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- CAW Resources >
- Other Resources - To Test: Various In-Game Objects enabled for World Creation NEW: Showtime Items
#176
29th Aug 2012 at 3:45 AM
Posts: 1,125
Thanks: 29103 in 58 Posts
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#177
29th Aug 2012 at 11:47 PM
Posts: 1,333
Simmy, don't extract straight into CAW. Keep them in your PC downloads folder and select extract here, then cut and paste into CAW. Are you running WinRAR as administrator?
#178
30th Aug 2012 at 12:07 AM
Posts: 1,125
Thanks: 29103 in 58 Posts
Thanks, fluttereyes, that worked! I am running as an administrator for Windows 7 so I would assume that I am for WinRAR as well, but I still got a dialog box asking for permission to extract the file. I didn't find a setting about administrator in WinRAR. Strange that I've not had this problem before. I appreciate your help!
#179
30th Aug 2012 at 4:21 PM
Whether you are an administrator or not does not matter on Win 7; you still only have limited access to the system locations (e.g, Program Files). This is why it's often easier to install your games like Sims 3 to a location not protected by UAC, such as C:\ Games.
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#180
2nd Sep 2012 at 2:48 PM
Posts: 3
I've been fiddling about with Riverview and I've used your bridges, distant terrain and windmill derrick which all work great but my Riverview was missing a lot of the fencing around the fields, the barn and the car wreck.
After much searching I coudln't find them for download anywhere so I followed the instructions linked to in this thread and i've managed to extract them from the world file.
They worked fine in CAW but didn't show up in game until I put the package files in my mods folder, then they showed up fine and also in the world editor. I'm assuming this is because they are like the bridges and distant terrain and from the world file. I just used the same package file in both is that right? or is there anything else I should have done seeing as you have separate files for your in game bridges?
After much searching I coudln't find them for download anywhere so I followed the instructions linked to in this thread and i've managed to extract them from the world file.
They worked fine in CAW but didn't show up in game until I put the package files in my mods folder, then they showed up fine and also in the world editor. I'm assuming this is because they are like the bridges and distant terrain and from the world file. I just used the same package file in both is that right? or is there anything else I should have done seeing as you have separate files for your in game bridges?
#181
2nd Sep 2012 at 9:46 PM
Making objects show up in CAW also makes them show up in the World Editor mode in the Sims 3, so for the bridges and the Distant terrain I did not want that to happen (as it would be possible to place them in World Editor mode and not be able to grab them to delete them). So, I released two versions- one modded to show up in CAW/ World editor to go in CAW, and one to not show up in catalog to be used in-game.
So for your objects, you don't need to have two versions as your items will be okay to be placed in world editor mode too, since they are not huge (like the DT) or sinking into the ground (as the bridges do).
Yes, if the objects were in the world file then they are exactly as the bridge and DT- they will only be accessible if the world is being played, which is why you have to clone them.
If you'd like to share your items, you could post them here or make your own thread here in the resources forum- then I can link them in the first post. I know many people would like them!
So for your objects, you don't need to have two versions as your items will be okay to be placed in world editor mode too, since they are not huge (like the DT) or sinking into the ground (as the bridges do).
Yes, if the objects were in the world file then they are exactly as the bridge and DT- they will only be accessible if the world is being played, which is why you have to clone them.
If you'd like to share your items, you could post them here or make your own thread here in the resources forum- then I can link them in the first post. I know many people would like them!
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#182
3rd Sep 2012 at 7:59 AM
Posts: 3
Ah that makes sense, I can see why you did two downloads now.
Yes i'll happily share them, i've been playing for a while in a modded Riverview but it's amazing how much the countryside lacks without the little extras like the fencing, there's a lot of it. I'm sure others will like them too, plus the long splitrail is handy as doing a long fence with the short bit currently in CAW must be rather tedious.
Okay I wrote down the names.
Barn no vane = shows up as Barn in CAW and is the second barn in the list.
Car = shows up as NBH Car Wreck (it looks identical to the other wrecked car in CAW and world editor but this one shows up in Riverview)
Fences are listed in this order in CAW
Fence Farm Long = white long fence
Fence Farm Long = long split rail (matches the existing splitrail and post)
Fence Farm Post = white post
Fence Farm Rail = white three section fence
Yes i'll happily share them, i've been playing for a while in a modded Riverview but it's amazing how much the countryside lacks without the little extras like the fencing, there's a lot of it. I'm sure others will like them too, plus the long splitrail is handy as doing a long fence with the short bit currently in CAW must be rather tedious.
