Cities: Skylines

Cities: Skylines

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Curb Height Adjuster 1.6
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6.003 MB
Dec 5, 2021 @ 10:50pm
Dec 15, 2022 @ 2:56am
22 Change Notes ( view )

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Curb Height Adjuster 1.6

Description


Reduces the curb height (by raising the roadbase) of roads that use the game standard of 30cm(!) curb heights, so you can make them much more realistically-sized instead. No more cims having to do a high-jump just to get onto the sidewalk!

New in 1.6
  • Adjust tram catenary wire heights to match road changes
  • Exclude Hangang Expressway from bridge deck manipulations
New in 1.5.2
New in 1.5.1
New in 1.5



Key features
  • Curb height is adustable in the mod's options panel, and can be changed in-game (so you can see the results immediately).
  • Reverting to the default game curb height is as simple as clicking the button in the options panel.
  • Works with both vanilla and custom roads with meshes with curb heights between 21cm and 32cm; roads with curb heights outside this range won't be affected by this mod.
  • Bridge deck adjustment - enable in the options panel to reduce the deck size (thickness) of road bridges (vanilla road bridges are by default 4.5m thick). This does NOT affect road bridges with decks already thinner than 3.1m. Use the calculations to adjust; the bridge mesh above the given threshold is untouched, and the mesh below that level will be adjusted according to the specified multipler. Bridge pillars should automatically be adjusted to the new height, where appropriate.
  • Path height adjustment - for Parklife and Campus pedestrian paths with curbs. Change both the height of the pavement and the height of the curb above that (the game default is 10cm for each, the mod default settings are 5cm).

Curb and bridge changes are for all eligible networks. There's no selective curb height changes, and definitely no curb cuts/crossovers/dropped kerbs/kerb ramps, unfortunately. Yes, it would be great if it were reasonably possible to do such things, but unfortunately the game just doesn't work like that.



Usage
Simply enable the mod and start the game. Use the curb height slider in the mod's options panel to set the desired curb height (using the 'Apply' button to apply changes).

When adjusting heights in-game, stationary vehicles and parked cars will remain at the height they were parked at unitl they next move. If your vehicles aren't adjusting to the new level after making in-game changes, restarting the game should force a reset.

If there are any issues, restart your game to see if the issues persist.

Supported roads
All roads in the base game, and the vast majoruty of roads on the workshop, are supported by this mod (testing included more than 800 roads). Custom roads with non-standard curb heights (usually shallower curb heights) currently won't be changed by the mod. This may change in a future update.

Bridges and Piers Content Creator Pack
Support for the Bridges and Piers Content Creator pack is available as of version 1.1 of this mod. Earlier versions of this mod weren't able to adjust these bridges because they use unreadable meshes and aren't supposed to be accessible to mods. I developed a way to do it anyway.

Props and surfaces
Terrain-conforming props (including decals) placed on adjusted roads will automatically adjust to the new road hight.

Non-terrain conforming props or surfaces (including surface networks and Ploppable Surfaces) that you've manually placed on a network will NOT be automatically raised or lowered; you'll need to do that manually. Unfortunately, there isn't an easy way for the mod to detect manual placements on road surfaces.

Intersection Marking Tool
Custom road markings should automatically match the new road height. However, raised meshes (e.g. pavement/grass/gravel/ruined/cliff traffic islands) won't automatically have their heights adjusted. Solutions to this are currently being investigated.

General
Tested with a wide variety of custom roads, but I'm sure there's some edge cases out there that might cause issues - if you find one, please let me know with a comment below!

Based on an original idea and script by Ronyx69 (later adapted into a prototype mod by Krzychu1245). This is a complete reimplementation with a ground-up rewrite; no code from either the original script or Krzychu1245's mod is used here, so any bugs are purely my own! For those using Ronyx69's script or Krzychu1245's mod, the key functional differences offered by this mod are:
  • Curb height is configurable
  • Changes can be easily applied, changed, and reverted live in-game (no restart required)
  • Changes LODs (not just main mesh; can be disabled in the options panel)
  • Works with tram networks
  • Changes the height of Parking Lot Roads parking lots to match the new curb height
  • Fixed some subtle conditional flow bugs
  • Adjusted vertex height parameters for segment/node mesh eligibility filters to better suit various Workshop roads
  • Detection and appropriate handling of duplicate meshes (especially when used with the Loading Screen Mod's 'share meshes' function)



Meta



This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.

