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Lab Assistant
Original Poster
#1 Old 6th Apr 2018 at 5:21 AM Last edited by Crashley1784 : 7th Apr 2018 at 8:24 AM.
Default Tomb Building (TS3)?
Is there a particular place / area on this site for Tomb Building discussion?

I'm planning to create an escape room entertainment lot in my world using tomb objects, and I'm wondering if it's possible to create a sequence of triggers for an action to happen. For example, if I had 4 switches on the floor and had number plaques on the wall above each, numbered 1-4 (custom content items), could I use the processor to program it so that the sim had to stand on the switches in a particular order (say 4-2-3-1) for an action to happen (like door unlock)? Keep in mind there would be clues in the room that would help the player figure out what the code is. I'm doing some research into common escape room puzzle ideas and am trying to figure out how I can use the tools available in the sims to make a fun and interesting puzzle.
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Scholar
#2 Old 6th Apr 2018 at 8:58 PM
To my knowledge that concept should be possible, however creating it could potentially be very complicated, so I can't exactly offer any help there. Perhaps we have members who are relatively competent with tomb building who might be able to chime in?
Mad Poster
#3 Old 6th Apr 2018 at 11:38 PM
You will need to read the tomb building tutorials available. It has been ages, but in the Dr Vaughn command center (?) I think things had to be done in sequence and there were numbers used. I would research all you can and do some tests, then if issues post in the building section?
Top Secret Researcher
#4 Old 7th Apr 2018 at 3:20 AM
@daisylee it would be really helpful if you could post some links to tomb building tutorials. Thanks.

I have never built a tomb, or even played one in quite a while. I was recently testing one for another builder. I found it really helpful to go into buy mode with buydebug enabled, so I coluld see what was supposed to happen. I think if you try this in WA tombs, it will help with understanding what is possible. Very cool idea, by the way. I cannot wait to see what you come up with. Also please edit the title of the thread so it says TS3 or sims 3. We have members that build in all three games so it helps to be able to easily identify which thread is for which game. Thanks.

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Lab Assistant
Original Poster
#5 Old 7th Apr 2018 at 8:26 AM
Thanks all. I spent many hours yesterday and today reading tutorials, articles, and watching videos. I've gained a basic grasp of how to link tomb objects together to make things happen, but the complex logic coding with the processor is what's throwing me. I'm hoping that maybe someone with much more experience than I will see my plea for help and lend their wisdom, lol.
Mad Poster
#6 Old 7th Apr 2018 at 8:37 AM
My guess is that you may want/ need to see if any of the folks that have done tombs are still active here? Then when you get to a point with specific questions they may be able to give you some advice. Maybe look at what they have done with TCE and buydebug as said, and then send some PMs and see who responds.

http://modthesims.info/browse.php?f=632&showType=2&gs=2
Instructor
#7 Old 13th Apr 2018 at 1:44 PM Last edited by orose : 13th Apr 2018 at 9:56 PM.
What I've found is that in order to make larger/more involved builds, using a fresh game folder that isn't used for save games and has very little CC helps. You probably already have done this but I'll throw in the steps I took in case it's helpful for anyone else.

To do this, rename the The Sims 3 folder- usually located at Documents > Electronic Arts > The Sims 3 to something like 'The Sims 3 - Original' and reopen the game so it regenerates the folder called 'The Sims 3'. (Make sure to copy any mods you absolutely require in the game and any specific CC you're going to use in the tomb over to the newly regenerated folder.)

Once that was done, I installed the following world and now use it pretty much exclusively for building: Bigger Builder's Island.

Note, I also use some of the NRaas mods like Register and Traffic to make sure that there are no tourists and as few sims in the world as possible, which helps with processor lag.

The nice thing about this is that once you're done building for the day and are ready to go back to playing, you can close the name, rename that new game folder to 'The Sims 3 - Building' and change the name of your original folder (the one that you named 'The Sims 3 - Original') back to just 'The Sims 3' and then your usual game with CC and saves will be used when the game opens next.

That said, learning to build tombs has been on my TS3 bucket list practically since I got the game, so as soon as I finish some edits on the lot I made a few months ago and posted to this group, I'll start looking for some more tutorials on tombs.

Edit: Also, a lot of the logic for the tombs relies on if/then triggers (basically, if a sim does this, then that happens). Some of the more complex traps are if/then/else (ie. if a sim does this, then that happens, otherwise or else it remains the same or something else happens) so a quick bit of googling on conditional logic might help explain the concepts better.

Edit 2: Did a bit of googling and here's a few links I found with tutorials and tips on tombs:
https://www.carls-sims-3-guide.com/...ombbuilding.php
http://wiki.thesimsresource.com/ind...mb_Creation_101
http://forums.thesims.com/en_US/dis...o-tomb-building
http://ts3cc.canadian-forum.com/t47-tomb-building
http://modthesims.info/t/378937
Top Secret Researcher
#8 Old 16th Apr 2018 at 3:48 AM
Thanks orose- great tips and links!

There is another thread on this in the Create forum, and simsample listed a few more links: http://www.modthesims.info/showthre...946#post5375946

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