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Mootilda
27th Feb 2008, 04:46 PM
EA seems to have changed lots substantially for Sims Castaway Stories, including allowing much larger lots, more interesting beach lots, roadless lots, and special portals. Unfortunately, there's no way to add a brand new lot in this product - a major oversight. However, you can copy existing Castaway Stories lots and then modify them so that they are unique.

I have been working on a solution, but it's quite complex. You will need to have some familiarity with SimPE, text editing, XML, copying files, and decimal / hexidecimal conversion. That said, each step is actually fairly simple and I will try to provide a more detailed description for each step, if anyone is interested.

You can download the latest SimPE package editor from the Downloads selection at:
http://sims.ambertation.de/en/

UPDATE:Unfortunately, the latest version of SimPE (V0.72) breaks this tutorial. For now, I would recommend that you download the older version SimPE-Setup-0.68.exe from this link:
http://sourceforge.net/project/showfiles.php?group_id=133134&package_id=146286&release_id=594946

You should still check out the warnings and other information from the ambertation link above.WARNING: There is always some danger in using SimPE, since you can destroy your game files if you change the wrong things. Be sure to download a version which works with Castaway Stories and be sure to back up before trying this technique. There is a possibility that following this tutorial will destroy your neighborhoods, especially if you attempt to edit anything other than the fields which I have specified in this tutorial.

To create a new lot by copying an existing lot:

1) Detemine which lot number you want to copy. I have copied lots both within a neighborhood and across neighborhoods. You may want to choose which lot to copy based on the lot size, lot terrain, number or type of portals, beach vs non-beach, existing structures, etc.

As an example, I will be copying Spear Point (lot number 61 = 3D hex) from Wanmami Island (neighborhood N002).

Note that the lot package uses a decimal lot number, but SimPE displays the lot number in hexidecimal. See below for information about how to convert between decimal and hexidecimal:
http://www.modthesims2.com/showpost.php?p=1897542&postcount=3

2) Find an unused lot number which you will use for the new lot. If you are copying across neighborhoods, you may be able to use the existing lot number.

In my example, I will be copying the lot to the Shipwrecked and Single story neighborhood Felicity Island (neighborhood N001). Since there is already a lot number 61 in this neighborhood (Primeval Shrine), I will use the new lot number 63 = 3F hex.

3) Use SimPE to extract the Lot Description for the lot which you want to copy.

See below for more detailed information about how to extract a Lot Description:
http://www.modthesims2.com/showpost.php?p=1897541&postcount=2

4) Using the Windows Explorer, copy the existing lot package in the Lots subdirectory to the new lot number. If you are copying across neighborhoods, be sure to change the neighborhood number in the file name.

In my example, I copied the lot package file from N002:
\My Documents\Electronic Arts\The Sims™ Castaway Stories\Neighborhoods\00000000\N002\Lots\N002_Lot61.package
and pasted it to the N001 Lots folder:
\My Documents\Electronic Arts\The Sims™ Castaway Stories\Neighborhoods\00000000\N001\Lots
then renamed the new file to: N001_Lot63.package

5) When SimPE creates the file names for the extracted Lot Description, it puts the lot number as the last 8 hexidecimal digits of the file name. Rename the extracted files .simpe and .simpe.xml so that the last 8 digits are the new lot number in hexidecimal.

For example, SimPE created the following two files for Spear Point:
0BF999E7-00000000-FFFFFFFF-0000003D.simpe
0BF999E7-00000000-FFFFFFFF-0000003D.simpe.xml

I renamed these two files to use the new hexidecimal lot number:
0BF999E7-00000000-FFFFFFFF-0000003F.simpe
0BF999E7-00000000-FFFFFFFF-0000003F.simpe.xml

6) Use Notepad to open the extracted Lot Description .simpe.xml file. Change the <packedfile path> in the XML file to reflect the change in filename from Step 5. The <instance> is the lot number in decimal; change it from the old lot number to the new one.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723771_EditXML2.JPG

7) Use SimPE open the neighborhood where you want to add the new lot. Add a new Lot Description and point it to the changed XML file from above.

To add a new Lot Description, follow Steps 1 through 3 of "How to Extract a Lot Description" below. Then, right click anywhere in the Resource List and select "Add...".

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723795_AddLot4.JPG

If you are copying within a neighborhood, you will now have two lots with the same name, but different instances in the Resource List.

8) Select the new lot in the Resource List and choose the Plugin View.

A) Change the Instance in the Plugin View to match the hexidecimal Instance in the Resource List. If you are able to use the original lot number, this step will not be necessary. In general, I find that it's best to leave the 0x0000... prefix alone and just change the last few numbers. SimPE doesn't always let you type in the "0x" prefix, which denotes a hexidecimal display.

B) Change the Lot Name to something unique. If you are copying lots between neighborhoods, this step may not be necessary.

C) You may also need to change from Community to Residential at this point, depending upon which lot you decided to copy and what you want to do with the copy.

D) Commit and save. http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723799_FixLot2.JPG

9) Now comes the difficult part - placing the new lot in the neighborhood. The lot location is determined by the values: Left, Top and Z (height above the center of the earth). Left and Top take a value from 0 to 256 and Z is primarily dependent upon the terrain - a higher number moves the lot up towards the sky and a lower number moves it down towards the center of the earth. The water level is at Z=312.5.

The easiest way to visualize the Left and Top values is to rotate your neighborhood so that it matches the orientation of the in-game map. Then, Left = 0 is on the left side of the map and increasing the value of Left will move your lot towards the right side of the map. Top = 0 is on the top of the map and increasing the value of Top will move your lot towards the bottom of the map.

