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#1 Old 15th Feb 2026 at 12:06 PM Last edited by C.Syde65 : 23rd Feb 2026 at 2:12 AM.

This user has the following games installed:

Sims 3, World Adventures, Ambitions, Late Night, Generations, Pets, Showtime, Supernatural, Seasons, University Life, Island Paradise, Into the Future
Default Changing the flags for the Landgraab Industries Science Dome so they function identically to those of the Butterfly Pavilion
Does anyone know where the Butterfly Pavilion is located in the FullBuild packages? I'm having trouble locating it since I only just realised that the Landgraab Industries Science Dome doesn't function identically to the Butterfly Pavilion. And since both objects are the same size and shape, I'm trying to make them both function the same. The Butterfly Pavilion allows Sims to walk underneath, whereas the Landgraab Industries Science Dome does not. I've managed to locate the Landgraab Industries Science Dome with S3PE.

But I need to be able to locate the Butterfly Pavilion so that I can compare the flags for both objects and verify what's preventing Sims from being able to walk underneath the Landgraab Industries Science Dome. The reason why I replaced the Butterfly Pavilion with the Landgraab Industries Science Dome is because I'm in the process of making Bridgeport look more like Mount Maunganui. And I felt that the colour palette for the Landgraab Industries Science Dome was more Mount Maunganui-esque than the colour palette for the Butterfly Pavilion.
Instructor
#2 Old 15th Feb 2026 at 2:43 PM Last edited by vesko_sims3 : 16th Feb 2026 at 7:35 AM. Reason: More information
If you want only to recolor the pavilion, it's better to make a default replacement recolor. Follow this tutorial : https://modthesims.info/showthread.php?t=579498

The recolor could be made for this object, that exist in this particular world by importing the original images into the world file and replace them with your desired recolor. Now you can make other recolor to other objects for your world only.

You could clone the science dome via Sims 3 Object Cloner (aka s3oc).

But if don't want to clone the whole object:

1) The images for the butterfly pavilion are in Late Night's FullBuild (FullBuild_p06) under the name "pavilion". Other files are in DeltaBuild_p06

2) Some files for the science dome are in FullBuild0 under the name "scienceDome". The rest of the resources are in FullBuild2 under the same name
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#3 Old 15th Feb 2026 at 11:34 PM Last edited by C.Syde65 : 16th Feb 2026 at 12:18 AM.
I've managed to export the Pavilion – I forgot that I had to search within the Late Night package – but I forgot how to access their details. So I haven't been able to figure out how to change the flags for the Science Dome so they are consistent with the Pavilion.

Edit:

Oh, here we go. I might be able to do it. I forgot that I needed to export the OBJD file.

Edit:

It's so much work though. I'm having trouble figuring out which area in the grid I need to modify in order for them to function the same way.
Instructor
#4 Old 16th Feb 2026 at 6:43 AM Last edited by vesko_sims3 : 16th Feb 2026 at 7:33 AM.
Modifying the dome OBJD/OBJK to match the functionality of the pavilion also works.
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#5 Old 16th Feb 2026 at 8:22 AM
It doesn't have to work only in Bridgeport. It can work anywhere. Since the last time I checked, there are only pros to modifying the data, not cons.
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#6 Old 17th Feb 2026 at 11:37 PM
If I'm going to create a duplicate of the Butterfly Pavilion, how do I do that? I've decided I'd rather just create a separate version of the Pavilion that's physically identical to the Landgraab Industries Science Dome, but only because I've been having difficulty trying to modify the way the Landgraab Industries Science Dome functions.
Instructor
#7 Old 18th Feb 2026 at 8:44 AM
Quote: Originally posted by C.Syde65
If I'm going to create a duplicate of the Butterfly Pavilion, how do I do that? I've decided I'd rather just create a separate version of the Pavilion that's physically identical to the Landgraab Industries Science Dome, but only because I've been having difficulty trying to modify the way the Landgraab Industries Science Dome functions.


Take a look at post #2 on this thread.
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#8 Old 19th Feb 2026 at 1:46 AM
I don't want to make it as a default replacement though. I want to create a separate version that combines the appearance of the Landgraab Industries Science Dome with the functionality of the Butterfly Pavilion.
Instructor
#9 Old 19th Feb 2026 at 7:41 AM Last edited by vesko_sims3 : 20th Feb 2026 at 8:48 AM.
Quote: Originally posted by C.Syde65
I don't want to make it as a default replacement though. I want to create a separate version that combines the appearance of the Landgraab Industries Science Dome with the functionality of the Butterfly Pavilion.


