Hey everyone, here's another spicy experimental thingy from me. Emphasis: experimental. Please back up your saves! I haven't found any issues, but you should err on the safe side!
I'm resisting the urge to write this description as a winding story about why this thing exists and how so here's as quick a rundown as I can manage:
This is an ASI mod (like Smooth Patch or Settings Setter) that goes into your Bin folder and does its thing at runtime.
Depending on your setup, it might significantly speed up loading times from game launch to in-world. In one of my saves, it went down from over 18 minutes down to between 3 and 4.
It should also reduce memory usage (specifically, the 'virtual address space'--the real reason for Error 12 and memory-related crashes). How much depends on your setup, but it could be up to several hundred MB.
In-game stutters and especially multi-minute freezes (if you experience those) should be shorter and fewer overall. Not gone, but much more playable.
This mainly works on retail and Steam versions of the game. Many of the patches won't activate on EA App version. You can still use it, and might still reap some benefits, but the strongest patches aren't supported yet. It's in the pipeline, though, so stay tuned.
You need an ASI loader for the mod to load (like the wininet.dll from Ultimate ASI loader). If you use any other ASI mod, like Smooth Patch or Settings Setter, you likely already have it.
DOWNLOAD LINK
SPECIAL THANKS:
sims3fiend et al for Sims 3 Settings Setter. This mod started out as a "Settings Setter lite" for personal use because Setter proper added a little too much VAS for my bloated save's liking. But all the S3SS patches are removed from this release version. You can use them together freely if you want all the patches.
Fixed further issues with D3D9 and borderless windowed mode (thank you @CookiePLMonster 😭) If you're having issues with the ingame imgui displaying, please let me know - If you downloaded an earlier pre-release version and had issues with borderless fullscreen, these should now be fixed
Added disable_overlay setting that disables imgui altogether if you're into that sort of thing
Set more sane default for AnimationBlendPatch 0.266
Made BradyBunchBegone (and potentially other patches in the future) re-apply correctly on game load, these use settings that are overwritten multiple times by the game, this should re-apply it like the settings tab does.
Rewrote/reworked much of the Lot Streaming Optimization Patch, used correct nomenclature, fixes an issue with apartment shells being placed oddly due to the throttle throttling them, "important" objects will now not throttle.
It's been a long time since I shared anything about Rossmere, and I'm sure you're all hungry for updates, so I'll get straight to the point:
I've reduced the size of even more lots, although I also had to add a few smaller ones (the largest was 30x30) to fill out certain areas. Rossmere currently has a total of 144 lots.
There will be plenty of empty lots of different sizes scattered throughout the world so you'll be able to place your own builds wherever you like.
Even though the builds you're seeing right now are incredibly detailed, don't worry: these are the original versions that you'll find on my Patreon, not the final versions that will remain in Rossmere. To improve performance, I'll be removing A LOT of objects later on, keeping only what's necessary to maintain functionality and the overall look of the world.
The builds you're about to see will be available for download on my Patreon. I'll be uploading them over the coming weeks.
I've decided to change the way I share progress on the project. From now on, I'll be posting smaller, more frequent updates instead of one massive update every once in a while. I'm sure many of you will appreciate that!
Hace mucho tiempo que no comparto nada sobre Rossmere y seguro que estáis ávidos de noticias, así que no me andaré con rodeos:
He reducido el tamaño de más solares, aunque también he tenido que añadir unos cuantos pequeños (el más grande era de 30x30) para completar ciertas zonas. Actualmente, Rossmere tiene un total de 144 solares.
Habrá muchos solares vacíos de distintos tamaños repartidos por todo el mundo para que podáis colocar vuestras propias construcciones.
Aunque ahora mismo estéis viendo las construcciones de Rossmere súper detalladas, no os preocupéis: estas son las versiones originales que encontraréis en mi Patreon, no las que finalmente se quedarán en el mundo. Para optimizar el rendimiento eliminaré MUCHOS objetos, dejando únicamente lo necesario para mantener la funcionalidad y la estética general.
Las construcciones que vais a ver a continuación estarán disponibles para descargar en mi Patreon. Las iré subiendo durante las próximas semanas.
He decidido cambiar la forma en la que comparto el progreso del proyecto. A partir de ahora subiré actualizaciones más pequeñas y frecuentes en lugar de una enorme cada mucho tiempo. ¡Estoy segura de que muchos lo agradeceréis!
Alright! Let's get to the fun part 🤗
¡Muy bien! Vamos con la parte divertida 🤗
This is my favorite area in the entire city. It's heavily inspired by Brooklyn, and I absolutely love how it's turning out.
Esta es mi zona favorita de toda la ciudad. Está claramente inspirada en Brooklyn y me encanta cómo está quedando.
If you look closely, you'll be able to spot Bedford Row among the brownstones.
Si os fijáis bien, seguro que podéis encontrar Bedford Row entre los brownstones.
A small restaurant with karaoke and live performances / Un pequeño restaurante con karaoke y actuaciones en vivo:
Criminal hideout rabbithole / Rabbithole de criminales:
A small camping area by the beach / Una pequeña zona de acampada junto a la playa:
Honestly, I can't wait to spend entire summers here with my Sims. It feels like the perfect place for a family vacation!
Honestamente, estoy deseando pasar veranos enteros aquí con mis Sims. ¡Parece el lugar perfecto para unas vacaciones en familia!
Local fishing spot / Punto de pesca local:
As I mentioned before, Rossmere will feature two high schools. At first I tried using some of the game's original rabbitholes, but they just didn't fit, so I decided to build custom buildings for them instead.
Como os había comentado anteriormente, Rossmere contará con dos institutos. Al principio intenté utilizar algunas de las rabbitholes originales del juego, pero no terminaban de encajar, así que decidí hacerles edificios personalizados.
The rabbitholes are hidden in the basement, but they're fully accessible to Sims.
Las rabbitholes están escondidas en el sótano, pero son perfectamente accesibles para los Sims.
This is the public high school / Este es el instituto público:
And this is the "private" one / Y este es el "privado":
The idea is that the children of wealthy families and celebrities will attend the private school, while everyone else will go to the public one.
La idea es que los hijos de familias ricas y famosos vayan al privado, mientras que el resto vaya al público.
