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Arboretum Map View Visibility Change

by Don Babilon Posted 29th Oct 2014 at 4:04 PM - Updated 7th Jul 2018 at 9:21 AM by Don Babilon : Update announcement
22 Comments / replies (Who?) - 14 Feedback Posts, 8 Thanks Posts
Update This thread is sort of obsolete now. There's a newer thread by me: Clutter Your Map - Rabbithole Map View Visibility Changes that offers mods for almost every rabbithole in the game. Sorted by EPs and with an extensive list of what each zip contains. I have re-added the arboretum there and it can now be downloaded in the set of Supernatural rabbitholes, too. I have made no changes to the mod itself, though. It is still the same here and there.


New Gizmo by Don Babilon: Arboretum Map View Visibility Change



Description
This mod changes the visibility of the Arboretum rabbithole in Map View. By default the Arboretum would replace any blue lot type marker with its own, red, tag. That's pretty much the normal behaviour of almost all rabbithole buildings. So, if you place the Arboretum in a Big Park, the blue park bench icon will be replaced by the Arboretum icon. I changed that.

Map View will now go from this:


To this:


Now the Arboretum tag is visible alonside the blue lot type marker. It is a simple XML tuning file.



Resources changed and possible conflicts
This mod changes the Arboretum_0x5b5b11caea9af0de XML file in GameplayData.package. It will conflict with any mod that changes the same resource, such as gesimz' Investable Arboretum mod, that is available here:http://www.modthesims.info/download.php?t=459861
Therefore I decided to provide various flavours to prevent this conflict.

In addition this mod will also conflict with NPCs Exit Rabbit Holes Much Faster, a mod by bluegenjutsu at simsasylum.


Other flavours
Version 1: DonBabilon_Arboretum_v1_MapTagVisibility.package
this is just the base and only changes the map view behaviour as described. This will conflict with gesimz' mod.

Version 2: DonBabilon_Arboretum_v2_MapTagVisibility+InvestDefault.package
adds the investability function like gesimz' mod. Use this to replace gesimzInvestableArboretum.package

Version 3: DonBabilon_Arboretum_v3_MapTagVisibility+Invest.package
adds the investability function and changes the values with my own tuning values. The default Return On Investment values were a bit odd: Investment came at 1,000§ and gave you 50§ in weekly returns. Buying out the property came at an additional 8,000 and gave you 200§ in weekly returns.
I changed this to values that are more in line with other rabbitholes: initial investment is still 1,000§ but gives you 140§ per week. Buying the whole building is an additional 3,000 and nets you 300§ in weekly returns.

Version 4: DonBabilon_Arboretum_v4_MapTagVisibility+Invest+LotPurchase.package
adds investability, with my tuning values, and adds the ability to purchase the lot on which the Arboretum is placed. Default behaviour prevents this. You couldn't buy the Beach lot if the Arboretum is on it. Now you can.
Note that this mod does not make lots purchaseable that are not by default (lots like Small Park, Visitors Allowed, No Visitors Allowed, Firestation etc.). You will still need gesimz' other mods from the same suite if you want that, too.

Version 5: DonBabilon_Arboretum_v5_MapTagVisibility+LotPurchase.package
this version only changes the visibility flag and adds the ability to purchase the lot on which the rabbithole is placed. But you cannot invest in the rabbithole.

Requirements
Quite obviously you will need the Supernatural EP for this mod to have any effect. This mod will also affect any custom Arboretum rabbithole objects, like Margaret Pendragon's rabbithole rug or Darkitow's Arboretum portal for Lunar Lakes. In fact, my screenshot was mainly done by peppering the whole area with the rugs.

Installation
This mod will go into your usual mods location.

Credits
Credits go to Queen Inge Jones and her Prince Consort Peter for giving us S3PE and nonamena for their tutorial on making XML tuning mods. If anything goes wrong with my mod then it's nonamena's fault
Additional thanks to Arsil and Buzzler for helping me. A lot.

Terms of Use
If you upload this mod somewhere else as your own and charge money for it make sure to send me an invitation to your funeral after you've succumbed to alcohol and hookers because of all the money you earned from it.

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 Supernatural
Built with Game Version: 1.67
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
DonBabilon_Arboretum_v5_MapTagVisibility+LotPurchase.zip | Like V1, does not allow investment but allows purchase of the venue or lot.

Size: 3.7 KB · Downloads: 262 · 29th Oct 2014
3.7 KB 262 29th Oct 2014
DonBabilon_Arboretum_v4_MapTagVisibility+Invest+LotPurchase.zip | Like V2, but also allows to purchase the venue on which the building is placed. If it is usually ownable.

