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Cities Skylines Asset Pack Download

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I want to start using assets in my cities but I don't have the patience to look around in the workshop for a long time. Press J to jump to the feed. Press question mark to learn the rest of the keyboard shortcuts.

Zaxby's is my favorite fast food restaurant, and the very first asset I attempted to make for Cities Skylines. It went through at least 3 previous versions over the past year and a half but never made it to the game. Cities Skylines UBERMOD Pack. First of all - decide which option you like to use - you can download 5-50-500 mods avaiable in this package. Check out the list and look for stuff that you like. You can check out all addons I've chosen for this package, but if you are too lazy to add them manually you can just click 'Subscribe to all. Jul 01, 2016 Cities Skylines UBERMOD Pack. You can download 5-50-500 mods avaiable in this package. I Made It Easy to Subscribe to All Container Assets I released. Local Assets Folder. CRP files in the local assets folder. Once the asset is saved, the.crp file will appear in the local assets folder: C: Users Username AppData Local Colossal Order CitiesSkylines Addons Assets. The AppData folder is hidden by default, you can access it by pressing Windows+R and typing in appdata.

When talking about city-builders, Cities: Skylines is easily the first one that comes to mind.

With critics pretty muchunanimouslyagreeing, it's simply the best in the genre right now.

With the initial goal of being able to simulate a city with a million unique citizens, Colossal Order has succeeded in creating a game unmatched in scale. With that much at your disposal, it's hard not to let your creativity flow building and managing your own city.

And the devs even went a step further by allowing modding compatibility. As you'd expect, the community has been hard at work and has churned out mods in the hundreds of thousands – basically making anything possible with Cities: Skylines.

So where do you even get started? Well I've already searched through what's out there to give you my list of what I think are the 50 best ones. Have a look for yourself, I'm sure you'll find something you like.

50. Loading Screen Mod

Before even getting started with pragmatic mods, you're going to want to install this one.

A simple utility that helps you manage the mods you have, as well as all the required assets for your game to run smoothly.

This also displays some useful information while your city is loading, like how much memory is being used, which assets are being loaded, and which assets are missing(if any).

That alone makes it an essential mod for managing all the other mods you're going to use. But it also speeds up loading time by integrating its own asset loader, so it's really just fantastic.

49. Ultimate Eyecandy v1.5.2

This probably isn't what you think it is, based on the name.

Cities: Skylines already looks pretty good on its own. So we're not looking for something to improve on the game's graphics.

Ultimate Eyecandy is actually the most useful tool you can have for capturing your city under your preferred conditions.

Maybe you've just started building your first city and would like to share your progress. Well this is sure to come in handy.

Allowing you to change time of day, the sun's latitude and longitude, ambient light intensity, weather, and even change LUT's in-game. Ultimate Eyecandy basically allows you to capture what your city looks like however you want.

If you prefer to become Seattle where it rains in your city forever, that's possible too. All up to you.

48. Traffic Manager: President Edition

As your city grows, traffic management becomes increasingly difficult.

With intertwining roads, 8-way intersections, pedestrians complicating traffic flow, and the game's problematic AI, it can become one of the bigger problems you end up focusing on.

Most players find that it can be distracting though. We would rather spend all that time improving on our city rather than solving traffic jams!

Well Traffic Manager helps with that, giving you complete control over road traffic in your city.

There are tons of options here, including the ability to change road restrictions for specific vehicles, set speed limits, and select lane prioritizations.

Many players consider the base game to be unplayable without this, but try it out and see for yourself.

47. Precision Engineering

Probably all city builder fans tend to have a bit of OCD kick in every now and again. We always want things to line up right, and oftentimes find ourselves disheartened when we can't get certain things the way we want.

Precision Engineering helps with that. It aims to improve on the game's building mechanic for roads, train lines, pipes, and power lines.

New features have been added to help you get things set exactly how you imagine. And you'll find angle and distance measurements, snapping, and guidelines to help you along.

46. Move It!

One more mod to help with your customization needs: Move It!

Cities Skylines Asset Pack Download

Cities Skylines Asset Pack Download Torrent

This gives you more control over moving and aligning objects in the game.

With a few simple keybinds you can easily move buildings and trees, among other things. You even have the option to select multiple items at once and move everything at the same time.

Some additional options include the ability to move items in low-res mode, as we all know how graphically intensive it can get once your city is packed with detail.

You can even fine-tune placement and angle rotation so you can get everything exactly where and how you want them.

45. Building Anarchy

To further control building placement, you're going to want to have Building Anarchy installed.

It's pretty common in city-builders to have a predetermined set of requirements to be able to place buildings.

Some buildings need to be placed near roads, or are meant to be placed by bodies of water.

Building Anarchy gives you complete control of placement modes, by allowing you to change requirements for any building.

Want a football stadium in the middle of a lake? Sure, why not.

44. Find It!

Another thing to watch out for is actually finding things around town. In a huge city packed with people, buildings, vehicles, and even decorations… it can get difficult to find certain things fast.

Luckily, we have Find It!

A simple mod that improves the search features of the game, allowing for added functionality.

The mod starts out by scanning all assets present in your city and assigning them tags based on title, description, and other important details. It then creates a database of all existing assets to make things easier to track. Useful, right?

43. Watch It!

One more great quality of life mod here, Watch It! gives you the ability to see vital statistics with a quick click of the mouse.

It gives you a taskbar of sorts from where you can access quick overviews of water, electricity, education, and garbage, among other important management statistics.

Not only does it open up a menu showing the information, but it even gives you a color-coded visual representation of how things are for each statistic. Ted from accounting would love this.

And really, this mod is very easy to use once you install it.

It'll sure come in handy for quick macro glances at how your city is doing.

42. Bulldoze It!

Across the lifespan of your city you're bound to encounter natural disasters. When that happens, anything goes.

And if buildings get damaged they might become too dated and end up being abandoned.

This can be a hassle because for one, they can no longer be used, yet still take up space.

Other than that… well, they just don't add to the overall look of your city. With Bulldoze It! you can have destroyed or abandoned buildings automatically removed from your city.

The mod even comes with customizable options where you can set which buildings are removed, how frequently, and to have historical buildings preserved.

Automation for the win.

41. Extended Public Transport UI

Wherever you are in the world, public transportation surely plays a major role in your city.

Cities: Skylines is no different, as public transportation is a major service that your city must provide for your citizens to get around.

With a simplified layout, you can much more easily manage bus and train routes within your city. You have options to single out specific routes, and have passenger and vehicle information for each with a quick click.

40. Extra Landscaping Tools

If you're looking for more ways to customize the look and feel of your cities, the Extra Landscaping Tools mod is a must-have.

With this mod you get tools for modifying natural resources, water, terrain, and trees.

Brush tools now have size and strength options too, allowing you to set the area size affected as well as how much it'll be affected.

This is a huge help for getting things done quicker, as well as to customize terrain down to the detail.

Another great feature this adds is the ability to undo actions.

You can't avoid unintentionally clicking somewhere every now and then. There should be a quick undo button to fix this, but surprisingly the base game does not give you that option.

39. Surface Painter

You can get even more out of the Extra Landscaping Tools mod with the Surface Painter plugin.

It gives you more control over landscaping by adding a painter. It's very simple to use and lets you paint over land to make pavement, gravel, fields, or ruining.

The painter can also be used with all the available brushes and options in Extra Landscaping Tools as well, so you'll be able to customize your land down to the detail.

38. Daylight Classic

Probably the only graphics mod on the list, Daylight Classic doesn't do much – but I feel that it makes the overall look of the game much easier on the eyes.

Anyone else annoyed by the warm yellow-tinted sunlight of the base game?

It almost looks like it's always sunset time.

This mod simply removes the yellow tint from sunlight, giving the game an overall cooler look. Not only does it look much more realistic, but it's also less bothersome.

37. Fine Road Anarchy

With building and landscape customization, let's not forget about roads.

Roads obviously play a huge role in your city's development, as people wouldn't be able to get anywhere without them.

The Fine Road Anarchy tool is a must-have that makes building roads so much easier.

You might encounter restrictions when connecting roads, but these can be bypassed with the Fine Road Anarchy settings.

Connect roads that weren't allowed previously, as well as toggle settings for bending, snapping, and collisions, to place your roads virtually anywhere you want.

36. More Beautification

Here's something for those who really want to get their creative juices flowing.

The More Beautification mode gives settings to basically decorate your city however you want. It allows you to place little objects that would otherwise not be available in the base game.

Props are little decorative items that would usually come with buildings, including hedges, benches, and lights.

For those who like to focus on the little details, this should be your first install.

35. 81 Tiles

As if the game wasn't big enough already, eventually someone wanted to make it even bigger.

Who knows why the devs decided that only 25 tiles should be made available for players, when there are actually 81 tiles in the game?

Leave it to gamers to want to unlock everything. Because with this simple mod, you now have access to all 81 tiles.

Expand your cities to more than thrice the original size, with options to unlock each tile one-by-one or all at once.

34. First-Person Camera

A fun little mod that unlocks the camera from the typical birds-eye view.

This allows you to take a first-person perspective and experience your city as your citizens do.

You can even get in a car and drive around, whatever you do is up to you.

After all, your city is only as fun as you make it.

