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simsample
7th Dec 2010, 3:43 AM
Various in-game items enabled for CAW
It always annoys me when I see an object in the build catalog that would suit my world, only to find it doesn't show up in CAW metadata.

So, I was really pleased when I found GiLaNg's mod here (http://www.modthesims.info/download.php?t=418719) that enables some Twinbrook items, and GiLaNg's instructions here (http://www.simswiki.info/wiki.php?title=Sims_3:0x319E4F1D#Unknown7) that enabled me to learn this myself. I wrote a tutorial here (http://www.modthesims.info/showthread.php?t=453818) to accompany GiLaNg's instructions.

Over the past few months I've modded several items, and so I'm putting them here for you all to try out.

:new: Showtime items- see post 3. :)

Some other community members have liberated hidden items for you too- links below:
Daniel has added some liberated rabbitholes in this post. (http://modthesims.info/showpost.php?p=3790488&postcount=152) Thanks Daniel!

Armiel has also posted the Streetbright lamp without the flag and the Ranch streetlight from Appaloosa in this post. (http://www.modthesims.info/showpost.php?p=3644096&postcount=75) Thanks Armiel!

Rockerduck has posted some Appaloosa Plains objects and rabbitholes in this post. (http://www.modthesims.info/showpost.php?p=3698698&postcount=112) Thanks Rockerduck!

Miuki has liberated some benches, get them from this post. (http://www.modthesims.info/showpost.php?p=3742519&postcount=135) Thank you Miuki!

Some more items from Riverview are available from Calislahn in this post (http://modthesims.info/showpost.php?p=3951573&postcount=183). Thanks, Calislahn!

If an item you need is not in this thread or GiLaNg's thread, (http://www.modthesims.info/download.php?t=418719) then check out Shimrod's mod (http://modthesims.info/d/466890) too (all of those items will show in metadata). If you still cannot find the item you need, please consider modding it yourself (http://modthesims.info/showthread.php?t=453818) and then sharing it in our resources section. (http://modthesims.info/forumdisplay.php?f=625) If you want to have every build/buy object available in metadata, consider using SuperCAW. (http://modthesims.info/showthread.php?t=468279)



Instructions: Install to your CAW framework, as described here:
http://www.simswiki.info/wiki.php?title=Game_Help:CAW_Framework

None of these items are modified in any way other than to allow them to be accessed in CAW.
If you use these objects in your worlds then people who play your worlds will NOT have to download these items (as they are already in the game files) provided that they have the required EPs.


Twinbrook Items (not included in GiLaNg's mod)
The following require the Ambitions EP.
Barn Without Vane:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157583_WoodenBarn.jpg
Shows up in CAW metadata as 'Wooden Barn'

Industrial Water Tower
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157582_WaterTowerRedux.jpg
Shows up in CAW metadata as 'Water Tower Redux'

Ruins Station
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157584_LostRuins.jpg
Shows up in CAW metadata as 'Lost Ruins'

Swamp Ground Fog:
http://www.modyourpanties.com/hosting/24320_101207031847FX_Fog.gif
It's animated in game but will look static in CAW. This is visible from a distance, unlike the Fog Emitters. In Twinbrook they used this effect alongside the fog emitters to get the swamp effect. Shows up in CAW metadata as 'FX Swamp Ground Fog'

China Object:
The following requires the World Adventures EP.
Storage Shed
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157588_ShedStorage_China.jpg
Shows up in CAW metadata as 'Shed Storage China name needs text'


Pets Items
The following require the Pets EP.

Other Pets items missing from CAW are available- fences here by TVRDesigns (http://www.modthesims.info/showthread.php?t=459105) and animal spawners here by porphyria259 (http://www.modthesims.info/showpost.php?p=3673619&postcount=13).

The following items are all bundled together in one package- download 'Bluefunk_PetsMetadata.zip'.

Brick Wall
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243512-BrickFence.jpg
The post shows up in metadata as 'Brick and Mortar Fence'.
The fence shows up in metadata as 'Rustic Ranch Fence'.

Waylon's Water Tower
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243516-WaylonsWaterTower.jpg
Shows up in metadata as 'Waylon's Water Tower'. This item is huge- as big as a high rise!

Haystack
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243513-Haystack.jpg
Shows up in metadata as 'Haystack'.
It is 'woohooable' in-game!
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243514-Haystack_ingame.jpg

Standee Sasquatch
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243515-SasquachStandee.jpg
Shows up in metadata as 'sasquatch standee'.



Pets Hitching Rails and Water Trough As requested by heaven!

The following require the Pets EP.

The hitching rails and water trough are bundled in one package- download 'Bluefunk_HitchingPosts.zip'.

http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1244108-EatHay.jpg

http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1261701-Bluefunk_0107-Dec-1123.56.jpg


The three hitching rails and water trough from Pets. Show up in metadata as:
Iron Hooves Hitching Post
Natural Rustic Hitching Post
Western Hitching Post
Wild 'n' Wet Water Trough
Are fully functional when placed in-world- for the hitching rails, horses can be hitched to them and can eat and drink; for the water trough, horses can drink from it.

simsample
7th Dec 2010, 3:43 AM
:!: Please note: You must have Riverview (http://store.thesims3.com/riverview) working and installed in your game for these items to work!

:new: Updated files to packaging bug- please redownload all Riverview files and test again! Thanks. :)

The Riverview items are a little more tricky to get into CAW; this is because some of the files are saved in your DCCache folder and some in the actual Riverview World folder.

This means that we either have to make CAW read your DCCache and World files, or else we have to extract the items to place them in your CAW framework files.

Another problem is that The Sims 3 will only read your DCCache files- it does not read a world file unless that world is being played. So, the files which are in Riverview World file will not be available in any other world unless extracted.

This is why these files are complete cloned objects, modified to show in CAW.

You still need Riverview installed to make these work, however- and people who play worlds you have created using these will need Riverview installed, too.

If you use these objects in your worlds then people who play your worlds will NOT have to download these items, but they will need Riverview installed.

Miscellaneous Deco:
REQUIRES RIVERVIEW!
These are separate package files so that you can choose which you want.


Instructions: Install to your CAW framework, as described here:
http://www.simswiki.info/wiki.php?title=Game_Help:CAW_Framework

Faux Cow
Filename: Bluefunk_Riverview_FauxCow.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157596_FauxCow.jpg
This shows up in CAW metadata as '"Contented Cow" Advertisement'

Scarecrow
Filename: Bluefunk_Riverview_Scarecrow.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157598_MrTurnwillow.jpg
This shows up in CAW metadata as 'Mr Turnwillow'

Water Trough Long
Filename: Bluefunk_Riverview_WaterTrough_Long.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157597_LongWaterTrough.jpg
This shows up in CAW metadata as 'Long Water Trough'

Checkered Silo
Filename: Bluefunk_Riverview_SiloCheckered.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157601_SiloCheckered.jpg
This shows up in CAW metadata as 'Checkered Silo'

Checkered Water Tower
Filename: Bluefunk_Riverview_WaterTowerCheckered.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157602_WatertowerCheckered.jpg
This shows up in CAW metadata as 'Water Tower with Checkered border'

Water Trough Round
Filename: Bluefunk_Riverview_WaterTankOld.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157600_RoundWaterTrough.jpg
This shows up in CAW metadata as 'Round Water Trough'

No Fishing Sign
Filename: Bluefunk_Riverview_SignNoFishing.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157599_NoFishing.jpg
This shows up in CAW metadata as 'No Fishing!'



Riverview Distant Terrain and Bridges

BRIDGES:
REQUIRES RIVERVIEW!
Instructions: Extract files Bluefunk_Riverview_Bridges.package.zip to your CAW framework, as described here:
http://www.simswiki.info/wiki.php?title=Game_Help:CAW_Framework

:!: If you want to play a world created with these objects then you will also need to install file Bluefunk_Riverview_Bridges_InGame.package.zip which makes these objects available when you are not playing Riverview. This file must be extracted to your Game Framework Files. (http://www.simswiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files) You may link people to this thread so that they can download this file, or you may include it in your files, but please remember that this is IN TESTING. People who play worlds created using these objects will ALSO NEED RIVERVIEW INSTALLED TO THEIR GAME.


Bridge Sides
In four different sizes, all bundled into one package.
Filename: Bluefunk_Riverview_Bridges.package.zip

Four Arch:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157614_FourArchBridge.jpg
This shows up in CAW metadata as 'Four Arch Bridge'

Three Arch:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157615_ThreeArchBridge.jpg
This shows up in CAW metadata as 'Three Arch Bridge'

Two Arch:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157616_TwoArchBridge.jpg
This shows up in CAW metadata as 'Two Arch Bridge'

One Arch:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157617_OneArchWalkingBridge.jpg
This shows up in CAW metadata as 'One Arch Walking Bridge'

To use the bridges you need to make a raised road across your river, and then place the bridge objects to create bridge sides, like this:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157618_BridgeBuild.jpg
In Riverview the bridges look like this:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157619_BridgeCAW.jpg

DISTANT TERRAIN
REQUIRES RIVERVIEW!
Instructions: Extract file Bluefunk_Riverview_Farm_DistantTerrain.package.zip to your CAW framework, as described here:
http://www.simswiki.info/wiki.php?title=Game_Help:CAW_Framework

:!: If you want to play a world created with this object then you will also need to install file Bluefunk_Riverview_DistantTerrain_InGame.package.zip which makes this object available when you are not playing Riverview. This file must be extracted to your Game Framework Files. (http://www.simswiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files) You may link people to this thread so that they can download this file, or you may include it in your files, but please remember that this is IN TESTING. People who play worlds created using these objects will ALSO NEED RIVERVIEW INSTALLED TO THEIR GAME.

Beautiful distant terrain with farmland, river and hills, which will surround your world on all four sides.
Filename: Bluefunk_Riverview_Farm_DistantTerrain.package.zip
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157620_Farm_DistantTerrain.jpg
This shows up in CAW metadata as 'Farm_Distant Terrain'
It's tricky to place in CAW- try grabbing the red, green or blue direction axis instead of dragging the object.
:here: heaven_sent_8_18 has figured out some co-orginates for this, to give the position as in Riverview World:
Position X: -7.35993528
Position Y: 209.380753
Position Z: 2033.22974
All rotations should = 0
Thanks for that, heaven_sent_8_18!
You could alter the rotations for a custom world, to give sunrise/ sunset at different locations on the horizon.

simsample
7th Dec 2010, 3:44 AM
These items are not for CAW- they are game objects and should be installed to your Game Framework files. (http://www.simswiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files) You might like them when building lots for your world.

Again, I have not modified these items at all except to enable them for in-game use.

Some may have also been released/ extracted by other people- if so, I apologise for the duplication.

If you share lots/ worlds made using these items, people do NOT need to download these- they are already in the game files. These mods just make them available in the catalog.

Late Night Items

These require Late Night EP.

Food Truck and Parking Space
These show up in the buydebug Miscellaneous menu. Please note that they cannot be deleted once placed, as per game design. If you are using in a 'Suburb' world then the trucks will be parked and will disappear/ reappear occasionally. To make them drive around it seems that you need a 'City' such as Bridgeport. Discussion on that in this thread (http://www.modthesims.info/showthread.php?t=424374), please read the entire thread before you do anything! I've found that in a large world you will need several trucks/ parking spaces to get a good result- I used 15 in Sunset Valley. The truck is CASt enabled.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157627_FoodTruck.jpg

Buyable Apartment Mailbox
This shows up in the buydebug Miscellaneous menu. Once you place it on a residential lot, the residential mailbox will vanish.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157628_Bluefunk_017_06-Dec-10_20.53.jpg

Public Picnic Spot
This requires Basegame only, shows up in the buydebug Miscellaneous menu.
In Sunset Valley Central Park, this is the object that allows townies to autonomously have a picnic. Place the blanket on your lot and then, in live mode, it will vanish until a townie decides to use it.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157629_PicnicBlanket.jpg

Permanent Tents
Requires World Adventures, show up in the buydebug Miscellaneous menu.
These are the erected tents so that you can build your own base camps in a vacation world, or just make a camp ground in your main world. Sims will not put these in their inventories.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157630_TentEgyptPermanent.jpg
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157631_TentPermanent.jpg

Showtime Items

These require the Showtime EP.

Big Show Venue Shells
These show up in the Community Objects section in Build Mode, alongside the rabbithole buildings. If you filter your build mode items by 'Showtime EP' you will be able to find them more easily in the catalog.They are called 'Hoi Polloi Event Center' and 'The Binder Clips Center' in catalog. The Hoi Polloi is a Theatre rabbithole, which you can also build a showtime stage within. The Binder Clips is a Stadium shell, which you can also build a showtime stage within. For both of these shells, if you place them on a lot zoned as 'Big Show Venue' they will function both as the designated rabbithole as well as a Big Show Venue, just as they do in Starlight Shores.
Please note that these shells cannot be moved or deleted once placed, as per game design. Both shells require a 64X64 lot.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1288004-ShowtimeShells.jpg
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1288003-ShowtimeShellsCatPlacement.jpg

Proprietor Placement
This item is not strictly needed to create custom show venues, since any showtime lot with a stage will eventually spawn one of these. However, if you would like more control over where your proprietor stands, you can use this item.
It shows up in Buydebug; filter the catalog for the Showtime EP to find it more easily. As with the crowd placement items, when you first place this object it will be invisible, but if you enter out of buy mode and back in it should appear. Only use one per lot; more than one Proprietor is not necessary.
As per game design, this object cannot be deleted once placed; however you can move it using the Moveobjects On cheat.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1288001-PropPlacementInGame.jpg
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1288002-ProprietorPlacement.jpg


:!: Please let me know if you find any problems with these items; please backup your savegames before installing.

heaven
7th Dec 2010, 9:05 PM
I am absolutely ecstatic that I found this. I am in the process of editing Riverview (kind of a in-the-future, population growth Riverview) but it's just not the same without the distant terrain.