A little classist? Maybe. But honestly, I don't expect Angelina Jolie and Brad Pitt's kids to attend the neighborhood school I went to, so... I think a little realism never hurts.
Un poco clasista, lo sé, pero sinceramente, tampoco espero que los hijos de Angelina Jolie y Brad Pitt vayan a la escuela de mi barrio, así que… Creo que un poco de realismo siempre viene bien.
Besides, just imagine all the rich / poor storylines we'll be able to create with this setup. Oh, the possibilities, my friends...
Además, imaginad la cantidad de historias con el trope de rico y pobre que podremos crear gracias a esto. Ah, las posibilidades, amigos míos…
Fire Station / Parque de bomberos:
If you haven't seen it yet, you can check it out here. Si aún no la habéis visto, podéis echarle un vistazo aquí.
The Langford Plaza Hotel. I think you're all pretty familiar with this one by now, so there's not much left to say.
El hotel Langford Plaza. Creo que ya estáis bastante familiarizados con él, así que no hay mucho más que añadir.
I decided to integrate this bistro/spa rabbithole into this lot instead of leaving it as a standalone building. I think it fits much better here, close to the hotel and the tourist district.
Decidí integrar esta rabbithole de bistro y balneario en este solar en lugar de dejarla como una construcción independiente. Creo que encaja mucho mejor aquí, cerca del hotel y de toda la zona turística.
Oh yes. This is one of the big ones.
Oh, sí. Este es uno de los grandes.
When I first started designing Rossmere, I knew I wanted a beachside amusement park inspired by Santa Monica Pier. And well... Here it is.
Cuando empecé a diseñar Rossmere tenía clarísimo que quería un parque de atracciones junto a la playa, inspirado en el muelle de Santa Monica. Y bueno… aquí está.
I'll be making a land version so you can place it on a flat lot, but keep in mind that it requires a 64x64 lot, so it probably won't fit into many worlds. That roller coaster isn't exactly small!
Haré una versión terrestre para que podáis utilizarla en solares planos, pero tened en cuenta que ocupa un solar de 64x64, así que no encajará en demasiados mundos. ¡Esa montaña rusa no es precisamente pequeña!
You might remember that the luxury penthouse district was originally made up of three of these EA buildings:
Quizás recordéis que originalmente la urbanización de áticos de lujo estaba formada por tres de estos edificios:
However, I ended up creating my own because those didn't quite match the vision I had for the area. Still, I really liked this particular building and hated the idea of getting rid of it completely. I think it fits much better here, so I've decided to keep it. It'll be a starter apartment.
Sin embargo, terminé construyendo unos propios porque aquellos no encajaban del todo con la imagen mental que tenía de la zona. Aun así, este ático en particular me gustaba mucho y me daba pena descartarlo por completo. Creo que aquí sí encaja bastante bien, así que he decidido mantenerlo. Será un starter.
Another apartment building / Otro edificio de apartamentos:
This one will be occupied.
Este estará ocupado.
And another rabbithole with a custom building. This time, for business:
Y otra rabbithole con edificio personalizado. Esta vez, de negocios:
And here I'd like to ask you a quick question:
Y aquí hago un pequeño paréntesis para lanzaros una pregunta:
Would you like me to upload this type of build to Patreon as well, or is it not something you'd find particularly useful? / ¿Os gustaría que subiese este tipo de construcciones también a Patreon o no os parecen especialmente útiles?
😁 Yes, I want them! / Sí, ¡las quiero!
🤗 DEFINITELY YES! And I want more! / ¡DEFINITIVAMENTE SÍ! ¡Y quiero más!
🙄 Nah. You can keep them, girl. / Paso. Quédatelas tú, guapa.
Voting ended onJun 27
Thanks for participating!
¡Gracias por vuestra participación!
And continuing with the tour, I couldn't leave this house out. I know a lot of you really liked it.
Y continuando con el recorrido, no podía dejar fuera esta casa. Sé que os gustó mucho.
And finally, this small lookout point. The views from up here are incredible.
Y para terminar, este pequeño mirador. Las vistas desde aquí son espectaculares.
Definitely a perfect spot for a marriage proposal 😏
Sin duda, un lugar perfecto para una propuesta de matrimonio 😏
And well, that's where things stand for now.
Y bueno, por el momento, así está la cosa.
I hope you've enjoyed the updates! You'll be getting another one very soon.
¡Espero que os hayan gustado las novedades! Tendréis otra actualización muy pronto.
And as always, questions, advice, ideas and warnings are always welcome!
Y ya sabéis, ¡preguntas, consejos, ideas y advertencias siempre son bienvenidos!
TS3: How to fix weird black screens and/or the 'Unofficial game modification' error
Tiny note before we start - S3SS has never caused and does not cause any of these issues. If you disable a S3SS patch in an attempt to mask the issue, this is a band-aid fix and may break without you realising. Your core mods are the problem.
My game hangs on a black screen when I start it, but stays on the taskbar.
Getting a hanging black screen whenever you open TS3? It could be that this warning is trying to show up but the code is breaking. Use Sims3SettingsSetter to fix it.
I get the "…unofficial game modification…" warning whenever I start my game.
Got this warning already and wanna know how to get rid of it?
In TS3, the game code is split into a few resources which store all of the game code.
Core mods are mods which explicitly override, replace, overwrite, whatever you wanna call it the game code.
Externally, you may know of the TS3 game version scheme from the 1.67/1.69/1.70 numbers. Each of these versions are pretty much identical, and really, any new-enough core mod should work on any of these.
Internally, the version checking system is much more precise. Every single minor patch, including the ones that don't get a new 1.XX number, gets a different GameVersion.
This warning is caused by the GameVersion of one of your core mods not matching the GameVersion of your actual game.
Usually, this just means that you should make sure you download the EA App version of a mod if you're playing from the EA App, Steam for Steam and so on.
More under the cut ↓
Here's some mods that you should make sure you're getting the right version of:
Script mods and mods that use MonoPatcher do not need to be checked - they can't cause this warning
NRaas ErrorTrap - Just click the right icon for your game version below the description.
simler90's Gameplay Core Mod - This mod is only configured for the disc/retail version by default. Refer to this comment to get the right version (the first HERE! hyperlink is what you're looking for)
Pigtails Glitch Fix - Update to the newest version of the mod, which isn't core so it won't cause the issue.
