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Know What Is Inside Your Game: The Sims 3

Introduction and Part 1: Inside the Programs/Applications folders

I will be putting together a few informative posts to help people understand their TS3 game better. It may take me a while, and I'm not sure how many I will do or how many will be needed. But I reserved some spaces, so I can keep everything together at the beginning of the thread.

We will start with an intro Part 1 of a "getting to know your game" post, and go from there. :)


Everyone should know the insides of their The Sims 3 game. Please read the following, to acquaint yourselves with your game, so you understand how to properly back up your game and make it run as smooth as possible.

Here is a list of the expansions and stuff packs, in the order in which they were released:


Your game is found in two places. One place is inside your User or Home folder, and then inside the Documents folder, and then inside the Electronic Arts folder, where you find The Sims 3. We will be examining this folder in detail, later.




The same thing, inside the Documents folder on the Mac:


The other part of your game is found in Programs or Programs X86 on the PC and inside Applications on the Mac. Inside there, you will also find an Electronic Arts folder. Inside that Electronic Arts folder, you will find all your installed EPs and Stuff Packs. I also keep a copy of each alias in that folder, as you can see in the pic.



On a PC, your actual game, that is patched while using a Superpatch, resides inside the base game, which is The Sims 3 folder found inside Programs or Applications. If you open that folder you will see several folders: Caches, Game, GameData, Support, Thumbnails. If you use an FPS Limiter, you will also see 3booter.exe, FPS_Limiter.exe, HookHelper.dll, and Limiter_D3D9.dll which put a limit of 30 frames per second on your game. (Without a frame limiter your game might run upwards of 800 frames per second, and has been known to burn out graphics cards, or worse, on top of the line computers.) I got the frame limiter from Pescado's site, so I cannot provide a link. Google it.


Inside GameData, you will find the Shared folder.


Inside that, you will find NonPackaged. Inside that, you will find Worlds. And inside Worlds, you will find Sunset Valley.world which is the template that creates all the new Sunset Valley worlds in your game (if, once your game is open, you choose the plus sign to create a new world, and then choose Sunset Valley from the worlds menu.) This is NOT a save, but an actual template.

Inside each EP folder that you have installed in Programs/Applications, you will find something similar, following the same path, providing that EP had a world that came with it. Each world is found inside GameData/Shared/NonPackaged/Worlds.

Mac -- inside Applications and inside this folder, you will find something similar:


On a Mac, inside Applications, inside Electronic Arts, your actual game that is patched by a Superpatch is this file (found way at the bottom, on my Mac):


In order to see your GameData folder, you will need to right click on the file pictured above, and choose Show Package Contents from the menu. Then you will see this:


From there, it is the same as on the PC to find a world in each EP.

Unless you are an advanced user, these Programs/Applications folders should not be touched. But it would be good to have a backup of them on an external drive (they will not fit on a 32 GB thumb drive, if you have all EPs and Stuff Packs), should you ever need to do a manual install, if a game disk has been damaged.

The remaining game files that generate during an installation are in your Registry on a PC, or in your home folder Library Preferences on a Mac. I keep a backup of those files, also, so I will be able to manually install an expansion, should I ever lose a disk.

I cannot give detailed information on how to save those files, if you have your game on Origin rather than a disk. Do a search on Google to get that information, because they are found in different places. (I also do remember that someone wrote it was possible to generate files which are saved on your desktop that would allow you to install the game directly from those files instead of having to download them each time from Origin, but I don't remember how they did it.)

If you installed from game disks, on a PC, you can find out what to save and how to save it, if you follow the instructions to manually uninstall your game, BUT DO NOT DELETE ANYTHING OR REMOVE ANYTHING!!. Simply export everything they say to delete, and you will have what you need to import, in order to install your game manually, by doing the reverse of a manual uninstall.

The instructions are from this link:


Also see this link for clear instructions on uninstalling:



The base game:

If you're having issues with the game and need to manually uninstall it as a troubleshooting measure, refer to the instructions below.

Backup the save data in Windows XP:

Click the Start button and select My Documents.
Select the Electronic Arts folder.
Right-click The Sims 3 folder and select Cut.
Right-click on your desktop and select Paste.
To restore your Sims 3 save games, move this folder back into the Electronic Arts folder after re-installing the game.

Backup the save data in Windows Vista/Windows 7:

Click the Start button and select Documents.
Select the Electronic Arts folder.
Right-click The Sims 3 folder and select Cut.
Right-click on your desktop and select Paste.
To restore your Sims 3 save games, move this folder back into the Electronic Arts folder after re-installing the game.

Delete the game files (in the default location):

Click the Start button and select My Computer.
Select the Local Disk (C) drive folder.
Select the Program Files folder.
For 64-bit, select Program Files (X86)
Select the Electronic Arts folder if installed from the disk, or the Origin Games folder if installed via Origin.
Right-click The Sims 3 folder and select Delete.

Disclaimer: You are about to edit your registry. To avoid operational issues with your system, please follow the instructions exactly as they are written.

Backup the registry:

Hold down the Windows key and press R.
At the Run command, type in "regedit" (minus the quotes) and select OK.
Click on File and then Export...
Choose a location and name for the file; this will be your backup registry file.
Click Save.

Delete the registry keys:

Expand the HKEY_LOCAL_MACHINE folder.
Expand the SOFTWARE folder.
For 64-bit systems, expand Wow6432Node
Expand the Electronic Arts folder.
Expand the Sims folder.
Right-click The Sims 3 folder and select Delete.
Collapse the Electronic Arts folder.
Expand the Sims folder.
Right-click The Sims 3 folder and select Delete.
Collapse the Sims folder.
Expand the Microsoft folder.
Expand the Windows folder.
Expand the CurrentVersion folder.
Expand the Uninstall folder.
Delete the following folder if it appears:
Collapse the Microsoft folder.
Expand the Classes folder.
Delete the following folders if they appear:

Delete the uninstall files:

Click the Start button and select My Computer.
Select the Local Disk (C) drive folder.
Select the Program Files folder.
Select Tools, then Folder Options, then View, then select "Show hidden files and folders."
Select the InstallShield Installation Information folder.
Delete the following folder if it appears:

The Sims 3 should now be completely removed from your system.