EDIT: By the way, I -think- I have the terrain placed about where it should be. There may be some minor tweaking but the rivers and roads seem to align properly. The coordinates are:
Position X: -7.35993528
Position Y: 209.380753
Position Z: 2033.22974
All rotations should = 0.

rian90
7th Dec 2010, 9:50 PM
Oh thank you, Heaven! You truly are 'heaven sent' as I was just about to try to place this. You have saved me so much time and frustration.

heaven
8th Dec 2010, 12:00 AM
:!: If you want to play a world created with these objects then you will also need to install file Bluefunk_RiverviewDTBridges_InGame.zip which makes these objects available when you are not playing Riverview. This file must be extracted to your Game Framework Files. (http://www.simswiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files) You may link people to this thread so that they can download this file, or you may include it in your files, but please remember that this is IN TESTING.

I went to EIG and the distant terrain and bridges were missing. I am assuming I missed this file, but where is it?

simsample
8th Dec 2010, 12:20 AM
I went to EIG and the distant terrain and bridges were missing. I am assuming I missed this file, but where is it?
Thankyou heaven_sent, I missed that one! *Hides*

It's there now- remember to put that one in with your game mods, not with your CAW mods. :)

GiLaNg
10th Dec 2010, 3:31 AM
Wow this is great! It should complete the Twinbrook object collections for my CAW :anime: I'm just to lazy to search the entire package to look for those neighborhood objects and after all the Twinbrook object I used and needed are only the Sea walls and fences. :P

ejay07
10th Dec 2010, 5:13 AM
thanks simsample! =]

simsample
10th Dec 2010, 12:00 PM
Thankyou GiLaNg- it was your instructions that allowed me to do this! :)

Thanks everyone for testing for me and commenting, please let me know of any problems you find!

heaven
10th Dec 2010, 3:17 PM
I have used both the distant terrain and the bridges for Riverview and have had no problems (besides not being able to find it that first go-round in EIG :giggler:). I will say that if you are in CAW and move your position outside of where you allow the camera to go in game and then click Edit In Game, it puts you in a really strange spot in game and doesn't allow you to zoom in close (you go under the ground and it's just odd). This may be common knowledge but I've never used distant terrain before so I was edging around the map, making sure things were lined up properly and then went in. When I went back to CAW, moved to the center of my map, and then went back to EIG, it was fine.

ejay07
11th Dec 2010, 9:37 AM
The bridge and distant terrain from Riverview showed up in my CAW metadata. Everything else didn't =( Btw, I used symbolic link just an fyi. Im attaching an image for a better explanation. LOL :beer:

simsample
11th Dec 2010, 9:59 AM
ejay07, try installing them without using the symbolic link, to see if they show up. The description name on your bridge is not correct, so this shows that something is not right. :)

ETA- Also make sure you have Riverview correctly installed to your DCCache folder/ Installed Worlds folder.

girlfromverona
12th Dec 2010, 5:02 AM
Absolutely brilliant! Thanks for sharing these, simsample. :)

ejay07
12th Dec 2010, 6:40 AM
ejay07, try installing them without using the symbolic link, to see if they show up. The description name on your bridge is not correct, so this shows that something is not right. :)

ETA- Also make sure you have Riverview correctly installed to your DCCache folder/ Installed Worlds folder.

LOL I forgot to install Riverview :!: haha silly me. It works now thanks again :gjob:

MadGaz
12th Dec 2010, 2:54 PM
These are brilliant! Thanks so much for adding these - the RV terrain is a much better match for my world!

Do you know if anyone has managed to extract the bridge from Barnacle Bay?
It's a pretty nice bridge :)

Thanks again for these though - MadGaz

bellatrixclovis
12th Dec 2010, 4:23 PM
This is Christmas in advance!
A huge 'thank you' Simsample, this is brilliant.

BC

simsample
12th Dec 2010, 4:37 PM
ejay07, I'm glad you got it to work! :)

girlfromverona and bellatrixclovis- I'm glad you like them, please do let me know if you find any problems. :)

MadGaz- I haven't looked at the Barnacle Bay items, and would be reluctant to post them anyway as they are store pay items. However, if you wanted to liberate them for your own game you could try- I had to clone the Riverview items with S3oc and then amend the OBJD so that they show up in CAW, as instructed here:
http://www.simswiki.info/wiki.php?title=Sims_3:0x319E4F1D#Unknown7
If you install your copy of Barnacle then you will probably find that some of the objects are in the DCCache files, and some are in the World file itself.

Gail.wyness
12th Dec 2010, 9:58 PM
The objects are all showing up fine in CAW and EIG,but CAW is having some slight issues now, not sure if it's due to the Riverview items, it was fine with the Twinbrook item by GiLaNg, but that was before NL patch. Crashed messages appears at random when searching for items in meta data.
Not a major issue away as CAW continue running normally for me after hitting "ignore" and the Riverview distance terrain is much prettier then the others. Thanks for uploading them.

Edit - working fine now after deleting the files as suggested below - thanks again Simsample

simsample
12th Dec 2010, 10:56 PM
It seems to be a problem with the latest CAW Beta; when searching metadata it crashes very easily. It happens to me with or without the CAW framework installed and has been occurring since Ambitions, so it's not directly due to this content. For me, the metadata panel blanks out randomly during world creation, and CAW will crash sometimes when searching/ filtering, too. What I would suggest to do is to clear your CAW caches. Delete all files in:
Documents\ Electronic Arts\ The Sims 3 Create A World Tool\ WorldbuilderCache
And Documents\ Electronic Arts\ The Sims 3 Create A World Tool\ UserToolData\ LocalWork.
This could help, as I'm convinced that this is a memory error. Possibly it is exacerbated by having custom content (as CAW isn't Large Address Aware unless you have made it so) but I doubt it's directly due to these items. Please let me know if it continues for you, though. :)

kiwi_tea
17th Dec 2010, 7:50 PM
Well, I found a problem! Could anyone else test and see if the Checkered Water Tower (not silo) attached to exported worlds in CAW like a clingy... ...thing?

It has attached itself to my Riverblossom Hills and it refuses to detach even once uninstalled and using Save As. I can delete it using Custard, but that's not ideal.

It's not a minor issue, either. It prevents everyone from installing the world. Even if they have Riverview installed it tells them they can't install.

simsample
18th Dec 2010, 11:02 AM
Well, I found a problem! Could anyone else test and see if the Checkered Water Tower (not silo) attached to exported worlds in CAW like a clingy... ...thing?
Can I just check- do the other items not behave like this, or have you not tested those? I'll take a look later Kiwi_tea- I have engagements over the weekend but will check as soon as I can. Thanks for the report!

kiwi_tea
18th Dec 2010, 2:10 PM
The long trough, checkered silo, and any of the other items I placed did not attached like the tower did. I wrangled it out of the world file, but had to uninstall Riverview entirely to do so.

The large checkered water tower must have some feature that adheres to world files. I've had the exact same trouble with the Elder Female Overalls from Riverview, so it's not unique, I think some of the Riverview objects might be buggy when placed in CAW.

Also: Season's greetings. Don't worry about this til after the NY. Go have fun. :P Hubby and I are bunkered down with his sick grandmother this Christmas, so others will have to have all the fun and feasting for us. At least we have hot beach-side Xmases here.

simsample
18th Dec 2010, 9:00 PM
Thanks kiwi_tea, I managed to escape the in-laws and check this out this evening. We are going to be snowed in, I think! It's -6 degrees C outside. :blink:

I redid the files, so please could you all redownload the Riverview files and test again for me? Kiwi_tea, the original files worked fine for me with my Riverview install which was done pre-Late Night, but if I redownloaded Riverview and reinstalled it then I got the same problem you did. That's why I didn't spot it! So, I guess something has been changed in the way DCCache files are built, since my files were made from an older DCCache. :)

Anyway, I redid the files from the updated Riverview and updated S3oc and S3pe, and if I package a world with the objects in they show up clean in CUSTARD. So hopefully you will all get the same results!

Please let me know if you get any problems, though. :)

LordCrumps
22nd Dec 2010, 2:48 PM
Hey, the distant terrain does not show up, everything else does, and I have the file installed. :P Help ? ta :D

simsample
22nd Dec 2010, 3:42 PM
Hey, the distant terrain does not show up, everything else does, and I have the file installed. :P Help ? ta :D

Hey alext369, are you using my updated files? If not, please redownload.

It definitely shows up for me- to test I redownloaded from my links and reinstalled, then created a test world.
http://i7.photobucket.com/albums/y288/Bluefunk/Sims%203/Bluefunk_00122-Dec-101421.jpg

There are a couple of things you can try.
1) Make sure you have file Bluefunk_Riverview_DistantTerrain_InGame.package.zip in your GAME framework.

2) Redownload and reinstall Riverview from the EA Store.
Riverview (http://store.thesims3.com/customProductDetail.html?categoryId=12642&index=0&productId=OFB-SIM3:23468)
Do not decrapify the Sims3Pack (as that will change the identity of the objects). The reason I updated my files is because the patch seems to have changed something with the way Sims3Packs are installed- so reinstalling Riverview will ensure it is the same as the install I used to create these files.

LordCrumps
23rd Dec 2010, 7:08 PM
I have the file, Its with the others, they all show up :/ I recently redownloaded everything anyway. But ill try again. If not, Ill post back here! Thanks :D

LordCrumps
23rd Dec 2010, 7:19 PM
Downloaded both Riverview and the distant terrain, :P Fingers crossed :D

LordCrumps
23rd Dec 2010, 7:21 PM
Yay! It works! Thank :P Phew!! :D ;)

simsample
23rd Dec 2010, 7:32 PM
Thanks Crumpy- good to know it works! Thanks for testing, please let me know if you find any other glitches! :)

LordCrumps
23rd Dec 2010, 7:45 PM
What it was was I had both Terrain files installed. :P Silly me :D

CTNutmegger
27th Jan 2011, 5:40 PM
Thanks Simsample, after discussing this on N99 and looking over this post I realized I hadn't thanked you here. So better late then not at all. {{{Hugs}}}

simsample
27th Jan 2011, 7:13 PM
Thanks CTN! *Hugs*

heaven
20th Feb 2011, 11:20 PM
So...patched my game to the latest update (1.19.44/6.2.4) and had to redownload CAW as well. All of the Riverview items now no longer show up in CAW. I redownloaded your latest update and this did not fix anything. I am done with patches until I am done with this world now. Did something change the way the resources are coded (I have no idea how it actually works) and is there any way to get, at the very least, the barn, distant terrain, and arched bridges back? They were huge components (okay, not the barn :giggler: but the rest) and I don't know what to do without them!

Edit: Okay, scratch that. The barn is still there. Not sure why but it still is but the bridges and DT are gone.

simsample
21st Feb 2011, 1:05 AM
heaven_sent_8_18, I'm using the latest game version and they show up fine for me. I'm working on a world which uses these items, and it is still intact both in-game and in CAW.

The DT and bridges are different from the other files in that they require you to have Riverview, the CAW files AND the in-game files installed. As the barn shows up then I'm guessing that you don't have the DT and bridge in-game files installed to your Documents\ Electronic Arts\ The Sims 3\ Mods folder.

What I would suggest to do is to redownload everything and reinstall, making sure that you have the CAW files in your CAW framework and the Game files in your Documents\ Electronic Arts\ The Sims 3\ Mods folder.

heaven
21st Feb 2011, 1:08 AM
Actually, I do have both installed as well as Riverview. When they disappeared after the patch, I got rid of everything and reinstalled it all. Not there. I have all the things required in the correct places. The bridges and the DT are in the CAW framework, in the same place they were before, the in game version are in my mods folder, same as before as well. They completely disappeared from my game and are not listed in metadata for me to even choose. Not sure what else could possibly be wrong.

Edit: Figured it out. I had to completely redo the Resource file. Everything else was right but that got messed up with the update. Duh...

simsample
21st Feb 2011, 1:42 AM
:D Well done, I'm glad you fixed it!

GroverJones
18th Mar 2011, 11:34 PM
Sorry, maybe I'm dense or maybe I've missed something. None of the items I've downloaded are showing in CAW- those items would be the RV DT, the Twinbrook barn and the RV bridges.

Following the instructions for the CAW framework, I modified the resource.cfg file and created the symbolic link. I then placed the items in the game packages folder. I have Riverview installed. What am I missing? Any help you can offer is appreciated....

simsample
22nd Mar 2011, 7:33 PM
GroverJones, can you get it to work without the symbolic link (so if you just use a straightforward CAW framework and put the files in there)? There's really no way for me to determine whether you have created the symbolic link correctly from here.

matt.d
4th Jun 2011, 3:56 PM
i really love this idea and would love to use the distant terrain, however, i have done everything in the instructions and i have riverview installed, but it is not showing up in create a world, the only thing for me that does is one of the bridges.

matt.d
4th Jun 2011, 4:06 PM
sorry got it to work now! had a blonde moment :) Thanks so much for these files they are amazing!

heaven
29th Jun 2011, 3:25 AM
Simsample, just curious but is there any way to unlock the CAW cranes to get in buydebug? Would be lovely for empty city lots for future builders so the land isn't completely bare.

simsample
29th Jun 2011, 3:57 AM
Heaven, yes- you'd just need to override Unknown 7 in the OBJD and edit the flags to show up in whichever catalog menu you want.
http://simswiki.info/wiki.php?title=Sims_3:0x319E4F1D

More detail of how to do this here:
http://www.modthesims.info/showthread.php?t=445779&goto=lastpost
That's describing how to override the price, but the method is the same as Unknown7 is in the OBJD.

