxis plugins folder. I have 5 files from it, all of them the "standard" value, but there are tons of other options, if you want better commute time. You should read the readme file, there's a lot of important stuff.

Syd-Hk
September 3rd, 2004, 07:42 AM
actully when u get the NAM you should grt rid of the underpasses because they tend to be useless becasue underpasses are not UDI capable and overpasses(in the NAM) are.

Nick
September 3rd, 2004, 08:30 AM
Also the BAT underpasses dont register any moving traffic.The cars just dissapear just before they reach the new addon.

However with NAM all the overpasses and custom road designs all register with traffic flows,UDI's and statistics.Great stuff

NAM is just awesome.

Now im looking forward to the light rail package being developed.Cant wait!

Syd-Hk
September 3rd, 2004, 03:14 PM
NAM doesnt conflict with tunnel digger lots, so feel free to use them!

Syd-Hk
September 6th, 2004, 03:01 PM
UPDATE!

What’s New?
09.04B.04
U-Drive-IT for Elevated Rail has now been added - please read the Contents file for specific details.
Avenue Y-Stack interchange - please read the Contents file for details.
New radical Traffic Plugin file - for those that might still be struggling with long commute issues. - please read the Traffic Plugin file for details
Several path file changes & fixes pertinent to UDI EI Rail, & various other file improvements.
NAM passes the 2000 file mark (don't worry though, these are contained in the dat files).

Syd-Hk
September 8th, 2004, 03:05 PM
Tropod - creator of NAM , as left ST , the future of NAM is now unsure.

Zuelas
September 8th, 2004, 06:58 PM
Sorry this is off the topic but can somebody tell me what the largest plot size for the biggest commercial bldgs are? Is the biggest 4x4..... those 2 towers in frankfurt? Thanks

Syd-Hk
September 9th, 2004, 02:46 PM
4 x 4 unless it is an downloaded building.

Zuelas
September 9th, 2004, 09:09 PM
Thx! Only 2 bldgs I havent gotten so far... was hoping I wasnt zoning the wrong size the whole time :)

xePh3roK
September 14th, 2004, 03:20 PM
Is this possible in SIm City 4??
If yeah, create it please :D

http://www.xeph3rok.com/tunnel.JPG

mlm
September 14th, 2004, 04:23 PM
That is possible even without the NAM, and has been it all the time.

Here's one of my tunnels:

http://www.mikaellykmadsen.dk/sc4/tunnel1.jpg

It's from my city, Westside (http://www.skyscrapercity.com/showthread.php?t=72920):)

Syd-Hk
September 15th, 2004, 03:25 PM
yup, you dont need the mod for those, you just need to "trick" the game to make those.

1) using tunnel diggin lots create 2 holes where your tunnel will start-end.
2) carefully using GOD MODE create a landbridge across the body of water.
3) drag a tunnel
4) using GOD MODE , lower the landbridge so it is water again.
5) DONE!

xePh3roK
September 15th, 2004, 07:18 PM
yup, you dont need the mod for those, you just need to "trick" the game to make those.

1) using tunnel diggin lots create 2 holes where your tunnel will start-end.
2) carefully using GOD MODE create a landbridge across the body of water.
3) drag a tunnel
4) using GOD MODE , lower the landbridge so it is water again.
5) DONE!


Alright, thanks

Syd-Hk
September 18th, 2004, 11:10 AM
Sorry to be slow to annonce the 2 new NAM threads!

NAM DEVELOPEMNT- http://www.simtropolis.com/idealbb/view.asp?topicID=55265 NO POSTING ON THIS THREAD.
NAM REQUESTS- http://www.simtropolis.com/idealbb/view.asp?topicID=55264

Syd-Hk
September 18th, 2004, 11:30 AM
i have updated the introduction on the first page

-new links
-fixed broken link
-features listed

SS454
September 27th, 2004, 07:54 PM
I downloaded NAM and went through all the readme files in there, but Im still a bit confused with some things. It often says to only use one file in a certain folder, and Im not sure what file i want....

What Im looking for is something to get my highways to be used more, since they are barely used. And maybe also something to improve the commute, to prevent abandoned buildings. Which files do I install?

Also, what files have you found to be very good for your cities, and why?

Syd-Hk
September 28th, 2004, 05:04 PM
There's a new NAM cj in ST, it is dedicated to how to use NAM , show features and see what it adds onto the game. LINK - http://www.simtropolis.com/idealbb/view.asp?topicID=55582

ss454- i will post a reply for you tommorrow morning hold on.

SS454
September 29th, 2004, 06:39 PM
Yeah I checked out that NAM CJ. However, by "my highways being used more" I mean to get the sims to drive on them. I'll have a highway and nobody drives on it, but all the adjecent roads are over used. Its totally stupid.