33. Ploppable RICO Revisited

Ploppable RICO is another mod that most consider to be essential for any Cities: Skyline player.

For those who aren't familiar, RICO stands for residential, industrial, commercial, and office.

The mod gives you more control over how you design your city, as you'll now be able to plop any of the buildings above. You can also convert any ploppable building to be used as you intend: for example, any ploppable unique building can be made into office space.

It also allows you to place buildings that are larger than 4×4, so you can place towering condominium buildings that are actually functional.

32. Roundabout Builder

Yet another mod that makes building roads much easier.

Roundabout Builder does exactly as it says: automatically places a roundabout wherever you want with a single click.

All you have to do is set the radius, point your curser, and click – and there you go!

31. Remove Sickness

Sickness can be a massive problem is Cities: Skylines, and bad ones can cause citizens to die in waves.

Any self-respecting city official wouldn't want that. So here's a quick fix.

It's designed to do one thing, and nothing else. It removes all current sickness from your game. Do note that it doesn't prevent sickness from returning, but it will wipe the slate clean.

It's a cheaty solution, but a quick one. If you're looking for a more realistic solution check the next mod on my list.

30. Lifecycle Rebalance

When your city's population reaches the hundreds of thousands, death waves can wipe them out in a snap.

Death waves are actually caused by an unrealistic mechanic where citizens that move into your city are all within the same age range. This means that they all live a similar amount of time, and towards the end of their lives they start getting sick and eventually passing on.

This mod fixes that by creating variations in age when citizens move into your city.

Not only does this fix the death wave issue, it adds a whole new sense of realism to the game as well.

29. Real Time

Time is a strange thing in Cities: Skylines.

Actually, more like it's not a thing at all.

Every city seems to be the city the never sleeps. Everything is literally moving no matter the time. Stores stay open, citizens are working, people are out and about even late at night.

That doesn't sound too realistic, does it? Well the Real Time mod fixes exactly that.

Making the game run at real time, citizens actually sleep at night, wake up in the morning, head to work, and go back to bed.

Work shifts make it possible for citizens to work different hours based on their jobs too, adding variety and realism as well.

28. Ambient Sounds Tuner

Some players found that the sounds of the game could use some improvement.

With the Ambient Sounds Tuner, most sounds in the game have been replaced with more realistic sounds.

Many of the annoying sound effects have been removed as well, to make for a more immersive overall experience.

Ambient Sounds Tuner even allows you to download custom sound packs, or even create your own – making the soundscapes of your city completely customizable.

27. Building Themes

Another great customization tool, this time changing the look of buildings.

On a district level, Building Themes allows you to apply different themes that affect how buildings appear.

Simple enough, right? It adds a 'Themes' tab to the district policies menu, from which you can set themes that'll be applied to each district.

It also allows you to download custom themes if you'd like, but it comes with two default settings – European and International.

26. Network Skins

If it isn't obvious yet, Cities: Skylines players like to have control of every little thing.

Yes, we can now even choose to detail our city streets.

With Network Skins you can choose street lights, roadside trees, and bridge pillars, depending on what look you want your city to have.

You'd be surprised at how much more realistic the game looks when roadside trees actually have variety, instead of having rows of the same shrubbery.

25. Prop & Tree Anarchy

Speaking of trees, the Prop & Tree Anarchy mod gives you control of trees and props as well.

Trees can be placed on roads, within buildings, or even underwater now.

It's completely up to you. If you wanted a house with a tree inside, go for it.

The mod not only works with trees, but with props as well, so this one is great with the More Beautification mod.

24. Unlimited Trees

Can't have enough trees? You're going to need Unlimited Trees to go with that.

Yes we're doing a lot of tree mods here, just roll with me.

Unlimited Trees removes the game's limit of 262,144 to allow you to place up to 2 million.

Build a forest just outside the city. Or combine this with Prop & Tree Anarchy to build a forest inside the city. Now we're cookin' on all burners!

23. Chirpy Exterminator

I can't deny that Chirpy can actually be useful from time to time.

For most players, however, the constant popups become annoying pretty quickly.

Lucky for us, we won't have to worry about being bothered by Chirpy ever again.

The Chirpy exterminator mod simply disables the tweeting bird so you can go about your business freely.

As you probably noticed by now, most of these mods unlock previously unavailable features. No one gets to tell us what to do in Cities: Skylines. Not even Chirpy.

22. Wayne Enterprises

Now that you have the power of expanding across the entire map, and you're able to modify every little detail within your city, let's take a look at some cool things you can add to bring your city to life.

One word: Batman.

There are tons of building mods for Cities: Skylines that can bring color to any city. Whether you're looking to add some restaurants, parks, sporting arenas, or pretty much anything else you can think of.

One of my personal favorites is the Wayne Enterprises building by Auldben.

Does this even need an explanation? It's like a little video game easter egg you can place in your city. How fun!

21. Ghostbusters Firestation

Is there something strange in your neighborhood?

Well if you already have the caped crusader keeping the city safe from the villains, who's going to take care of the ghosts?

With this mod you can build the Ghostbusters fire station in your city!

Another cool little feature – and it's not even just a cosmetic item. It actually serves its purpose as a fire station, though it has reduced stats compared to small fire stations in the base game, as it's even smaller at 1×3.

20. Space Needle

The iconic observation tower and city icon for Seattle, the Space Needle.

It's always a consideration if we're talking about beautiful skylines.

Well if that's what you're after, look no further. You can have your very own Space Needle for just $115,000 dollars. Well, at least the mod's free.

Not only does it look great in the center of any city, it adds tourism benefits as well.

19. Gula's In-and-Out Burger

One of the more well-known building creators for Cities: Skylines is Gula, who has a whole list of interesting mods you can check out.

I've already gone through his workshop and picked out my personal favorites, starting with Gula's In-and-Out Burger.

Now this might be a controversial topic depending on where you live… but who doesn't want THE best burgers in town?

This 3×3 recreation of the famous burger chain even comes in the signature red and white colorway, complete with the yellow arrow logo and everything.

18. Gula's Starbucks Coffee

Coming in with more from Gula's list is his Starbucks Coffee mod.

Another branding icon coming out of Seattle, Starbucks is one of the most recognized coffee chains in the world.

This 2×4 growable can be placed in commercial zones so your citizens can get their coffee fix anytime they want.

17. Gula's Gibson Guitar Factory

One more from Gula? OK, how about the Gibson Guitar Factory.

Taking ideas from Memphis this time around, this is a great building to have if you're looking to add a little bit of rock history to your city.

The large 6×8 landmark building pays homage to the actual building in Memphis, complete with the signature Gibson logo up top.

The amount of detail in this is just crazy. Rock & metal fans, grab this add-on for sure.

It's also cool that this mod was actually the result of a community monthly raffle from Gula's Patreon supporters.

16. McDonalds

Wherever you are in the world, there's bound to be a McDonalds somewhere close by.

And in that sense, this mod adds a sense of realism to the game. As McDonalds branches are just common no matter what city you're in.

Your city should be no different, so go build some McDonalds branches!

What's great about this one is that it's also RICO compatible, so you'll be able to place them anywhere you want.

15. Sunken Plaza

Now that we've added some restaurants, coffee shops, and even some landmarks, how about we add some nice places where your citizens can just walk around, relax, and enjoy being outside?

There are tons of cosmetic structures like parks that help your city look alive.

One of my personal favorites is this Sunken Plaza mod by ryanjamesoflondon.

A great-looking modern plaza where your citizens can walk around and enjoy in the city. It's a great visual addition to any city too, especially when the lights turn on at night.

14. Modern Art Plaza

If you're looking for a more modern look, the Modern Art Plaza might work for you.

It's a bit bigger than the Sunken Plaza at 6×6, but has a more modern & open feel to it.

I imagine this would be great for adding open spaces to your city, especially if surrounded by towering high-rise buildings.

Add a bit of variety and flavor to your city, with an artistic taste to boot. It can be built for $5,500 and has tourism benefits as well.

13. Old Town Commercial Set

Those of you looking to add some variation to residential buildings, this is a great place to start.

The Old Town Commercial set gives access to 7 new level 1 commercial assets with an old-fashioned aesthetic.

The design is actually inspired by buildings in Poland. But reminiscent of the famous Painted Ladies in San Francisco, you can have your very own 17th-18th century style apartments in your city.

The buildings even have color maps so can customize how they look.

12. Modern Townhouse

As always, there are always some modern alternatives – this mod being one of my favorites.

The Modern Townhouse by cbudd was inspired by a modern apartment in Germany.

The building is small with a 2×3 footprint, but has three floors. How much more modern can it get? The second and third floors even have little balconies.

There is so much detail here that it's obvious the modder put a lot of work into it. And it paid off – because the result is amazing.

11. Cul De Sac

A great addition to any suburban area is a cul-de-sac.

Even I am reminded of some great childhood memories when I see a cul-de-sac. And for some reason it gives my smaller residential areas a more 'homey' look.

This simple mod lets you to place a cul-de-sac in four different sizes, so you can place them as you like, to remind you of those childhood memories. Or maybe to remind you of those three weird Ed boys.

10. Graffiti & Streetart Megapack

For urban areas, on the other hand, street art can make any city feel alive.

If you're looking for a change of scenery from the vanilla clean look in Cities: Skylines, the Graffiti & Streetart Megapack could give you something to enjoy.

