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HystericalParoxysm
18th Aug 2010, 11:11 AM
Mod edit: This thread is now continued at:
http://www.modthesims.info/showthread.php?t=447707



Okay, so, with the help of drowssap's instructions, I'm able to get premade worlds (like France) open in CAW.

Here is how it's done:

1. Open CAW. Make a new world, large 300 flat map. Save it and close CAW.

2. Open S3PE. Open the .world file that you want to edit (in this case, France, from Program Files\The Sims 3 World Adventures\GameData\Shared\NonPackaged\Worlds\France.world ) - select all the resources and export as files, to an empty folder.

3. Close the premade .world file, and open the .world file made in CAW in step 1.

4. Import all the resources exported in step 2. Replace duplicates, use resource names, and compress are ticked. Save.

5. Open the edited file in CAW. It may take a while to open and may look weird at first (trees were black for at least two minutes after it appeared the file was fully loaded). I can also go to Edit in Game and it looks good there too - though any sims inhabiting the world are standing outside their homes.

This is where it goes blah for me - I cannot save this edited file inside CAW - it errors at me. So I can't add a thumbnail and such. I'd get the exact text of the error, but the second time I tried it, it gave no error - just sat there for ages with the little spinny icon like it was doing something, and then finally told me CAW had failed to shut down properly, and crashed.

I CAN export this world to a sims3pack file without error and install it with the Launcher - but when I go in-game, it doesn't show when I go to make a new game.

I'd planned on working it up into a tutorial for ya'll, but since I can't seem to make an actual useful file out of it myself, I figured I'd post up the info and see if anyone else has any good ideas on how to get it working.

I'm trying now with Sunset Valley to see if it's a general problem, or one only with the vacation worlds.

scoopy_loopy
18th Aug 2010, 01:53 PM
Fingers crossed it all suddenly clicks for you, and makes sense! It would be absolutely epic to get the pre-made neighbourhood to open in CAW... I've just about used the in-game "edit town" tool within an inch of it's life :p

VegaBlack
18th Aug 2010, 02:37 PM
I think I read something similar from someone who cracked this at MATY. Looks like deleting the sims using a mod like AM lets you save, but not export. Link 1 (http://www.moreawesomethanyou.com/smf/index.php/topic,18918.msg549444.html#msg549444) Link 2 (http://www.moreawesomethanyou.com/smf/index.php/topic,18918.msg549511.html#msg549511)

I'm still just learning to use CAW, but am very interested in how this research develops. :D

HystericalParoxysm
18th Aug 2010, 03:22 PM
I was able to get Sunset Valley working just fine this way - was able to add a thumbnail and description and get it working in-game just fine. It did seem a little extra laggy in loading textures, and a couple things were wonky (the Goth's house was missing its name), but all the sims were in place and had relationships working, and nothing crashed or asploded. Sounds like it works okay with SV but not Twinbrook for some reason.

If nothing else it can be used to export the terrain sculpting/ painting of these places though - I kinda want to do a shiny redone Twinbrook or Riverview (love the maps, hate the houses and trees) so this will allow those to be opened and exported.

Inge Jones
18th Aug 2010, 04:15 PM
You should be able to condense steps 2-4 by using the import from package option in s3pe.

sleepalldaypartyallnight
18th Aug 2010, 05:10 PM
I just tried this twice. First try I did France and when I saved it, I got an error (I've attached a picture, just incase that's helpful.) But second time, I tried Twinbrook and it saved successfully! I'm not sure whether it's a fluke or something but with Twinbrook, I used save as and then saved it under another file name in a different location. Not tried exporting it yet though.

HP, when you say you can get SV working, do you mean you saved that in CAW, or just exported it from CAW?

EDIT: Okay, I can't export it, it gives me an error. :wtf:

HystericalParoxysm
18th Aug 2010, 05:18 PM
I saved SV in CAW after changing its name and adding a thumbnail, and then exported it in CAW and installed it in-game.

sleepalldaypartyallnight
18th Aug 2010, 06:25 PM
Forget what I said about not being able to export Twinbrook, I was doing something wrong. I've managed to open China in CAW and save it. It exported and installed okay too, there just wasn't an option to start a new save game with it. I didn't alter the file in CAW though, dunno whether that would make a difference though. Sorry, I'm not being very helpful. :(

Like you said though, just being able to get the height maps and terrain maps is incredibly useful. As was seeing how EA had done their layers, and how many terrain paints in total they had used (or at least it was for me.)

missy harries
19th Aug 2010, 10:24 AM
This is great, I've been itching to get my hands on the Twinbrook map! I've been playing around all ways with the vacation worlds though and I can't get them to work or save for me, It seems like EA really don't want us touching them!
Everything else is working like a charm though, thanks for this HP.

Robodl95
19th Aug 2010, 04:25 PM
My guess is that there is some piece of code that the destinations use that regular neighborhoods don't need which is the cause of it not saving. Have you tried any of these things?

1. Compare one of the destinations to SV or another hood, does the destination have any file types that SV doesn't?
2. Maybe try changing the lot type of the base camp since you can't have them in regular neighborhoods?

simsample
19th Aug 2010, 06:38 PM
Forget what I said about not being able to export Twinbrook, I was doing something wrong.
You mean you managed to export Twinbrook? Could you let us know what you did, because I'm getting export failure for that world.

sleepalldaypartyallnight
19th Aug 2010, 07:50 PM
Err, yeah, I did. I'm not sure of the exact steps I took. I'll try and do it again.

Okay:
1. (Obviously) Follow HP's instructions in her first post.
2. Open world in CAW.
3. Add world name, description and thumbnail.
4. File > Save as ... and save it under a new name. (I do this purely because when I tried just 'save' with France, the save failed and then all the trees started flashing funny colours, CAW crashed and a display driver or something stopped working.)
5. When the world has saved, close it.
6. File > Select World to export (navigate to where you saved the world.)
7. Then (hopefully) the export will be successful.

Install and test.

Is that different to how you've been doing it?

Pics or it didn't happen! Not much proof, but Lillie Brook (can you tell I suck at naming things? :D)

Though on all the houses I checked, this happens:
http://thumbs2.modthesims2.com/img/1/1/7/5/9/3/7/MTS2_sleepalldaypartyallnight_1130963_HouseNamesOnExport.jpg

Most households also seem to have their descriptions, though some have a similar to description to the name of the house above.

I haven't played much in Twinbrook, so can't say whether everything's intact. Though I guess, there's not much point in that anyway. The one house I have checked (Jones-Brown) the father-mother-daughter relationships were intact, but they're the only ones I've ever played in the 'proper' Twinbrook.

I can also save a game, quit and then re-open it. Might be my imagination, but I think it also takes a bit longer to load.

EDIT 2:
Okay, maybe I was a bit too optimistic, I've never seen this before:
http://thumbs2.modthesims2.com/img/1/1/7/5/9/3/7/MTS2_sleepalldaypartyallnight_1130972_BlackGlitchThing.jpg
(The town from Map View.)

http://thumbs2.modthesims2.com/img/1/1/7/5/9/3/7/MTS2_sleepalldaypartyallnight_1130975_InivisibleSim.jpg
And a transparent(?) or pitch black sim:

(They also seem to slide instead of walking, and return to normal when entering their house. I can only tell where they are because of their shadows, well, and the plumbbob.)

simsample
20th Aug 2010, 01:34 AM
Thankyou sleepalldaypartyallnight; I managed to get it to work eventually with a bit of persuasion. I think I must have 'lost' some resources originally when importing, as I had imported directly from the world file instead of exporting them to a file first. I managed to get other worlds to work, but not Twinbrook- but it's exporting just fine now, so I can edit the world to use.

What I originally began messing around with this for was to try to use the Twinbrook objects (railway track especially) in another world. I was disappointed to find we couldn't access those items through the metadata panel. I saw drowssap's post on the Sims 3 forum and was hopeful she would get it to work, as I hadn't had much luck. But the last posts I read indicated that drowssap had the same problems as I did, so it's great that you got it working. :)

What I think would be the best thing to do would be to strip out all of the sims- you can do this in EIG if you use Awesomemod, for example. I personally want to get rid of everything except the hood deco objects, then I can strip the terrain paint layers off, import my own height map and effectively start a new world, as long as there are no more glitches. I can't say how 'safe' such a world would be to share, though.

sleepalldaypartyallnight
20th Aug 2010, 11:17 AM
Thankyou sleepalldaypartyallnight; I managed to get it to work eventually with a bit of persuasion. I think I must have 'lost' some resources originally when importing, as I had imported directly from the world file instead of exporting them to a file first. I managed to get other worlds to work, but not Twinbrook- but it's exporting just fine now, so I can edit the world to use.

What I originally began messing around with this for was to try to use the Twinbrook objects (railway track especially) in another world. I was disappointed to find we couldn't access those items through the metadata panel. I saw drowssap's post on the Sims 3 forum and was hopeful she would get it to work, as I hadn't had much luck. But the last posts I read indicated that drowssap had the same problems as I did, so it's great that you got it working. :)

What I think would be the best thing to do would be to strip out all of the sims- you can do this in EIG if you use Awesomemod, for example. I personally want to get rid of everything except the hood deco objects, then I can strip the terrain paint layers off, import my own height map and effectively start a new world, as long as there are no more glitches. I can't say how 'safe' such a world would be to share, though.

I'm glad I was helpful. :) But just to confuse things, I have managed to successfully export Twinbrook by importing from the world file too. :D Doing that with the deco items had occurred to me, I wanted them for a world I'm making as well. Though I'm sure I read on the EA forums that drowssap was trying to get the Twinbrook things into CAW somehow. I'm not sure what she was doing or how though.

With regards the glitches, I quit the game without saving and then reloaded the previous save (before it was pitch black) and it still happened anyway, very quickly. I did let it run and it didn't return to normal.

missy harries
20th Aug 2010, 11:19 AM
Breahthrough! success replacement of china!!!!!!

http://thumbs2.modthesims2.com/img/7/8/7/9/3/0/MTS2_missy_harries_1131139_Think_Pink.jpg

Is it wrong for me to feel this excited???

This is what I did.

1. New flat ect

2. opened it in S3PE, Imported from China package and saved.

3. Changed terrain to something I'd notice, Edited name, decription and thumnail and Export.

4. Installed sims3.pack but like sleepalldaypartyallnight a no show in game.

5. Back up original china world file, renamed the file from the documents/installed worlds folder to china

6. pop'd it into programfiles/Electronic arts/WA/GameData/Shared/NonPackaged/World folder to overwrite the old china.

The old china was still there on my saved game but the nice new pink one shows up on new games. :bunny:

sleepalldaypartyallnight
20th Aug 2010, 11:24 AM
Wow, love the pink! So that suggests that there isn't anything wrong with the export, the game just doesn't recognise it as a proper base neighbourhood? I did have a quick compare of China to one of the base hoods in s3pe, and China had less resources (4000 and something) but the others have a varying number anyway (6000 and something.) I wonder if there's a missing file type like Robodl suggested?

missy harries
20th Aug 2010, 11:29 AM
Wow, love the pink! So that suggests that there isn't anything wrong with the export, the game just doesn't recognise it as a proper base neighbourhood? I did have a quick compare of China to one of the base hoods in s3pe, and China had less resources (4000 and something) but the others have a varying number anyway (6000 and something.) I wonder if there's a missing file type like Robodl suggested?

Well there's obviously something in there it's just a matter of finding it but honestly I wouldn't want to bother since I'm just happy with custom destinations!

The pink was just a test, I thought it would stand out......

sleepalldaypartyallnight
20th Aug 2010, 12:52 PM
Okay, so I compared SV, TB, and the three WA hoods. The WA hoods were all missing three resource types (TWNI, TWNP and WDDT) I exported these from SV and I *think* that they are something to do with the Neighbourhood description, name and image. The TWNI when exported is a png that is SV's image when creating a new game and the WDDT is a WDESCDETAIL file - so I think something to do with the description, and the TWNP is a IMGPATH file.

Following the instructions I gave above, I imported the China resources into a new CAW world along with these three resources from SV. I opened in CAW, gave it a name, desc, and thumbnail etc. Installed, but no luck, there was still no option to start a save game with China.

Something else I've noticed, Twinbrook has 6355 resources, but when I open my Lilliebrook file (which is an empty CAW neighbourhood with the TB resources imported into it, then saved in CAW under a different file name) it only has 1230 resources. :wtf:

EDIT: Something else that's a bit weird, has anyone else's CAW render panel started to be very brightly coloured when ever they close one of these imported worlds? (see screenshot) Normally it's kind of a reddish-burgandy colour, but it's been light grey, blueish and now bright yellow. Not a problem just a bit :wtf:

simsample
21st Aug 2010, 10:45 AM
I'm glad I was helpful. :) But just to confuse things, I have managed to successfully export Twinbrook by importing from the world file too. :D Doing that with the deco items had occurred to me, I wanted them for a world I'm making as well. Though I'm sure I read on the EA forums that drowssap was trying to get the Twinbrook things into CAW somehow. I'm not sure what she was doing or how though.

Ha, could be my ancient computer- it can't import too many things at once! Not sure exactly what Drowssap was doing, but I got the impression she was doing the same as us.

Breahthrough! success replacement of china!!!!!!

The old china was still there on my saved game but the nice new pink one shows up on new games. :bunny:

That's excellent, well done! Does the old China on your savegames work correctly too? I wonder what would happen if you were to change more than just the colour- if some information is cached you could end up with some oddities, possibly, if you were to move lots around. The China sim and world data is cached in the WorldCaches folder, I seem to remember- I'll have to see if there are any static caches anywhere.


