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[In Testing]Resources for'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?) - 3 Feedback Posts, 3 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.

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
    \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 ""
  • 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

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

Size: 5.90 MB · Downloads: 2,224 · 6th Nov 2011
5.90 MB 2,224 6th Nov 2011

Size: 314.5 KB · Downloads: 1,274 · 6th Nov 2011
314.5 KB 1,274 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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Field Researcher
#26 Old 12th Nov 2011 at 7:34 AM Last edited by Majuchan : 15th Nov 2011 at 4:56 AM.
Originally Posted by ellacharm3d
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
In the Arena
retired moderator
Original Poster
#27 Old 23rd Nov 2011 at 5:56 PM
anie_1981, MarleneJ,
my only suggestion at this time (if you hate the gaps), to not apply the Intersection fixes. I doubt I'll be doing anything to do with the textures. There may already be resources people have shared with them fixed. If anyone find any, let me know and I can link them in the Overview.
#28 Old 24th Nov 2011 at 8:51 PM
Well, I can live with those gaps... This is just a small issue, so it's not the problem.

And btw, pets are very buggy and unstable.
Test Subject
#29 Old 22nd Sep 2012 at 1:47 AM Last edited by Yesterdame : 22nd Sep 2012 at 1:49 AM. Reason: more info
Hello, I was wondering if your fixes address an issue i'm dealing with in Appaloosa plains. I read all the comments but the problem I have isn't exactly mentioned. I see alot of comments regarding "gaps". I take that to mean gaps in routing as in playable and camera routing the yellow and red. I have a different issue with a different type of "gap".

I loved the neighborhood Appaloosa plains but I really hated that EA combined 3 of the Rabbit holes in the Town hall. I wanted seperated lots so I set about removing many lots in the center of town. I was left with large empty spaces with I intended to fill with my own customized lots and rabbit holes. In some sections of town, it seems that I am unable to place a new lot size evenly. The game will not let me place the lot too close to the street, it forces me to bring the lot back about 1 or 2 squares from the street, hence a "gap" where I am unable to decorate or place lots. And I made sure its not because of unlevel ground or anything. I think it has something to do with the stop signs and light poles and what not. They seem to be right up on the grass. Even when im completely on grass sometimes it tells me "cannot place over roads". So all my new lots are like pulled back form the street and look like crap. In other places, like down by the beach I can freely place things. I am especially having problems in the section next to the school, in front of the consignment shop. I believe the hospital used to be there. Technically a 50 x 40 lot should fit there. Visually it fits. But the game will only allow me to place a 50 x 32 lot leaving an ugly gap. Do you have any idea what is causing this??

I have toyed around in CAW with other worlds but find it tedious. Just wondering if you think it's something I'm doing wrong, a bug, or something else that has an easier fix then opening CAW and doing a massive edit myself.
In the Arena
retired moderator
Original Poster
#30 Old 11th Oct 2012 at 5:21 AM
The "gap" in the context of this download thread is the space between the intersection corners when the road is attached.

The lot placement issue is really out of scope of this thread's purview. But that has something to do with the Edit Town feature, I believe. You may find these threads @simlogical helpful:

And if you don't want the multi-rabbithole feature of Pets' CityHall-MilitaryBase-PoliceStation Rabbithole combo, you can always use the other single-function Rabbithole meshes from other worlds if you have those EPs.
#31 Old 29th Jun 2014 at 9:09 AM
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