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Picked upload! LotAdjuster 3.6 (Updated May 23, 2013)

by Mootilda Posted 3rd Jan 2010 at 1:07 PM - Updated 27th Nov 2013 at 3:09 PM by Nysha
387 Comments / replies (Who?) - 24 Feedback Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.

LotAdjuster 3.6

This new version of the LotAdjuster has all of the features of version 2.x, but allows you to adjust the size of the lot in lot-sized tiles, rather than neighborhood-sized tiles. As well, you can now add to one side and subtract from the other, effectively shifting things on your lot. This gives you complete control over the position of the building on your lot.

By specifying your adjustments in smaller increments, you gain a lot of flexibility in placing your house optimally on your lot. However, lots must still be sized in multiples of 10 lot-sized tiles. This is a restriction set by EA, since the game cannot correctly handle lots which are not sized in neighborhood-sized tiles.

Version 3.6 adds several new features. You can now choose to remove all furnishings from a lot, change a lot to or from a beach lot, or make a lot hidden or visible. The first option can also be used to keep the furniture on a lot when your sims move out; just uncheck the Remove Furniture option (if the option is not checked, the furniture cannot be salvaged).

There is a known problem where lots with custom terrain paints will turn blue if the custom terrain paints are not installed into your Downloads folder. The LotAdjuster now has a new option to remove unused terrain paints from a lot, which can solve this problem with previously-unfixable blue terrain on your lot.

There is a known problem where sometimes your lot will be changed to a beach terrain because it is too low or too close to the beach. The LotAdjuster now has a new option to override the lot terrain with the default terrain for the neighborhood. With this option, your beach terrain will be changed back to the expected terrain. This will fix both the lot terrain itself, and also the view of the neighborhood terrain from the lot.

For more information about what's changed, please see the release history.

LotAdjuster 2.x
The LotAdjuster version 2.x, which adjusts in neighborhood-sized tiles, will remain available. It's a bit easier to use, but provides less flexibility:
http://www.modthesims.info/download.php?t=282409

Future enhancements will only be added to 3.x and will not be applied to 2.x.

Description:
The LotAdjuster allows you to modify a "Sims 2" lot in a variety of ways, including:
- Enlarge a lot up to a size of 60 x 60 lot-sized tiles, which is the EA-imposed TS2 limit.
- Enlarge a lot over the road; allow building on both sides of the road.
- Shrink a lot; allow building to within one tile of the edge of a lot; create pseudo rowhouses.
- Shift a building on a lot by expanding one side and shrinking the other.
- Move a lot within a neighborhood; move a lot away from the road.
- Add and remove roads; create a roadless lot; create a lot with multiple roads: corner lot, alleyway, service road, square.
- Unlock tiles on a lot.
- Fix vehicle and pedestrian portal locations, as well as the location of the mailbox, trash can, and phone booth.
- Fix the edges of a lot: smooth, flatten, or match neighborhood terrain.
- Fix crashing beach lots. See this link for further details: http://www.modthesims.info/download.php?p=3169826

This version of the LotAdjuster works with all expansion and stuff packs, up to and including The Sims 2 Mansion & Garden Stuff.

The LotAdjuster is the successor to the LotExpander: http://www.modthesims2.com/showthread.php?t=175884

Requirements:
- The LotAdjuster is released under the GNU General Public License.
- The program uses some DLLs from SimPE; they are included in the zip file.
- You need the Microsoft .NET Framework 2.0: http://www.microsoft.com/en-us/down...s.aspx?id=20137

Installation:
To install, just download LotAdjuster.zip and unzip it. Run the EXE from the unzipped location. This is "alpha" software and is still in development; it is not guaranteed to work and may corrupt your lot. Be sure to backup your game before using this tool.

I have included the source code for version 3.6 in LotAdjusterSource.zip. There is no need to download this file unless you are a C# programmer who wishes to look at or modify the code.

I left a previous version (PreviousLotAdjuster.zip) available, in case there are any unforeseen problems. There is no need to download this file.

Running under OS/X:
Please read this thread for information about running the LotAdjuster under OS/X:
http://www.modthesims.info/showthread.php?t=366580

Instructions:
At this time, there are no instructions available for the LotAdjuster; hopefully, some will be available soon. In the interim, please see the LotExpander instructions and substitute "LotAdjuster" for "LotExpander". The screenshots will be different than the LotAdjuster, but the basic method is the same.

Note that tiles are now specified as lot-sized tiles, rather than neighborhood-sized tiles. There are 10 lot-tiles in each neighborhood-tile.

Please be sure to backup before you use the LotAdjuster and keep your backup until you are sure that everything worked as expected. If something goes wrong, restore from your backup. Without a backup, you may not be able to fix any problems that you have.

Advanced options are changed by clicking the "Advanced" button on the lot information screen. Options in this category are more likely to require special handling. Be sure to test your lot thoroughly before sharing it.

