28.09.2019

The Sims 3 City World

The Sims 3 Vice City is an amazing world of which I have seen nothing like. Suggested by Brooke, this unique world is a Replica of Grand Theft Auto’s Vice City and.

  1. Sims 3 City World
  2. Sims 3 City Worlds Tsr

Fresh-Prince Creations - Sims 3 - The Sims 3 Vice City The Sims 3 Vice City (BETA) Category: Worlds Name: The Sims 3 Vice City Requires: Base Game (The Sims 3) Description: A Sims 3 custom world. A replica of Grand Theft Auto's Vice City map, also based on Miami.

Important Notes! Please Read!: - This is a Beta, meaning this is not a finished world. I am releasing it because I would like some feedback, and just in case I never finish the whole thing, I figured it's better to release this instead of nothing. There are no sims in this world, and many of the lots are unfinished/do not have insides.

This requires only the Base Game, and has no custom content. Most of the rabbitholes (workplaces, diners, markets, etc.) are located in the basements of the buildings that contain them. This way was the only way I could avoid having custom content and having to ruin the look of the world with the out of place designs of the EA buildings. It should work absolutely fine though. Any feedback is more than appreciated! I worked on this for 1.5 years, and put hundreds of hours of work and my heart and soul into this, and I hope that comes across to anyone who plays the world, and hope you like it just as much as I do.

= Thank you! Official Screenshots: August 17, 2011 March 20, 2011 Official Videos.

Making a world a City. Information from this thread is now; please post all further discussion in Please see for details about enabling world type flagging within the CAW tool. Note: This thread is largely discussion and discovery about the code needed to flag a world as a city; for ease of use I have amended this initial post to summarise the information found so far. Thank you to all who contribute to this thread!

The resource responsible for determining the characteristics of a world is UNKN 0x296A6258. Here is a comparison of how this resource appears in each of the the EA Worlds. Code: Byte number.00 01 02 03 04 05 06 07 08 09 Bridgeport.01 00 D7 E3 FF 09 02 00 00 00 Twinbrook.01 00 FA 10 B6 09 00 00 00 00 Barnacle Bay.01 00 B8 6E 86 08 00 00 00 00 Hidden Springs.01 00 B8 6E 86 08 00 00 00 00 Lunar Lakes.01 00 B8 6E 86 08 00 00 00 00 China.01 00 4C DB 59 08 01 00 00 00 Egypt.01 00 48 DB 59 08 01 00 00 00 France.01 00 50 DB 59 08 01 00 00 00 AppaloosaPlains.01 00 6D C5 50 0C 00 00 00 00 Sunset Valley: Not present Riverview: Not present. The relevant byte for determining the world type is byte 06, which defaults to 00 (suburb) but could also be 02 (City) or 01 (Vacation world). Code: Byte 06 of UNKN 0x296A6258: 00: Suburb (will have a suburb icon in the 'select a town' dialog) 01: Vacation World (will not show in the 'select a town' dialog, and expects a base camp) 02: City (will have a city icon in the 'select a town' dialog, and the traffic manager will yield fake taxis and work the food trucks) It is byte 06 that you will need to change if you wish to flag your world as a city- you will need to import UNKN 0x296A6258 and set it to 01 00 00 00 00 00 02 00 00 00. If you wish to try this yourself you can obtain a copy of UNKN 0x296A6258 from any of the EA worlds except Sunset/ Riverview, and modify it yourself.

Alternatively, I have made a copy of this resource set to 01 00 00 00 00 00 02 00 00 00, download it. Note: Twallan has made a mod to enable the traffic manager in non city worlds, you can get it if you would rather not mod your world. However, points out that there may be more to a city than just the traffic manager, so it may be worth while modding your world!

The Sims 3 City World

The other bytes in the resource appear to identify specifics about the world, and so will identify a specific world. If you import UNKN 0x296A6258 from one of the EA worlds into a custom world it will have the side effect of obliterating the world description, possibly due to the EA worlds having a referenced description. If you copy the information in bytes 02, 03, 04 and 05 from the vacation worlds to a custom world, it has the effect of flagging that world as a foreign locale, and hence changing the name database, clothing, transport, music, nationality etc., of the world.

