“Once was Midnight Hollow, now it’s Ravinehood. The town, known in the past for its gloomy and dark atmosphere, is now a vibrant community which hasn’t forgotten its roots, still noticeable in the abundance of Victorian and historical buildings. And its inhabitants aren’t exactly ordinary either: rumour has it that some of them returned from the dead…”
I don't remember exactly how (my love of Victorian architecture must have played a part, though), but at some point last year I decided that I needed to remake Midnight Hollow without the dark atmosphere and dead trees, and to update the lots beyond the base game. So here you have Ravinehood.
Credits to Cawster for the CAW files. I used 9 textures (one by Nilxis, the others by EA – from World Adventures, Dragon Valley, and Sunlit Tides), while the custom lighting is from the University world.
Details
Size: Large (2048x2048)
EPs: World Adventures, Ambitions, Late Night, Generations, Pets, Supernatural, Seasons, University Life (See the Requirements paragraph for more info)
SPs: none
Store content: none
Custom content: none
Lots: 91 (See the Lots paragraph for more info)
Populated: Yes (See the Population paragraph for more info)
DOWNLOAD: SFS
(No Exchange link because I made a test upload earlier, and now it won't let me reupload it even though I deleted the previous file. Just normal Exchange things.)
Requirements
This world requires the following expansion packs: World Adventures, Ambitions, Late Night, Generations, Pets, Supernatural, Seasons, University Life (so all but Showtime, Island Paradise and Into the Future). Supernatural is particularly important as it's the expansion that contains most of the Victorian-esque items that match this world; also, the world is home to a few occults which were introduced in that pack.
Ravinehood does not require Stuff Packs, there is no custom content or store content. You don't need Midnight Hollow to make it work. This also means, tangentially, that the world does not have a distant terrain – which, for those who don't know, is a special object which usually surrounds all worlds that are not islands to hide that the worlds are essentially a square-shaped area with an ocean around them. No worries, though: the mountains around Ravinehood are so tall that during regular gameplay you won't even notice its absence.
Lots
This world has 91 lots: 37 commercial, 41 residential, and 13 empty ones. (Midnight Hollow originally had 92 lots: I replaced two adjacent lots with a single bigger one to fit the combined school/stadium rabbit hole. The deleted lots contained the theater and the police station/military base combo, which were moved elsewhere.) Because of the mountains, you can only place additional lots on the shoreline.
All lots are the ones originally designed by EA for Midnight Hollow, renovated by me. Community lots have seen the most changes to add content from the aforementioned expansions, while for residential lots I've taken a more conservative approach, mostly adding color and removing store content. The lots around the city center that were intended for using the Savvy Seller set have become clubs and an apartment.
The world features a library, a graveyard, a junkyard, a consignment store with a dry cleaner, a nectary, a gym, a public pool, a beauty salon, a fire department, a nerd shop (paired with an elixir shop), a dog park, a cat jungle, a horse ranch, two art galleries (one of which includes a relic shop), two beaches, two fishing spots, two parks (including a festival lot), and five hangout spots of different types. All rabbit holes from the base game, Late Night, Pets and Supernatural are included. There are two bistros. The film studio from Late Night is in the basement of the university building shell (which also includes a bowling alley, a cafeteria, and a fake movie theater).
Ravinehood also includes four extra lots posted by EA on The Sims 3 Store: the Gothique Library, the Golden Ticket Toy Shop, the Now and Then Century Manor, and the Grim Ghastly Manor. The store contents have been removed and the lots have been reimagined as the nectary, the consignment store, and two houses, respectively. The fire station, salon, and horse ranch are modified versions of the ones that came with the Pets EP.
Population
There are 40 Sims and 8 pets living in Ravinehood, divided into 23 households each with its own story. Their ages cover all life stages from toddler to elder, although most are young adults and adults; 13 of them are occults. There are also 2 pregnancies in their early stages. Most Sims know at least one skill, have a job, and have relationships and friendships outside their household.
Most of the Sims were created by EA as ghosts for their worlds, but they appear in Ravinehood resurrected and with new stories (so you'll find Lolita Goth raising a fairy in what was once the Specter house, and the Remingtons from Riverview striving to catch a unicorn). My thanks go to the simmer community who kindly shared them on the Exchange. The other Sims were created by me, sometimes drawing inspiration from my reading, particularly Terry Pratchett's "Discworld" series and Herbie Brennan's "Faerie Wars Chronicles".