Something else I've noticed, Twinbrook has 6355 resources, but when I open my Lilliebrook file (which is an empty CAW neighbourhood with the TB resources imported into it, then saved in CAW under a different file name) it only has 1230 resources. :wtf:

EDIT: Something else that's a bit weird, has anyone else's CAW render panel started to be very brightly coloured when ever they close one of these imported worlds? (see screenshot) Normally it's kind of a reddish-burgandy colour, but it's been light grey, blueish and now bright yellow. Not a problem just a bit :wtf:

The resource number I would expect to be different; remember that some of the resources are being split out into the Lots and Layers folder for CAW files. So as soon as you saved your Lillebrook, that change was written to disc.

I've not encountered the yellow CAW background though- my guess is a memory glitch.

sleepalldaypartyallnight
21st Aug 2010, 03:33 PM
The resource number I would expect to be different; remember that some of the resources are being split out into the Lots and Layers folder for CAW files. So as soon as you saved your Lillebrook, that change was written to disc.

I've not encountered the yellow CAW background though- my guess is a memory glitch.

Haha, okay, my noobiness is showing now.

missy harries
21st Aug 2010, 04:52 PM
That's excellent, well done! Does the old China on your savegames work correctly too? I wonder what would happen if you were to change more than just the colour- if some information is cached you could end up with some oddities, possibly, if you were to move lots around. The China sim and world data is cached in the WorldCaches folder, I seem to remember- I'll have to see if there are any static caches anywhere.

Well lot names end up in the same format as becca's imported Twinbrook but apart from that it seems to work fine, havn't tried ajusting anything else yet since I'm a bit more intrested in the Twinbrook map too!
All sims, lots and unwanted objects have been deleted from Twinbrook and it exports and works fine without it blowing up so I imagine china will be the same. :p
I did look over all the files myself to find a diffrence but honestly every thing just started looking like letters and numbers to me!

simsample
21st Aug 2010, 07:08 PM
Haha, okay, my noobiness is showing now.
:lol: Not at all- I'm only guessing, so I could be wrong! Besides, I'm a noob at this too, I couldn't even get mine to work until you told me how! :)

Well lot names end up in the same format as becca's imported Twinbrook but apart from that it seems to work fine, havn't tried ajusting anything else yet since I'm a bit more intrested in the Twinbrook map too!
All sims, lots and unwanted objects have been deleted from Twinbrook and it exports and works fine without it blowing up so I imagine china will be the same. :p
I did look over all the files myself to find a diffrence but honestly every thing just started looking like letters and numbers to me!
The address name bit seems to be because we break some sort of link when we import; as though perhaps the game looks for a database which it can't find since we made a new world. I think that should be fixable by replacing the address lines in the lot properties in CAW.

In Twinbrook, have you seen the water layer for the dammed area? It is not an object, but actually a separate water layer. If I switch off water in the layer view in CAW it disappears. But no matter what I do, I can't find out how to delete that. It seems to be stored in one of the UNKN resources, but I can't figure out which one! So, if you flatten and completely strip the world of all layers, objects, terrain paint etc., this is what remains:
http://i7.photobucket.com/albums/y288/Bluefunk/Sims%203/Create%20A%20World/Bluefunk_00221-Aug-101903.jpg
We'd need to figure out how to get rid of that for it to be possible to remodel the terrain, although it could be useful if you wanted a raised water level as Twinbrook has.

sleepalldaypartyallnight
21st Aug 2010, 07:23 PM
Yeah, I had noticed that it wasn't an object. I hadn't played around with it like that though. It also looks different in CAW (or at least to me it does.) Since the last patch, the water goes transparent in CAW if you turn the fog off, but the raised water doesn't. Just thought I'd share that. :lol: As useless as that info might be.

missy harries
22nd Aug 2010, 12:27 PM
Well I wanted raised water so thats why I was intrested in Twinbrook. Have you tried raising the terrain level above the highest water level? I lowered the terrain near the dammed water and it spread out in a rather strange way......

http://thumbs2.modthesims2.com/img/7/8/7/9/3/0/MTS2_missy_harries_1131835_WTF....jpg


Floating water's a new one on me :blink:

missy harries
22nd Aug 2010, 12:33 PM
PS. I think we're all noobs at this ; )

alext369
22nd Aug 2010, 06:13 PM
I too know how to do this, The saving error is due to the Sims, from my experiments. Soon as they are removed I can do anything with the create-a-world. However, I have been told about population problems. So Im still looking into this. Once im on my Sims computer I will study this in so much more detail. I even got the vacation worlds near enough playable. They just need to be registered in the game. because the game installs the worlds, but doesn't see it.

I will look into this, As I kept the files, just never did anything about it! :D

alext369
22nd Aug 2010, 06:18 PM
Also, @sleepalldaypartyallnight - Those black textures and everything gone black, I have only seen this once. That was when I was trying to changing the colour of the water and fog and sky. It happened when I changed the .ini files and then put it on the world. Perhaps that what it is?

missy harries
22nd Aug 2010, 09:41 PM
In my experiance the black happens when it's loading and the pc graphics card is trying to catch up with the loading textures. I wouldn't worry bout it, CAW can just be a strain on the ol pc ; )

sleepalldaypartyallnight
22nd Aug 2010, 09:49 PM
It was when I was play testing an exported Twinbrook though, I wasn't in CAW. It had never happen in game before that, I think simsample reckoned it was to do with the population?

alext369
22nd Aug 2010, 09:54 PM
Ahaha. Well I have managed to get Twinbrook into the game, with out the blackness. Oh well :)

I might start my progress on making the vacation destinations playable again soon. I did everything before. Apart from one thing;

Has anyone experienced downloading a world, and it not appearing in the new game part of the Sims? This is what It does for me. I was wondering if there was any "cure"? If so, then once I get that working, We have playable vacation destinations! :D

missy harries
22nd Aug 2010, 09:55 PM
If it happened upon first loading then it just loading textures, if it just suddenly happened during play then it's anyone's guesse. I've had that happen to me twice and it was on a downloaded world that was heavy on the texture layers and it was only upon first load for about 30 secs which is what made me say it's loading : )

missy harries
22nd Aug 2010, 09:57 PM
We'll I'm looking at the vacation destinations too (Egypt) and it seems playable to me (as a destination), the only concern I have is botching up the tombs or missions.......

alext369
22nd Aug 2010, 10:00 PM
Yeah, everything seems to be playable. I removed all the Sims, and left everything as it is, apart from the lot zoning. Just that it wont actually work in Sims 3. Ive been trying for a few weeks now. :(

But Once im on my Sims computer I might be able to do something I have just thought. Hmmm. Its too stupid to say, So I will notify you on it later :)

sleepalldaypartyallnight
22nd Aug 2010, 10:00 PM
Has anyone experienced downloading a world, and it not appearing in the new game part of the Sims? This is what It does for me. I was wondering if there was any "cure"? If so, then once I get that working, We have playable vacation destinations! :D

No, I was just letting the game run and then when I looked at it again everthing had gone black! The invisible sims was the really :wtf: part though.

alex, I've never experienced it with a downloaded world, but I can't get China or France to work as regular neighbourhoods, even though I use the same method as for Twinbrook. No one has posted on this thread a "cure". :)

alext369
22nd Aug 2010, 10:02 PM
I was just wondering if anyone had experienced it. And if its happened on a downloaded world. Because I remember saying something similar to this before.

Quick question, Did you have Sims in your China and France?

missy harries
22nd Aug 2010, 10:04 PM
That cure would be a blessing! We need to find what sets the vacation hood and remove or add it, only trouble is I have no Idea and can't find anything.........

alext369
22nd Aug 2010, 10:08 PM
I have a theory, My world wont install because he beta is installed. They both have different names, Crumplebottom Island Beta and Isla Island. Isla Island wont work because inside CAW they both share the name "Crumplebottom Island" in the box with the layers. So my thinking is if we change the names of the vacation destination and make a new ID for the world. It would register. I think this because were copying the files other, which means that the game has it already installed without it realising.

I told you it was stupid, but I thought If i post it, and someone try it, post results and see if its works? Because I dont have access yet.

missy harries
22nd Aug 2010, 10:12 PM
Hmmmm, well when I first exported pink china for a test run I renamed it TEST and even changed the thumbnail but it was a no show....... Untill I changed the name of the world file and overwrite the old one It replaced even with a diffrent name ect......

EDIT: There's something in there that sets it as a destination no matter what. Like I said, we just need to find it.

alext369
22nd Aug 2010, 10:17 PM
Well, compare a new world files, to the Vacation world. Perhaps we can find the answer there? :D We need more smilies :D

sleepalldaypartyallnight
22nd Aug 2010, 10:19 PM
I've already done that, the only files that seemed to be missing I think are the neighbourhood Icon and Description and something called image path. I think it's probably in one of the unknown resources.

missy harries
22nd Aug 2010, 10:21 PM
This. Is. Going. To. Kill. Me. Or my life at least......

alext369
22nd Aug 2010, 10:23 PM
Hmmm. Okay, im out of idea's! :( Well when im on the computer tomorrow I shall have a look around some more. :) I only done this to have France playable. But I couldnt find the right way to go about it. :)

Encloped
23rd Aug 2010, 07:36 AM
I was just thinking, could having the adventure board thingy (The thing you get the missions from) in the world be giving it some kind of code that sets the world as a vacation hood?

Timor
23rd Aug 2010, 09:01 AM
Who ever manages to make France a playable neighborhood will have my eternal gratitude...O.o I tried this method with a d/l world (Port Ophelia - wonderfully built, but with some overseen flaws), and when clicking on EIG, CAW crashed. Also, while I was extracting files from Port Ophelia, I got an error message of some sorts...might that be it? :/

alext369
23rd Aug 2010, 09:55 PM
@Encloped - I have tried that, still no registering in game. :/ I also changed the lot zones (apart from tombs)

sleepalldaypartyallnight
23rd Aug 2010, 10:00 PM
I had a look at the file types again today. A lot of them seem to be hex (I think) because they're coming up gobbledegook when I open them in notepad. The files labelled UNKN in s3pe are BNRY (binary?) files when I export them. Some files I have been able to open in notepad (the WDET ones) are WRLDDETAIL files and say things like such and such spawner or bridge.

There was one file which I thought *might* be hopeful. Something called WPID in s3pe, a WPACKID file. I'll compare China's to SV's in a hex editor. Worth a shot, right?

EDIT: Nope, Twinbrook's and SV's are different. Of course, I know absolutely nothing about hex, so it was a long shot anyway. :lol:

drowssap
26th Aug 2010, 11:23 AM
Sorry for the short message (and spelling, blasted spell correct) , typing this off my phone, while waiting in the car, on thing iv noticed is sometimes just savin a blank map don't save with a settings file, so you gotta do a slight change to the map, like raise a tiny part of the land

My theory why it does not work is because well, a once a world is packaged the initial files chanced, in a .world there is no road map file, but there is in a packaged one, it's odd but in some worlds such as twinbrook I'm able to save and export, though slowly, but my own pre-packaged worlds don't seem to be able to, on the EA site I retrieved a .world for the creator who lost it , and she said she had no problems with re-exporting

oh dear :| seems to be some fight goin on in the middle of the street,a guy walkin in the middle of the road shouting,

Also, Sorry if I have missed anything, iv only just skimmed through everything, my phonendoes not seem to like to scroll up


Once I get home I shall try and get France working into export, but there might be some files in there which need removing first, pre-made families, as caw is unable to packaged them it seems, and also which ever file sets it as a destination

sleepalldaypartyallnight
26th Aug 2010, 01:30 PM
The thing about the sims is weird though, because kiwi_tea has managed to export sims with his Niua Simoa, and there seemed to be a lot of testing going on. I dunno, I guess that's different to them being packaged then "unpackaged" and opened in CAW and the packaged again.

Also, there's a thread in this forum where we've been discussing getting the Twinbrook objects into CAW by creating CC clones of them.

missroxor
29th Aug 2010, 07:25 AM
Also, there's a thread in this forum where we've been discussing getting the Twinbrook objects into CAW by creating CC clones of them.

Not sure if it's what you're looking for but I just accidentally stumbled upon somebody who seems to know how to extract the missing items, here he's done the spillway and asks if anyone would be interested in seeing any more missing items): http://www.flyingacres.com/NeighborlySims3/showthread.php?tid=1711

I'll look for the other thread and post this in there too :)

LoCatus
27th Sep 2010, 06:18 PM
Hmmm.. I've been glancing through the thread. Managed to get SV loaded up in CAW in all it's glory. Thanks. :)

One thing I've noticed in the instructions is a step seems to be missing that can cause issues with getting an edited world installed in game.

when importing all the resources from the game's .world (France/SV/twinbrook whatever) Do not overwrite/replace the wpid in the new .world created in step one.

Two worlds.. same wpid can result in "already installed" error or a failure for the world to show up in-game.

Also, when you get your modified world loaded in CAW check for lots that are having placement "issues" (Red borders) These can cause errors and/or slow load times. I didn't try it, but we might be able to move the lot a touch to correct the problem. (I just deleted them)

cutsocks
1st Oct 2010, 09:46 PM
So I tried this.

And I had success!

I had lost all my current CAW projects due to some data loss/corruption. So I really want to resurrect my "mud" world and finish it, since I had an exported file with about 80% done. [60% if you count prepopulation. :P ]

So I did all the steps in the original post and then the ones in sleepalldaypartyallnight's post, but it wouldn't save. :( Tried again, but this time before I saved as... I opened up EIG, saved there, went back to CAW and saved there. Worked!

YAY!

Seriously awesome. But user created worlds can now be edited.

