ADA WONG DRESS AND SIM

ADA WONG DRESS AND SIM
ADA WONG DRESS AND SIM
ADA WONG DRESS AND SIM

ADA WONG DRESS AND SIM

Original mesh by me.

Compatible with any body type.

if you want to post my cc on other sites, please include source.

Do not convert to other games without my permission.

DL (Sim&Dress) (FREE ACCESS 14/07/2023)

[ROSELIPA]HONESTTS3

convert poses by @roselipaofficial

Poses are included in the poselist.

DL

My tumblr with edit screenshots @chamomilewine

@katsujiiccfinds @pis3update @kpccfinds @ts3ccmp @cas-ccfinds @ispys3cc @gifappels-stuff @coffeeccfindsts3

More Posts from Yvonnestarr and Others

3 years ago
Loft Set By Souris (KhanySims)

Loft Set by Souris (KhanySims)

DOWNLOAD

1 year ago
yvonnestarr - Yvonnestarr

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!

Disclaimer and Credits

Desiree and I are no tech experts and just wrote down how we did this. Our ability to help if you run into trouble is limited. So use at your own risk and back up your files!

We both are on Windows 10 and start the game via TS3W.exe, not the EA App. So your experience may differ.

This guide is based on our own experiments and of course criisolate’s post on tumblr:  https://www.tumblr.com/criisolate/749374223346286592/ill-explain-what-i-did-below-before-making-any

This guide is brought to you by Desiree-UK and Norn.

Compatibility

Note: This will conflict with other programs that “inject” functionality into your game so they may stop working. Notably

Reshade

GShade

Nvidia Experience/Nvidia Inspector/Nvidia Shaders

RivaTuner Statistics Server

It does work seamlessly with LazyDuchess’ Smooth Patch.

LazyDuchess’ Launcher: unknown

Alder Lake patch: does conflict. One user got it working by starting the game by launching TS3.exe (also with admin rights) instead of TS3W.exe. This seemed to create the cache file for DXVK. After that, the game could be started from TS3W.exe again. That might not work for everyone though.

A word on FPS and V-Sync

With such an old game it’s crucial to cap framerate (FPS). This is done in the DXVK.conf file. Same with V-Sync.

You need

a text editor (easiest to use is Windows Notepad)

to download DXVK, version 2.3.1 from here: here: https://github.com/doitsujin/DXVK/releases/tag/v2.3.1 Extract the archive, you are going to need the file d3d9.dll from the x32 folder

the configuration file DXVK.conf from here: https://github.com/doitsujin/DXVK/blob/master/DXVK.conf. Optional: download the edited version with the required changes here.

administrator rights on your PC

to know your game’s installation path (bin folder) and where to find the user folder

a tiny bit of patience :)

First Step: Backup

Backup your original Bin folder in your Sims 3 installation path! The DXVK file may overwrite some files! The path should be something like this (for retail): \Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin (This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located.)

Backup your options.ini in your game’s user folder! Making the game use the DXVK file will count as a change in GPU driver, so the options.ini will reset once you start your game after installation. The path should be something like this: \Documents\Electronic Arts\The Sims 3 (This is the folder where your Mods folder is located).

Preparations

Make sure you run the game as administrator. You can check that by right-clicking on the icon that starts your game. Go to Properties > Advanced and check the box “Run as administrator”. Note: This will result in a prompt each time you start your game, if you want to allow this application to make modifications to your system. Click “Yes” and the game will load.

yvonnestarr - Yvonnestarr

2. Make sure you have the DEP settings from Windows applied to your game.

Open the Windows Control Panel.

Click System and Security > System > Advanced System Settings.

On the Advanced tab, next to the Performance heading, click Settings.

Click the Data Execution Prevention tab.

Select 'Turn on DEP for all programs and services except these”:

yvonnestarr - Yvonnestarr

Click the Add button, a window to the file explorer opens. Navigate to your Sims 3 installation folder (the bin folder once again) and add TS3W.exe and TS3.exe.

Click OK. Then you can close all those dialog windows again.

Setting up the DXVK.conf file

Open the file with a text editor and delete everything in it. Then add these values:

d3d9.textureMemory = 1

d3d9.presentInterval = 1

d3d9.maxFrameRate = 60

d3d9.presentInterval enables V-Sync,d3d9.maxFrameRate sets the FrameRate. You can edit those values, but never change the first line (d3d9.textureMemory)!

The original DXVK.conf contains many more options in case you would like to add more settings.

yvonnestarr - Yvonnestarr

A. no Reshade/GShade

Setting up DXVK

Copy the two files d3d9.dll and DXVK.conf into the Bin folder in your Sims 3 installation path. This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located. If you are prompted to overwrite files, please choose yes (you DID backup your folder, right?)