Standard rotation of Felicity Island:
http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723952_N001Map.JPG

Standard rotation of Wanmami Island:
http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723953_N002Map.JPG

In order to place the lot, you just need to experiment using SimPE and the game until you are happy with the result. I find it helpful to start by placing the new lot close to an existing lot and then move it gradually into place. (IE, set Left to be the same value as an existing lot and just add 20 to Top, or vice versa.) This also helps you to find the new lot within your game, since you can look near the known existing lot. If the terrain near your existing lot goes up a lot, you may also need to add something to Z so that the lot will not be below the ground.

Try not to overlap lots, because this may cause problems with the game as it tries to resolve the discrepancies between varying terrain heights.

Once you've chosen a location, run the game to see whether you are happy with the result. If not, fool around with Top, Left and Z until you are happy. Note that there may be a "disconnect" between the new lot and the neighborhood terrain - this should disappear the first time that you edit the lot.

One other thing: the lot can be rotated by changing the U11 value. Possible values are 0x00, 0x01, 0x02 and 0x03. Just experiment to find the best value. I believe that increasing the numbers causes the lot to rotate in a counterclockwise sequence: 0x00 -> 0x01 -> 0x02 -> 0x03 -> 0x00. You can rotate clockwise by subtracting from your original rotation: 0x00 -> 0x03 -> 0x02 -> 0x01 -> 0x00.

See the post below for a more detailed look at how I placed the Spear Point lot on Felicity Island:
http://www.modthesims2.com/showpost.php?p=1898182&postcount=4

If your sims do not have enough money to afford the new lot, then edit the unoccupied lot in the game and remove things like trees, rocks, furniture and buildings, until the lot is affordable. You can check the lot value while you are changing the lot by going into Barter Mode - F2 or Build Mode - F3 and clicking on the Lot Information button at the top left. Once your sims have moved into the affordable edited lot, you can start building again. Or, you can exit the game and replace the lot package with the more expensive unedited version from your backup.

Keep your backup around until you have played the lot a bit and are sure that it is working well. If you have problems with the lot, restore from your backup and try again. Some lots (such as Castaway Beach) don't work well as residential lots, so if you are having a lot of problems with the new lot, you may want to try copying a different lot next time.

Well, that's what I have for now. If people find this technique helpful, it might be nice to post which lot you copied, which neighborhood you copied to, and the Left, Top, Z and U11 values which you are using, so that other people can benefit from your work.

Mootilda
29th Feb 2008, 01:25 AM
Detailed Steps for extracting a Lot Description using SimPE:

1) Run SimPE. Open the File menu and choose Open then navigate to where your game files are stored, for example:
\My Documents\Electronic Arts\The Sims™ Castaway Stories\Neighborhoods\00000000

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723791_ExtractLot0.JPG

2) Select the neighborhood package which contains the lot which you wish to copy. In the Sims Castaway Stories, N001 is the Shipwrecked and Single story neighborhood, Felicity Island, and N002 is Wanmami Island. In my example, I navigate into the N002 folder and open N002_Neighborhood.package.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723735_ExtractLot1.JPG

3) In the Resource Tree in the top left pane, select "Lot Description".

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723736_ExtractLot2.JPG

4) In the Resource List in the top right pane, select the lot which you want to copy.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723739_ExtractLot3.JPG

5) Right click on the lot and select "Extract...".

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723740_ExtractLot4.JPG

6) Create a new folder on your hard drive and save the extracted files.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723741_ExtractLot5.JPG

Mootilda
29th Feb 2008, 01:26 AM
To convert from Hexidecimal to Decimal:

Run the Windows Calculator, open the View menu and select Scientific.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723753_Convert1.JPG

Click on the "Hex" radio button and type in the hex lot number. There is no need to type the leading zeros, or to type in a "0X" prefix, which just indicates that this is a hex number.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723754_Convert2.JPG

Click on the "Dec" radio button to perform the conversion. From this, we find that the (decimal) lot number for Spear Point is 61.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723755_Convert3.JPG

To convert from decimal to hexidecimal, just reverse the process:
- Click on "Dec" and type in the number
- Click on "Hex" and the number is converted.

Mootilda
1st Mar 2008, 12:24 AM
In my example of copying the Spear Point lot, I want to place the new lot on the water's edge near The Lava Pools.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723944_MoveLot0.JPG

The Lot Description for The Lava Pools has the coordinates Left = 128 and Top= 189.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723945_MoveLot1.JPG

I want the new lot to be offset from The Lava Pools a bit, so I start by setting the coordinates for Spear Point to Left = 128 and Top = 209. Because this is a beach lot, I leave the Z value alone so that the new lot will have the same height, which should result in the same water level.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723946_MoveLot2.JPG

Running the game with these new values shows that the lot needs to be rotated clockwise and moved closer to The Lava Pools.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723947_MoveLot3.JPG

So, I rotate the lot by changing the U11 value from 0x02 to 0x01, and continue to refine the Left and Top values until I'm happy with the location of the new lot.

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723948_MoveLot4.JPG

The result? A great new seaside lot for my sims!

http://thumbs2.modthesims2.com/img/5/8/9/2/5/2/MTS2_Mootilda_723949_MoveLot5.JPG

Sophie-David
7th Mar 2008, 12:53 PM
Wow - thank you for sharing your research in a superb tutorial! I'm not sure that I will take the time to do this myself, but its good to know that it can be done.
:beer:

Mootilda
7th Mar 2008, 11:21 PM
I hope that they can get SimPE working properly for Castaway Stories and release it with the Free Time changes. I'd feel much safer if I knew that SimPE wouldn't cause any unexpected problems down the road.

Note that I've play-tested most of my copied lots and had no problems.

rebecah
9th Mar 2008, 06:32 PM
Thanks so much for creating and sharing this tutorial with us. I couldn't believe that we were not able to create lots in Castaway. It really limits the game so much. You've done a great job of explaining everything.

