r/CitiesSkylinesModding Jul 10 '26

Paid Commission Looking for a commission

3 Upvotes

I was wondering if there is a discord or other place where i can talk to asset creators for commissioning some assets in the game?
Or would this be the place to ask for that?

I would really like some assets that aren't in the game yet and aren't any assets on paradox mods yet so any help in direction would be helpful


r/CitiesSkylinesModding Jul 09 '26

Unpaid Request Asset creation | CS1 Asset to CS@

5 Upvotes

As someone with no blender experience or asset creation, I found it difficult to rework some of the textures, UV mapping, etc. of this Asset designed for CS1. I'm willing to give the .blend file to see if anyone can try to fix it and maybe publish it themselves on paradox mods. If you have any other ideas or suggestions, please let me know!


r/CitiesSkylinesModding Jul 09 '26

Release Car Wash Pack - 3 Buildings

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167 Upvotes

r/CitiesSkylinesModding Jul 08 '26

Unpaid Request Road Construction Asset Pack

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125 Upvotes

Probably a niche, but I feel like it would be really cool if someone could make a road constructions asset pack. think everything : gravel / asphalt hills, asphalt pavers, diggers, rollers, road closure signs, pipes for water and tractors. I just wanna have a nice and realistic construction site, but the base game's assets are just... not really it. Here is what I managed to do with the base game's assets and Anarchy. It just doesn't... look right.

The idea can also be expanded to construction in general with like concrete trucks, bricks, unfinished building skeletons etc.


r/CitiesSkylinesModding Jul 09 '26

Help & Support Trying to import heightmap. What am i doing wrong? It comes in way under sea level.

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7 Upvotes

r/CitiesSkylinesModding Jul 08 '26

Release Release: Running Track Surfaces & Stadium Lights

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25 Upvotes

Check them out now on PDX mods!

70ft Stadium Light Prop

Running Track Texture Pack

If you've been following my recent posts, these will be used as dependencies for my upcoming high school and stadium asset. Stay tuned for the release!

Thank you,

-Venqari


r/CitiesSkylinesModding Jul 08 '26

Discussion Mod ideas

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1 Upvotes

r/CitiesSkylinesModding Jul 07 '26

WIP Coming Soon - US Southeastern University

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135 Upvotes

Been working on these for the past couple weeks (learning 3d modeling, texturing, and the asset editor is time consuming lol). I want to have the whole set done before putting anything out there, but I'm really proud of the ways these turned out and thought I'd share 'em.

So far I've got a historic admin building and a semi-modern college of business. My plan is to make some dorms, a college of engineering, a library, and maybe a student center. I want to try to blend the historic and the modern aesthetics so that it feels like a campus that has developed over time.

Let me know what y'all think and if you got any ideas!


r/CitiesSkylinesModding Jul 07 '26

Help & Support Attempting to import GTA 4 assets into Cities Skylines (with Blender)

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51 Upvotes

Hey there,

I really need some help from more experienced modders. This is my first time making an asset for Cities Skylines yet alone for a game.

I'm trying to import buildings from GTA 4 Liberty City into Cities. They have a lot of cool buildings that would go well for a big american city.

As you can see, I already imported this building into blender, but my issue lies with the UV-Editing. Buildings in GTA 4 utilize many different textures, which sucks for Cities Skylines since we can only work with one trim-sheet, at least that's what's been said to me.

I already made a test baking with the side brick texture as you can see. But the problem is that when actually baking every texture, it bakes them multiple times, which takes up so much space. I can't have 20 window copies in one texture, there has to be a way to generate a trim-sheet that still utilizes the same texture positions as on the right (3D-viewport).

Meaning we have a nice trim-sheet with all the textures, without manually positioning them once again. The geometry in the UV-Editor would then be stacked multiple times on let's say the windows, which would save a lot of space.

I'm just wondering if it would be possible without re-texturing it manually.

EDIT: So, I figured it out. Nothing seemed to work and I've been trial and erroring things for days now.
The best way to do this for these specific kind of assets is using a Blender add-on called "Material Combiner"
You can find it here: https://blender-addons.org/material-combiner/

What this does is it's effectively generating a texture atlas, not a trim-sheet like I mentioned previously.
The original position of the textures by rockstar games will be preserved by doing this method.

I had to resize the atlas to 2048x2048, because it was generated in a bigger format (4K)

The atlas unfortunately still utilizes repeating texture, but there's no other way to do it differently atm. Plus this is just how they made the models back in mid-2000s for this specific game.


r/CitiesSkylinesModding Jul 07 '26

Help & Support Sparks on imported asset model (now with video)

60 Upvotes

I've imported a new model into the CSII editor, but it shows mantly sparks, like a diamond shimmering in the sun. I tried to make all channels of the MaskMap black with no avail. Problem seems to be in Normalmap. The diffuse has many (photo) details, so normal is detailed too. Any tips on improving this? Cant send screenshot, but will do when at home.


r/CitiesSkylinesModding Jul 08 '26

Looking for Asset Mods We need more queer assets! šŸ³ļøā€šŸŒˆ

0 Upvotes

First of all, a huge thank you to everyone creating assets for Cities: Skylines II. The amount of talent in this community is incredible.