There's a total of 111 graffiti and street art images to choose from. Everything from tags, elaborate paintings, and even cartoon robots.

A great way to make your city look and feel more 'lived in' is to scatter these across building walls and street corners.

9. Street Market Props

Since the modding community is made up of gamers, it's unavoidable that some of their mods will have nods to their other favorite video games.

You might recognize the look of The Street Market Props mod if you've played Bioshock Infinite before.

That's right, the French street kiosks from the game were ported over. And they can now be placed in your very own city.

Not only that, but the modder went so far as to create his own props – giving us a total of 100 to choose from!

The pack is actually divided into 17 different mods, so you can pick and choose which ones you want.

Choices include Asian, book, cheese, flower, and seafood carts, among others.

You can even customize down to the detail of awnings and market workers, giving you complete control. Just the way you like it.

8. The Amazing Spiderman

If the Wayne Enterprises building wasn't enough to fill your superhero needs, well then this one's for you.

Previously taking from DC, we now have a Marvel favorite.

You read it right. You can actually have The Amazing Spiderman as part of your city.

Now don't expect too much, as this is just a citizen skin. You won't be seeing him swinging around the city or anything.

Nevertheless, it's a cool feature to be able to see Spiderman walking around your sidewalks every so often. I'm not sure why anyone could say no to this.

7. Bordered Skylines

Borderlands has become known for its unique cartoon-y art style.

A Borderlands game is just instantly recognizable for gamers, with the defined outlines and comic book textures… it's a classic by now.

Well if you're a fan, you can take Cities: Skylines in that direction too.

This tool adds an 'Edge Detection' feature that gives your game that Borderlands look.

You can even mix and match different graphical mods to completely change the game's appearance.

6. Los Santos from GTA V

Another great way to enhance your Cities: Skylines experience is by trying out different maps.

There are so many to choose from, with most of them worked on for hours to give a completely unique city-building experience.

So covering maps with the theme of video game-inspired mods, we have Los Santos from GTA V.

GTA changed the game with its lifelike worlds, basically ever since the release of San Andreas.

There are tons of mods that recreate GTA maps for many different games, and Cities: Skylines is no different. Not to mention the number of GTA 5 map mods created for the game itself!

Modder grockefeller took it upon himself to build a completely accurate recreation of South San Andreas, including the cities of Los Santos, Paleto, and Sandy Shores.

This map is just gorgeous, capturing the mountain roads and coastline from GTA V. This will surely be fun to play around with, whether you're a GTA fan or not.

5. Skyrim

While on the topic of great video game worlds, Skyrim is always near the top of the list.

This is one of the earlier open worlds that caught people's attention as it felt so alive, almost as though it would continue living on even when you closed the game.

Well now you can play Skyrim in Cities: Skylines thanks to modder RoboAsimov.

Keep in mind though, that the goal of this mod was not to actually represent Skyrim 100%. Certain changes had to be made for a good Cities experience, so some landscaping was done to make room for city-building.

But with these upgrades you can now experience Morrowind, Eastmarch, High Rock, and other Skyrim locations.

4. Boulder Rapids

There will always be players who prefer to discover a completely new world, instead of a place they've already played through before.

So moving onto this design by modder Scotland Tom, who creates some of the most beautiful Cities: Skylines maps out there.

Boulder Rapids is a great place to start a new city, with a large variety when it comes to terrain.

There are beaches, mountains, and rivers scattered across the map to make for some interesting yet challenging building gameplay.

One of the more interesting features of this map is that it's great for building dams.

Given that there are several rivers on the map, there are a lot of great spots to build dams on. Something new to explore if you haven't already.

3. De Voortuin

Cities

Now if you're looking for more of a European styled landscape, Zakerias' De Voortuin might do the trick.

Filled with vast green forests, this map is mostly flat. So it's definitely build-friendly.

One of the main features here is that there's several islands, but the largest central island is connected by roads – making it much easier to maximize whatever purpose you see fit.

The map balance is also very well thought out, as there are sources of water, oil, ore, and an abundance of fertile soil to make sure the map is habitable.

This is seriously a lot of fun to play through.

2. Sea Turtle Falls

Some of you will be looking for more verticality to your map, and you should check out Sea Turtle Falls.

Modder Leo Mystic Magic loves building on different elevation levels. So this map mod features tons flat mountaintops to build over.

From little mountain towns to a big central city, you'll be able to let your imagination run wild with this one.

The map also looks absolutely gorgeous with a few waterfalls for you to enjoy, hence the name Sea Turtle Falls.

Balance isn't an issue with this map either, as there are tons of resources available allowing you to freely build pretty much wherever you'd like.

1. Fjordland Buildoff Map

With thousands of maps available for Cities: Skylines, MrMiyagi's Fjordland is always a safe bet.

It was actually used in an official build-off event by the Cities: Skylines team, so quality isn't questionable in the slightest.

This map features carefully built road systems, from very complex intersections to tunnels and bridges.

There are wide green areas available to build over, while being surrounded by rivers and mountain ranges offering a great view.

There are also multiple versions so you'll be able to pick it up regardless of what version of the game you're playing.

Plus I haven't even covered all the options for Mass Transit, and no DLC, and almost vanilla… so you'll be able to play this map even without any of the DLCs for a long time.

Consider this just one of many incredible mods to try out for this game.

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Mesh

Main Mesh

This is a 3D model of the building, which will be visible when the camera is close to it. The actual mesh file contains vertices (their coordinates, UV mapping, normals, and colors) and triangles.

It's created using 3D modeling software such as Blender, 3ds Max, Maya or SketchUp.

Model Complexity

It's recommended to stay within reasonable triangle counts based on the size and detail of your model. You may look at examples of vanilla buildings or assets by other creators for reference.

The absolute limit for a mesh is 65536 vertices.

You can use Mesh Info by SamsamTS to check triangle counts of assets.

LOD Mesh

Comparison between main and LOD meshes for a large and small building.

LOD stands for level of detail. This is the mesh visible from a distance. It must be as simple as possible.

If you don't provide an LOD mesh, the game will try to generate one automatically, which may have visual issues, so it's highly recommended to make a custom LOD using baking.

UV Mapping

Example UV mapping using visible horizontal tiling on the bottom.

For the main mesh, you are allowed to UV map outside the 0-1 area (main tile), so you can tile the entire texture multiple times on a single face.

LOD

UV mapping for LOD mesh using automatic mapping in 3ds Max. No overlap and contained within the main tile - good for baking.

For the LOD mesh, the UV mapping must be within the 0-1 area (main tile) of the UV map, no tiling is allowed. This is because ingame all the LOD textures are combined into a single texture called an atlas, so having incorrect uv mapping will end up putting the texture of some other random building on your LOD.

Pivot / Origin

The pivot point or origin represents the center point on the ground of the lot. It's usually represented using a red/green/blue axis gizmo.

Transform

Make sure you are exporting a single object, which doesn't have any rotation or scale.
This can be done using 'apply rotation & scale' in Blender, or 'reset xform' in 3ds Max, and exporting only the selected object.

Vertex Paint

The vertex color blue channel determines snow behavior on winter maps:

  • 128 means 3D snow will not be generated
  • 0 means no snow will be visible at all

Formats

  • FBX (2015 or older) (most commonly used)
  • OBJ (doesn't support vertex colors)
  • DAE

Textures

These determine the color and material properties of your building.

Resolution

Texture sizes of various vanilla buildings. (Not to scale) See resolution in the top right corner of the preview window.

All imported main textures must be the same resolution.

Powers of 2 is a standard practice in 3D graphics, which means resolutions such as 1024x1024, 1024x512, 256x512, 2048x128 etc. It is recommended to stick to this standard, otherwise, your texture may be corrupted by compression, which may be more visible at longer distances or grazing angles. The smallest allowed resolution is 32x32.

Make sure texture quality is set to high in the game's graphics settings, otherwise, your imported textures will be downscaled to a lower resolution.

LOD Textures

All imported LOD textures must be the same resolution.

If you don't provide LOD textures, the game will try to bake them using the UV mapping your LOD mesh has, and that may cause visual issues, so it's recommended that you create your own LOD textures using baking.

Diffuse

The main color and texture of your asset.

It will look very bright, contrasty, and saturated in the game, so make sure to reduce the saturation and limit the brightest parts to a medium/light gray below 140 RGB.

If you don't import a diffuse map, it will default to white.

Alpha

Example alpha texture for some railings and metal beams.

Using lighter values for the invisible parts will decrease the chance of small details like railings disappearing completely.

Transparency, white means opaque or visible, black means transparent or invisible. Gray values may affect how it looks from a distance or at an angle.

Semi-transparency is not supported, you need to use the rotors shader for that.

If you don't import an alpha map, it will default to fully opaque or fully visible.

Color

Determines which parts will be affected by color variations. White means fully affected and black means not at all.

The diffuse will get multiplied by the color variation, that means the resulting color will look darker than the original diffuse.

If you don't import a color map, it will default to full color, but the 'use color variations' setting must be enabled for the colors to appear.

Illumination

Buildings can have two different types of illumination - diffuse contribution illumination in the 0-120 range, which is almost never used, and random night window illumination in the 128-255 range, which is what most buildings use.

If you don't import an illumination map, it will default to no illumination.

