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#ts3 tutorial – @desiree-uk on Tumblr
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desiree-uk sims 3 reblogs and likes

@desiree-uk / desiree-uk.tumblr.com

I'm here to like Sims 3 stuff :)
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kwimii999

Tutorial : How to make roads with car parking space

When I first started using the create a world tool, I immediatly wanted to make roads with car parking space. The only world where I had seen these types of roads were in Boroughsburg by potato-ballad-sims. So, I searched up the internet as one would do when you don't know how to do something and nothing until I found this post by krrank on their forum. I already knew how to make roads at that time. In fact, it was only when I saw her showcase of dirt roads, that I saw how there was a way to make roads larger to then add cars parked on the side. Now, because I haven't found a proper tutorial on how to actually do that, I decided to make my own tutorial and share how I managed to do it. It's not as perfect as Boroughsburg in term of sidewalk intersections (because I'm not the best at texture editing) but enough to have the look of parked cars, which can make a town look so much more lively.

What I'm assuming before this tutorial :

  • You're familiar with the CAW tool
  • you know how to place roads
  • you know how to create roads using textures provided by EA or CC road textures
  • You know how to add custom content for CAW (only applicable if you don't own the university EP)
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desiree-uk

I've always wondered how this was done! Thank you! 😀

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mspoodle1

Tutorial for Arsil's Custom Backpack Script and the bag that was made as an example.

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desiree-uk

You did it! I can't wait to try this out, Thank you, Mel!

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nornities

How to use DXVK with The Sims 3

Have you seen this post about using DXVK by Criisolate? But felt intimidated by the sheer mass of facts and information?

@desiree-uk and I compiled a guide and the configuration file to make your life easier. It focuses on players not using the EA App, but it might work for those just the same. It’s definitely worth a try.

Adding this to your game installation will result in a better RAM usage. So your game is less likely to give you Error 12 or crash due to RAM issues. It does NOT give a huge performance boost, but more stability and allows for higher graphics settings in game.

The full guide behind the cut. Let me know if you also would like it as PDF.

Happy simming!

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desiree-uk

A very useful guide on how to use DXVK with Sims 3! Thank you for asking me to collab with you, Norn! It was fun! 💜

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Sometimes it’s the little things that occupy my mind more than anything else when it comes to this game. I’ll never get tired of being annoyed at that 1-square gap between lots on grass terrain! 😄

Short of building the lots on the same large lot, this is what we get. But that’s not a good solution, especially if the lots are quite large or you have multiple small lots on one large lot and you lower the walls of one lot - you’ll see the interiors of ALL the lots!  I know I could take the world into CAW and change the area to concrete terrain so it will at least match the pavement and it will look neat and cohesive, but who has time for that? For small areas like this, I just want a quick, simple way to fill the gap. I’ve started using Grandelama’s retaining fences to achieve this, and I have to say, they look pretty good! The set comes in 3 parts, fence with paving, corner fence with paving and paving with an invisible fence. 

The trick is to make sure the paving is on the outer part of the lot and not the inner part so it will cover the gap. Depending on which direction you drag the fence tool (left to to right or vice versa) the fence will appear on the inside or outside edge.  The fence isn't recolourable when being placed on the outer edge of the lot, so place it on the inside edge first, recolour it, save the preset, then delete the fence and then place it where you want it choosing the saved preset. Do the same for all three parts so they have the same colours to match. 

Close up, the paving looks slightly raised, but other than that, it looks much neater than the grass gap, doesn’t it? Especially as they’re recolourable, you could match the colour to the pavement or whatever flooring the lot next to it is as close as possible and it will look miles better than the grass! Sims can’t walk on or through them of course, as they are technically fences, so don’t put them where you want sims to walk. If you have 2 or more high-detailed lots enabled in the game options, you’ll see them clearly between the lots, but if you play with one high-detailed lot at a time, you’ll see the grass again as the ‘fences’ will fade, but that’s to be expected because they are technically not part of the lot when placed outside of it.  