AwesomeMod - Needs manual editing. Refer to the guide below.
XCas Core Mod (the mod itself, not the locations) - Choose the Steam file if you play off of Steam. Needs manual editing if you're on the EA App. Refer to the guide below.
Rule of thumb for any other core mod - Make sure you choose the right file for your version if multiple are provided. If a mod's last update date is before January 13, 2025, it likely will not work for the latest version of the game on the EA App, even if you choose the EA App version, so you'll need to manually edit it with the guide below.
I've got a core mod that doesn't provide a download for the correct version of my game.
You'll need to download and install s3pe first.
Refer to this list to get your correct GameVersion:
Steam (1.67): 0.0.0.32
Retail (1.67): 0.2.0.209
EA App (1.69): 1.0.0.18
Mac, 64 Bit (1.70): 0.2.0.32
2. Open s3pe. Click File → Open in the top-left of the window.
Find and select the mod package you want to edit.
3. Repeat Steps 4-7 for each of the resources labelled with an S3SA tag in the list.
4. Click the resource. Click Grid at the bottom-left of the window.
5. Click on the column to the right of the the GameVersion in the Data Grid window you've just opened. It may be blank, or it may already have a number that looks a bit like the numbers above.
6. Replace/add in the number you got from Step 1.
7. Click Commit.
8. Click File → Save in the top-left of the window. Close s3pe.
If this was the mod causing the warning for you, you shouldn't have it anymore! ^-^
uses some info from phantom99 & Viarye on modthesims, thanks :)
A while ago I posted this tutorial for fixing the counter texture glitch. But it was not perfect and couldn't fix each and every cc counter out there.
I've finally found a fix for that too. Problem was corrupt TXTC resources that needed to be replaced. Now you can download every cc counter that comes in sims3pack and extract them into package and never have the annoying counter texture glitch ever again. Bad news is you have to do it all yourself. But don't worry! it's not that difficult and I've come with pictures.
What you'll need: s3pe, s3oc and texture tweaker 3 - and optionally Sims3Pack Multi Installer or s3ce. The download link for TT3 is in the 3rd post and there's a tutorial here. If you don't have them already, go download them. You can NOT use TSRW for this tutorial since TSRW itself is the problem. :)
First extract the package from the sims3pack using either Multi Installer/Extractor or s3ce. After you have your package file, open it up in s3pe. In my example, I'm using Gosik's New Vintage Kitchen Counter 1. Select the first OBJD resource in the resource list.
Also make sure you have Preview selected at the bottom of the program window in s3pe.
On the right side, you will see the preview of the resource in text. Scroll down until you see the InstanceName.
It's usually counterBaseModern but not always. This is the instance name of the object that this counter is cloned from. In modular objects like counters there are multiple objects. Four counters they are base, top and corner. Keep that in mind for now.
Take a note of or copy the instance name and open s3oc. First, Go to Settings -> Game Folders and make sure game folders are detected. If not, add them manually. You can also define your creator name under the Settings menu. Now, go to Tools -> Search.
Paste the instance name in the search bar; select Resource Name and hit Search.
You will have two results: counterBaseModern and CounterModernSuite. I suggest that you clone the suite because it's the modular object that contains all the parts of a counter: base, top and corner. If not, you have to clone every part individually which are counterBaseModern, counterTopModern and counterCornerModern.
Cloning the Suite makes the process a lot quicker so I'll continue from there. Click on the CounterModernSuite and hit Clone or Fix at the right side.
That will open the cloning interface. Make sure you UNCHECK the Renumber/rename internally. We do NOT want to renumber. Then hit Start.
It will ask where you want to save your new package and if you already have a creator name defined earlier it will add it to the package name. If not, it may or may not ask for your creator name. Honestly, I can't remember and I don't think it matters. Anyway, chose a folder - preferably a work folder you created earlier - and keep the name it suggests. It will inform you when it's done.
We cloned our package. Now we need to export the necessary TXTC resources from it. We need the Diffusemap TXTC resource for each part. Start another instance of s3pe and open the package file you've just created which should be something like this: creatorname_CounterModernSuite_someAlphaNumericals.
You'll notice that there are 6 TXTC resources in the resource list. Check the resource names and the Group IDs. You need the DiffuseMap for base, top and corner parts. Click on the resource, then right click and Export.
You can export them all at once or create a folder for each if you don't want to get confused. Notice that they all have different Group IDs and names. As we move to the next part keep that in mind.
After exporting, you can close this package. We'll go back to the package we want to fix, in this case, Gosik's New Vintage Kitchen Counter 1. Open the package again or switch to it if it's open in s3pe.
Select the first TXTC resource which is most likely is the DiffuseMap for the base part. Unfortunately, most cc doesn't have a _KEY resource so they don't have resource names. Group ID's come in handy here. For this counter suite Group IDs for parts are like this:
base -> 0x00045638; top -> 0x002794E0; corner -> 0x00D661FD3
But there are 2 TXTC resources for each Group ID. One of them is SpecMap which is not corrupted. The corrupted one will have a preview like this:
This is simply s3pe telling you it's having an 'Error reading the resource'. My interpretation: The resource is corrupted. So combine this with the right Group ID and right click on the resource and choose Replace. Do not use Import! You need to Replace the resource without changing its instance number. Choose the right resource you exported earlier. Again check the name and Group ID. it should be something like: S3_033A1435_00045638_A85033BB5A059932_counterBaseModernObjectRgbMask_Face_DiffuseMap%%+TXTC
This is for the base object. For top and corner parts, repeat the replacing step with the right resources.
After you replace all the corrupted resources, s3pe will no longer give an error reading those resources when you click on them. And neither will TT3. You will now save your package and close s3pe. A reminder: If the TXTC resources are not corrupted in CC package, skip all and continue as below.
After that you will open your package in TT3 and follow the tutorial here. But a brief rundown would be: select each 'Normal Object' one by one and switch to CASt presets tab after each selection. In this tab, all you have to do is uncheck and then recheck the box next to PatternA and hit Commit. Do it for every preset. Repeat it for every object in the package. Save. Close. Done. :)
For island counters, process is the same but with 4 parts. Base, EndW, EndE and Corner. Also this works for other modular objects like cabinets and sectional sofas.
