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[In Testing]Resources for's various Fixes(updated Oct03, 2011)

by ellacharmed Posted 9th Aug 2011 at 6:34 PM - Updated 24th Oct 2011 at 3:48 AM by ellacharm3d : compatibility with 1.26 note
37 Comments / replies (Who?) - 9 Feedback Posts, 4 Thanks Posts
Change in my approach of packaging the fixes
The total size, even after being archived, still exceeds the server maximum 10MB allowed per download file, resulting in 3 parts. With some feedback that folks are still having trouble with multi-part files, I've separated the fixes out into separate .7z files because there are just too many now. So, I've broken them down into the following sets.

Download ALL 3 .7z files and extract them all into a temporary folder onto your Desktop, then import all the Resources in S3PE by selecting all files (Ctrl+A).

Notes & Changelog:
As and when I get reports of any issues, or new spots, or patch changes (if any).
  • Oct 18, 2011 update:
    • Compatible with Patch 1.26.89. Would most likely be compatible with any patches in the future as well.
    • If you had renamed the modified worlds to *.fixed before patching (or installing new add-on), you can simply renamed the pair of them back to *.orig and .world respectively, as the Wiki instructions state
  • Oct 03, 2011 update:
    • I've decided to pull the BridgeportSmoothenRoadGrading.7z as my CAW work files have been having problems being saved after this last change, and EIG no longer work with this version (apparently is only a one-time dealie kinda thing, which explains all the do-overs). Playing on them is fine, however (at least it is in my setup, but I don't know how it would play out in a Save game after a few weeks/months Sims time). So, until I figured out what CAW doesn't like about these Lots (most are the ones with the stubborn minor Lot tears), I think it safer not to distribute them. To the 3 people that had downloaded them, sorry! Perhaps you'd like to reimport the other 2 7z files in the original file over again, just to be safe. Again, I apologize for the inconvenience.
  • Oct 02, 2011 update:
    • There are now more yellow spots with additional areas I had missed on the first upload, from feedback from folks in the comments (or via PMs) like Menaceman44 and folks at various forums with CAW sections including CustomSims3, and @BBS, where I normally lurk.
    • There is also new light-blue spots, denoting areas where roads have been regraded and smoothen a tad. I didn't go overboard with this as my first pass produced Lot tears, so I started over from scratch (probably a total of 3 times, 5 if counting CAW not saving and crashing. Well, I've actually stopped counting the do-overs). This is as good as I know how to make it. If there are still Lot tears I missed, don't hesitate to shout out in comments.
    • As with Twinbrook, I also made the following changes in addition to rechecking Routing and Regrading roads:
      1. Removed any non-routable terrain painting that was touching roads to ensure the routing encompass the road surface
      2. Pushed any railings located on curves back a tad so the non-routable terrain painting can be pulled back
    • Finally, decided to remove ALL roads to finally put that double-road placement rumor to bed (I believe now it is simply a mistaken assumption of the terrain paints in the Downtown area that look a lot like the Road textures, again if somebody has proof to refute this I welcome images or links to the findings), even though I claimed I won't ever do it. Yeah, never say never. So, in doing this, I found some blue spots under the roads similar to the one found in WA as mentioned in post #24, but no double-placed roads anywhere. These (the blue spots under roads) have been corrected as well.
    • The new approach as detailed above now produced 3 .7z files, containing a total of 800 608(2+606+192) items.
    • Resource Types modified broken down by each 7z file as detailed below:
      • BridgeportFixedRouting.7z containing 2 files
        1. 0x05CD4BB3 UNKN World Routing
        2. 0x05DA8AF6 UNKN World boundaries
      • BridgeportFixedRoadIntersections.7z containing 606 files
        1. 0x9063660E UNKN World Roads & Walkways
        2. 0x00B2D882 0x00000001 _IMG DDS Image
        3. 0x01661233 0x00000002 MODL scene Object Model (aka Object Geometry)
      • BridgeportSmoothenRoadGrading.7z containing 192 files
        1. 0x033B2B66 UNKN ?? World Model/Geometry/Terrain/Height map info ??
        2. 0xAE39399F UNKN World geometry
  • The .7z file contains 608 items.
  • Compatible with all patch levels up to the current 1.24 (as of Jul 26, 2011).
  • Would conflict with any other download that make changes to the .world file that changed the above named resources.

What is this?
This is in the same vein as the WA routing fixes available here, but this time for Bridgeport.

What has been done?
As explained in the wiki linked below,
  • the yellow spots denote areas where the Sim non-routable and Camera non-routable painting have been repainted over blank spots. This includes at the world edges, too, although it may not be denoted on the image
  • the red spots denote areas where the intersections have been corrected so that the Intersection and Road pieces now all connect.
  • There is a visual way to tell if fix has been applied.
    • Look at the spots denoted by Red dot - at a road intersection. If you can see the intersections are white (instead of yellow) from Map View, the fix is applied correctly.
    • In closeup view:

Heed that backup instructions, really! You've been warned!

How to install?
Please be sure to read and follow the instructions under "Edit in S3PE" in full in Game Help:World Routing Lagswiki
The rest of the info is the same, pretty standard - backup, read and follow instructions to the letter, provide feedback, etc etc. All is in the wiki - READ it!

How to remove or restore the file before updating?
  • Go to this path
    \Program Files (x86)\Electronic Arts\The Sims 3 Late Night\GameData\Shared\NonPackaged\Worlds\
  • Delete the *.world file. Or if you want to reuse it after patching, rename it with a ".fixed" extension, so the filename becomes ""
  • Rename the "*.orig" copy by removing the .orig extension (or from whatever you have renamed it to).
  • Delete caches before starting game. Game Help:Sims 3 Delete Cache Fileswiki

As always, feedback is welcomed.
Please report any other areas that you get stuck Sims at that I might have missed. If I may have been overzealous in the corrections.

