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Custom Rabbit Hole Doors

by Arsil Posted 3rd Mar 2015 at 9:05 PM - Updated 19th Apr 2015 at 9:25 AM by Arsil : description update
40 Comments / replies (Who?) - 14 Feedback Posts, 11 Thanks Posts
WARNING: Sometimes when you delete these doors with SHIFT+Click Object-->delete,
two bloody Abstract.RabbitHoleDoorJig will remain in the lot.
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:


CREDITS

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.

UPDATES

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).

MOD DESCRIPTION

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.

INSTRUCTIONS

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:

    ArsilCustomRabbitHole1
    ArsilCustomRabbitHole2
    ArsilCustomRabbitHole3
    ArsilCustomRabbitHole4
    ArsilCustomRabbitHole5
  • 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:


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 ^^

OTHER INFO

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).

Additional Credits:
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.

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.

Sims 3
Built with Game Version: 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
Arsil_CustomRabbitHoleDoors.package.zip 193.8 KB 3,788 18th Apr 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!
 
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40 Comments / Replies (Who?) - 19 Feedback Posts, 19 Thanks Posts
Thanks are currently OFF: Show Thanks Posts for this thread
Theorist
#2 Old 3rd Mar 2015 at 9:28 PM
Aaah so it's finally been done! The only reason I never downloaded any careers is because they had to share entrance with EA careers. So now we can make Bus Depot rabbitholes, brothel rabbitholes etc, this is brilliant stuff.

#BlairWitchPetition
TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
Inventor
Original Poster
#3 Old 4th Mar 2015 at 7:54 AM Last edited by Arsil : 4th Mar 2015 at 12:47 PM.
First of all, I apologize for forgetting to thank AussomeDays for her help.
I've updated the mod description. Sorry! I've also added velocitygrass to
the credits for her "enum injection" system.

I don't think the doors have routing issues, but the routing looks awkward indeed.
To improve that I use a simple trick: I put half-walls or fences or vases at the sides
of the door (like in the screenshot, but it works better if you "cover" it 2 tiles long).


All the doors look the same, in fact they all use the same mesh. I'm not much of a
mesher (not to mention this use a ridiculous amount of geostates).
Inventor
Original Poster
#4 Old 4th Mar 2015 at 6:01 PM
WARNING: Please read the updated mod description!
Forum Resident
#5 Old 5th Mar 2015 at 8:29 AM
This looks interesting! I love the idea of these doors and definetly want to use them.
Just a couple of queries; So, you have 5 doors that can be renamed. I have practically all of Missy Hissy's careers and some others from Mod The Sims and I intend to build some custom offices for at least 10-15 of them. So are we limited to only using 5 careers to match to the 5 doors even though we can rename the doors? Can each door be used more than once if say 2 careers are configured with S3PE to 'ArsilCustomRabbitHole1' in 2 different lots? Will they conflict with eachother and the sims won't go to the right place to work? Am I overthinking things? I hope I'm not being too confusing with my questions lol. Thanks for creating these anyway!
Inventor
Original Poster
#6 Old 5th Mar 2015 at 10:14 AM Last edited by Arsil : 5th Mar 2015 at 10:32 AM.
Quote:
Originally Posted by Amber Lokisdotter
This is really interesting. I remember those doors, although I didn't use them much as there seemed to be routing problems. I presume you fixed those problems? Or at least, I hope so.


Maybe the issues you were referring to are related to "stray RabbitHoleDoorJigs". I've update again the first part
of the mod description because this deserves a better explanation.

By the way, see the screenshot to see what happens if you remove legit RabbitHoleDoorJigs
(I repeat, regular RabbitHoles use those too).

One last thing for completeness sake: what prevents to click on the ground in the front or the back of the doors,
is not the door's footprint but the jig's footprint. So maybe the routing could be made less awkward after all by
nearing the routing slots to the door (but I fear this way bottlenecks are more likely). Sorry for my English.

Quote:
Originally Posted by desiree101
So are we limited to only using 5 careers to match to the 5 doors even though we can rename the doors? Can each door be used more than once if say 2 careers are configured with S3PE to 'ArsilCustomRabbitHole1' in 2 different lots? Will they conflict with eachother and the sims won't go to the right place to work?


You can assign to the same door all the careers you want.
They will not conflict and you should get the interaction "Transfer Job here" (or something like that)
if you place the same RabbitHoleDoor more than one time (just like regular RabbitHoles).
At least I think that's a basegame interaction and doesn't come with a mod...
Screenshots
Forum Resident
#7 Old 5th Mar 2015 at 3:21 PM
Quote:
Originally Posted by Arsil
You can assign to the same door all the careers you want.
They will not conflict and you should get the interaction "Transfer Job here" (or something like that)
if you place the same RabbitHoleDoor more than one time (just like regular RabbitHoles).
At least I think that's a basegame interaction and doesn't come with a mod...