NPC Sims will be randomly generated by the game, so I recommend installing the Random Sim Fixes 2.0 mod by LazyDuchess to avoid them all looking the same.
(All screenshots were not edited, but the snow might look a little different because I use the Snow but better! Mod by Liralei. Other than that, that is exactly how the world looks in-game, with its own custom lighting.)
This mod adds a Campground Map for sims to hike and forage, as well as a new Hiking skill.
This is a script mod that can be placed in your Packages folder. It was built and tested on 1.69 but should work fine on 1.67.
Requirements
This mod requires the following expansion packs to function:
The Sims 3: World Adventures
The Sims 3: Showtime
The Sims 3: Supernatural
The Sims 3: Seasons
The Sims 3: University Life
To access all of the possible collectibles, the following expansion packs are needed, but NOT required:
The Sims 3: Ambitions
The Sims 3: Late Night
The Sims 3: Pets
The Sims 3: Into The Future
Overview
Campground Map
Hiking Skill
Collectibles
Foraging
Ailments, Injuries, Fear, and Insects
Chance of Death
Campground Map
Price: §1690
Category: Sporting Goods
2 CASt channels
Poly Count: 650 poly
Created by Around The Sims 3
Hiking Skill
Hiking is a 6 level skill, and is primarily gained by sims going on hikes under the new “Hiking…” pie menu option on the Campground Map.
There is also a new hiking skill class available at the Stadium rabbithole for §300.
As your sim increases their hiking skill, they will unlock longer hikes and the ability to hike at night.
Going on hikes also raises a sim’s athletic skill, albeit slower than a traditional workout.
Sims who get hungry while hiking will automatically eat, though there is a chance that what they eat may make them Nauseous or fall into a Dark Slumber (poisoned).
Sims with low bladder need will “go in nature,” but they also have a chance of getting the Itchy or Poisoned moodlet after the fact.
If a sim becomes too tired, too hot, or too cold, they will abandon the hike early.
Hiking cooldowns vary depending on how long the sim’s hike took to complete and give sims the Fatigued moodlet.
Sims with the Athletic or Adventurous traits, or with a high Athletic skill will have their hiking cooldown cut in half.
Child sims with the Scouting skill (if The Sims 3: Generations is installed) will get a boost in the hiking skill when they age into teens.
Day hikes can take place between 8:00am and 8:00pm, and night hikes can take place between 8:00pm and 4:00am.
Sims can only hike in sunny weather or during a reviving sprinkle (if The Sims 3: Supernatural is installed), unless they have completed the Seasoned Hiker skill challenge.
Sims cannot hike when it is actively snowing or when there is snow on the ground.
By completing the Expert Hiker skill challenge can lead Beginner, Intermediate, or Advanced hikes during the day to earn extra simoleons.
Upon successfully completing a hike, sims will have a 2% chance of finding a gnome and a 1% chance of finding a genie lamp.
Hiking Skill Unlock Levels
Level 1: Beginner Hike
Level 2: Beginner Night Hike
Level 3: Intermediate Hike
Level 4: Intermediate Night Hike
Level 5: Advanced Hike
Level 6: Advanced Night Hike
Collectibles
While out hiking, sims have a 30% chance of finding collectibles of varying rarities like gems, metals, space rocks, insects, and wildflowers.
Certain traits or occult states can either increase or decrease your chance of finding collectibles by 5% (note: this value stacks the more traits or occult states your sim has):
Increased Chance - Lucky, Gatherer, and Loves The Outdoors
Decreased Chance - Unlucky, Loser, and Hates The Outdoors
Night Owls, Vampires, and Werewolves also have a 5% higher chance of finding collectibles on night hikes.
Day hikes and night hikes each have their own set of collectibles that can be found.
Additionally, the longer the hike, the higher the chance of your sim finding rarer collectibles.
All wildflowers can only be found during the day, and the same space rocks can be found both during the day and at night.
A full list of collectibles can be found on the download page under the header “Collectibles.”