And that’s basically all that is required to install.

Start your game now and let it run for a short while. Click around, open Buy mode or CAS, move the camera.

Now quit without saving. Once the game is closed fully, open your bin folder again and double check if a file “TS3W.DXVK-cache” was generated. If so – congrats! All done!

Things to note

Heads up, the game options will reset! So it will give you a “vanilla” start screen and options.

Don’t worry if the game seems to be frozen during loading. It may take a few minutes longer to load but it will load eventually.

The TS3W.DXVK-cache file is the actual cache DXVK is using. So don’t delete this! Just ignore it and leave it alone. When someone tells to clear cache files – this is not one of them!

Update Options.ini

Go to your user folder and open the options.ini file with a text editor like Notepad.

Find the line “lastdevice = “. It will have several values, separated by semicolons. Copy the last one, after the last semicolon, the digits only. Close the file.

Now go to your backup version of the Options.ini file, open it and find that line “lastdevice” again. Replace the last value with the one you just copied. Make sure to only replace those digits!

Save and close the file.

Copy this version of the file into your user folder, replacing the one that is there.

Things to note:

If your GPU driver is updated, you might have to do these steps again as it might reset your device ID again. Though it seems that the DXVK ID overrides the GPU ID, so it might not happen.

How do I know it’s working?

Open the task manager and look at RAM usage. Remember the game can only use 4 GB of RAM at maximum and starts crashing when usage goes up to somewhere between 3.2 – 3.8 GB (it’s a bit different for everybody).

So if you see values like 2.1456 for RAM usage in a large world and an ongoing save, it’s working. Generally the lower the value, the better for stability.

Also, DXVK will have generated its cache file called TS3W.DXVK-cache in the bin folder. The file size will grow with time as DXVK is adding stuff to it, e.g. from different worlds or savegames. Initially it might be something like 46 KB or 58 KB, so it’s really small.

Optional: changing MemCacheBudgetValue

MemCacheBudgetValue determines the size of the game's VRAM Cache. You can edit those values but the difference might not be noticeable in game. It also depends on your computer’s hardware how much you can allow here.

The two lines of seti MemCacheBudgetValue correspond to the high RAM level and low RAM level situations. Therefore, theoretically, the first line MemCacheBudgetValue should be set to a larger value, while the second line should be set to a value less than or equal to the first line.

The original values represent 200MB (209715200) and 160MB (167772160) respectively. They are calculated as 200x1024x1024=209175200 and 160x1024x1024=167772160.

Back up your GraphicsRules.sgr file! If you make a mistake here, your game won’t work anymore.

Go to your bin folder and open your GraphicsRules.sgr with a text editor.

Search and find two lines that set the variables for MemCacheBudgetValue.

Modify these two values to larger numbers. Make sure the value in the first line is higher or equals the value in the second line. Examples for values: 1073741824, which means 1GB 2147483648 which means 2 GB. -1 (minus 1) means no limit (but is highly experimental, use at own risk)

Save and close the file. It might prompt you to save the file to a different place and not allow you to save in the Bin folder. Just save it someplace else in this case and copy/paste it to the Bin folder afterwards. If asked to overwrite the existing file, click yes.

Now start your game and see if it makes a difference in smoothness or texture loading. Make sure to check RAM and VRAM usage to see how it works.

You might need to change the values back and forth to find the “sweet spot” for your game. Mine seems to work best with setting the first value to 2147483648 and the second to 1073741824.

Uninstallation

Delete these files from your bin folder (installation path):

d3d9.dll

DXVK.conf

TS3W.DXVK-cache

And if you have it, also TS3W_d3d9.log

if you changed the values in your GraphicsRule.sgr file, too, don’t forget to change them back or to replace the file with your backed up version.

OR

delete the bin folder and add it from your backup again.

yvonnestarr - Yvonnestarr

B. with Reshade/GShade

Follow the steps from part A. no Reshade/Gshade to set up DXVK.

If you are already using Reshade (RS) or GShade (GS), you will be prompted to overwrite files, so choose YES. RS and GS may stop working, so you will need to reinstall them.

Whatever version you are using, the interface shows similar options of which API you can choose from (these screenshots are from the latest versions of RS and GS).

Please note: 

Each time you install and uninstall DXVK, switching the game between Vulkan and d3d9, is essentially changing the graphics card ID again, which results in the settings in your options.ini file being repeatedly reset.