MatHack
September 29th, 2004, 08:08 PM
To get more people on your highway you should prevent people from using other roads. Try demolishing some roads (or parts of them).

Syd-Hk
September 30th, 2004, 12:33 PM
ok, i simple way to help you with the dat files.
they are separted into folders, you PICK ONE ONLY from each folder. for the highways, use perfect pathfinding to fix it.

SS454
September 30th, 2004, 05:38 PM
Thanks for the response :) Will the perfect pathfinding improve commute times very much?

Syd-Hk
October 1st, 2004, 04:32 PM
depends on your network! but nam by defult reduces commute times by 10 times to make it realistic.

SS454
October 1st, 2004, 08:56 PM
Okay cool. Thanks for the reply

mlm
October 1st, 2004, 10:14 PM
Yeah I checked out that NAM CJ. However, by "my highways being used more" I mean to get the sims to drive on them. I'll have a highway and nobody drives on it, but all the adjecent roads are over used. Its totally stupid.

Another "normal" way to make people use the highways is to get rid of all the normal road connections to the neighboring cities (only if they are connected with a highway of course). This way you'll simply force them to use the highways. Worked very well for me in Westside (R.I.P.) :)

SS454
October 16th, 2004, 08:43 PM
I finally got around to playing some SC4 again, and finally installed NAM. I put in the perferct pathfinding .dat and standard autorama .dat. Commute times didnt fall all that much. Some highways got major increase in use, some none at all. And whats wierd, is my HT industry demand is maxed out, even in the cities that have a 12% or higher tax just to kill demand. I really like the new features.

Syd-Hk
October 18th, 2004, 02:11 PM
currently there is a road with elevated rail on top being tested, it will be like puzzle pieces(pictures at development thread). theres a new download for changing textures for puzzle peices i think in general discussion thread.

Syd-Hk
October 28th, 2004, 02:30 PM
--UPDATE--

new predestrian plaza tiles
new predestrian puzzle pieces
new ground railway puzzle pieces
some fixes

and a few more i cant remeber, you cannot dl this from simtropolis at the moment.

note- newest NAM has date 10.27.04 on it.

Syd-Hk
October 29th, 2004, 07:45 AM
NEWER NAM NOW!

10.28.04

- Important note(s) regarding a known game issue. See the Contents or Technical Notes for more details.

- The optional Auto Prompting file is no longer supported. See the Installation Instructions for more details.

- Ground Rail Puzzle Pieces.

- Additional Pedestrian Mall Tiles.

- Pedestrian Footbridges (Puzzle Pieces) added.

- Lights added to various Puzzle Pieces & Overpasses.

- Elevated Rail Dual Networking (This is only just new, & currently rather limited).

- Double-Diagonal OneWayRoads to Diagonal GroundHighway transition. NOTE: The GroundHighway tool must be used to drag over the end of a Double-Diagonal OneWayRoad section in order to join the two.

- Minor Path fixes; includes pathing for the games original 1x1 Road & 1x1 Street.

- 1x1 Rail single tile & pathing added.

TarheelsCubs
December 17th, 2004, 02:46 AM
SYD-HK,

The network addon mod does not help abandonment, I have deserted buildings all over the place.

Royal880 and D.Nikta
December 30th, 2004, 09:01 AM
\/\/\/Read my Signiture\/\/\/

jboofy98
October 15th, 2008, 02:37 PM
I have downloaded the NAM, unzipped it with winrar to be presented with loads of .dat files and a few folders with other .dat files in them.

I understand that if I download a mod, I just stick the dat file in my plugins folder to get it to work and have installed a couple already... new power station, bus station, few buildings, and something to change the look of my streets depending on surrounding land value.

What on earth do I do with this lot that comes with the NAM? Do I just copy the whole lot into my plugins folder to get it to work or what??

djrules5454
October 16th, 2008, 04:17 AM
I have downloaded the NAM, unzipped it with winrar to be presented with loads of .dat files and a few folders with other .dat files in them.

I understand that if I download a mod, I just stick the dat file in my plugins folder to get it to work and have installed a couple already... new power station, bus station, few buildings, and something to change the look of my streets depending on surrounding land value.

What on earth do I do with this lot that comes with the NAM? Do I just copy the whole lot into my plugins folder to get it to work or what??

That's exactly what you'd do, but I'd recommend putting it in its own folder inside of there.

You don't seem to have the latest NAM, then. The latest NAM can be found here: http://sc4devotion.com/nam.html

jboofy98
October 16th, 2008, 11:02 AM
Thanks for that. Used the version from sc4devotion last night and it worked sweet as a nut. The one I was originally trying was from simtopolis, so I assumed it was the most uptodate version.