Contrary to reports, MTS is NOT compromised, and it IS safe to download from here. For more information, see this thread.
Quick Reply
Search this Thread
Lab Assistant
Original Poster
#1 Old 23rd Jul 2024 at 8:43 PM
Default Any chimney ideas?
Whoops! It's me again.

It has come to my attention that the game has fireplaces, but I can't seem to find any chimneys. Now a fireplace without an adequate chimney just screams "health and safety hazard" to me. I don't recall worrying about it 20 years ago, but maybe I'm getting pickier in my old age.

A search for CC chimneys was not particularly fruitful. How do ya'll handle chimneys? CC? Building little towers? Advising your Sims to invest in carbon monoxide detectors? I realize it would be tricky with the somewhat dorky auto roof situation, but my curiosity is stirred up.

Thanks in advance
Advertisement
Field Researcher
#2 Old 23rd Jul 2024 at 10:43 PM
Don't think it's technically possible in The Sims 1. You can't put any object on the roof. But if your house is one storey, then you can place a single tile somewhere on the second floor, and put an object on that to create the chimney. The roof will go around it.

I'm not sure if anyone has ever created a chimney object for the game. πŸ€” Perhaps...
Lab Assistant
Original Poster
#3 Old 23rd Jul 2024 at 11:12 PM Last edited by FrancesWeyr : 24th Jul 2024 at 12:10 AM. Reason: additional info
Quote: Originally posted by kenoi
Don't think it's technically possible in The Sims 1. You can't put any object on the roof. But if your house is one storey, then you can place a single tile somewhere on the second floor, and put an object on that to create the chimney. The roof will go around it.

I'm not sure if anyone has ever created a chimney object for the game. πŸ€” Perhaps...


http://doortomore.net/andrasta_med1.html

Well, I found this, which would suggest I’m not the first to think about it. I’m surprised there isn’t more though, or some work around.

edited to add: it's a bit fiddly and requires the use of an invisible floor tile, but it works.
Screenshots
Field Researcher
#4 Old 24th Jul 2024 at 12:58 AM
Oh wow! πŸ˜€ That looks great! Glad you were able to find such an amazing solution!

Really pushing the limits of the game here, and it works great.
Lab Assistant
Original Poster
#5 Old 24th Jul 2024 at 3:43 AM
Quote: Originally posted by kenoi
Oh wow! πŸ˜€ That looks great! Glad you were able to find such an amazing solution!

Really pushing the limits of the game here, and it works great.


Well, the funny thing is I came across this by accident after I posted. I was looking at medieval stuff and this just happened to be on the page.
Lab Assistant
#6 Old 30th Jul 2024 at 7:40 AM
BunnyWuffles made a chimney that matches the Maxis red brick: http://sas.woobsha.com/CulturalHF/mmNewAmsterdam/ It explains how to use it (also uses a glass floor)

And here's another red brick chimney by Poetica, part of a big set: https://poeticaplace.weebly.com/maxis-matches.html I think this one is made of stackable objects
Lab Assistant
Original Poster
#7 Old 30th Jul 2024 at 2:44 PM
Quote: Originally posted by EphemeralToast
BunnyWuffles made a chimney that matches the Maxis red brick: http://sas.woobsha.com/CulturalHF/mmNewAmsterdam/ It explains how to use it (also uses a glass floor)

And here's another red brick chimney by Poetica, part of a big set: https://poeticaplace.weebly.com/maxis-matches.html I think this one is made of stackable objects


Thanks, these look good.
Lab Assistant
Original Poster
#8 Old 2nd Aug 2024 at 1:35 AM Last edited by FrancesWeyr : 2nd Aug 2024 at 1:36 AM. Reason: fixing an oops
http://doortomore.net/simblesse.html


In case anyone is still interested in the ongoing chimney saga, there is a stone chimney here that is nice. I wish it had come with instructions, as the base is under walls as a column and the top is under fireplaces. I was so confused. Pleased, but confused.

