The Sims™ 3

The Sims™ 3

How to install this mod?
Originally posted by igazor:
I am sure there is a link in their forum someplace, but I lose patience with that place faster than I probably should.

http://www.moreawesomethanyou.com/samples/ts3/awesome
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Showing 1-15 of 25 comments
igazor Aug 18, 2018 @ 9:23am 
Not clear if you need assistance with installing ANY mods (do you have others?) or just this one.

How to set up the Framework to work with package based content is covered here. TS3 mods are always package based, some CC is and some is sims3pack that gets handled by the Launcher instead.
http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files

Mods that are actually additional sliders have a prerequisite. The game alone can only handle a certain number of sliders and adding to it without modding in the additional allowable slots will cause all of your sliders to stop working. These are the most common ways to increase the allowed slots:

AwesomeMod (a core mod with many other far-reaching features)

CmarNYC's XCAS, full version (also a core mod, not be used together with Awesome)

NRaas MasterController (script, not a core mod, by default increases the number of allowable sliders to 100 but that can be increased further up to a point by changing the settings; the MC Integration add-on is also required to work with the sliders in regular in-game CAS instances provided the game clock is actually moving forward already)
Last edited by igazor; Aug 18, 2018 @ 9:25am
Originally posted by igazor:
Not clear if you need assistance with installing ANY mods (do you have others?) or just this one.

How to set up the Framework to work with package based content is covered here. TS3 mods are always package based, some CC is and some is sims3pack that gets handled by the Launcher instead.
http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files

Mods that are actually additional sliders have a prerequisite. The game alone can only handle a certain number of sliders and adding to it without modding in the additional allowable slots will cause all of your sliders to stop working. These are the most common ways to increase the allowed slots:

AwesomeMod (a core mod with many other far-reaching features)

CmarNYC's XCAS, full version (also a core mod, not be used together with Awesome)

NRaas MasterController (script, not a core mod, by default increases the number of allowable sliders to 100 but that can be increased further up to a point by changing the settings; the MC Integration add-on is also required to work with the sliders in regular in-game CAS instances provided the game clock is actually moving forward already)
Just this one
igazor Aug 19, 2018 @ 12:32pm 
I've just explained it both ways to be over-inclusive. No good?
Originally posted by igazor:
I've just explained it both ways to be over-inclusive. No good?
No it is fine, I just need to download this


Originally posted by igazor:
How to set up the Framework to work with package based content is covered here. TS3 mods are always package based, some CC is and some is sims3pack that gets handled by the Launcher instead.
http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files
And this?


Originally posted by igazor:



NRaas MasterController (script, not a core mod, by default increases the number of allowable sliders to 100 but that can be increased further up to a point by changing the settings; the MC Integration add-on is also required to work with the sliders in regular in-game CAS instances provided the game clock is actually moving forward already)
To install this?
http://modthesims.info/d/378416
igazor Aug 19, 2018 @ 11:46pm 
If we are talking about having to set up the Framework, that means you currently have no mods or other package based content in play. That is what I was trying to ask, so we know where to begin. All TS3 mods are installed the same way, many of us have hundreds or thousands of package based content already. Some have additional requirements like these do. Let's start again.

1 - In order for package based content (like mods) to work with TS3, you must set up the Framework in your TS3 user game folder. It's three folders nested properly, Mods with subfolders Packages and Overrides inside, plus one required file called Resource.cfg that goes inside Mods alongside (not inside) of Packages and Overrides. This link provides a downloadable Framework with two small sample mods already in place for testing. Download, unzip, and place the entire Mods folder and its contents into your TS3 user game folder in Documents. When finished, the setup should look exactly like the illustrations (not counting differences around the edges for different operating systems).