ReShade interface

Choose – Vulcan

yvonnestarr - Yvonnestarr

Click next and choose your preferred shaders.

Hopefully this install method works and it won't install its own d3d9.dll file.

If it doesn't work, then choose DirectX9 in RS, but you must make sure to replace the d3d9.dll file with DXVK's d3d9.dll (the one from its 32bit folder, checking its size is 3.86mb.)

GShade interface

Choose –           

Executable Architecture: 32bit

Graphics API: DXVK

Hooking: Normal Mode

yvonnestarr - Yvonnestarr

GShade is very problematic, it won't work straight out of the box and the overlay doesn't show up, which defeats the purpose of using it if you can't add or edit the shaders you want to use.

Check the game's bin folder, making sure the d3d9.dll is still there and its size is 3.86mb - that is DXVK's dll file.

If installing using the DXVK method doesn't work, you can choose the DirectX method, but there is no guarantee it works either.

The game will not run with these files in the folder:

d3d10core.dll

d3d11.dll

dxgi.dll

If you delete them, the game will start but you can't access GShade! It might be better to use ReShade.

Some Vulcan and DirectX information, if you’re interested:

Vulcan is for rather high end graphic cards but is backward compatible with some older cards. Try this method with ReShade or GShade first.

DirectX is more stable and works best with older cards and systems. Try this method if Vulcan doesn't work with ReShade/GShade in your game – remember to replace the d3d9.dll with DXVK's d3d9.dll.

For more information on the difference between Vulcan and DirectX, see this article:

https://www.howtogeek.com/884042/vulkan-vs-DirectX-12/

2 years ago
In My Search For Small And Medium-sized Worlds To Play In, I Decided To Download Arkham By Martine. I

in my search for small and medium-sized worlds to play in, i decided to download Arkham by Martine. i liked how she kept the industrial/city feel even though it’s small. unfortunately most of the lots are empty. 

i’m really hoping to do something with it. i guess i will be spending a lot of time in build mode and edit town mode for it 💔

you can see martine’s original blog post here and the direct mediafire download link here. i believe @/anitmb has uploaded this world on her blog as well.

1 year ago

The Imperial Palace (Download)

Early follower’s gift to celebrate my first anniversary on tumblr…

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Have you ever dreamed of being not just an ordinary monarch but an emperor? Well, during Middle Ages that title mostly went to a German. But this comfortable residence allows you to catch the feeling of imperial power:

Imperial Palace

It’s no castle because medieval Emperors did not settle at a permanent residence. Instead, they travelled across their gigantic realm and used so called palatia (sg. Palatium or Pfalz in German). This lot is modelled after these great residences (especially from the 10th century). I tried to stay faithful to Romanesque architecture (excuse the Gothic windows) and because this is set in an early period you won’t find too much lavish decoration.

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The great Hall with the royal apartments…

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The chancery where books and diplomata are produced…

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The Emperor’s throne in the cathedral…

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Inside the Cathedral…

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Queen’s apartments…

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Great Hall…

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Medieval Pit-houses behind the palace…

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Inside those houses…

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Royal chimney…

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Courtyard for training…

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Monastery’s courtyard…

DETAILS:

Lot Size: 64x64

EPs used:

World Adventures, Ambitions, Late Night, Generations, Seasons and Pets

Store content:

Midnight Hollow

Dragon Valley

Indulgent Living (only Candles)

Castle Interior Set

CC used:

Medieval Chimney from Khanysims

Medieval Bassinets by Omega Star

Medieval Benches by Omega Star

Medieval Chairs by Omega Star

Medieval Bathtub by OmegaStar

Medieval Tapestry (first one) by Mackat

Medieval Concersions I by Jennisims

Medieval Conversions II by Jennisims

Castle Lore III by Cyclonesue

Castle Lore II by Cyclonesue

>>DOWNLOAD  (at Mediafire)

Please tag me, if you use it in your story. I’m curious to see what you come up with. Hope you like it!

1 year ago
•Click On Picture For Better Quality•
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•Click on picture for better quality•

Credits: sim_man123 - Original post here

• .package • base game compatible • collection file included • • 𝔻𝕆𝕎ℕ𝕃𝕆𝔸𝔻 •  Ads free as always at my website!

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If you like my work please consider donating to support me! • PayPal | Ko-fi •

How to place the ceiling beam:

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•Info about polycount, buy category and price § ↓• 

Keep reading

1 year ago

What's going on in the congo rn is one of many many reasons that the right to repair is a VITAL tenant in leftism imo

2 months ago
It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

It's the tutorial that no one asked for! And I blew my entire day on it, so you better appreciate it! :) No, seriously, this is as much for me as for anyone else. I don't do this process often, and when I do, I have to re-remember the steps, and sometimes I forget some of them and have to figure it out again. This will save future me from having to do that.

