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Shut up and play the guitar
retired moderator
Original Poster
#576 Old 11th May 2025 at 6:25 PM
Ahh, do you have One Drive synching your Documents folder? If so, that could be why- it's best to have your Sims 3 and CAW folders unsynchronised when you work or play.
Instructor
#577 Old 16th May 2025 at 12:03 AM
Not sure why it happened, but I uninstalled CAW and reinstalled it, and now it saves properly thank goodness!

I do have another question though, is it possible to have the textures from one world to another one? for example, If I wanted Alpine County textures (roads for example too) for Mayfield Springs, is it possible to make that happen? I have a few worlds in mind that have roads and terrain that i would love for a world I'm creating.

Let me knwo if it's possible when you can! :D
Instructor
#578 Old 16th May 2025 at 12:05 AM
Quote: Originally posted by simsample
Ahh, do you have One Drive synching your Documents folder? If so, that could be why- it's best to have your Sims 3 and CAW folders unsynchronised when you work or play.


I wish i saw this before uninstalling, when I open my browser, I kept refreshing on the prior page not realizing that my comment was the last comment on that page
Shut up and play the guitar
retired moderator
Original Poster
#579 Old 16th May 2025 at 11:37 AM
Quote: Originally posted by flloetryresident
Not sure why it happened, but I uninstalled CAW and reinstalled it, and now it saves properly thank goodness!

I do have another question though, is it possible to have the textures from one world to another one? for example, If I wanted Alpine County textures (roads for example too) for Mayfield Springs, is it possible to make that happen? I have a few worlds in mind that have roads and terrain that i would love for a world I'm creating.

Let me knwo if it's possible when you can! :D

Glad you got it working!

Yes, you can use textures from other worlds to create a new world, you can find lots of textures (including some from the EA worlds) on the CAW resources forum. If you want to use textures from a custom world then you could open that world in CAW, then extract the textures to use in your own world.
Test Subject
#580 Old 18th Jun 2025 at 7:51 PM
Hi !
I followed the tutorial on this forum step by step. I tried the “first method” which works for editing a pre-made world. But when I opened the world, Monte Vista, in CAW, I noticed that objects such as bridges and fortifications from the highest part of Monte Vista were missing. I've also checked if the items appear in-game with the edit a world, but the fortifications and the bridges are still missing.
Is there a way to make these objects appear ?
Why do these items disappear ?
Lab Assistant
#581 Old 1st Aug 2025 at 10:16 AM Last edited by phantom99 : 1st Aug 2025 at 10:34 AM.
Just wanted to share that there is one more important step when creating a CAW project from a premade world. After Step 5, you need to exit CAW, open the newly saved .world file, and delete the _IMG resources with the following Group IDs:

0x001DA7E9, 0x007E7555, 0x00B0C507, 0x00BC1E4C, 0x00BC1E54

These are lot texture resources, which should normally only be in .lot files during the world creation process. When you create a world from scratch, these textures are written to the world only during export. However, when you convert an exported world back into a CAW project, they remain in the .world file and conflict with the updated textures saved in the .lot files, leading to broken lot textures (as shown in this post). Moving objects around on lots doesn't fix the issue, since the conflict reappears after reloading the world.
Shut up and play the guitar
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Original Poster
#582 Old 1st Aug 2025 at 10:38 AM
Quote: Originally posted by SulSims
I followed the tutorial on this forum step by step. I tried the “first method” which works for editing a pre-made world. But when I opened the world, Monte Vista, in CAW, I noticed that objects such as bridges and fortifications from the highest part of Monte Vista were missing. I've also checked if the items appear in-game with the edit a world, but the fortifications and the bridges are still missing.
Is there a way to make these objects appear ?

Hello @SulSims Monte Vista is a store world I think? Are any of the other exclusive Monte Vista items showing in the world? If you have a decrapified version it could potentially be something to do with that, or maybe the game isn't reading the files from where you installed them. Did you install the world from a Sims3Pack?

Quote: Originally posted by phantom99
Just wanted to share that there is one more important step when creating a CAW project from a premade world. After Step 5, you need to exit CAW, open the newly saved .world file, and delete the _IMG resources with the following Group IDs:

0x001DA7E9, 0x007E7555, 0x00B0C507, 0x00BC1E4C, 0x00BC1E54

These are lot texture resources, which should normally only be in .lot files during the world creation process. When you create a world from scratch, these textures are written to the world only during export. However, when you convert an exported world back into a CAW project, they remain in the .world file and conflict with the textures saved in the .lot files, leading to broken lot textures (as shown in this post). Moving objects around on lots doesn't fix the issue, since the conflict reappears after reloading the world.

Thank you @phantom99 What great research! Good to know why those textures mess up. I will add this to the first post! Appreciate you letting me know.
Lab Assistant
#583 Old 7th Aug 2025 at 7:13 PM Last edited by phantom99 : 7th Aug 2025 at 7:28 PM.
@simsample Thanks for adding this to the main posts. However, I would like to clarify that these IMG resources should only be deleted from the newly saved .world file after saving the world in CAW. If you do this earlier, all lots will be missing textures until the world is saved in Edit-In-Game. So this step should be added to the very end of both methods (after the save as part). And, of course, CAW itself must be closed when deleting these resources.
Shut up and play the guitar
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Original Poster
#584 Old 7th Aug 2025 at 10:38 PM
@phantom99 D'oh, silly simsample- that'll teach me for not reading what I typed carefully!