It’s not a perfect solution of course, but it makes the gaps between my lots look better and neater for now. Do you have any other tips or tricks to make our little towns look better? 🙂

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I'm trying this plumbbob colour mod out just now, so @hotgirlmiva​, this mini tutorial is for you as promised! 😁

Download the mod from MTS and unzip the file somewhere. In the folder you'll see the 'S3-PlumbBob-Colour-Creator_exe' file. Click it - you might get an error message saying you don't have .NET Desktop Runtime to run it like I did. Click on 'Yes' to download and install it.

Once that’s done, click the PlumbBob Colour Creator program again.  

You can make 4 different colour plumbbobs. Click on the first colour square, the red one and another panel will show up. Here you can choose your colours, either from the System Colours list, enter a hex colour code (e.g number #40E0D0 for teal) or drag the lever up or down on the right hand side.

When you find the colour you want, you can save it as a ‘Favourite’ by clicking the bookmark icon next to the hex code and it will end up as one of the circled colours in the middle.

When you press 'Confirm' your chosen colours will replace one of the default colour squares on the other panel. 

Save 4 colours you want to replace the default squares. I clicked the red square and replaced it with DarkViolet, Aqua replaced the second one, Black is the third square and Fuchsia Pink is the last one.  Now pick the colour plumbbob you want to make as the plumbbob replacement mod and click 'Generate'. I chose the first one, DarkViolet! 💜 (You could make all 4 of them now but of course, you can only use one at a time.)

You’ll get a message saying the package has been created!

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Install the package in your mods folder and start your game to have a look! (If you have an invisible plumbbob mod installed, take it out first otherwise you won't see it 😄 I forgot I had Pocci's mod installed lol *whoops*)

Here it is! DarkViolet plumbbob! It looks really nice! 😍

It makes a nice change from the green plumbbob! I’ll probably leave the invisible plumbbob mod out now and use the ‘hideHeadlineEffects [on/off]’ cheat when I need to hide the plumbbob to take screenshots. 😊 

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echoweaver

Updated custom foods tutorial!

I updated my custom foods tutorial with screenshots from @omedapixel. It’s now huge but much easier to follow!

I also included additional details about cloning models from expansions. That turns out to involve a couple more steps in the key-replacement stage, which I didn’t realize when I wrote it. I discovered the issue when I made scrambled eggs and tried to clone from World Adventures stir-fry and the model wouldn’t show up. 😳

The short version on expansion cloning is: Only do it if you really can’t find anything in base game, because it’s annoying. BUT! You can totally do it if you need to.

Thanks again omedapixel!

Tangentially, I’ve been noticing custom recipes popping up a lot of places, most recently @aroundthesims. That’s kinda like being noticed by a celebrity 😍. I know it all begins with DouglasVeiga’s CCLoader, @icemunmun-spicy-scalpel pioneered a lot of custom recipes, and it’s omedapixel’s Discord that really made this stuff accessible to most folks, but my tutorial is wedged in there setting down the steps. It’s humbling to see it explode. That tutorial might be my biggest contribution to the community. For a long time, I wasn’t sure anyone would even use it. 🙃

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bietjie

Cook-able ingredients! I worked out how to make recipes for ingredients (you must have pets for these to work). Once you have cooked them you have ingredients in your inventory ready to be used in another recipe. I have made a bunch of recipes for existing cc ingredients. They are all functional, however I still need to make/switch all the models for the cooking process so they are still a WIP for now.  I was just so excited that I got it all working that I wanted to share now, as my life is going to be busy for the next few days so I am unsure when I will get around to finishing these.

Want to make some yourself?

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echoweaver

Holy crap. Cookable ingredients! This is a game-changer!

I have my head buried in pet diseases right now, so I’m going to have to take some time before I can try this out. It’s a bit annoying that it apparently MUST be categorized as pet food, but I’ll take it.

Self-sustaining agriculture kicks it up another notch!

If anyone wants to fall down this rabbithole (as it were), here’s my tutorial on creating custom foods with CCLoader: https://modthesims.info/showthread.php?t=668625

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omedapixel

Have you wanted to make custom food for ts3, but the tutorials were too intimidating? Cause I did, and turns out it’s not as hard as I thought (just time consuming!)

