WARNING: Sometimes when you delete these doors with SHIFT+Click Object-->delete,
two bloody Abstract.RabbitHoleDoorJig will remain in the lot.
A Jig is an invisible object used to prevent routing/traffic in situations/places where animations are involved
in order to avoid clipping between Sims and/or objects. "Stray" Jigs can cause routing problems.
Deleting the doors with nuke (from AwesomeMod) or from Buy/Build Mode seems safe, but better check anyway.
Keep in mind that each RabbitHoleDoor, as well as regular RabbitHole, normally have 2 of these jigs and it's not
a good idea to delete them (this can be complicated if you have stray ones because there's no way to distinguish them).
You can check if there are leftovers and delete them with NRaas Master Controller:
- Click on the lot, select NRaas and then "NRaas Master Controller" (the one with the ImmediateInteraction symbol)
- Select "Object Stat" (I guess so, my game is localized) and as filter put "Local" and "Non Inventory"
- Select the grouped RabbitHoleDoorJigs (and only those) and delete them clicking on the "tick" icon.
Let me start crediting Jynx, the original author of the RabbitHole Doors.
I also want to thank AussomeDays for helping me with the door's animation.
18th Apr 2015 : Added 6 additional rabbit holes and support for the rug version. See this and my following comment.
11th Mar 2015 : BugFix (door#4 was equivalent to door#1).
Developed and tested with game version 1.67.
This is a set of five custom vanilla RabbitHole doors.
With "vanilla" I mean that they don't have any built-in career or other features/interactions,
except the most common ones: invest, buy and rename. Since these RabbitHole doors
come with a weird and generic name, you can rename them even if you don't own them
using a debug or a Buy/Build Mode interaction (CTRL+SHIFT+Click on the door).
If these doors have no features what's their purpose? The purpose is to use them to host
custom careers made with NRaas Careers, so those don't have to share the same location
with default careers that have nothing to do with them.
How can you assign a custom career to one of the custom RabbitHole doors?
Let's take a random custom career created by Missy Hissy, mistress of custom careers ^^
I'll use her Advertising Career as example and S3PE as package manager (you can also use Postal)
(With S3PE) open the AdvertisingCareer.package
right click on the xml resource with the career data, in this case its name is "Advertising.Careers", and select Notepad from the popup menu. A new window opens.
find the RabbitHoleType tag of the career (it's not the one in the first <CareerList>...</CareerList> block, but the one in the second block)
replace its value, in this case "BusinessAndJournalism", with one of the names of the custom RabbitHole doors:
save the file, commit changes and save the package
WARNING: the custom RabbitHole door, once placed, will not host the custom career right away,
but only after you save and reload the game (better quit the game instead of going back to main menu,
this is a general tip to avoid problems). The same thing happens if you place a regular RabbitHole,
this is due to how NRaas Careers work, my mod can't do much about it, but I may have an idea:
If NRaas Careers use an EventHandler (OnObjectPlacedInLotEventHandler perhaps) to intercept
when a RabbitHole is placed/moved, maybe it could re-assign the custom careers to their respective
RabbitHole using an iteration similar to that used in NRaas.Careers.OnWorldLoadFinished. Just a theory.
I'm afraid I haven't explained very well how to assign a custom career to custom RabbitHole doors,
so if you have problems just ask in the comments ^^
In Builder's Island, Sims receive the message "A car will come to take you to work in 1 hour", but
no car comes and Sims don't go automatically to work. This may happen also in other worlds,
not sure what's the reason. EDIT: To be clear, this happens also with regular rabbit holes,
there's something wrong/lacking in that world that prevents carpools and also to call services
(repair man, etc). Well, to be fair that world was not meant to be playable and it's terrific for
testing purposes, so don't think that I don't appreciate it.
Oh, I almost forgot, the custom RabbitHoles are xml tunable, you can change the investment cost, etc etc.
I also suggest you to customize to your liking their icons (the trasparent ones are those showed in map view).
All respective authors and contributors of the tools and tutorials for modding TS3.
MTS and all modders who made the game much more enjoyable. velocitygrass for her "enum injection" system.
18th Apr 2015 at 5:35 PM
Last edited by Arsil : 19th Apr 2015 at 9:33 AM.
Thanks: 14872 in 68 Posts
The script handles only those five Rabbit Holes.
I've added 5 more (re-download the mod) but I didn't make the doors (they are a pain in the ass) nor the rugs (I am an ass!),
you can use the system I suggested earlier to make the additional rugs (using CustomSix till CustomTen for the script string).
You can also use CustomZero as 11th rabbit hole.
Keep in mind that even using rugs instead of doors you still have to pay attention to jigs (see mod description).
Oh, I was able to remove the sound of the doors opening/closing. If you are using the first five rabbit holes as rugs
then edit their xml resource and put "false" instead of "true" in the kIsDoor tag.
Example: right click on "Sims3.Gameplay.Objects.Arsil.CustomRabbitHoles.CustomOne" and select Notepad to edit
the file, replace true with false in the kIsDoor field, save the file and close notepad, commit changes, do the same for
the other resources (that for zero and those from six to ten are already set as false) and then save the package.
Let me know if there's something wrong.
EDIT: A little clarification. You must use "CustomSix" etc for the script string when editing the OBJK of a rug/door,
but to assign a career to the respective custom rabbit hole, you must use names in this format:
ArsilCustomRabbitHole6, ..., ArsilCustomRabbitHole10 and ArsilCustomRabbitHole0
NEW QUESTION: Sorry one more question. When editing the thumbnails ... do the rugs use the base package thumbnails? I only see 5 thumbnails in the updated base package. If needed I can add the thumbnails to the base. Or can I put a thumbnail in the rug packages? I just dont want to mess it up.
In the rug package. The thumbnail's Instance ID (IID) must be the same of the OBJD of the rug.
When you clone an object using the renumbering option, the IID of the resources (OBJD included)
is chosen randomly (at least partially) so I had no way to know it beforehand. Happy Simming.
You've been making a lot of sweet mods lately I've noticed, but you don't seem to be getting the attention you deserve! Could be just lousy timing (what with TS4 out now), but seriously, this stuff is awesome.
Hi Arsil, Its been a long time since I have asked you a question. I am using your mod "rug" that you got together for me. My question is: when I put the rug on "an upper floor" it does not disappear like it is supposed to. I have the game "Enable Object Hiding" ticked. Do you have any ideas on how to make it disappear?