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Coral Island Reserve World


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Posted

Coral Island Reserve World


Coral Island Reserve
(BETA Offering)

 

Download the ZIP file and place in a separate empty folder.

UNPACK the ZIP file.

 

You will have a Text and DocX information files much like this description and a folder. The folder contains the World Sims3pack and another folder containing all the objects for the world. 


My Recommendation:
⦁    Place the Coral Island Reserve (World) Sims3pack in your Game’s DOWNLOADS.
⦁    Place the Coral Island Reserve Packages Folder in your Mods/Packages folder.
⦁    Install the World through the Launcher.  

 

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It is always best practice to start with a fresh Game Folder and set up your MOD’s folder again with what have you…  This way you can just swap out the game folder when you want a different world without any further setup.

Be sure to check for conflicts between your existing and “in-use” Mods and this worlds Package folder.

 

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THIS WORLD IS BEST VIEWED AT NIGHT

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THANKS

 

I want to thank those that unknowingly contributed to this World Build

 

  • D&M for their Medieval stuff.
  • MMD for their Dance Pole.
  • MajikGoldys for their Medieval stuff.
  • Murfeel for their SkyRim stuff.
  • NonaMena for their Permanente Tents.
  • mammutZoo for their Pinkelbush.
  • Sasila for their Torture chamber stuff.
  • SeeMyu for their Exotic Dance Pole.

 

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This world is a Small Island World

 

26 Residential Units
1 Base Camp
2 Research Campsites
11 Vacant Lots
1 Privet Lot
41 Totals

 

 

25 Commercial Lots
2 Empty Commercial Lots
27 Totals

 

 

Originally a Small World created to have Zero Game Overhead – to test Lot and Object Designs. As time went on – more and more lots went in. Of course – I’d get bored, so I’d work on making it more Pleasant to look at… On and on.

 

Eventually, it was getting pretty full – Still had one of each lot open to test but that was about it. So, started testing Household Objects and Sim Garments… I’d get bored and actually PLAY the World for a few hours.

 

And, here we are. 
Two years of slowly building the World, and a year of playing and tweaking. 
A lot of interesting places… and at night – a wonderful adventure land. 

 

Since I wanted it primarily as a world to build lots and space was at a premium… I combined all the major Rabbit holes into one Futuristic lot. It’s found as the first lot at the top of the Mountain Drive… next to the Strip Club. The City Hall, School, Hospital, etc., is there.

 

Coral Island - Rabbit Holes 1.PNG


Each Rabbit Hole is a Rug. All Rabbit Holes needed are there.

 

  • Yes, there is a lot of Custom Content – Most made specific to this world. 
  • No, it’s not your average boring world. 
  • Yes, it has unique Animated Objects specific to this world. 
  • Yes there are lots for Building the larger Commercial lots and nearly every common size of Residential Lot.  So, also yes, you can plop your favorite 64x64 down.

 

I do not recommend completely removing any lot as most are tight to other lots and may not be able to put back in without starting a new game. Also, any lot that is completely framed by road or sidewalk should not be completely removed – you won’t get those back in place. Every effort was made to assure all vacant lots are flat. 

 

There are a lot of Glass Domes of various shapes and sizes – Each time you go to that lot – you will need to reset these Domes or they will be in the way of your view. In Buy/Build – use the Hand Tool, Click on the Dome and press the ESC key. That resets the Object. If you miss… just press [Ctrl]-z to undo… this will reset your mistake. 

 

Camera Blocks are not set so caution when maneuvering around the lots close to Cliffs. If you’re up close and personal – shouldn’t pose a problem. Again, this was originally designed as a World to build lots… for other worlds so not all places are easy to navigate – especially close to a Cliff.  However, when played in-game and close to your Sims – no Problem. 

 

 

Other than that – Enjoy!

As Always – this is a BETA so grain of salt here.
You see something that needs fixed – let me know.
This world has gone through more testing than usual as I use it to test other things and Play it nearly every day… It’s my Go-To World. 

 

Coral Island Reserve World Picture EIG.PNG


 

Posted

Many thanks for this world. Just set up a new game with that. Looks nice.

Must have taken many, many hours to create.

Unfortunately my PC and graphics is a little slow for this full world. Will start with two or three families and see how it runs.

A lot to explore there ?

Posted (edited)

Yes - Fully loaded it comes in at about 1.3 GB. For a Small world - it has a lot. 

It has a number of new object animations - which you most likely have found. Like the Water Tower, and the Rotating Globe...

It does have a lot of eye-candy. Still, loads fairly fast and plays well.

 

If you get any warnings that objects are missing - let me know Please. 

