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Featured upload! CaSTable RabbitHole Replacements

by AussomeDays Posted 18th Nov 2014 at 11:54 AM - Updated 14th Dec 2015 at 7:44 PM by AussomeDays : Updated script
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This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.


Update Dec 14, 2015

Nothing earthshattering...
Be sure to delete yout scriptCache.package if you update

  • removed over 500 blocks of duplicated and unnecessary code from the Main Assembly script...noobie me, lol (you may want to keep a copy of the old file just in case I managed to break something)
  • added override for ITUN PushWoohooOnTrain_HoverTrainStation resource 0x5106B731FE496056 that removes the "future" world restriction so that woohoo interactions on the pie menu display correctly (with or without NRaas Woohooer) if used in a non-future world
  • added code that should automatically restart those few animated clock hands when they bugger out
  • changed GetModelNameForAnimation() string from "schoolrabbithole" to "cityhall" for Twinbrook and Town Life schools (allows all 3 doors to animate for an upcoming project)
  • added a .package file that can be used to hide the default EA rabbithole thumbnails if you want your catalogue to be less cluttered -- NOTE: This will override the default OBJDs to make sure that the BuildBuyProductStatusFlags value is 60 (usually 61). Works for base game, expansions, stuff packs and "unmodified" store content. Place in Mods/Packages if you have no store content OR if you install store content using the launcher. If you have converted your store content to .package files, then place in Mods/Overrides instead. Can be removed by deleting the .package file.
__________________________________________________________________________________
These are the same RabbitHoles that were originally on the Simlogical site.

It is now possible to add more variety to your town. Whether you are a creator or just a player who occasionally builds within an existing neighbourhood, these customisable rabbitholes will allow you to have more colour options when designing your town. If you stopped using the pre-made shells because the colours just never fit in with everything else, then these CaSTable alternatives will hopefully provide a solution to those of us who do still use the rabbithole shells from time to time.

Important Note:
These rabbithole objects will NOT override the original game rabbitholes. However, they do rely on resources from those originals in order to function. Therefore, you will need to have the correct corresponding object from the base game / expansion pack / stuff pack / store item already installed in your game. These package files WILL NOT work by themselves!

Main RabbitHole Assembly Script **REQUIRED**
This is the bad boy responsible for assembling all of the parts into a complete unit. It will get updated whenever new rabbitholes are added to the mix, and you will need to re-download and replace the copy in your mods/packages folder if and when you add new rabbitholes from this project to your game. Don't forget to delete the scriptCache.package file from your Sims 3 directory when you update in order for any new script changes to take effect.

**NOTE
These rabbitholes can be used in any combination. After downloading a set, you can pick and choose whichever ones you want to use as long as you already have the appropriate originals. They all work independently of each other, and the Main RabbitHole Assembly script will assemble any and all. I started these at game version 1.63 and continued on after patching to 1.67, and everything appears to work fine.

Combo rabbits contain single varieties for each type in addition to the combo itself. This is to 'hopefully' help with opportunities that don't get along with the combos in case there's a building style you really want to use.

**HOW TO USE
  • File Location: After downloading, unzip the .rar file and place the unzipped .package file into your Mods/Packages folder.
  • Catalogue Location: Build Mode - Community Objects - Buildings (at the end) **Subways are in Buy Mode - Vehicles - Misc Transportation
  • Usage: Simply place the rabbithole on a community lot as per usual. It may take a couple of seconds for the script to assemble the building if it has lots of parts, but once it's complete, it will behave as a single object that can be picked up, moved around, etc. They should look pretty much like the original when first placed.
  • CaST: Simply click on the part of the building that you wish to recolour to bring up the create-a-style tool. You can switch to other parts of the building by clicking on them. You can also drag a colour from one part to another just like with any other object. Solid colours work best due to the way these are designed.

***UPDATE Oct 20, 2014
  • RESOLVED - Should now assemble properly when saving/placing lot with rabbit(s) to/from library bin and when exporting world from CAW after using Edit-In-Game mode to place rabbit(s) on lot.
  • RESOLVED - Recolours should now remain intact when using Edit-In-Game (CAW).