Random Night Windows

Example illumination map showing both gradients.
192-128 inverted (bottom)
192-255 (top).

Colors for randomly illuminated night windows:

  • 192 (Neutral Background Color)
  • 192-128 Inverted (First Set of Windows)
  • 192-255 (Second Set of Windows)

You can create a black and white illumination texture and use a levels adjustment to set the output colors so that black becomes 192 and white becomes 128 for one set of windows, and black becomes 192 and white becomes 255 for the other set.

Diffuse Contribution

0-120 is always turned on illumination based on the diffuse. It's not recommended to mix the two different types of illumination on one texture as it can create aliasing problems.

Specular

Example specular map showing high values for windows and very low values for the rest.

Transitions between different specular values produce artifacts on the normal map and vice versa, even if a normal map is not imported.

Reflectivity, white values will become 'windows' where the fake interior floor will be visible.

The specular highlight from the sun is very big and bright, so you might want to use very low (0-10%) specularity for surfaces facing upwards, like roofs.

If you don't import a specular map, it will default to no specularity.

Normal

Problem: normal maps appear incorrectly if the asset importer mesh rotation feature is used.

Problem: default normal map value is 0.5, which isn't possible by using 127(left) or 128(right). Image shows the same flat normal map on faces with different UV rotation/flip.

Also sometimes called a bump map, adds fake depth or form by affecting how the lighting appears.

This can be made from the diffuse or a height map (brighter colors will look extruded out more) using a normal map generator online, a photoshop plugin like xNormal, or standalone software such as CrazyBump.

The normal map generator should be set to +X +Y, which means no color channel inversions are required. Read more in the normal map article.

High specularity and normal map don't work well together because of the compression, so you might want to paint over your windows and other shiny parts with a solid color before generating a normal map or paint over these parts 128,128,255 on the final normal map.

If you don't import a normal map, it will default to a flat normal map - no bump.

Format

Use a lossless format like .PNG.

The game supports other formats as well, but there is no reason to use another one, it doesn't matter how much your texture is compressed or even if it's completely solid or complicated, the game will convert it to a DXT format, so the final size won't be affected by anything other than resolution.

Make sure the texture is 8 bits/channel because a 16 bits/channel image can't be imported.

Import

Example Asset

Source files of an example building ready for import.

Naming

Cities skyline mods without steam

The mesh can have any name, but it's not recommended to use spaces or underscores, as the name for the lod mesh name will be meshname_lod.

The textures must have the same name as the mesh, but with the texture type identifier after it, so the result will be names like meshname_d.png and meshname_lod_d.png

Import Folder

Files ready for import.

You should place the mesh and texture files in the import folder located here:

C:UsersUsernameAppDataLocalColossal OrderCities_SkylinesAddonsImport

The AppData folder is hidden by default, you can access it by pressing Windows + R and typing in appdata.

Template

There is a 'load existing props and decorations' toggle on the bottom left, this will load props and networks like roads/tracks/paths from your chosen template as well, useful when you need to reimport an already imported asset but don't want to place those things again.

The template you choose will determine many things about your building:

  • AI and corresponding stats (a school with students, a fire station with fire trucks etc.)
  • milestone at which it is unlocked
  • UI category
  • item class (UI sub-category)
  • general settings (flatten terrain, use color variations etc.)
  • shader, material properties (color variations)
All of those things can be changed later in the editor itself or using ModTools or other mods.
Some types of buildings don't have a template, see specific cases for downloadable premade templates and instructions.

Import

After you choose your mesh, depending on how it was exported, you might need to set the correct scale and rotation, scale 100 and rotating 3 times around X-axis are common necessities.

Using the mesh rotation feature will result in broken mesh tangents - that means the normal maps will appear incorrectly or not at all on some parts. To fix this, don't use the rotation feature and make sure the mesh is rotated properly before import. If you need to use the mesh rotation feature - use the Mesh Import Rotation Tangents Fix mod to fix it.
If you get an unsupported color error, one of your textures might be a 16 bits/channel file, you need to change it to 8 bits/channel, in Photoshop: Image > Mode > 8 Bits/Channel.
If the mesh preview doesn't display or you can't continue, you may have a problem with it such as multiple mesh objects, other entities like dummies, cameras, lights, or layers in the exported file.

Editor

Lot Size

For growables, the lot also includes an optional yard area for props.

Size of the building area in cells, each cell is 8x8m.

For growables, the size is limited to 4x4.

For other buildings, max sizes are 16x8, 15x9, 14x11, 13x12, 12x13, 11x14, 9x15 and 8x16.

Make sure your building doesn't overhang the lot too much, as the overhanging parts will disappear when the building inside the lot isn't visible.

General Properties

  • use color variations (may require to save/load for the toggle to take effect)
  • availability (ingame, map editor etc.)
  • circular lot (used for the vanilla wind turbine, water tower)
  • expand front yard (puts optional yard for props in front instead of back)
  • flatten full area (makes sure the terrain is flat up to the lot edges)
  • flatten terrain (tries to flatten terrain in a softer way)

Stats

Based on which AI the building has, it can have different stats like electricity consumption, worker amount, police car count for a police station etc.

Material properties

You can change the 4 color variations, and also floor parameters which are used for the fake interior for 100% specular windows.

Networks

Vanilla train station pedestrian paths (magenta) connecting the roadside to the platform.

You can place networks such as roads, train/tram tracks, and pedestrian paths. Read more about network usage in specific cases such as train stations.

You can use More Network Stuff by BloodyPenguin to use paths and other networks in the editor.

Props & Trees

You can place props such as benches, lights, and antennas.

If you place a prop on the ground, it will follow the terrain if the building is placed on uneven terrain. But if you place it on the building, it becomes fixed height, so it will always be at that height relative to the building.

You must use either vanilla or custom workshop published props and networks, not local custom ones, otherwise, they won't show up for the subscribers of your asset.

Surface

Each cell can have its own surface:

  • Pavement (map theme texture)
  • Gravel (map theme texture)
  • Ruined (map theme texture)
  • Field (map theme color)
  • Clip (hole in the ground)

Markers

These are invisible props which have functionality such as building entry points, parking spaces or smoke particle effects.

Sub-buildings

Once a sub-building has been added, you can change its position precisely.

You can add other buildings as sub-buildings to your main building. Unlike props, they are not references to another asset, they actually get embedded and saved into the main building asset.

This is useful for multi-function buildings or adding a part using a different shader.

The fixed height option makes sure the sub-building stays the same height even on uneven terrain.

Download

Cities Skylines Asset Pack Download Torrent

This gives you more control over moving and aligning objects in the game.

With a few simple keybinds you can easily move buildings and trees, among other things. You even have the option to select multiple items at once and move everything at the same time.

Some additional options include the ability to move items in low-res mode, as we all know how graphically intensive it can get once your city is packed with detail.

You can even fine-tune placement and angle rotation so you can get everything exactly where and how you want them.

45. Building Anarchy

To further control building placement, you're going to want to have Building Anarchy installed.

It's pretty common in city-builders to have a predetermined set of requirements to be able to place buildings.

Some buildings need to be placed near roads, or are meant to be placed by bodies of water.

Building Anarchy gives you complete control of placement modes, by allowing you to change requirements for any building.

Want a football stadium in the middle of a lake? Sure, why not.

44. Find It!

Another thing to watch out for is actually finding things around town. In a huge city packed with people, buildings, vehicles, and even decorations… it can get difficult to find certain things fast.

Luckily, we have Find It!

A simple mod that improves the search features of the game, allowing for added functionality.

The mod starts out by scanning all assets present in your city and assigning them tags based on title, description, and other important details. It then creates a database of all existing assets to make things easier to track. Useful, right?

43. Watch It!

One more great quality of life mod here, Watch It! gives you the ability to see vital statistics with a quick click of the mouse.

It gives you a taskbar of sorts from where you can access quick overviews of water, electricity, education, and garbage, among other important management statistics.

Not only does it open up a menu showing the information, but it even gives you a color-coded visual representation of how things are for each statistic. Ted from accounting would love this.

And really, this mod is very easy to use once you install it.

It'll sure come in handy for quick macro glances at how your city is doing.

42. Bulldoze It!

Across the lifespan of your city you're bound to encounter natural disasters. When that happens, anything goes.

And if buildings get damaged they might become too dated and end up being abandoned.

This can be a hassle because for one, they can no longer be used, yet still take up space.

Other than that… well, they just don't add to the overall look of your city. With Bulldoze It! you can have destroyed or abandoned buildings automatically removed from your city.

The mod even comes with customizable options where you can set which buildings are removed, how frequently, and to have historical buildings preserved.

Automation for the win.

41. Extended Public Transport UI

Wherever you are in the world, public transportation surely plays a major role in your city.

Cities: Skylines is no different, as public transportation is a major service that your city must provide for your citizens to get around.

With a simplified layout, you can much more easily manage bus and train routes within your city. You have options to single out specific routes, and have passenger and vehicle information for each with a quick click.

40. Extra Landscaping Tools

If you're looking for more ways to customize the look and feel of your cities, the Extra Landscaping Tools mod is a must-have.

With this mod you get tools for modifying natural resources, water, terrain, and trees.

Brush tools now have size and strength options too, allowing you to set the area size affected as well as how much it'll be affected.

