Depending on your arch, this step can vary. But for this arch, raise a point of the terrain a few tiles away from where your arch will be 4 clicks
Draw a foundation around where your arch will be, making sure it starts on the raised point. Make sure to leave a 2 tile-wide walkway on either side of your arch!
Open the cheat window and enter "boolProp constrainFloorElevation false" press enter. Where your arch will be draw a wall on the foundation level, distorting the foundation. In some cases, this may not raise the floor tiles in front of and behind the wall. If this happens just draw a few walls under the floortiles you need raised, then delete the excess walls. Don't delete the ones where the arch will be, though!
Place 2 of numenor's arches (invisible color) on this wall, so it looks like it isn't there.
Draw a wall across the top of the foundation wall. Be sure not to flatten the bottom wall!! Place the hobbit hole arch (in white for this arch)
on the top wall.
To cover up those nasty floor tiles, place the invisible floor tiles on the 4 that must be removed.
Flatten the top of the foundation, including the wall with the arch in it.
SAVE! you don't want to loose this work. Open the cheat window and enter "boolProp constrainFloorElevation true" press enter. Open the window again and enter "move_objects on" press enter. Open the window once more and type in "boolProp snapObjectsToGrid false" and press enter. Now, using the rustic column in white with stone inset (the tapered one with the stone inset at the bottom) place these at the corners of the arch, covering up the gap and completing the arch!
This is only one way to do this, so experiment, and try new arches. I just sort of threw this together one day, and it turned out pretty cool, so I though that I'd share it! There are pictures on this post to help you, and I labeled them so you can tell what step they are. And it IS fully functional if you do it right. Happy simming!
Last edited:Aug. 5: added pictures into the text
Aug. 4: added info to step 3
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