Tahera
5th Jul 2011, 10:12 AM
Thanks for sharing your great work! I just downloaded everything and can`t wait to test your files.

MadGaz
10th Jul 2011, 2:09 AM
Thanks for these :beer:
I was wondering if you knew of a tutorial to add objects from the game into CAW.
There are a few fences/walls that I would quite like in my world and I'm not really sure how to go about this :(
In fact I've spent what seems like most of the day searching with no success so far.

Thanks soo much for these again, you guys are brilliant! :gjob:

Gaz

simsample
10th Jul 2011, 2:26 AM
MadGaz, I linked it in my first post, this tutorial:
http://simswiki.info/wiki.php?title=Sims_3:0x319E4F1D#Unknown7

MadGaz
10th Jul 2011, 10:26 AM
MadGaz, I linked it in my first post, this tutorial:
http://simswiki.info/wiki.php?title=Sims_3:0x319E4F1D#Unknown7

Thanks again for your help. I think I wasn't very clear though - sorry :faceslap:
I'm trying to find out how to find the objects in s3pe and then how to add the extra bit of code so they show up in CAW - sorry it was quite late when I sent the first message and I think my brain had gone tosleep without me :blink:

I'm probably asking a completely daft question but do we need to copy the packages into the package folder in CAW too?

Sorry for sounding like a complete plonker :|

Gaz

trystiane
18th Jul 2011, 11:09 PM
You are one of kind! Merci merci!

simsample
24th Jul 2011, 3:49 PM
Thanks trystiane! ;)

Gaz- yes, that link I gave you is to do exactly that.

From the wiki article:
Showing Objects In World Editor and Create-a-World Catalog

Basically all objects can be made to appear in World Editor or Create-a-World catalog. To make an object appear on those catalogs, apply this value on your desired object OBJD data:

Set Version in CommonBlock to 0x0000000E.
Set Unknown7[3] to 0x01 (IsVisibleInWorldBuilder to TRUE in later versions of S3Pe)
If you want the object to show up in the World Editor catalog, set BuildCategoryFlags to 0x00001000 (Tree), 0x00002000 (Rock), or 0x00008000 (Community/Misc. Objects).

In order to make your CAW recognize your custom content, You will need to create a CC Framework like the framework for The Sims 3 games inside your CAW program folder. As soon as the CAW load the flagged custom content, it will appears in CAW catalog.

The article describing how to set up CAW framework is here:
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework

Yes, you need to have the modded files in the CAW framework- if you also want them to show up in the in-game world editor then you can put the files in your game framework (Mods folder) too. Some people set up a symbolic link between their game mods folder and CAW framework so that they only need to have one copy, but I prefer to keep them separate (as some items, like custom distant terrains, may not be desirable in the in-game world editor).

tryguy
27th Jul 2011, 12:42 AM
Thanks for this, simsample!

My picnic baskets got borked somehow in my game, and I didn't see any way to fix them until I happened upon your thread. This will be perfect, so thanks so much.

simsample
27th Jul 2011, 1:19 AM
Uh-oh, what went wrong with the picnic baskets? I noticed someone mention picnic baskets being borked on another forum, are they okay if you replace them?

Arisuka
30th Jul 2011, 8:35 AM
I seem to have issues with the Riverview objects after installing Gen. When I place Riverview objects in CAW, save, then reload the save, the RV objects are all gone. :O I placed them back again, but they disappeared again after reloading the game.

simsample
30th Jul 2011, 8:05 PM
Arisuka, thanks for the report. I can't check this out yet, as I don't have Generations installed, but once I do I'll take a look. The only things I can suggest at the moment are to redownload and reinstall Riverview, and also to clear your DCBackup. Out of curiosity, if you export the world, can you get the objects to show up in game?

Arisuka
5th Aug 2011, 7:37 PM
No, they won't appear in game when I export the world. :/

Update:
Okay, it happens also with custom objects... I have all of Moria's stuff installed, and they too disappear exactly like the Riverview objects. :/ This sucks, I wonder if EA has deliberately gone like OOOPS to disable custom stuff for CAW. :P *BUT* from the ferry set by Moria, some of the objects DO appear. The three dock objects, to be specific.

simsample
5th Aug 2011, 8:19 PM
Hmm, this is most interesting! If anyone else is reading this and has the latest game updates and CAW, I wonder if they could test with some custom objects too? It would be a shame if we can't include custom items in CAW any more.

Out of interest, do custom objects on lots still appear in game if included in a world?

kiwi_tea
5th Aug 2011, 9:39 PM
My initial reaction is: I don't think this is affecting me. I have a just saved/exported worlds with custom objects in CAW. I'm testing now, though, because I only use them sparingly and may not have noticed.

Edit: Okay, they do save, and remain when I close and reload a world - Riverview objects, Moria's objects, etc.

Edit: They also appear when I export a world. I just checked my most recent export.

simsample
5th Aug 2011, 10:17 PM
Thank you, kiwi_tea! And you have the latest game updates and Generations?

kiwi_tea
5th Aug 2011, 11:35 PM
I have all the patches and EPs to date.

simsample
5th Aug 2011, 11:52 PM
Thanks again, kiwi_tea!

In that case then, Arisuka- perhaps you could try creating a fresh packages folder for your CAW CC, and refresh your userdata for CAW and the game?

kmce
18th Aug 2011, 1:28 AM
is there a way to use this to get my created buildings into CAW,

i cant seem to get thi sto work, when i did the MKLINK /D "C:\Program Files\Electronic Arts\The Sims 3 Create a World Tool\Packages" "C:\Program Files\Electronic Arts\The Sims 3\Mods\Packages" thing i got the message The symbolic link created , but CAW doesnt seem to be picking anything up for me

simsample
18th Aug 2011, 9:05 AM
kmce, are you asking if there is a way to place the neighbourhood objects on a lot? If so then yes, some are already available in the game catalog but the ones that are not would just need a simple OBJD edit to make them so.

For your junction point question, having your CC in the Game Install location is outdated now, you could put it into your Documents folder now. We have a tutorial about that in Help> Sims 3. Where do you have the files located exactly?

kmce
18th Aug 2011, 1:57 PM
kmce, are you asking if there is a way to place the neighbourhood objects on a lot? If so then yes, some are already available in the game catalog but the ones that are not would just need a simple OBJD edit to make them so.



For your junction point question, having your CC in the Game Install location is outdated now, you could put it into your Documents folder now. We have a tutorial about that in Help> Sims 3. Where do you have the files located exactly?



it was more houses i had built that i wanted in CAW because my EIG is not working now
this is were my cc for the sims is

C:\Users\---\Documents\Electronic Arts\The Sims 3\mods\Packages.


EDIT- after it didnt work i changed the second part of the command prompt to C:\Users\----\Documents\Electronic Arts\The Sims 3\mods\Packages


Should that make it work then. cause it aint

simsample
20th Aug 2011, 8:14 PM
kmce, you probably need to make a junction as opposed to a soft link, so try using MKLINK/J instead of /D.

Some more help:
http://www.moreawesomethanyou.com/smf/index.php?topic=17137.0
http://technet.microsoft.com/en-us/library/cc753194%28WS.10%29.aspx
http://www.howtogeek.com/howto/windows-vista/using-symlinks-in-windows-vista/

Arisuka
22nd Aug 2011, 2:54 AM
So strange, I have now tried refreshing the userdata, and when I put one of Moria's objects into a new, flatmap world, they disappeared in EIG just as before... I also deleted all CAW caches and the other caches.

They do appear in CAW, just not in EIG. I said before that the one ferry object by Moria did appear, but even that doesn't appear any longer. :faceslap:

--------------------------------------- Update:

I just had to put the objects also into the package folder for the normal, non-CAW mods. Man, that was just it! *quickly glances to each side slightly embarrassed... then shrugs, and runs off to fill a world with purdy clutter*

kiwi_tea
22nd Aug 2011, 12:20 PM
Awesome! Don't be embarrassed. I was distressed that this was getting in your way so much, and I'm glad it's now resolved. :) Happy building!

Arisuka
22nd Aug 2011, 9:22 PM
Aw, that's so kind Kiwi! :) Happy building and simming to you too!

simsample
22nd Aug 2011, 9:53 PM
*Phew* Well done for fixing it, Arisuka- I'm glad I didn't break it for you!

Arisuka
27th Aug 2011, 5:14 PM
The problem with that tutorial is, that it's written in technical language. It's made for those who fiddle around with that type of stuff anyway... so those of us who don't, have no clue what on earth could 'Set Version in CommonBlock to 0x0000000E.' mean... Like, do we open S3PE, then find the OBJD... then... ? It's all very shady if you are not familiar with this type of stuff. :)

simsample
29th Aug 2011, 1:00 AM
I've linked this tutorial in my first post, Arisuka, to help people who are not familiar with this. I posted it in Tutorials too:
http://www.modthesims.info/showthread.php?t=453818

I always find the OBJD of the object in the game data files (for example, Electronic Arts \The Sims 3 \GameData \Shared \Packages \DeltaBuild0.package), extract it then import it to a new file in S3Pe. Whiterider has a slightly different method for finding an OBJD:
http://www.modthesims.info/showthread.php?t=445779
Once you have your OBJD imported to a new file, click on the OBJD and click 'grid' at the bottom of the page:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228754-ScreenHunter_01Aug.2900.46.jpg
Click the + next to Common Block, change it to 0x0000000E and click Commit (at the bottom of the window).
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228755-ScreenHunter_04Aug.2900.47.jpg
Now, click Grid again to open up the window, and you will see a new option in CommonBlock- IsVisibleInWorldBuilder. Change the option to True.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228756-ScreenHunter_05Aug.2900.47.jpg
Change the BuildCategory Flags to 0x00008000.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1228757-ScreenHunter_06Aug.2900.48.jpg
Click Commit, then save your file. Now, you can put that file in your CAW framework and your object will show up in CAW metadata. If you also put it in your Game Framework then it will show up in the World Editor bit of Sims 3, too.

zaide_chris
30th Aug 2011, 11:08 PM
First I have to say thanks for this simsample, but I think I found a issue. After I installed the files for Riverview as I wanted to use the bridge sides the next time I exported the worlds to a .sims3pack it's size went up about 90MB. I used S3SU to open up the s3p and there is now a copy of Riverview and all Riverview's items inside it. This makes the files much larger and means you would be sharing Riverview with people and I know every one can get Riverview if the register but it is a store item. This could be because I have a made a big mess of my Sims 3 Folders doing stuff I would never recommend. (Such as moving files from the games install location to the documents framework to make editing the EA packages and worlds easier for reverse engineering.)

I attached a copy of the XML from my Riverview.sims3pack and my Test World's sims3pack Note my Riverview.sims3pack may be wrong as I have poked around in it to try and move it's Localization from being put in the DCCache to being part of the world it's self.

Sorry about the long post, but if some one wanted to see if this happened for them too just export a world with 1 or 2 of the unlocked riverview items then Unpack the world's s3p with S3SU if in the XML it lists a PackagedFile with a type of World and a metatags->name of Riverview then Riverview tagged along.

simsample
31st Aug 2011, 12:21 AM
Thanks for the report, zaide_chris!

Have you tested with the DCBackup removed? If you package a world with any of these items in then the game will treat it the same as any custom item- it will package the item with the world, if it is present in the DCBackup.

If I package a world with the Riverview objects, Distant Terrain and bridges, with a clear DCBackup, I'm not getting anything else packaged except for the world and its thumbnail. However if I do the same with the DCBackup intact, I have a copy of the items packaged too (and this could quite easily include the STBLs from the DCCache).

zaide_chris
31st Aug 2011, 12:51 AM
I didn't even think of cutting it off like cutting it off like that, Going to give it a try.

Edit: It worked, thanks simsample, went from 96.2 MB to 3.87 MB :)

simsample
31st Aug 2011, 1:03 AM
Ah, glad about that! It seems that the game will package any CC that is present in the DCBackup with a world, so I always check with CUSTARD before sharing.

Thanks for letting me know!

armiel
15th Sep 2011, 6:38 AM
Highjacking this thread :P

I have enabled one streetlamp to show up in CAW, and thought I'd share it, but I don't see a point on making separate thread for just one object.

Say bye bye to the flag!
http://thumbs.modthesims.info/getimage.php?file=1233172

Maybe someone has enabled this already, but I have not seen it so far. So there you go. Streetbright without the annoying flag. It's an OBJD mod, so you will need to have the original object (from Ambitions). Put the file to your CAW framework (and ingame too I suppose so that they don't disappear when you use EIG) and enjoy :)

I might be doing more, so I shall edit this post if I find more objects I need to enable for CAW.

*************************************************************************

I saw thew post by Varpunen, asking for this lamp, so here you go! Ranch streetlight enabled for CAW :)

http://thumbs.modthesims.info/getimage.php?file=1248526

OBJD mod, like the one above. Overrides the original lamp by making it show on CAW catalog. You will need Pets to have this. Have fun!
ps. I don't know what it's english name is, most likely something with ranch as the filename. In finnish caw it's called "vaakalamppu".

Arisuka
15th Sep 2011, 9:07 PM
Wow, I had never even noticed that EA hadn't enabled that light for CAW, as I haven't added any lights in my world yet, so had no idea!
For some reason, this doesn't appear in my CAW. : O I did add the file into CAW's packages as well as into regular game packages, and deleted caches.

armiel
16th Sep 2011, 4:17 AM
Ari, just to check out before I investigate more, what language is your CAW on? If finnish like mine, the lamps name is kujakirkastus :P searching with either "light" or "valo" in CAW should pop it up.

Arisuka
16th Sep 2011, 1:07 PM
Oh yeah, I got mine in english. : D "light" didn't work before, so maybe it'll come up in finnish!

simsample
21st Sep 2011, 12:18 AM
Thanks for that, Armiel! :)

I've put a link to it in the first post, so that people will find it easliy. Great work!

