Auto-place official festival lots in later Store worlds
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Uploaded: 29th Oct 2023 at 8:25 AM
IMPORTANT NOTE: In order for the mod to work, the following .package files (if the player has them in the first place) must be copied and pasted from "(installation folder)\Game\Bin\Library" to "(installation folder)\The Sims 3 Seasons\GameData\Shared\NonPackaged\Library":
It's anyone's guess why Maxis didn't make the lot package detection system able to detect the regular lot bin.
And even then there's a certain chance that the mod could have no effect for indeterminate and incomprehensible reasons.
——————————————————————————
All Store worlds had official festival grounds built for them, ones that were clearly intended to be placed on specific addresses/lots at that, but one could tell that while Maxis' lot builders had a fun time with those grounds, the main devs at Maxis didn't put their heart into it when working on the last 5 Store worlds: Aurora Skies, Monte Vista, Dragon Valley, Midnight Hollow, and Roaring Heights.
In Monte Vista and Aurora Skies, they seemingly forgot to add the festival among the preplaced lots. From Dragon Valley onwards, they simply didn't even bother updating "AutoVenuePlacement" in GameplayData.package, leading to no preplaced lots in those worlds, not even stuff like salons or Showtime venues, and also didn't even feel like giving the festival lots the Festival Grounds assignment, which further complicated my mod testing.
The lots have been lingering in the regular Edit Town lot bin all along, but it sounds possible to me that more than a few long-time players may not have noticed them there. So I made this quick mod while working on other mods, to simplify the process when starting new savefiles in those 5 worlds.
Or, well, quick and quick... it took me a solid 9 hours to get a working setup for the mod (3hrs of which spent on figuring out how to see lot IDs, which could be done with NRaas Debug Enabler), and even then the files in the mod are about as unstable as two boulders tied to a roof with shoelaces (though the game code itself is hardly any more stable). At least there is 0.0% chance of crashes to desktop, however; the worst things that can happen is either that the mod has no effect, or that the world loading screen gets stuck (The latter of which would require post-download mod editing that'd result in syntax errors).
———Added sections (i.e. changes) to "AutoVenuePlacement" in GameplayData.package———
"<" and ">" below were substituted by "(" and ")" respectively due to the codebox not being able to render < tags correctly.
———Notes———
• I was not able to figure how to auto-place a festival lot (e.g. Moonlight Falls' Eerie Park) in Sims University.
Code:
Aurora Skies Festival Grounds.package Dragon Valley Festival Grounds.package Midnight Hollow Festival Grounds.package Monte Vista Festival Grounds.package Roaring Heights Festival Grounds.package
It's anyone's guess why Maxis didn't make the lot package detection system able to detect the regular lot bin.
And even then there's a certain chance that the mod could have no effect for indeterminate and incomprehensible reasons.
——————————————————————————
All Store worlds had official festival grounds built for them, ones that were clearly intended to be placed on specific addresses/lots at that, but one could tell that while Maxis' lot builders had a fun time with those grounds, the main devs at Maxis didn't put their heart into it when working on the last 5 Store worlds: Aurora Skies, Monte Vista, Dragon Valley, Midnight Hollow, and Roaring Heights.
In Monte Vista and Aurora Skies, they seemingly forgot to add the festival among the preplaced lots. From Dragon Valley onwards, they simply didn't even bother updating "AutoVenuePlacement" in GameplayData.package, leading to no preplaced lots in those worlds, not even stuff like salons or Showtime venues, and also didn't even feel like giving the festival lots the Festival Grounds assignment, which further complicated my mod testing.
The lots have been lingering in the regular Edit Town lot bin all along, but it sounds possible to me that more than a few long-time players may not have noticed them there. So I made this quick mod while working on other mods, to simplify the process when starting new savefiles in those 5 worlds.
Or, well, quick and quick... it took me a solid 9 hours to get a working setup for the mod (3hrs of which spent on figuring out how to see lot IDs, which could be done with NRaas Debug Enabler), and even then the files in the mod are about as unstable as two boulders tied to a roof with shoelaces (though the game code itself is hardly any more stable). At least there is 0.0% chance of crashes to desktop, however; the worst things that can happen is either that the mod has no effect, or that the world loading screen gets stuck (The latter of which would require post-download mod editing that'd result in syntax errors).
———Added sections (i.e. changes) to "AutoVenuePlacement" in GameplayData.package———
"<" and ">" below were substituted by "(" and ")" respectively due to the codebox not being able to render < tags correctly.
