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Clutter Your Map - Rabbithole Map View Visibility Changes

by Don Babilon Posted 3rd Jul 2018 at 9:18 PM - Updated 15th Jul 2018 at 5:41 PM by Don Babilon : Updated compatibility list
16 Comments / replies (Who?) - 7 Feedback Posts, 9 Thanks Posts
New Gizmo by Don Babilon: Clutter Your Map - Rabbithole Map View Visibility Changes

Description
Similar to my previously released Arboretum Map View Visibility Change these mods change the behaviour of rabbithole map tags in Map View. By default a rabbithole would replace any blue lot type marker with its own red tag. That's pretty much the normal behaviour of almost all rabbithole buildings. So, if you place the Gypsy Caravan in a Big Park, the blue park bench icon will be replaced by the red Gypsy Caravan icon. I changed that.

The blue lot type markers are now visible alongside the red rabbithole tags. These are simple XML tuning files.

With the respective mods installed your Map View will go from this:



To this:



These mods are quite handy for people who put several rabbitholes on one lot or use rabbithole doors/rugs, because they allow you to select both the lot itself and/or the rabbitholes on the lot from Map View.

Resources changed
These mods change the rabbithole *.xml entries in GamePlayData.package. There are at least 52 different rabbithole entries in there. So, please forgive me when I don’t list them individually with their Instance IDs. If you want to change the values yourself and are familiar with S3PE, the file names I used are the names that you’ll find in S3PE if you sort alphabetically by Tag. I should also have added comments inside each file. They start with "DB:" and tell you what I changed.

Also keep in mind that whenever EA introduced new rabbitholes they reused them for later worlds. This means that, for example, if you have Supernatural but not Pets you will still need the Pets mods for the combo rabbitholes in Moonlight Falls because they use the same resource, or the Late Night City Hall/Police/Military file for Appaloosa Plains (Pets) and Moonlight Falls (SN) or Isla Paradiso (IP).



Compatibility and possible conflicts
These overrides conflict with each and every mod that changes the same resources, like gesimz’ suite of rabbithole mods (http://www.modthesims.info/download.php?t=459861) or blugenjutsu’s „NPCs Exit Rabbit Holes Much Faster“ at simsasylum.com.
Both the Theatre and the Stadium overrides will also conflict with Higher Concert Payouts by speedo 10.

They are, however, fully compatible with NRaas Tagger and custom map tags made for it.

Other flavours
Except for two of the Supernatural rabbitholes, each folder contains two versions for each rabbithole. Use only one!

Version 1: DB_xxxx_v1_MapTag.package
This is just the base and only changes the map view behaviour as described.

Version 2: DB_xxxx_v2_MapTagLotPurchase.package
This is like version 1, plus it adds the option to also buy the lot on which the rabbithole is placed. With this version you can now own the rabbithole and the lot. Also the rabbithole building should not prevent you from upgrading an owned lot. Usually if you place a rabbithole on an owned lot the game will sell the lot immediately for you and prevent you from rebuying it. This version will override that.

Both the Supernatural Arboretum (that I’ve re-added for completeness’ sake), and the Fortune Teller Caravan come with additional flavours that also change the investment values, because I thought the original ones weird. I’ve included a text file in both folders with further descriptions.

Attention If you have several rabbitholes on one lot you will need the same mod version for all of them. Otherwise the unmodded rabbithole will override all settings for the modded ones.


Also, some lots in The Sims 3 cannot be bought as real estate, like, for example, the Small Park or No Visitors Allowed lot types. My mods don't change that. You will need additional mods if you want to increase the number of purchasable lots.


Requirements
Quite obviously you will need the necessary rabbitholes for these mods to have any effect. They will also affect custom rabbithole objects, like jynx’s and Margaret Pendragon/Misty's rabbithole rugs or Darkitow's portals for Lunar Lakes.

Updates
If you encounter a problem or think that the mods need an update, leave me a comment and I will see what I can do. Other than that this thread is complete.



Credits
Credits go to Inge and Peter Jones for giving us S3PE and nonamena for their tutorial on making XML tuning mods. If anything goes wrong with my mod then it's nonamena's fault.
Additional thanks to Arsil and Buzzler for helping me. A lot.
And tangie0906 for testing these in conjunction with NRaas Tagger.

Terms of Use
If you upload this mod somewhere else as your own and charge money for it make sure to send me an invitation to your funeral after you've succumbed to alcohol and hookers because of all the money you earned from it.


Installation
These mods will go into your usual Mods/Packages location.

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Built with Game Version: 1.67
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
DB_BaseGameRabbitholes.zip | Description: Tuning for the base game rabbitholes; 2 flavours each 97.5 KB 228 3rd Jul 2018
DB_LateNightRabbitholes.zip | Description: Tuning for the Late Night rabbitholes; two flavours each 16.1 KB 154 3rd Jul 2018
DB_PetsRabbitholes.zip | Description: Tuning for the Pets rabbitholes; two flavours each 17.9 KB 147 3rd Jul 2018
DB_SupernaturalRabbitholes.zip | Description: Tuning for the Supernatural rabbitholes; see included text files when there are more than two flavours 42.7 KB 157 3rd Jul 2018
DB_UniversityLifeRabbitholes.zip | Description: Tuning for the University Life rabbitholes; two flavours each 27.2 KB 138 3rd Jul 2018
DB_IslandParadiseRabbitholes.zip | Description: Tuning for the Island Paradise rabbitholes; two flavours each 10.4 KB 133 3rd Jul 2018
DB_IntoTheFutureRabbitholes.zip | Description: Tuning for the Into The Future rabbitholes; two flavours each 11.2 KB 152 3rd Jul 2018
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
16 Comments / Replies (Who?) - 6 Feedback Posts, 9 Thanks Posts
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Scholar
THANKS POST
#2 Old 4th Jul 2018 at 8:37 AM
Thanks a lot! That's really helpful for using combo lots. Nice work!
Department of Post-Mortem Communications
Original Poster
#3 Old 4th Jul 2018 at 9:25 AM Last edited by Don Babilon : 7th Jul 2018 at 9:46 AM.
Glad that you like them. It was you, after all, who prompted their eventual release