Arisuka
24th Sep 2011, 6:33 PM
The Streetbrite light still doesn't show up in my CAW. I downloaded other stuff from this thread, and they worked, but the light didn't... Does the light work for someone else? : o

Also, I realized something! Would it be possible to make various effects (Bridgeport's pigeons, France's train, Twinbrook's fireflies...) found in EA worlds downloadable just like the 'swamp ground fog' object...? It would certainly make it easier to get these awesome effects into more custom worlds!

simsample
24th Sep 2011, 7:09 PM
Arisuka- I haven't had chance to test the streetlight, I'll try it later. :)

About the effects- I'm hoping it is possible, but I haven't found a way. The effects don't seem to have an OBJD (not that I can find, anyway), so I have no idea how to make them show in catalog. The fog seems to be an exception- it is an object as opposed to an effect.

I was trying to make the fog emitter show up in CAW as another approach, but to no avail.
http://www.modthesims.info/m/showthread.php?t=448237

Arisuka
24th Sep 2011, 8:01 PM
Ah, so THAT was the thing holding it back, the missing of OBJD... Mysterious, and sucks that EA didn't make all of the effects as the swamp fog object. :/

simsample
24th Sep 2011, 9:46 PM
Ari, the street light shows up under 'The Streetbrite' in my game:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1235472-Bluefunk_00124-Sep-1121.41.jpg
The one with the flag has the same name as the one without the flag! No wonder it doesn't show up when you search for light, lamp or any other sensible search parameter! :lol: Silly EA.

Thanks for modding that one, armiel- it works great! :)

Arisuka
24th Sep 2011, 10:31 PM
Haha, should've known! :D It is indeed very tedious that they haven't bothered to name objects properly! I can't tell you how many times I've browsed the catalogue through to find the right Late Night billboard...

LiLSapphire
25th Sep 2011, 12:44 AM
Simsample thank you so much for the food truck and the apartment mailbox. I had used another foodtruck mod, but it stopped working after Gen. I am so so happy to have a working version of it again. .

Also I hate EA apartments so I always build my own and I always hated having to tear down one of their builds just to get the mailbox. Now thanks to you I don't have to do that anymore.

simsample
25th Sep 2011, 12:23 PM
Thanks for the feedback, LiLSapphire. :)

I've been trying to figure out why my items still work whereas others have broken, but I can't see why that would be so!

LiLSapphire
26th Sep 2011, 12:22 AM
NM I reinstalled the parking space mod and now it is showing up.

As to why yours works and others have stopped I think is because you made no changes to it you just made it appear in buydebug where the others made some modifications and had them appear under the misc cars tab.

simsample
26th Sep 2011, 12:49 AM
:lol: It's a tricky one to spot, that parking space- in case anyone else is having issues, it looks like this:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1235683-Bluefunk_00126-Sep-1100.44.jpg
The thumbnail is nothing like it looks in-game!

You may be right about the mod- mine is exactly as the original version except for the catalog placement.

LiLSapphire
20th Oct 2011, 10:48 AM
Simsample well it seems EA did it again and only made the icecream truck for the new world. Are you going to be doing a mod so we can have it in other towns like you did for the food trucks? Your mods are very reliable and I trust your mods to keep working, so i would Love it if you did.

Thanks Lil

simsample
21st Oct 2011, 12:57 AM
Thanks LiLSapphire, I may well add the Ice cream truck when I get chance, there are a few other items missing too according to this thread:
http://www.modthesims.info/showthread.php?t=458393

I did notice though that STW has liberated the Ice Cream truck already here:
http://forum.thesims3.com/jforum/posts/list/451036.page

Perhaps you could try that one out and see if it works for you! :)

Arisuka
21st Oct 2011, 2:24 AM
I've read many times that the ice cream truck will appear in all worlds... : O But should've known, it's EA after all. On a sidenote: MAN that animal control van is AMAZING. I want my sims to be able to ride that beast, WHOA!

simsample
21st Oct 2011, 2:32 AM
I've read many times that the ice cream truck will appear in all worlds... :
Perhaps we don't need the truck to be available in-catalog, then? I only got Pets earlier today so haven't had chance to figure things out yet! :giggler:

Pyronium3
21st Oct 2011, 2:39 AM
The Ice cream truck should appear in all worlds. It does in my custom world at least; which is designated as a city. It also has a map tag and usually drives around residential areas.

simsample
21st Oct 2011, 3:44 AM
Thanks for the information, Pyronium3!

simsample
26th Oct 2011, 10:39 PM
I updated the first post with some items from Pets- and some links to other liberated Pets items, in case you missed them. :)

Arisuka
27th Oct 2011, 12:53 AM
So typical of EA, instead of making an actual Sasquatch (a random "sim" you could run into in the woods, or your sim being transformed as in TS2)... we get a cardboard picture. : P Anyway, thanks to you all for the fast job of enabling all this stuff!

simsample
27th Oct 2011, 1:48 AM
:lol: I'm a big fan of the standees, they made the cow in Riverview, the Jackalope in Twinbrook and the Camel for WA. And now this one! I love 'em!

heaven
28th Oct 2011, 8:25 PM
Any chance of unlocking the hitching posts/feeding stations for the horses so they don't have to only be on lots?

simsample
28th Oct 2011, 10:29 PM
What a good idea, heaven- they would be most useful in-game!

I put them in the first post, could you test them for me please? :)

They seem to work okay:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1244109-DrinkHitched.jpg

heaven
28th Oct 2011, 10:52 PM
What a good idea, heaven- they would be most useful in-game!

I put them in the first post, could you test them for me please? :)

They seem to work okay

Wow! You are fast! I will test them either later today or tomorrow for sure! Definitely showed in in CAW, now just to test in game. :)

dhampir1313
29th Oct 2011, 8:16 PM
Hi simsample,
I cannot get my world to export with the two arch bridge. I have tried on multiple occasions, testing all other objects and it seems like this is the one causing problems.
I have the bridges in my mods folder and CAW packages folder.. I also tried just for fun removing the file from the mods folder, but still nothing.
I can get it to export the moment I remove the two arch bridge.
Unfortunately, I did not try exporting the world before I installed Pets.. Not sure if that would affect it?
This was also the only object from this post that I was using in my world.
If you would like me to get any information for you, let me know.

simsample
29th Oct 2011, 10:22 PM
dhampir1313, try removing your DCBackup folder. If you have Riverview installed and the DCBackup files intact, then the game will attempt to package the objects in with the Sims3Pack. As these items are essentially overrides, this could cause the game to fail on export as it attempts to package two versions.

dhampir1313
30th Oct 2011, 3:19 AM
So try keeping the mods in and removing the DCbackup? I will try it out and let you know.

Edit: Still not working.. I deleted all caches, restarted CAW etc.

simsample
30th Oct 2011, 9:49 AM
Does it give an error, or just fail to export?

Edited to add:
I've just tested in my game to make sure nothing has happened with Pets to affect this. I redownloaded Riverview, installed that and my Bridges, and made a test world with the bridges in. I could get it to export just fine, and the bridges show in-game:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1244672-Bluefunk_00130-Oct-1109.25.jpg

So, that means it's likely a problem with something on your computer. The most likely suspect is the Riverview install, try uninstalling and redownloading/ reinstalling Riverview. Also, redownload my files in case something's amiss there. Clear caches, remove DCBackup and try again.

dhampir1313
30th Oct 2011, 3:14 PM
It says Error, failed to export.
I will try what you suggested, thanks.

simulatedsim
31st Oct 2011, 3:38 AM
Hi: I have not used these mods before. So do not know if I am doing it right. I downloaded both mods - Trucks and park spaces.

I have LN and Pets.

I added 4 parking spaces to "App Plains" Comunity lots. (new Pets town). But I can not find where the food trucks are in buy mode.

Please help.

Edit: While messing around I added another parking space and the "Ice Cream truck" mentioned in an earlier post did show up on one lot. I still not have found the food trucks.

Edit 2: A food truck did appear on another parking site. After 19 mins real game time.

I must have miss-understood. I thought they had to be placed via buy mode, but they show up automatically - eventually .

simsample
2nd Nov 2011, 11:40 AM
Hi simulatedsim, the parking spaces and food trucks in post #3 are modded to show up in the Buydebug miscellaneous menu. That means you need to turn on testingcheats and invoke buydebug to have this menu available:
testingcheatsenabled true
buydebug

The food trucks are controlled by the traffic manager, and will only spawn automatically and drive around in worlds which are enabled as cities. In a city, you just need to place the food truck parking space as the game will force the trucks to spawn and drive around. In a non city, the trucks will remain stationary. Twallan has a mod to enable the traffic manager in non-city worlds:
http://www.the-isz.com/nraas/index.php?/topic/2012-the-traffic-version-4-updated-2011-oct-17/page__pid__36924#entry36924

Without Twallan's mod you will need to place the trucks manually yourself, from the buydebug menu. Try filtering the menu to show only Late Night items, as this should help you to find the truck more easily.

The ice cream truck shows in all worlds, regardless of whether they are city or suburb. Not sure if they show in vacation worlds, though.

Rockerduck
12th Nov 2011, 11:06 AM
Buuuuuut simsample, we needs teh Equestrian Center! .... Oh, and basically every single rabbit hole ever made, too. *grins and runs away to hide behind couch*

Sorceress Supreme
12th Nov 2011, 11:13 PM
It would be great if this outdoor lamp...
http://i110.photobucket.com/albums/n116/Silkkikettu/Light.jpg
...would also show up in CAW list. I was really hoping to use it in the Chinatown and I was so disappointed when it wasn't available.

armiel
13th Nov 2011, 7:52 AM
One ranchy lamp coming straight up!

http://thumbs2.modthesims2.com/img/3/5/2/4/4/0/0/MTS_armiel-1248526-vaakalamppu.jpg

I enabled it for caw, you can find it here with my other caw mod http://www.modthesims.info/showthread.php?p=3644096#post3644096

Enabling objects for caw is really easy, especially when you have the very helpful tutorial by our lovely simsample :) You can find it here http://www.modthesims.info/showthread.php?t=453818

Sorceress Supreme
13th Nov 2011, 2:55 PM
Thank you so, so much. I couldn't have believed that this would happen so fast but I'm so glad that I can now make my Chinatown look a bit more authentic. And thank you for the tutorial link. I think I'll give it a shot. I already have S3Pe and the tutorial doesn't look too difficult. :) Thanks again, Armiel.

Rockerduck
13th Nov 2011, 4:35 PM
Also, Equestrian Centers + Pets stuff coming right up, too! :D Some of the objects like the horse jumpers and racing posts don't work, unfortunately, but they make nice deco.

simsample
13th Nov 2011, 11:18 PM
Thanks armiel and Rockerduck- I've updated the first post with links to those! Great work. :)

Rockerduck
14th Nov 2011, 8:38 PM
And more. This is fun!

armiel
14th Nov 2011, 10:20 PM
train tracks have already been unlocked, I think the first post even has a link to them ;)

Rockerduck
14th Nov 2011, 11:40 PM
Oh bah! ;P

Sorceress Supreme
15th Nov 2011, 7:49 PM
I saw this CAW object in the net but for the life of me I cannot find it from my CAW list.
http://i110.photobucket.com/albums/n116/Silkkikettu/Pipes.png
Is it CC or what it's called? I also cannot find the large Twinbrook dam. Shouldn't it be there?

armiel
15th Nov 2011, 8:20 PM
Those are in the same upload I just mentioned above - by GilaNg :)

Rockerduck
15th Nov 2011, 9:28 PM
Okay, I think we seriously need to organise this thread and the objects that are already enabled. *nods* I'm gonna download and check for duplicates tomorrow, then re-organise the packages to exclude duplicates with the creators' permission.

That said, did anybody ever figure out how to rename stuff in the CAW metadata panel without ruining object references? There's so much clutter in the metadata I'm just DYING to be able to rename stuff....

Sorceress Supreme
15th Nov 2011, 9:54 PM
Those are in the same upload I just mentioned above - by GilaNg :)

Ooops!:faceslap:Sorry, should have read the first post more carefully. Somehow the Twinbrook part slipped past my eyes. Thank you once again, Armiel. :)

JadedSidhe
23rd Nov 2011, 9:42 PM
I have a question about the riverview content, particularly the DT as I'm using it in my world. Just to clarify.... the DT file that goes in the appropriate caw folder and the DT that goes in the appropriate game folder are the same file, just named differently?

simsample
24th Nov 2011, 12:49 AM
No, they aren't the same. The one for CAW is enabled to show up in the CAW metadata; the one for in-game is not.

The reason for this is that the flag that makes the item show up in CAW will also enable the object to show up in the in-game world editor. For most objects that is probably desirable, but for the distant terrain it is not, as once you place it in your world it would be difficult to grab again to move or delete. I can envisage people thinking 'Ooh, what's that? I'll just try this out in Sunset Valley' and having their world ruined by something they accidentally placed! :lol: Therefore, the file that you give to people who are going to use your world is not enabled to show up in the world editor (or CAW). :)

JadedSidhe
24th Nov 2011, 2:40 AM
Ok... either I'm doing something wrong, or I'm going to have to clone the Riverview DT as well. I'm tinkering around with it to recolor it. For some reason, it won't show up if I try to clone and recolor the Bluefunk one. Yeah, I'm still pretending I know what I'm doing with recolors. Which reminds me. I did a little recoloring on the DT and the file size jumped a lot. Is that normal or did I do something wrong?

So my question is this: How do I flag one for caw and one for game?

simsample
24th Nov 2011, 2:56 AM
Probably you are not setting your clone to show up in CAW?
http://www.modthesims.info/showthread.php?t=453818
You just reverse that to make it not show up in CAW. :)

Be aware though that my DT version depends upon Riverview being installed- the STBL information for the DT will be missing if you make a stand-alone clone, which means that it will show up in CAW as numbers, like this:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1225738-TreesError.jpg
It references the DCCache, so if you make it into a new object, that reference will break.