Now that you know how to do it, here are the numbers for each EP/Stuff Pack (If you have 64-bit Windows OS, all entries below will be under the wow6432Node). These things should all be exported and saved, so that you have the ability to manually import them, if a disk becomes damaged:

{08A25478-C5DD-4EA7-B168-3D687CA987FF} The Sims 3 Master Suite Stuff (SP05)
{117B6BF6-82C3-420C-B284-9247C8568E53} The Sims 3 Outdoor Living Stuff (SP03)
{1C9B6173-6DC9-4EEE-9EFC-6BA115CFBE43} The Sims 3 Diesel Stuff (SP07)
{3BBFD444-5FAB-49F6-98B1-A1954E831399} The Sims 3 Showtime (EP06)
{3DE92282-CB49-434F-81BF-94E5B380E889} The Sims 3 Seasons (EP08 )
{44EAFE3D-09A9-4478-A2BF-0EED22F4E49F} The Sims 3 Create a Pattern Tool (CAP)
{45057FCE-5784-48BE-8176-D9D00AF56C3C} The Sims 3 Late Night (EP03)
{65761BAE-11E8-48FE-B30F-1F01011AB906} The Sims 3 Create a World Tool (CAW)
{71828142-5A24-4BD0-97E7-976DA08CE6CF} The Sims 3 High-End Loft Stuff (SP01)
{7B11296A-F894-449C-8DF6-6AAAA7D4D118} The Sims 3 Town Life Stuff (SP04)
{910F4A29-1134-49E0-AD8B-56E4A3152BD1} The Sims 3 Ambitions (EP02)
{9B2506E3-9A3F-45B5-96BF-509CAD584650} The Sims 3 Katy Perry's Sweet Treats (SP06)
{A0BBD6C7-B546-4048-B33A-F21F5C9F5B09} The Sims 3 Into the Future (EP11)
{BA26FFA5-6D47-47DB-BE56-34C357B5F8CC} The Sims 3 World Adventures (EP01)
{B37DAFA5-717D-41F8-BDFB-3A4B68C0B3A1} The Sims 3 Supernatural (EP07)
{C05D8CDB-417D-4335-A38C-A0659EDFD6B8} The Sims 3
{C12631C6-804D-4B32-B0DD-8A496462F106} The Sims 3 Pets (EP05)
{D0087539-3C57-44E0-BEE7-D779D546CBE1} The Sims 3 Movie Stuff (SP09)
{DB21639E-FE55-432C-BCA2-0C5249E3F79E} The Sims 3 Island Paradise (EP10)
{E1868CAE-E3B9-4099-8C18-AA8944D336FD} The Sims 3 70s, 80s, & 90s Stuff (SP08 )
{E6B88BD6-E4B2-4701-A648-B6DAC6E491CC} The Sims 3 Generations (EP04)
{ED436EA8-4145-4703-AE5D-4D09DD24AF5A} The Sims 3 Fast Lane Stuff (SP02)
{EF7E931D-DC84-471B-8DB6-A83358095474} Origin (aka EADM)
{F26DE8EF-F2CF-40DC-8CDA-CC0D82D11B36} The Sims 3 University Life (EP09)

And here are the uninstall files, which should also be manually exported, so you can import them if a game disk becomes damaged:

{08A25478-C5DD-4EA7-B168-3D687CA987FF} The Sims 3 Master Suite Stuff (SP05)
{117B6BF6-82C3-420C-B284-9247C8568E53} The Sims 3 Outdoor Living Stuff (SP03)
{1C9B6173-6DC9-4EEE-9EFC-6BA115CFBE43} The Sims 3 Diesel Stuff (SP07)
{3BBFD444-5FAB-49F6-98B1-A1954E831399} The Sims 3 Showtime (EP06)
{3DE92282-CB49-434F-81BF-94E5B380E889} The Sims 3 Seasons (EP08 )
{44EAFE3D-09A9-4478-A2BF-0EED22F4E49F} The Sims 3 Create a Pattern Tool (CAP)
{45057FCE-5784-48BE-8176-D9D00AF56C3C} The Sims 3 Late Night (EP03)
{65761BAE-11E8-48FE-B30F-1F01011AB906} The Sims 3 Create a World Tool (CAW)
{71828142-5A24-4BD0-97E7-976DA08CE6CF} The Sims 3 High-End Loft Stuff (SP01)
{7B11296A-F894-449C-8DF6-6AAAA7D4D118} The Sims 3 Town Life Stuff (SP04)
{910F4A29-1134-49E0-AD8B-56E4A3152BD1} The Sims 3 Ambitions (EP02)
{9B2506E3-9A3F-45B5-96BF-509CAD584650} The Sims 3 Katy Perry's Sweet Treats (SP06)
{A0BBD6C7-B546-4048-B33A-F21F5C9F5B09} The Sims 3 Into the Future (EP11)
{BA26FFA5-6D47-47DB-BE56-34C357B5F8CC} The Sims 3 World Adventures (EP01)
{B37DAFA5-717D-41F8-BDFB-3A4B68C0B3A1} The Sims 3 Supernatural (EP07)
{C05D8CDB-417D-4335-A38C-A0659EDFD6B8} The Sims 3
{C12631C6-804D-4B32-B0DD-8A496462F106} The Sims 3 Pets (EP05)
{D0087539-3C57-44E0-BEE7-D779D546CBE1} The Sims 3 Movie Stuff (SP09)
{DB21639E-FE55-432C-BCA2-0C5249E3F79E} The Sims 3 Island Paradise (EP10)
{E1868CAE-E3B9-4099-8C18-AA8944D336FD} The Sims 3 70s, 80s, & 90s Stuff (SP08 )
{E6B88BD6-E4B2-4701-A648-B6DAC6E491CC} The Sims 3 Generations (EP04)
{ED436EA8-4145-4703-AE5D-4D09DD24AF5A} The Sims 3 Fast Lane Stuff (SP02)
{EF7E931D-DC84-471B-8DB6-A83358095474} Origin (aka EADM)
{F26DE8EF-F2CF-40DC-8CDA-CC0D82D11B36} The Sims 3 University Life (EP09)


On the Mac, just save The Sims 3 Preferences, that you find in your home folder Library, inside Preferences. Keep it inside a backup folder that has a note saying where you got it from, so you know where to put it, if you ever have to manually install your game.

Note: On some Mac OS, the home folder Library is hidden. To unhide it, do this: Open your home folder. Click on your desktop to get the finder menu at the top of your screen. Use the Go menu at the top of your screen, and choose Go To Folder. Then type in Library, and click the Go button. (Do yourself a favor, and make an alias of the Library folder, so you have it easily available, next time you need it.)

Next, we will examine the insides of your Documents/Electronic Arts/The Sims 3 folder.