Doesn't touch the savefile, and can be safely removed at any time.

Special thanks to Ronyx69 for the original idea and script.



Source code
[github.com].


Translations
[crowdin.com]
Please leave a message below if you'd like me to add another language on CrowdIn.


[ko-fi.com]
212 Comments
tainted Jan 19 @ 4:28am 
Doesnt work with Continuous Median Junction
https://steamcommunity.com/sharedfiles/filedetails/?id=2104976832
taj Sep 27, 2023 @ 2:22pm 
Is this safe to use? its in the Treasure & Hunt compatible modlist from PazarCity collection. But i can see people in the comments saying that this is not safe to use so can some one tell me?
Hayran Sep 18, 2023 @ 7:06am 
I no longer recommend using this mod, it creates gaps between different paths, being able to see the limbo/big blue ground. But thanks anyway :steamthumbsup:.
ExplosiveBadass Jul 17, 2023 @ 1:28pm 
Details:
System.NullReferenceException: Object reference not set to an instance of an object
at CurbHeightAdjuster.Loading.LoadedActions (ICities.LoadMode) <0x0005c>
at AlgernonCommons.LoadingBase`1.OnLevelLoaded (ICities.LoadMode) <0x002d9>
at AlgernonCommons.Patching.PatcherLoadingBase`2.OnLevelLoaded (ICities.LoadMode) <0x002d8>
at (wrapper dynamic-method) LoadingWrapper.LoadingWrapper.OnLevelLoaded_Patch10 (LoadingWrapper,SimulationManager/UpdateMode) <0x00114>
ExplosiveBadass Jul 17, 2023 @ 1:28pm 
hi,

i get this message suddenly and game complete is broken dont start anymore,
have disabled this mod but the issue stays this error is gone but many more stays when loading it sees tree simulation error have disabled all tree mods wich are from you but it also does not fix the problem once again yesterday it worked fine saved the game wanted to continue and its broken so happy when cs2 is out and this crap is done i trully hope. haha thanks already

The Mod D:\Program Files (x86)\Steam\steamapps\workshop\content\255710\2674842365 [CurbHeightAdjuster.dll] has caused an error [ModException]
temariel.zz Jun 23, 2023 @ 12:55pm 
@algernon issue resolved by tilting both edges of the mesh downward similar to vanilla road meshes. no idea why this works, but it works. whatever! :P
temariel.zz Jun 23, 2023 @ 9:26am 
@algernon

Close up of curb mesh for further clarification if needed:

https://ibb.co/XLTfVT6

Technically it's 4cm, but only at one end of the mesh. The other end sits at 0. The road is sunken 7.17cm.
temariel.zz Jun 23, 2023 @ 9:20am 
@algernon hey. I'm having an issue with this mod and customs roads. For some reason, it seems to be elevating my custom node mesh on transitions/intersections.

Picture of problem: https://ibb.co/j6QvkDJ

As far as I understand it, my custom road shouldn't be affected by your mod since the curb height does not fall between 21-30cm? In fact, the curb height is 7.17cm.

I'm trying to use the mod to sync vanilla roads with mine and it would be a shame to lose this. Anything I can do? Something I've done wrong?
bercedes420 Jun 14, 2023 @ 9:13am 
@Rotiti you can make a median with IMT, just add a filler on the intersection and choose grass or whatever you want
Rotiti May 14, 2023 @ 10:55pm 
in my side, this mod will make "Continues Junction median (Direct Connect Roads)"
https://steamcommunity.com/workshop/filedetails?id=2104976832
can't work, the median will not continue after TMPE change lane connection.

press "remove adjustments" still have same issue, need to disable this mod and restart the game, then will see "Continues Junction median (Direct Connect Roads)" works correct again.