JadedSidhe
24th Nov 2011, 10:46 PM
I probably wasn't. I'll find out.

Off topic question: Texture recolors.... I'm trying to make white rock. I found a texture that I can use, but I'd like to know how to do it myself. The tutorials I've found say use 'colorize. Going in and fussing with 'colorize' is fine... if I want pink rock. Can you point me in the right direction?

simsample
25th Nov 2011, 9:07 PM
Do you mean that you are trying to make a texture override for a world object or an in-game object?

Either way you'd need to find the object texture in the game files, extract it and change the texture. If you are just recolouring something for a specific world you can just import that texture to your world file, but if you want to make it work for all worlds you play you need to make a default override.

simsample
25th Nov 2011, 10:38 PM
Okay, I'll try to explain it differently, bear with me as it's tricky to explain!

For an install of Riverview (and incidentally, Hidden Springs as well), part of the Distant Terrain is contained in the World file, and part is contained in the DCCache files. Therefore, the distant terrain cannot be used without Riverview World also being loaded- and to do that, you actually have to be playing Riverview.

What I did to make the Riverview DT available in other worlds was to clone the object from the world file, in the same way as I explain for HS in post #11 here:
http://www.modthesims.info/showthread.php?t=453956

I did not make a new object, I just created an identical clone- which means that my DT is viewed as the game as being identical to the Riverview DT. Therefore, my distant terrain references the same DCCache files as the original one does.

If you make a new object clone of my DT, then you are causing the game to view it as a completely different object- therefore it will not find the STBL files in the DCCache, and the object will show up as a string of hex numbers, as shown in my image.

To make a completely stand-alone object, that does not override the original Riverview DT, you would have to combine the DCCache files with the World file and then clone the DT again from that (and I've no idea if that would work, since I've never tried it). You would need to tell S3oC to renumber/rename internally so that it creates a new object rather than an identical clone. Then you would have to mod the OBJD so that it shows in the CAW metadata list.

JadedSidhe
25th Nov 2011, 11:34 PM
OOOo... Ok...... I get the cloning thing now, I was having it renumber. For some reason (maybe because during one of my numerous fumbles in this adventure) I thought if I didn't have that ticked it'd save everything under bluefunk..etc & look like I was filching it.

I feel like a real dunce here, and I thank you so much for your patience. (Do you have any hair left?) I finally got the recolor in caw and its working. *throws confetti* That leaves me with two questions. If I build the world with the altered dt, supply the two altered files (in game/caw)... if the people that download the world do not like my version, they can use your version and still have a DT, or would the game put the Riverview DT in place, or would they be S.O.L on DT?

I'd like to try to make the DT stand alone. (even if I can't I'm thrilled with what I've got so far) So, when you say combine the DCCache files, exactly what do you mean?

simsample
25th Nov 2011, 11:50 PM
Yes, if you've made an identical clone of mine (except for the colour) then the game will think that mine, yours and the Riverview DT are the exact same items, so players will have a choice. If they had my override installed, they'd have the Riverview DT; with yours installed they'd have the recoloured version.

For the second part, I mean that to make a standalone object you would need to have S3oc include the STBL resources from the DCCache files in your clone. Remember, I said that the files for the distant terrain are contained in both the world file and the DCCache- well my clone only contains the resources from the world file, so it needs the DCcache to make it a complete object. Hence, you have to have Riverview installed (so that the game has the Riverview DCCache files at hand) to use my DT. If you make a different distant terrain object, the game does not see it as the Riverview DT, so it will not connect that object to the Riverview DCCache- hence, the object will have no STBL files and appear as in my image in post #124.

So, you'd have to open Riverview World file in S3Pe, then resource>Import from file and point it to the DCCache folder. Then import all of the Riverview DCCache resources. Of course, to do that you'd probably have to create an install where Riverview was the only thing installed to the DCCache! Then, save that and point S3oc to that combined file. Then, see if creating a clone of the DT, renumbered /renamed internally, will create a viable standalone object (remember to mod the OBJD to make it show in metadata again!).

I have no idea if that will work! :lol:

JadedSidhe
26th Nov 2011, 12:06 AM
I don't either, but I can play around with it. Even if it doesn't work, I've got the recolor working and I'm thrilled to death. :D

If I have any measure of success, I'll let you know.

P.S. We need a confetti throwing smiley ;)

simsample
26th Nov 2011, 12:19 AM
I just tried it by smushing the Riverview world and DCCache, and it seems to make a standalone item but I can't get it to make the STBLs work (even if I tick create missing string tables). You'd probably need to ask about STBLs on the modding forum, as I'm no expert on those!

qharkdmf
1st Dec 2011, 11:37 AM
Oh Oh Oh!!!
Public Picnic Spot!!!
I needed it!!!

Thank you for sharing it! :D

l8nytsimmer
19th Dec 2011, 11:06 AM
Now, this is a cool idea! I've always wanted to be able to add more of those picnic spots to my community parks and hang outs. Also, couldn't you use those big tents as some kind of Exotic, or out of the way Consignment Shops? You know, like those roadside fruit and vegetable stands, or people selling trinkets and cheap jewelry. I've seen these when we were driving through some of those really small, and remote little country towns. All you'd need to do is recolor the tent (if the game will allow you to, that is). The food trucks will work well outside of job sites, and in parks.

simsample
24th Dec 2011, 2:51 AM
l8nytsimmer, recolouring the tent won't help with that- you would need to completely mod the tents to have them function as a consignment store. You would need to check our modding tutorials to learn about that. :)

Miuki
2nd Jan 2012, 12:36 PM
In case anyone would want this, simsample feel free to delete it they were already CAW enabled.
I find them very handy to decorate large scenic parks and create sort of fillers between lots in downtown areas. Fully usable in game. You can find them in CAW Metadata as Community Bench, The Breckenridge, Le Grand Amour Park Bench. Of cause you should have WA installed to use Le Grand Amour Park Bench. :llama:

http://thumbs2.modthesims2.com/img/8/2/6/5/2/MTS_Miuki-1261630-scr.jpg

simsample
2nd Jan 2012, 6:41 PM
Wow, very useful Miuki- why didn't I think of doing those? Well done on figuring it out. :)

ETA: I updated my first post with a water trough from pets that I forgot to upload- it's in the hitching post package so please redownload if you want it! :)

Miuki
2nd Jan 2012, 8:30 PM
By the way, I've noticed that some packages have _KEY file and some don't. What's it for and is it essential?

armiel
2nd Jan 2012, 10:06 PM
Thank you Miuki, you read minds, and saved me from the job ^^

simsample
3rd Jan 2012, 8:03 AM
By the way, I've noticed that some packages have _KEY file and some don't. What's it for and is it essential?

It's just where I have named resources, and have chosen to have the resource names preserved.

See the tick by 'Use Resource Name':
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1261841-Bluefunk_0103-Jan-1206.54.jpg

And here, you see the resource names are listed, and hence a _KEY resource has been created as a database of these:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1261842-Bluefunk_0203-Jan-1206.55.jpg

You do not have to use the resource names, but I like to keep them in so that it is easy to see what each resource name in a package/ world does. :) I even add my own to resources that don't have them- for example, the weather _INI files. If you don't have any resource names, there will not be a _KEY.

The _KEY resource in a .World file is slightly different though- that one is a texture database also, that is created to keep track of the terrain textures you use. So if you have a world in which you have tested many terrain paints before deciding upon your final choice, you will find that every terrain paint you ever tried is cached in the _KEY. So I recommend to empty your CAW caches and delete the _KEY, then save in CAW again to regenerate it cleanly.

Miuki
6th Jan 2012, 4:55 PM
armiel You're welcome. I thought I saw it someones package, but I guess it was in my head.
simsample Thank you for very thorough explanation, it is very helpful. I've checked my _KEYless package and yes, thy resources are just numbers now.

alraune1928
16th Jan 2012, 7:43 PM
Something hates me... I downloaded the picnic spot, the mailbox and the food truck and parking space. Everything is there, except for the parking space. At first I thought I missed it, but it's not in the place shown in the screenshot, nor anywhere else. I re-downloaded a few times, but it still refuses to show up. Could someone help me please?

simsample
17th Jan 2012, 12:18 AM
alraune1928, try setting the filters to display only LN objects. That way, you should be able to find the parking space easier.

alraune1928
17th Jan 2012, 4:17 PM
Already tried that, the parking space is still a no-show. :cry:

simsample
17th Jan 2012, 5:40 PM
Okay, scrap that idea- they don't seem to have flagged the parking space for LN, so it will not show up if you filter for Late Night.

Instead, turn all filters off so that all items are shown, and it should appear like this:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1265880-Bluefunk_0117-Jan-1216.35.jpg

I can verify that it still shows up for me (that image is taken today) so if it's not showing for you, then you must have it installed incorrectly, or else have some other mod that is overriding the Parking space OBJD.

alraune1928
17th Jan 2012, 7:15 PM
Now it's there. Rather strange; I had the newest patch installed, but didn' t have pets yet (no other mods concerning the foodtruck). I got fed with the quest for parking space and installed pets, which I got today. Started the game and voila - parking space. * does happy dance*

simsample
17th Jan 2012, 9:58 PM
Hmm, it worked for me with 1.26 without Pets, although I didn't have 1.29 without Pets. Not sure why it wasn't showing for you, I'm guessing it was there but you just didn't see it (as the buydebug section is very cluttered now), as I can't think of a reason why not having Pets should make it not show up.

Anyway, I'm glad you found it now! :)

bradyseitz
12th Feb 2012, 5:40 AM
Hey everyone. Sorry to bump a thread but i figured this was the best place for this question. I love getting things in CAW to make the world better. I do have a question though but I think I already know the answer. I am trying to get a couple things from Barnacle Bay, the bridge and seawalls. Question 1) To make them show, I have to make a complete clone of the object and modify that to make it show as they are contained in the world files, yes? Question 2) Should I make the world available to download, people will just need to have Barnacle Bay installed in their game for these objects to show in the custom world? From what I read in simsample's post with the Riverview objects, that is all I need to do. If I am wrong in this, let me know.

Thanks,

Brady

*EDIT*

Well, I answered the first question. I successfully made some objects from Barnacle Bay appear in the CAW. That makes me happy. I've been up too long working on this (and watching Glee :p). I'll have to test out question 2 tomorrow.

simsample
13th Feb 2012, 3:11 PM
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.

In Riverview, when you install the Sims3pack all of the objects are installed to the DCCache files except for the bridges and the distant terrain.

This means that I can make an OBJD override of all objects installed to the DCCache, and then when people use a world created with these, they only need to have Riverview installed to make it work.

However, for the bridges and distant terrain, part is installed to the DCCache but part remains in the Riverview.world file- therefore they are only able to be used when Riverview is loaded (i.e, when you are playing Riverview). 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 (Riverview and your custom world) loaded by the game at once. You still need Riverview installed too, as the STBL files are in the DCCache.

So, for your Barnacle Bay items, you need to make sure they are all contained within the DCCache, and then when you make a clone do not renumber/ rename it (as you want it to be a default override), and remove all resources except the OBJD (as you are only changing the OBJD). Then, people only need to have BB installed to make it work.

If however some of the objects are partly contained within the world file too, then you need to clone those from the world file, and they will most likely reference the DCCache for the STBLs (assuming it is the same as Riverview). Then people would have to have BB and your item installed to make it work, as with my Riverview bridges and DT.

bradyseitz
13th Feb 2012, 7:37 PM
Ok. The Buccaneer Bridge and Salty Sea Walls were in the .world file, at least that is where I found them. I originally found the objects OBJD and imported that into a new file and changed the required parts in s3pe. When I moved that file into my CAW Packages, it showed but failed to create the instance. Using the s3oc I got them to work correctly. I spent all day yesterday making fancy walls with them and haven't tested them yet. Thanks for the information simsample.

Brady

*EDIT*

Yep, I need to have the BB objects in my game mods to. They disappeared while I was in EIG. Oh well, they are still cool.

simsample
14th Feb 2012, 2:55 AM
Well done for getting them to work! :)

Margaret Pendragon
18th Feb 2012, 5:37 AM
Permanent Tents
Requires World Adventures, show up in the buydebug Miscellaneous menu.
These are the erected tents so that you can build your own base camps in a vacation world, or just make a camp ground in your main world. Sims will not put these in their inventories.
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157630_TentEgyptPermanent.jpg
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157631_TentPermanent.jpg



Simsample to the rescue ...again! Thank you for the tents. For my own game play, it was easy enough to switch the lots to Residential, erect the tents, evict the sim, then switch the lot back to Community, but it was driving me crazy tonight trying to figure out what the deal with the tents was when I exported the world.

Daniel
25th Feb 2012, 12:32 AM
I find it useful to be able to place rabbitholes in CAW without needing to place a lot so I enabled a few of them in the Metadata that weren't already unlocked by other members here (at least not that I could find).

