Home | Download | Discussion | Help | Site Map | New Posts | Sign in

Latest Site News

2018 Calendar Contest Winners - posted on 10th Jan 2018 at 5:38 PM
MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

Featured upload! CaSTable RabbitHole Replacements

by AussomeDays Posted 18th Nov 2014 at 12:54 PM - Updated 14th Dec 2015 at 8:44 PM by AussomeDays : Updated script
100 Comments / replies (Who?) - 14 Feedback Posts, 10 Thanks Posts
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.

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

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
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 3,679 14th Dec 2015
BASE Game (Sunset Valley) - ALL Rabbits.rar | Description: Total of 16 Rabbits 13.22 MB 3,506 18th Nov 2014
World Adventures (China Egypt) - ALL Rabbits.rar | Description: Total of 2 Rabbits 530.5 KB 1,975 18th Nov 2014
Ambitions (Twinbrook) - ALL Rabbits.rar | Description: Total of 12 Rabbits 10.66 MB 2,566 18th Nov 2014
Late Night (Bridgeport) - ALL Rabbits.rar | Description: Total of 11 Rabbits 14.02 MB 2,810 18th Nov 2014
Town Life (Misc) - ALL Rabbits.rar | Description: Total of 3 Rabbits 2.39 MB 1,891 18th Nov 2014
Pets (Appaloosa Plains) - ALL Rabbits.rar | Description: Total of 11 Rabbits 11.83 MB 2,574 18th Nov 2014
Showtime (Starlight Shores) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.54 MB 2,393 18th Nov 2014
Supernatural (Moonlight Falls) - ALL Rabbits.rar | Description: Total of 11 Rabbits 16.09 MB 2,835 18th Nov 2014
University (Campus) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.44 MB 2,384 18th Nov 2014
Island Paradise (Isla Paradiso) - ALL Rabbits.rar | Description: Total of 10 Rabbits 13.79 MB 2,321 18th Nov 2014
Sponsors (Promo) - ALL Rabbits.rar | Description: Total of 3 Rabbits 3.29 MB 1,282 18th Nov 2014
World (Riverview) - ALL Rabbits.rar | Description: Total of 7 Rabbits 4.39 MB 1,918 18th Nov 2014
World (BarnacleBay) - ALL Rabbits.rar | Description: Total of 1 Rabbit 2.12 MB 1,296 18th Nov 2014
World (HiddenSprings) - ALL Rabbits.rar | Description: Total of 1 Rabbit 669.6 KB 1,416 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 1,393 27th Feb 2015
World (Lucky Palms) - ALL Rabbits.rar | Description: Total of 14 Rabbits 11.98 MB 1,535 18th Nov 2014
World (Sunlit Tides) - ALL Rabbits.rar | Description: Total of 15 Rabbits 12.03 MB 1,608 18th Nov 2014
World (Monte Vista) - ALL Rabbits.rar | Description: Total of 13 Rabbits 16.93 MB 1,810 18th Nov 2014
World (Aurora Skies) - ALL Rabbits.rar | Description: Total of 11 Rabbits 9.11 MB 1,605 18th Nov 2014
World (Dragon Valley) - ALL Rabbits.rar | Description: Total of 14 Rabbits 14.48 MB 1,698 18th Nov 2014
World (Midnight Hollow) - ALL Rabbits.rar | Description: Total of 13 Rabbits 14.79 MB 1,935 18th Nov 2014
World (Roaring Heights) - ALL Rabbits.rar | Description: Total of 16 Rabbits 17.07 MB 1,745 18th Nov 2014
World (Oasis Landing) - ALL Rabbits.rar | Description: Total of 9 Rabbits 9.73 MB 1,606 8th Dec 2014
Island Paradise (Isla Paradiso) - ALL Resort Rabbits.rar | Description: Total of 4 Resort Rabbits 4.38 MB 1,732 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 524 14th Dec 2015
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
Page 4 of 5
100 Comments / Replies (Who?) - 50 Feedback Posts, 47 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
THANKS POST
#76 Old 9th Oct 2015 at 7:18 PM
A big thank you for this mod! It is needed, especially when you want to create a new look for your town.
Veteran Finn
staff: retired moderator THANKS POST
#77 Old 24th Oct 2015 at 11:38 AM
Dayum, where were you when I was making my worlds??! These are awsum!
Theorist
#78 Old 6th Dec 2015 at 3:55 PM
Thanks, this is very handy.
Has anyone got the Zephyr station working correctly? It just crashes when I try to use it...