Thanks to David for giving me the link too.

Sophie-David
9th Mar 2008, 09:04 PM
The QA versions of SimPE are starting to support Castaway Stories so I suspect a full release version is on its way.

The problem of not being able to place new lots wouldn't have been quite so obvious if it weren't for all the homeless Solomon Queen survivors left after the story is complete. It seems to me that the decision to leave out lot placement must have been a last minute one, for it would have been easy enough for the story to whisked them all away in the helicopter and that's that. I simply changed Community to Residential for several of the Felicity Island lots, those that obviously should have been residential in the first place. As you mentioned Mootilda, Castaway Beach is not a good candidate for residential conversion because of all the stuck objects. But Dead Man's Cove on Volcano Island is actually an excellent spot, and this is where Hugh ended up.

Then I worked through your tutorial, which is first class. The only thing that seemed to be missing for me was that when changing the lot's instance number in the Instance box SimPE does not update the instance number in the Resource List. I wasn't comfortable with this, so I changed it using the Resource tab. Also, I would note that SimPE does have a Hex converter that is accessed through its own tab.

Spear Point was a good choice for the tutorial. Not only is it one of the nicest lots in the game, but of course it requires a change in lot number, so that introduces several other complications. But unfortunately it was completely out of the price range for my impoverished Solomon Queen survivors, so at this point it stands empty.

After finding homes for several of them in the Community to Residential conversions, I still needed places for Sandra and Gina. I found a perfect lot for Sandra with her horticultural interests: Flora Bora from Wanmami Island. Placement of land locked lots is much easier than it is for the coastal ones (I grouped all the coordinates at the bottom of this post).

Next I brought over Bare Bones Basin from Wanmami. But as a residential lot it was rather boring, with no built-in swimming pool. So I actually converted this one to Community, added a few bone and bamboo resources and renamed it "A Lost World". It is fittingly placed on a clifftop, just north of Herenui's Women's Hut.

Still looking for another lot within the §5,000 price range, I found the Beginner's Landing on Wanmami. This one I placed in the bay to the south of Barren Banks. Placement of this one was quite fiddly, and it is still not ideal. The bay itself proved a lot narrower than it looked, so the lot has caused some distortions immediately to the south. But it is still quite usable in this location, and it has become Gina's new home.

Mootilda, I confess that along the way I inadvertently moved the Village Residence, the home of either David or Jessica at the end of the story. Could you post me the coordinates?


Lots Copied from Wanmami to Felicity

"Up" in the standard rotation is assumed to be north

Flora Bora, north of the Jungle: Left = 75, Top = 120, Z = 392.625, U11 = 0

Bare Bones Basin, north of the Women's Hut: Left = 137, Top = 98, Z = 402.4829, U11 = 2

Beginner's Landing, south of Barren Banks: Left = 195, Top = 133, Z = 312.0208, U11 = 2

Mootilda
10th Mar 2008, 05:25 PM
Sophie-David, thank you for posting some coordinates for various lots. It's nice to know that someone has found my tutorial helpful. I'm hoping that having a list of lots and coordinates will make this method more accessible.

The only thing that seemed to be missing for me was that when changing the lot's instance number in the Instance box SimPE does not update the instance number in the Resource List. I wasn't comfortable with this, so I changed it using the Resource tab.Sounds like this might be a simpler solution than my current solution of changing the XML file... When I get a chance, I'll look into this. Anything which makes this tutorial simpler can only be a good thing.

Also, I would note that SimPE does have a Hex converter that is accessed through its own tab.Thanks. I'll check this out as well. I'm so used to using the Windows Calculator that I never thought to look for one in SimPE.

Spear Point was a good choice for the tutorial. Not only is it one of the nicest lots in the game, but of course it requires a change in lot number, so that introduces several other complications. But unfortunately it was completely out of the price range for my impoverished Solomon Queen survivors, so at this point it stands empty.The solution is to copy the lot using the tutorial, edit the unoccupied lot and remove things until the lot is affordable, then move your sims in.

If you're willing to "cheat" a bit, you can even move your sims into the affordable lot, then replace the edited (affordable) lot package with the original (expensive) lot package. After all, it's kind of ridiculous for a sim to pay anything for a deserted lot on a castaway island... :)

Mootilda, I confess that along the way I inadvertently moved the Village Residence, the home of either David or Jessica at the end of the story. Could you post me the coordinates?Left=122, Top=130, Z=311.2407, U11=0x03

Thank you again for being the first person to post coordinates.

Inge Jones
10th Mar 2008, 06:34 PM
The only thing that seemed to be missing for me was that when changing the lot's instance number in the Instance box SimPE does not update the instance number in the Resource List. I wasn't comfortable with this, so I changed it using the Resource tab.

The messaging between SimPE components isn't great - sometimes the resource list does not get updated until you save the package. It would be helpful if you'd try this again some time trying to do it the other way and see if the resource list is automatically updated after doing a save - and let me know so I can work out what actual bit needs fixing. Making the resource list more responsive is on the to do list but I would be more worried if it *really* wasn't storing data it was meant to.

niol
10th Mar 2008, 06:56 PM
This tutorial is very clear to me. :) Thanks
Although I haven't any experience in CS, I see no flaw in my imagination so far.

Good work. :king:


The only thing that seemed to be missing for me was that when changing the lot's instance number in the Instance box SimPE does not update the instance number in the Resource List. I wasn't comfortable with this, so I changed it using the Resource tab.

The messaging between SimPE components isn't great - sometimes the resource list does not get updated until you save the package. It would be helpful if you'd try this again some time trying to do it the other way and see if the resource list is automatically updated after doing a save - and let me know so I can work out what actual bit needs fixing. Making the resource list more responsive is on the to do list but I would be more worried if it *really* wasn't storing data it was meant to.