Size: 3.7 KB · Downloads: 427 · 29th Oct 2014
3.7 KB 427 29th Oct 2014
DonBabilon_Arboretum_v3_MapTagVisibility+Invest.zip | Like V2, but with additional custom tunings for the return values on investment

Size: 3.7 KB · Downloads: 165 · 29th Oct 2014
3.7 KB 165 29th Oct 2014
DonBabilon_Arboretum_v2_MapTagVisibility+InvestDefault.zip | V2: allows you to invest in the building. Use to replace the mod by gesimz

Size: 3.7 KB · Downloads: 171 · 29th Oct 2014
3.7 KB 171 29th Oct 2014
DonBabilon_Arboretum_v1_MapTagVisibility.zip | Base mod. Changes only the Map View visibility

Size: 3.7 KB · Downloads: 596 · 29th Oct 2014
3.7 KB 596 29th Oct 2014
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!
 
22 Comments / Replies (Who?) - 13 Feedback Posts, 8 Thanks Posts
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Test Subject
THANKS POST
#2 Old 30th Oct 2014 at 3:45 AM
I feel really stupid to ask but what purpose does this serve?? Thank you, RH
Forum Resident
#3 Old 30th Oct 2014 at 5:01 AM
I'm kind of confused by the screenshots. Do you mean the map tag for the lot appears alongside the map tag for the arboretum? I'd love to see that for ALL the rabbitholes. But your screenshots don't seem to show a map tag for the lot beside the rabbithole tag.

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Test Subject
THANKS POST
#4 Old 30th Oct 2014 at 7:46 AM
I just wanted to leave a comment for the little note at the end. So funny! ;)
Test Subject
THANKS POST
#5 Old 30th Oct 2014 at 9:57 AM
Thanks to your thread and Arsil's answer I now know how to make both blue and red tags visible even when I put Jynx and Margaret Pendragon's rabbit holes on a specific lot! And the Arboretum is just the begining

I really love the mod's presentation too!
Department of Post-Mortem Communications
Original Poster
#6 Old 30th Oct 2014 at 10:28 AM Last edited by Don_Babilon : 30th Oct 2014 at 7:21 PM.
Quote:
Originally Posted by skyeseeker
I feel really stupid to ask but what purpose does this serve?? Thank you, RH


Quote:
Originally Posted by echoweaver
I'm kind of confused by the screenshots. Do you mean the map tag for the lot appears alongside the map tag for the arboretum? I'd love to see that for ALL the rabbitholes. But your screenshots don't seem to show a map tag for the lot beside the rabbithole tag.


Yes, it does exactly that. The map tag for the lot now appears alongside the map tag of the Arboretum. Sorry if the screenshots are confusing. I'll try to find a better solution. For me it looked clear enough. The first screenshot shows several lots on which I placed an Arboretum - 4 Hangouts, 1 Gym, 1 Beach and 1 Art Gallery - all their map tags are gone in the first pic. In the second pic, with the mod installed, the lot tags are visible again alongside the Arboretum tag.

Now, as to the purpose. Let me give you an example: In one of my games I have placed the Arboretum on an Elixir Consignment Store lot. They work nicely together but the rabbithole map behaviour made it such that I couldn't choose the consignment store anymore from map view when I wanted to visit it. I had only three options: either click on the Arboretum and send my Sims there first or go into Map View, zoom in into the lot and then choose either "Go Here" or click on the walls of the store building and choose "Visit Aleister's". With this mod I can choose the last option "Visit Aleister's" directly from Map view.
The Vault of Antiquity does excatly that already. In Moonlight Falls it's on a library lot and does not replace the Library map tag, you can choose to either visit the Vault or the Library. All I did in this mod is have the Arboretum act like the Vault of Antiquity in that respect.

I can see the need to have this for all rabbitholes. And I will do the same for the Gypsy Caravan sometime soon. I started with the Arboretum because it is small and fits on many lots (as does the caravan). It is, of course, possible to do this for all other rabbitholes and it would be handy for those who have multiple rabbitholes on one lot and have the lot itself tagged as a special lot type, too. But this would require that I edit every rabbithole in the game and would take some extra time. Personally I don't feel the need to do this with the large rabbitholes, like the Hospital or the Science building, because they are ususally on No Visitors Allowed lots and occupy the whole lot anyway. But yeah, maybe I will do it in the near future.

Thanks for the feedback. I will edit the screenshots now in any case

Edit: Ok, I changed the screenshots. Hopefully this will make it clearer what this mod actually does.
Forum Resident
THANKS POST
#7 Old 30th Oct 2014 at 9:11 PM
The screenshot is a lot clearer to me! Thanks!

I now see what you were showing before. I think I just got blinded by all the map tags :-p.

I never needed an explanation of the mod's usefulness, though. I have the arboretum on a park lot in my current world. And I have the Gypsy Caravan on a fishing spot.

Yeah, I see what you mean about needing to edit all the rabbitholes. I guess the rabbitholes usually placed on parks are the most logical ones. It's also pretty common to have shopping plazas that share things like grocery store, theater, bookstore, spa, blah blah.
Department of Post-Mortem Communications
Original Poster
#8 Old 30th Oct 2014 at 9:40 PM
I am actually trying to figure out something else at the moment, because I noticed that Showtime venues are still visible next to a rabbithole, even though the rabbithole is not set to do that. Maybe this reverse approach might prove more useful. But I'm still searching for the relevant resource.
Scholar
#9 Old 2nd Nov 2014 at 6:48 AM
What world is in the screenshots? It looks gorgeous!!

