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Test Subject
#451 Old 14th Dec 2013 at 8:53 AM
Hello !
I need your help,
I edit Brigport with your tuto but i can't export my world when he's finished ...
I don't know what is the problem ...
Can you help me, please
In the Arena
staff: senior moderator
Test Subject
#453 Old 16th Dec 2013 at 9:47 AM
Yes I have "Failed to export" and that's it ...
In the Arena
staff: senior moderator
#454 Old 17th Dec 2013 at 12:35 PM
You have removed the WPID when you first imported the world?
Does the Exported name contain any symbols?

If not, open it in s3pe, and remove it now (the WPID resource).
Then, back in CAW, input the Name, Description and Image over again. And then, do a Save As. Close the failed export version and open the Saved As version, and try to export that.
Test Subject
#455 Old 22nd Dec 2013 at 2:00 AM
Alrighty, I've already managed to 'edit' France in CAW (I didn't really edit as I like it as it is) and saved it as a .world file, all I need to do now is to export it - But my question is, do I need to import the XML file before I start exporting, or is that file just.. Unnecessary?
In the Arena
staff: senior moderator
#456 Old 23rd Dec 2013 at 11:48 AM Last edited by ellacharmed : 26th Dec 2013 at 9:42 AM. Reason: clarification
Quote:
do I need to import the XML file before I start exporting
What XML file?

Do you want a default replacement world (replace the original France.world) or another totally unconnected France to install via Launcher to play as a Homeworld?

ETA:
Just to clarify, the different intention of using this edited world, ie
- default replacement, or
- new France as Homeworld installable in Launcher,
would clear up which XML you're referring to...well, at least for me.

Default replacement : one Household XML
New installable France as Homeworld : 2 XMLs, i,e, the Household one and a Sims3Pack-related one.
Test Subject
#457 Old 27th Dec 2013 at 7:00 PM
Quote:
Originally Posted by ellacharmed
You have removed the WPID when you first imported the world?
Does the Exported name contain any symbols?

If not, open it in s3pe, and remove it now (the WPID resource).
Then, back in CAW, input the Name, Description and Image over again. And then, do a Save As. Close the failed export version and open the Saved As version, and try to export that.


Yes I have removed the WPID ...
The name doesn't contain symbols

I tried your solution, but it does not work
In the Arena
staff: senior moderator
#458 Old 4th Jan 2014 at 1:07 AM
Test it again after you have rename/move the current UserToolData in CAW user folder + The Sims 3 user folder and then reload CAW.

Then, transfer only the CC you used for this world as a requirement i.e. mandatory to keep the world true to your vision and design for it. And remove the unused ones. This includes
- Sims3Pack CC in DCCache & DCBackup;
- packages in Mods;
- Lots/Households in Library;
- Sims in SavedSims;
- custom terrains / height maps / your data in HeightMaps, SourceTexture, *Brushes;
- the .world and 2 subfolders for it in Worlds, or 3 if you use [Config]; and
- the CAW CC in CAW CC framework in Program Files, if any

In other words, have you done the troubleshooting suggested in CAW not running? CAW running slowly? ?
Test Subject
#459 Old 14th Jan 2014 at 5:40 AM
I would like to edit Dragon Valley. Can I get some help, or a file that's just ready to open and edit? Cause it can't open mine. I need some help pls.
Test Subject
#461 Old 18th Jan 2014 at 8:58 PM
Quote:
Originally Posted by ellacharmed
@Onaakakit,
do you still need help? You want to actually edit that world to your specifications or just play it as-is?

@Thjodolf,
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 would like to play it, I simply can't get it to work. It crashes every time. I looked at what expansions were needed and I'm not missing any.
Test Subject
#462 Old 23rd Jan 2014 at 5:33 AM
This is probably really obvious and I am missing something (My apologies, I am only mildly familiar with CAW) and I hope I am in the correct place to find assistance.

I wanted to do a complete town overhaul (of sims and lots), and was directed by the Sims 3 forums to the CAWster resources as a way to hopefully bypass the corruption problems that come with just deleting sims from a town AND not have to go through the process of pulling world data.

I was able to download the (no-sims) "Dragon Valley" from the CAWster site into CAW and compile it for use in the game, no problem (which was what I really wanted to work from anyway), but I am unable to get CAW to recognize the "Roaring Heights" data. I can place it in the worlds folder, the same as I did for Dragon Valley, but it doesn't show up as an option when I use the "Open World" or "Select World to Export" options. Is there something extra I need to do for Roaring Heights to appear in CAW?