This is especially true when a new raw resource file being made.
My work-around to that is to commit and save, and reload the package file.



Also, I would note that SimPE does have a Hex converter that is accessed through its own tab.


I guess you meant the un-labelled "Number Converter" tab instead of the HEX interface tab.


:added:
In response to post 13,

...
Yes, that would be it! ;) Well the tab is labeled but the fields themselves aren't, its all part of programming mystique!

True, the tab button has a name "converter" on it. :Pint:
The first input is for a HEX value while the second is for a DEC value in simPe 0.64.

Mootilda
10th Mar 2008, 09:31 PM
This tutorial is very clear to me. :) Thanks
Although I haven't any experience in CS, I see no flaw in my imagination so far.There's nothing in this tutorial which is specific to Castaway Stories (except perhaps the interpretation of the U11 field). The same technique should work for the Sims 2 and the other Sims Stories.

However, Castaway Stories is special because of the lack of a Lots and Houses - F2 menu (due to the roadless neighborhoods?), which makes this the only known technique for adding new lots in CS. None of the other Sims 2 and Sims Stories products were crippled in this way.

That said, I've been thinking that this technique might be modified to allow people to share their own Sims Stories lots. You see, EA crippled all of the Stories products by removing the ability to package and share lots. But, this technique should allow people to share a lot package file along with the extracted Lot Description from step 3 - thus circumventing the restriction on sharing.

Step 9 would be much easier with Life and Pet Stories, since the newly added lots can be moved in the game, rather than through SimPE.

I guess you meant the un-labelled "Number Converter" tab instead of the HEX interface tab.Unlabelled? No wonder I didn't know about it! :)

Sophie-David
12th Mar 2008, 01:15 AM
The solution is to copy the lot using the tutorial, edit the unoccupied lot and remove things until the lot is affordable, then move your sims in.Yes, I likely would have removed items until it was affordable, but I didn't realize that the standard dispensation is only §7000 for a brand new character out of CAS. I assumed it was the usual §20,000 and so I thought I would leave this lot for a newly created Sim. But I rather like the fact that the money starts out much less, especially for a castaway scenario.

Thank you for the coordinates - the Bennetts will be happy now. :)If you're willing to "cheat" a bit, you can even move your sims into the affordable lot, then replace the edited (affordable) lot package with the original (expensive) lot package. After all, it's kind of ridiculous for a sim to pay anything for a deserted lot on a castaway island... :) No, I don't think I would want the game to be any easier. And in this reality there is always a price to pay even for a deserted lot, represented by the effort of moving to, finding, clearing and preparing the lot to make it habitable, and coming to terms of some sort with the current occupants or neighbours - even if they be only animal occupants or neighbours. Labour and effort can always be represented by some medium of exchange or other.

The messaging between SimPE components isn't great - sometimes the resource list does not get updated until you save the package. It would be helpful if you'd try this again some time trying to do it the other way and see if the resource list is automatically updated after doing a save - and let me know so I can work out what actual bit needs fixing. Making the resource list more responsive is on the to do list but I would be more worried if it *really* wasn't storing data it was meant to. I just tested again today, running under SimPE QA 0.66.0.23099 with Castaway Stories. The Instance box in the Lot Description Editor and the Instance in the Resource List are each completely independent of each other. Changing one has no effect on the other, even after saving and closing the file each time.

I guess you meant the un-labelled "Number Converter" tab instead of the HEX interface tab. Yes, that would be it! ;) Well the tab is labeled but the fields themselves aren't, its all part of programming mystique!

Mootilda
13th Mar 2008, 11:27 PM
I just tested again today, running under SimPE QA 0.66.0.23099 with Castaway Stories. The Instance box in the Lot Description Editor and the Instance in the Resource List are each completely independent of each other. Changing one has no effect on the other, even after saving and closing the file each time.I agree. It would appear that the Lot Instance is stored in multiple places and SimPE doesn't keep them in sync. Note that I'm not suggesting that they should be kept in sync...

Sophie-David
14th Mar 2008, 06:11 AM
I have run into a problem after moving a community lot, Bare Bones Basin, which I renamed A Lost World. Because the travel option uses the pre-programmed map rather than a list, there seems to be no obvious way to visit it. I thought that perhaps the map was tied to the lot instance number, so I swapped numbers with Shady Lagoon which was community but is now residential. This did not help, I still ended up opening the Shady Lagoon residential lot rather than having my Sim travel to A Lost World.

Mootilda
14th Mar 2008, 06:12 PM
Good point. So far, I've really only been using this technique to create new residential lots. Let me think about this.

Sophie-David
14th Mar 2008, 06:41 PM
Yes, I'm thinking there is an obvious solution - but right now its not obvious to me! ;)

Timin2101
14th Apr 2008, 12:22 PM
I have a question.

I've completed the story and I just want to convert some community lots in the story neighborhood into residential lots. I've tried the changeLotZoning cheat but it didn't work.

And when I tried changing lot type with SimPE, the name and the description of the lot have turned into ???. I was not sure whether it would safe so I decided not to save the change.

The question is, would it be safe to just simply convert the existing community lots into residential ones with SimPE? And why did those question marks appear when I tried doing that with SimPE?

Mootilda
14th Apr 2008, 04:46 PM
Are you using the most recent version of SimPE? Versions before that were not able to support Castaway Stories correctly.

Although I haven't tried it myself, I've seen a number of posts from people who have changed Castaway Stories lots from residential to community using SimPE without any problems. So, it sounds like it's pretty safe.