Thanks for your reply, that's great! I'm not sure if the 'Transfer Job Here' interaction is base game or mod related but I see it all the time and have used it in a large world when a sim moves to the other side of the world and I have to add another work place lot for him nearer to his home. These rabbithole doors of yours will make that so much better! Thanks so much
Test Subject
#8 Old 11th Mar 2015 at 5:38 AM
Great Job Arsil, these are very usefull but I seem to have a problem with door 4 bringing up door 1 data when I click on it, name and icon are correct but the career is the one I assigned to door 1 all the others are working fine and dandy. Be gratefull if you could look into this when you get a minute, thanks.
Inventor
Original Poster
#9 Old 11th Mar 2015 at 9:56 AM
Fixed. Thanks for the feedback ^^

Haven't tested, but you'll probably have to delete the door (be careful about the jigs) and place a new one.
Lab Assistant
#10 Old 14th Mar 2015 at 8:53 PM
Hi Arsil,

Regarding this in your mods description:
Quote:
Let me start crediting Jynx, the original author of the RabbitHole Doors. I used as base
for this mod the Pets-Fixed version found in the NRaas site, not sure if that's also by
Jynx, I couldn't find informations about that to thank and credit properly its author.


They are indeed Jinx's stuff untouched over at NRaas. And actually not even hosted by NRaas, but on my own personal mediafire account with links provided on the NRaas site. Around September 2014 (or earlier) CustomsSims.com went suddenly dark, the place where Jinx hosted those replacements RH Rugs and Doors, since I already downloaded those and some in our NRaas community were looking for those. I've made them available for download.

I nor NRaas take credit for them, nor do we intend to do anything with them and are free for anyone to download.

Hopes this clarifies where these Replacements RH Rugs and Doors comes from and keep up the good work you offer, here on MTS!

Cheers,
J4Ks
Inventor
Original Poster
#11 Old 16th Mar 2015 at 10:54 AM Last edited by Arsil : 16th Mar 2015 at 4:09 PM.
Thanks stevset for clarifing that, I felt horrible for not knowing who to credit for the pet-fixed version.
I've updated the description accordingly. And also thank you for hosting the files ^^
Forum Resident
#12 Old 23rd Mar 2015 at 1:03 AM
Just to make sure, do the green arrows on the doors point inwards towards the inside of the room or outwards?
Inventor
Original Poster
#13 Old 23rd Mar 2015 at 10:16 AM Last edited by Arsil : 23rd Mar 2015 at 2:13 PM.
I don't remember, I think they have to point outside, but you can try both safely and find out which is the right one
using the interaction to buy/investe in the RabbitHole (and then interrupting it clicking on the icon in the queue).

EDIT: yep, to the outside.
Forum Resident
#14 Old 9th Apr 2015 at 6:30 AM
Quote:
Originally Posted by Arsil
I don't remember, I think they have to point outside, but you can try both safely and find out which is the right one
using the interaction to buy/investe in the RabbitHole (and then interrupting it clicking on the icon in the queue).

EDIT: yep, to the outside.


Sorry for taking so long to get back to you on this. Yes you're right the arrows need to be pointing outwards - I was wondering why my sims couldn't walk through some of them I placed.
Inventor
Original Poster
#15 Old 17th Apr 2015 at 10:57 AM
I see your point. I've used the original meshes, I'm not a mesher myself, I can do very simple things but I'm not good at it nor I enjoy it.
So I'm afraid I can't help. If someone wants to clone them to make alternative versions, pay attention to the diagonal index in the OBJDs.

EDIT: Maybe I can do something else for you.

I made a rug version of the custom rabbit hole #1 (CustomOne).
It requires the main mod (only because I'm too lazy to make it standalone).
I'm not sure, but maybe there's a way to remove the door opening/closing sounds
(I just verified that also Jynx's original rugs have that issue). I'll check about it someday.

Instructions to make the other 4 custom rabbit hole rugs:
- clone, ticking the renumbering option, the rug with S3OC (change its name and tick "Copy English to all languages")
- open the new package with S3PE - right click on the OBJK resource and select "Edit OBJK" from the popup menu
- replace the last part of the script string, CustomOne, with CustomTwo
- save, commit changes, save the package
- repeat using CustomThree, CustomFour and CustomFive

This is not the most efficient way to do it (since they all use the same meshes and resources
it's a waste to clone them for every single rug) but, like I said, I'm too lazy and not in the mood
to do it properly myself.
Download - please read all instructions before downloading any files!
File Type: zip Arsil_CustomRabbitHoleRug1.package.zip (745.5 KB, 101 downloads)
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