Even if you aren't me, if you're interested in being able to place diving lots in most any world you like and that has ocean, this will be relevant to your interests. Unfortunately, it is a sometimes fiddly process to get a working lot at the end, and I went into a lot of detail, so the tutorial is long, but please do follow it closely because if you skip a step or mess anything up, your lot will be wonky or it might not work at all, and I don't want to hear your whining. :)

Note that this is a tutorial for placing a new, empty diving lot, which is the first step in placing a downloaded diving lot or one that you yoinked from another world, but this tutorial doesn't cover how to get such lots working. This just shows you how to place an empty lot, which I'm assuming for this tutorial's purpose that you will then build/decorate yourself. Frankly, I've discovered that building your own is much easier than trying to ram square pegs into round holes, which is what placing downloaded dive lots often feels like, even if you know what you're doing. It can be as time-consuming, if not more time-consuming, to get a pre-made lot placed and working than it does to just build your own.

So, here we go.

Step 1: Pick Your Poison. Choose the world/save you'd like to plop a dive lot into, open it, and go into Edit Town. You can use any world you want, EA or custom, so long as it has accessible ocean in it. (More on that in Step 3.) I'm going to use Sunlit Tides, just because many people want to put dive lots in it yet can't always get them working.

Step 2: Cheats! You need some cheats, so open the cheat box by pressing Control+Shift+C and then enter these three:

testingcheatsenabled true buydebug on enablelotlocking on

Note that you need to enable testing cheats first because the other two aren't available otherwise.

Step 3: Placing the Lot. Go into World Editor and in the Lots submenu of it choose the lot size you want:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

As far as I know, a dive lot can be any size you want from the minumum 10x10 to the maximum 64x64, any of the EA standard sizes or any custom size you might add using this mod. If you are bound and determined to try and place a downloaded/yoinked lot, then in my experience, it's best to make the new lot a little bigger than the lot you want to place, if possible, so that you have some wiggle room to get it to fit better. But, I'm assuming you're going to build your own here.

If you plan to do lots of terrain sculpting on your dive lot, bigger is better. That said, unless you're going to do something really elaborate, it doesn't have to be 64x64, the largest possible size, either. Smaller will mean that your prospective lot will fit in more places on the map. So, it's up to you. For this, I'm just going to place a 30x30 lot, because I'm not going to build/decorate it or anything.

Now, it needs to be said that not every world will be able to have diving lots. The world must have ocean, obviously, and that ocean must be routable or else sims won't be able to get to it. The ocean also has to be deep enough. Generally speaking, "deep enough" is if the water is dark blue. (Or green, or whatever color the lighting mod you use might make it.)

For instance, in Sunlit Tides here, it's pretty obvious where the deeper water is:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

But you know what? I'm going to place a dive lot in some of the shallower water, anyway, because I/you actually can, within reason. And if you're interested in doing this in Sunlit Tides, I'll warn you that the deep spot in the pic above has a very uneven bottom. It's really not a good place to put a dive lot. And I'm not sure what the deep water on the outskirts of the map is like, but the good news is that much of the deeper and flat-bottomed shallows, as I've noted, work well.

So: With your chosen lot size selected, move your cursor around in the ocean where it seems to you that the water is "deep enough" until you come to a spot you like and where the lot grid is green. If the grid is never green, then the ocean likely isn't routable at all and you won't be able to place diving lots in that world. I have never run into that, myself, but I also haven't done this all that often, so it's certainly possible. Anyway, I'm picking here:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

My advice would be to not make your lot too far off-shore even if you can do so, or else it will take sims a long time to get to it. Especially merfolk, because they always swim out to dive lots rather than take a water taxi, and they swim much more slowly than a water taxi moves. Once you find your spot, go ahead and place the lot. Doing so will create a square island, not a sunken lot. That's fine. We'll fix it in a moment.

Step 4: Change the Lot Type. Click the lot's icon and change the lot type to community and then choose "Diving Area" as the subtype:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

Note that this option will only show if you've enabled lot locking. So if you didn't enter that cheat up in Step 2 or if you entered it incorrectly, rectify that situation now so that you can set the lot type.