If you have any problems with the new LotAdjuster, or if you have suggestions that you would like to see implemented, please let me know.

LotExpander Tutorial: http://www.modthesims2.com/showpost...3&postcount=410

Known Issues: http://www.modthesims2.com/showpost...80&postcount=47

LotExpander Error and Warning Messages.
LotAdjuster messages may be different:
http://www.modthesims2.com/showpost...7&postcount=422

Recovering from Problems: http://www.modthesims2.com/showpost...5&postcount=411

Research Thread: General discussion about modding lots: http://www.modthesims2.com/showthread.php?t=250693

Release History: http://www.modthesims2.com/showpost...29&postcount=50

To-Do List: http://www.modthesims.info/showthread.php?t=328158

Pseudo-Rowhouses: http://www.modthesims2.com/showthread.php?t=286909

How to Help:
1) The LotAdjuster is a general purpose tool with a wide range of applications. We need tutorials on how to use the various features to create special types of lots. If you create a tutorial which is relevant, please post a link to your tutorial and I will include it here. Some of my thoughts on tutorials which might be helpful: http://www.modthesims2.com/showpost...82&postcount=48

Useful Links: http://www.modthesims2.com/showpost...83&postcount=49


Additional Credits:
This program is derived from the LotExpander, which was designed and developed by Andi8104. Without his work, the LotAdjuster would not exist.

Thank you to all of the people who helped to make this tool a reality, including aelflaed, baratron, ebonyspiral, GeneralOperationsDirector, ikbod, Inge Jones, ingeli, J. M. Pescado, KariMinger, ladykatsim, Mutantbunny, niol, plasticbox, pljones, Quaxi, and Rascal.

I'm sure that I've forgotten some people, since so many people have helped with the development of this program. If you know of someone who's been missed, it was not intentional. Please let me know and I'll add them to the list.

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
LotAdjuster.zip | Current version of the LotAdjuster V3.6

Size: 822.6 KB · Downloads: 28,180 · 13th Jan 2010
822.6 KB 28,180 13th Jan 2010
LotAdjusterSource.zip | C# source code V3.6 - for programmers only

Size: 203.0 KB · Downloads: 2,177 · 13th Jan 2010
203.0 KB 2,177 13th Jan 2010
PreviousLotAdjuster.zip | Previous version V3.5 - no need to download

Size: 812.9 KB · Downloads: 1,870 · 13th Jan 2010
812.9 KB 1,870 13th Jan 2010
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract the zip, rar, or 7z file.

3. Extract: You must extract all files from the .zip file. I recommend that you create a new folder on your hard drive to hold all of these extracted files. A reasonable location would be in a subfolder of your C:\Program Files directory. I do not recommend that you place these files into your Downloads folder.

Need more information?
 
387 Comments / Replies (Who?) - 328 Feedback Posts, 48 Thanks Posts
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Test Subject
#76 Old 2nd May 2010 at 8:53 PM Last edited by iFax : 3rd May 2010 at 10:46 AM.
Thanks so much. Just needed to unistall a few things. c:

All is working now.
Cheers again.

c:
#77 Old 3rd May 2010 at 7:52 PM
Just a quick note to let you know that your advice re the dormatory worked a charm. Too bad I cannot replicate the procedure on Mountainside Manor, there being no terrain anywhere else that even comes close to matching what would be required. This might also help with another house I had problems with, though. Thanks.

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#78 Old 4th May 2010 at 1:04 AM
If worse comes to worse, you could make a backup of your neighborhood, move Mountainside Manor anywhere to reset it (allowing it to deform the hood terrain), move it back to the original location, then use HoodReplace to replace the deformed terrain with the correct (backup) terrain.
#79 Old 4th May 2010 at 7:44 PM
Oooh, clever idea!

On the other hand, there are precious few locations where even *that* might work, due to the proximity of other houses. Still, it *might* be worth a try...

FYI, Mountainside Manor is a *VERY* steep hillside lot, and the side road is fairly high-grade as well. Then too, I put a fair amount of effort into manually "regenerating" the roads with some downloaded road tiles I have, which was rather awkward, seeing as I had to use temporary walls in the inclined roadway to prevent the "flooring" from trying to flatten the road. I suppose the CFE cheat might have helped, but I don`t know how to use it. ::shrug:: At the time it was adjusted, MM was unoccupied, but now is where my two Sasquatch and their Servo reside. [It looks more like a sparse forest than a house.]

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#80 Old 18th May 2010 at 5:09 PM
Default How to Fix Crashing Beach Lots
Beach lots are notorious for crashing if the slope of the land from the road to the water is not identical to the slope used when the lot was created. They can also crash if you turn them in a direction which is different than their default rotation; ie, the direction that the lot is facing when you first take it out of the lot bin.