However, I would definitely suggest that you backup your Castaway Stories save game and keep it until you are sure that there are no problems with the modified lots.

blutoad
14th Oct 2008, 03:16 AM
Hello again. (Looks like it's going to let me post tonight.)
Still having trouble, this time it's step 8. I can do B,C and D but I can't change the Instance in the plugin view like A says to do. I can click into the box and move my curser back and forth but it wont let me type anything, backspace or delete. I even tried to paste it into the box but the paste option wouldn't show. Is there a lock on that box that I need to take off or something? I opened other lots just to see if I could change it in them and none of them will let me mess with that one box.

I thought maybe it wouldn't matter if that one wasn't changed as it was changed everywhere else, so I went to step 9 and tried to place it on the island-it matters of course. while I am messing around with placement I realize the lot itself dosen't have the shady lagoon pic/lot shape anymore but the division six pic and shape. (That is the lot on N002 that had the same lot number as the lagoon does in N001.) I went back into plugin veiw and sure enough-it's got the division six pic there too. I had just not noticed before. Then it dawned on me it was stupid to keep trying to get the lot placed where I want it as the shape is different that the lagoon one so if I can ever get the instance fixed all the time I took to mess around with the placement would be meanless as it's not the lot I want to place and will change shape if I can get it to work. So now back to step 8. I've restarted the program several times and did the same with the castaways, even restarted my computer a couple times but that one box is still locked. So after that long winded blurble-do you have any idea how to get the instance box to let me change it? that is the only box in plugin view that I can't change.

Thanks for the help.

Mootilda
14th Oct 2008, 05:18 PM
I have confirmed that the newest version of SimPE no longer allows you to change the instance number in the plugin view. I will have to research how to accomplish the same result using a different technique.

In the interim, you could download an older version of SimPE. You would have to find the correct version: one which supports Castaway Stories but still allows editing of the instance number.

I believe that you can use either
0.66 (up to FreeTime and Castaway Stories)
or
0.68 (up to Kitchen & Bath Interior Design Stuff)

Older versions are available here:
http://sourceforge.net/project/showfiles.php?group_id=133134&package_id=146286

Inge Jones
14th Oct 2008, 07:53 PM
Can't it be changed in the Resource view?

blutoad
14th Oct 2008, 09:25 PM
Thank you, I'll go get an older simpe like you have suggested and try it then.

Mootilda
14th Oct 2008, 11:21 PM
Can't it be changed in the Resource view?I'd forgotten about this alternative. It's been a while since I played with Castaway Stories.

Let me try running the tutorial once through with this change. If it works well, I'll update the tutorial.

Inge Jones
15th Oct 2008, 10:14 AM
Because if so, I would assume Peter just made the instance uneditable in plugin to make it consistent with all the other resources, most of which require you to go into Resource view to change their instances.

Mootilda
15th Oct 2008, 08:04 PM
I ran through the tutorial to Step 8A. At this point, the Plugin View shows the Instance as 0x3D, but the Resource tab shows the Instance as 0x3F. This is before I try to change the instance.

In other words, I can't fix the instance number by changing it in the Resource tab, since there is a mismatch between the Plugin View and the Resource tab.

[Update:]
Just for arguments sake, I decided to change the instance in the Resource tab (from 0x3F to 0x3F - just retyped the F), commit, save and exit SimPE. When I ran SimPE again and looked at the lot, the Plugin View still shows 0x3D.

It looks to me as if the instance in the Plugin View is actually showing a different piece of data than the instance in the Resource tab.

[Update:]
Verified. The instance shown in the Resource tab is the standard instance number which is displayed in the Resource List. However, the instance shown in the Plugin View is the unknown DWORD after the Top, Left, and Z (elevation) values.

Inge, would you like me to enter this as a bug at the SimPE site? This tutorial requires a change to the instance number shown in the Plugin View. So, this change in SimPE actually removes functionality and breaks this tutorial.

Inge Jones
15th Oct 2008, 08:54 PM
So what is it you're actually wanting to edit (regardless of where it's appearing)? Is it not the actual instance number as shown in the Resource *list*?

I mean if you successfully change the actual resource instance number using the resource tab, then although it looks odd, it isn't actually stopping the process being completed if the Plugin field labelled Instance is labelled wrongly, is it?

Mootilda
15th Oct 2008, 09:12 PM
Both instance numbers have to be changed. Otherwise, the technique fails.

Another case of stupid EA programming. There's no reason to have two identical pieces of data which both need to be changed to remain in sync. Probably a junior programmer who couldn't figure out how to find the instance number in the lot description, so s/he added one.

My guess is that the Resource Instance number is used for all references inside of the neighborhood package, and the Plugin View Instance number is actually the lot number; ie, the number of the external lot package. The actual behavior, when the two numbers don't match, seems to bear this out:
http://www.modthesims2.com/showthread.php?p=2037222#post2037222

[Update:]
Verified. I just ran through the entire tutorial, but changed the Resource instance number to 63 and the Plugin view instance number to 64. Renamed the new lot to N001_Lot64.package. Everything seems to be working OK at this point. (Note: Kiddies, don't try this at home! The game isn't really meant to have a Lot Number which doesn't match the Instance number of the Lot Description.)

Inge Jones
15th Oct 2008, 10:38 PM
So what would you have done previously? Edited the instance field in the plugin and then flicked over to the resource tab to do it there too?

Mootilda
15th Oct 2008, 10:48 PM
So what would you have done previously? Edited the instance field in the plugin and then flicked over to the resource tab to do it there too?No, I edited the XML file to change the resource instance number, to avoid any issues with duplicate instance numbers in the Resource List.

Inge Jones
15th Oct 2008, 10:57 PM
I am confused now. before Simpe "broke" you edited the instance number as per your tutorial in the LTXT plugin, yes? Then inside the file you have the new number, while the instance number in the resource list, in the file wrapper says the old number, so they're out of step? Is that how it was meant to work?