This is a huge help for getting things done quicker, as well as to customize terrain down to the detail.

Another great feature this adds is the ability to undo actions.

You can't avoid unintentionally clicking somewhere every now and then. There should be a quick undo button to fix this, but surprisingly the base game does not give you that option.

39. Surface Painter

You can get even more out of the Extra Landscaping Tools mod with the Surface Painter plugin.

It gives you more control over landscaping by adding a painter. It's very simple to use and lets you paint over land to make pavement, gravel, fields, or ruining.

The painter can also be used with all the available brushes and options in Extra Landscaping Tools as well, so you'll be able to customize your land down to the detail.

38. Daylight Classic

Probably the only graphics mod on the list, Daylight Classic doesn't do much – but I feel that it makes the overall look of the game much easier on the eyes.

Anyone else annoyed by the warm yellow-tinted sunlight of the base game?

It almost looks like it's always sunset time.

This mod simply removes the yellow tint from sunlight, giving the game an overall cooler look. Not only does it look much more realistic, but it's also less bothersome.

37. Fine Road Anarchy

With building and landscape customization, let's not forget about roads.

Roads obviously play a huge role in your city's development, as people wouldn't be able to get anywhere without them.

The Fine Road Anarchy tool is a must-have that makes building roads so much easier.

You might encounter restrictions when connecting roads, but these can be bypassed with the Fine Road Anarchy settings.

Connect roads that weren't allowed previously, as well as toggle settings for bending, snapping, and collisions, to place your roads virtually anywhere you want.

36. More Beautification

Here's something for those who really want to get their creative juices flowing.

The More Beautification mode gives settings to basically decorate your city however you want. It allows you to place little objects that would otherwise not be available in the base game.

Props are little decorative items that would usually come with buildings, including hedges, benches, and lights.

For those who like to focus on the little details, this should be your first install.

35. 81 Tiles

As if the game wasn't big enough already, eventually someone wanted to make it even bigger.

Who knows why the devs decided that only 25 tiles should be made available for players, when there are actually 81 tiles in the game?

Leave it to gamers to want to unlock everything. Because with this simple mod, you now have access to all 81 tiles.

Expand your cities to more than thrice the original size, with options to unlock each tile one-by-one or all at once.

34. First-Person Camera

A fun little mod that unlocks the camera from the typical birds-eye view.

This allows you to take a first-person perspective and experience your city as your citizens do.

You can even get in a car and drive around, whatever you do is up to you.

After all, your city is only as fun as you make it.

33. Ploppable RICO Revisited

Ploppable RICO is another mod that most consider to be essential for any Cities: Skyline player.

For those who aren't familiar, RICO stands for residential, industrial, commercial, and office.

The mod gives you more control over how you design your city, as you'll now be able to plop any of the buildings above. You can also convert any ploppable building to be used as you intend: for example, any ploppable unique building can be made into office space.

It also allows you to place buildings that are larger than 4×4, so you can place towering condominium buildings that are actually functional.

32. Roundabout Builder

Yet another mod that makes building roads much easier.

Roundabout Builder does exactly as it says: automatically places a roundabout wherever you want with a single click.

All you have to do is set the radius, point your curser, and click – and there you go!

31. Remove Sickness

Sickness can be a massive problem is Cities: Skylines, and bad ones can cause citizens to die in waves.

Any self-respecting city official wouldn't want that. So here's a quick fix.

It's designed to do one thing, and nothing else. It removes all current sickness from your game. Do note that it doesn't prevent sickness from returning, but it will wipe the slate clean.

It's a cheaty solution, but a quick one. If you're looking for a more realistic solution check the next mod on my list.

30. Lifecycle Rebalance

When your city's population reaches the hundreds of thousands, death waves can wipe them out in a snap.

Death waves are actually caused by an unrealistic mechanic where citizens that move into your city are all within the same age range. This means that they all live a similar amount of time, and towards the end of their lives they start getting sick and eventually passing on.

This mod fixes that by creating variations in age when citizens move into your city.

Not only does this fix the death wave issue, it adds a whole new sense of realism to the game as well.

29. Real Time

Time is a strange thing in Cities: Skylines.

Actually, more like it's not a thing at all.

Every city seems to be the city the never sleeps. Everything is literally moving no matter the time. Stores stay open, citizens are working, people are out and about even late at night.

That doesn't sound too realistic, does it? Well the Real Time mod fixes exactly that.

Making the game run at real time, citizens actually sleep at night, wake up in the morning, head to work, and go back to bed.

Work shifts make it possible for citizens to work different hours based on their jobs too, adding variety and realism as well.

28. Ambient Sounds Tuner

Some players found that the sounds of the game could use some improvement.

With the Ambient Sounds Tuner, most sounds in the game have been replaced with more realistic sounds.

Many of the annoying sound effects have been removed as well, to make for a more immersive overall experience.

Ambient Sounds Tuner even allows you to download custom sound packs, or even create your own – making the soundscapes of your city completely customizable.

27. Building Themes

Another great customization tool, this time changing the look of buildings.

On a district level, Building Themes allows you to apply different themes that affect how buildings appear.

Simple enough, right? It adds a 'Themes' tab to the district policies menu, from which you can set themes that'll be applied to each district.

It also allows you to download custom themes if you'd like, but it comes with two default settings – European and International.

26. Network Skins

If it isn't obvious yet, Cities: Skylines players like to have control of every little thing.

Yes, we can now even choose to detail our city streets.

With Network Skins you can choose street lights, roadside trees, and bridge pillars, depending on what look you want your city to have.

You'd be surprised at how much more realistic the game looks when roadside trees actually have variety, instead of having rows of the same shrubbery.

25. Prop & Tree Anarchy

Speaking of trees, the Prop & Tree Anarchy mod gives you control of trees and props as well.

Trees can be placed on roads, within buildings, or even underwater now.

It's completely up to you. If you wanted a house with a tree inside, go for it.

The mod not only works with trees, but with props as well, so this one is great with the More Beautification mod.

24. Unlimited Trees

Can't have enough trees? You're going to need Unlimited Trees to go with that.

Yes we're doing a lot of tree mods here, just roll with me.

Unlimited Trees removes the game's limit of 262,144 to allow you to place up to 2 million.

Build a forest just outside the city. Or combine this with Prop & Tree Anarchy to build a forest inside the city. Now we're cookin' on all burners!

23. Chirpy Exterminator

I can't deny that Chirpy can actually be useful from time to time.

For most players, however, the constant popups become annoying pretty quickly.

Lucky for us, we won't have to worry about being bothered by Chirpy ever again.

The Chirpy exterminator mod simply disables the tweeting bird so you can go about your business freely.

As you probably noticed by now, most of these mods unlock previously unavailable features. No one gets to tell us what to do in Cities: Skylines. Not even Chirpy.

22. Wayne Enterprises

Now that you have the power of expanding across the entire map, and you're able to modify every little detail within your city, let's take a look at some cool things you can add to bring your city to life.

One word: Batman.

There are tons of building mods for Cities: Skylines that can bring color to any city. Whether you're looking to add some restaurants, parks, sporting arenas, or pretty much anything else you can think of.

One of my personal favorites is the Wayne Enterprises building by Auldben.

Does this even need an explanation? It's like a little video game easter egg you can place in your city. How fun!

21. Ghostbusters Firestation

Is there something strange in your neighborhood?

Well if you already have the caped crusader keeping the city safe from the villains, who's going to take care of the ghosts?

With this mod you can build the Ghostbusters fire station in your city!

Another cool little feature – and it's not even just a cosmetic item. It actually serves its purpose as a fire station, though it has reduced stats compared to small fire stations in the base game, as it's even smaller at 1×3.

20. Space Needle

The iconic observation tower and city icon for Seattle, the Space Needle.

It's always a consideration if we're talking about beautiful skylines.

Well if that's what you're after, look no further. You can have your very own Space Needle for just $115,000 dollars. Well, at least the mod's free.

Not only does it look great in the center of any city, it adds tourism benefits as well.

19. Gula's In-and-Out Burger

One of the more well-known building creators for Cities: Skylines is Gula, who has a whole list of interesting mods you can check out.

I've already gone through his workshop and picked out my personal favorites, starting with Gula's In-and-Out Burger.

Now this might be a controversial topic depending on where you live… but who doesn't want THE best burgers in town?

This 3×3 recreation of the famous burger chain even comes in the signature red and white colorway, complete with the yellow arrow logo and everything.

18. Gula's Starbucks Coffee

Coming in with more from Gula's list is his Starbucks Coffee mod.

Another branding icon coming out of Seattle, Starbucks is one of the most recognized coffee chains in the world.

This 2×4 growable can be placed in commercial zones so your citizens can get their coffee fix anytime they want.

17. Gula's Gibson Guitar Factory

One more from Gula? OK, how about the Gibson Guitar Factory.

Taking ideas from Memphis this time around, this is a great building to have if you're looking to add a little bit of rock history to your city.

The large 6×8 landmark building pays homage to the actual building in Memphis, complete with the signature Gibson logo up top.

The amount of detail in this is just crazy. Rock & metal fans, grab this add-on for sure.

It's also cool that this mod was actually the result of a community monthly raffle from Gula's Patreon supporters.

16. McDonalds

Wherever you are in the world, there's bound to be a McDonalds somewhere close by.