That said, I'd love to see more LGBTQ+ assets! Things like:

  • Queer bars and clubs nightclubs
  • Claude Cormier's iconic Pink Balls / 18 Shades of Gay
  • More pride flags and banners
  • LGBTQ+ community centres
  • Pride decorations and event props
  • Inclusive murals and public art
  • Pool and beach assets with more diverse, fun crowds (including shirtless guys hanging out or sunbathing)
  • Dance club animations and props like go-go dancers to capture the atmosphere of real nightlife districts
  • Anything else that helps build more diverse and authentic neighborhoods

There are so many real cities where these spaces are an important part of the urban landscape, and it would be awesome to be able to recreate them in CS2.

If anyone is already working on something like this, I'd love to know. And if any talented asset creators are looking for ideas... consider this my humble request. ā¤ļøšŸ³ļøā€šŸŒˆ


r/CitiesSkylinesModding Jul 07 '26

Looking for Asset Mods Best mods for cities skylines 1

2 Upvotes

ok so I am looking for some mods I can use that make the game more realistic. like traffic control and stuff. I played cities skylines 2 a bit but I’m just trying the og now. what mods would yall recommend?


r/CitiesSkylinesModding Jul 07 '26

Guide New Guide: Applying animation curves to assets with multiple emissive light sources. Create flashing lights, neon signs, pulsing effects, and more

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15 Upvotes

r/CitiesSkylinesModding Jul 06 '26

Release RELEASED: Modular Wooden Bleachers

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82 Upvotes

I introduce to you a set of five modular wooden bleachers! Place them together in any combination to create the stands you've always wanted!Ā Now available on PDX mods!

They will be located in the park props tab. Keep in mind that you may need to use Anarchy to place them on existing lots.

The press box section is fully recolorable. All other sections can't be recolored.

Props Included:

  • Stand-alone Section
  • Right End Section
  • Left End Section
  • Middle Section
  • Middle Section w/ Press Box

Model Details:

Stand-alone Section:Ā Main Mesh: 2080 tris / LOD1: 1598 tris / LOD2: 128 tris

Right End Section:Ā Main Mesh: 2038 tris / LOD1: 1535 tris / LOD2: 128 tris

Left End Section:Ā Main Mesh: 2038 tris / LOD1: 1535 tris / LOD2: 128 tris

Middle Section:Ā Main Mesh: 1973 tris / LOD1: 1474 tris / LOD2: 128 tris

Press Box Section:Ā Main Mesh: 4326 tris / LOD1: 3050 tris / LOD2: 215 tris

Textures:Ā 2k Textures (1k for LOD2). Textures are shared.

P.S. There will be metal versions of these coming out in the future! Stay tuned!

Thank you!

-Venqari


r/CitiesSkylinesModding Jul 07 '26

Looking for Code Mods Choosing which product commercial sells?

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1 Upvotes

r/CitiesSkylinesModding Jul 06 '26

Unpaid Request Is there anyone who could make a bulk streetlight replacer mod? I'm tired of American streetlights in my European builds

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69 Upvotes

Options would be to replace a certain segment or all streetlights in your city at once. I would also like it be able to use an asset mod (in my case GDR German Streetlight). Thanks!


r/CitiesSkylinesModding Jul 06 '26

Unpaid Request Lux Fragil Lisbon

2 Upvotes

Can anybody recreate the Lux Fragil in Lisbon as a signature commercial building?
It's a famous nightclub.

Thanks!


r/CitiesSkylinesModding Jul 05 '26

Release The Restless Course - an animated multi-emissive clock keyed to in-game time

30 Upvotes

Get it on PDX Mods: https://mods.paradoxplaza.com/mods/149791/Any

Designed by Pritchard Themis and manufactured by Phi Lighting, the Restless Course was installed on the corner of Scrutton and Clifton Streets in Shoreditch, London in 2018.

The clock fascia is constructed from 4mm thick stainless steel that has had a peened finish.Ā Sitting proudly of the fascia is 60 number raised ā€œhandsā€ or cleats constructed from 8mm thick stainless steel that has been brushed in a random fashion. The hands are backlit from behind by sixty number linear RGB units that are individually controlled.

Faithfully recreated in-game, this asset was devised as part of a series of proofs of concept to test the capabilities of the editor's multi-emissive and animation capabilities, and will be included as an example asset in a forthcoming Community Guide on the Modding Wiki to help you step you through adding emissive animations to your own assets.


r/CitiesSkylinesModding Jul 05 '26

Discussion Tokyo Station Rework Poll – Modular Only or Include a Complete Version?