A couple people have asked about making custom food, and I thought it might be fun to create some food together - the plan is to go step by step through the process and you can follow along, asking questions if needed! I’d love for more people to get into creating recipes, i want to see what you all can make!!

i’ll see how many people (if any lol) join the discord before i start. i really hope this will be helpful :) i’ve made a channel already that lists everything you’ll need!

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desiree-uk

Did someone say 'custom food'? 👀

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Common problems why S3MO won’t run for you.

Updated post: 16th January 2023 - added ‘Cleanup Files and Folder Names’ (see at bottom of post)

There are some common problems that I’ve seen why S3MO won’t work for some people, not show all their cc/mods or cause crashes. These are problems that I didn’t make clear in my tutorial or even forsee would be a problem (my apologies!).

Nested Folders/Subfolders When adding your cc and mods to MO, you can only add them in single folders (if you want to have categories), NOT nested folders. So for example, you have a folder for ‘Rugs’. You add all your rugs to that folder, but you can’t have rugs in subfolders inside ‘Rugs’ such as Persian, Antique, Modern etc, as they won’t be seen. If you want those, ask Gokur, the creator - he does listen to requests! 

Store Updates

If you have any of the 5 large Store Updates (see screenshot below), do not add them to MO folders, you’re essentially trying to merge already merged files! The sizes of them (over 1GB!) are larger than the default limit size (1000MB=1GB) of MO merged files, so they will cause a crash. Even if you increased the limit size to 2000MB (2GB), you are still trying to merge the files together and they’ll still be larger. Keep them in Mods>Packages for them to work properly.

Resource.cfg Paths and Additional Lines for S3MO and CCMagic

The most common problem I see is regarding the resource.cfg file - if the resource.cfg settings in MO are not correctly typed or not have the additional lines added for your cc to be seen across multiple folders, then they won’t show up!

Make sure the format is consistent across the lines. The quotation marks “ are fine, they have no affect but make sure the ‘/’ and asterisks (*) are in the correct places like so: 

Priority 500 PackedFile "Packages/*.package" PackedFile "Packages/*/*.package" PackedFile "Packages/*/*/*.package" PackedFile "Packages/*/*/*/*.package" PackedFile "Packages/*/*/*/*/*.package"

Priority 1000 PackedFile "Overrides/*.package" PackedFile "Overrides/*/*.package" PackedFile "Overrides/*/*/*.package" PackedFile "Overrides/*/*/*/*.package" PackedFile "Overrides/*/*/*/*/*.package" The default resource.cfg file should have these lines already and should be correct. If you don’t have a resource file in the Mods folder, download it from NonaSims or MTS. You must add additional lines to the resource file (via the apps settings) for other cc folders to show up.  If you’re using CCMagic, you must keep in mind MO wasn’t originally meant to be used WITH CCM so you have to configure the resource.cfg file to see cc in BOTH apps.  When using MO and CCM, your cc is now spread out over 4 different folders now under Mods:

  • Cache - CCMagic merged files
  • ModBuilds - S3MO merged files
  • Overrides - default overrides folder
  • Packages - default cc/mods folder 

When you open the Resource.cfg file in the Mods folder, Packages and Overrides will always be on the resource file. 

To add additional lines to have cc from MO and CCMagic (and any other folders you want), you must add them to MO and CCM settings, NOT the actual resource.cfg file. You add your edits in these spaces in Settings (Top is S3MO Settings and bottom is CCMagic Options):

The line to add to S3MO Resource.cfg settings is: Scan “G:/My Documents/Electronic Arts/The Sims 3/Mods/Cache/Config/” This must be added to S3MO settings  for it load CCMagic cc when the game is launched from S3MO. Make sure the drive letter corresponds to your EA Documents folder. The line(s) to add to CCMagic Resource.cfg options are:

