Clutter Your Map - Rabbithole Map View Visibility Changes
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Author Don Babilon
Uploaded: 3rd Jul 2018 at 9:18 PM
Updated: 15th Jul 2018 at 5:41 PM - Updated compatibility list
Updated: 15th Jul 2018 at 5:41 PM - Updated compatibility list
New Gizmo by Don Babilon: Clutter Your Map - Rabbithole Map View Visibility Changes
Description
Similar to my previously released Arboretum Map View Visibility Change these mods change the behaviour of rabbithole map tags in Map View. By default a rabbithole 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 Gypsy Caravan in a Big Park, the blue park bench icon will be replaced by the red Gypsy Caravan icon. I changed that.
The blue lot type markers are now visible alongside the red rabbithole tags. These are simple XML tuning files.
With the respective mods installed your Map View will go from this:
To this:
These mods are quite handy for people who put several rabbitholes on one lot or use rabbithole doors/rugs, because they allow you to select both the lot itself and/or the rabbitholes on the lot from Map View.
Resources changed
These mods change the rabbithole *.xml entries in GamePlayData.package. There are at least 52 different rabbithole entries in there. So, please forgive me when I don’t list them individually with their Instance IDs. If you want to change the values yourself and are familiar with S3PE, the file names I used are the names that you’ll find in S3PE if you sort alphabetically by Tag. I should also have added comments inside each file. They start with "DB:" and tell you what I changed.
Also keep in mind that whenever EA introduced new rabbitholes they reused them for later worlds. This means that, for example, if you have Supernatural but not Pets you will still need the Pets mods for the combo rabbitholes in Moonlight Falls because they use the same resource, or the Late Night City Hall/Police/Military file for Appaloosa Plains (Pets) and Moonlight Falls (SN) or Isla Paradiso (IP).
Base Game (15/16):
✓ Bistro (Bistro.xml)
✓ Bookstore (Bookstore.xml)
✓ Business and Journalism (BusinessAndJournalismRabbithole.xml)
✓ City Hall (CityHall.xml)
✓ Day Spa (DaySpa.xml)
✓ Diner (Diner.xml)
✓ Grocery (Grocery.xml)
✓ Crminal Hideout (Hideout.xml)
✓ Hospital (Hospital.xml)
✓ Military Base (MilitaryBase.xml)
✓ Police Station (PoliceStation.xml)
✓ School (SchoolRabbithole.xml)
✓ Science Lab (ScienceLab.xml)
✓ Stadium (Stadium.xml)
✓ Theatre (Theatre.xml)
✗ Mausoleum (no mod needed)
Late Night (4/5)
✓ Film Set (MovieSet.xml)
new combo rabbitholes:
✓ Bookstore/Spa (ComboBookstoreDaySpa.xml)
✓ Business/Bistro (ComboBusinessRestaurant.xml)
✓ City Hall/Military/Police (ComboCityhallPoliceMilitary.xml)
✗ Subway (no mod needed)
Pets (4)
✓ Equestrian Center (EquestrianCenter.xml)
new combo rabbitholes:
✓ Grocery/Diner (ComboDinerGrocery.xml)
✓ Hospital/Science (ComboHospitalScienceLab.xml)
✓ School/Stadium (ComboSchoolStadium.xml)
Supernatural (3/5)
✓ Arboretum (Arboretum.xml)
Version 1: DonBabilon_Arboretum_v1_MapTag.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_MapTagVisibilityInvestDefault.package
adds the investability function like gesimz' mod. Use this to replace gesimzInvestableArboretum.package. The tuning values for investment are the default ones
Version 3: DonBabilon_Arboretum_v3MapTagVisibilityInvestTuning.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_MapTagInvestTuningLotPurchase.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.
Version 5: DonBabilon_Arboretum_v5MapTagVisibilityLotPurchase.package
this version only changes the visibility flag and adds the ability to purchase the lot. But you cannot invest in the rabbihole.
✓ Fortune Teller Caravan (GypsyCaravan.xml)
Version 1: DonBabilon_Caravan_v1_MapTagVisibility.package
this is just the base and only changes the map view behaviour as described.
Version 2: DonBabilon_Caravan_v2_MapTagVisibility+LotPurchase.package
adds the option to also buy the lot on which the caravan is placed. You can now own the caravan and the lot. It should not prevent you from upgrading the owned lot. Usually if you place a rabbithole on an owned lot the game will sell the lot immediately for you and prevent you from rebuying it.