Additional Credits:
Inge & Peter for their wonderful S3PE / S3OC tools that have made this possible
A special Inge for her Tweaker -- she'll never know how much enjoyment I've gotten from this one
A few of the many others who have helped me stumble my way down the path of learning -- Ghost, Nona Mena, Darkitow, twallan, brappl, JunJayMdM, OmegaStarr, Bloom, sydserious, cmo and Wes Howe.
karilynmonroe2 for spotting the CAW & library bin issues that have now been resolved.
icarus_allsorts for helping me to better understand how a proxy works with object interactions.
annalise & her mom for bringing the recolour issue to my attention.
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
MainAssemblyScript.rar | Description: ***UPDATED Dec 14, 2015 *** REQUIRED for Rabbits to be fully assembled and function correctly (works for any combination of rabbitholes) 86.6 KB 3,891 14th Dec 2015
BASE Game (Sunset Valley) - ALL Rabbits.rar | Description: Total of 16 Rabbits 13.22 MB 3,679 18th Nov 2014
World Adventures (China Egypt) - ALL Rabbits.rar | Description: Total of 2 Rabbits 530.5 KB 2,094 18th Nov 2014
Ambitions (Twinbrook) - ALL Rabbits.rar | Description: Total of 12 Rabbits 10.66 MB 2,706 18th Nov 2014
Late Night (Bridgeport) - ALL Rabbits.rar | Description: Total of 11 Rabbits 14.02 MB 2,959 18th Nov 2014
Town Life (Misc) - ALL Rabbits.rar | Description: Total of 3 Rabbits 2.39 MB 1,998 18th Nov 2014
Pets (Appaloosa Plains) - ALL Rabbits.rar | Description: Total of 11 Rabbits 11.83 MB 2,717 18th Nov 2014
Showtime (Starlight Shores) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.54 MB 2,513 18th Nov 2014
Supernatural (Moonlight Falls) - ALL Rabbits.rar | Description: Total of 11 Rabbits 16.09 MB 2,972 18th Nov 2014
University (Campus) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.44 MB 2,512 18th Nov 2014
Island Paradise (Isla Paradiso) - ALL Rabbits.rar | Description: Total of 10 Rabbits 13.79 MB 2,442 18th Nov 2014
Sponsors (Promo) - ALL Rabbits.rar | Description: Total of 3 Rabbits 3.29 MB 1,364 18th Nov 2014
World (Riverview) - ALL Rabbits.rar | Description: Total of 7 Rabbits 4.39 MB 2,028 18th Nov 2014
World (BarnacleBay) - ALL Rabbits.rar | Description: Total of 1 Rabbit 2.12 MB 1,382 18th Nov 2014
World (HiddenSprings) - ALL Rabbits.rar | Description: Total of 1 Rabbit 669.6 KB 1,510 18th Nov 2014
World (Lunar Lakes) - ALL Rabbits.rar | Description: All Rabbits + Perigee + Extras for missing Rabbits *UPDATED 2/27/15 to get better colouring for back section (see new pic) 1.46 MB 1,516 27th Feb 2015
World (Lucky Palms) - ALL Rabbits.rar | Description: Total of 14 Rabbits 11.98 MB 1,627 18th Nov 2014
World (Sunlit Tides) - ALL Rabbits.rar | Description: Total of 15 Rabbits 12.03 MB 1,708 18th Nov 2014
World (Monte Vista) - ALL Rabbits.rar | Description: Total of 13 Rabbits 16.93 MB 1,909 18th Nov 2014
World (Aurora Skies) - ALL Rabbits.rar | Description: Total of 11 Rabbits 9.11 MB 1,696 18th Nov 2014
World (Dragon Valley) - ALL Rabbits.rar | Description: Total of 14 Rabbits 14.48 MB 1,788 18th Nov 2014
World (Midnight Hollow) - ALL Rabbits.rar | Description: Total of 13 Rabbits 14.79 MB 2,033 18th Nov 2014
World (Roaring Heights) - ALL Rabbits.rar | Description: Total of 16 Rabbits 17.07 MB 1,836 18th Nov 2014
World (Oasis Landing) - ALL Rabbits.rar | Description: Total of 9 Rabbits 9.73 MB 1,705 8th Dec 2014
Island Paradise (Isla Paradiso) - ALL Resort Rabbits.rar | Description: Total of 4 Resort Rabbits 4.38 MB 1,848 31st Dec 2014
Hide EA defaults - RABBITHOLES.rar | Description: *NEW* Dec 14, 2015 - Hides default thumbnails - only use if you no longer need to choose these from the catalogue 19.1 KB 585 14th Dec 2015
563 Thanks Say Thanks
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
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101 Comments / Replies (Who?) - 50 Feedback Posts, 48 Thanks Posts
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Test Subject
THANKS POST
#51 Old 11th Feb 2015 at 9:57 PM
this is so cool!
Field Researcher
#52 Old 27th Feb 2015 at 5:45 AM
Oh my, these are awesome! (And hence your name, I'm sure!) I've been replacing all my rabbitholes on various worlds with Lunar Lakes rabbitholes for some time (they have the smallest footprint, as far as I can tell), so I replaced some of those with these.