If any  problems - Let me know.

Thanks!

 

FYI: I made and play this world on a 20 year old HP VISTA machine with 3 GB of memory and an Nveda GSX 8600 graphics card with all graphics set on the game to a medium level. Setting your graphics to a lower resolution will stop most all game stuttering.

Edited by Nonsequitur
New data added
Posted
16 hours ago, Nonsequitur said:

Setting your graphics to a lower resolution

Yes, may I should do that too.

To give you a feedback, the world was running nicely so far. Only some messages appear that some NPC's had a route failure. But this you have on certain worlds, I think.

Many details one can explore in your world. Some make me smile because they are so real ? Piles of wheels and scrapped cars under water and many more.

Have a question : Do you have used stuff from PET's in there ? I ask, why this is the one and only EP which I have disabled in my game setup. And on other worlds I have tested or used, I better have to clear stuff from there out as far as possible.

Well done, thanks again.

Posted

Yes - Objects from PETS were used. Although there is nothing in the world that directly show.  Many of the Special Effects in the world such as collectable Birds, Lizards, etc., were used. So, Reactivating PETS would have only a slight effect.  I'm pretty sure you don't need it as you don't really need Fast Lane...

 

There are a few unique vehicles that the game would most likely replace with Base Game cars  (or remove them) and you won't have the PETS collectables or special effects.  Other than that - Should work without those EP's and SP's active.  I realize that with each EP and SP - the game becomes "Heavy" and tends to have longer and/or more  pausing. 

 

So, don't blame you for trying to reduce the Games Overhead. Try it - It most likely will work.

Posted

IF you are using OVERWATCH or some other game monitoring utility Package - you will find that even with the EA/Maxis produced worlds - OVERWATCH will find errors.  Saving your game and closing out of the game properly will usually clean up these errors... until the next time you run that world. 

 

Some 3rd Party worlds are not clean to start with and you find Sims of all kinds getting trapped or stuck in fences, etc. With Coral Island Reserve - I've got a few but found no Sim stuck.  Routing errors are the major notice.  The Routing was rebuilt several times so it's clean although OVERWATCH still reports them occasionally. Hasn't affected game play. 

 

If you actually find a stuck sim - let me know where the stuck Sim is found. I may need to adjust the footprint of the object they got stuck in.  

Posted (edited)
On 9/11/2022 at 4:31 PM, Nonsequitur said:

If you actually find a stuck sim

Up to now, I did not found a stuck sim. But must say I do not have much possibility to play at the moment.

The PC I use to play, I have a little trouble with.

If I find something, I will report here. Thanks again for your good work.

Edited by Clydie
Posted

I appreciate your Positive comments and your diligence to report Errors. I am glad none have been found so far. 

Good luck with getting your machine up and running properly.

 

If you have an older 32-bit machine, I may be able to help - PM me.

 

Posted (edited)

May be one thing I found :

Bridges sometimes create trouble in some worlds. So, would like to ask if you or someone else may experienced the same with this world so far.
However, I wondered why one of my sim did not came back home and found in my game that a crowd of sims standing beside a bridge waiting for the car. When the car appear and move, then the car dive into the bridge, the sim returned beside the bridge and all starts again. Find the screen shoots. The first determine the bridge I mean. The other two shall show the effect.
Sorry for crappy shoots, but had to lower the graphic settings for this world to run.
By the way, the other two bridges work fine for me and thanks again for all your work.

 

Oh, forgot to say, from the other side of the bridge it is the same, but here my sims use the taxi boat to go across.....

 

 

01_WORLD_BRIDGE.jpg

02_BRIDGE_CAR_DIVE_01.jpg

02_BRIDGE_CAR_DIVE_SIMS_CIRCLE.jpg

Edited by Clydie
Posted

Strange...

Okay - will look at the routing data near that bridge. It looks like the road and bridge are only partially connected.

It also looks like the Terrane mask to block Sim Routing needs adjusted.

In any case - it will be corrected and uploaded as a new version.  It will take a few days.

 

Thanks.

Posted

Okay, I didn't find anything with the routing but, for some reason the bridge did have a connection fault and was not fully recognized by the game.  Even the Roads were connected to the bridge correctly. I had to destroy the bridge and rebuild the Terrain around it before replacing that bridge.  I also adjusted the Sim's Non-accessible Mask around that bridge. I then rebuilt the Worlds routing data three consecutive times before compiling and testing in-game.  Watched about a dozen cars travel the bridge and had my Sim's Limo Driver drive me across it a few times.  Seems to be working fine. 

 

I should have it ready to publish later today.

 

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