Any more information I can give or any ideas on what I might be doing incorrectly? I just recently downloaded CAW, so I am using version 0.2.0.197. Thank you.

Also a side question: When editing pre-made worlds, is there anything special you need to do when placing (new) lots prior to exporting to avoid file corruption or pathing issues? Mainly, I'd like to look at trying to break a few of the bigger lots down into multiple smaller ones. If I need to ask this 2nd question somewhere else, please disregard.
Test Subject
#463 Old 26th Jan 2014 at 1:54 AM
So I have been trying to retexture a world. All I want to do is change the terrain textures. And while zoomed in on a lot the terrains are normal, but as soon as I go back to world view it is the original textures. And in some instances, the terrain textures are mixed with old and new. Does anyone have a solution for this?

I've included pictures for reference. Thanks!
Screenshots
Top Secret Researcher
#464 Old 26th Jan 2014 at 11:08 AM
That happened to me when I tried to edit the terrain purely in s3pe. When I took the world back to CAW and changed it, it kept the new texture always.

TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
Test Subject
#465 Old 26th Jan 2014 at 4:55 PM
Quote:
Originally Posted by tizerist
That happened to me when I tried to edit the terrain purely in s3pe. When I took the world back to CAW and changed it, it kept the new texture always.


This is from editing the terrain in CAW though.
Test Subject
#466 Old 29th Jan 2014 at 6:21 AM
Quote:
Originally Posted by Kalphoenix
This is probably really obvious and I am missing something (My apologies, I am only mildly familiar with CAW) and I hope I am in the correct place to find assistance.

I wanted to do a complete town overhaul (of sims and lots), and was directed by the Sims 3 forums to the CAWster resources as a way to hopefully bypass the corruption problems that come with just deleting sims from a town AND not have to go through the process of pulling world data.

I was able to download the (no-sims) "Dragon Valley" from the CAWster site into CAW and compile it for use in the game, no problem (which was what I really wanted to work from anyway), but I am unable to get CAW to recognize the "Roaring Heights" data. I can place it in the worlds folder, the same as I did for Dragon Valley, but it doesn't show up as an option when I use the "Open World" or "Select World to Export" options. Is there something extra I need to do for Roaring Heights to appear in CAW?

Any more information I can give or any ideas on what I might be doing incorrectly? I just recently downloaded CAW, so I am using version 0.2.0.197. Thank you.

Also a side question: When editing pre-made worlds, is there anything special you need to do when placing (new) lots prior to exporting to avoid file corruption or pathing issues? Mainly, I'd like to look at trying to break a few of the bigger lots down into multiple smaller ones. If I need to ask this 2nd question somewhere else, please disregard.


I am not sure what the problem was but I deleted all the relevant files, re-downloaded and replaced the "Roaring Heights" files and now CAW is recognizing them. Can't figure out what I did differently (I tried re-downloading and re-installing before), but no worries.

As to my second question, I found the "rebuild routing data" option in CAW, so I will assume this is all I need to do if I place any new lots.
Top Secret Researcher
#467 Old 29th Jan 2014 at 5:24 PM
Quote:
Originally Posted by onlyartist
This is from editing the terrain in CAW though.

Hmm. I totally changed the default paint in a grassy world to concrete, in CAW. It was rather straightforward, just replaced the main world paint with whatever and saved. Sorry I can't be more specific but it is possible, I am inexperienced at this too.

TS3 NEEDS: TENNIS COURTS > BUSES > PIGS/SHEEP
Can't find stuff in build and buy mode? http://www.nexusmods.com/thesims3/mods/1/?
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Test Subject
#468 Old 9th Feb 2014 at 4:17 PM
I haven't looked through this entire thread so I'm not sure if this has been mentioned, however when I tried to import the resources of a friend's world through S3PE, I get this error:

Could not import all resources - aborting.
(RK: 0x0166038C-0x00000000-0xCDA362C3EC06112E)

== START ==
Source: mscorlib
Assembly: mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Exception of type 'System.OutOfMemoryException' was thrown.
at System.RuntimeMethodHandle._InvokeConstructor(IRuntimeMethodInfo method, Object[] args, SignatureStruct& signature, RuntimeType declaringType)

at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

at s3pi.WrapperDealer.WrapperDealer.WrapperForType(String type, Int32 APIversion, Stream s)

at S3PIDemoFE.MainForm.importPackagesCommon(String[] packageList, String title, DuplicateHandling dups, Boolean compress, Boolean useNames, Boolean rename, List`1 dupsList, AutoSaveState autoSaveState, IList`1 selection)
-----
== END ==