Mootilda
15th Oct 2008, 11:05 PM
First, I export the original lot description. Then, I change the Resource Instance number by editing the exported XML file outside of SimPE. Then, I "Add..." the modified XML file as a new Lot Description. This creates a new Lot Description with the new Instance number in the Resource List (and in the Resource tab). However, the Instance (= Lot Number) inside of the new Lot Description is still pointing to the original Instance (= Lot Number). There is a temporary mismatch. So, before running the game, it needs to be fixed to point to the new Instance (= Lot Number). Once this edit is made, the two numbers are again in sync.

I can easily change the Lot Number using the hex tab, but I hate to make less-experienced users do this... hex editing is pretty difficult.

The thing is: there is a field (currently named Instance) in the Lot Description Plugin which we used to be able to change. Now, it's read-only. My technique requires a change to that field.

Inge Jones
15th Oct 2008, 11:12 PM
Oh I see. I guess I would have created the second description by cloning the resource in situ and changing its number on the resouce tab rather than extracting and adding it.

Mootilda
15th Oct 2008, 11:20 PM
Oh I see. I guess I would have created the second description by cloning the resource in situ and changing its number on the resouce tab rather than extracting and adding it.I'm not really that familiar with SimPE... I'm sure that there are better ways to do it.

Let me try your technique and, if it works, I'll update the tutorial.

However, I still have the problem that the Lot Number field is read-only and we need to change it.

[Update:]
Tried cloning, but there seems to be a problem. Can I clone a Lot Description from one neighborhood and have it appear in a different neighborhood? If not, this technique won't work.

Inge Jones
15th Oct 2008, 11:34 PM
A completely different hood, not a sub-hood? No obviously cloning leaves both copies in the same file. Maybe I should read the tutorial to find out what you're all trying to do :) Why can't you build lots in castaways anyway? What a silly game.

Mootilda
15th Oct 2008, 11:49 PM
A completely different hood, not a sub-hood? No obviously cloning leaves both copies in the same file. Maybe I should read the tutorial to find out what you're all trying to do :) Why can't you build lots in castaways anyway? What a silly game.Yes, a completely different hood, not a sub-hood. OK, thought that I might be missing something. So, do you know any better way to copy a lot description from one neighborhood to another without extracting and adding?

You probably don't have Castaway Stories. If you did, you'd know that N001 has a ton of poor homeless families with no empty residential lots and N002 has a bunch of empty lots, a few of which are even affordable. So, people often want to copy an empty lot from N002 to N001.

As to why you can't build a new lot in Castaway Stories...?

I believe that the primary problem is that CS contains only roadless neighborhoods. Creation of a new lot in TS2 requires a road for the lot to "snap" to. The CS developers decided to just disable the entire Lots menu, rather than try to come up with a way to deal with roadless neighborhoods and roadless lots.

There is an additional problem with CS. All TS2 lots have the same set of portals (car start and stop, service vehicle start and stop, and two pedestrian). However, CS handles portals differently. Each portal only points to one other lot. If you want to travel between lots A and Z, you may have to travel from A to B to C to ... to Z. So, how does the game know how many portals to put on your lot, where to place each portal, and where these portals go?

There are also a number of different styles of portals and the user would probably want to choose what each portal on their lot looks like. You can see some of the portal styles at:
http://www.modthesims2.com/showthread.php?p=1903404#post1903404

Another issue is that you can only travel to community lots which are on the map (see Step 9 in original post). However, there's no way to add a new community lot to the map. Ouch!

As you can see, the CS developers saved themselves a lot of work by just disabling the ability to create and move lots.

Inge Jones
16th Oct 2008, 09:39 AM
Well I wouldn't edit the xml anyway. What I do if I want to move a resource between packages is I Extract from original, then Add to target file. At this point you may have a duplicate instance. But if you don't save immediately, the newly added resource will be listed in italics showing that it needs saving. So for each italicised resource, check it doesn't have the same instance number as any other resource of its type, and if it does, change it in Resource tab. Then you can save.

I honestly don't understand the appeal of the game. Trif talked me into buying it because he thought I would like it on the basis of the beautiful sea water - and I did like the sea water. However, after messing about in the game for an hour I realised I had no idea what I should be trying to do, so I never loaded the game again.

Mootilda
16th Oct 2008, 05:14 PM
I enjoyed Castaway Stories because it was a really unique Sims 2 game. It's fun seeing what EA can do with the basic TS2 engine. They added a lot of new concepts, so the game kept my interest for longer than I expected. I especially enjoyed seeing working roadless neighborhoods.

If Castaway had been an EP, I believe that it would have been a wonderful addition to the game. But, I don't like the entire Stories line for a number of reasons:

1) "As is" - no fixes, no patches, no support, extremely buggy... "EA doesn't care about this game, so why should I?"

2) Crippled. None of the stories allow sharing of lots. CS is particularly crippled because you can't even create new lots.

3) No expansions and no interaction with the rest of my games; it's difficult or impossible to move items into the regular TS2 game.

4) Horrible interface - I like being able to scroll by moving the cursor to the edge of the screen. I like using the arrow keys. I like having a consistent interface for all Sims 2 games, so that I can move easily between them. Why in the world would EA decide to disable a perfectly good interface? I can understand adding new keyboard shortcuts, but removing elements of a perfectly good workable UI?

5) Concept - I hate following someone else's idea of a good story. Especially when the stories are trite and the main "solution" seems to be to beat people up. To my mind, the Stories are much better after you finish slogging through the "story" and get to play the game.

6) Forced to follow a preset "story". Although EA says that you can play in non-story mode, you still have to slog through the entire story first. I considered the stories to be unpleasant "work" that I had to do in order to get access to the real game.

I would much prefer to have stories where you were allowed to make choices, and where those choices would have some impact on the final results. This would make it worth playing, and would also allow you to play the story again making different decisions.