Version 3: DonBabilon_Caravan_v3_MapTagVisibility+LotPurchase+InvestTuning
adds my custom values for the investment returns of the caravan. The default Return On Investment values were quite odd: Investment came at 1,000§ and gave you 500§ in weekly returns. Buying out the property came at an additional 15,000 and gave you 1000§ in weekly returns.
I changed this to values that are more in line with other rabbitholes: initial investment is now 3,000§ and gives you 420§ per week. Buying the whole building is an additional 9,800 and nets you 960§ in weekly returns.
new combo rabbitholes:
✓ Theatre/Criminal (ComboCriminalTheater.xml)
✗ Vault of Antiquity (no mod needed)
University Life (5/5)
✓ Administration Center (AdminstrationCenter.xml)
✓ School of Art (CollegeOfArts.xml)
✓ School of Business (CollegeOfBusiness.xml)
✓ School of Science (CollegeOfScience.xml)
✓ Stadium & Annex (ComboStadiumAnnex.xml)
(Investing in rabbitholes or buying real estate doesn’t seem to work in the Uni world; I don’t know whether this will be different if you place these rabbitholes in your homeworld. Therefore I’ve included the LotPurchase flavour nevertheless)
Island Paradise (3/6)
✓ Diner/Grocery new (ComboDinerGroceryEP10.xml)
new combo rabbitholes:
✓ Business/Bookstore (ComboBusinessBookstore.xml)
✓ Spa/Bistro (ComboDaySpaBistro.xml)
✗ Resort Towers 3 types (no mod needed)
Into The Future (2/5)
✓ Bot Arena (ServoBotArena.xml)
✓ Stellar Observatory (StellarObservatory.xml)
✗ Future Theatre (no separate tuning)
✗ Mausoleum Future
✗ ZEPHYR stop
✗ means that these are rabbitholes that came with an EP but will either not require a mod or are covered by previous EP rabbitholes and are therefore not included.
Compatibility and possible conflicts
These overrides conflict with each and every mod that changes the same resources, like gesimz’ suite of rabbithole mods (http://www.modthesims.info/download.php?t=459861) or blugenjutsu’s „NPCs Exit Rabbit Holes Much Faster“ at simsasylum.com.
Both the Theatre and the Stadium overrides will also conflict with Higher Concert Payouts by speedo 10.
They are, however, fully compatible with NRaas Tagger and custom map tags made for it.
Other flavours
Except for two of the Supernatural rabbitholes, each folder contains two versions for each rabbithole. Use only one!
Version 1: DB_xxxx_v1_MapTag.package
This is just the base and only changes the map view behaviour as described.
Version 2: DB_xxxx_v2_MapTagLotPurchase.package
This is like version 1, plus it adds the option to also buy the lot on which the rabbithole is placed. With this version you can now own the rabbithole and the lot. Also the rabbithole building should not prevent you from upgrading an owned lot. Usually if you place a rabbithole on an owned lot the game will sell the lot immediately for you and prevent you from rebuying it. This version will override that.
Both the Supernatural Arboretum (that I’ve re-added for completeness’ sake), and the Fortune Teller Caravan come with additional flavours that also change the investment values, because I thought the original ones weird. I’ve included a text file in both folders with further descriptions.
Attention If you have several rabbitholes on one lot you will need the same mod version for all of them. Otherwise the unmodded rabbithole will override all settings for the modded ones.
Also, some lots in The Sims 3 cannot be bought as real estate, like, for example, the Small Park or No Visitors Allowed lot types. My mods don't change that. You will need additional mods if you want to increase the number of purchasable lots.
Requirements
Quite obviously you will need the necessary rabbitholes for these mods to have any effect. They will also affect custom rabbithole objects, like jynx’s and Margaret Pendragon/Misty's rabbithole rugs or Darkitow's portals for Lunar Lakes.
Updates
If you encounter a problem or think that the mods need an update, leave me a comment and I will see what I can do. Other than that this thread is complete.
World Adventures
In theory World Adventures comes with the Eiffel Tower as a new rabbithole, but in order to have it available as such you'd need another mod, either icarus_allsorts' New and Improved Eiffel Tower or AussomeDays' CaSTable Eiffel Tower. Both include their own rabbithole tuning and therefore mine would conflict with these. I consider these two mods as more important than mine, so I won't offer one. But you can tune icarus_allsorts' or AussomeDays' yourself.
