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Featured upload! CaSTable RabbitHole Replacements

by AussomeDays Posted 18th Nov 2014 at 11:54 AM - Updated 14th Dec 2015 at 7:44 PM by AussomeDays : Updated script
101 Comments / replies (Who?) - 8 Feedback Posts, 17 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.

Update Dec 14, 2015

Nothing earthshattering...
Be sure to delete yout scriptCache.package if you update

  • removed over 500 blocks of duplicated and unnecessary code from the Main Assembly script...noobie me, lol (you may want to keep a copy of the old file just in case I managed to break something)
  • added override for ITUN PushWoohooOnTrain_HoverTrainStation resource 0x5106B731FE496056 that removes the "future" world restriction so that woohoo interactions on the pie menu display correctly (with or without NRaas Woohooer) if used in a non-future world
  • added code that should automatically restart those few animated clock hands when they bugger out
  • changed GetModelNameForAnimation() string from "schoolrabbithole" to "cityhall" for Twinbrook and Town Life schools (allows all 3 doors to animate for an upcoming project)
  • added a .package file that can be used to hide the default EA rabbithole thumbnails if you want your catalogue to be less cluttered -- NOTE: This will override the default OBJDs to make sure that the BuildBuyProductStatusFlags value is 60 (usually 61). Works for base game, expansions, stuff packs and "unmodified" store content. Place in Mods/Packages if you have no store content OR if you install store content using the launcher. If you have converted your store content to .package files, then place in Mods/Overrides instead. Can be removed by deleting the .package file.
These are the same RabbitHoles that were originally on the Simlogical site.

It is now possible to add more variety to your town. Whether you are a creator or just a player who occasionally builds within an existing neighbourhood, these customisable rabbitholes will allow you to have more colour options when designing your town. If you stopped using the pre-made shells because the colours just never fit in with everything else, then these CaSTable alternatives will hopefully provide a solution to those of us who do still use the rabbithole shells from time to time.

Important Note:
These rabbithole objects will NOT override the original game rabbitholes. However, they do rely on resources from those originals in order to function. Therefore, you will need to have the correct corresponding object from the base game / expansion pack / stuff pack / store item already installed in your game. These package files WILL NOT work by themselves!

Main RabbitHole Assembly Script **REQUIRED**
This is the bad boy responsible for assembling all of the parts into a complete unit. It will get updated whenever new rabbitholes are added to the mix, and you will need to re-download and replace the copy in your mods/packages folder if and when you add new rabbitholes from this project to your game. Don't forget to delete the scriptCache.package file from your Sims 3 directory when you update in order for any new script changes to take effect.

These rabbitholes can be used in any combination. After downloading a set, you can pick and choose whichever ones you want to use as long as you already have the appropriate originals. They all work independently of each other, and the Main RabbitHole Assembly script will assemble any and all. I started these at game version 1.63 and continued on after patching to 1.67, and everything appears to work fine.

Combo rabbits contain single varieties for each type in addition to the combo itself. This is to 'hopefully' help with opportunities that don't get along with the combos in case there's a building style you really want to use.

  • File Location: After downloading, unzip the .rar file and place the unzipped .package file into your Mods/Packages folder.
  • Catalogue Location: Build Mode - Community Objects - Buildings (at the end) **Subways are in Buy Mode - Vehicles - Misc Transportation
  • Usage: Simply place the rabbithole on a community lot as per usual. It may take a couple of seconds for the script to assemble the building if it has lots of parts, but once it's complete, it will behave as a single object that can be picked up, moved around, etc. They should look pretty much like the original when first placed.
  • CaST: Simply click on the part of the building that you wish to recolour to bring up the create-a-style tool. You can switch to other parts of the building by clicking on them. You can also drag a colour from one part to another just like with any other object. Solid colours work best due to the way these are designed.

***UPDATE Oct 20, 2014
  • RESOLVED - Should now assemble properly when saving/placing lot with rabbit(s) to/from library bin and when exporting world from CAW after using Edit-In-Game mode to place rabbit(s) on lot.
  • RESOLVED - Recolours should now remain intact when using Edit-In-Game (CAW).

Additional Credits:
Inge & Peter for their wonderful S3PE / S3OC tools that have made this possible
A special Inge for her Tweaker -- she'll never know how much enjoyment I've gotten from this one
A few of the many others who have helped me stumble my way down the path of learning -- Ghost, Nona Mena, Darkitow, twallan, brappl, JunJayMdM, OmegaStarr, Bloom, sydserious, cmo and Wes Howe.
karilynmonroe2 for spotting the CAW & library bin issues that have now been resolved.
icarus_allsorts for helping me to better understand how a proxy works with object interactions.
annalise & her mom for bringing the recolour issue to my attention.