Foraging
Sims can go foraging using the “Forage” interaction on the Campground Map.
Going foraging will give sims a 30% chance to find harvestables, seeds, and honey/beeswax.
Certain traits, skills, or occult states can either increase or decrease your chance of successfully foraging by 5% (note: this value stacks the more traits, skills, or occult states your sim has):
Increased Chance Traits - Lucky, Gatherer, Loves The Outdoors, Green Thumb (or Gardening skill level 5 or higher), and Super Green Thumb (lifetime reward)
Decreased Chance Traits - Unlucky, Loser, and Hates The Outdoors
Night Owls, Vampires, and Werewolves also have a 5% higher chance of finding harvestables while foraging at night.
Sims can forage during the day or at night for 2, 4 or 6 hours at a time, with day foraging and night foraging yielding different harvestables/seeds.
Sims who get hungry while foraging will automatically eat, though there is a chance that what they eat may make them Nauseous or fall into a Dark Slumber (poisoned).
Sims with low bladder need will “go in nature,” but they also have a chance of getting the Itchy or Poisoned moodlet after the fact.
If a sim becomes too tired, too hot, or too cold, they will abandon foraging early.
Foraging cooldowns vary depending on how long the sim’s foraging took to complete and give sims the Fatigued moodlet.
Foraging also carries a 2% risk of contracting Botinitus Minorous, which will turn your sim into a PlantSim.
Upon successfully completing foraging, sims will have a 2% chance of finding a gnome and a 1% chance of finding a genie lamp.
A full list of foraging harvestables/seeds can be found on the download page under the header “Foraging.”
Ailments, Injuries, Fear, and Insects
Both hiking and foraging have a chance of giving your sims different ailments or injuries, scaring them, or giving them encounters with insects.
When hiking, there is a 25% chance of a sim developing an ailment, a 40% chance of injury, a 35% chance of fear, and a 25% chance they encounter insects.
When foraging, there is a 40% chance of a sim developing an ailment, a 25% chance of injury, a 35% chance of fear, and a 25% chance they encounter insects.
All of the possible ailment, injury, fear, and insect moodlets are listed below:
Decreased Chance - Lucky and Athletic (or Athletic skill level 5 or higher)
Increased Chance - Unlucky, Loser, Childish, Clumsy, Coward, Absent Minded, and Hates the Outdoors sims have a higher chance.
Note: If a sim is wearing mosquito repellent (from The Sims 3: Island Paradise), they will not get bitten by mosquitos while hiking or foraging.
Certain moodlets like Bee Attack, On Fire, and Terrified will end a sim’s hike early.
Chance of Death
There is also a 5% chance of a sim dying while hiking via drowning, burning to death, or blunt force trauma.
Certain traits, skills, and moodlets can either increase or decrease your chance of death by 5% (note: this value stacks):
Increased Chance - Unlucky, Clumsy, Absent Minded, Loser, Daredevil, Hates the Outdoors, and Tired moodlet
Decreased Chance - Lucky, Athletic (or Athletic skill level 5 or higher), Adventurous, Brave, and Hiking Skill (level 4 or higher)
Note: There is no chance of death while foraging.
Tuning
All of the tunable values can be found on the mod download page under the header “Tuning.”
Conflicts & Known Issues
This is a new script mod so there shouldn’t be any conflicts.
Uninstallation
Same as with other custom skills, removing the hiking skill may cause issues in saves where the skill has been used. I have created a new cheat called “uninstallHikingMod” to remove the hiking skill from any sims in the world and cancel all hiking interactions that may be active, but use this mod with caution.
Credits
EA/Maxis for The Sims 3 and The Sims 4, Around The Sims for meshes and textures, Visual Studio 2019, ILSpy, s3pe, and Notepad++
Thank You
Thank you to @aroundthesims, @flotheory, @puffkins2000, @nectar-cellar, @omedapixel, @zoeoe-sims, Mihaia10 on ModTheSims, and plumblossom on Discord!
If you like my work, please consider tipping me on Ko-fi 💙
Do you use the NRaas mods? Has the information on the NRaas website and forum ever been useful to you? If so, a moment of your time please!