And in that sense, this mod adds a sense of realism to the game. As McDonalds branches are just common no matter what city you're in.

Your city should be no different, so go build some McDonalds branches!

What's great about this one is that it's also RICO compatible, so you'll be able to place them anywhere you want.

15. Sunken Plaza

Now that we've added some restaurants, coffee shops, and even some landmarks, how about we add some nice places where your citizens can just walk around, relax, and enjoy being outside?

There are tons of cosmetic structures like parks that help your city look alive.

One of my personal favorites is this Sunken Plaza mod by ryanjamesoflondon.

A great-looking modern plaza where your citizens can walk around and enjoy in the city. It's a great visual addition to any city too, especially when the lights turn on at night.

14. Modern Art Plaza

If you're looking for a more modern look, the Modern Art Plaza might work for you.

It's a bit bigger than the Sunken Plaza at 6×6, but has a more modern & open feel to it.

I imagine this would be great for adding open spaces to your city, especially if surrounded by towering high-rise buildings.

Add a bit of variety and flavor to your city, with an artistic taste to boot. It can be built for $5,500 and has tourism benefits as well.

13. Old Town Commercial Set

Those of you looking to add some variation to residential buildings, this is a great place to start.

The Old Town Commercial set gives access to 7 new level 1 commercial assets with an old-fashioned aesthetic.

The design is actually inspired by buildings in Poland. But reminiscent of the famous Painted Ladies in San Francisco, you can have your very own 17th-18th century style apartments in your city.

The buildings even have color maps so can customize how they look.

12. Modern Townhouse

As always, there are always some modern alternatives – this mod being one of my favorites.

The Modern Townhouse by cbudd was inspired by a modern apartment in Germany.

The building is small with a 2×3 footprint, but has three floors. How much more modern can it get? The second and third floors even have little balconies.

There is so much detail here that it's obvious the modder put a lot of work into it. And it paid off – because the result is amazing.

11. Cul De Sac

A great addition to any suburban area is a cul-de-sac.

Even I am reminded of some great childhood memories when I see a cul-de-sac. And for some reason it gives my smaller residential areas a more 'homey' look.

This simple mod lets you to place a cul-de-sac in four different sizes, so you can place them as you like, to remind you of those childhood memories. Or maybe to remind you of those three weird Ed boys.

10. Graffiti & Streetart Megapack

For urban areas, on the other hand, street art can make any city feel alive.

If you're looking for a change of scenery from the vanilla clean look in Cities: Skylines, the Graffiti & Streetart Megapack could give you something to enjoy.

There's a total of 111 graffiti and street art images to choose from. Everything from tags, elaborate paintings, and even cartoon robots.

A great way to make your city look and feel more 'lived in' is to scatter these across building walls and street corners.

9. Street Market Props

Since the modding community is made up of gamers, it's unavoidable that some of their mods will have nods to their other favorite video games.

You might recognize the look of The Street Market Props mod if you've played Bioshock Infinite before.

That's right, the French street kiosks from the game were ported over. And they can now be placed in your very own city.

Not only that, but the modder went so far as to create his own props – giving us a total of 100 to choose from!

The pack is actually divided into 17 different mods, so you can pick and choose which ones you want.

Choices include Asian, book, cheese, flower, and seafood carts, among others.

You can even customize down to the detail of awnings and market workers, giving you complete control. Just the way you like it.

8. The Amazing Spiderman

If the Wayne Enterprises building wasn't enough to fill your superhero needs, well then this one's for you.

Previously taking from DC, we now have a Marvel favorite.

You read it right. You can actually have The Amazing Spiderman as part of your city.

Now don't expect too much, as this is just a citizen skin. You won't be seeing him swinging around the city or anything.

Nevertheless, it's a cool feature to be able to see Spiderman walking around your sidewalks every so often. I'm not sure why anyone could say no to this.

7. Bordered Skylines

Borderlands has become known for its unique cartoon-y art style.

A Borderlands game is just instantly recognizable for gamers, with the defined outlines and comic book textures… it's a classic by now.

Well if you're a fan, you can take Cities: Skylines in that direction too.

This tool adds an 'Edge Detection' feature that gives your game that Borderlands look.

You can even mix and match different graphical mods to completely change the game's appearance.

6. Los Santos from GTA V

Another great way to enhance your Cities: Skylines experience is by trying out different maps.

There are so many to choose from, with most of them worked on for hours to give a completely unique city-building experience.

So covering maps with the theme of video game-inspired mods, we have Los Santos from GTA V.

GTA changed the game with its lifelike worlds, basically ever since the release of San Andreas.

There are tons of mods that recreate GTA maps for many different games, and Cities: Skylines is no different. Not to mention the number of GTA 5 map mods created for the game itself!

Modder grockefeller took it upon himself to build a completely accurate recreation of South San Andreas, including the cities of Los Santos, Paleto, and Sandy Shores.

This map is just gorgeous, capturing the mountain roads and coastline from GTA V. This will surely be fun to play around with, whether you're a GTA fan or not.

5. Skyrim

While on the topic of great video game worlds, Skyrim is always near the top of the list.

This is one of the earlier open worlds that caught people's attention as it felt so alive, almost as though it would continue living on even when you closed the game.

Well now you can play Skyrim in Cities: Skylines thanks to modder RoboAsimov.

Keep in mind though, that the goal of this mod was not to actually represent Skyrim 100%. Certain changes had to be made for a good Cities experience, so some landscaping was done to make room for city-building.

But with these upgrades you can now experience Morrowind, Eastmarch, High Rock, and other Skyrim locations.

4. Boulder Rapids

There will always be players who prefer to discover a completely new world, instead of a place they've already played through before.

So moving onto this design by modder Scotland Tom, who creates some of the most beautiful Cities: Skylines maps out there.

Boulder Rapids is a great place to start a new city, with a large variety when it comes to terrain.

There are beaches, mountains, and rivers scattered across the map to make for some interesting yet challenging building gameplay.

One of the more interesting features of this map is that it's great for building dams.

Given that there are several rivers on the map, there are a lot of great spots to build dams on. Something new to explore if you haven't already.

3. De Voortuin

Now if you're looking for more of a European styled landscape, Zakerias' De Voortuin might do the trick.

Filled with vast green forests, this map is mostly flat. So it's definitely build-friendly.

One of the main features here is that there's several islands, but the largest central island is connected by roads – making it much easier to maximize whatever purpose you see fit.

The map balance is also very well thought out, as there are sources of water, oil, ore, and an abundance of fertile soil to make sure the map is habitable.

This is seriously a lot of fun to play through.

2. Sea Turtle Falls

Some of you will be looking for more verticality to your map, and you should check out Sea Turtle Falls.

Modder Leo Mystic Magic loves building on different elevation levels. So this map mod features tons flat mountaintops to build over.

From little mountain towns to a big central city, you'll be able to let your imagination run wild with this one.

The map also looks absolutely gorgeous with a few waterfalls for you to enjoy, hence the name Sea Turtle Falls.

Balance isn't an issue with this map either, as there are tons of resources available allowing you to freely build pretty much wherever you'd like.

1. Fjordland Buildoff Map

With thousands of maps available for Cities: Skylines, MrMiyagi's Fjordland is always a safe bet.

It was actually used in an official build-off event by the Cities: Skylines team, so quality isn't questionable in the slightest.

This map features carefully built road systems, from very complex intersections to tunnels and bridges.

There are wide green areas available to build over, while being surrounded by rivers and mountain ranges offering a great view.

There are also multiple versions so you'll be able to pick it up regardless of what version of the game you're playing.

Plus I haven't even covered all the options for Mass Transit, and no DLC, and almost vanilla… so you'll be able to play this map even without any of the DLCs for a long time.

Consider this just one of many incredible mods to try out for this game.

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Mesh

Main Mesh

This is a 3D model of the building, which will be visible when the camera is close to it. The actual mesh file contains vertices (their coordinates, UV mapping, normals, and colors) and triangles.

It's created using 3D modeling software such as Blender, 3ds Max, Maya or SketchUp.

Model Complexity

It's recommended to stay within reasonable triangle counts based on the size and detail of your model. You may look at examples of vanilla buildings or assets by other creators for reference.

The absolute limit for a mesh is 65536 vertices.

You can use Mesh Info by SamsamTS to check triangle counts of assets.

LOD Mesh

Comparison between main and LOD meshes for a large and small building.

LOD stands for level of detail. This is the mesh visible from a distance. It must be as simple as possible.

If you don't provide an LOD mesh, the game will try to generate one automatically, which may have visual issues, so it's highly recommended to make a custom LOD using baking.

UV Mapping

Example UV mapping using visible horizontal tiling on the bottom.

For the main mesh, you are allowed to UV map outside the 0-1 area (main tile), so you can tile the entire texture multiple times on a single face.

LOD

UV mapping for LOD mesh using automatic mapping in 3ds Max. No overlap and contained within the main tile - good for baking.

For the LOD mesh, the UV mapping must be within the 0-1 area (main tile) of the UV map, no tiling is allowed. This is because ingame all the LOD textures are combined into a single texture called an atlas, so having incorrect uv mapping will end up putting the texture of some other random building on your LOD.

Pivot / Origin

The pivot point or origin represents the center point on the ground of the lot. It's usually represented using a red/green/blue axis gizmo.