  • amjoieamjoie Posts: 3,471 Member
    edited August 2014
    Part 2: The insides of your Documents/Electronic Arts/The Sims 3 folder

    I will take a moment, before we examine the inside of your The Sims 3 folder, to tell you how a factory reset folder is made.

    When you first installed your base game, you had nothing inside your Electronic Arts folder, inside Documents. It was blank. But the very first time you opened your Launcher, the game generated a new "factory fresh" game for you to play.

    Anytime your game sees a blank Electronic Arts folder (one missing a folder named The Sims 3) it will generate a new "factory fresh" game for you. So if your The Sims 3 folder is renamed "The Sims 3 m-d-y," the game will make you a new The Sims 3 folder. We refer to that new folder as a factory reset folder.

    We will now examine your The Sims 3 folder found inside Documents/Electronic Arts.


    When you open your The Sims 3 folder, you see this:


    The first folder, Collections, holds the EA collections you see inside your game when you click on the collcetion folder icon in buy/build mode. It also holds any user made collections. Inside, it looks like this:


    If you click on the User folder, you will see the actual collections EA made, and any you have added. These files CANNOT be renamed. You must leave them as h.a.s.h numbers.


    Collections is a folder you will need to back up, if you have added any collections or changed any of EA's collections.

    The next folder inside your game is ContentPatch. This folder holds all those store patches that the game Launcher has installed in your game. Inside, it looks like this:


    If you open the Download folder inside ContentPatch, it looks like this:


    You can see that we have had seven patches to the store. The store has not been patched in quite some time, and will likely never be patched again. And yet, the Launcher tells you a new patch is available, rather constantly. That is because it is programmed to check for store patches, and each time it does, it looks at the ContentPatch folder to make sure you have all seven of the available store patches. It may even be applying a patch to a newly installed item, or it may just be a check for all seven patches. Regardless, if it sees the patches, it tells you that you are up to date.

    The Launcher may continue to do this, even after the servers are taken down. I don't know. But either way, as long as all seven of the store patches are found inside the ContentPatch folder, you may be assured that your store items will be patched. You will always need the ContentPatch folder in every game you play.

    Those seven patches will no longer be available to download into a factory reset game, once the servers go down, but if you have them inside a backup ContentPatch folder that you can copy and slide into a factory reset game, all your store items will be patched, regardless. So a ContentPatch folder that has those seven patches inside is something you MUST back up.

    Please note: I have been informed in another thread that Crinrict says those seven files are temp files that should disappear, but they have (on a Mac and two PCs, and more than one fresh install of an OS and fresh install of TS3) never ever disappeared from my folder. Because I don't know why they didn't ever disappear, I would not advise deleting them, if you also have them in your game. They won't hurt anything if left in the folder. But, according to Crinrict, you need not be concerned if the seven part files are not in your folder.

    Also, some people who have refused the Launcher's request for an update have gotten a "don't bother me until a new patch" instead of what I show. I have never refused a store patch, so I cannot comment on this, other than to advise accepting a store patch request sometime between the middle of August and the time the server goes down, just to make sure you caught the last one. Regardless, the important thing to know is that you must back up the ContentPatch folder, in order for your game to be store patched, once the servers go down.

    The next folder, CurrentGame is nothing you need to be concerned about, and does not need to be backed up.

    Custom Music is where any music you add will reside. If you have added music, you need to back up this file. Otherwise, you can ignore it.

    The next two folders are very important, and MUST be backed up.


    These folders, The DCCache and DCBackup hold all your installed store content, along with any CC (custom content) that you have installed from Sims3Packs.

    You will hear people tell you to add or delete things from these folders, and at one time, you could get by with that. But things in this game have become progressively fussier, as time has gone by, and I NO LONGER recommend doing anything at all to these folders, other than backing them up.

    If things start going wrong with the store content or CC in your game, the best, safest, and most guaranteed way to fix them is to reinstall all your store content into a factory reset game. DO NOT install any CC, at this time. Then make a backup of the DCCache and DCBackup folders that you just installed your store things into. Save them in a safe place.

    Once you have backed them up, you can slip a copy of them back into your real game (after throwing away the messed up ones), and install whatever safe CC you wish to install.

    And next time your content goes bonkers, remove the messed up DCCache/DCBackup folders and then slide a copy of the your installed store (but unplayed and CC-free) DCCache and DCBackup into your game. Then you can install any safe CC you have at that time, and your game will run smoothly again.

    I have recommended keeping a screenie of your Purchase Page to show what the last store item was, that you installed into your DCCache and DCBackup, so you would know where you left off when you made your latest factory reset game and fresh installed all your store content. If you will still be making store purchases for some time to come, then you might want to do that, also.

    But if you will be completing your store purchases with the August venue, then I recommend you do one final factory reset and fresh download/fresh install, after the purchase of that venue. That way, your backup copy of the DCCache and DCBackup will hold the latest greatest, and always be there for an easy fix for messed up content.

    CAUTION: Not ALL of your installed store Sims3Packs end up in DCCache/DCBackup. Worlds land in two other folders, as well as in the DCCache/DCBackup. Sims also have their own folders, in addition. Even the Library folder has some store content. So while it is MANDATORY that you back up the DCCache/DCBackup, we will be discussing other folders that you MUST backup in order for your game to have full use of all installed store content.

    The next folder is Downloads. It should look like this:


    On the day you make a store purchases, it should look like this, showing the latest purchases, that have not yet been sorted:


    Many people think that their actual installed content is in Downloads. It isn't. The installed content is in the DCCache/DCBackup. The Sims3Packs that land in Downloads are what you downloaded from the store. Sometimes they still need to be installed, and sometimes they have already been installed. It depends on how they were downloaded and/or if they were simply placed into the Downloads folder from a backup you made earlier or possibly even the result of double clicking on a Sims3Pack somewhere else on your computer.

    In short, any Sims3Pack in the Downloads folder can be moved elsewhere, put into folders within the Downloads folder, and etc. No matter what you do with them, the game won't care.

    Any Sims3Pack inside the Downloads folder will show up in your Launcher. And if you delete them while in the Launcher, they will disappear from the Downloads folder. BUT only the things inside the bottom category of the Launcher, that show you what has actually been installed, will be removed from the game when deleted.

    So, think of the Downloads folder as a temporary landing ground for store downloads, and keep it clean by organizing what you download, shortly after it is installed.

