#8
20th Sep 2023 at 9:12 PM
Last edited by Godleof : 21st Sep 2023 at
8:51 AM.
Similarly to other catalog stuff, the base game's
walls.txt file contains hidden technical walls used around the game. Almost all of the walls are in the base game file, but one of them is in the file of your latest EP. You need to
locate and
open them both.
Make sure to read the
info on those walls and
how to work with them.
Base Game
Attic wall, foundation wall, latticed decks wall, some deprecated wall, invisible wall (it's used for column decks), and pool wall are in there.
To unhide those walls, simply add
# in front of all
notInCatalog lines. To do so quickly:
- Go to Search > Replace... (or press Ctrl+H)
- In the "Find what" field, put notInCatalog
- In the "Replace with" field, put #notInCatalog
- Click "Replace All"
- Save the changes (💾 or Ctrl+S)
The latest EP
Additionally, there's a wall from the Split-Level Interior Foundation.
To unhide it find the
wall 301 line and add
# in front of a
notInCatalog line at the bottom. Save the changes.
All EPs except University and Nightlife have it defined, but make sure to select the
latest EP you have, preferably the one you use to launch the game, to avoid other EPs overriding the changes you'll make, especially if you're planning on further modifications from this tutorial.
Each wall has unique properties.
Attic wallIt's great for repairing roof walls if you accidentally delete a wall there. It's a little bit shorter than the normal wall. It doesn't nag when there are differences in the upper level height and instead lowers its height. It doesn't create a grid on top. You can place doors/windows and attach objects. Trees will consider rooms created using this wall to be inside, while hanging lamps will consider them to be outside. Sims don't change into outerwear when walking into such rooms.
Foundation wallIt behaves as you would expect a foundation to behave. It creates the grid on top. You can raise the ground under it or build it over uneven ground—in the second case, it would take the ground's shape while remaining the same height. But you cannot place windows/doors, or objects on it. Rooms created using all of it are considered inside by hanging lamps and trees; sims don't change into outerwear walking into them.
Latticed, invisible, and deprecated deck wallsThey also behave as decks: they create a grid on top, take the ground's shape while remaining the same height when built over uneven ground, the ground can be raised under them, and windows/doors, or objects cannot be placed on them. Rooms created using all of it are considered inside by hanging lamps, but trees consider them outside and can be placed in those rooms; sims change into outerwear walking into them. Additionally, it's worth noting that if you try to make an apartment with the invisible deck wall as an outside wall, it will result in the invalid apartment error.
Split-level interior foundation wallI'll call it the SLIF wall for short. It behaves more like a half wall or a fence, but it can be built over other walls or fences—it just clips through them. And it's shorter than half walls, meaning it can be used for making some creative dividers. Sims can't walk through this wall unless there's a door or a gate (even if it overlaps the SLIF wall). If you raise the ground under it, it will stay at the same elevation; sims still won't be able to cross the place where the wall is, though. If you build it on uneven ground, it will flatten the ground just like regular walls do.
(SLIF wall combined with a fence)
Pool wallIt behaves like a mix of regular and foundation walls. It creates a grid on top, but when it's an enclosed room, it's still affected by weather, and natural light can pass through. And sims change into outerwear when walking into such rooms. Hanging lamps and trees can be placed there. You can attach objects and put doors/windows. (You need to change the default wallpapers, though; otherwise, they would be clipping on top of windows and doors.) Raising the ground under it and placing it on top of uneven ground is the same as with foundation walls. If you try to raise the ground when objects are attached, they will simply rise as well, as with the ConstrainFloorElevation off cheat.
Using the pool wall, you can create enclosed outdoor rooms with a proper grid on top. Even one tile pool wall among the box of regular walls is enough for the effect. I've used it a lot in combination with Mootilda's no-slope basements to create sunken outdoor spaces.
(This courtyard is fully enclosed by pool walls and still lit by natural light)
- Attic walls can be easily deleted in the same way as normal walls.
- To delete SLIF walls, just select Split-Level Interior Foundation from Foundations & Decs and drag over the wall, pressing Ctrl (or ⌘ Cmd on Mac), as if it were a foundation.
An alternative method is to first select this wall in the Wall Tool catalog, and only then press Ctrl (or ⌘ Cmd) and drag the mouse across a section you want to remove, like with regular walls. - To delete the foundation, latticed and invisible deck, or deprecated walls, you need to go to the level above, select latticed deck or column deck, press Ctrl (or ⌘ Cmd) on the keyboard, and delete a built wall like a foundation. See the animation below.
