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nointro.package: The No Intro will eliminate the EA Intro video before the game starts loading, which makes it very quick and easy to see if things are setup properly.package files should be fully working in-game! You already have two package files installed, so you can tell right away whether things are working properly. Delete the Documents\Electronic Arts\The Sims 3\Mods folder and start try again from step 1. No! You must have done something wrong.Everything okay? Do your folders look as they should in step 4 and step 5, with all the right files/folders in place? Icon and exactly what it says for "type" are irrelevant as far as working in the game is concerned - what matters is that it ends with. It's okay if your icon looks like a Sims 2 package icon, a monkey, a white sheet of paper, or anything else, and the type may say "PACKAGE" or something else. Note: The picture shows them with a little green plumbbob icon, and "Sims3 Package" under Type. I’m currently using the ‘3booter’ program, along with ‘fps Limiter’ to limit my frame rate to 30fps in-game as Bandicam (which is what I used before) wasn’t co-operating and starting with Windows every time I started my PC.Īnyway, this is probably way too complicated and way more detail than you were expecting but I hope you find it useful.Inside the Documents\Electronic Arts\The Sims 3\Packages folder Check Packages Folder: Your Documents\Electronic Arts\The Sims 3\Mods\Packages folder should have two files inside it: NoBuildSparkles.package, and nointro.package Start /d “C:\Program Files (x86)\Electronic Arts\The Sims 3” 3booter.exe
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The batch file was written in Notepad as offĭel “C:\Users\Sarah\Documents\Electronic Arts\The Sims 3\scriptCache.package”
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The full path is: C:\Program Files (x86)\Electronic Arts\The Sims 3\CCMagic_DelScriptCache_Run3Booter.bat The batch file path is entered within CC Magic’s Options tab:. This ensures I don’t forget because I’m always testing lol! To deal with the ‘scriptCache.package’ file, I have a batch file set up to automatically delete it every time I start my game with CC Magic.
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If the mod doesn’t work or I don’t like its effects, I just delete it. Once I’ve finished testing a mod and it works correctly, I move it into the folder called 1-PACKAGES. I do notice a few weird things happening in my test saves due to this but then I realise, it’s because I disabled a certain mod or two lol!
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Of course, I also have to bear in mind whether the mod I’m disabling is going to affect the test save I’m going to load but even if it does, it doesn’t really matter because it’s only a test save. So, in the example above, I’ve disabled PJSutton’s ‘Apartments And Roommates mod’ while Ani’s ‘Apartment Mod’ is enabled for testing. The picture above may not be clear enough to see but CC Magic allows me to add notes to each individual mod to keep track of what I’m doing.ĬC Magic also has the feature of disabling certain mods, while testing others that may conflict with them.
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So, to concentrate on the mod side of things, within the Legacy folder, I have a TESTING MODS folder which is where I put any new mods I’m currently testing in my test game. Within those two folders, I create more folders to organise everything (and within those folders are even more folders). Generally, mods go into the Legacy folder and custom content (such as objects, clothes, hair etc.) go into the Default folder.
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I use CC Magic to install mods and CC in my game. Yes, you can do it that way but I tend to go the more complicated route lol!