Quick Reply
Search this Thread
Scholar
Original Poster
#1 Old 21st Sep 2025 at 2:47 AM

This user has the following games installed:

Sims 3, World Adventures, Ambitions, Late Night, Generations, Pets, Showtime, Supernatural, Seasons, University Life, Island Paradise, Into the Future
Default 2-tile doors that are no longer 2-tile
I have a number of doors which are ea 1-tile doors moved to a 2-tile position. Recently all of them have become one-tile, so that instead of having a 1-tile and a 2-tile version of these doors, I have two 1-tile doors. I can't imagine what could have happened to have changed this for all these doors? What should I look for?
Instructor
#2 Old 21st Sep 2025 at 7:10 PM
je ne comprends pas bien, could you provide some screenshots?

LGBTQ+. Donate to Ukraine, pretty please?
Scholar
Original Poster
#3 Old 22nd Sep 2025 at 9:26 AM
It's hard to illustrate. But here's an example. The door on the right is supposed to sit between two tiles, but instead it has started acrting like an unaltered clone of the basegame door on the left.
Screenshots
Instructor
#4 Old 22nd Sep 2025 at 9:36 AM
that is a base game door, non? if I recall, the door is just a standard one tile, there's also a single door from base game that requires two tiles. have you tested your game without mods at all? je n'ai jamais eu ce problème, I've never had problems with door, so it must be caused by mods

LGBTQ+. Donate to Ukraine, pretty please?
Scholar
Original Poster
#5 Old 22nd Sep 2025 at 8:32 PM
No, the point is that the door on the right is a modded door, with the appearance of the door on the left, that is meant to sit between two tiles, and did sit between two tiles until recently.
Lab Assistant
#6 Old 22nd Sep 2025 at 9:41 PM
Stupid question, but you haven't changed patch level recently maybe? But I think the only door patches were like 1.3something, ages ago, maybe pets or something idk.

Maybe tell us the makers and someone else can have a look at the files?

This is a really crazy problem, it's really hard to think what would affect a bunch of items like that and all in a technically-working way too... (hey, they do work? have you sent sims through them all?)
Scholar
Original Poster
#7 Old 23rd Sep 2025 at 1:01 AM
My current idea is that something happened when I merged my build objects. Yes, the doors work just like the ones they borrow their appearance from. And not [i]all[i] the 2-tile versions of 1-tile objects have lost their 2-tile placements. I thought to go through and revert the ones that are misbehaving, but I can't even find them in my mertging files directory at the moment, which might be a clue if I could figure out what that meant.
Instructor
#8 Old 23rd Sep 2025 at 8:11 AM
did you lose all the unmerged packages before you had combined them? if not, you could replace your merged one with individual packages for testing, ce qui serait une excellente idée, n'est-ce pas?

LGBTQ+. Donate to Ukraine, pretty please?
Scholar
Original Poster
#9 Old 24th Sep 2025 at 2:50 AM
I have my pre-merged packages all organized, yes. Last night I replaced the merged package with the pre-merged folder and the doors (I think 5 of them) still misbehave. I can't find the relevant files by package name, so the next thing I'm going to do is to see if the nraas "right-click to save the instance number" works on those. I really use those a lot, so it's quite annoying to me not to have them working right.
Inventor
#10 Old 24th Sep 2025 at 6:34 AM
Put the modded doors into your Overrides folder. If they start working again, you have a conflict.

Cardinal has been taken by a fey mood!
Scholar
Original Poster
#11 Old 28th Sep 2025 at 4:36 AM
Quote: Originally posted by CardinalSims
Put the modded doors into your Overrides folder. If they start working again, you have a conflict.

Thanks for the clue- itt turns oiut it was the other way around! I had recently a copy of my ccmerged in my overrides on somebody else's advice and I decided to remove it just to see if it might be the issue, and it was. And also-some other doors I hadn't noticed weren't showing up, are now back again. Thankjs again!
Inventor
#12 Old 28th Sep 2025 at 5:43 AM
It would be very unusual for an unmodified ccmerged to be the culprit- this file only contains 5 XML resources that don't modify any objects, and it's correct that it should be in Overrides if you have Store content in .package format.

Is it possible this accidentally got merged with something else? It should be about 19kb in filesize at the maximum.
Otherwise it's most certainly a coincidence that things are loading correctly now.

Cardinal has been taken by a fey mood!
Scholar
Original Poster
#13 Old 28th Sep 2025 at 6:26 AM
I have no idea! But I had never put a copy of ccmerged into my overrides, and I can't remember ever seeing advice to do that before, and I can't remember why they told me to do that, so I think I'll leave things as they are for now.
Scholar
#14 Old 28th Sep 2025 at 4:34 PM
Quote: Originally posted by CardinalSims
It would be very unusual for an unmodified ccmerged to be the culprit- this file only contains 5 XML resources that don't modify any objects, and it's correct that it should be in Overrides if you have Store content in .package format.

Is it possible this accidentally got merged with something else? It should be about 19kb in filesize at the maximum.
Otherwise it's most certainly a coincidence that things are loading correctly now.