Priority 495 PackedFile “ModBuilds/*.package” PackedFile “ModBuilds/*/*.package” PackedFile “ModBuilds/*/*/*.package” PackedFile “ModBuilds/*/*/*/*.package” PackedFile “ModBuilds/*/*/*/*/*.package” These must be added to CCMagic for it to load S3MO cc when the game is launched from CCMagic. Make sure the Priority number corresponds to the priority you set in S3MO if you changed it. (Really, only the first two lines are needed as S3MO doesn’t see nested folders beyond the first level folders, as I noted earlier, but to make sure CCMagic sees ALL cc in S3MO, I added them all and to keep the lines consistent with the others. CCMagic will pick up the merged files in the folders on first level in ModBuilds and ignore everything else)

Antivirus and Firewalls

Some antivirus and firewalls have been reported to block ‘s3mo.exe’ from running, including:

Make sure you add ‘s3mo.exe’ to the antivirus/firewall exceptions/allow list if you find it won’t run!

Cleanup Files and Folder Names

S3MO has been reported to crash while trying to read fullstops (.) in the folder names (Thanks to @xiasimla​ 👍🏾) Also symbols and spaces in the name are problematic too. You can use any bulk renaming software to rename file and folder names and remove spaces by adding an underscore (_) in the spaces and delete fullstops/periods and symbols such as: .\&\(\)\+\%\[\]\{\}\@\'\#\~\'\!\, Bulk Rename Utility is very good but I also recommend Advanced Renamer. I add these presets: 🔽

1: Remove pattern (symbols, fullstops, quotation marks etc) .\&\(\)\+\%\[\]\{\}\@\'\#\~\'\!\,

2: Replace (space with underscore)

Let me know if you need any more help regarding these points or if there are any other problems that might stop S3MO working for you, I’ll add it here for future reference. Also, let Gokur know too :)

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Sims 3 Mod Organizer - Sims3packs? 😲

I did not know that Sims 3 Mod Organizer can extract Sims3packs too! There are still a lot of content in S3Ps, we use apps to extract packages from them so they can be ‘de-bulked’ and be merged. S3MO can do this! 

I was told it’s a good idea to make another post about this rather than adding it to the already large tutorial I made (you’re right, @misspats3​ 😄)

Click Install and browse to the sim3pack file(s):

I added a new folder for the ‘Extracted S3Ps’. I can always move them around later, but for now they’re in one place and I can check their conflicts here too. You can do them individually or in batches!  (They’ll have the long number names, of course. They can be renamed later)

The new folder will appear at the bottom and the file(s) shown in the right panel. You can rename the folder and change its priority order.  To change the file name, you’d need to go into its folder on the hard drive and rename it there. 

(If done in bulk, extract their thumbnails with Thumbnail Extractor (or similar software) so you know what they are!) In the main window, ensure the folder is enabled by checking the box for them to be loaded (if testing them first before moving them). I know that Thumbnail Extractor also extracts sims3packs (and keeps the names!) but it’s always good to have an alternative and this is another way to extract sims3packs and keep the files together in one app. Very cool! Thanks, g0kur :)

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Using the Sims 3 Mod Organizer by g0kur

Well, it’s no secret that I really like using g0kur's Sims 3 Mod Organizer! 😄

When I initially read the description of this I thought 'Is this a replacement of Delphy's Dashboard?' I realised it was more than that when I saw it not only finds conflicts between cc and mods but merges them too. Merge mods?! 😲  I really wanted to try this for myself.

This is my tutorial on to how to use it. This guide is for people who are not familiar or experienced with this tool playing other games. If you are, feel free to correct me where I’m wrong or offer any tips and tricks in the comments!

I also talk about how I use S3MO with CCMagic near the end. (I still have a lot of content in CCM that are in collection files, so I can’t give it up yet 😉)

You can download S3MO from HERE.

Disclaimers:

  • Backup all your game files before you use this app. As g0kur says, S3MO is still in development, although it is very stable, but backup your files/cc anyway, especially ones you intend to merge with this tool. 
  • This is only a guide. I hold no responsibility on how this tool works for you. 

The zip file contains all the files needed. Extract the files to a folder where it will stay and won't be moved, and on a drive that has plenty of space. You'll be adding most - or all - of your content to it.

