Hi,
I have mistakenly deleted a lot that cannot be replaced with world editor due to the odd size so I am wondering if any players have had any experience using this program as to start with it states to 1.66 patch and I am on 1.67 and reviews are pretty divided and I don't want to add anything to my game that could cause me any potential problems as I have been refurbishing this world to my liking for several RL weeks
any further information would be greatly appreciated..
https://modthesims.info/download.php?t=471164
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I myself am on 1.67 and don’t have any problems so I don’t expect you should have any either.
Never had a minute's worth of trouble with this mod, at least not since it stopped working entirely and then got updated for Patch 1.55 or something like that many years ago.
NRaas has moved!
Our new site is at http://nraas.net
Thank you so much all of you I was quite worried about trying this program but because of your comments now feel confident in giving it a try
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Example : Code is AddLotSize 50x40. (I say this by heart I can be mistaken)
In Sunset Valley there is no native lot of 50x40 and I created rabbits hole lot with that size. Thanks to it, I can use my own modification of the rabbithole lot.
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Why is it that certain simmer made over vanilla worlds ie LynxQ final version of SV will NOT allow you to replace lots if you delete them with the in game delete tool? Same thing happens if you pick up the lot and drag/move it around the world. Then try to put that same lot back in its original footprint. It seems this has something to do with using CAW (vs the in game lot tools) when placing these lots in the world. Saving them somehow makes the lot placement permanent somehow.
I've never been able to replace lots exactly in the original footprint. Which is extremely maddening, because most of the original lots were flush with the road. So the new lot placement ends up being offset at least a square back from said road--despite fact nothing is blocking it (like a street lightpost).
That's exactly it it.It has something to do with CAW, it could be the terrain or maybe the creator set it as unroutable?
After deleting the lot, try saving then exiting to main menu and back into game again.
Here's a thread with the same question: https://answers.ea.com/t5/The-Sims-3/Unroutable-Terrain/td-p/6601582
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that's a really good idea making rabbitholes those sizes for sunset valley as it would free up some decent size lots for other things
@yoshi_dragur2012
Thanks for asking that question it's something that has always bugged me and I have noticed it's always the same lots that seem affected so after reading up about it on the link @Springfairy556 posted I understand a little more about it but I don't think it will change lot placing as it states it is something to do with the paint they use to make it unroutable for sims to walk on..(if I have got that right-)
edit: upon reading that URL, it appears the culprit may likely be the un-routable paint. My guess is that in attempting to improve the sim routing/navigational errors in the original SV map, LynxAQ may have been a bit too liberal with the paint. However, this doesn't explain being unable to place the original lot back into its original footprint
edit#2: which doubly doesn't make sense I typically check to ensure the original lot didn't have any invisible spawners and typically don't rotate them. Just use the in game CAW delete tool to delete or manually move them elsewhere (preferably to the non routable part of the map). Even manually picking up the original lot (originally flush with the street) with the hand tool, then trying to replace it immediately afterward results in this gross CAW bafoonery
@SPARKY1922 : For rabbit holes you can place them in lot size you choose, but first of all, you have to get to know their size alone
(a list is here if you need) and you can decorate around if you let enough space in front of or around it. Because some rabbits holes are valued a lot by your sims.
My sims likes to go to Hogan's they enjoy their time in the Mirabello's plaza I makeovered as well and the city town, the school are valued to work on for instance.
So always let space enough to avoid the scrumble in front of.
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Thanks for that list really useful laughed so much at the scrumble comment University anyone haha
@SPARKY1922 My simself failed at her University because of scrumble in final exams but it's been a very long time I didn't sent her back . In my current save she did not go yet.
Scrumbles happens everywhere else as long as a lot is very popular .
I am bit off the subject but you know the sims 3 loves to go to Varg's tavern. I got a lot of scrumble in front of the first entrance. I had to redesign the main entrance to avoid it.
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Thankfully my sim so far (fingers crossed) has never failed at Uni due to scrumble but when that happens does that mean you have to start Uni all over again as if so that would drive me nuts.. I rarely use Varg's Tavern for some reason so of course I am not going to have experienced anything with that lot but when/if I do use that lot again I will remember what you said. I am going to take more notice around town to see where most of my sims go on a regular basis.. I remember when Late night first came out I was plagued with tons of sims stuck in one location
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Not on University. But probably I got troubles because I didn't patch anything at that time.
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That's interesting however I am only just getting used to Nrass mods properly despite using them for years as so am wondering what differences there are with the Awesomemod and the Nrass ones?
@Simsophonique
I think that flashing red light is to do with the celebrity system supposedly indicating that there are celebs to be seen at that location however if you manage to get so many sims visiting a lot like that you are very lucky as mine were usually empty so no struggling at the doors to get in there lol although after I added the more sims in clubs mod I think it is called from MTS I got more sims in my clubs and bars which was good
http://alpha.moreawesomethanyou.com/ts3/awesome/config.php
More about the relationship and differences between NRAAS and Awesomemod can be found here at NRAAS' current home site:
http://nraas.wikispaces.com/Awesome
Pescado (Awesomemod programmer) previously created mods for TS2 which were enormously popular and reliable (Pescado's Director's Cut and more). I used those when I was playing TS2, so moving to Awesomemod with TS3 was natural as breathing. I still use Awesomemod as well as several NRAAS mods to further tune the behavior of TS3. Nothing I have enabled in the suite of mods I use have created game breaking problems of any kind.
In my Mods folder configuration, priority goes to Overrides, then Awesomemod, then NRAAS, then the regular mods folder, DCCache, Test, and finally the Probation at the end.
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In reality they are VIP places because the wishes of the sims is : visiting 5 selects places.
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