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Test Subject
Original Poster
#1 Old 26th May 2021 at 3:47 AM
Default Lunar Lakes-Futuristic Revamp Project
As a fan of sci-fi stuff, I like Lunar Lakes and I like Into the Future. Problem with Lunar Lakes is the normal NPCs and Vehicles. So I would like to find a way to revamp Lunar Lakes with Into the Future Content (without getting rid of Oasis Landing because its a cool Earth-based future world). To do that, I will first have to clone Lunar Lakes. After that, this thread (https://modthesims.info/showthread.php?t=643041) indicates that you can change the world's resource so that futuristic NPCs populate the world. The main issue will be hover service vehicles. There doesn't seem to be an easy way to just tell the game to use hover vehicles instead, so I think there will have to be a Default Replacement of some kind. Does anyone know if its possible to try this (https://modthesims.info/t/606024) but do it between say, a normal taxi and a hover taxi? And is it possible to do it in the world file so that it doesn't change every world and only does the replacement in Lunar Lakes?
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Inventor
#2 Old 26th May 2021 at 7:13 PM
Quote: Originally posted by Pollinationtech#10
As a fan of sci-fi stuff, I like Lunar Lakes and I like Into the Future. Problem with Lunar Lakes is the normal NPCs and Vehicles. So I would like to find a way to revamp Lunar Lakes with Into the Future Content (without getting rid of Oasis Landing because its a cool Earth-based future world). To do that, I will first have to clone Lunar Lakes. After that, this thread (https://modthesims.info/showthread.php?t=643041) indicates that you can change the world's resource so that futuristic NPCs populate the world. The main issue will be hover service vehicles. There doesn't seem to be an easy way to just tell the game to use hover vehicles instead, so I think there will have to be a Default Replacement of some kind. Does anyone know if its possible to try this (https://modthesims.info/t/606024) but do it between say, a normal taxi and a hover taxi? And is it possible to do it in the world file so that it doesn't change every world and only does the replacement in Lunar Lakes?


I am 110% on board with this project.

I'm actually interested in using Dystopian and Utopian futures in Lunar Lakes and was planning to replace Oasis Landing for that game. I don't know of any way to switch the same world through the three futures without replacing Oasis Landing.

I if all else fails, there are some interesting futuristic vehicles in one of the store sets that could be used as default taxi replacement.

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Test Subject
Original Poster
#3 Old 15th Jan 2022 at 4:06 AM
So Ive tried cloning the default police car (frmo default full build) and hover police car (from into the future package). I then imported the hover police car into the default police car. I then took that modified package and imported it into a world file hoping it would work but when I called the police in that world it was a normal police. Anyone have any other ideas how I could make a world specific default replacement?
Test Subject
Original Poster
#4 Old 29th Sep 2022 at 2:02 AM Last edited by Pollinationtech#10 : 29th Sep 2022 at 2:13 AM.
Managed to decrapify Lunar Lakes and edit the world resource like SimmerChloe (see thread link in initial post)

https://modthesims.info/showthread....25#startcomment

Still trying to figure this out. So this thread makes it sound like you can edit objects so that it is world specific. But would it only work if the object is in create a world so that it has something to replace. For example, if a green tree is in the world file and you make an edit to make it pink, it works because there is a tree initially in the world file. For a default replacement of, say, a police car, would this method not work because the police care is in the main build rather than the world file?
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