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Field Researcher
Original Poster
#1 Old 14th Jan 2026 at 1:01 PM Last edited by vesko_sims3 : 18th Jan 2026 at 3:36 PM.
Working on a makeover of Sim Sample's world of Jericho
As the title says, I’m considering doing a makeover of the world of Jericho, made by @simsample.
The first time I started a new game in this world, I instantly fell in love with it - the scenery, the wide variety of lots and the hidden adventures in hidden tombs and some easter eggs. The story behind its origin is also thrilling! I’ve noticed that some of the residential districts in the town are named after historical areas around the world, which makes it even more fun to play.

However, the only thing I didn’t like was the lack of trees. That said, this was originally justified as a way to make the world run more smoothly without lag, but most of us now have more powerful machines, so I’ve added some.

I haven’t made many changes so far, aside from the time I’ve spent working on it. The most noticeable changes include the integration of more buildable shells for the Late Night EP to make the cityscape more exciting, softening the terrain in the old town area, placing more retaining walls on the island where the new town area is, and adding small tree-filled areas throughout to create park-like avenues.The retaining walls can downloaded from this thread. I’ve also merged two of the smaller islands along the riverbank to create more space for additional trees in the future.

The world is still a work in progress - most of the lots are currently missing due to terrain changes and possible makeovers I plan to make. I will try to keep the network of tombs intact, as this feature is a big part of what makes the town more exciting.

Here are some pictures of the world so far:
Life is just a candle and a dream must give it flame
retired moderator
#2 Old 14th Jan 2026 at 2:42 PM
How exciting! It's looking really lovely so far, I'm amazed that someone thinks Jericho's worth doing something with! I hope you delete all of my crappy textures, I did all the billboards and rabbitholes in overrides that were really in-jokes for my daughter, and most of them are really silly! And some of the QR codes on the billboards are outdated. Also that basement club with the car park on top, you can see it in the third image- I hope you'll replace that one too, I built it when we were trying to figure out how Domangcop built a sunken lot here. But the low-res imposter looks awful, doesn't it?

Yes, I was limiting how many trees I put there as I was trying to reduce the chunk complexity, for performance reasons. My computer struggled to cope with this world in Edit-in-game, although it played well. But I think it was pushing it for what most people's computers could play at the time! It was meant to be quite a bleak sort of place though, and the sparse vegetation and custom weather was reflecting this I suppose. Most of the things I did with this world were written up in tutorials somewhere on this site, like the terrain paint layers, and spliced in effects, and the weather and the water wave direction. All easier to do now we have SuperCAW!

I really love your idea with the avenues, I hope you have lots of fun doing this and manage to cheer it up a bit! Looking forward to seeing the progress.
Field Researcher
Original Poster
#3 Old 14th Jan 2026 at 3:36 PM Last edited by vesko_sims3 : 16th Jan 2026 at 7:46 PM.
Well I like what you did with the rabbit holes with their override texture. Only the bistro rabbit hole recolor looks weird to me - beside that everything other is spot on! That makes the stand out somehow from the game's default
I have made myself rabbit hole texture override for other world and I'm planning to use the same here.

About the billboards I will replace the with more up to date, but I will keep Sim Sample's billboard.
Life is just a candle and a dream must give it flame
retired moderator
#4 Old 14th Jan 2026 at 4:13 PM
Quote: Originally posted by vesko_sims3
Well I like what you did with the rabbit holes with their override texture. Only the bistro rabbit hole recolor looks weird to me - beside that everything other is spot on! That makes the stand out somehow from the game's default
I have made myself rabbit hole texture override for other world and I'm planning to use the same here.

About the billboards I will replace the with more up to date, but I will keep Sim Sample's billboard in your honor!

PS: Did you have noticed my override of Lara Croft billboard?

Hey, that's Admiral Geddy Lee on the Bistro!


Yes, I noticed the new billboard- very cool!

Aww, thank you for keeping Sim Sample's billboard! I don't mind if you replace 'em all though, as with all my stuff I'm happy for people to do whatever they want with it.
Screenshots
Field Researcher
Original Poster
#5 Old 14th Jan 2026 at 5:55 PM Last edited by vesko_sims3 : 16th Jan 2026 at 7:43 PM.
The next screenshot is a small peek at one of my edits on residential lots - this one is Kaenview House.

The thing I like most about this house is the atrium-like space beneath the main floor. When I started editing the house, I noticed that this room is not actually built on two levels, but on a single level that is depressed using the constrain cheat. Since there was no physical separation between the two levels, I couldn’t place windows above the lower ones on the first floor. I tried to mod these windows to be shiftable using the move interaction from DebugEnabler, but the cutout wasn’t working. After pulling my hair out all day , I realized just how bad the Sims 3 game engine really is with its limitations .

As a compromise, I lowered the levels to 1 and a half instead of 2, (less noticeable empty wall space) keeping the higher ceiling and the stairs leading to this room without rebuilding the house. I also changed the stairs to a half-landing design.
Screenshots
Top Secret Researcher
#6 Old 14th Jan 2026 at 8:28 PM
Quote: Originally posted by vesko_sims3
As the title says, I’m considering doing a makeover of the world of Jericho,

I'm very looking forward to this! This might have been the first custom world I ever played and it still holds a special spot in my heart despite having looked at many more worlds since.

Quote: Originally posted by simsample
How exciting! It's looking really lovely so far, I'm amazed that someone thinks Jericho's worth doing something with!