Code:
(MonteVista) (Venu_Name)kEP8_Festival(/Venu_Name) (Lot_Id)644859504566623600(/Lot_Id) (Lot_Rotation)Auto(/Lot_Rotation) (PackageName)Monte Vista Festival Grounds(/PackageName) (ProductVersion)EP8(/ProductVersion) (/MonteVista) (...) (AuroraSkies) (Venu_Name)kEP8_Festival(/Venu_Name) (Lot_Id)12566732155052951632(/Lot_Id) (Lot_Rotation)Auto(/Lot_Rotation) (ProductVersion)EP8(/ProductVersion) (PackageName)Aurora Skies Festival Grounds(/PackageName) (!-- (Lot_Address)52 Velkominn Rd.(/Lot_Address) --) (/AuroraSkies) (DragonValley) (Venu_Name)(/Venu_Name) (Lot_Id)(/Lot_Id) (Lot_Address)(/Lot_Address) (Lot_Rotation)(/Lot_Rotation) (ProductVersion)(/ProductVersion) (PackageName)(/PackageName) (/DragonValley) (DragonValley) (Venu_Name)CommercialLotSubType(/Venu_Name) (Lot_Address)Just for reference(/Lot_Address) (Lot_Rotation)Auto, 0, 90, 180, 270(/Lot_Rotation) (ProductVersion)EP0(/ProductVersion) (/DragonValley) (DragonValley) (Venu_Name)kBigPark(/Venu_Name) (Lot_Id)2907355390241595520(/Lot_Id) (Lot_Rotation)Auto(/Lot_Rotation) (PackageName)Dragon Valley Festival Grounds(/PackageName) (ProductVersion)EP8(/ProductVersion) (/DragonValley) (MidnightHollow) (Venu_Name)(/Venu_Name) (Lot_Id)(/Lot_Id) (Lot_Address)(/Lot_Address) (Lot_Rotation)(/Lot_Rotation) (ProductVersion)(/ProductVersion) (PackageName)(/PackageName) (/MidnightHollow) (MidnightHollow) (Venu_Name)CommercialLotSubType(/Venu_Name) (Lot_Address)Just for reference(/Lot_Address) (Lot_Rotation)Auto, 0, 90, 180, 270(/Lot_Rotation) (ProductVersion)EP0(/ProductVersion) (/MidnightHollow) (MidnightHollow) (Venu_Name)kBigPark(/Venu_Name) (Lot_Id)12566732179513979120(/Lot_Id) (Lot_Rotation)Auto(/Lot_Rotation) (PackageName)Midnight Hollow Festival Grounds(/PackageName) (ProductVersion)EP8(/ProductVersion) (/MidnightHollow) (RoaringHeights) (Venu_Name)(/Venu_Name) (Lot_Id)(/Lot_Id) (Lot_Address)(/Lot_Address) (Lot_Rotation)(/Lot_Rotation) (ProductVersion)(/ProductVersion) (PackageName)(/PackageName) (/RoaringHeights) (RoaringHeights) (Venu_Name)CommercialLotSubType(/Venu_Name) (Lot_Address)Just for reference(/Lot_Address) (Lot_Rotation)Auto, 0, 90, 180, 270(/Lot_Rotation) (ProductVersion)EP0(/ProductVersion) (/RoaringHeights) (RoaringHeights) (Venu_Name)kBigPark(/Venu_Name) (Lot_Id)644859556052352816(/Lot_Id) (Lot_Rotation)Auto(/Lot_Rotation) (Lot_Address)35 Van Alen Street(/Lot_Address) (PackageName)Roaring Heights Festival Grounds(/PackageName) (ProductVersion)EP8(/ProductVersion) (/RoaringHeights)
———Notes———
• I was not able to figure how to auto-place a festival lot (e.g. Moonlight Falls' Eerie Park) in Sims University.
Filename | Type | Size |
---|---|---|
Auto-place official festival lots in later Store worlds.zip | zip | |
Auto-place official festival lots in later Store worlds.package | package | 11144 |
Custom installation instructions! READ ME!
In addition to the normal installation instructions, this download also has a custom instruction, as follows:
Basic Download and Install Instructions:
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. IMPORTANT NOTE: In order for the mod to work, the following .package files (Whichever ones, if any, that the player has in the first place) must be copied and pasted to "(installation folder)\The Sims 3 Seasons\GameData\Shared\NonPackaged\Library":
Need more information?