Run ‘s3mo.exe’ and enter the paths to the .exe you want S3MO to launch and the Documents>EA folder.  (Since 8th July S3MO has been updated to allow any executable to be selected to run instead of Sims 3 executables if you use other launchers)

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In the window, click the gear icon for Settings

In Settings, you can change the executable of the game, location of the documents folder, set the size limit of the merged files of your content, change the priority of the merged files, edit the resource.cfg file from here (more on this later!) and check the boxes of the caches you want cleared when needed.

Close Settings back to the main window to start to add your cc and mods. You could click ‘Install’ to add single packages (browse to the packages you want to install)

If you have a lot of content and mods, then the best way to do it is to file your content in folders in the S3MO folder! Close the S3MO window and open the folder you unzipped. You’ll see 2 new folders, Mods and Profiles. Mods is where you add your packages. 

This is my old setup as an example (it’s been changed since)

Add your mods and cc to your folders.

(I would advise adding them in small batches because when you open S3MO, you might get an error dialog if it is trying to load them all at the same time on first load).

Open S3MO when you’re done, or after the first couple of batches to see your setup.

(Watch the log panel at the bottom as your folders load. Wait a few seconds until its finished. If you try doing anything else with S3MO while its loading you might get an error.)

The top panel will show your list of folders with your content/mods in them. Make sure you tick the boxes next to the folders to enable them. When you do, some flags will show up next to the folders with conflicted mods.  (G0kur and others helped me to understand what they mean)

(Don’t mind my simplified way of explaining this part! 😄)

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 Thunder with + means this mod overwrites other mods on your setup.

Thunder - means other mods is overwriting this mod.

Thunder +- means this mod is partially overwritten by other mods and other parts of this mod are overwriting others.

The brown icon (not sure what that is) means there are mods in the same folder conflicting with each other. 

G0kur said ‘Just think bottom (high priority number) overwrites top (low priority number) and it will all make sense’. It does.😄

So, clicking on the folder ‘13′ which also highlights folders 11 and 9 (green folders), shows the mod (or mods) that will override mods in those other folders.  

The right panel shows mods that conflict with each other in the same folder.

When you double-click on a folder with a flag(s) next to it, or a mod on the right with a flag, another window shows which resources conflict with each other.

To resolve the conflicts, you could either:

  • Delete one mod and use the other.
  • Open the mods in S3pe and delete the resource in one mod, then you can use both mods
  • Open the mods in S3pe, export the conflicted resources, compare them in WinMerge, (or similar software), merge the differences, then import the merged file back into one of the mods, then you can use both.

The more you use it, the easier it will get! If you’re like me, you’ll enjoy clicking on the files and looking at the flags and seeing which XML or ITUN or whatever resource clash with each other. This is so much better than Dashboard in showing more detailed conflicts because it means you no longer have to chuck out a whole mod to use another one. 

When you have added all your cc and mods in your folders and resolved as many conflicts as you can (there may still be some, i.e from the same creator, they can be ignored), then you click Refresh and Build Merge to merge your content! 

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(Any additions you make to your folders, you must click Refresh)

The merged files are in the ‘ModBuilds’ folder in the Documents folder 

Press Play to launch Sims 3! If successful, Sims 3 should run with all your cc and mods merged! And no crashes! 

You can set different profiles, e,g for testing, legacy games, whatever you want!

You can enable or disable any folder you want for each profile. 

Some of the icons on the toolbar:

Using S3MO with CCMagic

Until another tool supports collections (hint hint 😉) I’m still going to use CCMagic for some of my content. I use S3MO to merge content that are not tied to CCM or collections and so far, they’re working very well together. I made a request to g0kur to allow editing the resource.cfg file like CCM does. I edited CCM resource to load the collection folder to show my custom icons, but they wouldn’t load with S3MO. None of my CCM content loaded with S3MO either unless I edited the resource file every time I wanted to play. That was a a no-no. I got the annoying ‘Some objects could not be loaded...’ message when my game started 😄. Just, no.  G0kur kindly accepted my request! I edited the resource file to load everything I want in the settings, like so:

Scan "G:/My Documents/Electronic Arts/The Sims 3/Mods/Cache/Config/"

Priority 495 PackedFile "ModBuilds/*.package" PackedFile "ModBuilds/*/*.package" PackedFile "ModBuilds/*/*/*.package" PackedFile "ModBuilds/*/*/*/*.package" PackedFile "ModBuilds/*/*/*/*/*.package"

Priority 500 PackedFile ../Collections/User/*.package

Priority 500 PackedFile "Packages/*.package" PackedFile "Packages/*/*.package" PackedFile "Packages/*/*/*.package" PackedFile "Packages/*/*/*/*.package" PackedFile "Packages/*/*/*/*/*.package"

Priority 1000 PackedFile "Overrides/*.package" PackedFile "Overrides/*/*.package" PackedFile "Overrides/*/*/*.package" PackedFile "Overrides/*/*/*/*.package" PackedFile "Overrides/*/*/*/*/*.package"

As you can see, I added the line from CCM resource at the top to scan its config folder so all my CCMagic content will load. Or you could add these lines instead if you prefer:

Priority 500 PackedFile "Cache/*.package" PackedFile "Cache/*/*.package" PackedFile "Cache/*/*/*.package" PackedFile "Cache/*/*/*/*.package" PackedFile "Cache/*/*/*/*/*.package"

Either way works. 

Launch the game with S3MO and hopefully ALL your content will load. 🤞🏾🙏🏾

Added 14th July: To have both apps ‘see’ each others cc, you must make sure any resource edits you make are the same in both settings. Copy and paste your edits in these spaces (not directly in the resource.cfg file):

Added 18th July:

If you have any of the 5 large Store Updates (see screenshot below), do not add them to MO folders, you're essentially trying to merge already merged files! The sizes of them (over 1GB!) are larger than the default limit size (1000MB=1GB) of MO merged files, so they will cause a crash. Even if you increased the limit size to 2000MB (2GB), you are still trying to merge the files together and they'll still be larger. Keep them in Mods>Packages for them to work properly.

I really recommend this tool! Not only does it help to organize your content, especially if you’re not using CCM, it finds conflicts that Dashboard misses. 

It merges large amounts of cc very well. If you’re not too attached to CCM or collections, you could easily move all your content to S3MO!  I can honestly say, since I’ve been been using S3MO, my game has been running so smoothly. It wasn’t particularly laggy in the first place, but there were pauses with Sims autonomy. I sorted out conflicts with the social data and idles XMLs and it has helped a lot with my Sims interactions with each other. I do give credit to S3MO for this, because I didn’t see these conflicts in Dashboard.

Saving the game is quicker and exiting the game is quick too. Some have said their loading times are shorter too. I noticed that with one of my older, larger save games, it was a pleasant surprise!

Extra notes:

  • Mods can be merged and they work! (Well, they work for me lol. I’m sure they’ll work for you, but if they don’t then simply move them back to Mods>Packages)
  • Make sure when adding mods and cc to S3MO you remove any duplicates from Mods>Packages. 
  • I like to extract thumbnails from my packages and have them in the same folders so I know what they are. You can do this with your S3MO folders. They won’t affect your merged files :) 
  • When updating S3MO, just copy and paste the updated files from the zip file to your S3MO folder.

I hope you find this tutorial helpful. If anyone has any questions, new ways of using S3MO or if I missed anything, let me know in the comments!  

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Hello, I was wondering if you could make a tutorial on how to make your own Retuner tuning file. My mother and I tried and we cannot figure this out. There are a string of errors. So would appreciate if there was anyway of a tutorial. I'm sorry if that's such a big ask. Can you also send a screenshot of what the settings are supposed to look like in S3pe because this driving me insane. Sorry for bothering you if you cannot do these.

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Hi artisticsimmer01!

I'm not sure if you're asking about how to make a Retuner tuning file from scratch or if you want to convert your current Retuner settings from your game into a tuning file. As I don't know how to do the first one, I'm going to assume it's the latter one you're asking about.