Start up the game make sure the two sample mods work, NoIntro and NoBuyBuildSparkles. you should get a script mod popup on startup and the intro movie should be suppressed. When finished, you may keep or discard the two test mods as you wish.

http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files


2 - The mod you really want is a base mod plus a set of additional sliders. You must have a core or script mod in place, one of the three that I listed, or you will face slider overload and none of your sliders will work. Leaving AwesomeMod aside as that's more of a mod than you really want right now, your choices are CmarNYC's XCAS or (easier) NRaas MasterController plus the MC Integration add-on.
http://nraas.wikispaces.com/MasterController%20Phase%20Twelve
http://nraas.wikispaces.com/MasterController%20Integration%20Phase%20Twelve
(ignore any messages about Wikispaces shutting down, we will have moved before that happens)

If you like MC for other reasons, you may also want the MC Cheats add-on but that's not required for this. Do NOT include MC Progression unless you also want the StoryProgression mod as that will crash your game without it. Download the two mod files, MC Base and MC Integration, unzip, place into Mods\Packages where the test mods are (were).

3 - Download, unzip, and place Jonha's base mod plus any or all of his sliders that you want in Mods\Packages alongside of MasterController and any others. You can put mods in your own subfolders inside of Mods\Packages if you want for better organization, but that can come later.

4 - You have now made some significant changes to your Mods\Packages folder contents, so you must delete the scriptCache.package (might show up as just scriptCache) at the main level of your TS3 user game folder. It will respawn on the next startup. It would be best to also delete the four other cache files that show up on the top level of the game folder (only these).

5 - Startup the game. Once the game clock starts moving forward, the mods should have taken hold and the new sliders should be in place. Don't jump directly into Create a Household from the Main Menu because the mods might not have had a chance to load yet, but enter CAS or one of its subsets from in-game or CAH from Edit Town once the game is actually running and the game clock is moving forward.
Last edited by igazor; Aug 19, 2018 @ 11:49pm
Originally posted by igazor:
If we are talking about having to set up the Framework, that means you currently have no mods or other package based content in play. That is what I was trying to ask, so we know where to begin. All TS3 mods are installed the same way, many of us have hundreds or thousands of package based content already. Some have additional requirements like these do. Let's start again.

1 - In order for package based content (like mods) to work with TS3, you must set up the Framework in your TS3 user game folder. It's three folders nested properly, Mods with subfolders Packages and Overrides inside, plus one required file called Resource.cfg that goes inside Mods alongside (not inside) of Packages and Overrides. This link provides a downloadable Framework with two small sample mods already in place for testing. Download, unzip, and place the entire Mods folder and its contents into your TS3 user game folder in Documents. When finished, the setup should look exactly like the illustrations (not counting differences around the edges for different operating systems).

Start up the game make sure the two sample mods work, NoIntro and NoBuyBuildSparkles. you should get a script mod popup on startup and the intro movie should be suppressed. When finished, you may keep or discard the two test mods as you wish.

http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files


2 - The mod you really want is a base mod plus a set of additional sliders. You must have a core or script mod in place, one of the three that I listed, or you will face slider overload and none of your sliders will work. Leaving AwesomeMod aside as that's more of a mod than you really want right now, your choices are CmarNYC's XCAS or (easier) NRaas MasterController plus the MC Integration add-on.
http://nraas.wikispaces.com/MasterController%20Phase%20Twelve
http://nraas.wikispaces.com/MasterController%20Integration%20Phase%20Twelve
(ignore any messages about Wikispaces shutting down, we will have moved before that happens)

If you like MC for other reasons, you may also want the MC Cheats add-on but that's not required for this. Do NOT include MC Progression unless you also want the StoryProgression mod as that will crash your game without it. Download the two mod files, MC Base and MC Integration, unzip, place into Mods\Packages where the test mods are (were).

3 - Download, unzip, and place Jonha's base mod plus any or all of his sliders that you want in Mods\Packages alongside of MasterController and any others. You can put mods in your own subfolders inside of Mods\Packages if you want for better organization, but that can come later.

4 - You have now made some significant changes to your Mods\Packages folder contents, so you must delete the scriptCache.package (might show up as just scriptCache) at the main level of your TS3 user game folder. It will respawn on the next startup. It would be best to also delete the four other cache files that show up on the top level of the game folder (only these).