The list is as follows:

Base-Game

-Business rabbithole
-Diner
-Hospital
-Theatre
-Police Station
-Stadium

Late Night
-Movie Studio

They're single packages but I put them all in one archive because I couldn't figure out the mutiple archive thing on this site:faceslap:

If and when I unlock more, I'll add them to this post :)

simsample
28th Feb 2012, 1:02 AM
Thanks Daniel, I've added a link in the first post! You know you can always make your own thread for your downloads, if you like! :)

Daniel
28th Feb 2012, 6:19 AM
Thanks Daniel, I've added a link in the first post! You know you can always make your own thread for your downloads, if you like! :)

Oh, okay:) I wasn't sure how well that would've been received. Do you know if it's okay to place the ambitions miner off-lot? or does it need the lot to generate the minerals/mine holes? I haven't found it yet but I'd really like it to make construction sites.

simsample
28th Feb 2012, 7:55 PM
It's fine to make a new thread, I'm glad for you to have them here otherwise, though! :) There's a sticky post at the top of the forum telling you what to do:
http://modthesims.info/showthread.php?t=463095

For the miner, I should think it would work but the only real way to know is to test it. Are you feeling brave? :)

Daniel
28th Feb 2012, 9:07 PM
For the miner, I should think it would work but the only real way to know is to test it. Are you feeling brave? :)

Not really but I'll give it a shot :P , maybe in a blank SV or some other world I don't care about...might as well try the food truck space while I'm at it.

ingeli
28th Feb 2012, 9:27 PM
I tried placing a miner off lot, but last I checked, sims think the way to it is blocked, for some reason. Maybe you have better luck. If you have, please report your findings :)

coolspear1
15th Mar 2012, 5:10 AM
Since Showtime and the 1.32 patch, has anyone else noticed the food trucks not stopping at their parking spaces? I use the Nrass Traffic mod - correct 1.32 version - and the simsample truck and parking space to get them showing up and working in Sunset Valley. The food trucks are still driving all over town, but very rarely do they stop. More often than not they just vanish into thin air when nearing the parking slots. Have not tried out Bridgeport yet, to see if all is well there.

simsample
19th Apr 2012, 11:23 AM
I added some Showtime shells and the proprietor placement that I needed when updating a world for Showtime, please see post #3. :)

himawara106
26th May 2012, 8:22 PM
Since Showtime and the 1.32 patch, has anyone else noticed the food trucks not stopping at their parking spaces? I use the Nrass Traffic mod - correct 1.32 version - and the simsample truck and parking space to get them showing up and working in Sunset Valley. The food trucks are still driving all over town, but very rarely do they stop. More often than not they just vanish into thin air when nearing the parking slots. Have not tried out Bridgeport yet, to see if all is well there.

I have noticed that too. Is there a solution by now?

simsample
8th Jun 2012, 11:48 AM
I have noticed that too. Is there a solution by now?
They are working just fine in my games, using both traffic mod and in cities. So I suspect you have something that is changing an XML, or otherwise interfering. The trucks stop for long enough for my sims to use them, just as before.

kiwi_tea
2nd Jul 2012, 6:52 AM
Hmmm. I just noticed Daniel's rabbit hole packages. Given all I've seen while browsing the game files, I would be extremely cautious to place a rabbit hole down outside of a lot. During opportunities it looks to me like sims are drawn to lots, not rabbit holes. I could be wrong, but it could cause some seriously issues for the game to have any rabbit hole that generates opportunities - especially opportunities that call NPCs - outside of lots. Just a warning. I'm not sure how correct I am, but it's something I'd not do out of sheer caution. I know they *seem* function well enough, I've tested them off lots before, but... ...I'm not convinced they function properly in all regards.

simsample
3rd Jul 2012, 12:39 PM
So far I've not heard of any reported problems (as long as the rabbitholes are accessible), but I'd be interested to hear other people's experiences. Which opportunities are you referring to? The only ones I can think of that wil call NPCs are the ones for chess tournaments and suchlike, which are not rabbithole based. If you mean opportunities that non-playables will be drawn to when using a story progression replacement, then they should work just fine, as they are based on the rabbithole itself (for example, go to city hall to get a fish out of the plumbing).

NonaMena
5th Jul 2012, 9:44 AM
Perhaps some of you will find this useful. I created a Permanent Sultan's Tabernacle, which is buyable and available in CAW and the World Editor: http://www.den.simlogical.com/denforum/index.php?topic=1069.msg7514

simsample
5th Jul 2012, 9:16 PM
Very useful, nonamena! Do sims sleep in it okay if it's placed off-lot? Would be great for making exotic campsites!

NonaMena
6th Jul 2012, 7:02 AM
I put it somewhere off lot and the sim enjoyed the tent just fine. But if anyone notices a problem with that it'd be great if they could report it.

Rockerduck
8th Jul 2012, 4:13 PM
Oh, hah! I've already wondered what the funny little "P" thingy was, and why I couldn't place one of those.

Thank you once again simsample, you're my hero! Seriously, I've learned so much thanks to your tutorials and help. Glad to have you around :D

simsample
8th Jul 2012, 9:17 PM
Aww, thank you Rockerduck! I learn a lot from all of the people on here too, so it goes both ways. :)

Daniel
12th Jul 2012, 1:29 PM
I've noticed the subway rabbitholes don't function properly if you have a mix of them both on and off lots. Sims will enter and then quickly exit without having traveled anywhere.

simsample
17th Jul 2012, 5:44 PM
Thanks for the info, Daniel. But they work fine if all off-lot?

Daniel
18th Jul 2012, 1:16 AM
Thanks for the info, Daniel. But they work fine if all off-lot?

I haven't tested but I was thinking that they use the proximity of whatever lot they're on to determine the best egress point for whatever destination. if that's the case, they probably won't work off-lot. Does anyone else have off-lot subways?

That is though, the only one I've had any trouble with. And I have a lot of liberated rabbitholes

loken rocks
6th Aug 2012, 3:18 AM
Can you make the hollywood sign from showtime to show up in caw?

simsample
6th Aug 2012, 1:56 PM
Yes, I may do in future- although you could also do this yourself:
http://www.modthesims.info/showthread.php?t=453818

And this item will already be available to you in SuperCAW:
http://www.modthesims.info/showthread.php?t=468279

fluttereyes
26th Aug 2012, 10:43 AM
I've just pulled my hair out trying to find the picnic blanket in CAW, I wanted to place it by my river. Now I see it won't show as it isn't for CAW, lol. I'll just need to make them take their own picnic with them.

simsample
26th Aug 2012, 1:04 PM
I've never tested that in-world, fluttereyes- but I suspect it may have some side effects (like the benches we were discussing). I can forsee townies congregating around a single picnic blanket instead of heading to the nearest diner! But it would be worth a test as riverside picnics sound nice. Why don't you try it out- they are there in SuperCAW as 'public picnic spot', or just mod my downloaded OBJD.

High Plains Gamer
26th Aug 2012, 11:26 PM
Very useful, nonamena! Do sims sleep in it okay if it's placed off-lot? Would be great for making exotic campsites!

As a CAW object, it might be interesting to do a mesh replacement. Namely replace the tabernacle with a hotel.

I haven't tested but I was thinking that they use the proximity of whatever lot they're on to determine the best egress point for whatever destination. if that's the case, they probably won't work off-lot. Does anyone else have off-lot subways?

One immediate problem comes to mind. Subways take their name from the lot. So if your subway is located on a lot named, for example, 41st Street Station, the name of that subway will be the 41st Street Station. When you select a destination from the subway, the list of names refers to the lot where the subways station is located.

Now I would love to find an alternative to placing subway stations on lots. In my world, I probably have over 20 subway stations. Since it's largely an urban world, I want my sims to be able to move rapidly from one part of town to another. Being able to eliminate 20 lots which serve no purpose other than to contain a subway station would be a major benefit, given my phobia about lots.

SimmyRN
29th Aug 2012, 3:45 AM
Thanks in advance to everyone for your help! I'm getting a WinRAR "Access is Denied" error message when I try to extract the "RuinsStation" zip into CAW. I've not had this problem, to my knowledge, with anything else I've downloaded to use in CAW. Any suggestions?

fluttereyes
29th Aug 2012, 11:47 PM
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?

SimmyRN
30th Aug 2012, 12:07 AM
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!

simsample
30th Aug 2012, 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.

Calislahn
2nd Sep 2012, 2:48 PM
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?

simsample
2nd Sep 2012, 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! :)

Calislahn
3rd Sep 2012, 7:59 AM
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

TVRdesigns
5th Sep 2012, 7:55 AM
http://www.modthesims.info/showthread.php?t=459105

They look kinda like the fences I already did.. :P Though they're probably not.. CAW seems to have doubles of nearly everything.



Actually, they're not. Nevermind. hahahaha. *downloads*

Calislahn
5th Sep 2012, 8:12 AM
http://www.modthesims.info/showthread.php?t=459105

They look kinda like the fences I already did.. :P 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.

simsample
8th Sep 2012, 11:50 PM
Thank you Calislahn, those will be very useful! I've linked to your download in the first post. :)

Sleepdrunk
6th Oct 2012, 9:09 AM
My concern starts here: Question abt Barnacle Bay wall and bridge (http://www.modthesims.info/showthread.php?p=3779897#post3779897)
picture of said items (http://thumbs2.modthesims.info/img/7/5/6/7/5/3/MTS_bradyseitz-1272971-RiverWalls.jpg)
I am trying to get a couple things from Barnacle Bay, the bridge and seawalls.
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.

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). :blink:

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? :)

LadyGreenEyes649
17th Oct 2012, 11:29 AM
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!)!

TVRdesigns
17th Oct 2012, 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. :)

auntielynds
18th Oct 2012, 9:45 AM
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.

SimmyRN
19th Oct 2012, 7:03 PM
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!

LadyGreenEyes649
20th Oct 2012, 2:24 AM
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!

auntielynds
20th Oct 2012, 10:27 PM
Here's a tut Lady Green Eyes

http://www.modthesims.info/showthread.php?t=481967

simsample
30th Nov 2012, 1:49 PM
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! :)

SimsMatthew
2nd Dec 2012, 9:22 AM
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?

simsample
4th Jan 2013, 4:28 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?p=3755999&postcount=144

argievai123
28th Feb 2013, 10:34 PM
Maybe a strange question... But do you need the EP's to install the stuff?

auntielynds
1st Mar 2013, 7:32 AM
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.

Kabuto
21st Mar 2013, 12:32 PM
Thank you very much ;) !

TLK4EVR
26th Mar 2013, 5:03 PM
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 http://simsvip.com/wp-content/uploads/2011/06/Screenshot-101.jpg

Miuki
5th Apr 2013, 10:37 PM
Hi guys,
I've unlocked several world deco objects from University world using this (http://www.modthesims.info/showthread.php?t=453818) 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.
:llama:

kiwi_tea
11th Apr 2013, 1:55 PM
Miuki you're a hero. I just had a question about those today, came here to give a young CAW user the link, and you'd done their work for them. ^_^

Miuki
15th Apr 2013, 10:03 PM
Thank you kiwi_tea, I'm glad it's useful.
I wonder why didn't EA enabled this decor for CAW it in the first place.

Medion694
21st Jun 2013, 2:47 PM
Thanks very much for this stuff. So useful.

Unfortunately the latest patch (for island paradise Jun 2013) has stopped the Riverview DT from showing up in CAW. Would it be possible for you to update the resource please? :D

Typically, my world relies heavily on the DT and I decided to install the patch just before uploading and installing it!!... If you could help it would be much appreciated.

Medion694
21st Jun 2013, 8:11 PM
AAAHHHH never mind. I was stupid and forgot to replace the resource file post-update!!

shante090
27th Jun 2013, 5:49 PM
Hello! I thought I could contribute somehow to this wonderful thread and send you CAW-enabled Boardwalk Bench from Seasons EP. :) I hope it works well for you!

By the way, I was wondering if it would be possible to change the texture of that bench into that darker one created by EA? If so, is there any tutorial that explains how to do it? Thanks in advance! :)

Sturley
2nd Jul 2013, 1:26 AM
I waited for Island Paradise before downloading the latest CAW tool. I thought that the latest EP would be a good place to start creating the world I want. I have played around with CAW since they first released it and have successfully placed CC into my package folder. I downloaded the resource file from the tut (to lazy to go through the procedure myself lol), many thanks for that btw. Now the crunch cc not showing, have searched both here and on the net, but can find no reason why this should be so. I am older simmer and fairly computer illiterate so be kind lol.

SimmyRN
2nd Jul 2013, 3:45 AM
I waited for Island Paradise before downloading the latest CAW tool. I thought that the latest EP would be a good place to start creating the world I want. I have played around with CAW since they first released it and have successfully placed CC into my package folder. I downloaded the resource file from the tut (to lazy to go through the procedure myself lol), many thanks for that btw. Now the crunch cc not showing, have searched both here and on the net, but can find no reason why this should be so. I am older simmer and fairly computer illiterate so be kind lol.

Did you follow the instructions here http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework ? (The trick is that you have to do both of these things - edit the resource.cfg file and create the "Packages" folder in your C:\Program Files or C:\Program Files (x86) CAW directory - not in My Documents.) That, of course, is provided you are using Windows OS? Once you've created the "Packages" folder, you must put all the "unlocked" or CC items into the "Packages" folder in the Program File CAW directory. "Unlocked" or custom terrain paints go into My Documents\Electronic Arts\The Sims 3 Create a World Tool\UserToolData\SourceTextures, but I don't think you're having a problem with that? Hope this helps!

Sturley
2nd Jul 2013, 4:15 AM
Thanks for replying. I will answer yes to all the questions asked. I have had packages installed and working fine in other versions of CAW. They just do not work since I downloaded the new version of CAW and since installing 1.55 and Island Paradise.

No worries decided to download CAW tool again and reinstall, went through the whole process again, everything working fine now. Do not know what was wrong previously but thanks everyone cheers. :beer:

BourgeoisBanana
1st Dec 2013, 11:40 PM
I apologise if this is a nooby question but I am honestly at my wit's end. I simply can't get the Riverview bridges package to show up in my CAW, I've tried uninstalling and reinstalling both types of the package countless times to no avail. Iv'e updated both my game and CAW, edited my resource.cfg and even resorted to using a premade packages folder/resource.cfg just to ensure that I'm doing it right and still no luck.

I have other custom content showing up fine in CAW, and I know I've been able to get the package to work before. Anyone have any idea why it's not working now?