I had no ideas on this, bbbut following the logic, and then reading how you phrased it as "unmodified" ccmerged, wouldn't that be exactly why it messed up the doors? Modified doors in regular packages folder, then the unmodded ccmerged in overrides, overid the modded doors with base doors????

Shiny, happy people make me puke!
Scholar
Original Poster
#15 Old 29th Sep 2025 at 1:03 AM
Quote: Originally posted by LadySmoks
I had no ideas on this, bbbut following the logic, and then reading how you phrased it as "unmodified" ccmerged, wouldn't that be exactly why it messed up the doors? Modified doors in regular packages folder, then the unmodded ccmerged in overrides, overid the modded doors with base doors????


That sounds logical to me. But I know nothing!
Inventor
#16 Old 29th Sep 2025 at 2:31 AM
Quote: Originally posted by LadySmoks
Modified doors in regular packages folder, then the unmodded ccmerged in overrides, overid the modded doors with base doors????

I said unmodified in-case the OP knew of a change they had made to it, or if they downloaded it from someone that had made changes to it.

There is nothing in a normal ccmerged that has anything to do with doors, let alone custom content ones. It's not physically possible for it to overwrite anything except the 5 Store XMLs inside of it- outdated copies of these can be included with Premium store items, which is why we put it in Overrides. All it does is include the Skill, Buff, Ingredient, Recipe, and Plant data for Premium store items.

I'm glad the issue is resolved, but the culprit is either a red herring (and the game stopped hiccuping loading the doors by total coincidence) or that copy of ccmerged had been combined with something else (perhaps by accident).

Cardinal has been taken by a fey mood!
Scholar
#17 Old 29th Sep 2025 at 5:14 PM
Quote: Originally posted by CardinalSims
I said unmodified in-case the OP knew of a change they had made to it, or if they downloaded it from someone that had made changes to it.

There is nothing in a normal ccmerged that has anything to do with doors, let alone custom content ones. It's not physically possible for it to overwrite anything except the 5 Store XMLs inside of it- outdated copies of these can be included with Premium store items, which is why we put it in Overrides. All it does is include the Skill, Buff, Ingredient, Recipe, and Plant data for Premium store items.

I'm glad the issue is resolved, but the culprit is either a red herring (and the game stopped hiccuping loading the doors by total coincidence) or that copy of ccmerged had been combined with something else (perhaps by accident).


OK. Just trying to follow. I guess I never saw anything in there, since I don't generally use store items. Apparently, I have 1 store item that must have come with a recent world, or lot dl that I got, since that's all that's in mine. Thanks for further explanation!

Shiny, happy people make me puke!
Scholar
Original Poster
#18 Old 30th Sep 2025 at 5:35 AM
I spoke too soon anyway. The issue was gone for one play session and came back the next. I had a couple crashes in there which I attributed to playing too long, but I also have a stuck imaginary friend which I'd been putting off dealing with because I'm not playing in live mode here yet. (though I am passing through live mode to situate families, so there's really no reason to put it off).

The weird thing is, I have a list of the seven doors that ought to be 2-tilke and are not and I cannot find them in my packages at all. I can't find them in the source files for my merged build & buy opjects and I can't find them in the folder of unmerged objects and I can't find them misfiled in the non-object files I decided not to merge. I know whart these doors are, I know who made them (some by leefish and some by mutske), they've been benign and fuinctional in my game for years.

I think my only real recourse is to put this project aside and rebuild my mods folder from scratch again. (the doomer version of 50-50)

Oh, and to address the ccmerged issue-it was the ccmerged file newly generated by my game. I copied it into overrides, on advice given to me because I gave up on downloading the store items (which I own fair and square) and I've been using the Blam's versions. Though I had never had any trouble with Blams store items in the past, and I don't see any difference between the gamne with and without the extra ccmerged copy.

My trouble with store items had been the download and installation process. It was a long and tedious process with each download taking sometimes half an hour and failing to show up about one time in four, and failing to install about one time in five, and occasionally changing its mind hours or days later so that I ended up with duplicates from the ones that had seemed to fail earlier, so that it sometimes took weeks of irritation to re-establish my things.
Inventor
#19 Old 30th Sep 2025 at 4:35 PM
Definitely sounds like the time to have a clean out.
It's not all bad, starting fresh and only adding back what you need is a great habit to have and your game will thank you in the long run.

I have no judgement for outsourcing the Store, especially now that it's possible the TS3 Store servers will close under the new EA ownership, and I always wholeheartedly support ditching the launcher- just a general note that illegitimate content should be removed whenever troubleshooting- both to quickly rule it out, and because some sites can't offer tech support until you do.
Personal preference, I don't recommend using redistributions that have already been modified or decrapped in any way. Best is to source unmodified .sims3packs and convert them yourself- which I can only confirm are out there, as MTS is also No Warez. If the servers do go down, the leniency on that may change- the TS2 side of this website is full of warez links

Without ccmerged, premium items will be missing the data I listed. It's recommended to use a full copy, like the link at the end of this page, because if you aren't installing through the launcher then the copy generated by your game won't contain anything.
This is mostly important for things like the baker's station, pizza oven, etc - so you wouldn't notice anything amiss until you used those objects.

Cardinal has been taken by a fey mood!
Back to top