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[In Testing]Resources for AppaloosaPlains.world's various Fixes

by ellacharmed Posted 6th Nov 2011 at 11:48 AM - Updated 8th Nov 2011 at 1:37 AM by ellacharm3d : removed reference to wrong town
30 Comments / replies (Who?) - 15 Feedback Posts, 9 Thanks Posts
What is this?
This is the routing fixes for Appaloosa Plains, similar to the other worlds'.

I used to get hundreds of ScriptErrors with Twallan's ErrorTrap mostly referencing "Wild Horse". But with the fixed .world, there has been considerably less errors. My pets have also stopped being transported to the ether. I suspect they landed on the edge of the world with the 2 long yellow lines, where as you can see, one area has some routing hiding under the DistantTerrain object. Which is plainly visible once you turn off the Objects in the layers.


What has been done?
As explained in the Game Help:World Routing Lagswiki,
  • the yellow spots (in the "Dotted" image) denote areas where the disjointed white routing lines, Sim non-routable and Camera non-routable painting have been repainted over. In the picture below these spots are shown with Green arrows. The Yellow arrows are routing that only appear disjointed, but are OK in Wireframe view.
  • the red spots denote areas where the intersections have been corrected so that the Intersection and Road pieces now all connect. Mainly in front of Residential areas and the ones shown in the image below. Some that have the "ranch dirt road" do not have issues with vehicles doing U-turns, so I left them untouched.
  • There is a visual way to tell if the fixed resources have been imported, and the fixed world is "Live" in a new game or your Save games.
    • Look at the spots denoted by Red dots - at a road intersection. If you can see the intersections are yellow (instead of blank) from Map View, the fix is applied correctly.


Backup!
Heed that backup instructions, really! You've been warned!


How to install?
Please be sure to read and follow the instructions under "Edit in S3PE" in full in Game Help:World Routing Lagswiki
The rest of the info is the same, pretty standard - backup, read and follow instructions to the letter, provide feedback, etc etc. All is in the wiki - READ it!

Download BOTH .7z files and extract them all into a temporary folder onto your Desktop, then import all the Resources in S3PE by selecting all files (Ctrl+A).

Resources modified:
  • AppaloosaPlainsFixedRouting.7z containing 2 files
    1. 0x05CD4BB3 UNKN World Routing
    2. 0x05DA8AF6 UNKN World boundaries
  • AppaloosaPlainsFixedRoadIntersections.7z containing 336 files
    1. 0x9063660E UNKN World Roads & Walkways
    2. 0x00B2D882 0x00000001 _IMG DDS Image
    3. 0x01661233 0x00000002 MODL scene Object Model (aka Object Geometry)


How to remove or restore the file before updating?
  • Go to this path
    Code:
    \Program Files (x86)\Electronic Arts\The Sims 3 Pets\GameData\Shared\NonPackaged\Worlds\
  • Delete the *.world file. Or if you want to reuse it after patching, rename it with a ".fixed" extension, so the filename becomes "AppaloosaPlains.world.fixed"
  • Rename the "*.orig" copy by removing the .orig extension (or from whatever you have renamed it to).
  • Delete caches before starting game. Game Help:Sims 3 Delete Cache Fileswiki


Feedback
As always, feedback is welcomed.
Please report any other areas that you get stuck Sims at that I might have missed. If I may have been overzealous in the corrections or did some things wrongly.



Notes & Changelog:
As and when I get reports of any issues, or new spots, or patch changes (if any).
  • Nov 7, 2011 : Was missing a couple images due to file size issues and where upload had initially failed. Corrected reference to wrong town in Restore instructions.
  • Compatible with Patch 1.26.89. Would most likely be compatible with any patches in the future as well.
  • The 2 .7z files contain a total of 338 (2+336) items.
  • Would conflict with any other download that make changes to the .world file that changed the above named resources.
Tags: #fixed, #routing, #lags

Type: Fixed

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

Sims 3 Pets
Built with Game Version: 1.26
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
AppaloosaPlainsFixedRoadIntersections.7z

Size: 5.90 MB · Downloads: 2,236 · 6th Nov 2011
5.90 MB 2,236 6th Nov 2011
AppaloosaPlainsFixedRouting.7z