If you want to share a build containing those walls, you should
add a disclaimer explaining how to delete them using the foundation tool in the vanilla game.
If you noticed, the majority of the hidden walls can be deleted only with the foundation tool. But you can change that as well. If you simply replace all
deleteTool levelRoom lines with
deleteTools levelRoom partition (
s is very important here), you would be able to delete any foundation wall with the regular wall/fence tool, even the walls forming actual foundations. To do so quickly:
- Go to Search > Replace... (or press Ctrl+H)
- In the "Find what" field, put deleteTool levelRoom
- In the "Replace with" field, put deleteTools levelRoom partition
- Click "Replace All"
- Save the changes (💾 or Ctrl+S)
The SLIF wall is unaffected by those edits—you still would have to delete it as it was previously described—so it's not included here.
The changes above only affect your current game installation. If you want to share a build containing those walls, you should
add a disclaimer explaining how to delete them using the foundation tool in the unedited game.
As you might've noticed, those hidden walls don't have associated icons. And working with almost three dozen catalog items without having any way to distinguish them is obviously hard. But I've got you covered. I've created a set of recolored icons for those hidden walls. And with a little bit of file editing, you can have them in your game.
First, download
IconsForHiddenWalls.zip file with my icons attached to this post. You can either put the unarchived file into the game's
Downloads folder or just drop it in the base game's
Scripts folder next to the files we're modifying in this tutorial.
Next, you need to add
thumbnailResource lines that point to the proper icon for each wall.
The lines that were changed in previous sections have a green stroke in front of them on the screenshots. Those lines might slightly differ if you skipped any of the edits above.
Base Game
# attic walls
Find a block of code with a
wall 3 line. And insert the following code above the
#notInCatalog line:
Code:
thumbnailResource 0 0x499db772 0x7F49B701
thumbnailResource 1 0x499db772 0x7F49B702
thumbnailResource 2 0x499db772 0x7F49B703
thumbnailResource 3 0x499db772 0x7F49B704
# foundation walls
Find a block of code with a
wall 23 line. And insert the following code above the
#notInCatalog line:
Code:
thumbnailResource 0 0x499db772 0x7F49B705
thumbnailResource 1 0x499db772 0x7F49B706
thumbnailResource 2 0x499db772 0x7F49B707
thumbnailResource 3 0x499db772 0x7F49B708
# deck skirt
Find a block of code with a
wall 16 line. And insert the following code above the
#notInCatalog line:
Code:
thumbnailResource 0 0x499db772 0x7F49B709
thumbnailResource 1 0x499db772 0x7F49B710
thumbnailResource 2 0x499db772 0x7F49B711
thumbnailResource 3 0x499db772 0x7F49B712
# deck skirt (deprecated)
Find a block of code with a
wall 24 line. And insert the following code above the
#notInCatalog # deprecated line:
Code:
thumbnailResource 0 0x499db772 0x7F49B713
thumbnailResource 1 0x499db772 0x7F49B714
thumbnailResource 2 0x499db772 0x7F49B715
thumbnailResource 3 0x499db772 0x7F49B716
# non-rendered deck skirt
Find a block of code with a
wall 4 line. And insert the following code above the
#notInCatalog line:
Code:
thumbnailResource 0 0x499db772 0x7F49B717
thumbnailResource 1 0x499db772 0x7F49B718
thumbnailResource 2 0x499db772 0x7F49B719
thumbnailResource 3 0x499db772 0x7F49B720
# pool wall
Find a block of code with a
wall 29 line. And insert the following code above the
#notInCatalog line:
Code:
thumbnailResource 0 0x499db772 0x7F49B721
thumbnailResource 1 0x499db772 0x7F49B722
thumbnailResource 2 0x499db772 0x7F49B723
thumbnailResource 3 0x499db772 0x7F49B724
Finally, save the changes.
The latest EP
Find a block of code with a
wall 301 line. And insert the following code above the
#notInCatalog line:
Code:
thumbnailResource 0 0x499db772 0x7F49B725
thumbnailResource 1 0x499db772 0x7F49B726
thumbnailResource 2 0x499db772 0x7F49B727
thumbnailResource 3 0x499db772 0x7F49B728
Don't forget to save the changes.