    This is the way I have organized:


    In the INSTALL FIRST folder, I have these files that need to be installed right in the beginning or they will not show up, because they are missing in the set where they were supposed to be found, and must be installed BEFORE that set is installed to show in the game (otherwise you end up with a blank icon in patterns):


    Here are pictures of the objects with the missing textures in sets, that must be downloaded separately and then installed first, in order for the textures to show up:





    Or this chair would work, too, because it has the same textures included:



    Also check this link for more objects with textures that would need to be installed first, if you have them in your game:

    The next folder, Worlds, has a subfolder for each world. In the subfolder I have the world itself, a separate copy of the venue's Sims3Pack that came with that world (along with the lot's h.a.s.h number, which we will talk about shortly) even if the venue is included in the world (just in case it doesn't install properly when the world installs and fails to show in the Library bin), and any additional files that pertain specifically to that world, like bonus content that was purchased with simpoints for that world. I like to install those things together with the world, so I have them organized that way.

    Venues is an important folder. It looks like this:


    And inside Files to put in the Library Folder:


    We'll open one of these:


    The above picture shows the h.a.s.h number that lands in the Library folder, when the venue is installed into the game. When you open the world, and look in your Library bin inside the game, that h.a.s.h number becomes a commercial lot you can place in your world.

    The h.a.s.h number changes from installation to installation, even for the same exact venue. But, if the lot doesn't show up from a particular installation, a copy of that h.a.s.h number can be slid into your Library folder, and the lot will still show up inside your game's Library bin. It is a very valuable thing to have.

    To get the h.a.s.h number, make a factory reset folder, and install ONLY your venue. Now look in the Library folder of the factory reset game. You will see a single h.a.s.h number. That is your venue lot, and what you need to put into that venue's subfolder inside Files to put in the Library Folder. Once you have the h.a.s.h number, you can throw away the factory reset game you used.

    The rest of the category folders inside EA Store SETS are self-explanatory, and can be altered to suit your particular method of organization. The point is, you need to organize that Downloads folder. :)

    Note: I am not currently using CC in my game. But if I was, I would also have a CC subfolder inside Downloads. Oh, and that still deciding folder is just where I put lots or worlds I downloaded some time ago, but have not checked for safety, or maybe some of my own older lots/sims that I have not yet installed. You may or may not find something like that useful.

    Obviously, you will need a backup of your Downloads folder (or your store content and other things from Downloads, where ever you have been keeping it). Also keep a second (redundant) copy on a different disk or thumb drive. You might also want to burn a DVD, because drives can fail and thumb drives can be lost or corrupted. You cannot be too safe, when it comes to backing up your store content.

    In the next post, I will continue with the Exports folder.
    Post edited by amjoie on
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
    Part 3: Continuing on, with the Exports folder

    The next folder we will discuss is Exports. When you are in your game, and click on the up arrow to save a lot or sim to the exchange, the resulting saved Sims3Pack lands in the Exports folder.

    Any Sims3Pack laying loose in the Exports folder will also show up in your Launcher, so that you can upload it to the exchange.

    But the Sims3Packs in the Exports folder can also be organized, moved, deleted, and etc. Subfolders inside Exports will not show up in the Launcher, so they can be easily organized any way you want.

    I would recommend you organize exported Sims3packs by world, and then a subfolder inside the world folder for sims, residential lots, commercial lots, and recolors. But you can do it any way you choose. The point is to organize, so it is easy to reinstall all your things, after a factory reset.

    If you have saved any sims or lots as Sims3Packs in Exports, you will want to have a backup of the Exports folder.

    You can ignore FeaturedItems. It is advertising. When the servers go down, it will be eliminated.

    I'm not sure what IGACache is. In my game it is blank. If you have something in it, be on the safe side and back it up.

    The next important folder is InstalledWorlds.


    The world files for each store world you installed are found in InstalledWorlds. These files MIGHT change from installation to installation, when doing a factory reset. If they do, and you had a Save from the previous version of a world in this folder, your Save will not open. So when doing a backup of a Save folder, ALWAYS include the InstalledWorlds folder along with it. Then you can at least get into your old Save to export what you want to keep. Or if that Save is vital to you, simply replace the newest version of the world in InstalledWorlds with your old version of that world.

    It is MANDATORY you keep a backup of this folder. Your world will not show up in the worlds menu inside your game, if they are not inside the InstalledWorlds folder. Just saving the DCCache/DCBackup will NOT put the worlds into your game.

    But even if you have a copy of InstalledWorlds, you still don't have all you need. Because worlds also go into another folder, which we will discuss now, even though it is out of order.

    And that folder is WorldCaches.


    You can see, that for each world, you have a file for objects and a file for sims. These files are REQUIRED by your game's coding. If they are not found, your world will corrupt. So don't get any brilliant ideas of removing the sim file to depopulate the world. ;)

    Obviously, you need to backup the WorldCaches folder, and keep it with InstalledWorlds and DCCache/DCBackup, so you never forget to add them altogether.

    If you ever get a "missing objects" warning when opening up a newly installed world, then you failed to put a backup of this folder into your factory reset game. Throw away the world you just opened inside your game (it's toast), quit the game, put the WorldCaches folder into your factory reset game folder, and when you start a new game, open a new world.

    The next important folder is the Library folder.


    The Library folder contains those h.a.s.h numbers for venues that we discussed earlier. It also contains sim families you saved to your Library bin inside your game. And single sims straight from CAS that landed in your Library bin, including pets. Also sims inside their houses. And empty residential lots, as well as commercial lots.

    If you are like most people, you rely on houses and commercial lots you have saved to the Library bin. Which means you MUST backup the Library folder.

    If you ever want to have a game mod or lighting mod or download a blueprint or use packaged CC, you will need a Mods folder.

    Inside, it will look like this:


    If you open up Packages, in my game, you will see this:


    Hacks is for game mods, blueprints are for blueprints I made with a third party program, Lighting Mods is self-explanatory. Multipacked is for some content I created in package form, and then combined to turn several packages into one package, which is easier for the game to read and does not slow the game down.

    If you have never used a Mods folder, but are considering using one now, you can download my Mods folder framework from MediaFire, in the link, below. It has some of my blueprints in there, but you can just throw them away if you don't want to keep them. It will just be empty folders inside Packages, other than some of my blueprints. No game mods or multipacked items are included. (One folder is named Other instead of Lighting Mods. Feel free to change it. Any of the folders inside Packages can be renamed, and you can also add or delete folders inside Packages, if you wish.)


    If you use a Mods folder, don't forget to back it up.