Size: 314.5 KB · Downloads: 1,286 · 6th Nov 2011
314.5 KB 1,286 6th Nov 2011
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
30 Comments / Replies (Who?) - 16 Feedback Posts, 12 Thanks Posts
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Top Secret Researcher
THANKS POST
#2 Old 6th Nov 2011 at 3:56 PM
Yes! I've been waiting for this since I've been getting lag in AP. Maybe I can play this world.
Forum Resident
THANKS POST
#3 Old 6th Nov 2011 at 4:01 PM Last edited by noxnoxnox : 7th Nov 2011 at 3:29 AM.
I always wondered why my sims got stuck very often since Pets came out. I suspected and removed a lot of things with no improvement, hope this is the right fix.
Lab Assistant
#4 Old 6th Nov 2011 at 10:13 PM
This is great! Thank you! This was the first thing I noticed when started to play Appaloosa. It just didn't look right to me...... and the lag.....silly sims and animals just standing around when I tell them to do something . Do you think, though, EA might fix their own routing problems if/when they patch?
Instructor
THANKS POST
#5 Old 7th Nov 2011 at 12:00 AM Last edited by anie_1981 : 7th Nov 2011 at 1:28 PM.
Yeah! That's what I need! I will test it, and report the result After all, I have a newest s3pe, and I need to test it When I play in Appaloosa, I often use NRaas MC to reset NPC's and neighbours. I see difference, the game is smoothler for few sim-hours. Maybe it's because all sims are sitting in their homes, or maybe, bacause they are not blocked somwhere...
In the Arena
retired moderator
Original Poster
#6 Old 7th Nov 2011 at 11:39 AM
Any issues, yet?
If not, I can upload the .world file.

I've re-uploaded some of the missing images, in case my text didn't make sense.
Were too big before, never realized.
Instructor
THANKS POST
#7 Old 7th Nov 2011 at 1:28 PM
OK, so AP works faster, and textures of the objects\buildings are loaded faster, so I think everything with the routing is OK. I have reset every Sim\Animal, so now no one should be blocked. There is however one car, still left on the road, I will have to delete it manually.

The only thing is, I don't know if it should look like this:

In the Arena
retired moderator
Original Poster
#8 Old 7th Nov 2011 at 1:50 PM
Yeah, images are the same in mine.
Instructor
THANKS POST
#9 Old 7th Nov 2011 at 2:50 PM
Technically, I mean those underlined places, where the edges of the road are connected with pedestrian crossing.

In the Arena
retired moderator
Original Poster
#10 Old 7th Nov 2011 at 4:00 PM
Yes, like I said they are by default that way. As I didn't do any terrain-painting under them (not in the "What has been done" section in Overview, right? ), since that would need another set of resources to import.

Go and check out the other roads with that texture and see the intersections, you'll see the gaps there too. They just have terrain paint under them to disguise those gaps "somewhat".
Instructor
THANKS POST
#11 Old 7th Nov 2011 at 5:32 PM
EA has terrible ideas And I'm very gratefull, for your fix, I can play in comfortable condotions in this town :D
Lab Assistant
#12 Old 7th Nov 2011 at 6:25 PM
Cant find the appalossa plains world file anywhere nor can i find my bridgeport world file

Snarling ever forward
Instructor
THANKS POST
#13 Old 7th Nov 2011 at 7:10 PM
Go to the Program Files. World files are always in the same folder in base game and all ep's, which contained new world, GameData\Shared\NonPackaged\Worlds.
Inconceivable!
#14 Old 7th Nov 2011 at 9:22 PM
Hello! I did the "edit in S3PE" fix for the three world adventure worlds, and it worked wonderfully. I'm considering doing this for Appaloosa Plains as well, but I have a couple of questions before I add it. Since I am already playing a legacy in Appaloosa Plains, will this have any negative effect on my preexisting saves? Also, will these fixes work in an already played in world? I am not very knowledgeable about these sorts of things, so I apologize if the answers are obvious. Thank you!
In the Arena
retired moderator
Original Poster
#15 Old 8th Nov 2011 at 2:14 AM
All the saves I tried on pick up the changes just fine, and no side effects in my game (discounting EA bugs, of course). If people are having them, they have not commented in my threads, so I don't know. But I do hope they give feedback, no matter how small.

Does the process affect any WA Adventures for those Saves you already have before doing the WA fixes?
Some process applies, and same outcome expected. But as in all things, create a backup of your Saves first, as the instructions say.
Field Researcher
#16 Old 8th Nov 2011 at 7:30 AM Last edited by Majuchan : 8th Nov 2011 at 8:29 AM.
I tried this but when I import files from fixedroadintersection into S3PE a dialog box appered. I have successfully imported files inside fixed routing.