Showtime
With Showtime there came two shell buildings that function as both Big Show Venues and as rabbitholes for theatre or stadium respectively. The rabbithole functions are added to these shells by way of separate rabbithole doors, but they don't respond to my mods. But as both shells already allow for the blue tag to be visible alongside the red rabbithole one, I don't think that a special mod for these is necessary.
Into The Future
The ZEPHYR stop (HoverTrainStation) can be modded, but I cannot see why it should. It's only available in Oasis Landing and as long as no other modder has figured out how to make it usable in other worlds I think there's no point in tuning its XML.
The mausoleum also has its separate tuning from all the other mausoleums. It prevents the purchase of the graveyard. EA might have made this exception for a reason, though.
Store
The Store also added three more rabbithole types:
Skydiving Center
new combo rabbitholes:
ComboBookstoreBistro (Monte Vista)
ComboMilitaryPolice (Monte Vista, Dragon Valley, Aurora Skies, Midnight Hollow)
Miscellaneous
In GamePlayData are tuning files for rabbitholes that don't seem to have any corresponding object. These are:
Annex
Stadium/Theatre
WorkPlaceBox
ComboBookstoreBistro (the only instance of this that I know is in Monte Vista, but that one has its own tuning file)
Credits
Credits go to Inge and Peter Jones 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.
And tangie0906 for testing these in conjunction with NRaas Tagger.
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.
Installation
These mods will go into your usual Mods/Packages location.
Description
Similar to my previously released Arboretum Map View Visibility Change these mods change the behaviour of rabbithole map tags in Map View. By default a rabbithole 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 Gypsy Caravan in a Big Park, the blue park bench icon will be replaced by the red Gypsy Caravan icon. I changed that.
The blue lot type markers are now visible alongside the red rabbithole tags. These are simple XML tuning files.
With the respective mods installed your Map View will go from this:
To this:
These mods are quite handy for people who put several rabbitholes on one lot or use rabbithole doors/rugs, because they allow you to select both the lot itself and/or the rabbitholes on the lot from Map View.
Resources changed
These mods change the rabbithole *.xml entries in GamePlayData.package. There are at least 52 different rabbithole entries in there. So, please forgive me when I don’t list them individually with their Instance IDs. If you want to change the values yourself and are familiar with S3PE, the file names I used are the names that you’ll find in S3PE if you sort alphabetically by Tag. I should also have added comments inside each file. They start with "DB:" and tell you what I changed.
Also keep in mind that whenever EA introduced new rabbitholes they reused them for later worlds. This means that, for example, if you have Supernatural but not Pets you will still need the Pets mods for the combo rabbitholes in Moonlight Falls because they use the same resource, or the Late Night City Hall/Police/Military file for Appaloosa Plains (Pets) and Moonlight Falls (SN) or Isla Paradiso (IP).
Base Game (15/16):
✓ Bistro (Bistro.xml)
✓ Bookstore (Bookstore.xml)
✓ Business and Journalism (BusinessAndJournalismRabbithole.xml)
✓ City Hall (CityHall.xml)
✓ Day Spa (DaySpa.xml)
✓ Diner (Diner.xml)
✓ Grocery (Grocery.xml)
✓ Crminal Hideout (Hideout.xml)
✓ Hospital (Hospital.xml)
✓ Military Base (MilitaryBase.xml)
✓ Police Station (PoliceStation.xml)
✓ School (SchoolRabbithole.xml)
✓ Science Lab (ScienceLab.xml)
✓ Stadium (Stadium.xml)
✓ Theatre (Theatre.xml)
✗ Mausoleum (no mod needed)
Late Night (4/5)
✓ Film Set (MovieSet.xml)
new combo rabbitholes:
✓ Bookstore/Spa (ComboBookstoreDaySpa.xml)
✓ Business/Bistro (ComboBusinessRestaurant.xml)
✓ City Hall/Military/Police (ComboCityhallPoliceMilitary.xml)
✗ Subway (no mod needed)
Pets (4)
✓ Equestrian Center (EquestrianCenter.xml)
new combo rabbitholes:
✓ Grocery/Diner (ComboDinerGrocery.xml)
✓ Hospital/Science (ComboHospitalScienceLab.xml)
✓ School/Stadium (ComboSchoolStadium.xml)
Supernatural (3/5)
✓ Arboretum (Arboretum.xml)
Version 1: DonBabilon_Arboretum_v1_MapTag.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_MapTagVisibilityInvestDefault.package
adds the investability function like gesimz' mod. Use this to replace gesimzInvestableArboretum.package. The tuning values for investment are the default ones
Version 3: DonBabilon_Arboretum_v3MapTagVisibilityInvestTuning.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_MapTagInvestTuningLotPurchase.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.