In the end, I didn't feel that the games were worth the initial work. I didn't even pay for any of my "Stories" games, but they still didn't seem worth the "cost" of my time.

However, I did check out their lame web site a few times (looking for downloads) and noticed that a lot of people were upset about the inability to create new lots. Because of my experience with the neighborhood and lot packages, I thought that I could come up with a solution, which led me to creating this tutorial.

------------------------------------------------------------------------
All of which, I suppose, is irrelevant to the question at hand. Should I file a bug report on SimPE? Is this likely to be fixed, or should I consider looking for an alternate solution?

Thanks for all of the time that you've spent on this issue, Inge.

Inge Jones
16th Oct 2008, 06:30 PM
Yes Peter will definitely be motivated to fix this now we've understood the significance of it. But someone already reported it so you could just keep an eye on the thread in case there is anything you think needs adding. How certain are you that the Instance number plugin field, apart from being uneditable, really is displaying the wrong field? I mean just because it doesn't match doesn't necessarily mean that isn't what was actually in the file for that field?

Just wanted to add that the Instance field in the plugin view is showing the correct data. Of course it's going to still say 3D after you changed the resource instance to 3F, because you didn't change the internal instance number.

Mootilda
19th Oct 2008, 03:27 AM
Just wanted to add that the Instance field in the plugin view is showing the correct data. Of course it's going to still say 3D after you changed the resource instance to 3F, because you didn't change the internal instance number.Yes, SimPE is displaying the data which is in the field. The problem is that the field must match the Resource Instance. Since the tutorial changes the Resource Instance, we really need to be able to change that field.

I've got your fix and will test it ASAP and let you know how it goes. Thanks so much for your quick response!

Mootilda
20th Oct 2008, 06:26 PM
Inge, I'm going to wait for the fix to SimPE, then I'll update the tutorial with your other suggestions. Nice to know that we can remove a few of the steps and make this entire process easier.

Inge Jones
21st Oct 2008, 08:58 AM
Here is a link to the fixed SimPE, for those who would like to follow this tutorial:

http://downloads.sourceforge.net/simpe/SimPe_0_72_03.7z?use_mirror=

It may take a while to propagate and you may get confusing pages to navigate. Sorry, I don't administer Sourceforge :) Just make sure the file is called SimPe_0_72_03.7z and you have the right one. You un7Z it into its own folder, and run it by double-clicking SimPE.exe.

Moraelin
30th Jun 2010, 09:38 AM
BTW, Flora Bora also seems to fit just nicely at
Top: 68
Left: 100
Z: 385
U11: 0x00 (unchanged)

In fact, it practically looks like it belongs there. The edges of the terrain form tiny hills and depressions, but just about right to look natural IMHO.

That's on the plateau near the men's hut, BTW. (Within easy dating range for a new female sim.;))

Of course, you can have two Flora Boras too, one here and one at the other coordinates. That's what I'm using, in fact. It's a nice little lot.

Edit:

Also, the Wreck Of The Redsnout fits really nicely at:
Top: 180
Left: 127
U11: 0x00

I know the numbers look too round to be a good job, but it actually fits the contour of that mini-gulf quite nicely, after you edit, exit and save once.

The house _is_ too expensive for a new sim, but it makes something to save the resources for. Or one can sell the items and demolish the walls and roof, and keep only the raised foundation as a place marker to rebuild on later. A few nights of living in a tent on top of that foundation won't be any worse than a couple of nights in the same tent on the beach ;)

Btw, is there some section here to upload CS neighbourhoods? I've got my eye set on a couple more lots to move.

Mootilda
30th Jun 2010, 05:12 PM
The house _is_ too expensive for a new sim, but it makes something to save the resources for. Or one can sell the items and demolish the walls and roof, and keep only the raised foundation as a place marker to rebuild on later. A few nights of living in a tent on top of that foundation won't be any worse than a couple of nights in the same tent on the beach ;)Yeah, this is what I tend to do... delete almost everything on my new lot and build something original.

Btw, is there some section here to upload CS neighbourhoods? I've got my eye set on a couple more lots to move.My guess would be to upload as a "TS2 Neighborhood", but perhaps you should ask in the site questions forum:
http://www.modthesims.info/forumdisplay.php?f=24

Moraelin
30th Jun 2010, 05:51 PM
Thanks. I was guessing the same, but that would probably cause a few people to download it for their real TS2 game.

Thanks for the tutorial, btw. Very useful.

Sophie-David
30th Jun 2010, 06:25 PM
BTW, Flora Bora also seems to fit just nicely at
Top: 68
Left: 100
Z: 385
U11: 0x00 (unchanged)

In fact, it practically looks like it belongs there. The edges of the terrain form tiny hills and depressions, but just about right to look natural IMHO.

That's on the plateau near the men's hut, BTW. (Within easy dating range for a new female sim.;))

Of course, you can have two Flora Boras too, one here and one at the other coordinates. That's what I'm using, in fact. It's a nice little lot.

Edit:

Also, the Wreck Of The Redsnout fits really nicely at:
Top: 180
Left: 127
U11: 0x00

I know the numbers look too round to be a good job, but it actually fits the contour of that mini-gulf quite nicely, after you edit, exit and save once.
I very much appreciate you sharing these working coordinates, Moraelin. It certainly would be fun to be able to download new lots if you find a way to post yours.

I confess I have a real soft spot for Castaway Stories, although I'm currently in a creating phase for the Sims 2 and haven't taken much time to play either game in a while.

Moraelin
30th Jun 2010, 07:25 PM
Thanks for the kind words. And thanks for sharing yours. It was very helpful.