Volvenom
2nd Dec 2013, 6:24 PM
I apologise if this is a nooby question but I am honestly at my wit's end. I simply can't get the Riverview bridges package to show up in my CAW, I've tried uninstalling and reinstalling both types of the package countless times to no avail. Iv'e updated both my game and CAW, edited my resource.cfg and even resorted to using a premade packages folder/resource.cfg just to ensure that I'm doing it right and still no luck.

I have other custom content showing up fine in CAW, and I know I've been able to get the package to work before. Anyone have any idea why it's not working now?

I made them available earlier, if I remember right you have to enable them to show up in caw metadata. It's very simple really, no meshing and such. Just s3pe needed. Tutorial somewhere in the tutorial section or on the wiki - how to enable objects to show up in caw metadata. Sorry for being so lazy :)

leefish
2nd Dec 2013, 6:58 PM
Perhaps this tutorial? http://modthesims.info/t/453818

BourgeoisBanana
2nd Dec 2013, 9:42 PM
I suppose I'll have to do it myself, my problem is that Simsample has already modded them to show up in the metadata (link on the first page) but I can't get the .package to work.

LadyGreenEyes649
28th Jan 2014, 12:00 PM
:lol: It's a tricky one to spot, that parking space- in case anyone else is having issues, it looks like this:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1235683-Bluefunk_00126-Sep-1100.44.jpg
The thumbnail is nothing like it looks in-game!

You may be right about the mod- mine is exactly as the original version except for the catalog placement.

Well, I just recently re-added all this stuff (post HD crash), and mostly, it's all there, in game at least. I haven't checked in CAW yet. I located the food truck itself in, of all places, outdoor activities, sorted by room. I can't locate the parking space anywhere! Is that because I am in-game, and not in CAW? As stated, not sure if it's all there now or not. I did download everything again, and set up the symbiotic link as before, and amended the resource file, as before, so hoping that is all good. Can we actually get the space for the food truck in-game? I don't think I ever tried before the crash.

SimmyRN
29th Jan 2014, 6:11 AM
Well, I just recently re-added all this stuff (post HD crash), and mostly, it's all there, in game at least. I haven't checked in CAW yet. I located the food truck itself in, of all places, outdoor activities, sorted by room. I can't locate the parking space anywhere! Is that because I am in-game, and not in CAW? As stated, not sure if it's all there now or not. I did download everything again, and set up the symbiotic link as before, and amended the resource file, as before, so hoping that is all good. Can we actually get the space for the food truck in-game? I don't think I ever tried before the crash.

This is what it says in post # 3
"These require Late Night EP.

Food Truck and Parking Space
These show up in the buydebug Miscellaneous menu. Please note that they cannot be deleted once placed, as per game design. If you are using in a 'Suburb' world then the trucks will be parked and will disappear/ reappear occasionally. To make them drive around it seems that you need a 'City' such as Bridgeport. Discussion on that in this thread, please read the entire thread before you do anything! I've found that in a large world you will need several trucks/ parking spaces to get a good result- I used 15 in Sunset Valley. The truck is CASt enabled."

I don't believe that they show up in CAW. The buydebug menu is a question mark that only displays in "sort by function" menu. Do you know how to get the "buydebug" menu? Hope that helps!

LadyGreenEyes649
29th Jan 2014, 9:16 AM
This is what it says in post # 3
"These require Late Night EP.

Food Truck and Parking Space
These show up in the buydebug Miscellaneous menu. Please note that they cannot be deleted once placed, as per game design. If you are using in a 'Suburb' world then the trucks will be parked and will disappear/ reappear occasionally. To make them drive around it seems that you need a 'City' such as Bridgeport. Discussion on that in this thread, please read the entire thread before you do anything! I've found that in a large world you will need several trucks/ parking spaces to get a good result- I used 15 in Sunset Valley. The truck is CASt enabled."

I don't believe that they show up in CAW. The buydebug menu is a question mark that only displays in "sort by function" menu. Do you know how to get the "buydebug" menu? Hope that helps!

As I stated, "Well, I just recently re-added all this stuff (post HD crash), and mostly, it's all there, in game at least. I haven't checked in CAW yet. I located the food truck itself in, of all places, outdoor activities, sorted by room. I can't locate the parking space anywhere! Is that because I am in-game, and not in CAW? As stated, not sure if it's all there now or not. I did download everything again, and set up the symbiotic link as before, and amended the resource file, as before, so hoping that is all good. Can we actually get the space for the food truck in-game? I don't think I ever tried before the crash. " I know before my HD crashed, I DID have them in CAW, and they worked just fine, but I haven't checked that yet since re-installing these items. In CAW then, they showed up in the "edit in game" mode, under the "buydebug" (yes, very familiar with that). Now, I can locate the food truck itself in the "outdoor activities" section in game (NOT in CAW), but not the parking space. In the past, both were in the "buydebug" section in the CAW edit-in-game mode, as well as in the game itself. Now, the parking space isn't there at all, and the truck is not in "buydebug", but in outdoor activities. I thought it was completely missing until looking for something else there, and spotting it. I was able to place the truck on a regular large parking space, but I don't know if it will even function properly that way. Why it isn't in "buydebug", I can't imagine. It's the same in game and in CAW now; the truck is in "outdoor activities", and the parking space is missing. The picnic cloth, however, is in "buydebug", exactly where it belongs.

SteveM
18th Feb 2014, 1:51 AM
Hello,

I was hoping somebody could help me out here. I went through all the instruction on this page in hopes of getting just a couple of items to use in CAW. Unfortunately nothing is showing up in CAW. I edited my config file as shown ( and yes it is correct, I triple checked). I created the Packages folder in the CAW directory, then extracted the package file to it. And just to make sure I extracted the in game file to the Mods/packages folder in my Sims3 directory. Yet still no Farm distant terrain, or anything else I downloaded for that matter.

I am running Win 8 and my game is run through Origins, kind of. I have the original game installed via CD along with Pets and Island Paradise- limited edition. Ambitions and Late night were installed via Origin. This has caused me some grief with CAW already. I had to move my CAW to the Origins games folder just to get it to work, and I can not edit in game because of origin.

Does anybody have any information that will be helpful to me?

Thanks.

Panther559
26th May 2014, 6:54 AM
Thank you so much!!! :D

tizerist
27th May 2014, 12:15 AM
7 ITF items for world editor. Also available in (By Function) Vehicles Cars, Decor Misc.

Parked Cars x3
Storage Cylinders x2
Abandoned Mine
Wind Turbine
http://i247.photobucket.com/albums/gg160/tizerist/TS3ITFUNLOCK_zps0c5009ba.jpg (http://s247.photobucket.com/user/tizerist/media/TS3ITFUNLOCK_zps0c5009ba.jpg.html)

kslibra
11th Jun 2014, 7:32 PM
Hello,

I am running Win 8 and my game is run through Origins, kind of. I have the original game installed via CD along with Pets and Island Paradise- limited edition. Ambitions and Late night were installed via Origin. This has caused me some grief with CAW already. I had to move my CAW to the Origins games folder just to get it to work, and I can not edit in game because of origin.



I don't have an answer for you but... I have about 1/2 my games with CDs and 1/2 w/Origin and, while I've not really used CAW much since purchasing the Origin games, the times I have it seems to work. I can also edit in game. I know CAW can be finicky - have you tried removing it and reinstalling? (I know how much I hate it when people ask me that same question but, I guess there's a reason...LOL) I had to do a complete reinstall of TS3 when I saved while my houseboat was away from port and it completely borked the game re:MasterController so I don't know if that is why CAW seems to be working for me. (Origin already on board.)

As for these items, while I'd love to be able to place them in CAW, it sounds as though you aren't able to decrapify if you do this. I've not decrapified (scares the **** out of me but it does seem like it can help) but I want the option in case I need it.

pepoluan
14th Dec 2014, 2:00 PM
Hello, I'm trying to fix some routing issues I have with a customized "Flying-V Coffeehouse". I've narrowed down the issue to the proprietor's being blocked trying to route to... somewhere. I guess it's the autospawned proprietor's spot.

So, I used the proprietor's placement mat provided in Post #3 (http://www.modthesims.info/showthread.php?p=3390100#post3390100). Unfortunately, everytime I added the proprietor spot, I can't get back to Edit Town mode. I've tried editing the lot on a 'plain' Sunset Valley 30x30 lot, still the same problem: After adding things, I always can get back to Edit Town. But as soon as I add the proprietor spot... BAM! Can't get back to Edit Town; the tumbler just keeps spinning and spinning and spinning... after 10 minutes, I give up and use Task Manager to force-end TS3.

Has anyone experienced this before?

SimmyRN
15th Dec 2014, 5:19 AM
I suspect the problem may be that you have two proprietor's spots. Have you tried going bringing up the "buydebug" cheat to see if you can find and then move/delete the original proprietor's spot?

pepoluan
16th Dec 2014, 2:01 PM
I suspect the problem may be that you have two proprietor's spots. Have you tried going bringing up the "buydebug" cheat to see if you can find and then move/delete the original proprietor's spot?
Tried that, only showing one spot.

But I solved it by doing this workaround:


Rename "The Sims 3" folder, create an empty one.
Create the Mods folder containing only: Resources.cfg, Nraas Overwatch, Nraas Errortrap, and Proprietor Placement Mat
Start the game, quit immediately on MainMenu
Copy the savedir I'm trying to fix
Start the game, load the save, *immediately* go into Edit Town.
Edit the lot, adding the Proprietor Placement Mat. This time, I can return to Edit Town mode.
Edit the name & description of the lot, then "Share" it.
Quit the game without saving.
Rename the new "The Sims 3" directory, and restore the name of the older "The Sims 3" directory.
Install the 'shared' .sims3pack generated in step #7 above.
Now, I just load the game, Edit Town, bulldoze lot, and Place the fixed lot.


So, it seems that one of the Mods I have doesn't like the manually placed proprietor spot. But all's well that ends well :) ... as long as I don't re-edit that lot, I can do Build/Buy in Edit World.

SiskaNewbie
3rd Mar 2015, 6:19 AM
So how does the proprietor placement and picnic blanket (and the others I suppose) work with uploaded lots? Will the mod be included in the package? Or is just something that allows me to place it when building but once it's placed it's just like the base objects in the game and the mod wont tag along when I share the lot? From what I understand with the OP saying these items are already in the game, I'm guessing it safe to share but I want to be 100% sure I'm not unleashing mods all willy nilly on the unsuspecting. :p

This is the lot I made BTW. An outdoor Big Show venue on a 50x50 lot. Made to look like it was built inside a crater. http://lvlt.thesims3.com/sims3_asset/sims3_asset/media/shard000//shard000/193/219/018/00/screenshot_original.jpg

Arsil
3rd Mar 2015, 8:59 AM
I'm 97.43% sure it's safe. A custom lot should be no different than an EA lot that has them
(think about a park with the picnic blanket). Anyway, you can always make a test to verify.

cwnz
22nd Mar 2015, 1:09 AM
Hi, I'm kind of new to editing and modding. I have cloned some items from EPs to use in CAW but when I copied the BB objects package and tried to open it in S30c it doesn't show up. I really want to use the sea walls in BB. if someone can tell me how to get them into my game or if someone can give me the files I would be really grateful.
Thanks

auntielynds
24th Mar 2015, 6:26 AM
Hi cwnz,

I cloned these for you. I was thinking I had already done them, but I couldn't find them anywhere. These are the steps I took:

What you need:
s3pe, s30c, and TS3 Recompressor. (http://www.moreawesomethanyou.com/smf/index.php/topic,15129.0.html)
(You only need the recompressor for EA store worlds)

In my Sims 3 Folder, I cleaned out my DCBackup folder leaving just the ccmerged file in it.
Install Barnacle Bay through the launcher.
Make a new folder on your desktop and add: 1.) the new contents of the DCBackup, minus the ccmerged. This is all the extra items included with BB. and the BB.world 2.) add the contents of the s3rc-win.rar you downloaded. This will include a decrapify.exe and s3rc.exe.
Highlight everything in the folder except the two .exe's and drag them on top of the decrapify.exe. A black window will pop up as it "decrapifies" all those .packages.
As it turns out, the sea wall pieces were in the BB.world file so I didn't have to look through the rest of the .packages.
Open s3oc, click File/Open Package, and navigate to the folder with all the BB .packages you just decrapified. Open the largest file, then click on the item you want to clone. Initializing tabs will pop up, when done click "Clone or Fix".
I ticked "Create Clone Package" and clicked Start.
Name your .package and when it's done, Open it up in s3pe.
Find the OBJD, highlight it, and click on "Grid"
Under Common Block Change Version to 0x0000000E Click Commit
Under Common Block Change IsVisibleInWorldBuilder to True
These two things were already set correctly when I did it.
Change BuildCatagoryFlags to 0x00008000 Click Commit
Save and drop your .packages in your Caw Framework.

cwnz
2nd Apr 2015, 4:11 AM
thank you so much :-)

lolalule
3rd Apr 2015, 1:36 PM
I´m working on costum plants and trees and everything just works fine. But I can´t figure out how to rename the objects in caw - they just appear as the objectname I cloned (which is a bit annoying when you first have to test if it´s the object you want to place). I have all these multilanguage STBLs defined in s3oc and they work in the game. But I have no idea how to rename the name displayed in caw.
Could someone help me here?

Arsil
3rd Apr 2015, 1:45 PM
If you are talking about the same name you see with S3OC when you clone an
object, that's the "InstanceName" and you can set it with S3PE using Grid. It's
the field between "Materials" and "OBJKIndex". Keep in mind that only OBJDs
of version >= 0x16 have that field.

lolalule
3rd Apr 2015, 2:30 PM
If you are talking about the same name you see with S3OC when you clone an
object, that's the "InstanceName" and you can set it with S3PE using Grid. It's
the field between "Materials" and "OBJKIndex". Keep in mind that only OBJDs
of version >= 0x16 have that field.
Thank you Arsil, you´re always so helpful :)

I found the field, changed it but it does not work. I think it has something to do with the translation, because the one i tested is translated. I will install the english version of caw and try it again.