I've been having one problem with them, however. I can recolor them... except that ugly blue thing in the back of each of the Lunar Lakes rabbitholes. It looks like you have a channel set up for it, but that channel right now doesn't change anything on the section. I don't know if that's a glitch, or if it's simply not doable, but I thought I would at least tell you about it.

It is really awesome being able to recolor my rabbitholes and make my towns look the way I want them to! Thank you for making this!
Lab Assistant
Original Poster
#53 Old 27th Feb 2015 at 7:38 PM
Quote:
Originally Posted by Amber Lokisdotter
Oh my, these are awesome! (And hence your name, I'm sure!) I've been replacing all my rabbitholes on various worlds with Lunar Lakes rabbitholes for some time (they have the smallest footprint, as far as I can tell), so I replaced some of those with these.

I've been having one problem with them, however. I can recolor them... except that ugly blue thing in the back of each of the Lunar Lakes rabbitholes. It looks like you have a channel set up for it, but that channel right now doesn't change anything on the section. I don't know if that's a glitch, or if it's simply not doable, but I thought I would at least tell you about it.

It is really awesome being able to recolor my rabbitholes and make my towns look the way I want them to! Thank you for making this!


Hi Amber,

Thanks for bringing this to my attention. I remember this bugging me when I first did them, but these were part of the early days when I was learning new things, and I wasn't sure if I could do anything about it. Many of these mesh groups use an "additive" shader. You cannot directly select an object that uses this type of shader, so you have to be sure it's attached to a mesh group that can be selected so that it gets selected indirectly. Then it can be casted.

I've gone back and changed a few of the diffuse field values in the MLOD/MODL resources (it was actually that simple...lol). They still look pretty much like the originals when first placed, and now that back section will change to match the doorway entrance "mist" colour. (These overlap on the image file so I left them together). Here's a pic. I like them so much better now!


I've updated the original file that was uploaded, so all you need to do is redownload it, overwrite your copy and delete the compositorCache.package for good measure. I'm not sure if the ones you've already used will update automatically, but making a small change with the cast tool usually updates them. If not, just place a new one and transfer the colours from the old one.

The Aussome was actually an intentional mispelling to reflect me being from Australia (you know the Aussie Ozzie thing). It just kinda stuck. Let me know if you run into any problems, and thanks again for getting in touch!

Amanda
Test Subject
THANKS POST
#54 Old 9th Mar 2015 at 9:11 AM
Oh gosh yes yes yes yes YES! Thank you so much for this!
Lab Assistant
#55 Old 15th Mar 2015 at 2:40 PM
Quote:
Originally Posted by AussomeDays
Hi again,

Sorry to hear you're still having issues. I honestly don't know what might be causing it. There have been close to 10,000 downloads now, and no one else has reported anything similar to this. I don't know if this makes a difference, but these were made starting with patch 1.63 (you still use 1.55).

As far as the mod itself, it shouldn't conflict with anything as far as I know. These are all new objects run by a new script. They either have new resources (new ID's) or use ones already in the game (no changes to these).

Some other things to check:

1. See if the issue exists before actually placing a rabbit on a lot.
2. Make sure you're not accidentally using a rabbit from an expansion you don't have installed.
3. Try clearing the game cache files and restarting in case something there is causing issues.
  • CasPartCache.package, compositorCache.package, scriptCache.package, simCompositorCache.package
4. Try using ErrorTrap / Overwatch from NRAAS (if not already) to see if any script errors occur.

I did a search about blank portrait panel pictures, and found an article by Crinrict that may also help track down missing portrait panel pics. If you do a google search for "Sims 3 blank portrait panel icons" or "Sims 3 can't interact with sim", it will bring up more places with information that may be helpful in tracking down the cause.

Sorry I can't be more helpful, but please keep me updated. I certainly hope you'll be able to use them.


Sorry for the delay! I have been bussy for last weeks. Finally it worked!!! I only needed to install the parch 1.6, and it's running now!! Thank you for all the help!!!
Lab Assistant
Original Poster
#56 Old 15th Mar 2015 at 4:07 PM
Quote:
Originally Posted by la_rrocker
Sorry for the delay! I have been bussy for last weeks. Finally it worked!!! I only needed to install the parch 1.6, and it's running now!! Thank you for all the help!!!


Well, that's good news! Glad things got sorted.