I’d like to share the current situation with Simblr – which you can also read about directly from the site owner here:
https://www.nraas.net/community/topic15428
While it seemed like we were entering an era of old-internet revival and indie websites in the fight against the dead-internet, a significant road block has emerged. Prices have inflated drastically for server parts, memory, storage, and server-hosting itself. This puts all non-profit online communities in peril.
As a result, the site owner has opened a Patreon so that the community can help cover the costs of keeping us online.
Important clarification:
The NRaas mods are NEVER going to be paywalled.
The project will remain open-source and free for everyone. Donations are optional.
These mods are still in active development!
The site and mods have been maintained by Chain_Reaction since Twallan's retirement, providing countless updates and support. Lots of cool stuff over there if you haven't updated in a hot minute.
There is no pressure to donate if your situation does not allow for it. Thank you for the consideration!
Long post ahead with information on the situation and some incentives for reaching membership goals.
If you've had some trouble accessing the site over the past week or so:
The situation is directly caused by the greed and encroachment of something we’re all uncomfortably familiar with: AI companies and the companies investing in them (of simmer relevance, that includes EA and Krafton (InZoi)).
NRaas is not the first nor will it be the last to be affected. Website servers already suffer from bots trawling and scraping their content – including your content that you write and share just about anywhere. Now they’re being bought off entirely.
Archives and file-hosting are at high risk. Myrient is a recent example of an archive that went offline for this very reason.
It can feel a bit grim, but I want to assure you that the burden isn't yours to bear as an individual. As a community, it's actually quite easy to become hostile - and more important, unprofitable - to these invasive species as it were.
The past 26 years of modding and storytelling was OVERWHELMINGLY built upon free software, non-profit websites, and shared resources. A few unscrupulous paywallers and corporate greed isn't going to rewrite that history. Greed is the minority - but it does try to eat everything in its path.
That's all I ask - if you enjoy the fruits of The Sims community or enjoy being a part of it, make it just a little more inconvenient to swallow us.
Do not tolerate GenAI in our community spaces.
Do not support EA or Krafton. Let obscurity and irrelevancy devour them.
Do participate in the community wherever you think you'd find a little piece of purpose - make a blog for your stories, come chat with us in the Chatterbox forum at NRaas, make your first mod.
Lastly:
In a separate post, I'll be posting some CC incentives that will be released as milestones are reached. This content will not be paywalled - it will be posted for free as thanks to the community.
This is being offered on my own accord and is not the official reward for any particular tier. None of the proceeds are going to me!
Please look out for that over the weekend, I still need to take all of the preview screenshots which is perhaps the least exciting part of making CC.
And thank you, on behalf of the volunteers at NRaas.
Tutorial: Converting functional cars into decoration for CAW
I made my very first tutorial video on youtube, this took me a while to figure out but with enough elbow grease and patience. I figured it out the right way without it being deleted by NRaas errortrap!
Hi! I hope you're well! I wanted to know how did you make your stairs not dig into the ground on Greymont Bay? I want to do the same thing to a house but it won't work. I even tried editing one of yours to see if it would continue the same thing, but it didn't work. https://i.gyazo.com/73d82e1c756147234ef3e7a5fe38077f.gif Are you able to help me please? Thank you so so much!! <3333
For stairs to not dig into the terrain, you have to hold a key when you place them. For me, it is left+alt. That should be all you need to do to get those stairs to behave like you want!
I've wanted kayaks in game ever since I started working on Tørsvall, and when TS4 included it with Adventure Awaits, I could finally make it happen! (I'm definitely not an animator lol)
This is a new boat type for a single sim. It's fully functional with custom converted animations. It currently has no fishing interactions, but I'll probably convert those animations and include them in the future. There's an adult and smaller child version.
KNOWN ISSUES
» The "Boat Here With" interaction on the kayak object is still there, despite specifically removing it in the code... when you click it, the sim will end up using the water taxi or another multi-occcupancy boat.
» Idle/Paddling animations continue for a few seconds before transitioning to the next state.
» The transparency on the adult kayak looks kinda bad, but I can't seem to make it look better, sorry!
For ages now, I've been looking for a playable restaurant lot in The Sims 3, but I've never found one. So, I decided to take matters into my own hands and give the Business As Usual Bistro a well-needed makeover!