This can be resolved using the LotAdjuster to adjust the lot edges to match the existing neighborhood terrain. First, backup your neighborhood, in case you aren't happy with the results. Then, run the LotAdjuster and select your neighborhood and lot; don't type in any amount to expand or shrink the lot, just click on the Finish button. Then, run the game and enter the lot.

If you want to ensure that the portal locations are maintained, especially the location of the mailbox and garbage can, then you'll need to do something slightly different. Run the LotAdjuster and select your neighborhood and lot; don't type in any amount to expand or shrink the lot. Click on the Advanced button to gain access to the option that you require. Check the box entitled: Place Portals Manually. You might also want to ensure that Lot Edges is set to Neighborhood. Then click on the Finish button, run the game and enter the lot.
Test Subject
#81 Old 6th Jun 2010 at 9:11 PM
im not sure but i think 8 tiles across is 1 lots size across, meaning
8 across 8 along would be 1x1, but what if i have one extra tile , can i not take tiles of one by one rather than a chunk that will either take out half of my house or make me need to redo it?
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#82 Old 6th Jun 2010 at 9:55 PM
Quote:
Originally Posted by Kureigu
im not sure but i think 8 tiles across is 1 lots size across, meaning
8 across 8 along would be 1x1, but what if i have one extra tile , can i not take tiles of one by one rather than a chunk that will either take out half of my house or make me need to redo it?
A 1x1 lot is 10 tiles wide and 10 tiles deep, not 8x8.

You can remove any number of tiles on any side of the lot, but the lot must end up as a multiple of 10 tiles in each direction. This is not a requirement of the LotAdjuster; it's a requirement of the game and the LotAdjuster just enforces the requirement so that you don't destroy your lot or neighborhood.
Test Subject
#83 Old 7th Jun 2010 at 4:27 PM
does it have to be a multiple of 10, ie 10x40
coz i need it to be 9x39 haha.
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#84 Old 7th Jun 2010 at 4:59 PM
Yes, it must be a multiple of 10. This is a requirement of the game. Lots which are not multiples of 10 will cause problems in the game.

I could easily remove the checks in the LotAdjuster; it doesn't mind creating oddly-sized lots. However, the checks exist to keep you from having problem when you run the game.
Test Subject
#85 Old 7th Jun 2010 at 5:48 PM
that would be great if you could do that!
thanks alot
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Original Poster
#86 Old 7th Jun 2010 at 6:44 PM
Can I ask why you need your lot to be 9 x 39, rather than 10 x 40? Surely you could just ignore the extraneous tile?
Test Subject
#87 Old 7th Jun 2010 at 6:50 PM
well im making my local area on the sims and where i live we have terrace houses that are all the same in size. i made a house that would be duplicated across the streets and wanted it as close to the real thing as i could, any other size smaller or bigger makes the house way to big or way to small and it wouldnt look right with an extra tile. thats the main reason really.
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#88 Old 7th Jun 2010 at 6:59 PM
The neighborhood only allows placement on major vertices, which means that you won't be able to place these lots any closer together, even if you make them smaller. At least if the lots are a multiple of 10, then you have control over what is placed into that extra tile.
Test Subject
#89 Old 7th Jun 2010 at 7:01 PM
ah.. alryt nevermind!
ill just have to extend it slightly so its a mutiple of 10.
Thanks anyway, and great program.
#90 Old 9th Jun 2010 at 7:43 PM
Mootilda, does LA have any issues with owned community lots? A couple days ago I attempted to adjust a business lot to include the road along the side of the building, and while LA had no problems with its end of the operation, I was unable to regenerate the roads at all. The lot in question is Inner Child Toys and Gifts, and it is owned by Sanjay Ramaswami. After running the lot through LA and before playing, I attempted to enter the lot to make the "build-mode change" [which I rarely bother going into build mode to make], and naturaly I was unable to do so. I`m sure you know why. I then tried to regenerate the roads without having regenerated the lot imposter first, obviously without any success. I moved the neighborhood decorations out of the way first, and tried moving the lot to other locations, and none of it helped. I suppose I should have tried again to regenerate the roads *after* playing, but I didn`t think to do so. Instead, I ran LA again to undo the changes I had done. [I couldn`t just revert to backup because I had made changes to the lot during play.]

I doubt that the Lot Adjuster itself is the cause of my issues, but I find myself wondering if there are any issues with the in-game portion of the adjustment not working correctly for owned businesses, and I`m hoping that you could suggest something to add the side road successfully.

Speaking of using the LA on non-Residential lots, I have used it on Oasis Dormitory in La Fiesta Tech, and quite successfully, if I may say so.