Version 5: DonBabilon_Arboretum_v5MapTagVisibilityLotPurchase.package
this version only changes the visibility flag and adds the ability to purchase the lot. But you cannot invest in the rabbihole.
✓ Fortune Teller Caravan (GypsyCaravan.xml)
Version 1: DonBabilon_Caravan_v1_MapTagVisibility.package
this is just the base and only changes the map view behaviour as described.
Version 2: DonBabilon_Caravan_v2_MapTagVisibility+LotPurchase.package
adds the option to also buy the lot on which the caravan is placed. You can now own the caravan and the lot. It should not prevent you from upgrading the owned lot. Usually if you place a rabbithole on an owned lot the game will sell the lot immediately for you and prevent you from rebuying it.
Version 3: DonBabilon_Caravan_v3_MapTagVisibility+LotPurchase+InvestTuning
adds my custom values for the investment returns of the caravan. The default Return On Investment values were quite odd: Investment came at 1,000§ and gave you 500§ in weekly returns. Buying out the property came at an additional 15,000 and gave you 1000§ in weekly returns.
I changed this to values that are more in line with other rabbitholes: initial investment is now 3,000§ and gives you 420§ per week. Buying the whole building is an additional 9,800 and nets you 960§ in weekly returns.
new combo rabbitholes:
✓ Theatre/Criminal (ComboCriminalTheater.xml)
✗ Vault of Antiquity (no mod needed)
University Life (5/5)
✓ Administration Center (AdminstrationCenter.xml)
✓ School of Art (CollegeOfArts.xml)
✓ School of Business (CollegeOfBusiness.xml)
✓ School of Science (CollegeOfScience.xml)
✓ Stadium & Annex (ComboStadiumAnnex.xml)
(Investing in rabbitholes or buying real estate doesn’t seem to work in the Uni world; I don’t know whether this will be different if you place these rabbitholes in your homeworld. Therefore I’ve included the LotPurchase flavour nevertheless)
Island Paradise (3/6)
✓ Diner/Grocery new (ComboDinerGroceryEP10.xml)
new combo rabbitholes:
✓ Business/Bookstore (ComboBusinessBookstore.xml)
✓ Spa/Bistro (ComboDaySpaBistro.xml)
✗ Resort Towers 3 types (no mod needed)
Into The Future (2/5)
✓ Bot Arena (ServoBotArena.xml)
✓ Stellar Observatory (StellarObservatory.xml)
✗ Future Theatre (no separate tuning)
✗ Mausoleum Future
✗ ZEPHYR stop
✗ means that these are rabbitholes that came with an EP but will either not require a mod or are covered by previous EP rabbitholes and are therefore not included.
Compatibility and possible conflicts
These overrides conflict with each and every mod that changes the same resources, like gesimz’ suite of rabbithole mods (http://www.modthesims.info/download.php?t=459861) or blugenjutsu’s „NPCs Exit Rabbit Holes Much Faster“ at simsasylum.com.
Both the Theatre and the Stadium overrides will also conflict with Higher Concert Payouts by speedo 10.
They are, however, fully compatible with NRaas Tagger and custom map tags made for it.
Other flavours
Except for two of the Supernatural rabbitholes, each folder contains two versions for each rabbithole. Use only one!
Version 1: DB_xxxx_v1_MapTag.package
This is just the base and only changes the map view behaviour as described.
Version 2: DB_xxxx_v2_MapTagLotPurchase.package
This is like version 1, plus it adds the option to also buy the lot on which the rabbithole is placed. With this version you can now own the rabbithole and the lot. Also the rabbithole building should not prevent you from upgrading an owned lot. Usually if you place a rabbithole on an owned lot the game will sell the lot immediately for you and prevent you from rebuying it. This version will override that.
Both the Supernatural Arboretum (that I’ve re-added for completeness’ sake), and the Fortune Teller Caravan come with additional flavours that also change the investment values, because I thought the original ones weird. I’ve included a text file in both folders with further descriptions.