This lot has so much potential, like the actual build is really well done, especially for an EA build, but the interior is incredibly lacklustre.
My vision for this renovation was to create a "zen"-like atmosphere, with lots of greenery, dark wood and exposed stone accents. There is more than enough seating, inside and out, a bar where a mixologist will be assigned to and a more laid-back upstairs area with a pool table, TV, stereo and additional seating.
(A big thank you to @dreamy-roses for helping me playtest this lot!)
🌄🍽🎋INFO🎋🍽🌄
It is on its original 30x30 lot size.
- *ALL EPs required
- *SPs required: High-End Loft Stuff, Outdoor Living Stuff, Master Suite Stuff, Diesel Stuff, 70's, 80's, and 90's Stuff
-STORE CONTENT-
Business As Usual Bistro Set
Build Mode:
Arc Of The World Bay Window (Roaring Heights)
BahHaus's Boxy Window (BahHaus Set)
Go Left L-Shaped Staircase
Buy Mode:
Assymetrical Plant Frame (One With Nature Set)
Foliage Folly (Free Store Item)
Middle Untamed Wall Ivy (Brunch at the Old Mill Set)
Potted Bamboo Glory (Best of 2010 Collection)
Tropical Leaves of Repose (Full Ultra Lounge Set)
Chun Co. Teppanyaki Grill (Itadakimasu! Japanese Inspired Dining Set)
Straightforward Short Bookcase (Roaring Heights)
String of Inspiration (Bohemian Garden Set)
-CC-
No CC required, except for a recolour of a sign that came with University Life (the red sign on the front of the building), which I recoloured and included in the .zip file.
I HIGHLY recommend these default wood texture replacements. It’s an absolute must-have for me.
(NOTE: I found that some default item overrides that automatically remove stencils from objects [not velocitygrass’ stencil remover] conflict with the wood replacement textures/render them broken)
-Mods used (NOT required)-
S3 Decorator Tools by OmedaPixel
velocitygrass Stencil Remover
⬇️DOWNLOAD⬇️
http://www.simfileshare.net/download/6117060/
(package file, extract with WinRAR/7zip and just plop in your library folder)
Electronics (Film/Cameras): (Telescopes: ATS3, Luna x x SFS, Votenga TSM MTS, KHD Academia, EA Galileo Observer, Missyzim Miniatures TSR, North Star EA, Giant Telescope Deco by me)
"Surrounded by tall coniferous forests, this sleepy town gets awoken everyday by the sparkly sunshine reflections from the lake. The local nature invites for lots of fun outdoor activities and maybe even some interesting discoveries! In the heart of Silverwood, you can also enjoy a couple of stores, beautiful historical buildings, and so much more! Doesn't matter if you are here for a short camping visit, or building your own permanent nest… Welcome to smooth, fresh Silverwood!"
I'm happy to announce that my third world is finished! This time I made it using No CC! I did use a few Riverview objects, however they are purely extra decoration and not mandatory!
The world has 50 lots and 73 different Sims. I put extra time to make the world detailed but also trying to make it as lagfree, smooth and routable as possible! And so far it is working for me like a charm! I hope it is the same for you! So yes the world SHOULD be perfect for smooth, long and multi generational gameplay!
I used all Expansion Packs (base spawners and pet spawners included + there are no special seed spawners since I find it more interesting and balanced going on a little adventure finding them like in the catacombs!)
and yes I said it's no CC which is theoretically true hehe but it is built on a small map size and there is no default Distant Terrain for small worlds, so you only only need the small Distant Terrain version of the Uni world here! I hope it's forgiveable! ;) Otherwise it is populated, you don't need a savefile, just plot the .world file into your Non Packaged/Worlds folder and you are good to go!
(Those who have the cc collection for my other worlds installed don't need that!)
I don't know if anyone would be interested in this, but a couple people have asked me about it here and there over the past while, so…what the hell, why not?
This is a mostly-empty edit I did of Guantuga, which was made by Mammut at SimsZoo. It's a roadless world, originally with something of a medieval(ish) pirate theme. I edited the world in Create-A-World to use for the "tribal" and/or prehistoric scenarios that I have a fondness for playing.
