Yeah, I see that an issues with mixed textures from previous buildings but I do simple things. I just click lot layer to delete then UNDO which cleared up textures and you can import your buildings back in again. Its easy.
Sorry, missed the post, @butterfly-dreamer13. Do you still need help?
You can delete the WPID resources over again by using S3PE and opening the .world file. That should let you resave the world again, with all new Name, Description and Image when you next load it in CAW.
Which UNKN resources? There are a lot.
The foggyness is tied to the world's type UNKN 0x296A6258, I believe. I could be wrong as I haven't messed with that particular resource much. So, you can ignore the part about deleting this resource if you still want to retain Bridgeport as a City world and retain all its characteristics.
as far as I'm aware, the loading screens are in the FullBuilds of a pack, not in any of the .world files. You cannot change it for a specific world as it would affect loading screens of all the packs & base game.
Before 1.4x, the answer is yes, changes would show in pre-saved games. Still depends on what you change, I would think. But so far for what I did for the routing fixes and intersections, those changes show up in pre-saves.
After 1.4x, you'd have to start a new game to make the changes in an edited premade show up.
I imported the Sunlit Tides .world into a new CAW save, deleted the lots layers, then imported the .nhd from my save. After that I got an error in CAW and was unable to open the world file, though.
Is there a step I missed? Or an easier way to do this? I was wondering, for instance, if I could import all of ST's files into a new world save, including the WPID (doesn't that give the world its identity?), and then export and install the world (allowing it to overwrite the installed version of ST), and move my .nhd into the saves folder?
I have stupid question, I looked through this thread and found no straightforward fix but maybe some good soul can help me. I wanted to edit user-made world, and so i exported it by first method (as i always do), i got it in CAW successfully, but now when I want to EIG or just simply save it, CAW just seems to munch on it forever and never completes the save. It goes just right with unpacked EA worlds or ones made by me. Anyone have an idea of what might have gone wrong? I tried saving without making any changes to the world and it saves, though with a bunch of errors. I also tried this with a different user-made world and results were identical.
Oh hey, just today I decided to take up this project again and here's an answer to my old post. I followed your advice and cleaned the Global Layer but the problem persists, though now CAW manages to create backups. Still no proper save though. When saving without making any changes to the world I got an error again, but instead of rendering the file completely useless it spat out something like a "lite" version of the world - all world layers and everything that was on them were gone but roads and terrain paint were intact. Sooo I just deleted lot layers (there were two) and it saved okay. Is it possible to figure out which lot(s) specifically cause the problem?
Ok, I am way out of my league trying this, but I really like to do a new town instead of Lucky Palms with just the terrain and landscaping etc. I tried the tutorial by Inkantator, but when I looked for Lucky Palms under C:/Program files I couldn't find it. Where can I find the store worlds? I can only spot them under installed worlds in documents and when I tried to import from there I got an error from S3PE . Is it even possible to edit store worlds? I tried with Starlight Shores and the import worked like a charm
Yes you can, but you have to decrapify the .world file. You can get the Recompresor/decrapifyer at MATY. I have a tut at Simlogical which is the same as inkanators, but has the link to the tool you need, and a explanation of the extra steps required for store worlds.
I've found the perfect island world for what I want to do. Got it imported into CAW with no problem. The only issue I'm having is the trees. This beautiful tropical island is covered with evergreens and other"not so tropical" trees.
Is there any way to mass find/replace one object with another? There's probably upwards of 5000 trees on this island, it'd take me a year to delete and replace every tree one at a time. I'm just trying to find an easier way.
Alright, so I followed the tutorial so I could open a world I want to play In-Game. However even after making it a new world, I crashed CAW. The message said there may be corrupt files. I just want to know how one pulls out the corrupt files, because I can't get the Original Creator of the world to talk to me at all. I'm not looking to re-upload her work, I just want to be able to play the world she built, as it is so beautiful.
I want to change the EA World Midnight Hollow.
I did everything that's described in the tutorial.
When I open the world-file in CAW it doesn't recognize the special Midnight Hollow trees.
Instead it shows one tree type for every tree/plant.
When I'm putting the package-Files of the special Midnight Hollow trees into the CAW-Mods-Packages-Folder,
CAW needs a couple of minutes to start. Everytime I want to load the World in CAW it's not finished loading even after waiting 30 minutes.
Do you see the items/trees of your EA Worlds in CAW?
Just for information: I have the steam version of Sims.
do you still need help? You want to actually edit that world to your specifications or just play it as-is?
Did you edit the .cfg as instructed in the CAW CC framework tutorial or used your own path?
If you followed it exactly, the resource.cfg for the CAW CC framework is without "Mods", so instead of CAW-Mods-Packages-Folder, try CAW-Packages-Folder?
I tried this method to add some street lights and addresses in Brightwater Bay Everything went pretty good except for when I install the newly edited world the custom weather is gone and the distant terrain (which is a separate package file by the original creator) is missing too. Any suggestions how to fix it?
If it is offered separately, there's probably a reason. Did the original creator offer the steps to incorporate them into their original world?
Otherwise, this may be possible in SuperCAW. We have a thread on here about that, probably in the CAW Resources subsection.
Thanks, I'll look it up. About the custom weather, I think I had a success exporting the .ini files from the original world and import them into the edited one. But I still get this weird itch that something else might be missing.