Attention If you have several rabbitholes on one lot you will need the same mod version for all of them. Otherwise the unmodded rabbithole will override all settings for the modded ones.
Also, some lots in The Sims 3 cannot be bought as real estate, like, for example, the Small Park or No Visitors Allowed lot types. My mods don't change that. You will need additional mods if you want to increase the number of purchasable lots.
Requirements
Quite obviously you will need the necessary rabbitholes for these mods to have any effect. They will also affect custom rabbithole objects, like jynx’s and Margaret Pendragon/Misty's rabbithole rugs or Darkitow's portals for Lunar Lakes.
Updates
If you encounter a problem or think that the mods need an update, leave me a comment and I will see what I can do. Other than that this thread is complete.
World Adventures
In theory World Adventures comes with the Eiffel Tower as a new rabbithole, but in order to have it available as such you'd need another mod, either icarus_allsorts' New and Improved Eiffel Tower or AussomeDays' CaSTable Eiffel Tower. Both include their own rabbithole tuning and therefore mine would conflict with these. I consider these two mods as more important than mine, so I won't offer one. But you can tune icarus_allsorts' or AussomeDays' yourself.
Showtime
With Showtime there came two shell buildings that function as both Big Show Venues and as rabbitholes for theatre or stadium respectively. The rabbithole functions are added to these shells by way of separate rabbithole doors, but they don't respond to my mods. But as both shells already allow for the blue tag to be visible alongside the red rabbithole one, I don't think that a special mod for these is necessary.
Into The Future
The ZEPHYR stop (HoverTrainStation) can be modded, but I cannot see why it should. It's only available in Oasis Landing and as long as no other modder has figured out how to make it usable in other worlds I think there's no point in tuning its XML.
The mausoleum also has its separate tuning from all the other mausoleums. It prevents the purchase of the graveyard. EA might have made this exception for a reason, though.
Store
The Store also added three more rabbithole types:
Skydiving Center
new combo rabbitholes:
ComboBookstoreBistro (Monte Vista)
ComboMilitaryPolice (Monte Vista, Dragon Valley, Aurora Skies, Midnight Hollow)
Miscellaneous
In GamePlayData are tuning files for rabbitholes that don't seem to have any corresponding object. These are:
Annex
Stadium/Theatre
WorkPlaceBox
ComboBookstoreBistro (the only instance of this that I know is in Monte Vista, but that one has its own tuning file)
Credits
Credits go to Inge and Peter Jones 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.
And tangie0906 for testing these in conjunction with NRaas Tagger.
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.
Installation
These mods will go into your usual Mods/Packages location.
MTS has all free content, all the time. Donate to help keep it running.
DB_IntoTheFutureRabbitholes.zip
| Tuning for the Into The Future rabbitholes; two flavours each
Download
Uploaded: 3rd Jul 2018, 11.2 KB.
2,724 downloads.
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DB_IslandParadiseRabbitholes.zip
| Tuning for the Island Paradise rabbitholes; two flavours each
Download
Uploaded: 3rd Jul 2018, 10.4 KB.
2,537 downloads.
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DB_UniversityLifeRabbitholes.zip
| Tuning for the University Life rabbitholes; two flavours each
Download
Uploaded: 3rd Jul 2018, 27.2 KB.
2,559 downloads.
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DB_SupernaturalRabbitholes.zip
| Tuning for the Supernatural rabbitholes; see included text files when there are more than two flavours
Download
Uploaded: 3rd Jul 2018, 42.7 KB.
2,679 downloads.
|
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DB_PetsRabbitholes.zip
| Tuning for the Pets rabbitholes; two flavours each
Download
Uploaded: 3rd Jul 2018, 17.9 KB.
2,577 downloads.
|
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DB_LateNightRabbitholes.zip
| Tuning for the Late Night rabbitholes; two flavours each
Download
Uploaded: 3rd Jul 2018, 16.1 KB.
2,654 downloads.
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DB_BaseGameRabbitholes.zip
| Tuning for the base game rabbitholes; 2 flavours each
Download
Uploaded: 3rd Jul 2018, 97.5 KB.
3,416 downloads.
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For a detailed look at individual files, see the Information tab. |
Install Instructions
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Packs Needed
None, this is Sims 3 base game compatible!
Other Information
Type:
– Other
Tags
#rabbitholes, #rabbithole, #map, #overrides
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