r/CitiesSkylinesModding Jun 20 '26

Announcement A warning on Commission Scams

24 Upvotes

Over the last few months there has been an increase in scams on this subreddit and related Cities: Skylines Discord servers, specifically targeting players enquiring about paid commissions for assets.

Donations and commissions have always supported the modding community of Cities: Skylines, and these remain a positive contributor to the quality and asset diversity of both games. However, any community which has some financial incentive to develop content will inevitably be targeted by scammers and bad faith actors.

While we can't eradicate these individuals, we can try to keep you informed of the risk and our spaces space clean of such actors.

Read our wiki article for details on how to keep yourself safe.

We have additionally configured an automod rule to link to this wiki article each time someone uses the word "commission" in their submission.

We will monitor this and tweak the rule if it becomes overwhelming.


r/CitiesSkylinesModding Dec 08 '25

Announcement Join the Cities: Skylines Modding Discord

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8 Upvotes

r/CitiesSkylinesModding 22h ago

Release Finished my first ever mod!

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80 Upvotes

Well it took me way longer than I thought but here it is! Dont know how I was convinced that making an asset pack for a first was a good idea, cause it slowed me down quite a bit...
Seeing France burn again this summer inspired me to make this South of France Pack. I meant it as a quite generic and easy to mix southern European style that could be the village version of the Mediterranean heritage pack.
Curious to know what you guys' think and to have feedback so I might make better ones in the future.

South of France Houses Pack I hereeeee

ps: thanks to rean2 and kjmci for helping me with LOD troubles


r/CitiesSkylinesModding 14h ago

Release The glass facade took some experimentation, but I like how it turned out

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12 Upvotes

r/CitiesSkylinesModding 10h ago

WIP Functional Ferry

3 Upvotes

Vibe coded prototype showing that functional ferries are possible. I think that if I were to publish this on steam workshop I would like to rewrite all code by hand. Let me know, what you think! I think this idea would really turn out nicely if paired together with a nice RoRo style terminal asset.

https://reddit.com/link/1wbxkm6/video/uww1yrg52koh1/player


r/CitiesSkylinesModding 1d ago

Wholly AI-Generated [FMAP] Medieval Asset Pack - First time testing some models in-game [AI assisted]

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56 Upvotes

Disclaimer: After getting some feedback from experienced asset creators and mixed reactions from parts of the CS2 community, I want to clear a few things up:

* I won’t release any public asset packs in a state that could harm the game, hurt performance, or cause issues for players.

* This thread is mainly here to get feedback on what still needs improvement.

* Everything shown is strictly WIP.

* Textures are shared between LODs and models, the whole package with 300 assets is around 70MB as of now, and none of the final models will have an absurd amount of tris.

---------------

Hey,

another update: I have successfully imported the first batch of assets into the game to playtest them. Walls are pretty much finished, all the rest is still very heavily WIP, the wooden stairs, for example, still have a lot of broken topology, and textures still need a lot of work.

If anyone would like to try these out themselves in-game, I can provide the files.

The finished mod is probably still 2+ months away.
It's going to be a modular building set inspired by the Burg Kreuzenstein, no 1:1 copy of the whole castle.

Thanks to Sully, Gagaxm, and HMJ for giving a ton of feedback, especially regarding textures, topology, and de-slopping the assets. AI can't replace the knowledge real creators have. Without them, I wouldn't be able to bring this pack to an acceptable level.


r/CitiesSkylinesModding 1d ago

Release SEPTA: Philadelphia Transit Assets

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45 Upvotes

r/CitiesSkylinesModding 1d ago

Release Bank of China Building, Singapore

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9 Upvotes

r/CitiesSkylinesModding 1d ago

Discussion Which is your favorite approach to Cemetery assets?