Enjoy! ,

Amanda
Test Subject
THANKS POST
#57 Old 15th Mar 2015 at 5:17 PM
I'm very happy with this solution for not using the ugly rabbitholes. Thanks
Test Subject
THANKS POST
#58 Old 26th Mar 2015 at 2:55 PM
Thank you so much for all the work you put into these!
Forum Resident
#59 Old 30th Mar 2015 at 1:59 PM Last edited by Ciane : 30th Mar 2015 at 2:39 PM.
I assume the reason you don't also put all the files in one zip is because the file would be too large.
I was curious about the promo rabbit holes, but after downloading I see the Dr.Pepper one and the Ford Focus and the Metroplex.
I am very happy that you figured out how to do this. I love CASTable options. Thank you.
Lab Assistant
Original Poster
#60 Old 30th Mar 2015 at 5:58 PM
Quote:
Originally Posted by Ciane
I assume the reason you don't also put all the files in one zip is because the file would be too large.
I was curious about the promo rabbit holes, but after downloading I see the Dr.Pepper one and the Ford Focus and the Metroplex.
I am very happy that you figured out how to do this. I love CASTable options. Thank you.


Hi Ciane,

You are correct. I believe the max file size for upload is 50mb, and if everything were together in one file, it would be over 200mb. I also felt it was probably better that users didn't have to download extra rabbits for expansions / stuffs / worlds that they didn't own just to have to sort through them all to find the ones they wanted.

I'm certainly not a rabbithole fanatic (I actually prefer being able to build, see and interact inside), but it is what we were given. However, I am a CaST freak (spoiled rotten), so I think being able to customise them somewhat does make them a bit more palatable when and if someone decides to use one.

Take care ,

Amanda
Lab Assistant
#61 Old 3rd Apr 2015 at 9:04 PM
So Aussome,

Pretty excited about trying this out in my game. I went to a university with brick buildings and turquoise copper roofs so can't wait to get in there and see if I can "fix" it!

Also, since you've been poking around in these files, I've a request/question. I like some of the City Halls from the earlier games but love the convenience of the Civic Center. I'm looking for a way to take the shell of the older City Halls and give them the function of the Civic Center. Is this something that can be done with your mod? If not, is it something you might be able to put together?

Thx!
Lab Assistant
Original Poster
#62 Old 4th Apr 2015 at 5:59 PM
Quote:
Originally Posted by kslibra
So Aussome,

Pretty excited about trying this out in my game. I went to a university with brick buildings and turquoise copper roofs so can't wait to get in there and see if I can "fix" it!

Also, since you've been poking around in these files, I've a request/question. I like some of the City Halls from the earlier games but love the convenience of the Civic Center. I'm looking for a way to take the shell of the older City Halls and give them the function of the Civic Center. Is this something that can be done with your mod? If not, is it something you might be able to put together?

Thx!


I googled some images of the buildings you described, and they look so cool! Hopefully, the ones in the game will cooperate enough for you to obtain similar results without too many colour blending issues.

The scripts, however, are pretty much building specific. Just switching building #1 to the script of building #2 would result in building #1 having all of building #2's parts attached to building #1's main part (frightful looking in some cases, no doubt), meaning major changes to the main assembly script itself would be needed. I do keep a project list handy in case I manage to think of a practical way to improve on something without breaking something else, so I'll definitely keep this in mind for the future if possible.

Thanks!

Amanda
Test Subject
THANKS POST
#63 Old 31st May 2015 at 10:33 PM
thx
Lab Assistant
THANKS POST
#64 Old 3rd Jun 2015 at 1:55 PM
These are amazing! Thank you for sharing!!!
Test Subject
THANKS POST
#65 Old 21st Jun 2015 at 12:30 AM
This is great. Now I can make my town a more colorful place. (I have question but it's off topic I saw the screenshot where the hover trains from into the future How were you able to get them to work in another world)
Lab Assistant
Original Poster
#66 Old 21st Jun 2015 at 6:26 PM
Quote:
Originally Posted by m3rkmu51k
This is great. Now I can make my town a more colorful place. (I have question but it's off topic I saw the screenshot where the hover trains from into the future How were you able to get them to work in another world)


Hi m3rkmu51k,

I don't offhand remember exactly what I did with those. I think I may have just removed a few "conditional" checks from the original script that look to see what type of world you are currently in....normal, city, future, etc. I do remember them giving me a fit.

Basically, you should be able to plop them down in any type of world without needing to do anything else (other than a proper .ini resource for routing). I don't have too much experience using them yet. If you have any problems setting up the .ini resource, the web page I used to help me along is located here.

Take care!