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Department of Post-Mortem Communications
Original Poster
#10 Old 2nd Nov 2014 at 8:44 AM
Quote:
Originally Posted by efolger997
What world is in the screenshots? It looks gorgeous!!
It's Roaring Heights, from the Store.
Scholar
#11 Old 9th Nov 2014 at 5:04 PM
Thanks for the mod! Unfortunately, I had to take it out because Dashboard reports a conflict with bluegenjutsu's NPCexitallRabbitholesin2Minutes over at the Simsasylum.
Even if there is nothing to be done about it, I thought you might want to know.
Department of Post-Mortem Communications
Original Poster
#12 Old 11th Nov 2014 at 8:58 AM
Quote:
Originally Posted by 310175
Thanks for the mod! Unfortunately, I had to take it out because Dashboard reports a conflict with bluegenjutsu's NPCexitallRabbitholesin2Minutes over at the Simsasylum.
Even if there is nothing to be done about it, I thought you might want to know.
Ah yes, I see. I will update the main page to include this mod as a conflict. Thank you for the report!
Test Subject
#13 Old 14th Aug 2015 at 4:27 PM
Any chance of doing this for the fortune teller rabbit hole?
Department of Post-Mortem Communications
Original Poster
#14 Old 17th Aug 2015 at 12:21 PM
Quote:
Originally Posted by en0ush
Any chance of doing this for the fortune teller rabbit hole?
I did already and most of the other rabbitholes, too. I just need someone to either go through the whole upload process for me or kick me hard enough to "encourage" me to do it myself.
Top Secret Researcher
#15 Old 29th Sep 2015 at 10:10 PM
Hi @Don_Babilon I am working on a lot that ties into my O'Dourke brothers download, is Halloween related, and since it is a store, will qualify for the September theme, assuming I upload it by Sept. 30. I was testing the lot and realized that the Gypsy Caravan is overriding the elixir store map tag. I knew about this, but I had forgotten since I haven't used the Gypsy Caravan in a long time. I searched for a mod and was led here. It seems you have an unreleased tuning mod that would correct this ridiculous choice by EA. So I am here to ask, pretty please can you upload this mod?

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Department of Post-Mortem Communications
Original Poster
#16 Old 30th Sep 2015 at 1:10 AM
I don't know about the ridiculousness of that choice, because all rabbitholes except for the Vault of Antiquity and the Mausoleum do this. But I agree, it is annoying and I should really find some time to upload them all in a separate post. Check your PMs in the meantime.
Trainee Moderator
staff: trainee moderator THANKS POST
#17 Old 30th Jun 2016 at 6:05 PM
Hi @Don Babilon

Could you please give me a download link of your unreleased mod? I'd love to see this fixed for other rabbitholes as well!
You still have that mod, don't you?

By the way, this is awesome! It's much easier to visit community lots that have this Arboretum rabbithole.
Department of Post-Mortem Communications
Original Poster
#18 Old 3rd Jul 2016 at 2:44 PM
Hm, it's been almost a year, but I think that I sent the mod via a link that expires after a while because it's not on my mediafire account. I'd need to reupload it somewhere, best perhaps here on MTS.
But it'll take a while. I'm very busy at the moment. Sorry!
Trainee Moderator
staff: trainee moderator THANKS POST
#19 Old 8th Jul 2016 at 6:35 PM
Ah, that's OK!
Take the time you need for it. No need to apology. I can wait... hopefully! :D
Site Helper
THANKS POST
#20 Old 5th Jun 2017 at 4:15 PM
THANK YOU!!!! I have a tendency to build a single lot in most worlds to hold the Gypsy Caravan, Arboretum, Vault of Antiquity, and Alchemy shop. So as long as the Caravan also doesn't interfere with map tags, this appears to be exactly what I was looking for.
Department of Post-Mortem Communications
Original Poster
#21 Old 5th Jun 2017 at 4:59 PM
The caravan will, I'm afraid. It'd require a separate mod.
Field Researcher
THANKS POST
#22 Old 22nd Sep 2017 at 11:01 PM
This is exactly what I was looking for, awesome that your mod came up first doing a web search. It pained me that I couldn't click on and have my Sims visit the big park (etc.) because the Arboretum was sitting on the same lot. Thank you so much! *Well, they could visit the big park, but the map tag was missing, and I like map tags.
Department of Post-Mortem Communications
Original Poster
#23 Old 7th Jul 2018 at 9:09 AM
Update: This thread has sort of become obsolete now. There's a newer thread by me: Clutter Your Map - Rabbithole Map View Visibility Changes that offers mods for almost every rabbithole in the game. I have re-added the arboretum there and it can now also be downloaded in the set of Supernatural rabbitholes. I have made no changes to the mod itself, though, it is still the same here and there.