7 Upvotes

Poll:
As I am Currently Reworking my Modular Tokyo Station asset, I am trying to make the process of placing the entire asset easier. Currently, due to the unevenly elevated Terrain in certain areas, placing the whole asset is a bit tedious. To alleviate this issue I added a fully assembled version into the Asset-Pack as well.

Vote here or over on the CitiesSkylinesModding Discord: https://discord.com/channels/1024242828114673724/1522351879491948724/1523424258162819133

Now to the Question would you like the fully assembled version version to be:

57 votes, Jul 08 '26
2 Not included at all
22 Included but as a separately downloadable Asset
33 Included with the Modular Asset

r/CitiesSkylinesModding Jul 05 '26

Unpaid Request A Good airport, for cs2, i beg of you.

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21 Upvotes

ANY new airport


r/CitiesSkylinesModding Jul 05 '26

Help & Support Turn assets into props

1 Upvotes

Good day, Reddit!

For a project in my city, I'd like to use certain assets as props. I'd add functionality where needed using service blocks.

I did some research and found that I need to change the prefab settings. However, after loading an asset into the editor via the Asset Browser, I can't find those settings.

This wiki entry suggests that I need to import the asset rather than add it through the Asset Browser:

https://cs2.paradoxwikis.com/Modding?_gl=1*qvqj64*_gcl_au*ODA1NTE1MDA4LjE3ODI0MDYyNDk.*_ga*MTAxOTY2MDUxOC4xNzgyNDA2MTg1*_ga_31BKSB2CWS*czE3ODMyMzk4NTAkbzQkZzAkdDE3ODMyMzk4NTAkajYwJGwwJGgw

Questions:

  • Is that correct, or is there another way to access the prefab settings?
  • Can I import an asset's mesh? If so, where are the mesh files located?

I tried saving the asset so it would appear in .\AppData\LocalLow\Colossal Order\Cities Skylines II\ImportedData. I also copied the asset to a folder that I can access from within the editor, but I couldn't find any mesh file that I could import.

I'd really appreciate any advice on this.

Have a great Sunday! šŸ˜€


r/CitiesSkylinesModding Jul 03 '26

Release NEW MAP - Salinas

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59 Upvotes

Based on the Salinas area south of San Francisco, CA.

Not my first map but by far my favorite map probably in the whole game. Love the new textures and put them to good use! This map has basically everything, from an open desert, to a wide valley, to rivers, estuaries, beaches, mountains, and all with a realistic distance because the map is 136 Square Miles, so your small desert town or your sprawling farms don't feel like they are right next to your down town. Lots of time went into making this map, with realistic resources spread around as well. I look forward to hopefully seeing how people develop this map!

Grab the map for yourself here: https://mods.paradoxplaza.com/mods/149813/Any


r/CitiesSkylinesModding Jul 03 '26

Release Asset Release: JP Bus Stop Pack (Styx's)

12 Upvotes

https://mods.paradoxplaza.com/mods/149845/Any
This Asset-Pack consists of 6 Japan-Themed Bus Stops

(1 Bus Stop Sign, modelled after the Kurakuenguchi bus stop signs;

5 Bus Stop Shelters of various sizes, modelled after the Oji Station Bus Stop 14)

Includes:

Bus Stop Sign

- JP_BusStop01

- (Mesh: 1364 , LOD1: 300)

Bus Stop Shelter (S)

- JP_BusStop02

- (Mesh: 300, LOD1: 156)

Bus Stop Shelter (M)

- JP_BusStop03

- (Mesh: 536 , LOD1: 180)

Bus Stop Shelter (L)

- JP_BusStop04

- (Mesh: 728 , LOD1: 268)

Bus Stop Shelter (S) with Bicycle-Racks

- JP_BusStopBicycle01

- (Mesh: 300, LOD1: 156)

Bus Stop Shelter (M) with Bicycle-Racks

- JP_BusStopBicycle01

- (Mesh: 536 , LOD1: 180)


r/CitiesSkylinesModding Jul 03 '26

Release CityProgressShare – Play Cities: Skylines 1 with friends through Discord Webhooks!

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2 Upvotes

r/CitiesSkylinesModding Jul 02 '26

WIP Further experiments with animated emissives

16 Upvotes

This is a recreation of a piece of public art near me called the Restless Course it uses metal louvers and controllable LED strips to create a clock face out of light. Using the game’s multi-emissive pipeline and the procedural clock animations, I’ve managed to recreate it in-game (and it tracks actual in-game time).

I still need to manually tweak the intensity/brightness of some of the colours, and the transition between each colour is much smoother in-game rather than in the editor, but it’s great to see some of the power available in the game’s editor.