Edit: No thats not the problem. Now its the english name, but not that one, that i wrote as the instancename. :|

Arsil
3rd Apr 2015, 3:09 PM
Oh, maybe I know what's the problem. Is your game (or CAW) localized?
When you clone an object with S3OC, after you change its name and
description, you also have to tick "Copy English to all languages" otherwise
it will keep the old strings (those of the object you are cloning).

You can also change them later with S3PE or one of the many tools that
deal with STBL resources (I use Easy STBL Manager).

lolalule
3rd Apr 2015, 4:23 PM
What do you mean with localized? I easily changed the caw language to en - my game is german.

I first copied all resources I need to a new package. After that I cloned it with s3oc and then edit the description and catalog name (and ticked copy english to all languages). And the STBLs are in the package. The description and catalog name appears in the game - so everythings fine with that. But that does not affect the name shown in the caw metadata panel.
I think thats a caw related problem, that could not be solved with a change in a .package - there are those dll files in the caw bin folder with the resource names. The only reason I want to change the name is for people who download the objects can easily find them, but when it´s depending on your caw installation...

Next time I clone an object that has no translation in caw, maybe then caw takes the resource name.


Edit: that wasnt the thing.

But I tried to copy that plant with TSR and now it shows the Instance Id of _SPT, SPT2 and FTPT. When I open that .package with s3oc there is no resource name. Changing the name (and instance) in s3pe has no effect - it just shows the new instance id. But thats better than the name as the cloned object.

Arsil you made a tree in my thread and somehow your tree is named as your defined catalogname. I have no clue how you´ve done that :( :wtf: Cause my catalogname is never shown, and I have all the necessary STBLs.
I opened your tree in s3pe and search for any differences :rofl: wasnt succesful until now...

It has to be a really stupid mistake ... :cry:

aniakai
31st Jul 2015, 12:14 PM
Can someone make mirrored version (switch left side with right side) of Riverview distant terrain???

A&W_Beer
27th Nov 2016, 8:24 AM
Permanent Tents
Requires World Adventures, show up in the buydebug Miscellaneous menu.
These are the erected tents so that you can build your own base camps in a vacation world, or just make a camp ground in your main world. Sims will not put these in their inventories.

I know this thread is really old, but I'm hoping someone is still around that can help me out. I'm trying to install custom tents on a community lot, but every time I edit the world from CAW, the tents have rolled back into bags. I tried looking at the permanent tents file provided in this thread to see how it was altered to keep the WA tents permanently erected, but nothing I'm trying is working. They are still regular tents. Is there some advice anyone could give on how to make these custom tents remain permanently erected? Thanks.

TheEeveeLovers
21st Jun 2017, 2:15 PM
Various in-game items enabled for CAW
It always annoys me when I see an object in the build catalog that would suit my world, only to find it doesn't show up in CAW metadata.

So, I was really pleased when I found GiLaNg's mod here (http://www.modthesims.info/download.php?t=418719) that enables some Twinbrook items, and GiLaNg's instructions here (http://www.simswiki.info/wiki.php?title=Sims_3:0x319E4F1D#Unknown7) that enabled me to learn this myself. I wrote a tutorial here (http://www.modthesims.info/showthread.php?t=453818) to accompany GiLaNg's instructions.

Over the past few months I've modded several items, and so I'm putting them here for you all to try out.

:new: Showtime items- see post 3. :)

Some other community members have liberated hidden items for you too- links below:
Daniel has added some liberated rabbitholes in this post. (http://modthesims.info/showpost.php?p=3790488&postcount=152) Thanks Daniel!

Armiel has also posted the Streetbright lamp without the flag and the Ranch streetlight from Appaloosa in this post. (http://www.modthesims.info/showpost.php?p=3644096&postcount=75) Thanks Armiel!

Rockerduck has posted some Appaloosa Plains objects and rabbitholes in this post. (http://www.modthesims.info/showpost.php?p=3698698&postcount=112) Thanks Rockerduck!

Miuki has liberated some benches, get them from this post. (http://www.modthesims.info/showpost.php?p=3742519&postcount=135) Thank you Miuki!

Some more items from Riverview are available from Calislahn in this post (http://modthesims.info/showpost.php?p=3951573&postcount=183). Thanks, Calislahn!

If an item you need is not in this thread or GiLaNg's thread, (http://www.modthesims.info/download.php?t=418719) then check out Shimrod's mod (http://modthesims.info/d/466890) too (all of those items will show in metadata). If you still cannot find the item you need, please consider modding it yourself (http://modthesims.info/showthread.php?t=453818) and then sharing it in our resources section. (http://modthesims.info/forumdisplay.php?f=625) If you want to have every build/buy object available in metadata, consider using SuperCAW. (http://modthesims.info/showthread.php?t=468279)



Instructions: Install to your CAW framework, as described here:
http://www.simswiki.info/wiki.php?title=Game_Help:CAW_Framework

None of these items are modified in any way other than to allow them to be accessed in CAW.
If you use these objects in your worlds then people who play your worlds will NOT have to download these items (as they are already in the game files) provided that they have the required EPs.


Twinbrook Items (not included in GiLaNg's mod)
The following require the Ambitions EP.
Barn Without Vane:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157583_WoodenBarn.jpg
Shows up in CAW metadata as 'Wooden Barn'

Industrial Water Tower
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157582_WaterTowerRedux.jpg
Shows up in CAW metadata as 'Water Tower Redux'

Ruins Station
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157584_LostRuins.jpg
Shows up in CAW metadata as 'Lost Ruins'

Swamp Ground Fog:
http://www.modyourpanties.com/hosting/24320_101207031847FX_Fog.gif
It's animated in game but will look static in CAW. This is visible from a distance, unlike the Fog Emitters. In Twinbrook they used this effect alongside the fog emitters to get the swamp effect. Shows up in CAW metadata as 'FX Swamp Ground Fog'

China Object:
The following requires the World Adventures EP.
Storage Shed
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1157588_ShedStorage_China.jpg
Shows up in CAW metadata as 'Shed Storage China name needs text'


Pets Items
The following require the Pets EP.

Other Pets items missing from CAW are available- fences here by TVRDesigns (http://www.modthesims.info/showthread.php?t=459105) and animal spawners here by porphyria259 (http://www.modthesims.info/showpost.php?p=3673619&postcount=13).

The following items are all bundled together in one package- download 'Bluefunk_PetsMetadata.zip'.

Brick Wall
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243512-BrickFence.jpg
The post shows up in metadata as 'Brick and Mortar Fence'.
The fence shows up in metadata as 'Rustic Ranch Fence'.

Waylon's Water Tower
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243516-WaylonsWaterTower.jpg
Shows up in metadata as 'Waylon's Water Tower'. This item is huge- as big as a high rise!

Haystack
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243513-Haystack.jpg
Shows up in metadata as 'Haystack'.
It is 'woohooable' in-game!
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243514-Haystack_ingame.jpg

Standee Sasquatch
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1243515-SasquachStandee.jpg
Shows up in metadata as 'sasquatch standee'.



Pets Hitching Rails and Water Trough As requested by heaven!

The following require the Pets EP.

The hitching rails and water trough are bundled in one package- download 'Bluefunk_HitchingPosts.zip'.

http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1244108-EatHay.jpg

http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1261701-Bluefunk_0107-Dec-1123.56.jpg


The three hitching rails and water trough from Pets. Show up in metadata as:
Iron Hooves Hitching Post
Natural Rustic Hitching Post
Western Hitching Post
Wild 'n' Wet Water Trough
Are fully functional when placed in-world- for the hitching rails, horses can be hitched to them and can eat and drink; for the water trough, horses can drink from it.
__________________________________________________________________________________________________________
:rofl: I'm gonna love this when I download it :anime: :)

TheEeveeLovers
3rd Aug 2017, 2:59 AM
I am absolutely ecstatic that I found this. I am in the process of editing Riverview (kind of a in-the-future, population growth Riverview) but it's just not the same without the distant terrain.

EDIT: By the way, I -think- I have the terrain placed about where it should be. There may be some minor tweaking but the rivers and roads seem to align properly. The coordinates are:
Position X: -7.35993528
Position Y: 209.380753
Position Z: 2033.22974
All rotations should = 0.
You are always helpful :up: :)
You are always there to :help:

Amichan619
4th Dec 2017, 7:14 AM
Hello everyone. I'm trying to create a "farm" themed world and I would very much like to use the bridges from riverview. My question is; if I share the world, will people need to download the riverview bridges from this thread or will they automatically be available in the world? Also are these bridges considered custom content? Thanks in advance.

Volvenom
4th Dec 2017, 7:42 AM
Hello everyone. I'm trying to create a "farm" themed world and I would very much like to use the bridges from riverview. My question is; if I share the world, will people need to download the riverview bridges from this thread or will they automatically be available in the world? Also are these bridges considered custom content? Thanks in advance.

If they don't have Riverview, they wont have them in the world, so they might end up with no bridge. You can choose if you want to put it up as a requirement they have Riverview, or download from here.

I don't remember, but isn't Riverview free and available at the store?

Amichan619
4th Dec 2017, 7:58 AM
If they don't have Riverview, they wont have them in the world, so they might end up with no bridge. You can choose if you want to put it up as a requirement they have Riverview, or download from here.

I don't remember, but isn't Riverview free and available at the store?

So basically as if people have riverview then the bridge will automatically show up am I correct? And yes I do believe riverview is free to download from the store.

simsample
4th Dec 2017, 11:12 AM
Yes, they all require Riverview.

You need to download the files from here, as well as having Riverview installed.

If people have Riverview installed then the bridges will show up for them, as long as they didn't decrapify their version of Riverview.

Get Riverview here:
https://store.thesims3.com/riverview

Amichan619
4th Dec 2017, 5:05 PM
Yes, they all require Riverview.

You need to download the files from here, as well as having Riverview installed.

If people have Riverview installed then the bridges will show up for them, as long as they didn't decrapify their version of Riverview.

Get Riverview here:
https://store.thesims3.com/riverview

Awesome thank you so much!

SpearsInstrumentals
26th Feb 2018, 8:03 PM
Hey everyone.

I used some items such as the 2 arch type of bridge used in Riverview etc. but when I went in EIG all the custom added items were gone. I saved and went back and all the items were gone for good in my world...I thought it was only gone in EIG but sadly it's just gone...
I used the 2 arches for a bridge and these walls: http://modthesims.info/t/483599

How come this happened????

LordCrumps
5th Nov 2019, 3:32 PM
Hey I am not sure if the OP is still active / will see this (here is hoping that he is) *fingers crossed*

Its me again, I have recently downloaded all the Sims 3 again, as well us the final Super CAW, all these items appear in the CAW meta data, but the Distant Terrain and all four bridges do not show up in either the game or CAW metadata, I saw my last post about it not working before, until I moved the ingame files into my mods folder for The Sims 3, but this time it doesn't show up in either edit in game, or CAW. So I was just wondering if the DT and bridges are fully updated? If not, can anyone help? Thanks!

Fluse
20th Nov 2019, 9:11 PM
@alext369
I hope my answer isn't too late... Do you mean the riverview stuff? They only show up if you have the world installed either as pack or package (world file).

LordCrumps
21st Nov 2019, 2:23 AM
@Fluse I did mean the RV stuff, I have it installed and loaded in game. *shrugs*

Fluse
21st Nov 2019, 8:42 AM
@alext369
I looked a bit closer on your second image, the one with the overrides and packages folder. You have to put both ingame files INTO either the packages or the overrides folder, not just only into the mods folder (:

LordCrumps
6th Apr 2020, 9:31 AM
@alext369
I looked a bit closer on your second image, the one with the overrides and packages folder. You have to put both ingame files INTO either the packages or the overrides folder, not just only into the mods folder (:

Really sorry! For some reason I did not see my notification!

So, attached is a screenie from my Mods / packages folder. Left screen is my Documents > Electronic Arts > The Sims 3 > Mods folder. Right is My Computer > Program Files x86 > Electronic Arts > The Sims 3 CAW Tool > Packages folder.

Both frameworks have been changed, the issue is that the distant terrain and bridges do not show up in either game, nor CAW, however, all other objects in the package files does.

Have I got these files in the correct places?

Why can I not figure this out! Sorry and thank you again!! (I have this thread bookmarked in case it doesn't show up anymore / I don not see the notifaction).

EDIT:

I have found the objects in CAW, however, they are listed as numbers. Do I have a issue? It shows up in game etc...

Distant Terrain - 00000000'000f4253
Two arch bridge - 00000000'000f4262
Three Arch - 00000000'000f4263
Four Arch - 00000000'000f4264
One Arch - 00000000'000f4265

Fluse
14th Apr 2020, 1:09 PM
@alext369 no reason to be sorry (:
You put the files in the correct folders, very good. The bridges and the distant terrain won't show up in Edit Town Mode, just in CAW, they are just world objects and not meant to be found in the buy/build catalogue in game, but obviously you already know that (:
The numbers behind these objects are pretty normal and nothing to worry about.

starsong765
13th Feb 2021, 10:23 PM
Hi i was wondering if you could make a mod to unlock the ultimate venue shell from the showtime limited edition on the catalog, i already have the lot it in my game but it's locked by ea and it doesnt show up on buydebug.

Volvenom
14th Feb 2021, 12:46 PM
Hi i was wondering if you could make a mod to unlock the ultimate venue shell from the showtime limited edition on the catalog, i already have the lot it in my game but it's locked by ea and it doesnt show up on buydebug.

Have you seen how old this thread is :)