So here's a very quick guide and the screenshots you asked for under the cut. :-)

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desiree-uk

Collection Tweaker Tutorial

This is a tutorial of how I use Collection Tweaker for collections made in game (collections made in CCMagic require more steps which I made a tutorial for HERE. You can still add CCM sets in these in-game collections as they show up in CCM)

Before I start making collections in game, I like to have a Window opened to the Collections>User folder, sorted by ‘Date Created’ making sure it’s in descending order (which should be default) i.e recent items at top. You could also filter Date Range so only items made Today are shown only.

Make your collection in game as usual, e.g Bikes

You’ll be using Collection Tweaker to choose your own image so it doesn’t matter if you click the check box, it will default to the first TS3 base game image. You’ll see it near the top after the EA collections

At this point you could make multiple collections all at once. The Explorer Window with files sorted by ‘Date created’ or 'Today’ range will show all the ones you created at the top but they won’t show up until you exit the game. I’ll just stick to the one for this tutorial :) Exit game. You can save and exit if you want to, but it’s not necessary to save if you’re just making collections and not playing, as long as the game exits properly without crashing, your new collection will show up.  

Start Collection Tweaker and  click ‘Open Collection

Browse to the Collections>User folder to see your newly created collection at the top (sorted by Date Created or Date Range, same as the Window Explorer)

You could make it easier and rename your collections before doing this, I always forget lol

The opened collection will always show the red cross image because you’re customising it. Click ‘Customise’ then ‘Import’ to browse to your selected PNG (or your own created PS icon). I’ll use the bike PNG from The Spirit Realms TS3 Ultimate Icon Collection set from MTS.

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You can change the name here if you want. The name won’t change in the Collections Folder, that doesn’t matter, it will show in the game. Click ‘Save + Exit’. If you’re customising multiple collections, click ‘Save’ and repeat previous steps for each one, then Save + Exit.

Note: The ‘Export’ button is for exporting the PNG image only, not the collection.

If you want to rename the collections in the Collections>user folder for easy reference, do it while customising them (if you didn’t do it before) because the more you do, the further down the list they’ll be and therefore harder to find at a glance 😄

Now, open your game to check your customised collection shows up.

If successful, you’ll see it near the top where it was before but with its new icon!

Notes to Remember:

  • Add the line ‘PackedFile ../Collections/User/*.package’ in the Resource.cfg file for the images to show up!
Priority 500 PackedFile Packages/*.package PackedFile Packages/*/*.package PackedFile Packages/*/*/*.package PackedFile Packages/*/*/*/*.package PackedFile Packages/*/*/*/*/*.package PackedFile ../Collections/User/*.package (if using CCMagic, see Edit note below)
  • When making your own icon psd in PS, the size has to be 54x54.
  • Collection Tweaker only imports PNGs, not icons (.ico).

Edit: Sorry, I forgot to add, if using CCMagic, you have to add any additional lines to the Resource.cfg via CCMagic because it resets the original file to it’s default setting. So add ‘PackedFile ../Collections/User/*.package‘ to CCMagic like so:

Sources/URLs

Revised 2nd June 2022 - If you try to change an icon of a collection made in CCM, the Tweaker will throw up an error. I don’t know why this happens. They’re both very old programs and the Tweaker just doesn’t ‘see’ the CCM collections anymore. It could be due to Windows 10/11 updates or something. Anyway, you can still change their icons in the game. There isn’t much choice of images but its more than CCM! Collections made in game are more versatile as they can be edited, have icons changed, be read by CCM and have CCM sets added to them without any problems. For these reasons, I tend to make all my collections in the game now and just use CCM to store items in them, NOT make collections. 

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(I think I have reblogged this already. Oh well lol). 

As you know by now I love using this little app, its an oldie but a goodie! 