Tamlo31
3rd Oct 2010, 02:28 PM
Who ever manages to make France a playable neighborhood will have my eternal gratitude...:/

This is something I'm currently working on:-

http://i10.photobucket.com/albums/a103/Tamlo31/testy.jpg

I've got the world to work like as a Base World, it contains missing lots and invisible Sims, the invisible Sims is not really a problem, I was going to remove them anyway, otherwise you would get duplicates when you go on holiday. I'm currently rebuilding the world, using S3pe, I should have something downloadable soon I will probable edit the world to contain at least the basic rabbit holes and some of the Base world spawners.

Also what I hope to release also, is the file that makes a world a vacation world, thou this is far from being tested, but I hope to able to use that file to replace the premade vacation worlds.

I will not put my head on the chopping block and say this will all happen, but you can see by the photo, I've at least I've got a vacation world to act like a base world and I will just see how far I can take this.

A guide will follow, if I get it working 100%

Amslayton0
17th Oct 2010, 03:18 AM
I've been stripping down Egypt to make way for a newly made Strangetown, but I try to edit in game and it fails to save. I've already laid out so much of the road and lots I can't restart now. Any help?

andinic28
9th Nov 2010, 04:42 PM
Anyone have any luck with the blackness? I stripped Twinbrook down deleted all you could and still it was there. Well I didn't delete the roads just everything you could from the side bar.

fluttereyes
15th Nov 2010, 08:47 PM
People talk about the blackness all over these boards. I get it now and then with my world, it's a graphics issue with big worlds, it doesn't affect gameplay, you just have to wait a minute and let the pc catch up. It's nothing to do with popluation, I've had this happen in a new, empty world.

Now I've tried this and when I try to open it in CAW it says it can't open it because it's corrupt, I've read through this thread and if anyone's mentioned it I'm missing it. Anyone got any idea what's wrong?

simsample
15th Nov 2010, 10:42 PM
Now I've tried this and when I try to open it in CAW it says it can't open it because it's corrupt, I've read through this thread and if anyone's mentioned it I'm missing it. Anyone got any idea what's wrong?

What exactly have you done? Did you import the resources into a blank world?

andinic28- are you still experiencing problems? If so, please post an image for us to see, if Fluttereye's suggestion doesn't work.

NkM_21
17th Nov 2010, 07:04 PM
I've got this error in CAW when I import the China world saved in s3pe:

"sims 3 caw tool has crashed, attempted to read or write protected memory.this is often an indication that other memory is corrupt"

I've tried many time with China, France and Egypt but I have always the same error! This this doesn't occur with riverview lite..

jcalispupo01
19th Nov 2010, 07:06 AM
Hi I followed the steps posted here but Im having problems. I created a large 300 flat map and saved, then open s3pe and open bridgeport.world. Selected all resources and exported them as files to a folder, then opened the empty world and imported all files there. But when I go to CAW and open the file, there's nothing, it's just the same empty world, no changes at all. Any help?

EDIT: I tried again and again and this time everything went ok but now when I try to open the newly created bridgeport in CAW it says the following: Unable to load file (location): could not load file (location).

Ive tried many times and I just cant get bridgeport to open in CAW. Any help would be very appreciated. thxs.

hrabia
21st Nov 2010, 05:02 PM
Hi I followed the steps posted here but Im having problems. I created a large 300 flat map and saved, then open s3pe and open bridgeport.world. Selected all resources and exported them as files to a folder, then opened the empty world and imported all files there. But when I go to CAW and open the file, there's nothing, it's just the same empty world, no changes at all. Any help?

EDIT: I tried again and again and this time everything went ok but now when I try to open the newly created bridgeport in CAW it says the following: Unable to load file (location): could not load file (location).

Ive tried many times and I just cant get bridgeport to open in CAW. Any help would be very appreciated. thxs.


i have this same ;/ i want to change bridgeport. Please help me :)

simsample
21st Nov 2010, 06:57 PM
jcalispupo01 and hrabia- This sounds as though you are having errors when importing- so the import is not complete, or corrupted in some way. Try importing a few at a time- perhaps 200 or so, to see if that works. I have an old computer and I always have to import in batches, or else the computer runs out of memory and imports things wrongly, so the world doesn't work.

NkM_21, could be that your PC is running out of memory when attempting to load the worlds. Are you using the latest version of CAW? If you are not sure, make sure your game is up to date and then uninstall CAW, redownload it and reinstall.

knightguy82
25th Nov 2010, 12:48 AM
how do you get vacation worlds to be playable? i was working on china but it wouldnt let me save unless it had a base camp :(

simsample
25th Nov 2010, 09:10 AM
how do you get vacation worlds to be playable? i was working on china but it wouldnt let me save unless it had a base camp :(

You need to look for a resource that marks the world as a vacation world, and remove it. In France the resource is UNK 296A6258, I haven't looked to see if it is the same in China and Egypt but I'm assuming so. This information is from Stw402 in this thread. (http://forum.thesims3.com/jforum/posts/list/271048.page)

You could also extract this resource and add it to another world to make a custom vacation world- you'd have to use it as a default replacement for one of the existing worlds, and I'm not sure how this would affect adventures, music, sounds effects etc., which are tuned to a particular locale.

knightguy82
25th Nov 2010, 02:33 PM
UNK 296A6258 isn't found in the china file :(

simsample
25th Nov 2010, 02:44 PM
UNK 296A6258 isn't found in the china file :(
Thanks for volunteering to find the corresponding resource in China, I look forward to your results. ;)

knightguy82
26th Nov 2010, 02:54 AM
uummm it appears i was wrong "UNK 296A6258" is in china i just re-exported the china world an found it tho oddly it wasn't in my old CAW world file that i could see

but i was looking into editing Barnacle Bay an i found the "UNK 296A6258" file too i thought it was only for vacation hoods?

an anyone have any clue where i can find the worlds .png images?

werismyki
26th Nov 2010, 10:09 PM
Ok, so I've tried:
created a flat world in CAW and saved
opened the world file in s3pe and imported from the France world and saved
opened the world file in CAW again, renamed, added description, and thumbnail, and saved
exported the world to sims3pack
installed the sims3pack with the launcher
started the game and the new game menu doesn't include the new world :(
I tried by opening the world file, from installed worlds, with s3pe and removing the UNKN 0x296A6258, saved and exited
started the game and the world shows up under the New Game menu, starts to load for a few seconds, then gives me the "A serious error has occurred, restart the application"

Am I doing something wrong here? Suggestions?

EDIT
Just for the record I checked and each of the worlds have this resource - UNKN 0x296A6258:
china, egypt, and france under world adventures
3 different custom worlds I have
Bridgeport, Twinbrook, and Barnacle Bay
Sunset Valley Lite and Riverview Lite under CAW
The original Sunset Valley and Riverview dont have this resource.

simsample
27th Nov 2010, 10:09 AM
Thankyou for the information, knightguy82 and werismyki, That's good to know that UNKN 0x296A6258 exists in other worlds. I would assume that it it similar to the resource that flags a world as a city or suburb- it is present in all worlds, but contains different information for France, China and Egypt to flag them as sub-worlds. Riverview and Sunset probably lack it because they were created pre-WA, so the absence of this resource would be the same as a no-flag- the game reads it as 'not a vacation world'.

I'm betting that if you import the china resource to a custom world you'd have the china sound effects, whereas Egypt and France would give you the effects for those worlds.

werismyki- try also deleting the sims (you could do this in Edit-in-game mode using Awesomemod- destroyallhumans) and also delete the WPID resource, as this gives each world an unique identity. If the game recognises this as being identical to one of the game worlds, it will not load.

For information, this is what Stw402 (Tamlo31 on this forum) wrote regarding getting France to work:

you need to able to rebuild the world in CAW, remove the Sim and in the end crash CAW to get the save to work. When you have done all that, you can start to replace the lots and layers back into the secondary world file. Then you need to remove the layers from the overridden file. Then your good to go, just the small matter of making the world a base world.

More information here:
http://www.modthesims.info/showthread.php?t=421319&highlight=france

Edited to add- knightguy82, which images are you referring to?

Simsi12
27th Nov 2010, 12:13 PM
I edited Bridgeport, but i coud NOT save it. Also, I have deleted all the Sims (in game edit).Because I read to do this.
Please help me ....

MrJazz
27th Nov 2010, 12:24 PM
why could you not save it? was there an error? what was the error, if you did have one?

Simsi12
27th Nov 2010, 01:09 PM
An error. Because i didnt changed the description...
Now it works. I have exported the world, but while starting the world, it chrashes... D:
Ahhh!!

knightguy82
27th Nov 2010, 07:33 PM
simsample - I was referring to the thumbnail .png images that CAW requests

i thought they'd be in a world file but not that i can find them

simsample
27th Nov 2010, 09:59 PM
I edited Bridgeport, but i coud NOT save it. Also, I have deleted all the Sims (in game edit).Because I read to do this.
Please help me ....
How did you go about deleting the sims?

knightguy82- the PNG image should be in the TWNI resource.

werismyki
28th Nov 2010, 12:28 AM
Well, I managed to finally get it done, Mission Accomplished!
http://www.modyourpanties.com/hosting/24191_101128012457Clipboard01.png

For anyone interested, these are the steps I took to the best of my knowledge:
Open CAW. Make a new world, large 300 flat map. Save it and close CAW.
Open S3PE. Open the .world you just created then click on "Resource > Import > from Package (in this case, France, from Program Files\The Sims 3 World Adventures\GameData\Shared\NonPackaged\Worlds\France.world ) then click on the "Import" button. When it asks "Auto-save current package after each package imported?" I clicked on "No". Wait, while it imports.
When it's done importing, all duplicate original resources will have been marked as "Deleted". This is ok except for two instances: UNKN 0x296A6258 and WPID 0xF609FD60. The original resource will have a line through it and the imported one wont, you need to reverse this. Simply right click on each and select "Deleted". Once done with those, save and exit s3pe.
opened the edited world file in CAW again (might take a minute or two), renamed, added description, and thumbnail. Then go into "Edit in Game" (this may take a minute or two). Once it has loaded, go into "Edit Town". Once in Edit Town there are three things you need to do: Demolish the Base Camp lot, convert a few residential lots, and delete all sims. get the bulldozer and demolish the base camp lot You will notice that some houses have the "empty lot" icon, you need to change these to residential lots for each house that has sims, evict them to the clipboard Once you are done click on the "Return to Game" and "Just Continue". Click on "Quit" when it asks if you want to save, click yes. (this may take a few minutes to save and the screen will blink several times)
Once the "Edit in Game" save is done and you are back in CAW, go to "File" and "Save" to save your world. Once saved, go to "File" then "Select World to Export" choose your world. Should only take a few seconds for the file to export and you should get a message that it was a success or not. If success, then exit CAW.
Go to Documents\Electronic Arts\The Sims 3\Exports folder and move or copy your world sims3pack to the Downloads folder.
Open the launcher and install the world, once installed close the launcher.
Start the game and look for you new world under the New Game List

Simsi12
28th Nov 2010, 07:24 AM
Well, I managed to finally get it done, Mission Accomplished!
http://www.modyourpanties.com/hosting/24191_101128012457Clipboard01.png

For anyone interested, these are the steps I took to the best of my knowledge:
Open CAW. Make a new world, large 300 flat map. Save it and close CAW.
Open S3PE. Open the .world you just created then click on "Resource > Import > from Package (in this case, France, from Program Files\The Sims 3 World Adventures\GameData\Shared\NonPackaged\Worlds\France.world ) then click on the "Import" button. When it asks "Auto-save current package after each package imported?" I clicked on "No". Wait, while it imports.
When it's done importing, all duplicate original resources will have been marked as "Deleted". This is ok except for two instances: UNKN 0x296A6258 and WPID 0xF609FD60. The original resource will have a line through it and the imported one wont, you need to reverse this. Simply right click on each and select "Deleted". Once done with those, save and exit s3pe.
opened the edited world file in CAW again (might take a minute or two), renamed, added description, and thumbnail. Then go into "Edit in Game" (this may take a minute or two). Once it has loaded, go into "Edit Town". Once in Edit Town there are three things you need to do: Demolish the Base Camp lot, convert a few residential lots, and delete all sims. get the bulldozer and demolish the base camp lot You will notice that some houses have the "empty lot" icon, you need to change these to residential lots for each house that has sims, evict them to the clipboard Once you are done click on the "Return to Game" and "Just Continue". Click on "Quit" when it asks if you want to save, click yes. (this may take a few minutes to save and the screen will blink several times)
Once the "Edit in Game" save is done and you are back in CAW, go to "File" and "Save" to save your world. Once saved, go to "File" then "Select World to Export" choose your world. Should only take a few seconds for the file to export and you should get a message that it was a success or not. If success, then exit CAW.
Go to Documents\Electronic Arts\The Sims 3\Exports folder and move or copy your world sims3pack to the Downloads folder.
Open the launcher and install the world, once installed close the launcher.
Start the game and look for you new world under the New Game List

I ve done it like you. The World is under the New Game list. But when starting it, it load 2 minutes then it chrashes back to Desktop.

Simsample
I have edited bridgeport, but i could NOT save it. ( Error: couldnt write on memorry)
So i searched how you can save it. Somewhere i ve read that you must delete the population. Now i can save my world.

simsample
28th Nov 2010, 08:45 AM
Simsi12- I found that deleting sims through the clipboard as you and werismyki have done in EIG is not always effective. The best surefire way of doing this I've found is with Awesomemod 'destroyallhumans' in EIG.

