Forum Discussion
MiaSkywalker1
4 years agoSeasoned Ace
@GraceyManor:
Addy told me you were having problems with the first version of the lot, because of the tomb. I am so sorry! It never occurred to me that it might cause you problems, even though I know tombs have problems on some computers. I've personally never had them, so I just didn't think of it. It's just that when you said you wanted something creepy, I thought, what could be better? Tombs are creepy; the tomb room markers even give an ambience sound that makes it creepier. (And I chose the "death" tomb type, which has the creepiest sounds.)
Antebellum lot without a tomb
Addy said you deleted the rubble and some of the other stuff, but were having trouble with the tomb room markers. Unfortunately, by simply deleting things from that floor, you will likely cause problems in your game. Any item that has trigger links to and from it (and some of the rubble does) is going to leave undeletable link markers on the lot that can never be removed. I think - although I don't know for certain - that this will cause you more problems in the long run.
To delete them properly takes a bit more effort. It's tricky; you have to right-click each item before deleting it, then select Triggers => "Clear all links to and from this item." If you don't do that, you'll leave these hanging links all over your lot, which can never be removed. You have to do this even with the doors, since all the doors were locked and had a trigger to remove those locks. I'm familiar with the process, because I build and play with tombs a lot, and I've also read up extensively on creating them. (I even play around with the CPU stuff sometimes, to create a lot of AND/OR type triggers. Hadn't really done that in this one, though; it was simpler than many that I've made.)
I've created a new version of the build where I removed all the tomb links and triggers. Oddly, I found that the game views the torch levers as links, even when they aren't linked to anything. Because of that, I even removed all of those, although I hadn't enabled any of them as torch levers. I just like to use those rather than the regular torches, because torch levers cost $0, and regular torches cost $70. Just saving a few simoleons. :) But because those torch levers obviously have some code in them that regular torches don't have, I figured it was best to remove all of those and replace them with regular ones; would put less strain on the internal game database that way.
So there's a new build up for you: No traps, no triggers, no tricks. One hidden door; the one to initially access the floor. But that's easy to open, and shouldn't cause issues. (I don't think so, at least.) No triggers involved, and no tomb markers.
But there really IS a storyline up there that I think you'll like, so I left that intact. If you go up there, and follow the rooms in order, and read every inscription plaque along the way, I think you'll enjoy it. None of the rooms are locked anymore, obviously, so to follow the story properly, I'll tell you how to start.
I used some base game doors that are painted white on one side, and brown on the other. If you're going through a door that's painted brown on that side, you're going the wrong way. Start at the room with the purple lighted torch (that's base game; just changed the color to make it obvious). There is an inscription plaque outside the main area; that gives you an actual hint what door to start on; the door with the spider next to it. (Just telling you, so you won't read them in the wrong order.) After that, it should be obvious what direction to go. And I'm sure you're familiar with the song and poem I used, since they're from the Disneyland haunted house. :) Normally as you would go through it in tomb form, you'd have to do things associated with the "hints" in each line; you won't have to do that, although I left the items there that normally you would have had to use, as long as those items weren't specifically tomb-related. (A record player, a set of drums, etc.)
There are still treasure chests and piles of gold; what's a treasure room without treasure, after all? And the final room IS a treasure room; the plaque in front of the final room indicates why, and it has to do with lore from Gracey Manor. Just be careful of the cowplant if it's hungry. :) My testing Sim went for the cake on EVERY test walkthrough I did of it, even though I had frozen her motives so she wouldn't have been hungry. I think it had to do with the combination of brave, adventurous, and friendly traits that she had, that caused her to do it. I've looked into the coding for cowplants before, and certain traits cause Sims to be more likely to be foolish and autonomously go for that cake, even if they aren't hungry. Turning autonomy off right before you get to that room MIGHT help; I'm not really sure.
I thought I would also mention something that I had forgotten to mention before, about both builds. That weird vibrating look that comes from the curved stairs can be fixed; there's a mod at MTS that fixes it. I haven't downloaded or looked at the mod, since I've never used those stair pieces before, but thought I ought to mention it. I didn't like that vibrating look, but there was nothing I could do about it.
I think there might have been something else I had intended to mention about the first build, but now I've forgotten. :( Maybe I'll think of it when my head is clearer.
Edit to add: I also opened up the wine cellar in the basement. Normally you could only get to it after finishing the ENTIRE fourth floor; the keystone to it is in one of the final chests. I think the keystone might still be in that chest; I didn't change the treasure types on each chest, because it didn't even occur to me. But you no longer need it; I replaced the hidden door in the basement with a regular door, so you can go in and enjoy the (literally) thousands of bottles of wines that I've left for you in there. :) (Well, there's over a thousand. Don't know exactly how many. My testing Sim made them; yeah, I love nectar in the game. Love those buffs!)