There are some other interesting objects on the page too. I am interested in seeing how the plantable wheat and mill for grinding flour plays out. There is also a child enabled spinning wheel, but I may not have the kids spin because it works by stretching out their legs and it strikes me as a wee bit creepy.
Test Subject
#9 Old 3rd Aug 2024 at 8:10 AM
I wonder if any original instructions or comments on where the items were happened to be in whatever SO thread they might have come from and thus are lost to time. πŸ€”
Field Researcher
#10 Old 3rd Aug 2024 at 11:25 AM
The Simblesse Oblige forums, archived:

https://web.archive.org/web/2010091...om:80/index.php
Field Researcher
#11 Old 3rd Aug 2024 at 11:40 AM Last edited by kenoi : 3rd Aug 2024 at 12:33 PM.
This is the webpage they originally come from, these are all the instructions we got:

https://web.archive.org/web/2024080...is-matches.html

There is a similar page here that contains some additional hints/details (the start of it):

https://web.archive.org/web/2021061...uild-stuff.html
Screenshots
Lab Assistant
Original Poster
#12 Old 3rd Aug 2024 at 5:39 PM
Quote: Originally posted by purplewowies
I wonder if any original instructions or comments on where the items were happened to be in whatever SO thread they might have come from and thus are lost to time. πŸ€”


I will confess that this one had me confused. I installed the "eb_clothed trunk" three times before l got it to work. First I tried putting it all in a folder in downloads, because I've installed some things that worked that way. Then I tried putting the skin files in with the buyables because I got it into my head that the process was similar to a transaction at the clothes store and finally I just put the skin files in with the regular skin files and that worked. When Bilbo's baker's oven caught fire, he stylishly greeted the fireman in a crown with a sword strapped over his night shirt. I regret missing the photo opportunity.

The wheat and mill installed as usual, but I had to figure out by trial and error that you could not buy wheat seed in Making Magic lots, only bags of wheat. The wheat to plant is in the plants in build mode.
Field Researcher
#13 Old 3rd Aug 2024 at 5:59 PM Last edited by kenoi : 3rd Aug 2024 at 6:11 PM.
Apart from skins, the only other thing that goes into GameData/Skins is animations and animation meshes/objects. If you see BMP, CMX, SKN, CFP, BCF, or BMF files in the mod, then these go in the GameData/Skins folder.

BMP - texture
CMX - skin construct text file
SKN - 3D mesh
CFP - animation

BCF - binary compiled CMX file
BMF - binary compiled mesh (SKN) file

Objects (IFFs) that use custom animations will have these.
Field Researcher
#14 Old 3rd Aug 2024 at 6:16 PM Last edited by kenoi : 3rd Aug 2024 at 6:27 PM.
XA, WAV, MP3, HIT, HOT, and HSM files are sound related files. Leave them with the object or where they were meant to be installed. They have a fixed path, and if you move them somewhere else or rename them, the custom sounds for the object will be missing/broken.

If you are not sure where the XA/WAV/MP3 files need to go, open the HOT file in a simple text editor, like Notepad, and you'll see the path (you can also change it here).
Field Researcher
#15 Old 3rd Aug 2024 at 6:22 PM Last edited by kenoi : 3rd Aug 2024 at 6:48 PM.
IFF files contain the objects themselves. You can open and edit them in an editor like IFF Pencil 2, or using the Transmogrifier. Everything about the object(s) is contained in this file -- including the categorisation, description, price, and the object graphics, as well as the object's actions/programming.

Depeding on whether the object is overwriting an existing object, or it is a new object, it will go in a different place. New objects go in the Downloads folder. IFF files that are meant to override a game default object go either in the appropriate ExpansionPack folder, or in GameData/Objects, or GameData/UserObjects.

FAR files are archive files (like a zip file) that The Sims can read without having to extract them. You can use a FAR extractor like FAR Edit, or FAR Out to see/extract the files in them if you want to edit the mod/object. But it's best to leave them as they are if you do not need to edit the mod/object.

When an IFF and a FAR file are next to each other, the IFF file overrides the IFF file by the same name inside the FAR archive.
Back to top