#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
Lab Assistant
Original Poster
#79 Old 6th Dec 2015 at 6:19 PM
Quote:
Originally Posted by tizerist
Thanks, this is very handy.
Has anyone got the Zephyr station working correctly? It just crashes when I try to use it...


Hi tizerist,

I don't recall having any game crashing issues, but I did experience the sim "jump" bug when I first started testing. I'm pretty sure I got that sorted since my test version is still working correctly.

From what I can remember when testing, I had to create some sort of .ini file to set up the route between stations. This was for a new "custom" setup in a normal world.

I remember each station also had a station number assigned in sequential order that needed to match up to the entries inside the .ini file. Same for Oasis Landing....when replacing the defaults with CaSTables, I had to reassign those station numbers (I believe they default to 0 when first placed).

You may know all of this already, but it was the first thing that popped into my head. If there's a code issue, I would think something should be amiss in my game as well.

If anyone out there has been using these successfully, please consider posting a reply to let us know. If I have the only working setup, then there is certainly a mystery to be solved.

Amanda
Field Researcher
THANKS POST
#80 Old 14th Dec 2015 at 2:42 AM
I am so glad I added these to my Sims 3 game. I use mostly the Oasis Landing and Lunar Lakes ones and the effects you can get when buildings are lighted are amazing! Thanks so much for making these.
Test Subject
THANKS POST
#81 Old 2nd Jan 2016 at 3:26 PM
Thanks for the great work, it's highly appreciated. I love an additional feature : the background colors of the thumbnails and that are sorted!
Field Researcher
THANKS POST
#82 Old 7th Jan 2016 at 6:02 PM
I discovered they don't show up if I merge the package with CC Magic? They do however show up fine if I put them directly into the mod folder, is that how they were designed or is my CC Magic acting up?
Lab Assistant
Original Poster
#83 Old 7th Jan 2016 at 7:20 PM
Quote:
Originally Posted by chokolady
I discovered they don't show up if I merge the package with CC Magic? They do however show up fine if I put them directly into the mod folder, is that how they were designed or is my CC Magic acting up?

Hi chokolady,

I don't have an overly large cc library, so I've just managed things myself. As far as I can tell, others still use CCMagic without issues, so I don't know if it could be that program. These weren't designed in any particular way not to work with it, but they're definitely more complex and may interfere with the normal operation of CCMagic, even though they still appear to be package files that should just install normally.

You may want to ask around at some of the various Sims 3 forums to see if anyone using these rabbits has managed to install them with CCMagic. Maybe someone discovered something extra that might be needed before they will install with that program. I wish I could be more helpful, but I'm a bit in the dark as to how that program actually handles things.

*************************************
I haven't had anyone else reporting this thus far, so if anyone out there has successfully used CCMagic to manage installation of the CaSTable rabbits, please consider making a post to let us know.

Amanda
Test Subject
THANKS POST
#84 Old 29th Jan 2016 at 7:03 PM
Finally!! Thank you ;D
Test Subject
#85 Old 13th Feb 2016 at 5:18 PM
Question. I'm sorry if this has been addressed, but I'm new to this sort of thing and it takes me a while to grasp what everything means. Maybe I'm not understanding correctly, but if I put these in a CAW world that I have built, would everyone who downloads my world need to download this mod? Or would these buildings show up without it?
Lab Assistant
Original Poster
#86 Old 13th Feb 2016 at 6:14 PM
Quote:
Originally Posted by cheymat
Question. I'm sorry if this has been addressed, but I'm new to this sort of thing and it takes me a while to grasp what everything means. Maybe I'm not understanding correctly, but if I put these in a CAW world that I have built, would everyone who downloads my world need to download this mod? Or would these buildings show up without it?

