Forum Discussion
11 years ago
The mod version of the world is uploading as I type! It does require the rabbithole rugs to be installed. You can find all these at Simsl3gacies.
It requires:
* Jynx's base game rabbithole rugs
* The bistro rug
* The Into the Future stella observatory rug
* The university rugs.
* Zerbu's Ultimate Careers mod is highly recommended but not essential.
All the rugs are already placed in the appropriate venues. The unnecessary rabbitholes have been deleted.
The city hall rh building is still required because for some reason Zerbu's UC interaction were not available when I was testing. All the careers are enabled/disabled from the town hall with the mod. If you enable a career, sims will automatically go to the building where the rabbithole rug is placed and begin to use objects appropriate to their career. :D However, you will need to select the community centre as the political career workplace by clicking on it and choosing 'zerbu'.
I also left the theatre rabbithole because I adore it and couldn't bare to knock it down! I'm a huge Shakespeare fan and the rh is based on the Globe theatre, I had to keep it! :oops: :lol: But if you want an open theatre, you can direct Zerbu's mod to use one of the appropriate venues. Maybe the art college or the sports bar (since it has a band).
I fixed a couple of things in the modded version. I've got a very bad habit of forgetting all about the toilets when building lots! :oops: I discovered I'd forgotten to put toilets in the bistro and journalism office in the other 'complete' versions (apologies to any sims who had a bladder failure) so I fixed that in the modded version. I also:
---> went round the lots to make sure all the lots had names.
---> fixed the weird sunken firepit and inverted pond at the Goth house.
---> added a second school and deleted the section of wall at the front of the old school. This seems to have fixed the bottle neck.
I also adjusted the height of some of the bridges but sims still get stuck if you cancel the interaction when they are halfway across. I don't know what is causing this issue but I'll keep looking into it. The sims seem to be travelling across them absolutely fine in general though. :D
It requires:
* Jynx's base game rabbithole rugs
* The bistro rug
* The Into the Future stella observatory rug
* The university rugs.
* Zerbu's Ultimate Careers mod is highly recommended but not essential.
All the rugs are already placed in the appropriate venues. The unnecessary rabbitholes have been deleted.
The city hall rh building is still required because for some reason Zerbu's UC interaction were not available when I was testing. All the careers are enabled/disabled from the town hall with the mod. If you enable a career, sims will automatically go to the building where the rabbithole rug is placed and begin to use objects appropriate to their career. :D However, you will need to select the community centre as the political career workplace by clicking on it and choosing 'zerbu'.
I also left the theatre rabbithole because I adore it and couldn't bare to knock it down! I'm a huge Shakespeare fan and the rh is based on the Globe theatre, I had to keep it! :oops: :lol: But if you want an open theatre, you can direct Zerbu's mod to use one of the appropriate venues. Maybe the art college or the sports bar (since it has a band).
I fixed a couple of things in the modded version. I've got a very bad habit of forgetting all about the toilets when building lots! :oops: I discovered I'd forgotten to put toilets in the bistro and journalism office in the other 'complete' versions (apologies to any sims who had a bladder failure) so I fixed that in the modded version. I also:
---> went round the lots to make sure all the lots had names.
---> fixed the weird sunken firepit and inverted pond at the Goth house.
---> added a second school and deleted the section of wall at the front of the old school. This seems to have fixed the bottle neck.
I also adjusted the height of some of the bridges but sims still get stuck if you cancel the interaction when they are halfway across. I don't know what is causing this issue but I'll keep looking into it. The sims seem to be travelling across them absolutely fine in general though. :D
About The Sims 3 General Discussion
Connect with fellow Simmers and share your experiences in The Sims 3 official community.
6,473 PostsLatest Activity: 4 hours agoRelated Posts
Recent Discussions
- 4 hours ago
- 20 hours ago
- 11 days ago