Absolutely! There are so many details in there, so many quirky things to discover. Your work definitely set a standard
Life is just a candle and a dream must give it flame
retired moderator
#7 Old 14th Jan 2026 at 8:34 PM
Thank you @Norn , that means a lot! It took me over two years to make.

I'm not sure whether any of the tomb lots are editable though; they updated the processor object some time after I'd completed this world, so although the tombs are playable (I tested them recently-ish), the processor is invisible and unclickable. So editing what it does would not be possible.
Field Researcher
Original Poster
#8 Old 16th Jan 2026 at 2:03 PM Last edited by vesko_sims3 : 17th Jan 2026 at 7:43 AM.
Did you have recommendations for what to change in them world? Perhaps new name or change the world type to downtown/vacation.
Top Secret Researcher
#9 Old 16th Jan 2026 at 3:39 PM
I always loved Jericho but it's one of those worlds that tend to just crash on me after a bit of playing and I never figured out why. But once in a while, I install it, load it, and run around a bit in it, simply because it has so much character!
Good luck with the remake! Unfortunately, I am no help with CAW.
Field Researcher
Original Poster
#10 Old Yesterday at 6:56 PM Last edited by vesko_sims3 : Yesterday at 9:01 PM. Reason: Give more info about the "issue"
Default Stange footprint that "messes up" the routing
Hi @simsample,
While editing Jericho, I noticed a terrible "routing" issue. When I turned on "Show Routing Data" for the first time, a large "ghost" footprint appeared running along the map, and it stays there. I have no idea how to fix it. I tried making a copy of the world under a new name, cleaning the global layer, and even rerouting several times… nothing worked. Could you help me?

Edit1: The area covered by this "footprint" doesn’t actually exist in the game, and it is walkable, which is strange. However, in CAW it is visible and makes both the tool and me confused!? Is this a bug related to the old version of CAW that was used to create this world?

Edit2: I use the same version of Jericho, both in the tool and in game [Pets/ Showtime Version] .

Here are some screenshots from CAW:
Screenshots
Life is just a candle and a dream must give it flame
retired moderator
#11 Old Today at 2:48 AM
Quote: Originally posted by vesko_sims3
While editing Jericho, I noticed a terrible "routing" issue. When I turned on "Show Routing Data" for the first time, a large "ghost" footprint appeared running along the map, and it stays there. I have no idea how to fix it. I tried making a copy of the world under a new name, cleaning the global layer, and even rerouting several times… nothing worked. Could you help me?

Not sure why it's showing like that for you; I just downloaded my CAW files from the link on my download page, put 'em in SuperCAW and rebuilt routing data. It looks fine; the only unroutable bits are the steep areas and water (plus a strip close to the Distant terrain).

I have 1.67 gameversion and SuperCAW to match.

Original version of Jericho is fine too.

These are the EPs I have installed:


If you have the later ones, maybe something in those messed up the routing? Can't say I've ever tried Jericho with Island Paradise or Into the Future.

Edit: I'm not sure that Jericho would work well in IP; the water is very shallow so you'd need to redo the height map to allow the sea to be made lower. I think the seafloor is at the bottom of the world grid cube. No chance of making a diving lot ot houseboat!
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Field Researcher
Original Poster
#12 Old Today at 9:50 AM Last edited by vesko_sims3 : Today at 2:01 PM.
Quote: Originally posted by simsample
Not sure why it's showing like that for you; I just downloaded my CAW files from the link on my download page, put 'em in SuperCAW and rebuilt routing data. It looks fine; the only unroutable bits are the steep areas and water (plus a strip close to the Distant terrain)...


I also don't know why...

From the very beginning I started with the world resources that were linked on the world's page. This morning I've tried to import both the regular version and the Pets/Showtime version for the second time, and they both have this "ghost" footprint again, even after saving a fresh copy of the worlds under new name. When I've tried to open the world resources in SuperCAW to recalculate the routing data, they both crashed the tool (a screenshot of the error is shown below). I also tried to open my copy of the world, which was edited and copied a gazillion times - the tool was able to open it, but when I moved the cursor it crashed again. I attempted to do the rerouting directly after opening my copy - same result.

I'm working on Windows 11. I have game patch 1.67 as well, with all the EPs installed (including IP and ITF). I use the latest version of CAW, downloaded from EA's official site, and SuperCAW downloaded from MTS. I think all that is necessary is installed in the right way and ready for Windows 11. I also turned on compatibility mode for Windows 7. I also have LD's Alder Lake patch installed (my CPU is Core i7 14th gen, but the patch works fine, because it uses same core mechanics as Alder Lake 12th gen)

I will try to make the rerouning in SuperCAW under Windows 10 (on my laptop, which has 10th gen Core i7) because the reason for the crashes could be from Windows 11 (just guessing).

But after all, if this footprint thing doesn't mess up the routing in game, everything is safe and sound. But I'm just curious why this thing appears on my side but not on yours...

Edit1: Even under Windows 10, the crash still occurs. I tried turning off DEP (Data Execution Protection), hoping it would help, but it cannot be disabled for CAW or SuperCAW.

Edit2: Even in that state the most of the river could be used for water transport (I've tested it in game), but I changed the sea level in my edit.

Edit 3: The uploaded world resouses in Sim File Share are from 2015...The last update to base vesion here on MTS is from 2021.
Screenshots
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