So far, this is what I noticed when I included the Egypt resource (01 00 48 DB 59 08 00 00 00 00) - Egyptian music - Egyptian NPCs: names, hairstyles, clothing; applied to all NPCs including mixologists, paparazzi, townies, etc. All Sims living in the hood would have the Egyptian nationality icon. Landmark tombs have the correct logo, and there's explorers throughout the world visiting these.

Special goods vendor selling Egyptian visa awards moves into town and has a logo in map view. Both the relic and general goods registers sell items like they do in Egypt, plus, the food register now also sells Egyptian food.

All NPCs walk to their destinations, there's no traffic. The default mode of transport for your household Sims is a Moped (not for children), opposed to a taxi. This can still be set to any car you own. You cannot mix and match- you either have an Egyptian world, or a Chinese world, or a French world- you can't have a combination (as a nonstandard combination breaks the resource).

The locales are set by the following in UNKN 0x296A6258. My Sim kept getting offered Adventures that didn't exist, the immigrant sims had weird mis-matched names, Chinese first names and Default EA last names. Guan Yin Juarez is just a little. Bizarre for my plans.

So, it is possible to flag your world as a chinese, French or Egyptian suburb, and of course you could also have a chinese, French, or Egyptian City too. However, it is not possible to have a City vacation destination, since byte 06 has to be set to EITHER 02 (City) or 01 (vacation), and cannot be both. Further information: This information was discovered by the many contributors to this thread, and by Tamlo31here: Thank you to everyone, and please continue to add information, research and discuss!

Well, I'm not sure whether that flag is the only thing marking a world as a city. As mentioned, I haven't had any luck making the food trucks work in Sunset or a custom world, it seems that I must be missing some kind of spawner or perhaps another flag/ resource for that. Shame, as the food trucks were what I was trying to fix! Also, as Jasumi said, the WDDT string doesn't display correctly in a custom world with this resource added. You can see that on my first image above- the 'Jericho' world has a descripton which doesn't display, although it is there in the WDDT: The WDDT for Sunset does display correctly though, even if I add the 'city' resource.

The WDDT however takes a different form to that of a custom world, referencing something in the game files, or perhaps elsewhere in the World file, instead: Bridgeport is similar to Sunset, having a reference instead of a text string: All I know at this time is that the resource I isolated adds city traffic (those fake taxis with no driver), adds the city icon in the world selection screen (as well as the 'this is a late night city' tooltip) and breaks a custom world WDDT. More research is needed, as I'm not sure what else is different in a city to a suburb! So, if any of you would like to add this file to Sunset, Twinbrook or a custom world and see what happens, or if you can get food trucks to work, please do!

City

Sims 3 City World

I could use some help! (Food truck and parking space available ). X.Tone.Def- if I place foodtruck parking spaces with a foodtruck on them, the trucks will drive off eventually, but not come back.

Are the trucks driving around and then re-parking in your game? Perhaps I didn't wait long enough!

Yuffi3- you need to import the resource into the.world file using S3Pe. You can import either to your CAW raw world file, or into a packed world file (for example, in your Installed Worlds folder). Be sure to any files before you alter them- if you were to do as I did and edit Sunset or Twinbrook, I can guarantee that the patch installer will complain next time, so you'll need to keep an unedited backup. It's ok i worked it out how to do it (Yay for me ). I instaled the world and tested it out and the taxis are moving around the streets.

I noticed the same as X. Tone that the food truck moved off from a parking bay on a lot and drove off up the street, then it got to a junction and disapeared, but i only have the one lot with a food truck parking bay. Thanks a lot for sharing your info and the file, you have made my day. A couple of questions: how do you get the pidgeonsto show up on the lots i couldent see them in caw or buydebug. Also i built my own apartmen building from scratch, not using a higrise shell, i put the call box and mall box and made several empty room using the room markers but no other sims moved in to the building, any idea on this?