Step 5: Sinking the Lot Enter the lot and flatten it with this tool in build mode:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!
It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

This will submerge the lot so that it's level with the sea floor rather than being an island. You can now move the camera down under the water and have a look at your potential diving area, like so:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

In particular, check the edges of the lot to see if there are any huge drop-offs or other great differences between the level of your lot and the surrounding terrain. Whether or not this will happen is world-dependent. Some worlds have very uneven/jagged underwater areas, which is what will make you end up with drop-offs, while others, like Sunlit Tides here, are (mostly) pretty flat.

You can see in the above pic that this lot is a little sunken along two of its sides. That's fine; that small amount of difference can easily be smoothed out with the terrain sculpting tools. If there are steep drop-offs or upward slopes, you can sculpt the lot to try to blend it with its surroundings, but be advised that 1) Interactable objects like dive caves can't be placed on uneven terrain and still be usable and 2) If you end up really deep down, the camera goes wonky and it's frustrating-to-impossible to build or play the lot. So, if you've got a huge drop-off and/or a steep upward slope on one or more of the edges of your lot, I'd recommend just trying a different spot. But, it's up to you. If you feel you can work with the uneven edges in some way, have at it. You are braver than me.

Step 6: Save that MFer. Once you have a lot you're satisfied with, this is a good time to save. So, go back to Edit Town and do that.

I recommend saving often during this entire process because, I don't know about your game, but sometimes mine will "hang" or even crash when moving between Edit Town and Build/Buy, especially if I do it a lot. And with this process, you will be doing it a lot, not to mention exiting out to the main menu and then going back into the save a few times. Since getting a dive lot placed can be a fiddly business, it sucks to lose a lot of progress to a hang/crash. So, in my opinion, you can't save too often, but in this tute I'll only prompt you to do it when you must.

Step 7: Exit Stage Right Remember long ago in the last step how I said you'll be exiting to the main menu a few times? Yeah, the first time is now. You do this because, for whatever reason, the game doesn't register changes made to the "structure" of dive lots without exiting and re-entering the save. So do that. Once it's reloaded go back into Edit Town and then back into the new diving lot. Because now it's time to place a dive buoy.

Step 8: Deploy Buoy The dive buoy is located in the debug items, so if you haven't turned on access to that yet, do so now. Then, go into the buy menu, sort it "by function," not the default "by room," and you should see this question mark here:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

Click that, and then I recommend that you go to the filters on the right-hand side of the menu and choose just Island Paradise objects. Because you'll be going into the "Misc. Objects" tab and, especially if you have all EPs/SPs, there's a crap-ton of objects in there to sort through. So, filter, then choose the "Misc. Objects" tab, and you'll see this much-more-manageable selection:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

Choose the dive buoy, as indicated, and place it anywhere on your dive lot. It doesn't matter where because (spoiler alert) this one's going to be deleted, anyway.

Step 9: Ogle That Shapely Buoy Once your buoy is placed, move your camera down to the ocean surface and have a closer look at it. Like so:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

See how the ball part of it is just sitting on the surface of the ocean? That's bad. If you were to leave it like that, you'd have sims (and sharks, if you place a surface shark spawner) swimming/snorkeling in the air, if the lot would work at all. But don't panic! We can fix it. We just need to shift the entire lot down a l'il bit, so let's do it!

Step 10: Copy the Lot to the Library Go back out to Edit Town. Check to make sure that your lot designation is still "Diving Area." (Because during this process, it will sometimes change.) Then, save the lot to your library. The game will give you a warning about cancelling all sim interactions or something. That's fine. Just put a copy of the lot in the library. The thumbnail in the community lot catalog will look like a blue square.

Why are you doing this, you ask? Because now you're going to bulldoze the original. Why? Because we need to move the entire lot down a little bit, and you can only do that by placing a fresh copy of the lot. And you may need to do this several times until you get it at the right depth, so having a copy of the lot in your library is necessary. You can delete it out of the library once you've got your dive lot in the right place, if you want.

Step 11: I'm a Steamroller, Baby Once you've got a copy of the lot safely in your library, bulldoze the original lot you placed. Once bulldozed, the game will change the lot designation back to "No Visitors Allowed," so you'll need to change it back to "Diving Area."

Step 12: Go Down on That Lot To move the lot down when it's placed, you need this cheat activated:

setimportedterrainoffset -0.1

The value at the end can be whatever you want, as many decimal places as you want. A positive number will move the lot up, and a negative number will move it down. (You can use a larger negative number to make deeper a lot that's too shallow, and it can also be helpful if you're intending to try to place a downloaded diving lot on this lot so that it might better match the depth of the water in whatever world it came out of, but this won't always have the effect you want. For one, your lot will be down in a hole.) For the purposes of this tute, all I need to do is move the lot down a teeny bit so that the dive buoy on the lot is sitting IN and not ON the surface of the water. Hence, the -0.1 value.