    The next folder, Recorded Videos can be ignored, unless you have made some of your own videos. If you have, you will need to backup this folder.

    SavedOutfits is supposed to have recolors of sim clothing you did in CAS. I have tried to backup this folder and put it into a factory reset game with no success. So I ignore it. You can try to save it, if you wish. YMMV.

    SavedSims has a file for each sim you have made in CAS and saved to CAS using the little folder icon. Sims you made in CAS and exported to send to the exchange are in the Exports folder, but they will not be found in SavedSims. Families will not be found in SavedSims, either. They go into the Library. SavedSims is just for single sims that have been saved into CAS using the little folder icon.

    When you open CAS, and click on the asterisk to see custom sims, all the sims from SavedSims will be visible for you to choose, including pets.

    You will want to backup SavedSims if you have ever saved a CAS sim.

    The next folder is Saves. Everyone knows that you MUST backup Saves if you want to keep your currently played game safe. I right click on Saves after each play session, and save a copy of it right inside my game folder. I keep three of those copies, at all times, so I can go to a previous save if a world corrupts. It doesn't bother the game, and it has saved me from losing a world, more than once.


    The next folder is Screenshots. This is where any in-game pics you take are stored. If those pics are valuable to you, then backup this folder. Sreenshots also show up in the Launcher, so you can share them online. However, if you organize your Screenshots folder, only the loose files will show in the Launcher. It does not read anything in subfolders.

    SigsCache and Thumbnails are used by the game. You can ignore them.

    We have already discussed WorldCaches, which must be backed up.

    The remaining single files inside The Sims 3 are caches, logs, etc. Technically, they will all be regenerated, if you throw them away.

    But one file is important: userPresets. If you have saved any pattern recolors in CAS, or saved any solid colors, or saved any object recolors in buy/build and want to keep them, then you will need to save a backup of userPresets.

    One quick caution: Sometimes, if you have too many pattern recolors, solid colors, and object recolors saved, it can cause a game to lag. And that file might even contain something corrupted. So, if your game is acting really wonky, it might just be better to start over? It is something to think about.

    It could be that only one or two pattern recolors are "must haves" and maybe only five or six object recolors are things you would use again and again. If so, while inside your game, export those particular things. They will end up in the Export folder. Then you can reinstall them into a factory reset game, and not need to save the userPresets, after all.

    With this situation, all you can do is try it different ways, and see for yourself. Every game is going to be different, so it comes down to trial and error.

    I hope that you now understand your game a little better, and have an idea of what is important to back up and what you can ignore. If you have questions, I will try to answer them. :)

    Post edited by Unknown User on
  • amjoieamjoie Posts: 3,471 Member
    edited August 2014
    Other helpful links, that I have bookmarked:

    Learn about things that can cause lag and corrupt your game:


    Learn about spawners and how they can lag your game, as well as other things:


    Learn how to depopulate your worlds, where to find ghosts in worlds, and other goodies:


    Learn about fixing some of the lag in IP:


    Compare computer specs when upgrading:


    List of store things that come with textures (read the whole thread for all the items):


    Hawk's objects with unlocked stencils, plus no stencil options, so you get all you paid for from the store (NOT lots or mods):


    Custom World Index:


    Crinrict's entire blog!:

    Post edited by amjoie on
  • amjoieamjoie Posts: 3,471 Member
    edited August 2014
    Links to Superpatches and Store patches:

    You will need to use a superpatch, once the servers are down, should you need to fresh install your game. These are official superpatches for 1.67, the latest update that includes information to prepare the game for a server shutdown:

    Official links for Mac cumulative (superpatch) manual update, along with instructions:


    Official links for PC cumulative (superpatch) manual update, along with instructions:


    NOTE: Please do yourself a favor and download at least the final superpatches for both Mac and PC. No one knows what the future holds, and you want to be able to play your game on whatever hardware you eventually land on, at some point in the future. Besides, if you have the superpatches, you can always give them to someone else who forgot to get them, before they disappeared.

    Oh, I should also mention that you will need to superpatch the base game, before you can install the other EP/Stuff Packs. I use superpatch 1.66 for that. Then I ignore all the warnings that the game patch level doesn't match the game you're installing and you will need to reinstall, later, etc. After I get done installing the last EP/Stuff Pack, then I superpatch with 1.67.

    No doubt you could just use the 1.67 to superpatch the base game and then reinstall it again over top of the last EP/Stuff Pack you install. But I feel better doing it the other way. It feels like I am giving my game the final patch after the final installation. I can be silly, that way. ;)

    The superpatch 1.66

    At SimsVIP, PC superpatch:


    both PC and Mac:

    At Crinrict's (links for the Mac at the bottom of the page)

    Post edited by amjoie on
  • amjoieamjoie Posts: 3,471 Member
    edited August 2014
    Links to some tutorials found in our Forum:

    I'll be adding some forum tutorial links here, slowly, as I come across them. So check back in a bit to see if there are more. :D

    Official tutorial on seasonal lot markers:


    NOTE: I do NOT recommend adding lots with the World Editor in edit mode, because it can cause a tear in the world layer and results in lag. However, the tutorial has great houseboat info and how to build docks, which you can still do on any already existing lot that has deep enough water, reaching far enough into an ocean. So the tutorial is worth the read.

    Official guide to houseboats and dock building:


    ZooProfessor's stuff:


    Barrier to Entry System Tutorial:


    Create your own blueprints tutorial:


    Create your own custom T-shirt:


    Create custom artwork for your game that is NOT CC (requires minimal use of the S3PE program):

    Post edited by amjoie on
  • amjoieamjoie Posts: 3,471 Member
    edited August 2014
    About Mods -- Introduction:

    The #1 thing you need to know:

    Really good and trusted modder's mods WILL CONFLICT with other really good and trusted modder's mods. I cannot emphasize this enough. MOD CONFLICTS HAPPEN! It is the nature of the way this game is modded.

    Therefore, resolving conflicts is up to the person playing the game. That is you, and no one else can fix it for you. It is entirely YOUR responsibility. (I will talk about the "how-tos" of resolving mod conflicts in detail, later.)

    The #2 thing you need to know:

    A really good and trusted modder is NOT MORALLY REQUIRED to make sure their mods work well with another really good and trusted modder's mods. DO NOT ask one modder to "fix" their mod because it conflicts with another modder's mods. When you experience a conflict, you must choose between mods. Period. (So, when you see that a modder HAS put out a version of their mod that resolves a conflict, APPRECIATE that modder and thank them with all your heart -- they went way above and beyond the call of duty, and they are a star in the firmament.)