I'd be interested to hear if anyone else has any ideas.

fluttereyes
28th Nov 2010, 04:52 PM
I do it all till it gets to open in CAW, even though it saved fine when I changed the description and added a new thumb, when I try to go into EIG it pops up and tells me world save failed. Is there a step missing in this list you did werismyki

tilarium
1st Dec 2010, 05:50 AM
Anyone know how to get Riverview to load? The only place I know of with a "Riverview" world file is C:\<name>\Documents\Electronic Arts\The Sims 3\InstalledWorlds. Keep getting a long error message that's summed up in the first line "Could not open package". I've been using the Riverview lite file in CAW, but honestly, I don't want to redo the WHOLE thing and I espcially don't want to replop all the little scenic bits.......

simsample
1st Dec 2010, 02:16 PM
fluttereyes, make sure you do 'Save as' and rename the file before opening in CAW.

tilarium, you need to follow the instructions in the first post, only do it for Riverview instead. :)

fluttereyes
1st Dec 2010, 10:41 PM
I do use Save as but I have been renaming the world in CAW, didn't think to do it before opening it, will do that and see if I get anywhere. I'm not depserate to use these worlds but it's a good challenge, don't even know if I'll ever use them. I'll plod on with this now and then in between doing the multitude of other things I'm doing now, lol

tilarium
2nd Dec 2010, 03:56 AM
As I said, long error message:

Could not open package:
C:\Kyle\Documents\Electronics Arts\The Sims 3\InstalledWorlds\Riverview.world
Front-end Distribution: 10-1104-1243
Library Distribution: 10-1104-1243
Source: s3pi.package
Assembly: s3pi.Package. Version=1011.4.12.22851, Culture=neutral, PublicKeyToken=null
Expected mage tag 'DBPF'. Found 'DBPP'.
at s3pi.Package.Packge.CheckHeader()
at s3pi.Package.Package..ctor(Int32 requestedVersion, Steam s)
at s3pi.Package.Package.OpenPackage(Int32 APIversio, String PackagePath, Boolean readwrite)
at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)

Get the same for Barnical Bay, but all the other cities that come with the expansions work fine.

werismyki
2nd Dec 2010, 07:47 AM
So after I managed to make France playable, I screwed it up and couldn't play it anymore. No big deal, I thought, just make it again and dont make the same mistakes. Well, that's when it all began. Ever since I posted "I did it", I couldn't do it. I must have retried 100 times or so over the last 3 or 4 days.

Today, I finally hit a breakthrough in spite of myself. That long winded post I made a few days ago is bs. Well not exactly, but for the most part. Not really remembering what I did, I tried to sum it up, didn't work obviously. So without further adieu, here are the revised steps:

create a new world in CAW, save and exit
open the France world with s3pe and export the resources to a folder (i put mine on the desktop)
remove the UNKN 0x296A6258 and WPID 0xF609FD60
open the world, you just created, with s3pe and "Import from File" the resources from France, save and exit S3PE
open the edited world in CAW, Give the world a name, description, and thumbnail. then use "SAVE AS" , give the world a new name and save
Export the world
install with the launcher
start the game and look for you new world under New Game Menu

This has worked 5 for 5 today, so you should end up with a playable France world just as it appears in World Adventures with all the people (36 or so), base camp, tomb lots, etc. From here, you can do with it as you will. During some testing and the many mishaps trying to make this work, I've found a few things you should take note of:
As in HP's thread to fix the routing errors in Bridgeport, France has 10 or 12 areas that are not covered with the Non Routeable paint properly.
in CAW you'll find a piece of road on the side of a hill, no clue how the EA geniuses pulled that one
The original Townies from France will have no money when you open the playable version. You can delete them or edit as you see fit
because of some of the lag issues with resident sims getting stuck in tombs while User Sims were on vacation, I ended up deleting the tomb lots.
the lots I referred to, in my previous post, are the ownable lots when you travel on vacation, these need to be converted to Residential lots, even the empty ones.
if you zoom out, but not in map view, you will notice that you go in and out of a fog layer. This does get to be a little annoying after awhile.
There is no French music playing in the background as would be if you were on vacation. Not sure about opportunities, I'm guessing they would be normal homeworld types.
While France does have a few shops, there are no rabbitholes, so no jobs/careers. You'll need to add them, perhaps with custom rabbitholes so you can keep similar building types.
That's all I can think of at the moment, but should I come up with something else, I'll post again. Sorry for the confusion on the previous post.

fluttereyes
2nd Dec 2010, 09:57 AM
I'm wondering about the ethics of this. I know I sound paranoid but these worlds are EP specific. This would mean that if we unlock them and put them up as playable world that we would in effect be ripping off an EP, which would mean people would get the world for free. I know there's a lot of flack about it over on the bbs but I really don't want to go over and read it. This would be especially dodgy if it was something like Barnacle Bay which is a store item (don't have it, don't want it). Is this not exactly the same as cloning the store stuff and putting it up for free? I don't want to use the P word but in essence that's what it would be.

I might continue on with this for my own use but I won't be putting any of these unlocked worlds on my site for fear of reprisal. Is it worth it?

HystericalParoxysm
2nd Dec 2010, 10:05 AM
Without the actual content that comes with the EP, though, there's really not going to be much useful in it for people to play with. Think of Egypt without the pyramids, without the marketplace, without any of the trees, plants, spawners, decorations... without even the distant terrain around the edges.

Yeah, the worlds are from an EP, but useless without the EPs. For that reason, I don't see any reason why they shouldn't be available as playable worlds.

If you extracted all the content to be used without the EP too, then sure, that'd be piracy, but modifications of EA content have always been fine - as long as they're actual modifications, not just a rip.

simsample
2nd Dec 2010, 04:56 PM
As I said, long error message:

Could not open package:
C:\Kyle\Documents\Electronics Arts\The Sims 3\InstalledWorlds\Riverview.world
Front-end Distribution: 10-1104-1243
Library Distribution: 10-1104-1243
Source: s3pi.package
Assembly: s3pi.Package. Version=1011.4.12.22851, Culture=neutral, PublicKeyToken=null
Expected mage tag 'DBPF'. Found 'DBPP'.
at s3pi.Package.Packge.CheckHeader()
at s3pi.Package.Package..ctor(Int32 requestedVersion, Steam s)
at s3pi.Package.Package.OpenPackage(Int32 APIversio, String PackagePath, Boolean readwrite)
at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)

Get the same for Barnical Bay, but all the other cities that come with the expansions work fine.

You need to run Riverview and Barnacle through the Recompressor to fix them, with the -fd switch to fix as well as 'decrap'. See this thread for details:
http://www.moreawesomethanyou.com/smf/index.php/topic,15129.0.html
I have Riverview and Barnacle both downloaded legally through my EA account, but neither will open with S3Pe untouched.

fluttereyes
2nd Dec 2010, 08:01 PM
HP, that's what I'm thinking too though. If we unlock these and modify them to bits, then that would be ok. If we unlock them and just put them up as is, then it isn't as that is just ripping.

It's just that I can see it going down a dodgy route and I was just wondering what other people thought. Once people learn to rip these worlds, it won't be long till the rest follows. I know it's well on it's way and I wouldn't want to stop progress, like I said, I want to do this for my own use.

I suppose the only way we'll find out how EA feel about it is after they are uploaded on sites, I'm a coward so my site won't be at the forefront, lmao

HystericalParoxysm
2nd Dec 2010, 08:11 PM
Well, you can't really just unlock and put up as-is anyway. You have to modify it some to make it work as a liveable world... and even if that's all you do, just converting it to a liveable world, I'd say that's plenty, since without the EP, it's going to be a bare wasteland of suck and fail, missing so much content that you may as well just not bother.

I doubt EA would have any issue with it, since the actual content that makes it a really lovely world simply won't be present without the EP, and they've never had an issue with modifications (even relatively minor ones that, by necessity, render EP or store content base-game-useable) so I don't see why they'd get twisted panties over this, of all things.

Lovellie16
2nd Dec 2010, 08:40 PM
@fluttereyes, you can just tag the world, saying that in order to have the world function properly, WA is needed. That's what i see done on here and many other sims sites even the main sims site. So like @HystericalParoxysm said, it shouldn't be a problem.

tilarium
3rd Dec 2010, 03:11 AM
You need to run Riverview and Barnacle through the Recompressor to fix them, with the -fd switch to fix as well as 'decrap'. See this thread for details:
http://www.moreawesomethanyou.com/smf/index.php/topic,15129.0.html
I have Riverview and Barnacle both downloaded legally through my EA account, but neither will open with S3Pe untouched.

You rock... now to try and see if I can the rest of the steps to work! Woot! Then to figure out why my game won't let me make a new game (can only open saved games)....

simsample
4th Dec 2010, 07:35 AM
Then to figure out why my game won't let me make a new game (can only open saved games)....
Do you see a drop down list of available worlds, or is that not accessible?

hrabia
5th Dec 2010, 09:56 AM
i got a problem. Everytime my cas has a error ;/ what should i do?

http://s1241.chomikuj.pl/ChomikImage.aspx?k=1340699&t=634271506447611291&id=397370006&vid=397370006

simsample
5th Dec 2010, 10:52 AM
hrabia, what exactly are you doing when that error occurs? Its it when opening CAW, or when trying to save?

hrabia
5th Dec 2010, 03:37 PM
I'm editing terrain and CAW show me this error. I'm in CAW for 1-3 minutes and program has error.

simsample
5th Dec 2010, 04:38 PM
I'm editing terrain and CAW show me this error. I'm in CAW for 1-3 minutes and program has error.
And this is in a pre-made world that you've opened according to this thread, or is it in a custom world you've made?

Inkantator
13th Dec 2010, 03:33 PM
Hello.
Sorry for my English.
Because of problems with free space in Bridgeport, I want to edit this, but I still have got some problems. By yours posts I understeand that some of you manageded to edit this city.
I know that you have probably said how to do this more than 1 thousand times, but I'm complete novice. Please do not shot me.

This is what I have already done :
1. Create in CAW a new empty, 300 large, world, and save it. Let it be "BridgeportXXX.world".

2. Open in s3pe original Bridgeport.world and export every of those strange package files (file->export) to a folder on desktop.

3. Remove from this folder:
a)00xF6F609FD60 (S3_F609FD60_00000000_0000000000000001%%+WPID)
b)00x296A6258 (S3_296A6258_00000000_0000000000000001%%+UNKN)

4. Now open BridgeportXXX.world (this empty one) and File->import every of this package files from folder in desktop (unexept those deleted ones).
Tick "Replace duplicates", "Compress" and "Use resource name".
When it's done, save of course.

And finally, when I try to open my BridgeportXXX.world, after a few seconds I have got an error (it says something about opening security memory as far as I remember).

I have got CAW Beta 1.10.9 (in control panel) ...
description=Version: 0.DL-0.0.13998 Changelist: 846393

... as well as the latest 1.18.9 version of the main game and 6.0.81 of LN.

So, am I doing sth wrong or what? I really want to edit a bit this stupid Bridgeport and I would be greatfull for help. :)

simsample
14th Dec 2010, 10:03 AM
And finally, when I try to open my BridgeportXXX.world, after a few seconds I have got an error (it says something about opening security memory as far as I remember).
What exactly does the error say?

Also, instead of trying to export the files to a folder on the desktop, try this instead:
Open the blank world you made (BridgeportXXX) in S3Pe, choose import> from package, and then select Bridgeport.World.

When that is imported, click file>save, then scroll down the list and right click> deleted on the WPID resource, and also UNKN 0x296A6258. File>save again.

Will it open in CAW now?

tldrake
14th Dec 2010, 09:23 PM
Working on Shang Simla. I followed the instructions in post #81 to the letter. When I attempt to EIG or save from CAS, I get this:

ERROR: There was an error when saving the file 12530421722620659168
ERROR: There was an error when saving the file 12530421719708382208
ERROR: There was an error when saving the file 12530421718465118176
ERROR: There was an error when saving the file 12530421716828718528
ERROR: There was an error when saving the file 12530421714734215200
ERROR: There was an error when saving the file 12530421714734215024
ERROR: There was an error when saving the file 12530421714642468112

Any ideas?

Inkantator
16th Dec 2010, 12:00 AM
tldrake
Try to save it in a diffrent location. For example : if you have Shang_Simla.world, try to save it as China_Empire.world or something. This method works for me.

simsample
Thanks for a quick answer :)
I did just as you instructed and it works perfectly :)
I also managed to edit, save and export my changed Bridgeport. I'm not sure, but I think that deleting those two packages (WPID and UNK) isn't necesary.

But there is another complication. I'm not sure if this is a right place, but whatever. When I load my changed world, names of every building is... changed. I mean : adress, family name and description of building are correct, but description of family disapeared and names of building are... incorrect, for example :

Celebrity Club (Exclusive club) --> EP03/World/EPo3_broadPass/LotName:COM_CelebrityClub (Exclusive club)

More, when I use my CAW and click "Edit in game", everything is alright (unexept descriptions of families - they are all gone).

Do you know, how can I solve it? Well, it's not very problematic, in the worst case I can repair it manualy, but... it will be deadly boring :)

simsample
16th Dec 2010, 01:35 AM
tldrake
I'm not sure, but I think that deleting those two packages (WPID and UNK) isn't necesary.
It depends upon what you want to do with the world. The WPID identifies the world, so if you want to replace Bridgeport, you could keep it. If however you wanted to create a second version of Bridgeport, which you could play as well as the original, then you'd have to delete this (so that CAW gives the world a new identity). Otherwise your custom world would conflict with the original Bridgeport, and they would overwrite each other.
The UNK resource contains the flag that marks the world as a city (or a suburb or a vacation world), and gives it traffic. There are certain parts of that resource which break the world description however, so having the Bridgeport resource in a non-Bridgeport world is not recommended. There is more discussion and details of how to flag your custom world as a city here:
http://www.modthesims.info/showthread.php?t=424374
Again if you were making a default replacement for Bridgeport, you could leave this resource in.