Aside from making your own icons in PS, there are a range of extra icons (well, PNGs) available from various places, especially Mod The Sims so you can have more choice of icons to customize your collection files if you’re into organising your custom content catalogue. Even TS4 has some cute PNGs too :)

In an older post I made (which I can’t find) about making custom collections in game and/or CCMagic, I said in order for the image of the collection file to show up and not a blank folder, you had to install the collection file twice (one copy in the usual Collections>User folder and the duplicated copy in the Mods>Packages folder). I obviously didn’t read the description properly on the Simlogical page. I missed the part that noted I could’ve just added the line ‘PackedFile ../Collections/User/*.package’ in the Resource.cfg file, e.g (last line)

Priority 500 PackedFile Packages/*.package PackedFile Packages/*/*.package PackedFile Packages/*/*/*.package PackedFile Packages/*/*/*/*.package PackedFile Packages/*/*/*/*/*.package PackedFile ../Collections/User/*.package

Better late than never lol. I’ve taken out the duplicate collection files out of CCMagic after making this edit and I’m happy to see the images on my custom collections are still showing up! I’m so glad I won’t have to remember to make duplicate copies every time I make these things 😄.

I liked making my own icons in Photoshop, you can see some of them in the second row, but I’m discovering some lovely PNGs in the TS3 Icons Collection I recently reblogged at Mod The Sims. I’ll search through them for specific images but I’ll make my own if I can’t find the one I want :)

Remember, if making your own icon psd in PS, the size has to be 54x54. Collection Tweaker only imports PNGs, not icons (.ico). As long as they’re not too big, they’ll export correctly on the file. 

Also, if you try to change an icon of a collection made in CCM, the Tweaker will throw up an error. I don’t know why this happens. You can change its icon in the game.

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lazyduchess

[TS3] Implementing Oniki's Pie Menu Lag Fix into other Core Mods.

If you use the latest update of Simler90's Gameplay Systems Core Mod, you don't need to do any of this. It's been implemented!

Hi!

So, a while ago we got a core mod by Oniki that fixes the massive delay when clicking on a Sim (Can last as long as 10-20 seconds for a lot of people)

I don't think Oniki actually shared what part of the code they replaced to achieve this, so I thought I'd provide the info and write a tutorial.

Big thanks to @simbouquet for comparing the vanilla and Oniki's dlls to find the differences, as I couldn't get JustAssembly to work :/

AwesomeMod

Download pre-patched AwesomeMod: SFS / Dropbox

I'm providing a pre-patched version of AwesomeMod because it's stubborn; I had to do a bit of IL instruction editing, mess with options and get rid of the file conflict checks due to obfuscation. This falls way beyond the scope of the tutorial.

Overview

We will be deleting the "list.Sort();" line from the GetAllInteractionsForActor method found in the Sims3.Gameplay.Actors.Sim class in Sims3GameplaySystems.dll If you're familiar with editing or making core mods, the summary above should hopefully be enough information to implement this fix into your core mod. Otherwise, there is a tutorial under the cut.

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desiree-uk

😲 This is fantastic!

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@phoebejaysims good question lol I’ve only set up a testing loan account so far. 😛 If the loan is between sims and I'm playing in rotation, then I might set up auto payments with NRaas SP>Household Options>Money: Transfer Household. You set the destination household and the amount, and the money should transfer at each cycle - whatever the cycle is (is it daily or weekly? 🤔) I need to figure this out. 

If via the bank, then it’s manually done all the way lol. I'd set a loan account as using an object at the bank, a red folder. Set the name and funds (always make sure you name the object to something relevant so you can find it amongst all the other objects that will also be listed. I use the location of the object first so all bank items will be listed together: 

Modify the funds for the loan as a minus number, e.g -20,000 (plus interest of course! 🤑)

If the sim has a PC or bank item at home, she can pay her money to it and then transfer it to the bank item anytime she wants.

image

If the bank has its own funds on-site you could take money from it and then make the sim pay back the money by going to the bank, but even if it’s done this way, the bank will still get the money. 🙂

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simshai91

Video tutorial on how to get working school uniforms for all the kids & teens in your town in just 6 simple steps!

You can also check out my written tutorial here:  https://simshai91.tumblr.com/tutorial-schooluniform

PS: Will make school lot available for download once I reach 50 subscribers!

- Love Shai ❤️

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desiree-uk

Yes! I read the written tutorial but I’m gonna watch and study this video in depth when I get back to my game :)

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