    The #3 thing you need to know:

    Not all mods are created the same way. A modder who is able to make amazing override mods is not expected to have mastered scripting mods or XML mods. People who have mastered all those are still not expected to know how to make core mods. Object mods are not the same as mods that change the game, itself. Mods that require changes in animations are more difficult than mods that do not need additional animations. In short, you CANNOT expect a really good and trusted modder to do something that they are not qualified to do, which is why many, many modders will not take requests. (I will be talking about the different types of mods in more detail, later.)

    The #4 thing you need to know:

    No two people play the game the same way. Asking others for their favorite mods, while very interesting and enlightening, IS NOT the way to choose mods for your own personal game. They don't play the way you play, so their experiences will only let you know more about the way they play their game. The ONLY real way to choose mods for your own game is to get out their and look at mods, to see for yourself. That being said, certain websites have mods generally used by people modding their game. Which particular modders on those websites you can personally trust with your game, the way you play, will be a matter of trial and error. Because only YOU play the way you do.

    The #5 thing you need to know:

    Mods need testing. (EDIT: Only test mods that are made for your patch level. Safe 1.63 mods MAY NOT WORK with patch level 1.67, so you must get updated mods and/or match your patch level with your mod level.) YOU must test mods. Did I mention that in your game, the way you play, every single mod you ever use will need to be individually tested? Did I emphasize enough that YOU have to test whatever mods you use? Individually testing a mod means you play in a test game with that mod, and ONLY that mod, for at least a sim week, to kick up any problems, and to figure out how the mod actually works, what it actually does, and whether or not that mod is a good fit for you. This will take time. It will be worth your while. Testing individual mods IS NOT optional. YOU HAVE BEEN WARNED.

    The #6 thing you need to know:

    Core mods are dangerous. They change your game, at a deep level. They may affect the game in ways you cannot easily fix, if you need to ever remove the mod. Core mods that make the claim to not permanently change things and claim to be removable still DO change things at a level too deep for you to see the changes.

    In my personal opinion, and from my personal experience, I advise you to plan on keeping a core mod in your game for whatever save you EVER used that core mod in. Truly. I know people will tell you they have gotten by with removing core mods. But ... that has NOT been my experience. I'll leave it at that. YMMV.

    Choosing a core mod IS THE MOST IMPORTANT mod choice you will make, because core mods do not play well with each other. Generally speaking, you should choose ONLY ONE core modder, and then find other non-core mods to flesh out the changes you wish to make to your game, always ensuring that all other mods do not adversely affect the core mod.

    Core mods are the most useful mods and give you the most control over how you play your game. You will likely want to use a core mod. Which means you will live dangerously, until the mod is thoroughly tested.

    Core mods need to be tested for at least three sim weeks, because they do so much, and have the highest learning curve. You will not be able to make an informed choice about their safety and usage in your game if you do not take an adequate amount of time to test the mod. Test with a factory reset test game. DO NOT test a core mod with your real save.

    Once a core mod is thoroughly tested in a test game, then test it with a COPY of your real save, for the same extended period of time. If you do not adequately test your core mod, you may be making a big mistake. You have been warned.

    The #7 thing you need to know:

    You will need to make some hard choices. Once you have individually tested all non-core mods, the next step is to individually test your chosen non-core mods along with your chosen core mod. Yes, that is twice the work. Yes, it is necessary to test twice. No, you cannot skip a step and simply test all your non-core mods with your chosen core mod.

    Why? Because you need to make informed choices. You need to know, when it comes down to eliminating conflicts, which mods are REALLY the most important to you, and which you can and will (possibly regretfully) live without. Because, in this game, you CANNOT have it all.

    I'm going to post this much, right now. I'll go into more detail, but it will take me some time to write it up, so stay tuned.

    About Mod Conflicts:

    The first line of defense for mod conflicts is Sims3Dashboard. It is found at Mod The Sims. Google it. Get it. Put all your individually tested mods that you know you would like to use, along with your core mod, into your Mods folder. Then run Dashboard. It will highlight the all the conflicts for you, and tell you which particular mods are in conflict with each other. When mods conflict, you can only keep ONE of them. Other mods in conflict must be removed. Which mod or mods you remove is entirely up to you.

    Make your hard choices. Do your weeping. Then get on with your simming life. ;)

    The above may be all most people need or care to know about conflicting mods. But just in case you are the curious type, I will say more about it. Essentially, modders are changing bits of code that modify the basic game. There are only so many bits of code. This means that modders who want to influence certain game aspects ALL have to modify the identical bits of code that relate to that particular game aspect.

    Since the game can only use one bit of code at a time, if the game sees two modifications of the same identical bit of code, it creates an error. The game may sporadically choose first one and then the other modification for a bit of code, thereby doing something entirely unexpected and erratic. Or the game may disregard the bit of code, in a fit of indecision. Either way, you have instability and possible corruption. CONFLICTS ARE A BAD THING, and must be corrected.

    A good modder will tell you what type of modification they have made to the code (XML, scripting, override, etc), and they should also tell you which bit or bits of code they have modified, if applicable. So, once you get to know a thing or two about mods, from personal experience, you will begin to recognize which mods are likely to conflict. (If a modder doesn't tell you what bit of code they changed or what kind of mod it is, don't be shy about asking. They have no reason to hold back that information, and it is something you do need to know, for responsible modding.)

    Obviously, the more mods you have, the more likely it is you will have conflicts. Don't be a mod-aholic. Use only the mods that matter the most with how you play your game, and resist the temptation to throw in every mod that looks even mildly interesting.

    What the Dashboard is doing, behind the scenes, is comparing the bits of code that have been changed/modified, and flagging mods that change or modify the identical bits of code. The program is a good one, and generally comprehensive. But it may not catch every little thing that could go wrong. So, if you notice instability in your game, you may have to troubleshoot until you find which mod or mods are causing the instability.

    The best way to troubleshoot for mod instability is to take out half your mods, and test. If you come up with no problems, then try the other half of the mods. If you see a problem, again divide that half of the mods in half, and so on, until you locate the culprit.

    Bear in mind that a problem may only show up with a few mods operating in tandem, so if both halves show no problem, then you have to divide all your mods in quarters and put the first and third quarter together, and then the second and fourth quarter together, and then the first and second, and then the third and fourth, and every variation possible, until you find the variation that kicks up the problem, so that you can isolate the real conflict or conflicts of a set group of mods that cause trouble when working in tandem (but are fine, otherwise).