But there is another complication. I'm not sure if this is a right place, but whatever. When I load my changed world, names of every building is... changed. I mean : adress, family name and description of building are correct, but description of family disapeared and names of building are... incorrect, for example :

Celebrity Club (Exclusive club) --> EP03/World/EPo3_broadPass/LotName:COM_CelebrityClub (Exclusive club)

I haven't looked at this much myself, but I think the names for the families and lots for Bridgeport (and other EA Worlds) is referenced by an xml in the world file, as opposed to being contained in the world file in plain text (this is probably why we are having problems with the world description being broken as I mentioned above- as the World description is stored as a reference in the EA towns, too). I'm sure someone had some suggestions regarding fixing the names, so I'm hoping they'll see this and post here! However the only way I know of is to manually change the names.

soccergirll1996
1st Jan 2011, 11:30 PM
I tried this but got stuck at #2 when you said to select all the resources and export as files, to an empty folder where do I get the resources?

If this is any help I'm trying to put the Sunset Valley with all of the sims and houses in CAW and I saw that you were succesfull with SV!

thanks

simsample
1st Jan 2011, 11:42 PM
It means to select everything that is in the world file that you just opened- each line you can see indicated a resource. There are a couple of thousand of them in the EA worlds.

If you have trouble with this, just open your test world and then choose resource> Import from package, and then choose Sunset Valley world file. This will import everything from Sunset Valley without you having to export them to a file.

soccergirll1996
1st Jan 2011, 11:44 PM
Ok like what HP and you said I click on SV .world file but a thing pops up and says like you need to have a program to open this! something like that.

What do I do?

simsample
2nd Jan 2011, 12:19 AM
Ok like what HP and you said I click on SV .world file but a thing pops up and says like you need to have a program to open this! something like that.

What do I do?
You need to download S3Pe to open the world file, as explained in HP's post.
Get S3Pe here:
http://dino.drealm.info/den/denforum/index.php

soccergirll1996
2nd Jan 2011, 01:14 AM
do I download it from this thread http://dino.drealm.info/den/denforum/index.php?topic=189.0 ? Sorry I just want to make sure.

simsample
2nd Jan 2011, 01:56 AM
Yes, that's the one. :)

soccergirll1996
2nd Jan 2011, 02:07 AM
nevermind its working

soccergirll1996
2nd Jan 2011, 07:27 PM
Ok I open up s3pe and try to open up SV but it says this:

Could not open package:
C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\NonPackaged\Worlds\Sunset Valley.world
Front-end Distribution: 10-1104-1243
Library Distribution: 10-1104-1243
Source: mscorlib
Assembly: mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Access to the path 'C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\NonPackaged\Worlds\Sunset Valley.world' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)

at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)

at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)

at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
-----

why will it not let me open it?

thanks

simsample
2nd Jan 2011, 10:53 PM
Try copying SunsetValley.world to your documents folder and then opening it.

HystericalParoxysm
2nd Jan 2011, 11:05 PM
I think you can also get past that error by running S3PE as an administrator, though probably best to copy it in case you go do something silly like making changes to it by accident and then save over the original.

soccergirll1996
3rd Jan 2011, 01:55 AM
Thanks, I have it opened in s3pe. I am importing the files into the other world file but it just freezes when I click open and the hole s3pe page is frozzen. And I have been waiting for like 10 min for it to work. I just don't think its going to work with me! Do you know of any good site of where I couold download the real SV into CAW! Thanks

simsample
3rd Jan 2011, 02:59 AM
Thanks, I have it opened in s3pe. I am importing the files into the other world file but it just freezes when I click open and the hole s3pe page is frozzen.
Try importing the files a few at a time, and you can also try importing directly from the world file (instead of exporting the files first).

soccergirll1996
3rd Jan 2011, 04:23 AM
ok got the files saved and I went into CAW and clicked on the world that I want to open but it said:

Unable to load file .'\C\Users\account name\doc.\ea\ts3CAW tool\User tool data\Worlds\Glacier Pass.world':Cannot load a Packed File (0) in The Sims 3 CAW Tool- Beta

What do I do now :(

Sorry for all of the questions!

simsample
4th Jan 2011, 03:16 PM
ok got the files saved and I went into CAW and clicked on the world that I want to open but it said:

Unable to load file .'\C\Users\account name\doc.\ea\ts3CAW tool\User tool data\Worlds\Glacier Pass.world':Cannot load a Packed File (0) in The Sims 3 CAW Tool- Beta

What do I do now :(

Sorry for all of the questions!
That shows that the import didn't work correctly- that message occurs when the global layer can't be located. Try it again, make sure you are following the steps exactly.

Sentracks
5th Jan 2011, 12:58 PM
How can I copy all Ressources ?

Are the Ressources ALL the Files on the left side ?
Do I have to select all of them and then Export them to... ?
How can I select them all without make a click on each of them ?

thanks for help :)

simsample
5th Jan 2011, 02:08 PM
How can I copy all Ressources ?

Are the Ressources ALL the Files on the left side ?
Do I have to select all of them and then Export them to... ?
How can I select them all without make a click on each of them ?

thanks for help :)
Yes, they are all of the files contained within the world file. Select all of them by clicking the top one, scrolling down and then shift-clicking the bottom one.

Alternatively you can import from package instead, and then select your world file when it asks you to choose the package.

Sentracks
5th Jan 2011, 07:28 PM
Could you please explain this step:

2. Replace duplicates, use resource names, and compress are ticked. Save.

thank you :)

simsample
5th Jan 2011, 07:38 PM
If you try this with S3Pe, you will understand what's meant by that. Follow the steps as HP directed in the first post and a box will pop-up in which you can select those options. :)

Sentracks
5th Jan 2011, 07:48 PM
OK I`ll try it

Sentracks
6th Jan 2011, 10:16 AM
OK It works... But in CAW I get an error if I want to save ???

Sentracks
6th Jan 2011, 10:50 AM
Ok sorry :)
My English isn't perfect so I don't understand everythink...

But Thank you for your help :)

simsample
6th Jan 2011, 10:53 AM
OK It works... But in CAW I get an error if I want to save ???
Do file>Save as and give it a fresh name. Please read the rest of the thread, these problems have all been discussed in here. :)

Sentracks
6th Jan 2011, 11:56 AM
Now it works to save the world with other name etc. But now I can't open it with CAW again ?

simsample
6th Jan 2011, 01:23 PM
Now it works to save the world with other name etc. But now I can't open it with CAW again ?
Do you get an error? Perhaps try it again- I can open worlds I've saved using this method, so possibly it didn't save correctly. Make sure that when you import the resources using S3Pe you choose Save but when you open that world in CreateAWorld you choose Save As... and give it a fresh name.

Sentracks
6th Jan 2011, 06:15 PM
Yes the second time I've tried it it has worked.
But now I have the next problem.
I can't export the world there comes an error like

"The world couldn't be exported"

I don't know if it is translated correctly

simsample
6th Jan 2011, 09:41 PM
Make sure you have given the world a name, thumbnail and description. If you are wishing to install an edited version of one of the EA worlds then you also need to delete the WPID as outlined in this thread. That is so that the world is seen as a different world to the existing EA worlds by the game.

Sentracks
6th Jan 2011, 10:37 PM
I haven't used a world out of the game...

Sentracks
6th Jan 2011, 10:46 PM
I have made a new worldname, thumbnail and description but I always get this error ! :(

simsample
6th Jan 2011, 10:56 PM
I haven't used a world out of the game...
I don't understand what you mean here- could you rephrase?

Sentracks
6th Jan 2011, 11:11 PM
I edited a world that is not a basegame world. It is a world i have downloaded :)

simsample
7th Jan 2011, 02:37 AM
Is it a pre-populated world? Not sure what the problem is- try repeating the steps. This is an experimental method, everything we know about this process is in this thread, so have another read through to see if there are any suggestions you can try. I've had no problem doing this myself on a low-end computer, so I'm betting you missed something out. :)

Sentracks
7th Jan 2011, 09:20 PM
Now I tried to edit another World out of the game... I tried it with Bridgeport and France but i always get this error :

http://s13.directupload.net/images/110107/lj33r5nu.png (http://www.directupload.net)

simsample
7th Jan 2011, 11:15 PM
Try copying the file into your Documents folder and then opening it from there.

Sentracks
7th Jan 2011, 11:15 PM
It works :)

simsample
7th Jan 2011, 11:42 PM
Hooray! :D

Sentracks
8th Jan 2011, 05:27 PM
But when I want to save Bridgeport CAW crashed :(
And I still cannot export the downloaded World

simsample
8th Jan 2011, 06:11 PM
Make sure you have given the world a name, thumbnail and description. If you are wishing to install an edited version of one of the EA worlds then you also need to delete the WPID as outlined in this thread. That is so that the world is seen as a different world to the existing EA worlds by the game.
Did you do that step?

Sentracks
9th Jan 2011, 08:45 PM
Yes I have made a new Name, description and Thumbnail...

need to delete the WPID

I haven't done this but it isn't an EA World that I cannot Export...
But I still have installed this world to Sims 3 ???

Can you explain me this step ?

simsample
10th Jan 2011, 01:42 AM
You don't need to do that unless you are editing an EA world that you want to duplicate.

What error are you getting when you try to export the world? Is it a populated world?

Sentracks
11th Jan 2011, 01:24 PM
Yes it is an populated world !

The Error is:

The world couldn't be exported

simsample
11th Jan 2011, 11:45 PM
Well, you could try removing the sims (that's tricky in itself- you could try Awesomemod but I've never been very successful, I'm hoping others may have some better suggestions regarding this).
Other options are to try rebuilding routing, saving as a different name and re-exporting. If that fails then I would guess it's related to the sims.

Dupli
12th Jan 2011, 01:41 PM
Is this method just for France etc. or is it possible to customize a downloaded world?

simsample
12th Jan 2011, 02:26 PM
This can be used for any world, although it can be troublesome if the world is populated. I've used this method to customise worlds that other simmers have made for my own use; bear in mind that you should ask permission from the original creator if you wish to share your amended world though.

Dupli
12th Jan 2011, 02:51 PM
It is just for my own use :-)
The custom world is populated and i have some trouble with the import of the exported files. I always get the message, that some files can´t be found! What does it mean? I checked the number of exported files with the files in the custom world, the sum of the files is identical. Perhaps it is better to delete the Sims in the world first?

simsample
12th Jan 2011, 10:13 PM
Try importing the files directly from the world file- use the 'import from package' feature instead of importing the files individually.

Tamlo31
13th Jan 2011, 01:18 PM
Not sure if this helps, but I've already made a unpopulated version of the France world you can find this here:-

It contains Rabbit Holes upto Ambitions, you would need to place in the Nightlife stuff yourself

http://www.thesims3.com/assetDetail.html?assetId=3218005

Dupli
13th Jan 2011, 06:55 PM
Thank you for your help!
I used the import from package feature, but I can not select the option replace duplicates. The new world file can be opened in the CAW. I changed the description, added a new image and "Save As" is selected. CAW is now saving over 10 minutes!
Edit: Now everything works fine!

Sturley
25th Jan 2011, 01:04 AM
Please please could someone show through piccies how to go about this procedure of importing the correct files into CAW, I am basically computer stupid and following the verbal instructions just dont work for me, I think I am more a visual person. I seem to go around and around in circles and come up with total failure.

Step 1 is a no brainer

it is the steps that follow that have me totally comfused. Showing what the a3pe screen should look like and the correct buttons to click would be a great help.

I hope that someone can help me with this and thanks for all the help with other CAW info, making a new world is now much more fun but I would really like to alter some of EA existing worlds if I can.

Marsha

simsample
25th Jan 2011, 10:35 AM
Please please could someone show through piccies how to go about this procedure of importing the correct files into CAW, I am basically computer stupid and following the verbal instructions just dont work for me, I think I am more a visual person. I seem to go around and around in circles and come up with total failure.

Marsha
Marsha, there is no step by step tutorial as this is still an experimental procedure, so everything we know about this is in this thread.

The easiest thing to do is to actually try the steps in the tutorial yourself- reading through the instructions will not make a lot of sense unless you have the files in front of you.

You can always post here if you have specific questions- the important thing to remember is to backup any files you are planning on opening or changing.

acorbe2001
25th Jan 2011, 04:46 PM
Originally Posted by werismyki

if you zoom out, but not in map view, you will notice that you go in and out of a fog layer. This does get to be a little annoying after awhile.


that is happening to me with both Egypt and China, when I edit in game I can zoom out with no problem, but after the world has been installed in the game I got the fog layer. Any idea how to solve it? It doesn't happen with any other custom world I created to test it.



I have found the solution in this (http://www.modthesims.info/showthread.php?t=424483) thread

Thanit
26th Jan 2011, 05:39 PM
Hello everybody
i have imported the twinbook neighborhood in caw, i can edit and save with no trouble. But during that editing part some of the lots crashed, from far the texture looks like "pixel pudding" and the structures are broken, but when i scroll nearer, everything seems ok. So i exported those neighborhood, with a new name and a picture. I left the old description, maybe that was a fault. I exported with no trouble, i installed the world and it worked. Only, those broken lots were still there. i can load the family and again everything looks ok. On most of the lots i cant read the normal lotname and the family name, there is only a path like EP02/World/EP2_broad... .
So i read again in this thread and noticed that i haven't deleted the WPID. Ok, i took the CAW backup *.world file of my edited neighborhood made a copy ;) and deleted the WPID with the s3pe tool and saved it. But after i've done that i can't open the .world file with the CaW tool. I have cleared the caches, i put the Sims3 folder on the desktop and tried again, its still the same the CaW Tool cant open the file. I got the error message that it cant open the file.
So maybe its interesting to know i play in german language, i have installed a few mods from nraas.
I hope you can help me with the broken lots.

Thank you for your help :)

VampireSim
26th Jan 2011, 06:06 PM
Hi!

I'm playing with the german version too and some Twallans mods without problems.
You say, familynames.... ähm, this means, you haven't deleted the sims?
But this is important.