Okay I wrote down the names.
Barn no vane = shows up as Barn in CAW and is the second barn in the list.
Car = shows up as NBH Car Wreck (it looks identical to the other wrecked car in CAW and world editor but this one shows up in Riverview)
Fences are listed in this order in CAW
Fence Farm Long = white long fence
Fence Farm Long = long split rail (matches the existing splitrail and post)
Fence Farm Post = white post
Fence Farm Rail = white three section fence
Attached files:
Cali_Riverview_BarnFencesCar.7z (392.8 KB, 601 downloads) - View custom content | ||
|
#183
5th Sep 2012 at 7:55 AM
http://www.modthesims.info/showthread.php?t=459105
They look kinda like the fences I already did.. Though they're probably not.. CAW seems to have doubles of nearly everything.
Actually, they're not. Nevermind. hahahaha. *downloads*
They look kinda like the fences I already did.. Though they're probably not.. CAW seems to have doubles of nearly everything.
Actually, they're not. Nevermind. hahahaha. *downloads*
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Test Subject
#184
5th Sep 2012 at 8:12 AM
Posts: 3
Quote: Originally posted by TVRdesigns
http://www.modthesims.info/showthread.php?t=459105 They look kinda like the fences I already did.. Though they're probably not.. CAW seems to have doubles of nearly everything. Actually, they're not. Nevermind. hahahaha. *downloads* |
I know what you mean though, same model practically, I guess each place has to have it's own version as not everybody will have each world depending on expansions owned, so they can't share resources unless it's base game stuff.
#185
8th Sep 2012 at 11:50 PM
Thank you Calislahn, those will be very useful! I've linked to your download in the first post.
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#186
6th Oct 2012 at 9:09 AM
Posts: 248
Thanks: 791 in 29 Posts
My concern starts here: Question abt Barnacle Bay wall and bridge
picture of said items
This bridge and the wall looks lovely. I do have Riverview and Barnacle Bay, but I understood like 1% of the talk of the guys. Something about copying, cloning, modyfying, saving both in CaW and normal downloads, else they won't work properly - but every shiney detail was like babbling chinese to me (not meant offensive, I'm just lost).
Is there a way for "dummies" to get this bridge / wall to work as a stand alone object in CaW to work with them as with "regular bridges / walls"? Or do I have to ask and pray and hope that someone else does some magic and uploads it for the rest of the Simming-population?
Still struggling with CAW :x
picture of said items
Quote: Originally posted by bradyseitz
I am trying to get a couple things from Barnacle Bay, the bridge and seawalls. |
Quote: Originally posted by simsample
No, you shouldn't have to make a complete clone, although it depends upon how the objects are stored in Barnacle Bay. You should just need an OBJD override. However, for the bridges and distant terrain, (...) For that reason I had to make a clone, and that means that people need to have my cloned objects installed to play a world made with them, as you cannot have two worlds loaded by the game at once. (...) So, for your Barnacle Bay items (explanation) Then, people only need to have BB installed to make it work. |
Quote: Originally posted by bradyseitz
Ok. The Buccaneer Bridge and Salty Sea Walls were in the .world file, (...) imported that into a new file and changed the required parts in s3pe. (..) got them to work correctly. (...) *EDIT* Yep, I need to have the BB objects in my game mods to. |
This bridge and the wall looks lovely. I do have Riverview and Barnacle Bay, but I understood like 1% of the talk of the guys. Something about copying, cloning, modyfying, saving both in CaW and normal downloads, else they won't work properly - but every shiney detail was like babbling chinese to me (not meant offensive, I'm just lost).
Is there a way for "dummies" to get this bridge / wall to work as a stand alone object in CaW to work with them as with "regular bridges / walls"? Or do I have to ask and pray and hope that someone else does some magic and uploads it for the rest of the Simming-population?
Still struggling with CAW :x
#187
17th Oct 2012 at 11:29 AM
Posts: 392
Question on these - for the CAW items (such as the Riverview bridges), do we still need to do a framework for CAW? I know for the main game, it's different now (package folder in the mod folder, and that all works great), so wondering if it's also different for CAW, or if we still have to do all those changes listed on the first page. LOVING some of this stuff (especially the picnic spot!)!