Hi cheymat,

No problem whatsoever. I don't recall if this has been asked, but I'm thinking that downloaders would need the packages from this mod as well. Otherwise, they would not have the resources necessary for the rabbits to show up. I'm not 100% sure though. I do recall some EA custom worlds that contained objects inside the .world file, but I don't know if it's as simple as that.

So, I'm gonna say yes unless I find out otherwise or someone else proves me wrong.

Amanda
Test Subject
#87 Old 13th Feb 2016 at 9:59 PM
Quote:
Originally Posted by AussomeDays
Hi cheymat,

No problem whatsoever. I don't recall if this has been asked, but I'm thinking that downloaders would need the packages from this mod as well. Otherwise, they would not have the resources necessary for the rabbits to show up. I'm not 100% sure though. I do recall some EA custom worlds that contained objects inside the .world file, but I don't know if it's as simple as that.

So, I'm gonna say yes unless I find out otherwise or someone else proves me wrong.

Amanda


Hmm. Interesting. Would you be up for a test? Maybe you could put together a tiny flat blank world with just two or three of these rabbit holes in it? I could download it to my game and see if they show up. I haven't installed any of these mods yet, so it would be a good test. You dont have to put it on the exchange or anything. Just send me a link that has the sims3pack so i can download it.

ETA forgot to add. I dont have IP, ITF, or UL but any of the other rabbit holes will do fine. (Except store worlds. I only have Riverview.)
Lab Assistant
Original Poster
#88 Old 14th Feb 2016 at 3:08 AM
Quote:
Originally Posted by cheymat
Hmm. Interesting. Would you be up for a test? Maybe you could put together a tiny flat blank world with just two or three of these rabbit holes in it? I could download it to my game and see if they show up. I haven't installed any of these mods yet, so it would be a good test. You dont have to put it on the exchange or anything. Just send me a link that has the sims3pack so i can download it.

ETA forgot to add. I dont have IP, ITF, or UL but any of the other rabbit holes will do fine. (Except store worlds. I only have Riverview.)

I did just check one of the world files I use for testing, and the resources are NOT in those, at least not when exported from CAW. I'd love to see what happens if I just add the rabbit resources directly to the .world package.

I'll see if I can whip up something simple tomorrow (the homefront is currently trying to decide who has the bigger crisis tonight...lol). I'll PM you with a link then.

Amanda
Test Subject
#89 Old 14th Feb 2016 at 4:05 AM
Quote:
Originally Posted by AussomeDays
I did just check one of the world files I use for testing, and the resources are NOT in those, at least not when exported from CAW. I'd love to see what happens if I just add the rabbit resources directly to the .world package.

I'll see if I can whip up something simple tomorrow (the homefront is currently trying to decide who has the bigger crisis tonight...lol). I'll PM you with a link then.

Amanda


Sounds good!
Field Researcher
THANKS POST
#90 Old 22nd Feb 2016 at 9:14 AM
Thank You! Adds more variety w/o having to build a lot of new buildings.
Field Researcher
#91 Old 5th Apr 2016 at 3:48 PM Last edited by jonas3333 : 6th Apr 2016 at 11:06 AM.
Tried these out as I really, really want them, but like mentioned before, they flash for a minute and then turn invisible. They do not "build" except for doors and some floors. So awesome though!

THIS IS FIXED AND WAS MY FAULT FOR LEAVING OUT THE MAINASSEMBLYSCRIPT PACKAGE. AGAIN, THIS WAS MY FAULT AND THE MOD WORKS WELL.
Lab Assistant
Original Poster
#92 Old 5th Apr 2016 at 6:13 PM
Quote:
Originally Posted by jonas3333
Tried these out as I really, really want them, but like mentioned before, they flash for a minute and then turn invisible. They do not "build" except for doors and some floors. So awesome though!