NB: I am also currently in the process of adding the last remaining ones.
Edit: Sorry, but my current status doesn't allow me to add files to the thread, so, no updates for the time being, unfortunately.
Forum Resident
THANKS POST
#4 Old 4th Jul 2018 at 1:19 PM
Excellent! Thank you So to be clear, can I install all of them if I have all EPs? And do I still use your Arboretum Visibility mod or take it out?
Department of Post-Mortem Communications
Original Poster
#5 Old 4th Jul 2018 at 2:42 PM
You can install all of them, yes. You just have to decide wich flavour you need, as you cannot have both v1 and v2 at the same time.
I usually mix depending on what world I play, as I don't need it for the military lot most of the time, for example, as there is hardly ever anything there to visit. But in another world I have the military RH combined with a stellar observatory RH rug and built a plumbot workshop around the latter, and so there the use of both mods is helpful.

The arboretum one is the same, so you can keep the old one. I would have preferred to have all the mods in one single thread, but the rules don't allow that. So I at least re-released the Arboretum for people who haven't got it yet and put it in one neat Supernatural folder together with the others.
Forum Resident
#6 Old 5th Jul 2018 at 11:46 AM
Quote:
Originally Posted by Don Babilon
You can install all of them, yes. You just have to decide wich flavour you need, as you cannot have both v1 and v2 at the same time.
I usually mix depending on what world I play, as I don't need it for the military lot most of the time, for example, as there is hardly ever anything there to visit. But in another world I have the military RH combined with a stellar observatory RH rug and built a plumbot workshop around the latter, and so there the use of both mods is helpful.

The arboretum one is the same, so you can keep the old one. I would have preferred to have all the mods in one single thread, but the rules don't allow that. So I at least re-released the Arboretum for people who haven't got it yet and put it in one neat Supernatural folder together with the others.


Thank you! I have a big world with every rabbithole in it, so this will be very useful
Field Researcher
THANKS POST
#7 Old 6th Jul 2018 at 12:49 AM
Thanks!I always hated how the lot tag was replaced by the rabbit hole tags.This makes both visible in map view.
Mad Poster
#8 Old 6th Jul 2018 at 11:27 PM Last edited by nitromon : 6th Jul 2018 at 11:50 PM.
This is an amazing work and looks quite tedious as you have to go through so many files! Definitely come in handy especially for people who uses lots of rabbitholes. I'm especially impressed that each one comes with its own file so we can choose which ones to use. There are certain ones I want them split, while others I do not and this allows us to have so much flexibility. Great work!

Edit: I thought I should mention that though the "annex" RH has no corresponding object, Misty's UL RH rugs does include an annex RH rug.

Sanity is overrated.

Nitromon is a type of Pokemon encountered in the Pokemon Nitrome Version series.

There. Mystery solved.
Mad Poster
THANKS POST
#9 Old 6th Jul 2018 at 11:28 PM
My original post was suppose to be a thank post, I don't know why it wasn't and why I can't edit it. Thanks!
Top Secret Researcher
THANKS POST
#10 Old 7th Jul 2018 at 4:47 AM
Thanks Don!
Department of Post-Mortem Communications
Original Poster
#11 Old 7th Jul 2018 at 9:33 AM
Quote:
Originally Posted by nitromon
(...)

Edit: I thought I should mention that though the "annex" RH has no corresponding object, Misty's UL RH rugs does include an annex RH rug.
@nitromon Damn! I really should have checked whether there was a tiny chance that the standalone exists in the files, despite it not appearing in-game. The thumbnail in FullBuild0_p10 is the same as the Stadium/Annex combo, though, have you already checked in-game whether the Annex rug is, just maybe, the Stadium/Annex and the mod still works?
Instructor
THANKS POST
#12 Old 7th Jul 2018 at 8:44 PM
Thank you!
Theorist
THANKS POST
#13 Old 10th Jul 2018 at 3:48 PM
Wow, so much work! Thanks so much for sharing these, you already know how much I love them. :)
Department of Post-Mortem Communications
Original Poster
#14 Old 10th Jul 2018 at 8:08 PM Last edited by Don Babilon : 10th Jul 2018 at 8:49 PM.
Quote:
Originally Posted by tangie0906
Wow, so much work! Thanks so much for sharing these, you already know how much I love them.
Oops, this reminds me that I forgot to thank you for testing these in conjunction with Tagger. :off to another edit of the description:
Lab Assistant
THANKS POST
#15 Old 11th Jul 2018 at 4:23 PM
It will make my game so much easier to play. Thank you so much for creating this mod!
Field Researcher
#16 Old 16th Jul 2018 at 3:11 AM
I've tested this in my 100 baby challenge and it's looking like a keeper and it's en working fine for me with NRaas Tagger installed along with a full NRaas Mod collection.I do use rabbiy hole replacement objects a lot in my games and this should help a lot.
Test Subject
THANKS POST
#17 Old 16th Jul 2018 at 4:50 AM
Thank you, very useful!