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

World Adventures Ambitions Late Night Pets Showtime Supernatural University Life Island Paradise Into the Future + 1 SPs
Built with Game Version: 1.63, 1.67
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
MainAssemblyScript.rar | Description: ***UPDATED Dec 14, 2015 *** REQUIRED for Rabbits to be fully assembled and function correctly (works for any combination of rabbitholes) 86.6 KB 3,893 14th Dec 2015
BASE Game (Sunset Valley) - ALL Rabbits.rar | Description: Total of 16 Rabbits 13.22 MB 3,680 18th Nov 2014
World Adventures (China Egypt) - ALL Rabbits.rar | Description: Total of 2 Rabbits 530.5 KB 2,095 18th Nov 2014
Ambitions (Twinbrook) - ALL Rabbits.rar | Description: Total of 12 Rabbits 10.66 MB 2,707 18th Nov 2014
Late Night (Bridgeport) - ALL Rabbits.rar | Description: Total of 11 Rabbits 14.02 MB 2,960 18th Nov 2014
Town Life (Misc) - ALL Rabbits.rar | Description: Total of 3 Rabbits 2.39 MB 1,999 18th Nov 2014
Pets (Appaloosa Plains) - ALL Rabbits.rar | Description: Total of 11 Rabbits 11.83 MB 2,718 18th Nov 2014
Showtime (Starlight Shores) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.54 MB 2,514 18th Nov 2014
Supernatural (Moonlight Falls) - ALL Rabbits.rar | Description: Total of 11 Rabbits 16.09 MB 2,973 18th Nov 2014
University (Campus) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.44 MB 2,513 18th Nov 2014
Island Paradise (Isla Paradiso) - ALL Rabbits.rar | Description: Total of 10 Rabbits 13.79 MB 2,443 18th Nov 2014
Sponsors (Promo) - ALL Rabbits.rar | Description: Total of 3 Rabbits 3.29 MB 1,365 18th Nov 2014
World (Riverview) - ALL Rabbits.rar | Description: Total of 7 Rabbits 4.39 MB 2,029 18th Nov 2014
World (BarnacleBay) - ALL Rabbits.rar | Description: Total of 1 Rabbit 2.12 MB 1,383 18th Nov 2014
World (HiddenSprings) - ALL Rabbits.rar | Description: Total of 1 Rabbit 669.6 KB 1,511 18th Nov 2014
World (Lunar Lakes) - ALL Rabbits.rar | Description: All Rabbits + Perigee + Extras for missing Rabbits *UPDATED 2/27/15 to get better colouring for back section (see new pic) 1.46 MB 1,518 27th Feb 2015
World (Lucky Palms) - ALL Rabbits.rar | Description: Total of 14 Rabbits 11.98 MB 1,628 18th Nov 2014
World (Sunlit Tides) - ALL Rabbits.rar | Description: Total of 15 Rabbits 12.03 MB 1,709 18th Nov 2014
World (Monte Vista) - ALL Rabbits.rar | Description: Total of 13 Rabbits 16.93 MB 1,911 18th Nov 2014
World (Aurora Skies) - ALL Rabbits.rar | Description: Total of 11 Rabbits 9.11 MB 1,698 18th Nov 2014
World (Dragon Valley) - ALL Rabbits.rar | Description: Total of 14 Rabbits 14.48 MB 1,790 18th Nov 2014
World (Midnight Hollow) - ALL Rabbits.rar | Description: Total of 13 Rabbits 14.79 MB 2,035 18th Nov 2014
World (Roaring Heights) - ALL Rabbits.rar | Description: Total of 16 Rabbits 17.07 MB 1,838 18th Nov 2014
World (Oasis Landing) - ALL Rabbits.rar | Description: Total of 9 Rabbits 9.73 MB 1,707 8th Dec 2014
Island Paradise (Isla Paradiso) - ALL Resort Rabbits.rar | Description: Total of 4 Resort Rabbits 4.38 MB 1,850 31st Dec 2014
Hide EA defaults - RABBITHOLES.rar | Description: *NEW* Dec 14, 2015 - Hides default thumbnails - only use if you no longer need to choose these from the catalogue 19.1 KB 586 14th Dec 2015
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
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101 Comments / Replies (Who?) - 50 Feedback Posts, 48 Thanks Posts
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#2 Old 18th Nov 2014 at 12:30 PM
This is awesome!
One horse disagreer of the Apocalypse
#3 Old 18th Nov 2014 at 4:56 PM
Originally Posted by Tigerdyhr
I see I have been missing out on stuff at simlogical... this is FAB! :D

You most certainly have! Go on over and see what you can grab while it's still there :D

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
#4 Old 18th Nov 2014 at 5:03 PM