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#91 Old 9th Jun 2010 at 9:19 PM
I'm afraid that it's been a very long time since I've played an owned community lot. I don't know of any specific issues with owned lots, but I suppose that I can try this myself if you'd like.
Theorist
#92 Old 11th Jun 2010 at 6:21 AM
I've got a number of owned and non-owned comm lots in my current hood, all of them adjusted with LA. I've seen no issues. I haven't tried adding an extra road, but they have been shrunk and expanded, and probably occasionally moved in space.
Mad Poster
DELETED POST
11th Jun 2010 at 7:18 AM
This message has been deleted by grammapat.
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#93 Old 11th Jun 2010 at 4:59 PM
Did you have to send your sim to the business in order to make the build change?
#94 Old 14th Jun 2010 at 8:16 PM
I`m sure that aelflaed did, as there appears to be no other way to do it.

Does the "build-mode change" have to be done *before* the road-regeneration phase? I doubt it, but if it does, that might explain my inability to place that lot *any*where despite several suitable locations being available.

Have you made any progress --intentional or otherwise-- towards the possibility of LA itself regenerating the roads?

Edit: aelflaed, is there any chance that one of the owned business lots you`ve successfully adjusted is adding the side road to Inner Child Toys and Gifts, as I posted about above?

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#95 Old 14th Jun 2010 at 9:53 PM Last edited by Mootilda : 15th Jun 2010 at 7:06 PM.
Quote:
Originally Posted by GeneralOperationsDirector
Does the "build-mode change" have to be done *before* the road-regeneration phase? I doubt it, but if it does, that might explain my inability to place that lot *any*where despite several suitable locations being available.
Yes, it does. To regenerate the roads, you need to pick up the correctly-regenerated lot impostor. The build mode change convinces the game to regenerate the lot impostor.

Quote:
Originally Posted by GeneralOperationsDirector
Have you made any progress --intentional or otherwise-- towards the possibility of LA itself regenerating the roads?
Quick answer: Yes, I've made progress, but not enough to implement this yet.

Long answer: I'm moving this discussion to the research thread, since this whole issue requires more research.
#96 Old 15th Jun 2010 at 8:00 PM
"Yes, it does. To regenerate the roads, you need to pick up the correctly-regenerated lot impostor. The build mode change convinces the game to regenerate the lot impostor."
Oh. That`s good to know. Could that explain my inability to place the expanded lot ANYwhere despite the availability of several suitable candidate locations?

"I'm moving this discussion to the research thread, since this whole issue requires more research."
Hokay. See you there.

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#97 Old 15th Jun 2010 at 9:07 PM Last edited by Mootilda : 16th Jun 2010 at 4:47 PM.
Quote:
Originally Posted by GeneralOperationsDirector
Could that explain my inability to place the expanded lot ANYwhere despite the availability of several suitable candidate locations?
That's correct. If you've expanded the lot and have not made a build change, then the lot will not be able to be placed anywhere in the neighborhood.

Have you considered placing the road tiles yourself? I believe that making the road tiles accessible is quite a simple change that you can make using Notepad to remove "NotInCatalog" from the road tiles in Program Files\EA Games\The Sims 2\TSData\Res\Catalog\Scripts\FloorPatterns.txt. Be sure to backup this file before making the changes.

All of the road tile patterns come with the base game, so you'll only need to change that one text file.
#98 Old 17th Jun 2010 at 8:01 PM
No, I had *not* considered that; I didn`t know it *could* be done that way; I thought I`d have to use a set of road tiles I`ve downloaded that don`t *quite* match the in-game tiles. I believe that I will make that change anyway, as I find it quite annoying that the game refuses me access to them. As for recommending making backups first, you`re not preaching to the choir, you`re preaching to the minister!

...except I found the file in D:\Programs\Maxis\Sims2\Double Deluxe\Base\TSData\Res\Catalog\Scripts\ on my machine.

[Fake edit:] Ok, done. I enabled the sidewalk tile, the pool tiles, and both the European and non-European road tiles.

Reviewing the situation, I would like to suggest a modification to the procedure that would apply only to owned community lots: in the section that requires the "build mode" change, note that this must be done while a member of the owning family is present on the lot, as the requisite tools are not available otherwise. I now believe that had I just played the lot [making the needed change during play] and NOT undone the Lot Adjuster adjustments, I would have been able to seat the lot correctly afterwards. I will try this the next time an owned lot comes up for adjusting, and drop you a quick note to confirm that I`ve correctly identified my blind spot.

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#99 Old 17th Jun 2010 at 10:36 PM
I'm still looking into having the LotAdjuster regenerate the roads, but I thought that might be an interim solution for you.

Quote:
Originally Posted by GeneralOperationsDirector
Reviewing the situation, I would like to suggest a modification to the procedure that would apply only to owned community lots: in the section that requires the "build mode" change, note that this must be done while a member of the owning family is present on the lot, as the requisite tools are not available otherwise.
Good idea. Thanks.
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