Would you do me a favour and check what I wrote this time, and see if it makes sense? I appreciate your help!
Lab Assistant
#585 Old 8th Aug 2025 at 4:02 PM
@simsample Everything is correct now! Happy to help!
Shut up and play the guitar
retired moderator
Original Poster
#586 Old 8th Aug 2025 at 9:35 PM
@phantom99 Oh thank you, that's a relief! I am silly.
Test Subject
#587 Old 12th Jan 2026 at 12:47 PM
Default Apologies for the random reply here....but....
Quote: Originally posted by simsample
@phantom99 Oh thank you, that's a relief! I am silly.



Sorry for the random reply here but I have dug out all my CAW info/links after about 15 years now! (1 5 years!) And I just wanted to say how much I appreciate you/ModTheSims for retaining all the info needed for this and so many other things. Lots of love and appreciation for all you do and everyone here. Thank you all!
Shut up and play the guitar
retired moderator
Original Poster
#588 Old 12th Jan 2026 at 12:56 PM
Thank you @GSnap I'm sure I'm the same as everyone here, in that everything I learned, I learned with the help of others here. It's a great place to have tutorials and threads in one place, easy to search and find. There's a lot to be said for forum formats! It's nice to know that so many people are benefitting from this site.
Your thanks are much appreciated!

@Tashiketh will be pleased to read this too, we owe him a debt of gratitude for maintaining this place so well for so long!
Warrior Gryphon
site owner
#589 Old 16th Jan 2026 at 3:53 PM
Thank you for the nice words!

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Test Subject
#590 Old 12th Feb 2026 at 3:59 PM
Hello, when I try to import the package I get an error message.

I can share a photo of the message if you want, although I'd first have to figure out how to do it.
Shut up and play the guitar
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Original Poster
#591 Old 12th Feb 2026 at 5:53 PM
Hello @axelsch
If you click 'Go Advanced' under the box where you post your message, you can scroll down the page and see the 'upload' section, where you can click to upload screenshots from your computer. They will be attached to your post for us all to view.

Please also let me know which method you are using, and which world you are editing (is it one someone made, or a Maxis world?). Also whether you are using custom content in the world, and any other details you think might be relevant.
Test Subject
#592 Old 12th Feb 2026 at 9:34 PM
Hi, I wasn't expecting such a quick answer.
I'm using the first method, in the latest, most populated, English version of a custom world called Saaqartoq by Nilxis.
According to the description on the download page, the only custom element is the lighting.
Thanks in advance, I hope my Google Translate English is understandable.

Screenshots
Shut up and play the guitar
retired moderator
Original Poster
#593 Old 13th Feb 2026 at 11:12 AM
@axelsch Is that a populated world? I seem to remember that people have issues trying to import custom populated worlds, are you intending to keep the sims? Do you have Saaqartoq extracted from the Sims3Pack file?

Perhaps others who have encountered this error will post to give some ideas.
Test Subject
#594 Old 13th Feb 2026 at 3:02 PM
Quote: Originally posted by simsample
@axelsch Is that a populated world? I seem to remember that people have issues trying to import custom populated worlds, are you intending to keep the sims? Do you have Saaqartoq extracted from the Sims3Pack file?

Perhaps others who have encountered this error will post to give some ideas.


It's populated, but there's an unpopulated version; I'll download it this afternoon when I have time and try it out. I'll let you know if it works.
Test Subject
#595 Old 14th Feb 2026 at 2:25 AM
Update: The same thing happens with the unpopulated version.
Lab Assistant
#596 Old 14th Feb 2026 at 10:17 AM
@axelsch Try unchecking the "Use resource name" box when importing the package.
Test Subject
#597 Old 14th Feb 2026 at 6:44 PM
Quote: Originally posted by phantom99
@axelsch Try unchecking the "Use resource name" box when importing the package.


It worked!!! Thank you so much!

I wonder why that wasn't a problem in other worlds.
Shut up and play the guitar
retired moderator
Original Poster
#598 Old 14th Feb 2026 at 7:40 PM
Hooray, well done @phantom99 for the tip! Edit: I added this info to post #4, thank you!
Test Subject
#599 Old 2nd Apr 2026 at 5:10 AM
Hi, I followed the steps to edit one of the vacation worlds and made it a default replacement, but when my sims take photographs in the edited world, it doesn't show the location as it should in vacation worlds. Here's an example:


I made sure the WPID 0xF609FD60 and UNKN 0x296A6258 are correct, but there seems to be another resource file I'm missing that gives it its identity and I can't figure it out.
Screenshots
Lab Assistant
#600 Old 2nd Apr 2026 at 3:38 PM
Quote: Originally posted by epic_evolution
I made sure the WPID 0xF609FD60 and UNKN 0x296A6258 are correct, but there seems to be another resource file I'm missing that gives it its identity and I can't figure it out.
Hi. You also need to import the world name and its hash from the original world: WDNM 0xD9BD0909, WRDH 0x022B756C.
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