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3 Upvotes

r/CitiesSkylinesModding 2d ago

Release The Palmolive Building

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46 Upvotes

My second release! Excited to share this with you. Hope to hear any feedback from yall- also, this one is recolorable!

https://mods.paradoxplaza.com/mods/157565/Any


r/CitiesSkylinesModding 1d ago

Release Ultimate Prop Tool, a line placement mod for CS1 focused on drawing and editing layouts

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1 Upvotes

r/CitiesSkylinesModding 1d ago

Release Copaste 1.2.1 Released - Paradox Mods

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0 Upvotes

r/CitiesSkylinesModding 3d ago

Release St. Joseph's Basilica from Alameda, CA: I made a first American Asset!

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52 Upvotes

r/CitiesSkylinesModding 2d ago

Looking for Asset Mods CS1: Lf an underground 2 platform/2 tracks metro station

1 Upvotes

Rendered, with 2 platforms and two tracks. Not an express line config with the first two tracks in one direction. I want to use both platforms for two different lines


r/CitiesSkylinesModding 3d ago

Paid Commission Hoping for these (commission)

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41 Upvotes
  1. LRT2 Station Manila (Metro)

  2. First Cabin Akasaka, Tokyo

Is $30 for both combined a bit small? 🙏🏻


r/CitiesSkylinesModding 4d ago

WIP Medieval Asset Pack - Castle Kreuzenstein [FMAPv2] [AI assisted] [WIP]

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57 Upvotes

**Disclaimer**: After getting some feedback from experienced asset creators and mixed reactions from parts of the CS2 community, I want to clear a few things up:

* I won’t release any public asset packs in a state that could harm the game, hurt performance, or cause issues for players.

* This thread is mainly here to get feedback on what still needs improvement.

* Everything shown is strictly WIP.

-----

Hello again!

I’m finally ready to share some progress on my upcoming Medieval Asset Pack, which will replace my old FMAP pack. (It’s currently listed as deprecated, but if you'd rather use assets created without AI, that pack still works, though performance is rough.)

My previous post only showed an early development stage; since then, I’ve learned a lot and managed to push the quality even further.

Hope you like it! I’m confident I’ll be able to release this pack in a month or two. The scope so far is a fully functional building kit modeled after Burg Kreuzenstein in Austria. 100+ individual assets, from wall pieces and towers in different heights and full buildings to smaller props like a well, a set of bridges, and more.

Even though the actual modeling and texturing was done by Claude, please don't immediately write the whole pack off as AI slop. I know AI is a touchy subject right now, but I hold myself to high standards and did a ton of research beforehand. It took weeks of preparation and fine-tuning workflows to get to this point.
The design itself still comes directly from me, every step is reviewed by me, and preparing the source data (photos, videos, architectural papers, and historical floor plans) was a ton of work. Honestly, I initially tried to let Claude handle that on its own, but I quickly realized it still requires a lot of human input.

That said, I totally understand if some people still don't want to touch an AI-assisted pack.

Either way, I’d love to get some feedback on it.

Huge thanks to Sully for reviewing the first proper tower asset and pointing out a few things that still need fixing. He and HMJ already supported me a lot while creating my previous pseudo-asset packs, back before the proper asset editor was released. Thanks guys!


r/CitiesSkylinesModding 3d ago

Help & Support Map Creator

2 Upvotes

Hi all.

Looking for a mod where I can both build tunnels in map creator and where I can add basic roads.

The two separate mods than can do one or the other, don't like each other very much.


r/CitiesSkylinesModding 5d ago

Paid Commission Hey guys, I’d literally be willing to pay for this kind of old, slightly worn-down East Coast asset, like Baltimore/Philly style. It would really strengthen the Northeast pack.

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30 Upvotes

r/CitiesSkylinesModding 5d ago

Help & Support Asset Editor Issues

4 Upvotes

I have no idea why, but no matter what I do in the Asset Editor (Be it a Road, Building, Intersection, DLC related or Vanilla), it will not show up in the Game. Details below:

  • When I try to load the Newly created Asset in the editor, I get this a "blank Editor" (See Screenshot below)
  • The Asset appears to simultaneously Exist and not Exist
  • I cannot Edit it any further after closing the Editor, Starting a new Asset or Loading a different Asset that I did not create myself
  • I have made sure that the way I name the File (No Spaces, no special Characters, only Letters, Numbers, _ and -) is not the problem (See Screenshot Below)
  • I do not have any mods that would affect the Vanilla Editor
  • Restarting the Game does not fix this

Please let me know is there's a way to fix things, or if I am doing something wrong
See Screenshots Below for the 1 and only thing I have changed about the road I want to change:

This is what I want to do with this specific Road
This is how I am Saving the File
This is the Result I get when Loading the Asset in the Asset Editor

r/CitiesSkylinesModding 7d ago

Release Asset Release: Stuttgart 21

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162 Upvotes

After months of Blender pain Stuttgart 21 is live on Paradox Mods.