Transform

Make sure you are exporting a single object, which doesn't have any rotation or scale.
This can be done using 'apply rotation & scale' in Blender, or 'reset xform' in 3ds Max, and exporting only the selected object.

Vertex Paint

The vertex color blue channel determines snow behavior on winter maps:

  • 128 means 3D snow will not be generated
  • 0 means no snow will be visible at all

Formats

  • FBX (2015 or older) (most commonly used)
  • OBJ (doesn't support vertex colors)
  • DAE

Textures

These determine the color and material properties of your building.

Resolution

Texture sizes of various vanilla buildings. (Not to scale) See resolution in the top right corner of the preview window.

All imported main textures must be the same resolution.

Powers of 2 is a standard practice in 3D graphics, which means resolutions such as 1024x1024, 1024x512, 256x512, 2048x128 etc. It is recommended to stick to this standard, otherwise, your texture may be corrupted by compression, which may be more visible at longer distances or grazing angles. The smallest allowed resolution is 32x32.

Make sure texture quality is set to high in the game's graphics settings, otherwise, your imported textures will be downscaled to a lower resolution.

LOD Textures

All imported LOD textures must be the same resolution.

If you don't provide LOD textures, the game will try to bake them using the UV mapping your LOD mesh has, and that may cause visual issues, so it's recommended that you create your own LOD textures using baking.

Diffuse

The main color and texture of your asset.

It will look very bright, contrasty, and saturated in the game, so make sure to reduce the saturation and limit the brightest parts to a medium/light gray below 140 RGB.

If you don't import a diffuse map, it will default to white.

Alpha

Example alpha texture for some railings and metal beams.

Using lighter values for the invisible parts will decrease the chance of small details like railings disappearing completely.

Transparency, white means opaque or visible, black means transparent or invisible. Gray values may affect how it looks from a distance or at an angle.

Semi-transparency is not supported, you need to use the rotors shader for that.

If you don't import an alpha map, it will default to fully opaque or fully visible.

Color

Determines which parts will be affected by color variations. White means fully affected and black means not at all.

The diffuse will get multiplied by the color variation, that means the resulting color will look darker than the original diffuse.

If you don't import a color map, it will default to full color, but the 'use color variations' setting must be enabled for the colors to appear.

Illumination

Buildings can have two different types of illumination - diffuse contribution illumination in the 0-120 range, which is almost never used, and random night window illumination in the 128-255 range, which is what most buildings use.

If you don't import an illumination map, it will default to no illumination.

Random Night Windows

Example illumination map showing both gradients.
192-128 inverted (bottom)
192-255 (top).

Colors for randomly illuminated night windows:

  • 192 (Neutral Background Color)
  • 192-128 Inverted (First Set of Windows)
  • 192-255 (Second Set of Windows)

You can create a black and white illumination texture and use a levels adjustment to set the output colors so that black becomes 192 and white becomes 128 for one set of windows, and black becomes 192 and white becomes 255 for the other set.

Diffuse Contribution

0-120 is always turned on illumination based on the diffuse. It's not recommended to mix the two different types of illumination on one texture as it can create aliasing problems.

Specular

Example specular map showing high values for windows and very low values for the rest.

Transitions between different specular values produce artifacts on the normal map and vice versa, even if a normal map is not imported.

Reflectivity, white values will become 'windows' where the fake interior floor will be visible.

The specular highlight from the sun is very big and bright, so you might want to use very low (0-10%) specularity for surfaces facing upwards, like roofs.

If you don't import a specular map, it will default to no specularity.

Normal

Problem: normal maps appear incorrectly if the asset importer mesh rotation feature is used.

Problem: default normal map value is 0.5, which isn't possible by using 127(left) or 128(right). Image shows the same flat normal map on faces with different UV rotation/flip.

Also sometimes called a bump map, adds fake depth or form by affecting how the lighting appears.

This can be made from the diffuse or a height map (brighter colors will look extruded out more) using a normal map generator online, a photoshop plugin like xNormal, or standalone software such as CrazyBump.

The normal map generator should be set to +X +Y, which means no color channel inversions are required. Read more in the normal map article.

High specularity and normal map don't work well together because of the compression, so you might want to paint over your windows and other shiny parts with a solid color before generating a normal map or paint over these parts 128,128,255 on the final normal map.

If you don't import a normal map, it will default to a flat normal map - no bump.

Format

Use a lossless format like .PNG.

The game supports other formats as well, but there is no reason to use another one, it doesn't matter how much your texture is compressed or even if it's completely solid or complicated, the game will convert it to a DXT format, so the final size won't be affected by anything other than resolution.

Make sure the texture is 8 bits/channel because a 16 bits/channel image can't be imported.

Import

Example Asset

Source files of an example building ready for import.

Naming

The mesh can have any name, but it's not recommended to use spaces or underscores, as the name for the lod mesh name will be meshname_lod.

The textures must have the same name as the mesh, but with the texture type identifier after it, so the result will be names like meshname_d.png and meshname_lod_d.png

Import Folder

Files ready for import.

You should place the mesh and texture files in the import folder located here:

C:UsersUsernameAppDataLocalColossal OrderCities_SkylinesAddonsImport

The AppData folder is hidden by default, you can access it by pressing Windows + R and typing in appdata.

Template

There is a 'load existing props and decorations' toggle on the bottom left, this will load props and networks like roads/tracks/paths from your chosen template as well, useful when you need to reimport an already imported asset but don't want to place those things again.

The template you choose will determine many things about your building:

  • AI and corresponding stats (a school with students, a fire station with fire trucks etc.)
  • milestone at which it is unlocked
  • UI category
  • item class (UI sub-category)
  • general settings (flatten terrain, use color variations etc.)
  • shader, material properties (color variations)
All of those things can be changed later in the editor itself or using ModTools or other mods.
Some types of buildings don't have a template, see specific cases for downloadable premade templates and instructions.

Import

After you choose your mesh, depending on how it was exported, you might need to set the correct scale and rotation, scale 100 and rotating 3 times around X-axis are common necessities.

Using the mesh rotation feature will result in broken mesh tangents - that means the normal maps will appear incorrectly or not at all on some parts. To fix this, don't use the rotation feature and make sure the mesh is rotated properly before import. If you need to use the mesh rotation feature - use the Mesh Import Rotation Tangents Fix mod to fix it.
If you get an unsupported color error, one of your textures might be a 16 bits/channel file, you need to change it to 8 bits/channel, in Photoshop: Image > Mode > 8 Bits/Channel.
If the mesh preview doesn't display or you can't continue, you may have a problem with it such as multiple mesh objects, other entities like dummies, cameras, lights, or layers in the exported file.

Editor

Lot Size

For growables, the lot also includes an optional yard area for props.

Size of the building area in cells, each cell is 8x8m.

For growables, the size is limited to 4x4.

For other buildings, max sizes are 16x8, 15x9, 14x11, 13x12, 12x13, 11x14, 9x15 and 8x16.

Make sure your building doesn't overhang the lot too much, as the overhanging parts will disappear when the building inside the lot isn't visible.

General Properties

  • use color variations (may require to save/load for the toggle to take effect)
  • availability (ingame, map editor etc.)
  • circular lot (used for the vanilla wind turbine, water tower)
  • expand front yard (puts optional yard for props in front instead of back)
  • flatten full area (makes sure the terrain is flat up to the lot edges)
  • flatten terrain (tries to flatten terrain in a softer way)

Stats

Based on which AI the building has, it can have different stats like electricity consumption, worker amount, police car count for a police station etc.

Material properties

You can change the 4 color variations, and also floor parameters which are used for the fake interior for 100% specular windows.

Networks

Vanilla train station pedestrian paths (magenta) connecting the roadside to the platform.

You can place networks such as roads, train/tram tracks, and pedestrian paths. Read more about network usage in specific cases such as train stations.

You can use More Network Stuff by BloodyPenguin to use paths and other networks in the editor.

Props & Trees

You can place props such as benches, lights, and antennas.

If you place a prop on the ground, it will follow the terrain if the building is placed on uneven terrain. But if you place it on the building, it becomes fixed height, so it will always be at that height relative to the building.

You must use either vanilla or custom workshop published props and networks, not local custom ones, otherwise, they won't show up for the subscribers of your asset.

Surface

Each cell can have its own surface:

  • Pavement (map theme texture)
  • Gravel (map theme texture)
  • Ruined (map theme texture)
  • Field (map theme color)
  • Clip (hole in the ground)

Markers

These are invisible props which have functionality such as building entry points, parking spaces or smoke particle effects.

Sub-buildings

Once a sub-building has been added, you can change its position precisely.

You can add other buildings as sub-buildings to your main building. Unlike props, they are not references to another asset, they actually get embedded and saved into the main building asset.

This is useful for multi-function buildings or adding a part using a different shader.

The fixed height option makes sure the sub-building stays the same height even on uneven terrain.

Sub-buildings don't grow on growables, they are only visible if the growable is plopped manually.

If you just imported a building for it to be used as a sub-building, you need to reload the game for it to be properly loaded and available as a sub-building.

Sub-meshes

You can add additional meshes as sub-meshes, which appear only when specific conditions are met, for example - the vanilla landfill uses multiple sub-meshes to display how filled up it is.