Please make sure to read it before commenting that it doesn't work. :)
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. IMPORTANT NOTE: In order for the mod to work, the following .package files (Whichever ones, if any, that the player has in the first place) must be copied and pasted to "(installation folder)\The Sims 3 Seasons\GameData\Shared\NonPackaged\Library":
Code:
Aurora Skies Festival Grounds.package Dragon Valley Festival Grounds.package Midnight Hollow Festival Grounds.package Monte Vista Festival Grounds.package Roaring Heights Festival Grounds.package
Need more information?
- For a full, complete guide to downloading complete with pictures and more information, see: Game Help: Downloading for Fracking Idiots.
- Custom content not showing up in the game? See: Game Help: Getting Custom Content to Show Up.
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Auto-place official festival lots in later Store worlds.zip
Download
Uploaded: 29th Oct 2023, 7.4 KB.
736 downloads.
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For a detailed look at individual files, see the Information tab. |
Install Instructions
Basic Download and Install Instructions:
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. IMPORTANT NOTE: In order for the mod to work, the following .package files (Whichever ones, if any, that the player has in the first place) must be copied and pasted to "(installation folder)\The Sims 3 Seasons\GameData\Shared\NonPackaged\Library":
Need more information?
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. IMPORTANT NOTE: In order for the mod to work, the following .package files (Whichever ones, if any, that the player has in the first place) must be copied and pasted to "(installation folder)\The Sims 3 Seasons\GameData\Shared\NonPackaged\Library":
Code:
Aurora Skies Festival Grounds.package Dragon Valley Festival Grounds.package Midnight Hollow Festival Grounds.package Monte Vista Festival Grounds.package Roaring Heights Festival Grounds.package
Need more information?
- For a full, complete guide to downloading complete with pictures and more information, see: Game Help: Downloading for Fracking Idiots.
- Custom content not showing up in the game? See: Game Help: Getting Custom Content to Show Up.
Packs Needed
For a full list of packs with names, see the Packs Needed popup.
Other Information
Type:
– Fixed
: Fixed EA mistakes
– Other
Tags
Packs Needed
Base Game | |
---|---|
Sims 3 |
Expansion Pack | |
---|---|
Seasons |
About Me
Sorting-talent fairy (Think Disney Fairies' talent system) who likes and strongly specialises in Sims 3. Good at building community lots, and turned out to have a talent for S3PE mods. From Norway. He/him, but I won't mind it at all about anyone mistaking me. Carried The Sims Wiki's maintenance of Sims 3 pages virtually singlehandedly in 2023. Likes good food. PFP: Lucky Luke.
WIP big projects:
• EP changelogs for British English v1.4 (April 2024)
• "60FPS EA splash screen in Sims 3" (April/May 2024; depends on whether there's a fair amount of players who aren't using the various "Skip intros" mods)
• "IMAG game files ran through OptiPNG for slightly better game performance" (March or Q2 2024; need to figure out if DeltaBuild0 images are fair game to post as a mod, and not just FullBuild0)
• "Turn supermarkets into department stores" (Likely cancelled, as SN elixirs didn't have separate code rows)
• "Sims 3 Seinfeld apartment based on an architect's chart from 2011" (Cancelled; Sims 3 simply couldn't accomodate the needed straight/diagonal walls)
Backup of some of my mods (External link). I understood the rules (Link) as that "About Me" 100% allowed such links, though the normal SoMe profile settings lacked GitHub or GitLab options.
WIP big projects:
• EP changelogs for British English v1.4 (April 2024)
• "60FPS EA splash screen in Sims 3" (April/May 2024; depends on whether there's a fair amount of players who aren't using the various "Skip intros" mods)
• "IMAG game files ran through OptiPNG for slightly better game performance" (March or Q2 2024; need to figure out if DeltaBuild0 images are fair game to post as a mod, and not just FullBuild0)
• "Turn supermarkets into department stores" (Likely cancelled, as SN elixirs didn't have separate code rows)
• "Sims 3 Seinfeld apartment based on an architect's chart from 2011" (Cancelled; Sims 3 simply couldn't accomodate the needed straight/diagonal walls)
Backup of some of my mods (External link). I understood the rules (Link) as that "About Me" 100% allowed such links, though the normal SoMe profile settings lacked GitHub or GitLab options.