(Now, I should mention that other tutes I've seen will have you just lower the terrain right under the buoy to sink it a little bit rather than doing this bulldoze-and-replace-with-a-whole-lowered-lot thing I do. This method can work, but I don't like it for various reasons that I won't go into for brevity's sake. I'm just telling you what I do, which has worked every time I've placed a dive lot, including shallow-water ones like this one.)

Step 13: Re-Placing the Lot Go into your library and place your saved lot back where it was. DO NOT ROTATE IT or else things will get screwed up. (Namely, your lot will become an island again and resinking it won't really work.) Just click "Accept." And then check its lot designation and change it to "Diving Area" again, if necessary, which it probably will be because stupid game.

Step 14: Ogle that Shapely Buoy 2, Electric Boogaloo Now, enter build mode and move the camera down to the ocean surface again to check the dive buoy. Ideally, it will now be sitting IN, not ON, the water, like so:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

If it's still sitting on the surface, the lot needs to be deeper and therefore moved down farther, so go back to Edit Town, bulldoze the lot again, change the value of the imported terrain offset cheat to a larger negative number (Perhaps -0.5) and try again. Be aware that, as I said, once you get to larger numbers (as in greater than -5 or so) you start ending up with your diving lot down in a hole, which may or may not be workable.

Now, there is a marker on the buoy, the little black rectangle I outlined in the pic above. If the ball part of the buoy is at least partly in the water but that marker is still above the water, as in the above pic, the lot will still work, but there will be a "hop" (and sometimes a pause) when a water taxi or a swimming merperson crosses the boundary of the lot. The higher the marker is above the water line, the larger that "hop" will be. (Because, if you haven't figured it out yet, the dive buoy is what tells the game where sims can swim, vertically, on a dive lot.)

If such a hop doesn't bother you, you can leave the buoy as-is. If you're a perfectionist like me, you go back to Edit Town, bulldoze the lot, and change the value of the terrain offset cheat to try again. Do this as often and with as many decimal places as your level of perfectionism demands. :) I'm not that fussy, so I usually just move the lot down in increments of 0.1 until the marker is at or below the water line but the ball of the buoy is not completely underwater because you don't want the ball completely underwater, either. At least some of it needs to be above water. So, fiddle as much or as little as you feel you need to.

(For reference/scale, the gap between the marker and the water line in the above pic would probably be fixed by an offset of about -0.15 instead of -0.1. But it would also be fine as-is unless a little hop at the lot boundary will bother you.)

Step 15: Bye-Bye Buoy! Once you have the lot so that the buoy is where you want it, DELETE THE BUOY. I repeat: DELETE THE BUOY. Yes, DELETE THE BUOY. For whatever reason, dive lots drawn from your library that contain buoys won't work. I don't know why. They just don't. You need to place a fresh buoy. (I'm pretty sure this is why lots of people can't get downloaded dive lots or lots that they pulled from other worlds to work. Sometimes the answer is simply to delete the buoy, if the lot came with one, and place a fresh one.)

Step 16: Exit Stage Left Once you have DELETED THE BUOY and only once you have DELETED THE BUOY, go back to Edit Town, check to make sure the lot is still designated as a diving area (and change it back if necessary) and save. Why? Because now you need to exit to the main menu and reload the save again. So do that.

Step 17: Fresh Meat Buoy! Once the save is reloaded, go back into Edit Town, and check to make sure the dive lot is still designated as one. Redesignate, if necessary. Then, go into build/buy and place a fresh buoy, just as you did before. This one will be staying permanently, so place it where you actually want it to be. (Which really doesn't matter; aside from defining the vertical space of the diving lot, it just designates where your sim "enters" the lot.) If you want the lot to generate sharks on the surface, you can also place surface shark spawners now, too, as few or as many as you want, and because you have properly adjusted the height of the lot, the spawned sharks will not be swimming in the air. The spawners are also in debug mode, under the fish spawners. (There is also a spawner for underwater sharks. Do not put that one on the surface. Make sure you only put surface shark spawners on the surface.)

Step 18: Set the Lot's Skill Level You set the required skill level for the diving lot by going to buy mode (if you left it), making sure the hand tool is active, and then holding down control and shift while clicking on the dive buoy. Choose the option "Set Required Diving Level…" from the menu that comes up:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

…and then from the resulting options under that choose a NON-ZERO number. For some bizarro reason, buoys default to level zero when placed, and a diving lot set to skill level zero is inaccessible even if a sim has level 10 scuba skill. (Good move, EA! Why is zero even an option if it doesn't work??) So, pick whatever skill level you'd like, so long as it ISN'T ZERO. (I suspect that this is another reason why people can't get downloaded dive lots that they place in a world to work.) Once you have the skill level set, go back to Edit Town and save.