    Did I mention that working with mod conflicts is not for the faint of heart. ;)

    Throughout your entire experience with mods, you must keep in mind how useful they are, and how much of a difference they will make in your game. With that in mind, determine that you will make it work, one way or another. Keep a good attitude, and with some effort and head scratching, you will eventually cobble together your ideal game. :)

    About Types of Mods:

    XML/tuning mods:

    The most common mod that most people will shop around for is the XML/tuning mod. It is the easiest mod to make, and so you will find multiple mods that do essentially the same thing, and change the same bit of XML/tuning code. The chances are good that one modder didn't copy the other modder. There are only a finite number of tweaks that can be done to a particular bit of code, after all.

    That being said, you will want to carefully read the modder's explanation of what their particular mod does, because they may have combined two modifications into one mod.

    Some websites, like TFM’s Naughty Sims Asylum do only XML/tuning mods. The modders on that website will try to assure that you know which of their mods will conflict with another modder's mods on that site. But since they are always creating mods, the final responsibility of preventing conflicts will still rest with you.

    On other sites, like Simlogical, NRAAS, and Mod The Sims, you will have to either choose the proper category for XML/tuning mods, or read each part of their respective sites to determine which kind of mod it is.

    The XML/tuning mods are patch level dependent, and should match your patch level unless the modder specifically says the mod does not need updating. Check both the place it was originally posted, and also any comments made after that for an indication of whether or not the mod is updated to your patch level. Some modders have a stickied post that shows what mods have or have not been fully updated to the latest patch.

    If you want to try your hand at learning XML/tuning modding, check out the tutorials at Mod The Sims (NRAAS also has something about this, on their site). You will need to learn the basics about using the S3PE program, which can be found at Simlogical.

    Override mods:

    Some override mods replace an EA original with a changed version. They do not change the original. They just force the game to read the changed version first, so it gets used instead. The mod may replace lighting/water/terrain in a world. Or it may replace an object, giving you a version of that object with particular changes made (like enabling the object to be recolorable, for instance). A mod may replace a feature, like giving your faeries different shaped wings.

    Other override mods change what shows up in CAS, or change whether an action is autonomous or not.

    An override mod may even allow you to view startup screens from a previous EP of your choice, even though you have ITF installed.

    Generally, you can only use one override mod of a particular type. You can only have one lighting mod at a time, for example.

    Object mods:

    Object mods are changes to a particular object that may give you a new object with added functions or a new object with some functions removed. The object mod may be written to give you the object in addition to the original EA object, or it may be written to override the original EA object.

    One example of an object mod is a piece of art that only showed one version of picture within a certain frame. The object mod unlocks three versions of a picture to be shown in that same frame. Or the original EA version had a stencil, and the object mod gives you both the stencil and stencil free versions in the same object. Or, an original EA object may not allow for recoloring, but the object mod allows you to recolor one or more parts of the object. Or it may even be an object that looks like a hand-held harp, but works like a guitar in the game.

    Generally, an object mod will not be patch level dependent. (On rare occasion, this is not true, however. Object mods had to be updated around the time Pets was released. You will need to check old object mods with TSR RigFix, to prevent "blue lot" corruption, which irrevocably destroys a save.)

    Object mods that are not also an override will usually not conflict with each other. They are separate objects that will be added to your game. But you will probably want to choose the most useful one, so your game isn't cluttered with similar objects.

    Non-core scripting mods:

    These mods change or add scripts, rather than just tweaking a tiny bit of code. They require a more in-depth knowledge of coding, and are made by advanced modders. They may add animations, as well.

    Scripting mods generally won't conflict with each other. But they will have to match your patch level, unless the modder says they need no change. Check both the initial place the mod was posted and also the comments section, where the modder may have said the mod needed no updating for a certain patch.

    Core mods:

    Core mods overwrite core code, which is serious code at a very deep level. They are made by very advanced modders, only. Assume core mods will conflict with other core mods unless you have been assured by the modder that their mods will not conflict with another core mod.

    Twallen and Pescado are the two most well known and trusted core modders.

    It should be noted here that Twallen abandoned his mod before the final two patches of the game. The last version of NRAAS that was written exclusively by Twalllen was made for patch level 1.63 and that patch doesn't have the changes in it required by the game once the servers go down. The last time I looked at NRAAS, they still had links to the last version of the mod that Twallen wrote, exclusively, which is compatible with patch level 1.63 only.

    The current version of NRAAS mods has been rewritten to match patch level 1.67, which does contain changes required once the servers go down. Be aware, however, that the NRAAS mod has been changed by a group of talented modders, and is no longer Twallen's mod, in that sense. (Had Twallen been involved, he may or may not have approved those changes. But the group of modders have made every attempt to stay true to Twallen's original vision of his mod, according to their statements on the site.)

    Pescado has not changed his awesome mod since May 8, 2014; however, he has yet to say that he has finalized the awesome mod, so you will still be required to download his mod, on a regular schedule, until the awesome mod is finalized. Pescado's mod requires patch 1.67 to run.

    The NRAAS mod isn't just a single mod, like awesome mod. Instead, NRAAS is a suite of mods, made to work together.

    Initially, the Twallen vision involved making a group of mods that individually modified the game (mixing and matching at will), without resorting to rewriting the core of the game. Eventually, he was forced to also make some core mods, in order to control the game and stop game errors.

    NOTE: Twallen's core mods do conflict with some store PC, and indeed, Twallen was very open that he did not intend to support store PC. So choosing to use Twallen's core mods means being willing to give up whatever store PC items are in conflict. From what I have read about the post-Twallen core mods, this situation has not changed. Do not be surprised if/when you run into problems.

    Twallen's original vision means that you will have to learn not just one mod, but many, many mods. Each one has a learning curve. Be prepared to spend a good deal of time acquainting yourself with the ins and outs of the various parts of the NRAAS suite. Read not only the description, but also the comments from other people. Invest your time wisely, and learn what you are getting before you plop it into your game.

    Pescado's awesome mod has changed much since the base game. What all it can do now includes so much that he no longer attempts to describe it all on his site. Instead it is all explained in the Read Me document that comes with every version of his mod. READ IT!!

    The only way you will learn about awesome mod is to read the Read Me document, because awesome mod works ENTIRELY in the background. You put it on your game, and forget it. In the background, it tirelessly works to fix game errors, optimize play, prevent common problems, remove irritations, etc.