One last clarification: If the object is cloned from another counter suite, the Group IDs that we used will be different. Also some CC will have Group IDs different from the main object it's cloned from. If that happens, you may need to have a leap of faith.
Usually the order from top to bottom is base, top, corner (counters) and base, endW, endE, corner (islands), starting with the first TXTC resource. So in theory, if you select the corrupt resources from top to bottom, you can replace with that order without the Group IDs.
That's it. I don't think anyone will bother with this. But If you have questions, ask away.
How to remove no longer needed terrain textures from own created worlds
If you experimented a lot with terrain textures while creating your world, the file size of your world will increase, as caw doesn’t delete the textures from the world file if you delete or replace them in caw. They remain in the world file and thus blow up it’s size. This method will remove all unnecessary image files from the world file.
This is intended for somewhat more experienced caw and s3pe users. While I have done this many times (and friends of mine, too) and it worked everytime it might not work for you, so:
Back up the caw files of your world before doing this!
Don’t do this with populated worlds!
Preparation:
- Make sure you have all textures, weather files, recolours or whatever you used to make your caw world look like it does ready at hand. If you don’t have those files, don’t try this method. You will need to re-import any recolours and weather files. Maybe even the terrain textures if you moved them in the meantime.
- You’ll need s3pe.
Steps
1. Open your caw world-file in s3pe. Sort by “Tag”. Have you backed up your caw world files yet?
2. Select all _IMG files AND the _KEY-Ressource and delete those (yes, delete. This is why you should back up your caw world, just in case).
3. Save in s3pe (just save, not save as).
4. Delete
the world cache files in the folder My Documents\Electronic Arts\The Sims 3 Create A World Tool\WorldbuilderCache\WorldCaches
the content of (not the folder!) My Documents\Electronic Arts\The Sims 3 Create A World Tool\UserToolData\LocalWork
5. Open the world in caw again. If all required textures are still located where you linked them to caw, everything should look as before. Save (now a save as would be fine). Done. You will need to re-import any recolours you might have added to your world.
This will also fix lots that have ugly visual glitches, like showing as a blue box or taking the world base texture!
Troubleshooting
If everything has turned into brown yuck when you open your world again, you have moved the textures. Go to your terrain layers and link them to your textures again. Save, exit caw. If you open your world in caw next time everything should look as before (continue with no. 5 above).
I read about this somewhere on the internet but cannot find it again (I think it was on MTS), so i tried to put it into words. Let me know if you know where this comes from. I’ll happily link to there, I am sure it is much better explained and worded there.
Hi there, Nilxis. Would you have any tips on how to make corals and reefs in the game?
Hi, yes! There’s not many worlds that include coral reefs or play a lot with underwater textures, so here’s my attempt at making a tutorial to show you how I do it:
TUTORIAL: How to create coral reefs in CAW
NOTE: This tutorial focuses on coral reefs, but can also be useful for underwater shoreline painting in other areas with shallow water. This is the way I do it, but that doesn’t mean it has to be exactly the same, you can experiment with different techniques, textures, colors, shapes, etc.
Let’s get started!
First you need to roughly sculpt the coral reef or a part of it, use the CAW terrain tools:
This is the idea you have to visualize:
So let’s start painting the rocks or the coral:
This is what my reefs in Uranesia look like:
Nilxis_TutorialTextures.rar (Sim File Share)
Remember that CAW textures work like layers, so if you want to get the same results add them in the same order that they are used in the tutorial, or they might be harder to blend.
Sims 3 Package Reducer (S3PR) by OhRudi - Update (03/16/2026)
🌈👩💻 Overview 👨💻🌈
This software reduces the size of Package-Files drastically, very usefull if you have tons of CC
It removes thumbnails (THUM) and icons (ICON) resources from Package-Files and compresses or decompresses them
Thumbnails are safe to remove, the game regenerates them (see image explenation)
Icons are safe to remove, the game doesn't use them, nor does CC-Magic
Compressing reduces the Package-File size drastically, but it's no performance gain for your game, because your game has to decompresses them while playing
Decompressing expands the Package-File size by three times. It's a performance gain while playing, cause your game needs them decompressed anyway
I'd recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic
DO NOT compress mods (like NRaas and other Script-Mods), only compress CC
Don't use S3PR on Lots, this won't give you any benefit, use it on CC instead
You can use S3PR via console. Use .\S3PR.exe --help to get the list of possible arguments
Works only for Package-Files, not for Sims3Pack-Files
Works for Windows (did test for Windows 10 & 11) and Linux (see that comment) not for Mac
⬇️ Download ⬇️
ModTheSims | Simblr | SimFileShare
🤔 How to install? 🔧
Just download and open the S3PR.exe file, you can move it anywhere, nothing else required
Works for Windows (did test for Windows 10 & 11) and Linux (see that comment), not for Mac
The warning message "Unknown Publisher" comes up, cause Microsoft wants me to pay, just so this popup won't appear
You can just tick the "Always ask before opening this file" and it won't appear anymore
(Optional) Technical Detail why this happens: You can sign software with a certificate by Microsoft, so windows knows it can be trusted. But this costs $70/year (minimum) and has no other effect than removing the warning.
If you're unsure if you can trust me, you're free to look at the source code on GitHub
I added explanations in the code and how to compile it yourself
(Optional) Technical Detail: It's just around 500 lines of code and parts of it I copied from other very successful Sims 3 Tools. If you're keen in coding, you'll find your way in the codebase pretty easily.
🤔 How do I use it? 🙆♀️
Important Notice: You don't have to use it repeatedly. The changes to the files are permanent. Once you finished, you only have to do it for new Package-Files.
