View Full Version : Fountains for CAW - Updated
ingeli
7th Dec 2011, 08:50 PM
I didn't see these enabled for CAW yet, and I needed them. Maybe someone else does also. :)
Rar-file also contains the Science Fountain. Install to CAW-framework.
2012-03-03: Updated, smaller package. Just take out the old one and use this, placed fountains not affected.
Peoinee
7th Dec 2011, 09:01 PM
ok im always seeing things like this what and were is the framework i have no idea how to put these in my CAW
ingeli
7th Dec 2011, 09:08 PM
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
:)
Peoinee
7th Dec 2011, 09:25 PM
ty much ill take a look at it
simsample
9th Dec 2011, 04:02 AM
Very useful, I had the Bridgeport fountain effects imported on a layer but I never thought of using these too! :)
ceewee60
1st Mar 2012, 02:40 AM
I have found that the jets package causes may game to freeze. I have my CAw package folder linked to my Sims 3 package folder. When i placed all my CAW package files in my Sims 3 package folder my game begain to freeze. With search and elimanation I found that the Jets file was the problem. It had worked fine in the CAW. Is there anything that I can do to have them in my game?
simsample
1st Mar 2012, 02:27 PM
Ah yes, I see why. Instead of just modding the OBJD, Ingeli has cloned the entire fountain object, which is unnecessary. This means that by putting these items in your game, this object is directly overriding the entire fountain object not just the catalog entry.
ingeli
1st Mar 2012, 08:49 PM
Ah yes, I see why. Instead of just modding the OBJD, Ingeli has cloned the entire fountain object, which is unnecessary. This means that by putting these items in your game, this object is directly overriding the entire fountain object not just the catalog entry.
I can redo them. I noticed that they are not available in SuperCAW so they are still useful.
simsample
1st Mar 2012, 08:51 PM
Definitely useful, was there a reason why you made them as clones instead of OBJD overrides? I wondered if you spotted something I didn't!
ingeli
1st Mar 2012, 09:23 PM
Not really - just a beginner's luck/mistake, lol. I will test with just the objects cloned and see how it works. Apparently there can be problems with that method, as seen with the Lunar crystals - but those are of course included in the world file which makes it trickier.
simsample
1st Mar 2012, 11:03 PM
Yes, for the crystals you would need to clone them, as anything in a world file will only be read when the world file is loaded to memory (i.e, when you are playing that world). So OBJD overrides would not work unless you were playing Lunar Lakes.
But for the fountains, they are game files not part of a world file- so an OBJD mod should work, with a bit of luck. An easy way to try would just to be to open your existing packages and delete anything that isn't OBJD. Then test those in CAW and in-game (should show up in the world editor).
ingeli
2nd Mar 2012, 10:56 PM
And thats what I did - uploaded new files. Hope this works better for you ceewee60. :)
bradyseitz
13th Mar 2012, 07:06 PM
The fountains work wonderfully but I noticed one thing: the large geyser fountain was missing. Just wanted to let you know, unless it shows up differently in the CAW than the others. I filtered using "fountain"
Brady
ceewee60
4th Jul 2012, 04:03 PM
Once again the jets file is freezing the game. It started with the update.
chuckles_82
30th Apr 2013, 08:48 AM
Thanks :) These are exactly what I was looking for. Lunar Lakes has them, and I'm building a sci-f- world, so taking some ideas from there.
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