Step 19: Test And now you're pretty much done. All that's left is to test the thing to make sure the lot works before you bother with building/decorating it. So, return to the game and send a victim to your new, empty lot and see if they successfully arrive (with or without a "hop" at the lot boundary) and successfully get themselves underwater. (My advice, for testing purposes, is to just give the sim you pick enough diving skill to use the lot. This can be done with NRAAS Master Controller.) Don't bother with doing anything further with the lot until you make sure it works.

Here is evidence that my lot, though shallow, works:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

If your lot doesn't work, then something went wrong somewhere. Most likely, you missed a step or did a step wrong. I know there are a lot of words here, but they're all necessary to (more or less) guarantee a working lot in the end. So, try again. It's possible that you will have to pick a different location and start over, but I've been able to get a lot working wherever I've placed one, so long as it was in deep-enough routable ocean.

Step 20: PROFIT! Assuming that your lot works, "all" that's left is to build it! :D I'm not going to go into detail about that. It's all up to you. You can sculpt the terrain, paint it with whatever terrain paints you want, place objects, whatever. If you're in shallower water, any objects you place that are tall enough to stick out of the water will just be chopped off at the water line; you won't be able to see the rest above water. The corals and stuff are in debug mode under "Underwater Objects," but if you don't want the tropical look, so long as you have moveobjects turned on, you can place (almost) any object you want down there, aside from things like walls and fences and other build items that can't be drawn underwater. Rocks, plants, trees, columns, and anything from the buy and debug catalogs are all good. If such an object has a function, sims won't be able to use them, though. They'll just become deco. (So, no underwater basketweaving sculpting. Sorry.) So, go to town. Have fun. For this tute, I'll just mention a couple objects and their settings and we'll finally be done.

Miscellaneous Objects:

First, treasure chests. Like the dive buoy, they're located in the "Misc. Objects" of debug mode. There are two versions, one for land and one for water. Obviously, on a diving lot, you want the water one if you want any at all. If you do want to use them on your lot, place down as many as you want, and then set the diving skill level necessary to open each one and designate the treasure each one will hold. You do both by holding down control and shift while in buy mode with the hand tool active and clicking on a chest, just like setting the skill level of the lot on the buoy. This brings up this menu:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

The "Assign Treasure" option gives you eight different treasures for the chest. You simply pick the one you want. The "Set Required Skill Level" option allows you to assign the diving skill necessary to open the selected chest. You can choose any number you like from 0 to 10. (Yes, zero is OK for this purpose, even though no one with zero skill can scuba dive, so…Yay EA.)

Then there's the dive caves. I think they are in the "Underwater Objects" section of the debug catalog; I'm not sure because a mod I use moves them to the regular rock section. Anyway, there are two styles, which you're probably familiar with, but they both function the same way. If you have more than one of them in the world, even if they're all on the same lot, your sims can travel between them, much like a subway. Unfortunately, I can't show you how to set this up because that mod I use to move the caves to the rock section also makes them recolorable, but it breaks setting up this functionality and I don't feel like hunting the mod down and taking it out. But it's pretty easy. You Control-Shift-Click on each one, give them a name, and then you can connect them by using the names you give them. Again, it works much like subways. It's pretty self-explanatory.

Finally, there's the fog emitter. If you're unfamiliar with this object, it's a base game object located in the "Misc. Objects" section of the debug catalog. The thumbnail in the catalog looks like this:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

And it looks like this when it's placed:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

They can be used on any lot, they disappear in live mode, and they can generate not just fog but many, many different effects. Literally thousands of different effects. You place the emitter where you want, and then control-shift-click on it and choose "Set Visual Effect" from the resulting menu:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

When you click on it, you get this:

It's The Tutorial That No One Asked For! And I Blew My Entire Day On It, So You Better Appreciate It!

In that window, you type/paste the code for the effect you want. Of course, you will need to know the code for the effect you want. For your convenience, I've uploaded my list of effect codes, which is complete and includes the codes from all EPs, here. It's just a text file, and the codes are in alphabetical order. Since the list is all-EPs, some of them may not work if you don't have the EP the effect comes from, but if that's the case, then any such code you enter simply won't do anything.