1. Click "Browse", choose one or multiple folders that contain Package-Files
You can enable "Include Subfolders" and it will look at the subfolders as well
2. Check the boxes, choose what it should do with the Package-Files
"Remove Thumbnails" removes all Thumbnail (THUM) resources in the Package-Files
Thumbnails are safe to remove, the game regenerates them (see image explenation)
Some CC (mostly hair and clothes) has custom thumbnails, these will be removed, cause those images tend to be pretty big in file size
"Remove Icons" removes all Icons (THUM) resources in the Package-Files
Icons are safe to remove, the game doesn't use them, nor does CC-Magic
"Compress Files" uses the Sims 3 Recompressor (S3RC) Tool by J. M. Pescado to compress the Package-Files, it's a well known tool
DO NOT compress mods (like NRaas and other Script-Mods), only compress CC
Compressing reduces the Package-File size drastically and but it's no performance gain for your game, because your game has to decompresses them while playing
Compressing can take pretty long
"Decompress Files" uses the Sims 3 Recompressor (S3RC) Tool by J. M. Pescado to decompress the Package-Files, it's a well known tool
Decompressing expands the Package-File size by three times. It's a performance gain while playing, cause your game needs them decompressed anyway
I'd recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic
3. Reminder: Do you have a backup?
You'll be reminded to have backups
You can disable the warning by unchecking "Remind me to have backups"
4. Click "Edit"
Now you can make yourself a coffee, some tee or take a bath :D
Depending on the amount and size of the files, this can take a while (especially if you enabled compressing)
But trust me, it will be worth it
5. If you click "Stop"
It will not stop immediately, it will finish the file it currently edits and than stop
🙋♂️FAQ❓
What files I do use S3PR on?
Only CC, never mods (such as NRaas and other script mods). But there's one exception: The better ingredient thumbnails Mod, because removing the thumbnails from this file, would render it useless. This is actually the only exception I can think of right now. The rest is safe.
A simple rule of thumb if you’re not sure: Open the Package-File with S3PE (Sims 3 Package Explorer) and check if there are any thumbnails inside. If so, do you want to keep them? If so, don't select the “Remove Thumbnails” option for this particular CC. If you don't need these thumbnails, then you can safely remove them with S3PR.
Don't use S3PR on Lots, this won't give you any benefit, use it on CC instead.
Can I use it on merged files as well?
Yes, you can. There's no problem with that. Just keep in mind that large files may take a bit longer. Everything else is the same for merged and unmerged Package-Files.
Can I use this on my Sims3Pack-Files?
No, sorry. Only Package-Files. However, if you dearly need it for Sims3Pack-Files as well, leave a comment on the download page. I might include it in an update then.
Why should I compress my CC?
Compressing your CC means, that your CC takes up far less space. This is useful if you have limited space on your computer. The only problem is that the game has to decompress them while you play. I’d recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic.
Why should I decompress my CC?
Decompressing your CC means, that your CC takes up about three times more space. The positive about this: Your game doesn't have to decompress them while you play. This is only useful if you have an SSD-Drive (most computers have them nowadays). I’d recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic.
Does it harm my safe files in any way?
Editing your CC with this S3PR won’t affect the way your CC works in your safe files. Don't edit your safe files with S3PR. Use it only on your CC. Just as a side note: If you want to clean up safe files, use Regul Save-Cleaner.
What if a file or folder is not accessible for S3PR (no read or write access)?
In this case, S3PR will skip the inaccessible files and folders. You will then receive a summary of the files and folders that were skipped.
But I want to keep some Thumbnails?
Put those package files in a separate folder, select the folder in S3PR, then uncheck “Remove Thumbnails” before clicking “Edit”. Don't worry. If you uncheck “Remove Thumbnails” no thumbnails will be removed.
What happens if I run S3PR repeatedly on the same files?
Nothing. If you run it on the same files repeatedly, with the same settings, everything stays the same.
What’s the difference between this S3PR and the Sims 3 Recompressor (S3RC, by J. M. Pescado on MATY) or the Compressorizor-Tool (by JFade)
S3PR removes thumbnail and icon resources and compresses/decompresses your package files.
The Recompressor and Compressorizor-Tool does only compress your files. Just read the short overview for a clearer picture.
🤔 How do I use the Console Application? 🙆♀️
Important Notice: Everything is the same, but if you're into automation, you can use S3PR via the console.
Usage:
S3PR.exe [options] <paths to folders or files...>
Options:
-r, --search-recursive | Search directories recursively when looking for Package-Files.
-t, --remove-thumbnail | Remove thumbnail resources from Package-Files.
-i, --remove-icon | Remove icon resources from Package-Files.
-c, --compress-file | Compress Package-Files.
-d, --decompress-file | Decompress Package-Files.
-s, --silent | No Console Output.
-h, --help | Show this help message and exit.
Arguments:
<paths to folders or files...> | One or more files or folders to process.
⚙️ Technical Details 💡
You can find the source code on GitHub
It's published under the GNU General Public License (GPL-3.0)
Feel free to fork the code and change it any way you like, this source code meant to be public, free and open
The README-File contains instructions on how to compile the code yourself
I used Visual Studio 2026 with .NET 10.0 and WinForms API to create the GUI
🕑 Changelog 🔁
16.03.2026 - Version 2.0.0
New Feature: Decompress Package-Files
New Feature: Use S3PR via Console
No failure if folder is not accessable
Shows a summary of skipped file and folder names at the end
Completely rewritten most of the code
06.03.2026 - Version 1.0.1
No Failure if file is not accessable
skips if file is not readable or writeable
shows summary of skipped files at final success and stopped popup messageboxes
⭐ Big thanks to … 💐
Sims 3 Easy Extractor & Merger Tools by phantom99 (their project and open source code inspired me to do this)
Sims 3 Package Interface by Peter L Jones
Sims 3 Recompressor (S3RC) Tool by J. M. Pescado
Pixlr.com which I always use for free image editing
Seasons Coat with Buttons for teens by sweetdevil, which I used for example pictures
Set of hairstyles Skysims by Agnelid, which I used for example pictures
AND to this awesome and still alive community of simmers ^^
I used this to decompress all my cc and store, and omg, what a difference it made to lot loading! Icolopolis stuttered me before decompression this and now the world feels playable!!
ICOLOPOLIS was at its beginning a vast orange grove on the right bank of Llama River, surrounded by a few peasant houses.
Ico Lopoli, its owner, was so skilled, ambitious and enterprising that in a few years those few houses became a prosperous, populated, modern and lively city.
Despite the fame of Icolopolis, nobody knows what happened to Ico Lopoli: he mysteriously disappeared, after an incredible long and surprisingly prosperous life.
Who knows, maybe he is still alive, hiding himself in disguise somewhere in the city…
Is Icolopolis worth a coffee?