Well, if it helps anyone, I've played with a couple more lots so far:

Beginner's Landing I placed at
Top: 165
Left: 175
Z unchanged (as usual for a beach lot)
U11: 0x01

Another case of round-ish coordinates fitting surprisingly well. I actually went in 1 increments, but that position looks the best to me on that beach. Basically I put it close to the (now turned community) Castaway Beach, since the description for that one does say that's where occasionally people land.

I liked your coordinates actually, but I wanted to play with coordinates myself too :) Of course, one can also have copies of it in both places if there are many families on the island.

My second Flora Bora I moved now a bit to:
Top: 74
Left: 101
Z: 384
U11: 0x00

... to make room for Big House at
Top: 66
Left: 98
Z: 382
U11: 0x01

It's the closest I could find to the equivalent of the mandatory mogul's mansion to save for, in all the normal The Sims incarnations :p And it seemed fitting that it would be up in a scenic point overlooking the ocean.

BTW, re-activating Shady Lagoon seems to have actually worked decently for me. Without the furniture, the place is entirely within the budget of a starter family of two, and there are already the tents there anyway, and I already know how to play that map. Downside, half of what's there is immovable. But there is space to extend the hut towards the back (opposite of the porch with the medicine) by a room or two. It would probably be annoying if I wanted to play that family in the very long run, but to place my sims' new special friends there and play them through a couple of promotions and some furniture, meh, it works and it only takes two clicks.

Also, if I may offer a suggestion, for me the Flora Bora at your coordinates kinda looks a bit better at Z: 400.1 and U11: 0x02. Probably a subjective thing, though. Looks more flush with the default surrounding terrain to me, but as I was saying that's subjective. (And of course doesn't apply if the surrounding terrain has already been changed by another moved lot.)

Sophie-David
30th Jun 2010, 10:31 PM
Also, if I may offer a suggestion, for me the Flora Bora at your coordinates kinda looks a bit better at Z: 400.1 and U11: 0x02. Probably a subjective thing, though. Looks more flush with the default surrounding terrain to me, but as I was saying that's subjective. (And of course doesn't apply if the surrounding terrain has already been changed by another moved lot.) Thank you - I'll check this out when I'm playing again. :)

Mootilda
1st Jul 2010, 01:54 AM
Hmmm... I hadn't thought about this "unmovable" issue before, but it's possible that I could write a program to make everything on the lot movable. Will require a bit of research, but it may be a very easy change if they used the standard technique for locking locations.

Moraelin
1st Jul 2010, 08:19 AM
If you can, that would be a huge help. Castaway Shore for example is basically unusable because I think a total of two trees can be moved.

Sophie-David
1st Jul 2010, 09:27 PM
If you can, that would be a huge help. Castaway Shore for example is basically unusable because I think a total of two trees can be moved. Its been so long since I did this, so I'm not sure I remember. But it seems to me there was a way around the stuck trees. Can you edit some of them out before you move in a Sim? Or did I use Pescado's stuck object remover (http://www.moreawesomethanyou.com/smf/index.php/topic,1609.0.html)?

Moraelin
2nd Jul 2010, 07:16 PM
Hmm, I haven't even tried any third party tools yet, to be honest. The stuck objects though are still just as stuck in the build mode before moving a family there. In fact that's how I discovered that only 2 trees can be picked up.

Perhaps unrelated, but is there some "damn kids, stay off my lawn" ;) flag I can set while I'm at editing those lots? Don't get me wrong, I'm as social as the next guy, but seeing some natives show up uninvited and march through my bedroom at midnight to deposit banana peels on my counters (ignoring the garbage pit they passed by on the way in!), or not even bother saying "hi" before helping themselves to my chessboard, drums and food... kinda rubs me the awfully wrong way. I'm starting to miss story mode already.

I did try googling it first and looking at the U0 values in my normal TS2 neighbourhood, but I'm just as unenlightened so far as when I started.

Sophie-David
2nd Jul 2010, 07:50 PM
Hmm, I haven't even tried any third party tools yet, to be honest. The stuck objects though are still just as stuck in the build mode before moving a family there. In fact that's how I discovered that only 2 trees can be picked up.

Perhaps unrelated, but is there some "damn kids, stay off my lawn" ;) flag I can set while I'm at editing those lots? Don't get me wrong, I'm as social as the next guy, but seeing some natives show up uninvited and march through my bedroom at midnight to deposit banana peels on my counters (ignoring the garbage pit they passed by on the way in!), or not even bother saying "hi" before helping themselves to my chessboard, drums and food... kinda rubs me the awfully wrong way. I'm starting to miss story mode already.

I did try googling it first and looking at the U0 values in my normal TS2 neighbourhood, but I'm just as unenlightened so far as when I started. Having slept on it, I'm quite sure I used the stuck object remover after moving in a test Sim to each problem lot.

I'm afraid I'm quite rusty with gameplay now, but are there lockable doors in Castaway to keep the neighbours out? I do remember that as far as outdoor spaces goes I just accepted that it was part of island life to have human and animal visitors there all the time! :rolleyes:

Moraelin
2nd Jul 2010, 08:17 PM
Hmm, I guess I could build a big fence and lock the gate...

Lili975
4th Sep 2010, 11:35 AM
is there some "damn kids, stay off my lawn" ;) flag

Carrigon made a No SelfGreeting Visitors hack for CS, you can find it here (http://www.sims2workshop.com/viewtopic.php?t=2804) . (I think it requires registration) I didn't test that one myself, I use lockable doors on fences (allow family only) around portals (fences have to be larger than the portal, as visitors tend to appear on the side of it), because I still want to see who came to visit and be able to let them in.

Off to find a way to make community lots residential now, still dreaming of finding a way to get rid of the monkeys for good :cry: .
Edit: I just changed the type from community to residential in simPe and it seems to be working fine, the lot is now for sale with its correct name and description showing.