Additional Credits:
The usual suspects who shared their knowledge in Create and especially, the Jones for S3PE.
Also thanks to Menaceman44 and folks at various forums with CAW sections including CustomSims3, and @BBS.
Tags: #fixed, #routing, #lags

Type: Fixed

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3 Late Night
Built with Game Version: 1.24
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date

Size: 9.13 MB · Downloads: 2,011 · 2nd Oct 2011
9.13 MB 2,011 2nd Oct 2011

Size: 319.6 KB · Downloads: 1,891 · 10th Aug 2011
319.6 KB 1,891 10th Aug 2011
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
37 Comments / Replies (Who?) - 25 Feedback Posts, 11 Thanks Posts
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Mad Poster
#26 Old 18th Oct 2011 at 1:31 AM
Not sure if this has been caused by your road grading fix of which I believe I am one of the three downloaders, but there are massive lot seams at 272 Windsor Drive over on the 'celebrity' part of the map. I have pictures if you need them.

I will be importing your fixes to a fresh copy of the Bridgeport file without the grading fixes as you suggest and I will see if that corrects it.

My deviantART, MTS Yearbook Origin ID = Alistu
In the Arena
retired moderator
Original Poster
#27 Old 18th Oct 2011 at 4:05 AM
Yes, which is why there were pulled.
Did redoing the fixes without the SmoothenRoad fixes still produce Lot Tears?

I've been devising different strategies on how to do the Regrading without producing any Tears, and am in testing the first few, but I'm not optimistic. I'm of the opinion if this is to be done properly (and to my level of satisfaction), all the roads and Lots need to be removed, the terrain all re-sculpted, things added back before we see improvements.

That's one of the strategies I'm testing, but I'm trying to do it with the least amount of effort required.
I welcome any ideas...if anyone has them. It is hard to work in a bubble, as I'm doing all the strategizing, and fixing and testing. If I should start a thread in CFF, for people to participate in, I can do that. Would that be something everyone can help with?

Or should I just chuck this as a lost cause and settle for the fixes we have now? ie forget about regrading Roads...there are enough Bridgeport remakes already as it is, etc etc?
Mad Poster
#28 Old 18th Oct 2011 at 1:00 PM Last edited by Menaceman44 : 18th Oct 2011 at 9:42 PM.
Well I redid the Bridgeport file with JUST the fixes you have available now. It has created a different problem now.
The lot tears have gone but I now have large patches of grass covering the road!
I'm going to go and delete the world cache file, as I forgot to do that, and see if that makes any difference.

ETA: Nope, didn't make any difference to the grassy road problems at all. Still there, in new game saves as well.

ETA (again): The files causing issues with my game are the road intersection corrections.
I added just the routing corrections and everything is fine. When I add the road intersection files in then grass starts showing over/ through the roads.

My deviantART, MTS Yearbook Origin ID = Alistu
In the Arena
retired moderator
Original Poster
#29 Old 19th Oct 2011 at 5:57 PM
Which areas?

I'm thinking I should forgo road regrading and smoothing totally. Like I mentioned in the Twinbrook fixes, I don't see this clipping, thus I thought things were OK. So, I need to redo and just release the routing stuff, I think.

May I know your specs and options settings?
Just the CPU+RAM+GPU info is good. And settings pertaining to textures.

If this is a widespread case, I thought we'd get more than one feedback on it per world...
Mad Poster
#30 Old 19th Oct 2011 at 9:11 PM
Ugh, I hope I'm gonna give you the correct info now. I'm not up on computer terms even if I am the most technically minded in my family.
CPU: AMD Athlon II Dual-Core M320 ~2.1GHz
RAM: 3072MB
GPU: ATI Mobility Radeon HD 4200 Series
I'm playing on a laptop.

My deviantART, MTS Yearbook Origin ID = Alistu
#31 Old 8th Nov 2011 at 4:31 PM
Yersterday I have downloaded updated resources, and I have some problems with roads. I haven't check on new game, but this is what I see in my savegame of BP.

There are more places like that, only I have shut down the game, and reaplly the first resource pack. Now it's OK again...
Mad Poster
#32 Old 8th Nov 2011 at 6:41 PM
I was having the same issue and I solved it by using the world version with the fixes already applied that ellacharm3d has available in her other thread.

My deviantART, MTS Yearbook Origin ID = Alistu
#33 Old 8th Nov 2011 at 10:34 PM
I have downloaded the world file, and it has the same size, as mine world file, when I use the first pack of resources... So does this file have the same resources, as those updated?
Mad Poster
#34 Old 9th Nov 2011 at 12:49 AM
I believe so. All of the road connections are fixed and I have no lot tears or missing road/roads covered in grass.

My deviantART, MTS Yearbook Origin ID = Alistu
#35 Old 9th Nov 2011 at 3:21 PM
Right now I'm testing file, with new routing fix resources and older intersections resources. This compilation seems to be doing great! :D
Test Subject
#36 Old 12th Sep 2012 at 5:40 AM
@menaceman44 where is that world file? because i have the same road tearing issues :/

thx in advance
Lab Assistant
#37 Old 22nd Jul 2014 at 6:03 AM
Wow! Now bridgeport can be playable...
Test Subject
#38 Old 17th Oct 2021 at 8:28 AM
Default Help
Hello, could somebody help me? I been looking for the Bridgeport world fix mod and I can't find the .world that is supposed to be in the downloaded compressed file inside both of them there are only a lot of ".dds" ".model" and some ".bnry" where do I need to install them? or is something missing that I need to do first?
Please help me
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