Thanit
26th Jan 2011, 06:27 PM
Hello,
no i havent killed the sims. I read about that and most of the people told that it isn't necessary to do that. The Sims are standing on their lots in front of their houses. I havent edited anything on the existing lots.

simsample
27th Jan 2011, 09:36 AM
When you saved the file after you deleted the WPID, did you save as the same name or as a new name?

Thanit
27th Jan 2011, 11:24 AM
i tried both, same end... cant read the file

simsample
27th Jan 2011, 03:17 PM
You won't get anywhere if you rename it- the world file has to be the same name as the folder which contains the layers and lots information, so you just need to save.

What is the error you are getting when you try to open the world in CAW?

Thanit
28th Jan 2011, 10:28 AM
Ok, i found the Problem with the WPID-thing, somehow i saved the .world file to a wrong folder, so caw couldnt find the layer and the settings. I tried again and now it works. But the problem with the lots is still the same. They look broken from far, when i scroll in it looks ok. At the moment i try to export the world. I can post some screenshots this evening or tomorrow, to show what i mean. :)

ok it is exported with no problems, but now i have to work rl :)

simsample
28th Jan 2011, 11:55 AM
For the problem with the lots, this is most likely just due to the low detail textures being corrupted- if you go in-game and make a change to the lot (such as spray some terrain paint) the textures should be re-drawn. As long as the lots are okay when you move a sim into them, it should be okay.

ShadowWhisper
29th Jan 2011, 06:48 AM
Does anyone know if this is possible for Barnacle Bay at all?

simsample
29th Jan 2011, 11:44 AM
It should be- I've opened in in CAW although I've not tried editing and exporting it yet.

The problem with Barnacle and Riverview is that they contain custom content in the Sims3Pack files, and when you install the Sims3Packs some of that content is contained within the world file. Therefore you would need to find a way to remove those objects or else CAW will not export correctly- it cannot deal with custom content in the world files.

Winry.
30th Jan 2011, 01:02 PM
Hello,
I editted and saved Bridgeport in CAW, but now i am trying with France. So, witch resources i need to delete and how i find them easily (without looking one by one) in S3PE?

simsample
30th Jan 2011, 01:39 PM
Winry, look at this post:
http://www.modthesims.info/showpost.php?p=3382273&postcount=73

You can find the mentioned resources easily by sorting the type column in S3Pe (just click on the header at the top of the column).

Winry.
30th Jan 2011, 01:55 PM
Oh it workerd, Thank you so much! (:

Thanit
2nd Feb 2011, 08:40 AM
Thank you for your help, simsample :) everything is ok now, i changed textures on the lots and the problem is solved.

simsample
2nd Feb 2011, 10:04 AM
Well done Winry. and Thanit, I'm glad you both got it working!

chinita
12th Feb 2011, 03:02 AM
I'd really like to edit Barnacle Bay, but as mentioned it's not able to be opened in CAW after following the usual steps. How can I remove the CC files in order to make this work? Also, how do I identify these CC files?

simsample
12th Feb 2011, 09:49 PM
chinita, if you look at the Barnacle bay Sims3pack with CUSTARD, you'll be able to see the custom content listed there and may be able to remove it before installing. However, Riverview has some content that is actually contained in the World file (as opposed to being separate CC) so Barnacle may have similar objects, I haven't looked at that world much.

That said, I have since done some more testing with Riverview, and I managed to get it to work by editing the world with the CC left in, as well as the sims. The main problem is that you will have to amend the world name/ description, as well as the lot names, as in the unmodded worlds they are just references which break when you edit the world (even if you keep the same WPID). So if you play around, you might have some luck!

Things to remember are- the world must have a name, thumbnail and description with no punctuation marks or unusual characters in (*/&$ etc); the original world files will most likely have to be fixed with Pescado's decrapify program (fixed, not decrapified!), and if you wish to retain the sims, don't delete any of the inhabited lots.

jllucas
18th Feb 2011, 01:02 AM
Maybe you can help me with this. I'm getting an error in my world, every time I open it in caw and try to edit something, I get an error "Sims 3 Caw tool has crashed, attempted to read or write protected memory. This is often an indication that other memory is corrupt" and then I can't do anything.
I'd like to replace the world for another new one, just like you're doing with china and the others, so my world could work fine again without errors.
Could you tell me the steps that I need to do? Or something else that might work?

simsample
18th Feb 2011, 01:44 AM
Does this happen with all worlds, or just the one?

First thing to try is to delete your CAW caches:
Documents\ Electronic Arts\ The Sims 3 Create A World Tool\ WorldbuilderCache
Documents\ Electronic Arts\ The Sims 3 Create A World Tool\ UserToolData\ LocalWork
Delete both of those folders.

Also, run CAW with no custom content in your Sims 3 game files. Each file that is in your Mods folder or DCCache folder (installed Sims3Packs) is read by CAW, as well as any CAW custom content. If you use a lot of CAS content (clothes, hairstyles) this will use a lot of memory unnecessarily, as CAW cannot utilise CAS content.

If that fails, try making the CAW executable large address aware:
http://www.simswiki.info/wiki.php?title=Sims_3:Large_Address_Aware

VampireSim
18th Feb 2011, 10:18 AM
I'm feeling a little bit stupid and lost. I tried to change the terrain of my own Riverview edit. The problem is, that the terrain under all lots doesn't change. How can I solve this problem?
I placed a few trees on some lots in "edit ingame" and it looked good till I saved and returned back to CAW. The old terrain paint is showing up again.

http://www.bilder-hochladen.net/files/thumbs/9dpu-7o.jpg (http://www.bilder-hochladen.net/files/9dpu-7o-jpg.html)

simsample
18th Feb 2011, 12:33 PM
You need to replace the lots to get them to regenerate with the correct low detail texture. You might be able to refresh it if you move the lot in CAW and then move it back, or perhaps if you delete it and then hit undo (although this can lose your lot addressing).

jllucas
18th Feb 2011, 03:24 PM
Does this happen with all worlds, or just the one?

First thing to try is to delete your CAW caches:
Documents\ Electronic Arts\ The Sims 3 Create A World Tool\ WorldbuilderCache
Documents\ Electronic Arts\ The Sims 3 Create A World Tool\ UserToolData\ LocalWork
Delete both of those folders.

Also, run CAW with no custom content in your Sims 3 game files. Each file that is in your Mods folder or DCCache folder (installed Sims3Packs) is read by CAW, as well as any CAW custom content. If you use a lot of CAS content (clothes, hairstyles) this will use a lot of memory unnecessarily, as CAW cannot utilise CAS content.

If that fails, try making the CAW executable large address aware:
http://www.simswiki.info/wiki.php?title=Sims_3:Large_Address_Aware

I did exactly what you said and surprisingly it worked. I mean, open CAW without custom content was a very good idea. The error is not appearing with that frequency, but it still appears a few times. It's quite better now but if you have any other way that I can use to make it even better, I would be very pleased. Thank you.

simsample
18th Feb 2011, 03:36 PM
Well, CAW doesn't seem to be very good at utilising memory, so if you've tried everything I mentioned then there isn't much else you can do. If your computer is low spec then you're going to struggle, but even higher spec computers have issues with CAW and the Edit-in-game mode.

jllucas
18th Feb 2011, 03:39 PM
Alright. Thank you very much.

VampireSim
18th Feb 2011, 10:56 PM
Thank you very much, simsample!!!
:)

O-Well
25th Feb 2011, 02:00 PM
Thanks you so much! :)

I rewrite that in Japanese.

http://honeytime2.forumotion.net/t389-topic

simsample
25th Feb 2011, 10:09 PM
Thanks for the link, O-well- you did images too! Very good. :)

missy harries
28th Feb 2011, 10:52 PM
It's been a while since I've been intrested in editing pre made worlds but my intrest is back up and something I noticed last time (and this time) is a weird fog glitch upon zooming. This happened on twinbrook and china, it only happens in game once exported or in EIG. Anyone else notice this? Do you think it's the ini's causing it because it's bugging the hell out of me and there's no way I'd be satisfied continuing with it happening!

simsample
3rd Mar 2011, 03:18 PM
cameranutz2, did you figure out your problems? If so, perhaps you could tell us so that others can learn too! :)

missy harries, do you have your view distance options on high?

Morphar
9th Mar 2011, 05:33 PM
I tried this on my own created world and it worked fine. I used import by packages in s3pe.

Next step is to export my saved game as a world. How is that done? I have not found any "share" menu in the game. Any links to a tutorial on that?

Edit: It seems it is not invented yet. It is possible to populate the world from inside CAW with the help of Twallans Porter. What I like to do is playing the real game adding lots, houses and sims and now and then go to CAW and add more roads and other things.

simsample
11th Mar 2011, 03:29 PM
Morphar, the savegame is separate from the World file itself. You can share your savegames with people if you wish others to play a world amended in-game, but they must have the same or higher game version than you.

kira93
14th Mar 2011, 06:42 PM
Hi! When i try to open the .world file in S3PE i get this error

http://i56.tinypic.com/2isw2aa.png
I wanted to open bridgeport in CAW

auntielynds
14th Mar 2011, 08:50 PM
Someone on page 6 of this thread had the same issue, and Simsample suggested moving the file to your documents folder, and opening up from there.

jomacdo902
15th Mar 2011, 08:23 AM
hi everyone... im new to using threads on here, but i want to learn this really bad!! all i want to do is add a road to Bridgeport. i have CAW, but it will not allow me to open this world.... the answer is probably within this thread, but im hoping someone will save me the trouble of having to read everything, and just simply post me instructions (step by step :) i am somewhat computer savvy, so not a total lost cause. however, like i said, i dont normally use threads here, so i dont even know how ill know if/when someone sends help LOL oh lordy.... anyways, just thought id throw it out there :D

cameranutz2
15th Mar 2011, 01:16 PM
You can't just open the World and add a road. The step by step to export/edit the World is in the opening post.

simsample
15th Mar 2011, 05:37 PM
the answer is probably within this thread, but im hoping someone will save me the trouble of having to read everything, and just simply post me instructions (step by step :)
Please read the thread, step by step instructions are already here. If you're not prepared to do a little reading then we are not prepared to type it all out for you again.

icyblue2034
5th Apr 2011, 03:19 PM
I have a question that I haven't seen an answer to, and I apologize if I missed it while I read through these 8 pages.

I downloaded a world, but there were some things I didn't like about it so I edited it for my own personal use.

I've been using it for a while now and I've customized it quite a bit in terms of adding houses and venues that have come out since the world's release. These aren't perfect placements, since EA's programming won't let me put them right up to the street, but they are there.

However, I've come to notice something in it that I just don't like. An entire section uses nothing but walking paths. While playing there things took forever to get done because they would walk to the road nearest their destination, not nearest their home. So I want to go in and edit this, but all I can find is the original edit of the world, which is missing many houses and much progress.

Each family can be moved, but I was also hoping that I could fix some of the house placements while re-working that walking area.

I don't mind removing Sims and replacing them later, if required. I can't actually play the world anyway since it crashes randomly due to only having 2GB of memory. Redoing some of the NPC makeovers won't be fun either, but doable.

Is there any way to open the world with the current house placements?

simsample
7th Apr 2011, 09:56 PM
No, anything you change in game using the world editor mode or Edit Town mode is saved in the Savegame file, not the World file.

What your best course of action would be is to save a copy of all your modified lots to the library, and then open the world in CAW. In CAW you can use the Edit-in-game mode (EIG) to add the modified lots to the world, and you can alter the roads in CAW too. Then you can export the world, install it to game and begin a new game with that world.

To get your sims in there you can either save them to the library so that they can be added to your new game, or else you could use Twallan's Porter mod if you wanted to preserve relationships.

icyblue2034
7th Apr 2011, 10:42 PM
Thank you for the reply.

I will give my best effort to that. As it crashes so often, the important lots may take a while, but I'm sure I can manage.

My low memory seemed to carry over into the Edit-In-Game feature in CAW, so I'm going to try doing little bits at a time to fully revamp the area of the world I'm working on.

I'll check out the mod as well. I've already moved them all once, and the process took days.

simsample
7th Apr 2011, 11:08 PM
Does your PC have more than 2GB RAM? If so then you can make the game and CAW executables Large Address Aware:
http://www.simswiki.info/wiki.php?title=Sims_3:Large_Address_Aware
The game exes will already be updated if you are fully patched.

Otherwise, you could try shutting down any unnecessary tasks on your computer before you run the game, and also remove any unneeded CC and delete your game caches. This could help you to get the lots packed up.

icyblue2034
8th Apr 2011, 04:25 AM
No, unfortunately I can't afford to buy more RAM or upgrade my OS to be able to utilize it.

So I'm stuck at only 2 gigs of RAM.

simsample
9th Apr 2011, 01:18 PM
The methods I mentioned previously might help then, and there are more tips here for increasing performance:
http://www.simswiki.info/wiki.php?title=Game_Help:Improving_Sims_3_Performance
http://www.simswiki.info/wiki.php?title=Game_Help:System_Checkup

icyblue2034
10th Apr 2011, 01:39 PM
So far none of that seems to have helped.