5 - Startup the game. Once the game clock starts moving forward, the mods should have taken hold and the new sliders should be in place. Don't jump directly into Create a Household from the Main Menu because the mods might not have had a chance to load yet, but enter CAS or one of its subsets from in-game or CAH from Edit Town once the game is actually running and the game clock is moving forward.
Oh, ok! Thanks!
Originally posted by igazor:
If we are talking about having to set up the Framework, that means you currently have no mods or other package based content in play. That is what I was trying to ask, so we know where to begin. All TS3 mods are installed the same way, many of us have hundreds or thousands of package based content already. Some have additional requirements like these do. Let's start again.

1 - In order for package based content (like mods) to work with TS3, you must set up the Framework in your TS3 user game folder. It's three folders nested properly, Mods with subfolders Packages and Overrides inside, plus one required file called Resource.cfg that goes inside Mods alongside (not inside) of Packages and Overrides. This link provides a downloadable Framework with two small sample mods already in place for testing. Download, unzip, and place the entire Mods folder and its contents into your TS3 user game folder in Documents. When finished, the setup should look exactly like the illustrations (not counting differences around the edges for different operating systems).

Start up the game make sure the two sample mods work, NoIntro and NoBuyBuildSparkles. you should get a script mod popup on startup and the intro movie should be suppressed. When finished, you may keep or discard the two test mods as you wish.

http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files


2 - The mod you really want is a base mod plus a set of additional sliders. You must have a core or script mod in place, one of the three that I listed, or you will face slider overload and none of your sliders will work. Leaving AwesomeMod aside as that's more of a mod than you really want right now, your choices are CmarNYC's XCAS or (easier) NRaas MasterController plus the MC Integration add-on.
http://nraas.wikispaces.com/MasterController%20Phase%20Twelve
http://nraas.wikispaces.com/MasterController%20Integration%20Phase%20Twelve
(ignore any messages about Wikispaces shutting down, we will have moved before that happens)

If you like MC for other reasons, you may also want the MC Cheats add-on but that's not required for this. Do NOT include MC Progression unless you also want the StoryProgression mod as that will crash your game without it. Download the two mod files, MC Base and MC Integration, unzip, place into Mods\Packages where the test mods are (were).

3 - Download, unzip, and place Jonha's base mod plus any or all of his sliders that you want in Mods\Packages alongside of MasterController and any others. You can put mods in your own subfolders inside of Mods\Packages if you want for better organization, but that can come later.

4 - You have now made some significant changes to your Mods\Packages folder contents, so you must delete the scriptCache.package (might show up as just scriptCache) at the main level of your TS3 user game folder. It will respawn on the next startup. It would be best to also delete the four other cache files that show up on the top level of the game folder (only these).

5 - Startup the game. Once the game clock starts moving forward, the mods should have taken hold and the new sliders should be in place. Don't jump directly into Create a Household from the Main Menu because the mods might not have had a chance to load yet, but enter CAS or one of its subsets from in-game or CAH from Edit Town once the game is actually running and the game clock is moving forward.
Just one last question.
What are the names of the cache files I need to delete?
igazor Aug 21, 2018 @ 7:07am 
Originally posted by A man, a legend:
Just one last question.
What are the names of the cache files I need to delete?

CasPartCache.package
compositorCache.package
scriptCache.package
simCompositorCache.package
socialCache.package (this one is optional)
Originally posted by igazor:
Originally posted by A man, a legend:
Just one last question.
What are the names of the cache files I need to delete?

CasPartCache.package
compositorCache.package
scriptCache.package
simCompositorCache.package
socialCache.package (this one is optional)
Thank you very much
Now I just get, “An error occurred while trying to run this (app running)
igazor Aug 21, 2018 @ 2:13pm 
Are you sure it didn't say "A Serious Error Has Occurred While Loading (save name)? That usually means a file or folder in your user game folder is locked or held open in Windows Explorer and can't be read. Close out all of your windows, reboot the computer maybe to clear the file locks to see if that helps.