Flags

Flags are required and forbidden conditions, which determine when the sub-mesh shows up.

There are many flags and their use is not always obvious so their descriptions might be incomplete or not relevant in all cases.

By default, not all sub-mesh flags (conditions) are visible, use the sub-mesh Flags mod by TPB to show all flags in the asset editor UI.

Created

Active for all created buildings.

Deleted

Unknown.

Original

Likely active for buildings which were on the map originally, not created by the user.

CustomName

Active for buildings which the user has renamed.

Untouchable

Likely active for buildings which cannot be clicked by the user.

FixedHeight

Likely active for buildings which will not change their height based on water level changes.

Incoming

Likely related to vehicles arriving at the building.

Outgoing

Likely related to vehicles leaving the building.

CapacityStep1 (First Half Filled)

Active for buildings which have their capacity at 50%, such as cemetaries, landfills, snow dumps, warehouses, or processing facilities.

CapacityStep2 (Second Half Filled)

Same as CapacityStep1 but 100%.

RateReduced

Likely active for buildings which are operating at a reduced rate.

HighDensity

Likely active for high density residential and commercial buildings.

LevelUpEducation

Unknown.

LevelUpLandValue

Unknown.

RoadAccessFailed

Likely related to pathfinding failure.

Evacuating

Likely active for buildings during disaster evacuation.

Completed

Active for buildings which have completed being constructed.

Active

Active for operating buildings.

Abandoned

Active for abandoned buildings.

Demolishing

Unknown.

ZonesUpdated

Related to zoning being updated.

Downgrading

Unknown, likely related to buildings with capacity being emptied.

Collapsed

Likely active for collapsed buildings.

BurnedDown

Same as Collapsed. Likely active for buildings which have burned down.

Upgrading

Likely active for buildings which are leveling up.

Loading1

Related to animation playback on cargo station buildings.

Loading2

Related to animation playback on cargo station buildings.

SecondaryLoading

Related to animation playback on cargo station buildings.

Hidden

Unknown.

EventActive

Unknown.

Flooded

Likely active for buildings which are flooded.

Filling

Unknown.

Historical

Likely used for buildings which have been marked as historical by the player.

Editor Advanced

Various things can be changed with the use of ModTools scene explorer Ctrl+E or running scripts in the console F7, or specific mods.

AI

AI defines how the building behaves and what values it has. It can be changed using Asset AI Changer by Snow_Cat & cerebellum.

If you want a functionless decorative building, DecorationBuildingAI is a good choice.

But if you want your building to be sinkable into the ground without lowering terrain - use BuildingAI, however, a side effect is it won't get wet in the rain, or snowy on winter maps.

Item Class

Contains information about what type and level of building it is. It can be changed using Asset ItemClass Changer by Snow_Cat.

UI Category

UI category determines in which menu your asset will appear. It can be changed using Asset UI Category Changer by Snow_Cat

UI Priority

UIPriority determines item order in the menu. It can be changed Asset UI Priority Changer by Snow_Cat or a script.

Shaders

Default

Comparison between Default (left), NoBase (middle) and Fence (right) building shaders.

Default extends the base mesh into the ground and applies the map theme building base texture to it.

NoBase

On winter maps, snow doesn't appear on the NoBase shader.

When using the default building shader, parts that are under 0 (ground) will get the map theme building base texture.

NoBase doesn't replace the underground texture with the building base texture.

The base mesh may still be visible, as it's generated on import for edges closer than 5cm to 0 (ground). It is possible to delete the base mesh completely using this script.

This shader also has a side-effect of increased reflectivity for high specularity areas.

Fence

Fence conforms to the terrain. (used for the vanilla cemetery and Japanese garden)

Floating

Floating waves in water. (used for Mass Transit DLC boat museum steamboat)

Shader Properties

Some shaders have specific hidden properties, such as the WindTurbine shader and AnimUV building shader.

Placement Mode

This determines how your asset must be placed:

  • Roadside
  • Shoreline
  • OnWater (also disables water collision)
  • OnGround (can't be placed on water)
  • OnSurface (same as OnGround but can be placed on water)
  • OnTerrain (same as OnSurface but in water, not on it)
  • ShorelineOrGround
  • PathsideOrGround

It can be changed with ModTools scene explorer Ctrl+E by going to Tool Controller > ToolController > m_editPrefabInfo > m_placementMode.

Zoning Mode

This is used only for growables to make them grow only on corners:

  • Straight (default)
  • CornerLeft
  • CornerRight

It can be changed with ModTools scene explorer Ctrl+E and going to Tool Controller > ToolController > m_editPrefabInfo > m_zoningMode.

Specific Cases

This section covers some specific types of buildings which do not have a template or require special instructions. It will also make references to using ModTools, and other mods mentioned in the editor advanced section.

For buildings such as stations and harbors, Advanced Buildings Editor by BloodyPenguin is recommended for making all segments editable and auto-placing spawn points which are used to spawn trains, ships, or planes.

Various station tracks and invisible connection paths can be accessed in the asset editor road and decoration menu by using More Network Stuff by BloodyPenguin and they can be moved using Move It!.

Train Station

The train station has a template.

Train stations require a train station track, which contains pedestrian stop paths 1 meter above the track where citizens wait for the train. The stations also have invisible pedestrian connection paths leading to the station track.

Cargo Train Station

Cargo train station doesn't have a template. You can download a premade template here or you can use the regular train station template, but change the AI to CargoStationAI and the item class to Train Cargo Facility.

Cargo train stations work with any train station track, but a special cargo station track which doesn't have pedestrian stop paths exists. They also have invisible cargo connection paths which are used by the cargo vehicles to enter and exit the station.

Harbor

The harbor has a template.

Harbors require a ship dock path and ship dockway paths, and also a pedestrian connection path.

Cargo Harbor

Cargo harbor doesn't have a template. You can download a premade template here or you can use the regular harbor template, but change the AI to CargoHarborAI and the item class to Ship Cargo Facility.

Cargo harbors require a ship dock path and ship dockway paths, and also a pedestrian connection path.

Airport

Airports have templates.

Airports use runways and taxiways as expected. For the terminals they use airplane stop paths.

Monorail Station

Monorail stations have templates.

The monorail station track and road can be accessed by using the ModTools scene explorer Ctrl+E and going to Expansion 4 > NetCollection > m_prefabs > Monorail Station Track / Medium Road Monorail Elevated > Plop.

Cable Car Stop

Cable car stops have templates.

The cable car stop networks can be accessed by using the ModTools scene explorer Ctrl+E and going to Expansion 4 > NetCollection > m_prefabs > CableCar Stop > Plop.

Save

Filename

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The filename input is on the bottom left, this is what the actual file will be called. It's not recommended to use spaces, dots, or special symbols.

Asset Name

The asset name visible ingame, the name people should search for.

Images

There are 2 different folders you can open by clicking the folder icons:

Snapshot

On the snapshot image, bottom right corner. Use this one to replace the snapshot, you can replace it with a 1x1 px image to save on the asset file size. This image will only be visible in the content manager. It will also default as the Steam preview image, but you can change that separately when publishing.

Thumbnail & Tooltip

Below thumbnail, on the right side. Use this one to change the thumbnail (109x100) and tooltip (492x147) of your asset.
Once you change the main thumbnail, the hover/active states will update automatically.

Local Assets Folder

CRP files in the local assets folder.

Once the asset is saved, the .crp file will appear in the local assets folder:

C:UsersUsernameAppDataLocalColossal OrderCities_SkylinesAddonsAssets

The AppData folder is hidden by default, you can access it by pressing Windows+R and typing in appdata.

Publish

Once you have saved the asset and reloaded the game, you can publish the asset.

Go to the content manager > assets and find your asset, then click share.

Title and Description

You can change these on the Steam Workshop later.

Steam Preview Image and Content Folder

Publish window and content folder.

There is a folder icon again on the snapshot image, bottom right corner. Here you can change the Steam preview image, which is the thumbnail visible on steam. The largest size the image will be visible is 437x437 (on the front page) but it will get upscaled to 512x512 by Steam so that's the size you should use.

There is also the content folder, which is where the actual asset file is. You can paste multiple .crp files here if you would like to upload a pack of assets.

Steam Workshop

Mods For City Skyline

On the Steam Workshop page for your asset, you can:

  • add it to a collection
  • add images and videos
  • add contributors and links
  • add required items and DLC
  • change visibility to friends only or private

Update

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To update your own item, you must subscribe to it first, then it will show up in the content manager. It won't be the same as a local asset, as it will show an 'update' button.

When you click update, click the folder icon, and now you can change the Steam preview image and put your new asset in the content folder. If updating a pack, remember to put all the assets inside the content folder.

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You can also add more assets to make it a bigger pack.

Make sure your updated assets are saved with exactly the same name as before, otherwise, it will disappear from your subscribers' saves, as the game uses the internal prefab name to refer to it. In the case of networks (roads, tracks etc.) it may completely break a save.

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Prefab Name

Comparison between local (top) and workshop published (bottom) prefab names shown in ModTools.

This is not something you can change.

It's the hidden internal name used to refer to your asset in savefiles.

It's the reason why a local asset is not the same as a workshop published asset.

For local assets: filename.Asset Name_Data
For published workshop assets: SteamID.Asset Name_Data





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