You can download my edit here. It's a .world file, so you simply copypasta the file to your game install files in the GameData/Shared/NonPackaged/Worlds folder. You can't install it via the Launcher, if that's a thing you do. Credit for everything goes to Mammut; I just mucked around with a few things using my extremely limited CAW "skills."
More info about the edits I did, including a known issue, plus some Edit Town pics to give you an idea of the lot layout are behind the cut, just to take up less room on your dash.
The edits I made to the world are as follows:
1) I bulldozed all of the original built lots except for the four diving lots, which are the original ones the world had. I just edit those in-game when I use the world, if I want sims to go diving at all.
2) I entirely redid the lot layout, deleting some, adding new ones, etc. Since I use this to play families that are whole, often-large clans that live mostly outdoors, I wanted a lot of large residential lots and not much else. So, the vast majority of the lots in the world are 40x40 lots, most of them without a residential or community designation. The handful of community lots that do have a designation you can of course change the designation of, so you can do what you want with them. I didn't count how many lots there are, but there are a lot of them. They are all entirely empty, and the vast majority of them are flat, with a handful that aren't completely flat because they overlap the water a bit.
3) If I'm remembering right, I added a few new, small footpaths which have lots attached to them.
4) I added quite a few seed and metal spawners around the world. This was for the purposes of a specific save, but I didn't create a different edited version of the world without the extra spawners, so it is what it is.
KNOWN ISSUE: I deleted the three port lots that were originally built in the world, but when I exported the world, the houseboat "bases" that had been part of those lots reappeared. I do not know why, and I didn't have an earlier, in-progress save of my edit from before I deleted those lots, either. Unfortunately, the "orphaned" houseboat bases cannot be deleted in-game. I tried everything. You can see them in the pics on this post, including the "title" pic. When I use this world, I just cover them with big rocks. Sorry about that.
Anyhoo, above are some scenery pics of the world, and here are some pics in Edit Town, mostly to show the new lot layout:
I'm actually not sure what expansion packs this requires. The original world requires a number of packs, but I'm assuming that's mostly because of the built lots, which don't exist in this version. Because of the diving lots, it's going to require Island Paradise, but I'm pretty sure all the world deco is from the base game or Island Paradise...but I could be wrong.
It's been cold and wet here with rain, tornados and hailstorms almost every day. Sucks. Anyway, sharing this as a reminder to myself that better weather is eventually coming.
In this challenge you will begin in a blank world with five households. Each household will unlock community lots through gameplay. The idea is that you will have a lore rich town that is built by your own gameplay by the end of the three generations. Think of it as Sims 3 meets the Sims 4 Tiny Town [by Deligracy] and New Horizons Legacy [Simbersanders].
You will rotate between the five households, aging sims up as goals are met. You are only allowed to create the founding families, all other partners must be NPCs either in the blank world, World Adventure Worlds, or the Univeristy World.
Setting Up
Start with a blank Sims 3 world [I chose Aluna Island by James Turner]
Bulldoze every lot except one single rabbit hole for City Hall [ You will build a proper town hall later]
Turn off aging and story progression
Set the season to summer - lasting 28 days. Turn off all other weather options. [weather will unlock once you place the Festival grounds]
Create the Explorer Sim and move them into an empty lot
Start with the Explorer. Once 2/4 lots are unlocked + placed, move to the Artist. Follow the same process for all 5 families in this first rotation in the order I have listed. Once the first rotation is complete, you can freely rotate between the households in whatever order you choose.
Rules
The Explorer Legacy
The Artist Legacy
The Partier Legacy
The Writer Legacy
The Supernatural Legacy
Challenge Overview
An overview of all the lots, aspirations, and careers the challenge uses. There are Bonus community lots that are unlocked once certain requirments are met in the world.
I hope you enjoy! I spent a really long time creating this so I could explore all aspects of the game whilst building a forever world. Please tag me if you play the challenge, I would love to see what you do with it!
Link to the spreadsheet I created: https://docs.google.com/spreadsheets/d/1kyHl7zCsH1OXewP1FjTET9aXQqxTTwKAs1UnpwUT-Og/edit?usp=sharing
Getting Started @samkat10423 - Tumblr Blog | Tumgag