Quite a few things I'd already done. I'm getting lots 2 or 3 at a time right now. Typically it crashes either while packing the 3rd or 4th lot or while I'm attempting to click on it.3

Editing the world in CAW's Edit in Game feature is also struggling. I'm trying to do little bits at a time, so at least it saves what I've done.

heat33330
20th Apr 2011, 11:12 AM
where is france in the sims 3 folder

nevermind i found it

dileas
20th Apr 2011, 09:02 PM
I have been trying to follow the instructions in this thread for a few hair-pulling days now and have yet to get this to work.
I thought that I would start with just getting the lighthousefx from Sunset Valley as per this thread:
http://www.modthesims.info/showthread.php?t=429946
which led me to this thread (where I am stuck at HP's step 3)
I keep getting the error "Unable to load file. "C:\Users\dileas\Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\Worlds\test.world':Cannot load a Packed File {0} in The Sims # Create a World Tool - Beta" when I try to load my test world in caw after importing the resources from Sunset valley. I've read the other posts in this thread about that error and that it indicates the import failed but I'm not sure what I'm doing wrong. I have tried importing from package, importing from file, exporting SV to the desktop. I haven't tried importing in smaller batches but I will next.

I have never done any modding or played around with any game files before. It is only in the past year that I started using Twallan's mods to fix some gameplay issues. I've been playing the sims though since it was released 10 yrs ago. I would really like to play around with some of these things but I feel like I'm missing some huge background information. Any ideas at all?

daisylee
21st Apr 2011, 09:15 AM
It is good to see that this thread is still going as I want to try this. I am sure I will be back with questions. One thing I have found is that I have memory issues with EIG, unless I close CAW right after EIG is starting. If I shut off CAW in task manager then I have plenty of memory to work in EIG and save there. When I reopen CAW, I make sure to save right away and then go on. So far it is working. So, you do not need to leave CAW open when EIG is open. You all may know this, but I only tried recently, and found that it works.

simsample
2nd May 2011, 08:43 PM
dileas- that error indicates that CAW cannot read the layer data. Make sure that you overwrite the resources when you import, otherwise the world will be a strange hybrid. If you have already sone this then perhaps you could let us know step by step exactly what you have done so far?

Daisylee- a great tip, you can also shut down Windows Explorer which can help if you are short of memory.

Alandalf
9th May 2011, 07:20 PM
Okay I had the same problem as delias but I've managed to fix it here is exactly what I did:
made 2 large 300 maps (height 100) in CAW, then saved in the folder with sunset valley light. (naming not an issue, ill call them caw1 and caw2).

Open sunset valley in s3pe using file>open

select all resources and use extract to file and put them all in a random folder.

Open a new s3pe (close the old one) and using file>open open caw1 world.

Then import all the files from sunset which you extracted earlier using the same options as the original thread.

Then select all the resources and click resource>export as package and click on caw2 world and export to that world file.

The new Sunset world then opened fine for me in CAW. Hope this helps. :)

james20150
30th May 2011, 11:28 AM
Okay, so, with the help of drowssap's instructions, I'm able to get premade worlds (like France) open in CAW.

Here is how it's done:

1. Open CAW. Make a new world, large 300 flat map. Save it and close CAW.

2. Open S3PE. Open the .world file that you want to edit (in this case, France, from Program Files\The Sims 3 World Adventures\GameData\Shared\NonPackaged\Worlds\France.world ) - select all the resources and export as files, to an empty folder.

3. Close the premade .world file, and open the .world file made in CAW in step 1.

4. Import all the resources exported in step 2. Replace duplicates, use resource names, and compress are ticked. Save.


This is where it goes blah for me - I cannot save this edited file inside CAW - it errors at me. So I can't add a thumbnail and such. I'd get the exact text of the error, but the second time I tried it, it gave no error - just sat there for ages with the little spinny icon like it was doing something, and then finally told me CAW had failed to shut down properly, and crashed.

I CAN export this world to a sims3pack file without error and install it with the Launcher - but when I go in-game, it doesn't show when I go to make a new game.

I'd planned on working it up into a tutorial for ya'll, but since I can't seem to make an actual useful file out of it myself, I figured I'd post up the info and see if anyone else has any good ideas on how to get it working.

I'm trying now with Sunset Valley to see if it's a general problem, or one only with the vacation worlds.


5. Open the edited file in CAW. It may take a while to open and may look weird at first (trees were black for at least two minutes after it appeared the file was fully loaded). I can also go to Edit in Game and it looks good there too - though any sims inhabiting the world are standing outside their homes.



hi! I'm james20150 and I have Bridgport files for CAW using a similar method and I was able to save them in CAW and if you delete all the sims in edit game you can then save that in edit game and then the rest would of course be history please see the administrator for my email as i am having difficulty uploading the 80 mb zip

james20150
30th May 2011, 11:30 AM
Someone from administration please contact me so i can upload these saved CAW Bridgeport files okay?
thanks
james20150 I AM

james20150
30th May 2011, 11:32 AM
Someone from admin please contact me so i can get my uploads there! i have the whole kit n kaboodel of Bridgeport for CAW zipped
interested anyone?

Arisuka
30th May 2011, 12:38 PM
Every time I try to open any world I get stuck in the step 4. I try to import the resources, but I get this message with every world:

http://www.modyourpanties.com/hosting/27969_110530073533importfail.GIF

I've done the steps exactly as instructed... I've tried over and over again, but it always comes out the same... :/

simsample
30th May 2011, 01:08 PM
james20150- well done for getting it to work. There is a filesize limit on this site so you won't be able to upload it here in one piece, the best thing to do is to put it onto another host and link to it here.

Arisuka- try importing the resources directly from the world file- resource> Import> From Package, and point it to your World file. I was having this issue, and the problem seemed to be that there is a filepath limit when importing, so if you select all resources at once and click import it chops some characters off and is looking for the wrong file name. This may vary on different OS, which could be why it's only a problem for some people.

james20150
30th May 2011, 04:24 PM
I have the exported bridgeport world file with the meteor damaged repaired also i added some new lots that are empty could some one please walk me thru the upload process, cause i am just a hardware expert not really a software or webpage person. so
i would like to know how to split up this file to upload it here.
you know i think this is quite an accomplishent for an old man like me lol

simsample
30th May 2011, 04:57 PM
james20150, please don't post your email address- if you want to link to a download, just post the download link here. Also, multiple posts are against forum rules, you can edit your previous post if you need to add something.

If you want to upload an unchanged Bridgeport as a CAW resource for others to used, that's fine. However if you want to upload an amended Bridgeport with extra lots and changes to the roads, you should read our creator guidelines and upload it as a new world. I'm not sure what you want to do, whether these are CAW files or a complete world you are trying to upload. Bear in mind that if you want to upload an alternative Bridgeport, you'd have to change the world ID.

Arisuka
30th May 2011, 09:08 PM
Thanks simsample, that was the magic solution! I managed to edit France (with werismyki's steps) and import stuff from there to another world, but I had problems with Twinbrook. I used Awesome mod's command killallhumans to delete all sims, but it seems like there are sims stored in a layer in CAW...? I didn't dig any deeper because I just needed to grab the objects I was looking for and moved them into my own world through another way...

simsample
30th May 2011, 10:59 PM
There are a lot of resources relating to the sims in a world, and I always find them very troublesome to delete! Did you get the message that the sims had been killed when you used the awesomemod command? You wrote 'killallhumans' but I thought it was 'destroyallhumans'?

Arisuka
30th May 2011, 11:07 PM
I can't remember which command it was, but it did say afterwards "hundred-something sims gassed" and some humorous Pescadoism related to asses to top it off. I did manage to save the game in EIG, but when I went back to CAW and put the stuff I wanted to a new layer, the world wouldn't save.

simsample
2nd Jun 2011, 02:35 PM
Hmm, what was the error you got when saving, or did it just fail? Try giving the world a new name/ description/ thumbnail and save as> new name, sometimes CAW is temperamental about that and the name for the EA worlds is referenced.

Arisuka
8th Jun 2011, 01:38 PM
I now wanted to import the animated windmill from Riverview into my world, but got stuck as I was importing Riverview's resources to the empty world in s3pe. I got an error message saying "Expected magic tag 'DBPF'. Found 'DBPP'." I then tried just opening the Riverview world in s3pe and got another error message. This seems a bit odd to me, don't other users have managed to open it just fine?
BTW weird that no-one seems to have ever extracted the animated windmill, you'd think that it would be cool after the boring, static one we got in-game.

kiwi_tea
8th Jun 2011, 03:21 PM
There's an animated windmill in Riverview?! (*goes off hunting!*)

Edit: Oh wow! It even changes direction! Thanks Arisuka. I don't know how I missed this so long!

(PS. Pescado would possibly point out that he's quoting an awesome song by Flight of the Conchords with that phrase: http://youtu.be/WGoi1MSGu64)

Arisuka
8th Jun 2011, 04:49 PM
kiwi_tea

XD I hunted it down after seeing a windmill animation in the fog emitter animations. It looks so cool and it's a total bummer that EA didn't put the animated version in game! Anyway, can you extract it from Riverview? I cannot seem to do it no matter what I try...

simsample
9th Jun 2011, 12:37 AM
I now wanted to import the animated windmill from Riverview into my world, but got stuck as I was importing Riverview's resources to the empty world in s3pe. I got an error message saying "Expected magic tag 'DBPF'. Found 'DBPP'." I then tried just opening the Riverview world in s3pe and got another error message. This seems a bit odd to me, don't other users have managed to open it just fine?
BTW weird that no-one seems to have ever extracted the animated windmill, you'd think that it would be cool after the boring, static one we got in-game.

You need to use Pescado's Recompressor on the Riverview World file first, because S3Pe will not open EA Store files. I use the S3rc exe to fix the file only, and this works fine.

The windmill is tricky- it's actually two parts, as you've probably figured from the fog emitter effect. There is the wooden frame (called Windmill Derrick) and an effect, called just 'windmill' in the CAW layers panel:
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS2_simsample_1205708_Bluefunk_001_08-Jun-11_23.21.jpg

If you crack open Riverview in CAW you won't see the Derrick part- this is because it is part of the Riverview World file (as opposed to being installed to your DCCaches). So, it's only available when you actually have the Riverview world file loaded- i.e, when you are playing Riverview. This is just like the Riverview bridges and the Riverview distant terrain- to make the derrick available to use in other worlds you have to clone it from the Riverview World file and mod it to show up in catalog, then install to your game / CAW framework. Just like I did for the Riverview distant terrain and bridges, here:
http://www.modthesims.info/showthread.php?t=427515

The windmill effect though is part of the game files, as it works even if you don't have Riverview installed. The tricky bit though is finding it in the game files- it's like the other effects, such as the lighthouse beam and the France train- I cannot find an OBJD for them (except for static objects), so can't find a way to enable them in the catalog. What I can do though is to make the Derrick as a standalone object (as above, so that it shows in CAW) and then to splice the windmill effect from Riverview into my custom world using the layer import method that you're already familiar with:
http://www.modthesims.info/showthread.php?t=429946

Using that method I've managed to get the windmill into my custom world, but it requires for users of that world to have the derrick file installed (as with Riverview distant terrain and bridges), and also people who want the windmill in their own world must splice the layers in. That's why I've not released it for use, as I did with some of the other items I found.

Perhaps Kiwi or someone else clever can find a way to make the effects show up in CAW (or enable the fog emitter options in CAW) so that we can have this item easily!

kiwi_tea
9th Jun 2011, 04:01 AM
Bother. It's really too much trouble. If I'm ever making a world with the Riverview stuff, I might try it, but as of right now I don't like requiring extra files with the world. Anything that *can* confuse downloaders will confuse some of them.

Thanks simsample & Arisuka, though!

Edit Oh. Wait a minute. It's possible that modding the BuyDebug effects spawner to show up in CAW would allow us that functionality, provided it retains its interactions off-lot (why wouldn't it?)

It would be a bit of a pain. It would be very tricky to place right, and those effects never load immediately in custom worlds (you have to save and reload the world to see the effects).

Worth a shot?

Arisuka
9th Jun 2011, 12:32 PM
I think it is totally worth a shot. I saw the trouble to get moving, animated trains into my world because I think that it's these little, cool things that really bring a world to a whole another level, IMO. There's just something really special when you see something cool like that in a world, would it be the trains, fireflies, fog, changing sky... Like those things bring the world to a whole another level of lived-in feel. :) Like with Twinbrooks with it's factory smoke, fireflies and fog... Even though it would take a couple of sessions of playing, those little things make the world more enjoyable in the long run.

simsample
9th Jun 2011, 01:06 PM
[I edited my post, I didn't make it clear that people who want the windmill in their own world have to splice the layer in, but people who use the world would not have to do that (but would need the Derrick installed as CC)- sorry for not being clear!]

Kiwi and Arisuka- the fog emitter is already available in CAW, but you have no way of changing the effect. You can't ctrl-shift click in CAW, and if you go to EIG then a fog emitter placed in the world is not visible (so you can't click it then, either).

I've not looked at this in any great depth, but it seems that the effects we have in CAW (the windmill, birds, pigeons from bridgeport etc) are the same effects from the fog emitter but without the emitter itself. So, I'm guessing we either need to find out either how to mod a world layer file to tell the game which effect an emitter on that layer is playing, or else find out how to make these effects available in CAW metadata.

I've looked for the effects in the game files but can't find an OBJD for any of them to mod, although some effects are available as static objects (like the vacation hot air balloons, and the France train, which Tamlo found in this thread. (http://www.modthesims.info/showthread.php?t=441902) )

So those would be the things to look for, if anyone wants to research this. :)

Arisuka
9th Jun 2011, 06:56 PM
simsample

Would it be possible to have the windmill in game (not as part of the world), by possibly combining the pedestal-thingy with the moving blades effect found in the fog emitter? Like removing the blades part from the object, and replacing it with the animated effect...
OR would it be possible to import the blades-effect from the fog emitter found in buydebug into a world...?
Anyway, I'll look into those files! This is pretty interesting...

simsample
9th Jun 2011, 09:36 PM
Ari- yes, you could do that. The Drerrick as I've extracted it is a world object, so I set the flags to make it show in World editor and CAW. So, put it in your CAW framework and it will show in CAW; put it in your game framework and it will show in World Edit mode in the game. If you want it to appear in buy mode you might have to mod it to set the correct flags.