But if it actually said it the way you typed it, sorry but I've never heard of that error message on TS3 before. What is the name of the app it was reporting?
Last edited by igazor; Aug 21, 2018 @ 2:13pm
Originally posted by igazor:
Are you sure it didn't say "A Serious Error Has Occurred While Loading (save name)? That usually means a file or folder in your user game folder is locked or held open in Windows Explorer and can't be read. Close out all of your windows, reboot the computer maybe to clear the file locks to see if that helps.

But if it actually said it the way you typed it, sorry but I've never heard of that error message on TS3 before. What is the name of the app it was reporting?
No, the game did not launch or pop up at all.
Wait never mind
Originally posted by igazor:
If we are talking about having to set up the Framework, that means you currently have no mods or other package based content in play. That is what I was trying to ask, so we know where to begin. All TS3 mods are installed the same way, many of us have hundreds or thousands of package based content already. Some have additional requirements like these do. Let's start again.

1 - In order for package based content (like mods) to work with TS3, you must set up the Framework in your TS3 user game folder. It's three folders nested properly, Mods with subfolders Packages and Overrides inside, plus one required file called Resource.cfg that goes inside Mods alongside (not inside) of Packages and Overrides. This link provides a downloadable Framework with two small sample mods already in place for testing. Download, unzip, and place the entire Mods folder and its contents into your TS3 user game folder in Documents. When finished, the setup should look exactly like the illustrations (not counting differences around the edges for different operating systems).

Start up the game make sure the two sample mods work, NoIntro and NoBuyBuildSparkles. you should get a script mod popup on startup and the intro movie should be suppressed. When finished, you may keep or discard the two test mods as you wish.

http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files


2 - The mod you really want is a base mod plus a set of additional sliders. You must have a core or script mod in place, one of the three that I listed, or you will face slider overload and none of your sliders will work. Leaving AwesomeMod aside as that's more of a mod than you really want right now, your choices are CmarNYC's XCAS or (easier) NRaas MasterController plus the MC Integration add-on.
http://nraas.wikispaces.com/MasterController%20Phase%20Twelve
http://nraas.wikispaces.com/MasterController%20Integration%20Phase%20Twelve
(ignore any messages about Wikispaces shutting down, we will have moved before that happens)

If you like MC for other reasons, you may also want the MC Cheats add-on but that's not required for this. Do NOT include MC Progression unless you also want the StoryProgression mod as that will crash your game without it. Download the two mod files, MC Base and MC Integration, unzip, place into Mods\Packages where the test mods are (were).

3 - Download, unzip, and place Jonha's base mod plus any or all of his sliders that you want in Mods\Packages alongside of MasterController and any others. You can put mods in your own subfolders inside of Mods\Packages if you want for better organization, but that can come later.

4 - You have now made some significant changes to your Mods\Packages folder contents, so you must delete the scriptCache.package (might show up as just scriptCache) at the main level of your TS3 user game folder. It will respawn on the next startup. It would be best to also delete the four other cache files that show up on the top level of the game folder (only these).

5 - Startup the game. Once the game clock starts moving forward, the mods should have taken hold and the new sliders should be in place. Don't jump directly into Create a Household from the Main Menu because the mods might not have had a chance to load yet, but enter CAS or one of its subsets from in-game or CAH from Edit Town once the game is actually running and the game clock is moving forward.
Also, what game clock?
igazor Aug 21, 2018 @ 8:27pm 
The game clock is what tells you what day and time it is in the sim world. There should a brief delay when a game loads up where it doesn't move forward yet. By the time it does move forward smoothly (and can then be paused if wanted), the mods will have loaded.
Last edited by igazor; Aug 21, 2018 @ 8:28pm
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Date Posted: Aug 18, 2018 @ 8:41am
Posts: 25