I haven't been able to find any help to resolve this as of yet, so you guys are kind of my last hope!
Test Subject
#469 Old 26th Feb 2014 at 9:11 PM
Hi. I'm relatively new to CAW, but not the Sims. I have 2 questions:
1.) Any chance that the owner of the Cawster site is here or is there someone here that can get them a message?
2.) I'm looking for Lite and unpopulated CAW versions of Barnacle Bay for personal world editing. The links on Cawster do not work (several, in fact are broken). Can someone help me get these?
Thanks!
Test Subject
#470 Old 27th Feb 2014 at 4:02 AM Last edited by silver1337 : 2nd Mar 2014 at 8:50 AM.
Having given up on the World Editor for editing EA's worlds, I've been playing around with the Original Method for editing them in CAW. I'm not especially experienced with CAW, but I like to think I follow instructions well and I've dabbled quite a bit.

Anyway, I want to make a default replacement for each of the EA worlds, which function exactly like the EA worlds -- but, my default replacement would have a few extra lots and roads to accommodate the EP community lots. That means I want all of the Sims, ghosts, house names, everything (even the description and thumbnail/.png), to be exactly the same as they should be. If possible, I want to just be able to swap out the original .world file with my edited one -- the same way you use ellacharmed's world fixes. In fact, I'm planning on incorporating as many of her fixes as possible into my edited version, mostly to warm myself up a little to the tools again (and to make myself feel accomplished, of course!).

The only problem is, I can't figure out how to make a default replacement with all of the original Sims in there. I've obviously tried leaving the WPID, but I can't seem to just drag and drop my new .world file in place of SunsetValley.world -- when I did (moving the original to another back up folder), my World appeared in the New Town list correctly, but said it could not load because a 'serious error' has occurred.

Giving up on default replacement, I deleted the WPID and Exported and Installed as per usual with a custom World, only to find my NewSunsetValley didn't exist and there were TWO Sunset Valley's listed in the menu, which were identical to each other and definitely not my edited version (to differentiate my World, I fixed the crosswalk out by the military base).

So, I come here seeking help, because I have NO idea what I'm doing now. Essentially, I want to know the exact procedure ellacharmed used on her .world fixes for them to function correctly as perfectly identical to the originals but with her CAW routing changes and such. I've been searching online for a few days now, and I just cannot found how to make everything exactly the same, but different! :P

Thank you!
P.S. ellacharmed: you're my hero for doing the .world fixes all this time -- I've been using them forever and they've made such a difference to my game!

EDIT: I found the instructions in the World Routing Lags wiki on how to import the resources into the original/unchanged EA worlds, and decided to try that method to make it work as a default replacement. I got Sunset Valley into CAW, played around with the non-routing paint and added in an extra road with three more lots. As a newbie to S3PE and how the resources work, I decided to just import all of the resources from my edited version of Sunset Valley into a copy of the original Sunset Valley, but carefully went back and found the specific WPID and UNKN resources mentioned in most of the Editing Premade Worlds guides for the original Sunset Valley. I had hoped that importing my resources would help me keep ALL of the changes I'd made, while keeping those specific ones from the original Sunset Valley would have it working correctly. But, it didn't work. My world appeared in the World list just fine, although it had the placeholder description and thumbnail I'd put in (when I wanted the standard Sunset Valley description and thumbnail), but when I tried to start a new game in it, it came up "A serious error has occurred while loading 'Sunset Valley.world'. It is strongly recommended that you restart the application".

Now, I'll be the first to admit I don't know what I'm doing, but I can't figure out what it is exactly I'm doing wrong (although I'm sure I wouldn't be surprised if it's obvious to those more knowledgeable). While I've managed to get the EA worlds into CAW just fine, I thus far haven't managed to get the worlds BACK into my game, even just for a quick test -- I just keep getting this error, it seems regardless of how I go about it! I'm sure the secret is in importing only a select few resources back into the original Sunset Valley, but I've got no idea what I should be looking for. Do any of you crafty CAWsters know where I'm going totally wrong, or have even the slightest hunch about what I could do to get things working?
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