Then try this:

If you change only the footprint of the science dome to be the same as pavilion's footprint that would be enought to make the area beneath the science dome routable, all done again with default replacement. Making new object is not necessery.

The footprint resource is FTPT.
Create a new package file when exporting science dome's FTPT from FullBuild0. In the newly created override package replace the FTPT resource with the exported footprint file from the pavilion files (FullBuild_p06). Save it, place it in Mods folder and you're done - now you got an walkable area beneath the science dome the easiest way without creating new object.

I've made this for myself and it's working!
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#10 Old 21st Feb 2026 at 5:01 AM Last edited by C.Syde65 : 21st Feb 2026 at 5:17 AM.
I've done that. However, it isn't working. Am I supposed to have put it in overrides or packages? I put it in overrides and it isn't working.

Edit:

It's not working in either of them.
Instructor
#11 Old 21st Feb 2026 at 6:20 AM Last edited by vesko_sims3 : 22nd Feb 2026 at 7:17 PM. Reason: More tips
Default Footprint override mod
Quote: Originally posted by C.Syde65
I've done that. However, it isn't working. Am I supposed to have put it in overrides or packages? I put it in overrides and it isn't working.

Edit:

It's not working in either of them.


You've probably been doing something wrong. Are you sure everything is done correctly?

If not, the mod will not work. Here is my override package to test it yourself:
(I've tested it in my game and there are no problems with the routing that you are describing.)

Note: It doesn't really matter which folder you paste your mod into, Packages or Overrides, but if you wish, you can place it in the Overrides folder.

Before testing my mod, make sure every other mod that modifies the science dome has been removed and the cache files have been erased too.

Edit: It’s also a good idea to replace the existing science dome on the lot with a new one after installing the mod, just to be sure the mod is "activated" and working.
Attached files:
File Type: rar  ScienceDome_Walkable.rar (744 Bytes, 4 downloads)
Scholar
#12 Old 22nd Feb 2026 at 4:04 AM
Quote: Originally posted by vesko_sims3
You've probably been doing something wrong. Are you sure everything is done correctly?

If not, the mod will not work. Here is my override package to test it yourself:
(I've tested it in my game and there are no problems with the routing that you are describing.)

Note: It doesn't really matter which folder you paste your mod into, Packages or Overrides, but if you wish, you can place it in the Overrides folder.

Before testing my mod, make sure every other mod that modifies the science dome has been removed and the cache files have been erased too.

Edit: It’s also a good idea to replace the existing science dome on the lot with a new one after installing the mod, just to be sure the mod is "activated" and working.


Been watching this. What did you do in your dome? I saw what you wrote about the FTPT, so I made a Science Dome and Butterfly Pavillion using s3oc. I looked in TSRW, but some objects are just a pain to find. I opened the packages in s3pe, exported the butterfly FTPT and then replaced the science dome with that, but haven't tested it yet. I didn't see any differences in the OBJK editor? The FTPT is different though.

Shiny, happy people make me puke!
Instructor
#13 Old 22nd Feb 2026 at 7:58 AM Last edited by vesko_sims3 : 22nd Feb 2026 at 11:09 AM. Reason: Removed the unnecessary explanations
Quote: Originally posted by LadySmoks
...I didn't see any differences in the OBJK editor? The FTPT is different though.


Only S3PE was involved in my mod.

All I have done is to export the dome's FTPT resource in a separate package, as I'm going to use it as a base. Then I searched for the pavilion FTPT resource, and extracted it as a file, not as a package. The I replaced dome's footprint with pavilion one.

Modifying or replacing the OBJD or OBJK was not actually needed after all.

When I looked inside the pavilion footprint, I saw that it was more complex, which possibly means that the footprint covers only the outer shell and not the inside, which allows sims to route inside. So I decided to do all this... and it worked.

It's better to extract the resources that you need using S3PE directly for game packages, according to me, because you got cleaner result without unnecessary resources inside.
Scholar
#14 Old 22nd Feb 2026 at 4:43 PM
Quote: Originally posted by vesko_sims3
Only S3PE was involved in my mod.