#188
17th Oct 2012 at 11:52 PM
Yeah, you still have to install the custom framework. Otherwise there isn't any place to put the files you're downloading.
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#189
18th Oct 2012 at 9:45 AM
Posts: 675
Thanks: 2043 in 11 Posts
Quote: Originally posted by kathascha2
Is there a way for "dummies" to get this bridge / wall to work as a stand alone object in CaW to work with them as with "regular bridges / walls"? Or do I have to ask and pray and hope that someone else does some magic and uploads it for the rest of the Simming-population? |
I didn't realize they hadn't been done yet. I'll take a look, and see if I can't package them up in the next few days.
#190
19th Oct 2012 at 7:03 PM
Posts: 1,125
Thanks: 29103 in 58 Posts
Quote: Originally posted by simsample
Thank you Calislahn, those will be very useful! I've linked to your download in the first post. |
Thanks very much for doing this, simsample, but the link is not working. It says something about restricted access ...
Also, I've looked through these threads but have not found any of the "in game" vehicles like the "clunker" (the first transport for going to work at the lowest levels), "old lemon", etc. available to use in CAW and / or "buydebug". Have I missed them? We are so limited as to vehicles to use in world building or community lots. (I don't have Fast Lane and I'm working on "big city" worlds so need lots of vehicles.) Thanks so much for everyone's efforts in these threads! It's helped so much with world/lot building!
#191
20th Oct 2012 at 2:24 AM
Posts: 392
Quote: Originally posted by TVRdesigns
Yeah, you still have to install the custom framework. Otherwise there isn't any place to put the files you're downloading. |
OK, so do we do it "old style", or just place a Mods folder with a package folder in the CAW, as we do for the main game? Needless to say, I am so NOT a tech type, lol! Thanks for the response!
#192
20th Oct 2012 at 10:27 PM
Posts: 675
Thanks: 2043 in 11 Posts
#193
30th Nov 2012 at 12:49 PM
Quote: Originally posted by SimmyRN
Thanks very much for doing this, simsample, but the link is not working. It says something about restricted access ... |
Fixed, thanks for pointing it out!
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#194
2nd Dec 2012 at 8:22 AM
Posts: 516
Thanks: 4227 in 14 Posts
I have downloaded the food truck parking space, and placed it in Mods/Packages folder, but only the food truck show up. The parking space did not show up. What's the matter?
#195
4th Jan 2013 at 3:28 PM
SimsMatthew, it shows up for me, so check your install and look in the catalog again. It looks like this:
http://modthesims.info/showpost.php...9&postcount=144
http://modthesims.info/showpost.php...9&postcount=144
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#196
28th Feb 2013 at 9:34 PM
Posts: 3
Maybe a strange question... But do you need the EP's to install the stuff?
#197
1st Mar 2013 at 6:32 AM
Posts: 675
Thanks: 2043 in 11 Posts
Yes, you need the EP's installed. Basically the coding in these items did not come enabled to show up in the metadata for caw. Simsample, and others have opened up the files, changed a couple things so they will show up in caw for us, but only if you have the items to begin with.
#198
21st Mar 2013 at 12:32 PM
Posts: 628
Thanks: 1264 in 7 Posts
Thank you very much !
#199
26th Mar 2013 at 5:03 PM
Last edited by Bordew5 : 28th Mar 2013 at 1:50 AM.
Posts: 52
Would it be possible to unlock these skeletons and sculptures from pets in buydebug, like you did with the food truck and such? They'd be really useful for decorating museums
#200
5th Apr 2013 at 10:37 PM
Posts: 356
Thanks: 3600 in 10 Posts
Hi guys,
I've unlocked several world deco objects from University world using this helpful tutorial. These are OBJD files merged into one package.
You can find them in CAW as:
boat house
dilapidated theater screen
dilapidated theater hut
old docks
rundown cabin
University EP should be installed to be able to use the package.
I've unlocked several world deco objects from University world using this helpful tutorial. These are OBJD files merged into one package.
You can find them in CAW as:
boat house
dilapidated theater screen
dilapidated theater hut
old docks
rundown cabin
University EP should be installed to be able to use the package.
Attached files:
UniversityCAW.rar (786 Bytes, 510 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- UniversityCAW.package 1608 701 43% 06-04-13 00:19 .....A. D8861376 m3b 2.9 ------------------------------------------------------------------------------- 1 1608 701 43% |
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