Amanda
Test Subject
THANKS POST
#67 Old 13th Jul 2015 at 11:02 PM
I...ILOVEYOU. I've been using these on my caw world makeovers, and they just solve the rabbithole problem so well. As grateful as I am for the rabbithole doors/rugs (which I still use in certain situations) making a compact 'downtown' with them means much slower loading and streets that don't look as nice when viewed at a distance (when the 'built' lots are rendered at lower detail) - which is kind of mood-breaking. With these, you get more customization PLUS the near-instant detailed lot loading, and they look pretty at a distance. Just brilliant. Absolutely brilliant. THANK YOU SO MUCH FOR ALL OF YOUR WORK.
Lab Assistant
Original Poster
#68 Old 14th Jul 2015 at 3:16 AM
Quote:
Originally Posted by RinGrey
I...ILOVEYOU. I've been using these on my caw world makeovers, and they just solve the rabbithole problem so well. As grateful as I am for the rabbithole doors/rugs (which I still use in certain situations) making a compact 'downtown' with them means much slower loading and streets that don't look as nice when viewed at a distance (when the 'built' lots are rendered at lower detail) - which is kind of mood-breaking. With these, you get more customization PLUS the near-instant detailed lot loading, and they look pretty at a distance. Just brilliant. Absolutely brilliant. THANK YOU SO MUCH FOR ALL OF YOUR WORK.


Well, you are most welcome Luv! It's great to hear that they are working out for you. I was so hoping that lag wouldn't become a problem for users, mainly because I had to disable the switch to the lower detail mesh in order to prevent the colours from changing back & forth. It certainly does make a difference when viewing from a distance.

Thanks for your kind words!

Amanda
Test Subject
THANKS POST
#69 Old 23rd Aug 2015 at 1:57 PM
Holy Motherlode this is amazing!!
Test Subject
THANKS POST
#70 Old 14th Sep 2015 at 5:36 PM
It is a very good mod !
I just have a little problem : I placed in my city the Accolades Institute (Schhol only) in my city. But the problem is that the building keep its catalog's name (Accolades Institute (School Only) - RECOLOURABLE). Do you know how change the name of the building ?
Lab Assistant
Original Poster
#71 Old 15th Sep 2015 at 5:50 PM
Quote:
Originally Posted by dmse77
It is a very good mod !
I just have a little problem : I placed in my city the Accolades Institute (Schhol only) in my city. But the problem is that the building keep its catalog's name (Accolades Institute (School Only) - RECOLOURABLE). Do you know how change the name of the building ?

Hi,
I haven't actually tried renaming them from within the game (as of yet). I believe the names are pulled from the string tables (STBL), so that would be one option. Of course, the change would apply to all rabbits of that type. I found a forum discussion from a few years back located HERE. I'm thinking Debug Enabler from NRAAS might be the best thing to try.

Amanda
Test Subject
DELETED POST
1st Oct 2015 at 6:21 PM
This message has been deleted by ManGaga.
Forum Resident
THANKS POST
#72 Old 6th Oct 2015 at 10:30 PM
So they take a while to load? Everytime I place them the shell of the building is clear and transparent. I should just wait?
Lab Assistant
Original Poster
#73 Old 7th Oct 2015 at 5:17 PM
Quote:
Originally Posted by pretenshus
So they take a while to load? Everytime I place them the shell of the building is clear and transparent. I should just wait?

It is possible that they might take several seconds to assemble, especially if there are lots of parts to attach, i.e. City Hall.

If you click on the catalogue thumbnail, the sub-window will open. The rotating image shows what you will see upon placement, and then the other parts are added, usually within a couple of seconds. It could take longer for lower-end pc's or if other things are going on in the background. I test stuff on a 10-yr-old XP machine, and I haven't experienced anything more than a few seconds delay in assembly.

When reloading, larger worlds could take a while depending on how many objects the game needs to assemble and/or render.

Other than that, there really isn't anything special that needs to be done. Putting them in the game should be it. You can also delete the scriptCache.package for good measure, but that's not usually necessary unless you're updating a script that you already use.
Forum Resident
#74 Old 7th Oct 2015 at 6:57 PM
It may just be something with my game or computer then :/ When I place it the CAStable part appears then disappears. But thanks for the quick reply! I"m sure I'll figure something out.
Page 3 of 5

Expansion/Stuff packs required:
World Adventures Ambitions Late Night Pets Showtime Supernatural University Life Island Paradise Into the Future + 1 SPs

Built with Game Version: 1.63, 1.67

101 Comments / replies (Who?)

13 Feedback Posts
11 Thanks Posts

295 Favourited

55,013 Downloads

115,085 Views

Type: Other

Tags: #rabbithole, #castable, #recolorable, #create a style, #community, #career, #work

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