X.Tone.Def- thanks for the info, I tried it again in my 'city' Sunset Valley and it works! What I had to do was to place more food truck parking spaces- I placed one on most of the community lots (around 15 in all I guess) and then after a few hours I had trucks parking. I kept seeing them driving around but it took a long time for one to arrive at the two spaces I was watching, but when I paused the game and checked I found several other places where they were parked too.

So, place lots of food truck parking spaces with food trucks on them, and it will soon work! Yuffi3- well done for figuring that out! Perhaps this little bit of data is all that's needed for a city, after all. For your apartment question- leave it for a few days, I've heard people say that it can take a while for neighbours to move in to an apartment. For the pigeon question- you can easily place pigeons on a lot, they are effects from the 'fog generator' as outlined here: If you want pigeons outside of a lot in the actual world file, then that's a little more complicated- I couldn't find them in the game data files (although I did find the Twinbrook swamp mist effect), so I had to import them from Bridgeport into my world.

I obtained the lighthouse beam effect the same way- that's easy to get on a lot but I wanted it in the world, dammit! It involves a bit of hex editing and a bit of searching, but it is possible- you just have to add a layer from another world to your own. Tizerist- I had to place around 15 before I could get it to work, and even then I had to wait for around 8 sim hours before the trucks began parking. So try placing more! The food truck you are using states that it is a clone, so therefore the game may see it as a different object. Try using my food truck and parking space instead-as they are just a modified OBJD and not a clone.

Rian90, I think subways will function in any world- it's not dependent on the world being a city. As far as I can tell, changing the world to a city causes 'fake traffic' (i.e, the taxis with no-one in them) and allows food trucks to function correctly. There are a whole bunch of xmls to do with how the subways are routed, so it's possible also that there are differences in the way sims choose to travel in a city.

Not sure if there is any impact regarding opportunities, lot types or population though. So this modification would definitely give you the impression that your world was busier. Bear in mind though that this is still experimental, so your files before you change them. Do you have the 'fake' taxis appearing as they do in Bridgeport, Tizerist?

I just tested this again in another of my custom worlds which is large sized, and it worked fine. I placed 16 parking spaces with trucks and then watched in a place where there were two truck parking spaces (both community lots, zoned to visitors allowed). In three sim days one of the spaces got visited seven times (I noticed that it would stay longer if there were sims on the lot), but the second space did not get a truck visit at all. I wondered if this was due to the fact that the second lot had a rabbithole (spa) on it, but of course it could just be random. So perhaps try on different lots, with different zoning? Hi all, Thank you all VERY MUCH for this GREAT JOB! I was really waiting for something like this about editing a city game in CAW.

But I've questions to simsample or anybody who masters this subject. On your first screenshot, it's easy to see that the ressouce you've edited in SPE is a 0x296A6258. I've tried to locate this resource in.world whithout succes.

So my followings 2 questions: 1 - Where can I find this resource? Is it in a EA made world like SV or RiverView or else or is it to find in a self custom World? 2 - the resource S3296A620000001%%+UNKN.bnry you give us to download is it to add to a clone of SV (for example) I should like to modify? Is it some important information I missed in your post? Thanks a lot for answers. Zano972- sorry to not make myself clearer! The resource 0x296A6258 was extracted from Bridgeport World, which as you know is the first EA world we have which is marked 'city'.

The others, Twinbrook, Sunset and Riverview, all show as Suburbs, which seems to be the default setting for any neighbourhood. It is only by adding 0x296A6258 that the world becomes flagged as a city. So if you want to find this resource for yourself, look in Bridgeport World file which is located in Electronic Arts The Sims 3 Late night Game Data Shared NonPackaged Worlds. To flag a world as a city, import 0x296A6258 into the world file. You can either do this to a completed, packed world (for example, one from your Installed Worlds folder) or you can add it to a World file you are working on in Create-a-world. I tried it on a custom worlds I have made, and I also made Sunset Valley into a city.

Sims 3 City Worlds Tsr

If you do this please remember to your files, because the game checks your files each time a patch is installed. Also, we don't fully know the implications of making a world into a city, so it's best not to share any cities yet. If you can test your cities and let us know if there are any problems, it will be very helpful!