All I have done is to export the dome's FTPT resource in a separate package, as I'm going to use it as a base. Then I searched for the pavilion FTPT resource, and extracted it as a file, not as a package. The I replaced dome's footprint with pavilion one.

Modifying or replacing the OBJD or OBJK was not actually needed after all.

When I looked inside the pavilion footprint, I saw that it was more complex, which possibly means that the footprint covers only the outer shell and not the inside, which allows sims to route inside. So I decided to do all this... and it worked.

It's better to extract the resources that you need using S3PE directly for game packages, according to me, because you got cleaner result without unnecessary resources inside.


I personally don't think it's ever a good idea to mess with game files. I have all of the full and delta builds copird to a separate folder, if I need them. For some things, especially default ID's, S3OC pulls those, and can make new ID's if you don't want default replacements.

Anyway, basically, you did the same as I did, only pulled files from the build packages, instead of using S3OC to do it. Yes, the FTPT was about the only difference I saw between the two, also. I'll have to put mine in game and test it.

Shiny, happy people make me puke!
Instructor
#15 Old 22nd Feb 2026 at 7:14 PM Last edited by vesko_sims3 : 22nd Feb 2026 at 7:33 PM.
My override mod on science dome's footprint is in post #11 on this thread if anyone needs it.
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#16 Old 23rd Feb 2026 at 2:12 AM
Quote: Originally posted by LadySmoks
I personally don't think it's ever a good idea to mess with game files. I have all of the full and delta builds copird to a separate folder, if I need them. For some things, especially default ID's, S3OC pulls those, and can make new ID's if you don't want default replacements.

Anyway, basically, you did the same as I did, only pulled files from the build packages, instead of using S3OC to do it. Yes, the FTPT was about the only difference I saw between the two, also. I'll have to put mine in game and test it.

Sometimes you need to mess with game files, otherwise the alterations made to your game could serve as an inconvenience. For example, it became an inconvenience to me when I realised that the Science Dome wasn't allowing Sims to walk underneath. Which is probably why certain Sims were complaining during this video.

And I had to adjust the camera in an emergency at certain points in the video, because I didn't want any Sims being marked as unrouteable onscreen. These days I usually record videos with Stuck Check Auto Reset switched off. But for that video, I didn't have it switched off. Because there was a time when switching it off increased the likelihood of the game lagging during recording.
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#17 Old 23rd Feb 2026 at 2:12 AM
Quote: Originally posted by vesko_sims3
My override mod on science dome's footprint is in post #11 on this thread if anyone needs it.

Thanks! :D
Instructor
#18 Old 23rd Feb 2026 at 12:51 PM
If everything is working now this thread can be marked as solved.
Scholar
#19 Old 23rd Feb 2026 at 10:32 PM
Quote: Originally posted by C.Syde65
Sometimes you need to mess with game files, otherwise the alterations made to your game could serve as an inconvenience. For example, it became an inconvenience to me when I realised that the Science Dome wasn't allowing Sims to walk underneath. Which is probably why certain Sims were complaining during this video.

And I had to adjust the camera in an emergency at certain points in the video, because I didn't want any Sims being marked as unrouteable onscreen. These days I usually record videos with Stuck Check Auto Reset switched off. But for that video, I didn't have it switched off. Because there was a time when switching it off increased the likelihood of the game lagging during recording.


It's NEVER necessary to mess with game files for mods. That is the basis for modding. No modder has ever told you to insert their mod into your game files. Mods go in Packages folder, and on occasion, Overrides. This is because of how the game reads and loads packages, and uses them. Packages and Overrides folders override the game files. If your package didn't work, you did something wrong. But glad you got it wworking.

Shiny, happy people make me puke!
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#20 Old Yesterday at 2:40 AM
Quote: Originally posted by LadySmoks
It's NEVER necessary to mess with game files for mods. That is the basis for modding. No modder has ever told you to insert their mod into your game files. Mods go in Packages folder, and on occasion, Overrides. This is because of how the game reads and loads packages, and uses them. Packages and Overrides folders override the game files. If your package didn't work, you did something wrong. But glad you got it wworking.
I think we misunderstood each other. You probably thought I was trying to edit the original files as opposed to creating mods that override the original files by means of the Overrides and Packages folders. While I thought you were saying that it wasn't a good idea to override the original files with mods by means of the Overrides and Packages folders.
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