Icolopolis is available for free.
However, if you appreciate all the love and efforts I put in building it, every small DONATION will be very appreciated. I’ll be very happy to create even more beautiful stuff for your game.
So, please, DONATE.
Thank you. :-)
Features
Medium Size World (1024 x 1024)
Urban City scenery
26 residential lots
80 community lots
non populated world (play the given Icolopolis_POPULATED save file if you want to run a fully populated city).
More than 350 objects and more than 70 patterns specifically designed for Icolopolis.
What is required:
- all expansion packs:
- World Adventures
- Ambitions
- Late Night
- Generations
- Pets
- Showtime
- Supernatural
- Seasons
- University Life
- Island Paradise
- Into the Future
- the following stuff packs:
- High-End Loft
- Fast Lane
- Outdoor Living
- Town Life
- Master Suite
- 70’s, 80’s & 90’s
- all the store worlds (except for Midnight Hollow):
- Riverview
- Barnacle Bay
- Hidden Springs
- Lunar Lakes
- Lucky Palms
- Sunlit Tides
- Montevista
- Aurora Skies
- Dragon Valley
- Roaring Heghts
Known issues:
The Owner’s door of the big show venue from Showtime is bugged (the owner walks inside instead of came out), so - just in case you will start a new game WITHOUT using my “Icolopolis POPULATED” save file - I suggest you to delete that door (using Moveobjects on), and replace it with the cloned one you’ll find in the Doors section.
I’ve cloned the basketball hoop from the Store (named cloned_basketball_hoop.package).It works fine, with its proper animations and sounds, and the original file from the Store is non required, but your Sims will play with an invisible basket ball. If you own the original basketball hoop from the Store, replace mine with your (you can eventually delete it from the Icolopolis CC folder).
Download:
Here you can find all the necessary files:
Icolopolis : the whole scenery (install it via Launcher)
Icolopolis_POPULATED save file (requires game patched 1.69):
- alternative download HERE - Mediafire
a fully populated save file. Unzip it in your Documents/Electronic Arts/The Sims 3/Saves folder, then load it as a normal save file once in game. If you experience lags using this file, delete some of the largest families, or alternatively use the following save file:
Icolopolis_NPC_only save file (requires game patched 1.69):
- alternative download HERE - Mediafire
a save file with no families, just all the NPCs (non-player characters) requested to fulfill all the available services in the city. Unzip it in your Documents/Electronic Arts/The Sims 3/Saves folder, then load it as a normal save file once in game.
CC_Icolopolis_Overrides (10,6 mb):
- alternative download HERE - Mediafire
this file contains some override packages files requested for the game. Unzip it in your Documents/Electronic Arts/The Sims 3/Mods/Overrides folder.
CC_Icolopolis_Merged (375 mb):
- alternative download HERE - Mediafire
it contains ALL the necessary CC, merged into few packages files. Unzip in your Documents / Electronic Arts / The Sims 3 / Mods / Packages folder. The zip file includes also a list of all the merged files, so you can eventually replace any single packages file you already own with the corresponding merged file containing it.
The use of the merged files instead of single packages is highly recommended in order not to lower your PC’s performance while gaming.
CC_Icolopolis_SINGLE_FILES (378 mb):
- alternative download HERE - Mediafire
the same content as the file above, just not merged. Download it at your choice.Use alternatively to the merged files.
Credits:
Special thanks to @nornities and @simsmidgen for all their precious suggestions and help (without they Icolopolis would be heavier and laggy!), as well to @dylan-walsh-sim, @applekissims and @mllwio for testing.
Everyday, Formalwear, Sleepwear, Not Valid for Random
11 Presets + 1 Recolorable (2 Channels)
All Morphs
TS4 Original by Babyetears
I might convert one or two other dresses from the same set in the next days, but I'm not sure yet. I'm happy to get suggestions on what I should convert next! :3
Download: SFS
Texture looks a bit odd in cas, but is fine in live mode
And also a preview of the fat and pregnant morphs!
There's some clipping when your sim puts their hands on their belly in the pregnant state, but I will look into fixing that with my next af conversions
Issues with infinite black screen in Sims 3? Here's your solution!
For whatever reason, people who are on the Steam version of Sims 3 (1.67) (edit: also people on EA app have reported this issue!) are experiencing issues with the game since the latest windows 11 update. It'll start up and get stuck on a black screen forever.
Luckily the solution is simple: your core mods are causing this issue. So far both Nraas Errortrap and Simler90's core mod have been known to be at the root of this. If you have these mods, take them out and try starting your game again. Problem fixed without these mods in your game? Then you're running the wrong version of these mods and for whatever reason since the newest windows update this will break your game.
Replace them with the correct versions here:
Download the Steam version of Simler90's mod here.
Download the Steam version of Errortrap here (click the steam icon).
Using these instead of whatever version you used first should fix your issue.
Disclaimer: there might be other (core) mods causing your issue. If you're still facing the problem even when taking Simler90 and Errortrap out, then you'll have to do some more searching to find your culprit. Check the comments in this post for additional mods that were found to cause issues + solutions. Also comment how you fixed your issue if it's different from what you read here.
UPDATE (16/03/2026): Instead of downloading the correct versions of your core mods, you can also just press ALT + TAB to find the windows message hiding behind your black screen. When you click 'continue', the game will launch as normal and your mods should work fine as before. Thank you @angieplayssims3 for pointing this out.
This software reduces the size of Package-Files drastically, very usefull if you have tons of CC
It removes thumbnails (THUM) and icons (ICON) resources from Package-Files and compresses or decompresses them
Thumbnails are safe to remove, the game regenerates them (see image explenation)
Icons are safe to remove, the game doesn't use them, nor does CC-Magic
Compressing reduces the Package-File size drastically, but it's no performance gain for your game, because your game has to decompresses them while playing
Decompressing expands the Package-File size by three times. It's a performance gain while playing, cause your game needs them decompressed anyway
I'd recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic
DO NOT compress mods (like NRaas and other Script-Mods), only compress CC
You can use S3PR via console. Use .\S3PR.exe --help to get the list of possible arguments
Works only for Package-Files, not for Sims3Pack-Files
Works only for Windows (did test for Windows 10 & 11), not for Mac, did not test on Linux
⬇️ Download ⬇️
ModTheSims | Simblr | SimFileShare
🤔 How to install? 🔧
Just download and open the S3PR.exe file, you can move it anywhere, nothing else required
Works only for Windows, not for Mac, did not test on Linux
The warning message "Unknown Publisher" comes up, cause Microsoft wants me to pay, just so this popup won't appear
You can just tick the "Always ask before opening this file" and it won't appear anymore
(Optional) Technical Detail why this happens: You can sign software with a certificate by Microsoft, so windows knows it can be trusted. But this costs $70/year (minimum) and has no other effect than removing the warning.