Addy told me you were having problems with the first version of the lot, because of the tomb. I am so sorry! It never occurred to me that it might cause you problems, even though I know tombs have problems on some computers. I've personally never had them, so I just didn't think of it. It's just that when you said you wanted something creepy, I thought, what could be better? Tombs are creepy; the tomb room markers even give an ambience sound that makes it creepier. (And I chose the "death" tomb type, which has the creepiest sounds.)
Antebellum lot without a tomb
Addy said you deleted the rubble and some of the other stuff, but were having trouble with the tomb room markers. Unfortunately, by simply deleting things from that floor, you will likely cause problems in your game. Any item that has trigger links to and from it (and some of the rubble does) is going to leave undeletable link markers on the lot that can never be removed. I think - although I don't know for certain - that this will cause you more problems in the long run.
To delete them properly takes a bit more effort. It's tricky; you have to right-click each item before deleting it, then select Triggers => "Clear all links to and from this item." If you don't do that, you'll leave these hanging links all over your lot, which can never be removed. You have to do this even with the doors, since all the doors were locked and had a trigger to remove those locks. I'm familiar with the process, because I build and play with tombs a lot, and I've also read up extensively on creating them. (I even play around with the CPU stuff sometimes, to create a lot of AND/OR type triggers. Hadn't really done that in this one, though; it was simpler than many that I've made.)
I've created a new version of the build where I removed all the tomb links and triggers. Oddly, I found that the game views the torch levers as links, even when they aren't linked to anything. Because of that, I even removed all of those, although I hadn't enabled any of them as torch levers. I just like to use those rather than the regular torches, because torch levers cost $0, and regular torches cost $70. Just saving a few simoleons. :) But because those torch levers obviously have some code in them that regular torches don't have, I figured it was best to remove all of those and replace them with regular ones; would put less strain on the internal game database that way.
So there's a new build up for you: No traps, no triggers, no tricks. One hidden door; the one to initially access the floor. But that's easy to open, and shouldn't cause issues. (I don't think so, at least.) No triggers involved, and no tomb markers.
But there really IS a storyline up there that I think you'll like, so I left that intact. If you go up there, and follow the rooms in order, and read every inscription plaque along the way, I think you'll enjoy it. None of the rooms are locked anymore, obviously, so to follow the story properly, I'll tell you how to start.
I used some base game doors that are painted white on one side, and brown on the other. If you're going through a door that's painted brown on that side, you're going the wrong way. Start at the room with the purple lighted torch (that's base game; just changed the color to make it obvious). There is an inscription plaque outside the main area; that gives you an actual hint what door to start on; the door with the spider next to it. (Just telling you, so you won't read them in the wrong order.) After that, it should be obvious what direction to go. And I'm sure you're familiar with the song and poem I used, since they're from the Disneyland haunted house. :) Normally as you would go through it in tomb form, you'd have to do things associated with the "hints" in each line; you won't have to do that, although I left the items there that normally you would have had to use, as long as those items weren't specifically tomb-related. (A record player, a set of drums, etc.)
There are still treasure chests and piles of gold; what's a treasure room without treasure, after all? And the final room IS a treasure room; the plaque in front of the final room indicates why, and it has to do with lore from Gracey Manor. Just be careful of the cowplant if it's hungry. :) My testing Sim went for the cake on EVERY test walkthrough I did of it, even though I had frozen her motives so she wouldn't have been hungry. I think it had to do with the combination of brave, adventurous, and friendly traits that she had, that caused her to do it. I've looked into the coding for cowplants before, and certain traits cause Sims to be more likely to be foolish and autonomously go for that cake, even if they aren't hungry. Turning autonomy off right before you get to that room MIGHT help; I'm not really sure.
I thought I would also mention something that I had forgotten to mention before, about both builds. That weird vibrating look that comes from the curved stairs can be fixed; there's a mod at MTS that fixes it. I haven't downloaded or looked at the mod, since I've never used those stair pieces before, but thought I ought to mention it. I didn't like that vibrating look, but there was nothing I could do about it.
I think there might have been something else I had intended to mention about the first build, but now I've forgotten. :( Maybe I'll think of it when my head is clearer.
Edit to add: I also opened up the wine cellar in the basement. Normally you could only get to it after finishing the ENTIRE fourth floor; the keystone to it is in one of the final chests. I think the keystone might still be in that chest; I didn't change the treasure types on each chest, because it didn't even occur to me. But you no longer need it; I replaced the hidden door in the basement with a regular door, so you can go in and enjoy the (literally) thousands of bottles of wines that I've left for you in there. :) (Well, there's over a thousand. Don't know exactly how many. My testing Sim made them; yeah, I love nectar in the game. Love those buffs!)
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