The most relevant effects for a diving lot all start with "ep10," but there are others you could possibly use, too. Some of the names of the codes are more helpful than others in terms of knowing what it will do. Generally, you need to experiment. But, you can add schools of fish, single (but non-catchable) fish of all kinds (if you want catchable fish to spawn, you need to use the spawners, not the fog emitter), sharks (non-interactable), light rays, bubbles, glows, fog, all sorts of things, if you're patient enough to go through the list, look for interesting possibilities, and try them out to see if they will work for you. There are whole tutorials dedicated to the object, if you look for them. There's also a mod that makes them shiftable, which can be very useful, here.

One final suggestion: If you go through this process in a world that you know or even just suspect that you'll want to use again and you'll want the dive lot(s) you made in that future save, for the love of pie keep a copy of this save file somewhere. That way you won't have to go through all this crap again. Because even if you save a copy of your finished lot, unless you manage to place the empty initial lot in the new save in the exact spot you placed it when you built the lot, it's not likely to be quite right. So beware.

And with that, I think we're done here. If anyone has any questions, or if you decide to try to make your own diving lot and have questions along the way, feel free to hit me up and I'll do my best to help. Just keep in mind that I'm not an expert by any means.

2 months ago

Clearing cache from The Sims 3 folder.

Cache files within The Sims 3 folder are temporary files created by the game. They help the game load faster. Over the time, a pile-up of these files can create slower game-starting times, to even lag. In this post, we will go through each folder and show you which files are safe to remove. If you want to learn what your The Sims 3 folder contains, please refer to our guide [here].

As an advice to lessen the lag and prevent corruption, we recommend clearing these files after each gameplay. They're regenerated every time the Launcher is running, so deleting them is safe, and them reappearing is also normal.

Clearing Cache From The Sims 3 Folder.

DCBackup - This folder contains the much necessary CCMerged file. After installing new content to your game, you'll often find files with long names full of numbers within that folder. It is safe to remove all of those files except CCMerged file.

DCCache - This folder contains all of your custom content divided into several .dbc files. You should only clear missingdeps.idx file, and any file ending in .tmp.

Downloads - Downloads will contain all Sims3Packs you installed. We advise copying these packs in another folder or an external device, should you want to re-install them again later. After that, it is fully safe to remove all files in it. Files named nav.bin and FSIViewCountTracking will regenerate the next time game is opened.

FeaturedItems - This is a folder generating photos and thumbnails of store content. It is fine to delete the entire folder, and files within it.

RecordedVideos + Screenshots - Both folders contain media captured by the player. Personal advice is copying the files from both of the folders into another folder or external drive. And then removing the contents from these folders.

WorldCache - FOR WINDOWS USERS ONLY - It is safe to remove this entire folder. Mac users SHOULD NOT be touching this file. Explanation why.

After folders, it is safe to delete the following files:

CasPartCache.package - CAS parts that appear in Create-A-Sim.

compositorCache.package - New objects that appear in Buy/Build mode.

scriptCache.package - Mods or Hacks.

simCompositorCache.package -New Sims, default skins.

socialCache.package.package - Information about the social aspects.

+ scriptError(your username) - Files generated by NRAAS mods (ErrorTrap) during errors. Delete if you don't wish to post it to NRAAS Industries.

Guides used:

SimsWiki - Game Help: Sims 3 Delete Cache Files

Carl's Sims 3 Guide - Technical Help - Clearing Cache To Fix Slow Game

Crinrict - Delete Cache Files

10 months ago

'i should draw' 'i should paint' 'i should write fic' 'i should read' 'i should embroider' 'i shou-

*stares at a wall for 8 hours*

2 years ago
146 Conversions From Some Of Kativip’s Legend Series Sets. In Sculptures For §0.
146 Conversions From Some Of Kativip’s Legend Series Sets. In Sculptures For §0.
146 Conversions From Some Of Kativip’s Legend Series Sets. In Sculptures For §0.
146 Conversions From Some Of Kativip’s Legend Series Sets. In Sculptures For §0.
146 Conversions From Some Of Kativip’s Legend Series Sets. In Sculptures For §0.

146 conversions from some of kativip’s legend series sets. In sculptures for §0.

They were made for my legacy so they’re lazy and a bit shit, the main issue being that half of them have a redundant menu for lighting options ingame 🤷 I figured someone might get some use of them so they’re being uploaded as is, feel free to change/edit what you need.

You can download everything merged or separately with shitty previews, or I’ve split them into two styles if you’re just into half.

eta: gamergirlbones has kindly made a collection file which has been added to the main downloads folder.

Download (SFS)

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yvonnestarr - Yvonnestarr
Yvonnestarr

A place for random things I find interesting

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