Have I done something wrong? I have 11-1001-1447 version.
please help. thanks!

EDIT: after I updated my S3pe, I have imported files from fixedroadintersection. but when I'm trying to save it (not save as). there's an error occurred.

Instructor
THANKS POST
#17 Old 8th Nov 2011 at 10:56 AM
Well I had no problems with importing data... Town works exellent, never better. Actually I can tell, that the world file can be uploaded now, nothing bad happend in my town. If it will, I'll report it, but I'll played few hours in AP and everything works great :D
Field Researcher
#18 Old 8th Nov 2011 at 2:34 PM
I don't have luck in s3pe. I'll just wait until world file is uploaded to the site. S3PE always yells me that it is "read only" even though I changed it already.
Lab Assistant
DELETED POST
9th Nov 2011 at 12:36 AM
This message has been deleted by neosimstyler.
Lab Assistant
#19 Old 9th Nov 2011 at 1:09 AM
Quote:
Originally Posted by anie_1981
Go to the Program Files. World files are always in the same folder in base game and all ep's, which contained new world, GameData\Shared\NonPackaged\Worlds.


No there

All it shows is sunset valley world

Snarling ever forward
Lab Assistant
#20 Old 9th Nov 2011 at 1:22 AM
found it finally...I downloaded it from Origin orginally

C:\Program Files (x86)\Origin Games\The Sims 3 Pets\GameData\Shared\NonPackaged\Worlds

Snarling ever forward
Instructor
THANKS POST
#21 Old 9th Nov 2011 at 1:53 PM
Yes, because like I posted, world files are always in the same folder, but every world in it's ep... (cause base game and ep's have the same folder names). Sunset Valley is in base game, Twinbrook in Ambitions, Appaloosa Plains is in Pets. But it's always the same folder: GameData\Shared\NonPackaged\Worlds.
Lab Assistant
#22 Old 9th Nov 2011 at 3:35 PM
Quote:
Originally Posted by anie_1981
Yes, because like I posted, world files are always in the same folder, but every world in it's ep... (cause base game and ep's have the same folder names). Sunset Valley is in base game, Twinbrook in Ambitions, Appaloosa Plains is in Pets. But it's always the same folder: GameData\Shared\NonPackaged\Worlds.


Actually no its not, I purchased Generations, Late Night and Pets from Origin and did the virtual download thing so my world files are in the origins folder not the Electronics Arts folder

Snarling ever forward
In the Arena
retired moderator
Original Poster
#23 Old 10th Nov 2011 at 3:51 PM Last edited by ellacharm3d : 10th Nov 2011 at 4:05 PM.
@Majuchan,
try the latest QA version of s3pe. And also, do the editing outside of Program Files. Meaning, copy the .world file to Desktop, open it in S3PE from there, do the Imports, Save and then copy it back into the World folder.

The DDS preview issue is common and can be ignored. I usually turn off preview before importing lots of resources.

@neosimstyler,
keep forgetting to include that info, thanks for the reminder!

[eta]Got it via Bridgeport thread.
I got this via Google; if anyone who plays on Steam can confirm their path as well, I can post that up, too.
Code:
c:\program files (x86)\steam\steamapps\common\the sims 3\<whatever pack>
Test Subject
#24 Old 11th Nov 2011 at 12:18 AM
Hi Ella, I loaded the files and no problems with the game, thanks for that. The problem mentioned before about the gaps in the road textures by the Equestrian Centre and other spots is not an issue with terrain painting. The road textures are borked and have been rotated incorrectly. The outside edge which is alpha has been moved to the inside by mistake. Locating the correct files and editing them will fix the problem. I have found the corner but am still looking for the intersection...
Field Researcher
#25 Old 12th Nov 2011 at 7:34 AM Last edited by Majuchan : 15th Nov 2011 at 4:56 AM.
Quote:
Originally Posted by ellacharm3d
@Majuchan,
try the latest QA version of s3pe. And also, do the editing outside of Program Files. Meaning, copy the .world file to Desktop, open it in S3PE from there, do the Imports, Save and then copy it back into the World folder.

The DDS preview issue is common and can be ignored. I usually turn off preview before importing lots of resources.


Thank you. I have the latest version of S3PE now. gonna copy it to my desktop to edit it. thanks for the info! gonna post back if I make it work now.


EDIT: Ok, after a sim week, I encounter no problem with this fix. I was able to edit the world, Thanks ella. =3
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