    Awesome mod allows for configuration by the player, giving you many choices about how you want your game to play. The first way it does this is with a configuration website page that lets you toggle certain items on or off. The configuration page link is right under the link to download awesome mod, on his site. Once you open the website page, it is titled, in typical Pescado fashion More Stupid Than You. Read every line and make your choices. Then agree to let the website keep track of your choices, because you need to update the configuration whenever you redownload the awesome mod. And then click the Generate button. The configuration will be saved to your desktop or OS download folder. It is the aweconf.pkg document, and does not need to be uncompressed. Do not try to open it. Put it in the same place you put the awesome mod.

    The other way to configure the awesome mod is with the menu accessed through key commands within the game -- the same menu you use for testingcheatsenabled and moveobjects on. When that menu opens, type in the word help, and you will see a gazillion new options for game manipulation and modification. Well, not really that many, but there are a LOT of them. To really make the most of awesome mod, you will want to be aware of all the new commands he makes available.

    One other thing you need to know: Pescado has his own version of the framework that is optimized for his mod. If you got your framework from another source, verify it is also optimized for the awesome mod.

    The mod framework package I linked earlier, that I use in my own game, has been optimized for the awesome mod, but can be used without it, as well. If you are in doubt, then download my version of the framework, to be sure.

    Post edited by Unknown User on
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
    OK, I've completed the initial things I wanted to talk about, concerning The Sims 3 game folders.

    Anyway, if you want to ask questions now, feel free. :)

    I thought I'd be able to delete the extra reserved posts, but I don't see a way to do it. They're sort of cluttering things up. Sorry about that. :oops:
  • Me1620Me1620 Posts: 4,578 Member
    edited July 2014
    Wow amjoie! I don't have any questions at this time, but I want to thank you for all this information. I am going to print your posts so I will have it long after the forums are closed. (Hopefully, that is not anytime soon.) After the August venue is released, I am going to do a fresh download as you suggested and make sure I have everything organized.
    a.k.a. - Jodi and a link to My Page on the Sims 3 website

    To help you organize your stalking of the Daily Deal, please join us on the Daily Deal Rotation and Sales Help thread and please view the DD Spreadsheet
  • bekkasanbekkasan Posts: 8,889 Member
    edited July 2014
    This is really great information and I will read it in depth later...still working on first cup of coffee and brain is starting to function again.

    My hard drive did fail and at least I had time to save stuff on the external that was not already saved. I did see as I glanced over the info, some things that you suggested putting on hard drive that I did not. :shock: It was more the program stuff and if I have to reinstall those that's ok, but, I will know in future if there are issues with origin or the disks that I have. We are not sure how much they can save on the drive, but, my sims files are saved several times, several places. :D

    I love the idea of the pics of the purchase pages. Further proof of purchase if needed. Not sure it would do any good once store is closed completely, but, never know.

    Thanks again for the info and as I read I may have more questions.

  • AmaraRenaAmaraRena Posts: 6,448 Member
    edited July 2014
    Oh wow amjoie, this is wonderful! Thank you so musch for this! You're the best! ((HUGZ))
  • mangoesandlimesmangoesandlimes Posts: 2,623 Member
    edited July 2014
    Thank you for such a thorough post, Amjoie! Really helpful, as always! :-)
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
    You're welcome, everyone. It was my pleasure. :D

    I've added links to superpatches and individual patches, in the post below helpful links. Be sure to grab those while you can.

    edit for grammar, because I obviously didn't get enough sleep, and it shows
    Post edited by Unknown User on
  • MmdrgntobldrgnMmdrgntobldrgn Posts: 6,618 Member
    edited July 2014
    thank you amjoie for sharing so much information with us
    Peace, GranMama Dragon
    Exploring life through imagination & satire since 1969.
    Save Game Often
    repair & clear caches Often
    S3 Studio
    S3 blog Story, lists of empty lots by world
    S2/3/4 Randomnes
  • CinderellimouseCinderellimouse Posts: 19,380 Member
    edited July 2014
    *brain explodes*

    Ok... I'm going to need more sleep before I tackle this! :XD:

    Thank you so much for putting this together Amjoie. You are always so helpful. <3

    I'm going to bookmark this and tackle it after much more sleep and coffee. :D
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
    *brain explodes*

    Ok... I'm going to need more sleep before I tackle this! :XD:

    Thank you so much for putting this together Amjoie. You are always so helpful. <3

    I'm going to bookmark this and tackle it after much more sleep and coffee. :D

    I immediately flashed CravenLestat's little guy at the bottom of all his posts, and found myself saying, "Cinderelli, nooooo!!" LOL

    Once you get some rest, you'll see it really isn't all that complicated. Just take it a step at a time, and save it all for later when you need to remember it, again.

    The hardest part is the registry stuff, so skim over that and read the rest of the posts. You can go back to the registry detail once you have had the full overview. (I only put it first because some people are going to know all the rest, and might be tempted to skip the whole thread, but they will need the registry stuff, and may not know about it, if they have never done a manual uninstall. So I wanted to grab their attention.)
  • BlkBarbiegalBlkBarbiegal Posts: 7,480 Member
    edited July 2014
    Thank you so much, Amjoie. :D
    Me on:
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    Origin SimsBarbie
  • simhead70simhead70 Posts: 613 Member
    edited July 2014
    Thank you so much for doing this. :shock: :D Very informative. :D
  • amjoieamjoie Posts: 3,471 Member
    edited July 2014
    I added a bunch of links. Some are helpful, some are for superpatches, and some are tutorials that were added to the forum at some point. If anyone knows of more tutorials found in one or more of the forums, post a link and I'll add it to the list.

    I also linked Crinrict's blog, which has, well, just about everything for troubleshooting your game, helping you learn, and etc.
  • kdluvshersimskdluvshersims Posts: 291 Member
    edited July 2014
    Thank you ever so much amjoie. I was just thinking about doing a final clean-up and re-organization of my Sims 3 files and Lo-and-behold, you put out a fantastic guide to help all of us!

    A thousand thanks for all of your words of wisdom!
  • SunnyBelleSunnyBelle Posts: 1,262 Member
    edited July 2014
    Brilliant and Many many thanks.

    I shall chip away at this list slowly and make sure I have it all safe and sound, locked away for future play :D

    Forever thankful

    - Sunny :D
  • ZooProfessor3ZooProfessor3 Posts: 9,847 Member
    edited July 2014
    WOW! This is amazing and really useful. I know it took a lot of time to pull it all together. THANK YOU!

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