If you're unsure if you can trust me, you're free to look at the source code on GitHub
I added explanations in the code and how to compile it yourself
(Optional) Technical Detail: It's just around 500 lines of code and parts of it I copied from other very successful Sims 3 Tools. If you're keen in coding, you'll find your way in the codebase pretty easily.
🤔 How do I use it? 🙆♀️
Important Notice: You don't have to use it repeatedly. The changes to the files are permanent. Once you finished, you only have to do it for new Package-Files.
1. Click "Browse", choose one or multiple folders that contain Package-Files
You can enable "Include Subfolders" and it will look at the subfolders as well
2. Check the boxes, choose what it should do with the Package-Files
"Remove Thumbnails" removes all Thumbnail (THUM) resources in the Package-Files
Thumbnails are safe to remove, the game regenerates them (see image explenation)
Some CC (mostly hair and clothes) has custom thumbnails, these will be removed, cause those images tend to be pretty big in file size
"Remove Icons" removes all Icons (THUM) resources in the Package-Files
Icons are safe to remove, the game doesn't use them, nor does CC-Magic
"Compress Files" uses the Sims 3 Recompressor (S3RC) Tool by J. M. Pescado to compress the Package-Files, it's a well known tool
DO NOT compress mods (like NRaas and other Script-Mods), only compress CC
Compressing reduces the Package-File size drastically and but it's no performance gain for your game, because your game has to decompresses them while playing
Compressing can take pretty long
"Decompress Files" uses the Sims 3 Recompressor (S3RC) Tool by J. M. Pescado to decompress the Package-Files, it's a well known tool
Decompressing expands the Package-File size by three times. It's a performance gain while playing, cause your game needs them decompressed anyway
I'd recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic
3. Reminder: Do you have a backup?
You'll be reminded to have backups
You can disable the warning by unchecking "Remind me to have backups"
4. Click "Edit"
Now you can make yourself a coffee, some tee or take a bath :D
Depending on the amount and size of the files, this can take a while (especially if you enabled compressing)
But trust me, it will be worth it
5. If you click "Stop"
It will not stop immediately, it will finish the file it currently edits and than stop
🙋♂️FAQ❓
What files I do use S3PR on?
Only CC, never mods (such as NRaas and other script mods). But there's one exception: The better ingredient thumbnails Mod, because removing the thumbnails from this file, would render it useless. This is actually the only exception I can think of right now. The rest is safe.
A simple rule of thumb if you’re not sure: Open the Package-File with S3PE (Sims 3 Package Explorer) and check if there are any thumbnails inside. If so, do you want to keep them? If so, don't select the “Remove Thumbnails” option for this particular CC. If you don't need these thumbnails, then you can safely remove them with S3PR.
Can I use it on merged files as well?
Yes, you can. There's no problem with that. Just keep in mind that large files may take a bit longer. Everything else is the same for merged and unmerged Package-Files.
Can I use this on my Sims3Pack-Files?
No, sorry. Only Package-Files. However, if you dearly need it for Sims3Pack-Files as well, leave a comment on the download page. I might include it in an update then.
Why should I compress my CC?
Compressing your CC means, that your CC takes up far less space. This is useful if you have limited space on your computer. The only problem is that the game has to decompress them while you play. I’d recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic.
Why should I decompress my CC?
Decompressing your CC means, that your CC takes up about three times more space. The positive about this: Your game doesn't have to decompress them while you play. This is only useful if you have an SSD-Drive (most computers have them nowadays). I’d recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic.
Does it harm my safe files in any way?
Editing your CC with this S3PR won’t affect the way your CC works in your safe files. Don't edit your safe files with S3PR. Use it only on your CC. Just as a side note: If you want to clean up safe files, use Regul Save-Cleaner.
What if a file or folder is not accessible for S3PR (no read or write access)?
In this case, S3PR will skip the inaccessible files and folders. You will then receive a summary of the files and folders that were skipped.
But I want to keep some Thumbnails?
Put those package files in a separate folder, select the folder in S3PR, then uncheck “Remove Thumbnails” before clicking “Edit”. Don't worry. If you uncheck “Remove Thumbnails” no thumbnails will be removed.
What happens if I run S3PR repeatedly on the same files?
Nothing. If you run it on the same files repeatedly, with the same settings, everything stays the same.
What’s the difference between this S3PR and the Sims 3 Recompressor (S3RC, by J. M. Pescado on MATY) or the Compressorizor-Tool (by JFade)
S3PR removes thumbnail and icon resources and compresses/decompresses your package files.
The Recompressor and Compressorizor-Tool does only compress your files. Just read the short overview for a clearer picture.
🤔 How do I use the Console Application? 🙆♀️
Important Notice: Everything is the same, but if you're into automation, you can use S3PR via the console.
Usage:
S3PR.exe [options] <paths to folders or files...>
Options:
-r, --search-recursive | Search directories recursively when looking for Package-Files.
-t, --remove-thumbnail | Remove thumbnail resources from Package-Files.
-i, --remove-icon | Remove icon resources from Package-Files.
-c, --compress-file | Compress Package-Files.
-d, --decompress-file | Decompress Package-Files.
-s, --silent | No Console Output.
-h, --help | Show this help message and exit.
Arguments:
<paths to folders or files...> | One or more files or folders to process.