If you want to add it in-game then you would have to edit it to get it on a lot, so that you can set the fog emitter to the windmill effect. If you want to get it in to your world then you would need to also splice in the Windmill effect from Riverview, just the same way as you got the train into your game.

If you want to play your world with the Windmill in, make sure you have the Derrick file in your game framework files too- or else it will not show up.

Arisuka
10th Jun 2011, 12:15 AM
Awesomeness simsample, I'll give those a go! :) I'm already deep in tweaking this world so why not to tweak some further, these discoveries and possibilities are way too exciting to pass!

Sentracks
10th Jun 2011, 10:05 AM
I tried everything to edit my favorite world but it did'nt work

http://s1.directupload.net/images/110610/xslnqztw.png (http://www.directupload.net)

bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
bei System.IO.File.Delete(String path)
bei s3pi.Package.Package.SavePackage()
bei S3PIDemoFE.MainForm.fileSave()
bei S3PIDemoFE.MainForm.set_CurrentPackage(IPackage value)
bei S3PIDemoFE.MainForm.set_Filename(String value)
bei S3PIDemoFE.MainForm.MainForm_FormClosing(Object sender, FormClosingEventArgs e)
bei System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
bei System.Windows.Forms.Form.WmClose(Message& m)
bei System.Windows.Forms.Form.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


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CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
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Win32-Version: 2.0.50727.4959 (win7RTMGDR.050727-4900).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
s3pi.CustomForms
Assembly-Version: 0.0.0.0.
Win32-Version: 0.0.0.0.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.CustomForms.DLL.
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s3pi.Interfaces
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CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.Interfaces.DLL.
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System.Custom
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Win32-Version: 1103.30.19.33844.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/System.Custom.DLL.
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s3pi.WrapperDealer
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Win32-Version: 1103.30.19.33845.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.WrapperDealer.DLL.
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DDSPanel
Assembly-Version: 1.0.0.0.
Win32-Version: 1.0.0.0.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/DDSPanel.DLL.
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s3pi.CASPartResource
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Win32-Version: 1103.30.19.33848.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.CASPartResource.DLL.
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s3pi.CatalogResource
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Win32-Version: 1103.30.19.33848.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.CatalogResource.DLL.
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s3pi.ComplateResource
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s3pi.DefaultResource
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Win32-Version: 1103.30.19.33847.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.DefaultResource.DLL.
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s3pi.Extensions
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Win32-Version: 1103.30.19.33845.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.Extensions.DLL.
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s3pi.GenericRCOLResource
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Win32-Version: 1103.30.19.33845.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.GenericRCOLResource.DLL.
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s3pi.Settings
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Win32-Version: 1103.30.19.33844.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.Settings.DLL.
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s3pi.Helpers
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s3pi.ImageResource
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Win32-Version: 1103.30.19.33847.
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s3pi.JazzResource
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Win32-Version: 1103.30.19.33849.
CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.JazzResource.DLL.
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s3pi.ModularResource
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s3pi.NameMapResource
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CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.NameMapResource.DLL.
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s3pi.ObjKeyResource
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s3pi.Package
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CodeBase: file:///C:/Program%20Files%20(x86)/s3pe/s3pi.Package.DLL.
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s3pi.ScriptResource
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s3pi.StblResource
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s3pi.TextResource
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s3pi.TxtcResource
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oknarvsa
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System.Windows.Forms.resources
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Accessibility
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************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

simsample
11th Jun 2011, 11:39 PM
Sentracks, have you downloaded the latest version of S3Pe? Check that you have the latest version and try again.

Sentracks
12th Jun 2011, 01:53 PM
I have s3pe_11-0402-0951-x64 and s3pe_11-0402-0951

simsample
12th Jun 2011, 02:41 PM
That's up to date, so it can't be that then!

Is the world you are trying to edit an EA world, or a custom one? That MODL resource indicates objects in the world- is it Riverview?

Sentracks
12th Jun 2011, 03:04 PM
Its not an EA world... :(

simsample
12th Jun 2011, 03:42 PM
If you could give me a link, I could have a look.

Sentracks
12th Jun 2011, 03:49 PM
A Link to the world ?

Is it possible that I send the world to you and you try it ? That would be nice

simsample
12th Jun 2011, 03:58 PM
Yes, the custom world that you are trying to open. Assuming it's not one you made, and that it is available for download?

Edit- you pipped me to the post! Yes, you can PM me a link to where to download the original, if you like.

Sentracks
12th Jun 2011, 04:30 PM
Yes I would... But I don't know how to send a Pm on this site can't find a button :P
Where can I send one ?

misty4mm
12th Jun 2011, 06:36 PM
-great info. :beer:

Sentracks
13th Jun 2011, 05:40 PM
@simsample Did you got it ?

simsample
13th Jun 2011, 05:46 PM
Sentracks, yes- it's Los Aneigos and I'm familiar with that world, it is populated according to this tutorial:
http://www.simswiki.info/wiki.php?title=Tutorials:Populating_CAW_Worlds
The MODL resources I could see are Sims. You might be able to remove the population before editing, but I've never tried that myself with custom populated worlds. See the information earlier on in this thread regarding removing sims.

That will probably be why you are getting errors.

Sentracks
13th Jun 2011, 06:27 PM
could you show me the post where it is described ?

What do I have to do exactly ?

simsample
13th Jun 2011, 09:02 PM
Using either a mod such as Awesomemod, or else delete them from the clipboard in EIG. Information starts around post #67 in this thread, it's getting a bit big now and difficult to find things!

Arisuka
14th Jun 2011, 01:16 AM
I now have moving trains, animated windmills and barns with moving weather vanes in my world! :) I wonder though why EA didn't figure out a way to have animated objects in CAW in the first place, so that everybody would be able to use them.... This whole thing is another total bummer from EA.

simsample
14th Jun 2011, 03:14 PM
Arisuka- WE WANT PICTURES! :)

There must be a simpler way of doing this, it's just a matter of finding it. EA never like to make things too easy, I think they try to leave us lots to figure out! :lol:

Arisuka
14th Jun 2011, 05:31 PM
simsample

I can't start my in-game mode because the latest patch messed it up and my terrain is still totally un-painted in CAW... but I'll see if I'll be able to get a nice, low angle to show those objects in CAW. :D

Edit:

I could maybe export my world and then record a video in game, it's kinda lame seeing only pictures of animated effects... Anyway, excuse me the rather non-finished world in the pictures, I had to remodel half of my world to fit and place these objects in there nicely. BTW, the moving weather vanes can be found through the fog emitter, and placed on houses! I think this looks a lot more nicer than having them just on top of the barns (and those on top of barns don't even move, except if you have imported the moving effect from Riverview).

http://www.modyourpanties.com/hosting/28270_110614125515Windmill.JPG

http://www.modyourpanties.com/hosting/28271_110614125616Trains1.JPG

Sentracks
14th Jun 2011, 08:44 PM
delete them from the clipboard in EIG

I dont understand this part sorry

chelz710
15th Jun 2011, 06:11 AM
I dont understand this part sorry

I think you do that by going into Edit in Game, where you have the option of evicting sims from their houses. After you do so, they will appear on a clipboard hovering over the map, click on that and select the trashcan icon. However, I think the newest patch messes up edit in game from caw :/

simsample
15th Jun 2011, 06:38 PM
Great pictures Arisuka! You could change the flags on the Windmill Derrick so that it's available in the build/buy catalog too- that way you could use the fog emitter to have the whole thing on a lot. :)

Sentracks, yes, I meant as Chelz guessed- to go into Edit-in-game and delete the sims as you would do in the regular game. I've not found that to be as effective as using Awesome though, as sometimes the sims still remain in the world file despite being deleted. There must be a way to do this cleanly by just removing resources via S3Pe, but that needs more research.

Chelz, the problem with EIG not working with generations has a work around. Details in this thread ('Edit in Game crashing/ not saving'):
http://www.modthesims.info/showthread.php?t=441595

Sentracks
15th Jun 2011, 08:55 PM
You mean that I start the game Sims 3 and delete alls Sims in the neighboorhood ?

chelz710
16th Jun 2011, 03:07 PM
You mean that I start the game Sims 3 and delete alls Sims in the neighboorhood ?

You go into edit in game mode from CAW (click on the icon with the green diamond) and then delete all the sims. and don't forget to save.
Make sure you follow the instructions here (http://www.modthesims.info/showthread.php?t=441595) to fix the newest issue with Edit in game

kc922
18th Jun 2011, 04:40 AM
I've modified the original Sunset Valley but left the original commercial and residential lots (added the Ambitions and Late Night commercial lots). When I reviewed the addresses in EIG, everything looked ok so I packaged the world and was moving on to testing it in the actual game. Now when I look at the lots, I get weird lot names (on commercial lots and vacant houses - vacant land and occupied houses appear to be ok).

For example Central Park's lot name is:

World/Pleasant_Valley/LotName:9038443088839058560

The vacant Myrtle Bungalow's lot name is:

World/SV/HouseName:Myrtle

Any advice on how to make them right in the games would be appreciated, thanks!

Sentracks
18th Jun 2011, 11:33 AM
You go into edit in game mode from CAW

But my Problem is that I still can't open the world in CAW !

simsample
18th Jun 2011, 08:42 PM
But my Problem is that I still can't open the world in CAW !
If you import the resources as in your post with the screenshot, you should still be able to save the file in S3Pe despite the error. For some reason S3Pe is not able to read the MODL resources, but it shouldn't prevent you from saving.

If you are not able to do that then perhaps you could tell me exactly what you have tried and what errors you are getting (with screenshots if possible) as I'm having trouble figuring out what you have tried so far. :)

ETA: kc922- the lot names are lost because they seem to be referencing the game files. The same referencing is used for the sims and the world name/ description. You will need to edit the lot names manually (as well as the sim names and world name). You might be able to get the names to show correctly if you go to EIG mode before you change the world ID, and edit the lot name so that the game reads it as a string (i.e, Myrtle Cottage instead of lotname: myrtle).

kc922
19th Jun 2011, 04:07 AM
If you import the resources as in your post with the screenshot, you should still be able to save the file in S3Pe despite the error. For some reason S3Pe is not able to read the MODL resources, but it shouldn't prevent you from saving.

If you are not able to do that then perhaps you could tell me exactly what you have tried and what errors you are getting (with screenshots if possible) as I'm having trouble figuring out what you have tried so far. :)

ETA: kc922- the lot names are lost because they seem to be referencing the game files. The same referencing is used for the sims and the world name/ description. You will need to edit the lot names manually (as well as the sim names and world name). You might be able to get the names to show correctly if you go to EIG mode before you change the world ID, and edit the lot name so that the game reads it as a string (i.e, Myrtle Cottage instead of lotname: myrtle).

Thanks! I was able to EIG but I'd already changed the world ID but slightly modifying the lot name works too.

kc922
19th Jun 2011, 04:10 AM
What I'm looking for is a checklist of sorts to help me figure out what's causing the game to crash. It saves ok in CAW and I can work with it in EIG and it exports with no errors. It also loads ok but crashes almost immediately once I send my test Sims to either a lot that existed with no modifications or to a lot on a newly built road with totally new lots on it (I only modified to add the Ambitions, Late Night and Generations lots if that matters). I also added the new spawners. No CC.

Thanks!

simsample
19th Jun 2011, 03:50 PM
Did you rebuild the routing data before exporting the world, kc922?

kc922
19th Jun 2011, 05:47 PM
Did you rebuild the routing data before exporting the world, kc922?

I've rebuilt it several times but don't remember if I did it right before my last export. I will do that and try again. I don't know if it will matter but I did just remove the subway stations from the Late Night lots just in case.

Does it matter that I left all the Sunset Valley sims in the game?

Thanks and fingers crossed.

Edit: The tester Sims could move about the house and do things (ie: brush teeth) but the minute I tried sending them to a location, the game crashed.

simsample
19th Jun 2011, 07:26 PM
That definitely sounds as though your world routing is broken. The lot routing is calculated on the go, but the world routing is saved in the world file itself.

First thing to check- this has a different WPID and name to the original Sunset Valley?

You rebuilt routing data and then saved before exporting?

I've not done enough testing to fully understand the effects of keeping the Sunset sims in, but if you removed or replaced an occupied lot then you could have issues.

kc922
19th Jun 2011, 08:10 PM
That definitely sounds as though your world routing is broken. The lot routing is calculated on the go, but the world routing is saved in the world file itself.

First thing to check- this has a different WPID and name to the original Sunset Valley?

You rebuilt routing data and then saved before exporting?

I've not done enough testing to fully understand the effects of keeping the Sunset sims in, but if you removed or replaced an occupied lot then you could have issues.

They do both have the same WPID but I know when I first did the import with S3PE I undeleted the file that was deleted and deleted the file that wasn't marked as deleted (hope that makes sense). It does have a different name - Vistas of Sunset Valley. I did rebuild the routing data and save before exporting.

Thanks!

simsample
20th Jun 2011, 09:19 PM
Did you add or move anything in the world editor mode of EIG (or in world editor mode in-game)?

What would be worth trying is to open up your CAW world file in S3Pe, delete the WPID and then save. Then, open the world in CAW, check it still has a name and description, rebuild routing data and save. Then export the world again.

kc922
21st Jun 2011, 12:01 AM
Did you add or move anything in the world editor mode of EIG (or in world editor mode in-game)?
In EIG, I pretty much only added or modified lots/buildings - didn't use the world editor at all (99% sure). At most I might have deleted some trees.

What would be worth trying is to open up your CAW world file in S3Pe, delete the WPID and then save. Then, open the world in CAW, check it still has a name and description, rebuild routing data and save. Then export the world again.
Will try that, thanks!