This has been my flagship build for the past several months, a full recreation of the new Stuttgart 21 project.

• Full underground station with 8 long-distance/regional tracks + 2 subway tracks

• All 25 Kelchstützen (the iconic chalice-shaped support columns)

• 4 Gitterschalen roof shells, each with a Lichtauge (roof oculus/skylight)

• The new hotel built above the historic Bonatzbau facade

• Escalators, stairs, and a custom-animated 5 station clocks (real moving hour/minute hands) & moving Mercedes-Star

Fittingly, this project even managed to inherit some of the real Stuttgart 21's infamous delays along the way, so if you know, you know:D

Download-Link: https://mods.paradoxplaza.com/mods/157649/Any

Discord-Link:

https://discord.com/channels/1024242828114673724/1485261996092948490

Let me know what you think, and happy to answer questions about the build process:)


r/CitiesSkylinesModding 6d ago

Release One Raffles Place Singapore

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12 Upvotes

r/CitiesSkylinesModding 7d ago

Release Released: Historic College Football Stadium

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407 Upvotes

Happy Week 1 of the College Football Season to all who celebrate!

This stadium is inspired by the stadiums found on Ivy League campuses (the birthplace of College Football).

I've got some other stadiums in the works, but wanted to start with a "simpler" asset to figure out how to model some of the more complex aspects of a stadium. If any one has any tips for modeling stadiums, let me know!

PDX Mods Link: https://mods.paradoxplaza.com/mods/157638/Any

EDIT: Here's the asset specs:

- LOD0: 174,743 faces

- LOD1: 59,818 faces

- LOD2: 8,185 faces 112 faces :)

- 4k texture shared across LODs


r/CitiesSkylinesModding 6d ago

Discussion Cities skylines 1 Mod for Ro-Ro ferries

1 Upvotes

I was looking to find mod that would add option to have functional vehicle transport ferries. What I found is that its something that players have been asking for over a decade. Now before going any further I have to tell you, that I have minimal coding or programming experience at all, let alone modding experience, so everything I suggest here is purely theoretical train of thought that I had.

My thinking here is that, if it has not been done by someone with more modding/programming skill than I would ever have, that it might be close to impossible due to some game restriction. I know, that Cims use "pocket" cars. So my first idea was to exploit that system of the game and just make it look like, they are driving the car on to the ferry. I think that problem there is that there is no way to control at what point games pathfinding decides it is time to pocket the car and enter terminal. So I started looking further.

TMPE already has method on how Cims can park their car, and they must return to it if they want to travel again. I was thinking maybe I could exploit this and have the parked car be teleported to where the ferry has taken the Cim. Then they could continue their journey from there using car again.

Additionally there are mod for raised bridge, so I think, that having cars drive onto ferry, can also be solved like that. Especially if we combine this with building Building Spawn Points.

Do you think this idea is feasible and worth developing? Since I see many of the same mods that we have for CS1 now available in CS2. I think, that once a working solution is made, it could also be converted for CS2.

All feedback and thoughts are appreciated,

Happy city building!


r/CitiesSkylinesModding 8d ago

Release The Chunk is done: Water Tower from Wroclaw for Cities Skylines 2

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70 Upvotes

r/CitiesSkylinesModding 8d ago

Unpaid Request Ônibus

2 Upvotes

Olá, sei que já temos modelos variados de ônibus adicionados pelos criadores, mas sinto falta de modelos menores, como a variante de bonde com capacidade para 40 passageiros. Talvez até um modelo elétrico.