Hi Jonas,
Sorry to hear that you are experiencing issues. I'm not sure what to tell you. I see where someone else posted about a similar issue, but they never posted back to say whether or not they got things sorted. There really isn't anything special that should be needed since these are "new" objects. however, conflicts do have a way of creeping in sometimes, so you never know for sure. Those doors / floors are what's left of the "Main" mesh group. All parts are attached to this.

Some things to try (if you haven't already):

  • Delete scriptCache.package and compositorCache.pakage from you Sims 3 game folder so new copies will generate.
  • Make sure the MainAssemblyScript package (first on the download list) is indeed in the Mods/Packages folder. Without this, nothing gets assembled.
  • One person had a problem that was solved by updating to patch 1.6# (not sure of the last digit -- 3 or 7). If your game uses an earlier patch, you might give updating a try.
  • Try temporarily removing any and all other mods you may be using to see if the rabbits assemble when they are the only mod used. If they do, this would suggest some sort of conflict which you can narrow down by replacing the removed mods a few at a time to see which mod is causing them to stop working properly. (Don't forget to delete those two packages stated above each time you add or remove mods.)
  • I don't think it would be a graphics card issue, but I'm not real familiar with hardware in general.
  • Be sure you didn't accidentally try to use a rabbit from an expansion that you don't have installed since there would be missing resources that could cause weird behaviour or invisibility issues.

I hope something here will help get them working for you. It's really nice to be able to have a bit more control over how things look. Feel free to keep me posted on your progress, and definitely let me know if you find a solution so I might pass it along to others who experience this.

Amanda
Field Researcher
THANKS POST
#93 Old 6th Apr 2016 at 11:04 AM
I totally derped and left out the MainAssemblyScript package, which I thought I had put in there purposefully. Thank you so much for the quick reply. I would guess that was the problem for the previous poster with that issue as well. I'm so stoked to recolor my rabbitholes now! Thanks again!!
Lab Assistant
Original Poster
#94 Old 6th Apr 2016 at 4:59 PM
Quote:
Originally Posted by jonas3333
I totally derped and left out the MainAssemblyScript package, which I thought I had put in there purposefully. Thank you so much for the quick reply. I would guess that was the problem for the previous poster with that issue as well. I'm so stoked to recolor my rabbitholes now! Thanks again!!

Yay!! That is great to hear. I'm very adept at overlooking the obvious when I work on things. I'm just glad it was something simple. Hope that using them will meet your needs.

Amanda
Test Subject
THANKS POST
#95 Old 21st Jul 2016 at 3:36 AM
This is literally my sims 3 dream come true and answer to my world creating prayers, and the solution to my most despised Sims 3 fault and most wanted Sims 3 fix. IMO, the ultimate perfect answer to me going, God, I want to make a world I have an idea for but I can't do it because it's impossible to do right.
THANK YOU
Test Subject
THANKS POST
#96 Old 21st Jul 2016 at 3:37 AM
This is the ULTIMATE mod.
Test Subject
DELETED POST
8th Aug 2016 at 8:38 AM
This message has been deleted by maxrage.
Test Subject
#97 Old 11th Mar 2017 at 12:06 AM
Hey! The concept here is great. Yet, whenever I try to customize the fairy garden thing, it only changes the door colour? Is this normal?
Lab Assistant
Original Poster
#98 Old 11th Mar 2017 at 5:11 PM
Quote:
Originally Posted by mightypistachio
Hey! The concept here is great. Yet, whenever I try to customize the fairy garden thing, it only changes the door colour? Is this normal?

Hi,

If you clicked on the door to open the CaST tool, you can simply click on other parts of the building to make another area become active for recolouring. There's not really any way to tell how many parts are attached to the main part, so you kind of have to just click on different areas. According to my old notes, the arboretum consists of: MAIN (includes entrance door), Concrete, DoorCornerWindows, DoorTopPiece, Floor, Foliage, Foundation, Interior, Light, WallDeco, WallRoof and WallTrim.

Hope that helps.

Amanda
Test Subject
#99 Old 3rd Dec 2017 at 10:21 AM
Could someone kindly explain to me what exactly this mod allows you to do?
Page 4 of 5