⚙️ Technical Details 💡
You can find the source code on GitHub
It's published under the GNU General Public License (GPL-3.0)
Feel free to fork the code and change it any way you like, this source code meant to be public, free and open
The README-File contains instructions on how to compile the code yourself
I used Visual Studio 2026 with .NET 10.0 and WinForms API to create the GUI
🕑 Changelog 🔁
16.03.2026 - Version 2.0.0
New Feature: Decompress Package-Files
New Feature: Use S3PR via Console
No failure if folder is not accessable
Shows a summary of skipped file and folder names at the end
Completely rewritten most of the code
06.03.2026 - Version 1.0.1
No Failure if file is not accessable
skips if file is not readable or writeable
shows summary of skipped files at final success and stopped popup messageboxes
⭐ Big thanks to … 💐
Sims 3 Easy Extractor & Merger Tools by phantom99 (their project and open source code inspired me to do this)
Sims 3 Package Interface by Peter L Jones
Sims 3 Recompressor (S3RC) Tool by J. M. Pescado
Pixlr.com which I always use for free image editing
Seasons Coat with Buttons for teens by sweetdevil, which I used for example pictures
Set of hairstyles Skysims by Agnelid, which I used for example pictures
AND to this awesome and still alive community of simmers ^^
I recommended compressing your CC, but that was just half of the truth. Compressing reduces the Package-File size, but it's no performance gain for your game, because your game has to decompresses them while playing.
Now on Version 2 I added decompression to the Sims 3 Package Reducer program.
I'd recommend compressing your individual CC files, but decompressing the merged CC files, such as the builds from CC-Magic.
Mono Patcher 0.2.0
Mono Patcher is a library that allows Script Modders to replace Sims 3 methods with as much compatibility
Released a little library for TS3 - lets script modders replace game functions like you'd do with core mods, but via normal script mods for less conflicts :)
You can download from the MTS link above or from GitHub - where the Wiki with tutorials and Source code are also hosted.
Useful TS3 shortcuts you might not know about - quickly copy and recolor! (GIF)
• Hold Shift while dragging a palette to recolor the entire floor or wall
• Ever get frustrated copying objects with an eyedropper? Hold Shift and place the selected object to copy it without loading it! Works in both Build or Buy modes, can copy Debug objects with no codes ;)
• Hold Shift and drag fence or wall tool to create a room; hold Ctrl to remove the wall or fence
These shortcuts have saved me lots of time! I rarely use both sledgehammer and eyedropper :)
By the way, the support team has said that my tumblr is finally unbanned! Whew, let's see!
This took a bit! I'm happy I was able to finally finish what I've had in mind for ages: learning how to add container slots to objects! Here you have 14 plants and 15 vases that you can mix & match among themselves and with other separated plants, provided they can be placed on slots 😊
The vases can be found under Decor \ Misc for various prices, and the plants can be found under Decor \ Plants for $10. The Feather Arrangement can be found under Decor \ Misc.
They can be moved around in Live Mode on their own and, in the case of the vases, when objects have been placed in them!
Everything is recolorable with several channels and 3 presets, with the exception of the Regency Plant (which has two presets with two mask variations) and the leaves and stems of the plants.
The vases have 2-3 slots each, at different heights to account for shorter or taller plants/objects. For better control, you can use the M key when placing to switch between the different slots.
Yes, you can also stack vases on top of each other 😁
🌷 Download:
Plants (8 MB): Mediafire | Mega | Simblr
Vases (7 MB): Mediafire | Mega | Simblr
💚 Thanks: @pitheinfinite for the container slot tutorial, @zoeoe-sims for telling me about the HandToolSkipRecursivePickupTests flag which allows these objects to be picked up and moved in Live Mode.
✨ Recommendations: ATS3 & Frankie's sets 01 and 02 (make sure to manually enable the FullRotation flag on them in S3PE, otherwise you won't be able to rotate them once placed on slots!), MadRayne's conversions of plants, my other set of separated plants, omedapixel's Sims 3 Decorator Tools (amazing utility; can be used on items placed on the slots of the vases to finetune placement and avoid clipping).
Merry Christmas to all those who celebrate! Can you believe it's been 2 years since I released the original S3DT ?! 😮
This version brings the long awaited SCALING, as well as hotkeys for changing presets and a few other little things. Please take time to read through all the instructions. See THIS post for information about the rest of this mod.
These new hotkeys will only work when in Decorator Mode (Shift + D), similar to the other hotkeys. For some reason, the "Create Scaler" hotkey only works when moveobjects on is enabled.
PRESET SWITCHING
To switch between presets, pick up an object and use either (;) or (') keys (see diagram above) to move forward/backward. This will work with custom objects like paintings with lots of images, and also different patterns, including user saved presets!
SCALING
This mod uses a custom object to scale objects. You can buy it in Surfaces, Misc or use the hotkey (/) (see diagram) to create one immediately. Place your object on the scaler, and then pick up the scaler, not the object. Use hotkey (-) to make the object smaller and (=) to make it larger. To move your object, make sure to always pick up the scaler and apply any other transformations (rotation, changing height) to the scaler. The object will still be usable, and the scaler will disappear in live mode.
Made the object so big you can't select the scaler anymore? Simply pick up the object in the slot, press 0 and it will switch the hand tool to the scaler so you can continue to move it.
NOTES & ISSUES WITH SCALING
When placing, sometimes it says "Location out of bounds", simply rotate or use MoveObjects on to get around this.
Sim animations will often look weird when using scaled objects.
Modular objects and certain large appliances will NOT scale.
Objects with slots and effects will also apply scaling to any objects placed in those slots, and the effects. So if you have a giant dining table, you'll get a giant chairs. Tiny fountain = tiny fountain effects.
Trees and bushes can technically be scaled, but its more of a compression of the leaves in and out, rather than proper scaling. You can do some cool stuff with this though!
If you have a scaler scaled to say, 200% and then clone that scaler, the new scaler will also be at 200%
EXTRA BUILD/BUY INTERACTIONS
These can be accessed by Shift + Clicking on any object in Build/Buy mode.
1. Remove Footprint - Removes the footprint from an object, allowing sims to walk through it or use other objects that would otherwise be blocked. This will remain even after you save and quit.
2. Disable Snow on Object - Disables snow on an object. Only for decorative objects, as functionality will be removed when you use this.
DOWNLOAD AND INSTALLATION
Delete the previous versions of S3DT and place this file in your Overrides folder.
DOWNLOAD HERE
Thanks to @simmingberryland @simsdeogloria YumiChi, Anton from the Creators' Cave Discord for testing!