Take any building and change it to a different ploppable type

Cities: Skylines190 views7 favorites3 min readby ShomudiUpdated Mar 10View on Steam ↗

Subscribe to the "Mod Tools" mod

Subscribe to Mod Tools and enable it.

Make a "full dump" of the building you want to duplicate

  1. Play -> Editors -> Asset Editor -> New Asset -> Select -> Building

  2. Choose the building you want to change

    The icons at the top are used to filter by building type.

  3. Check the "Load existing props"

  4. Continue

  5. Continue

  6. The building will open in the editor

  7. Open "Mod Tools" (ctrl + E)

  8. Press "Show edited prefab"

  9. Press "Full dump"

(optional) Export the props with "Move It"

If you want to copy the current props to the new version of the building, export them with "Move It":
  1. Click on "Move It"

  2. Use the "Marquee selection" to select all the props, decals and trees

  3. Click on the "Export Selection"

  4. Give it a name you would remember

  5. Click "Export"

Close the editor

Options -> Quit -> to Desktop

Create a new version of the building

  1. Play -> Editors -> Asset Editor -> New Asset -> Select -> Building

  2. Choose a building with the type you want:

    The icons at the top are used to filter by building type.

    If you want it to be a Hotel, choose a Hotel.
    If you want it to be a Unique Building, choose a Unique Building without a DLC.
    If you want it to be an Elementary School choose an Elementary School.
    etc

  3. DO NOT check the "Load existing props"

  4. Continue

  5. Select the template you created from the original building.
    Choose the ".fbx" file, not the ".obj" file

  6. Set the "Scale" to 100

  7. Continue

  8. The new building will open in the editor

(optional) Add props and trees

Add props or trees to the new building.

The maximum number is 64 per building.

If you exported the props from the original building, you can import them with "Move It".
After importing, select all props, decals and trees with "Move It" and set them to "Terrain Height".

Some of the props that are used often are:
  • "Door Marker"
  • "Hang Around Marker"
  • Lights (if you play with Day-Night Cycle).
  • Parking decals
  • Trash cans

Set the properties of the new building

On the right you will find all the properties.

Make sure you set them to reasonable values.

Its usually advisable to set the building to "flatten ground" and "flatten entire block".

Take Snapshot/Tooltip/Thumbnail images

  1. Click on the wheel icon on the bottom right

  2. Take photos for :
    Snapshot
    Tooltip
    Thumbnail

Save the asset

  1. Options -> Save Asset

  2. Give it a distinct name, different than the original

  3. (optional) Add a Description, with credit to the original creator

  4. Select the Thumbnail and Tooltip images you took earlier

  5. Save

  6. Quit -> to Desktop

(optional) Create a Preview image

If you want to publish this building in the Workshop, it is advisable to create a Preview image.

Size: 512 X 512
Type: PNG

(optional) Publish to the Workshop

You don't need to publish to the Workshop in order to use it, local assets are usable in the game.

But if you want other people to be able to use it, you need to Publish it.

  1. Play -> Content Manager -> Assets

  2. Find the asset you created by searching by name

  3. Press "Share"

  4. If you created a Preview Image:

    • Click on the folder icon
    • Put your Preview Image there
    • Delete the default Preview Image
    • Rename your image to "PreviewImage.png"
  5. After you uploaded it, make sure you give your asset a proper name and description:
    • Workshop
    • "Your Files" -> "Files you've posted"
    • Click on the asset you published
    • Press "Edit title & description"
    • Set the name and description
    • Make sure you give credit to the original creator of the building, with a link to the original (unless its a vanilla asset).
    • Save

  6. Add any Required Items (mods, props, decals, trees)

  7. Add photos of your asset (jpg format)

  8. Add required DLC (if applicable)

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