What kind of Sim loves like this?
Test Subject
#5 Old 19th Nov 2014 at 9:06 PM
T̶h̶e̶ ̶l̶i̶n̶k̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶M̶a̶i̶n̶A̶s̶s̶e̶m̶b̶l̶y̶S̶c̶r̶i̶p̶t̶.̶r̶a̶r̶ ̶s̶e̶e̶m̶s̶ ̶t̶o̶ ̶b̶e̶ ̶b̶r̶o̶k̶e̶n̶.̶ ̶W̶e̶l̶l̶,̶ ̶a̶t̶ ̶l̶e̶a̶s̶t̶ ̶i̶t̶ ̶i̶s̶n̶'̶t̶ ̶w̶o̶r̶k̶i̶n̶g̶ ̶f̶o̶r̶ ̶m̶e̶ ̶

Edit: Nevermind, it worked now
Lab Assistant
Original Poster
#6 Old 22nd Nov 2014 at 8:10 PM
Touching base...
Thanks everyone for your support, and you are very welcome! I've really enjoyed making these. I know they're not "the" ideal solution in some cases, but at least we can customise a little better (if ye likes 's , that is...lol).

@lolotte89: Hey sweetie, I'm glad you found me! You always manage to brighten my day. I did put a big 'ol note at the beginning of the Simlogical post hoping not to lose anyone in the transition. I had been thinking about uploading them here anyways, but the site kind of intimidated me, and I didn't want to manage having them at two places until they were completed, so thank you Inge for forcing my hand (hope your family arrived safely!).

I'm actually still working on the last set from "Into the Future" and hope to add them shortly. I think I have gotten them "whipped into submission". They were trying to be stubborn with all the utopia/dystopia stuff, but you know how persistent I can be.

I'm hoping to look at some of the other non-rabbit shells once these are completed. I would love to have a castable version of the Eiffel Tower, but I currently use Icarus' enhanced version, and I certainly don't want to lose the functionality he gave it as a restaurant.

I do monitor the thread daily, so if any issues arise, please post so I can take a look.

Take care for now & Happy Holidays!

Lab Assistant
Original Poster
#7 Old 25th Nov 2014 at 3:46 PM
Originally Posted by mixa97sr
OMG, this is just what I've been missing in my game! BTW will there be ones from "Into the future" as well?

Hi there! There will indeed (currently working on). Hopefully, it won't be too much longer. Chaotic household slowing me down, plus bad weather about to start up (I do not like WINTER... ). Hang in there!
Lab Assistant
Original Poster
#8 Old 26th Nov 2014 at 7:15 PM Last edited by AussomeDays : 26th Nov 2014 at 7:41 PM.
Originally Posted by the evil writer
Can you elaborate on what it is you're supposed to do to recolor these rabbit holes? They appear in my game just fine and mostly place okay (some claim to be out of bounds when they're clearly not), but clicking on the doors doesn't show me any new menu items and I can't find a description or picture of what I should be seeing when I do click the doors.


Behaviourwise, they shouldn't act any differently than the originals (same interactions, etc.) I haven't noticed anything as far as being out of bounds. Some of the larger ones might say this if too close to the edge, but all footprints are pulled from the originals.

To recolour, all you need to do is click on the CaST tool (next to the hand tool) and then click on whatever part of the building you want to change -- this should open up the CaST panel. While the CaST panel is open, you can click on different parts of the building and recolour a different part. When finished, close the CaST panel, and you're done. The bunk beds work the same way (they are two objects attached together).

Does this help?


I just noticed I forgot to add the how-to-use info when I transitioned these from Simlogical....sorry! Have added that to the first post.
Lab Assistant
Original Poster
#9 Old 1st Dec 2014 at 2:54 AM
You're welcome, everyone! Hope you're finding them useful.

Originally Posted by murfee
Holy cow! Can the same thing be done for the fugly LN highrise shells?

I am gonna look at all the other shells once I finish up with Oasis Landing...no promises, though. I don't know how they're going to react to having part attachments seeing as how they disappear / reappear when you move up and down floors, but I certainly want to give it a try.

It's amazing the way I'm still managing to learn so much. Objects that you think would be similar turn out to be completely different in their design and functionality....inconsistency can be frustrating...lol. This bloody hover train / monorail thingy is what's holding me up on completing Oasis Landing. They are being extremely uncooperative. I have successfully built a working one on a blank world, but a few of the interactions are either changing their "string" name to the "class" name for no apparent reason, or not showing up at all, and the only thing I want to do is remove the "if this is a future world" check from the Travel interactions so they'll be usable on any type of world (with proper .INI files, of course). I'm ramblin' again....

Gonna get back to it for now.
Lab Assistant
Original Poster
#10 Old 8th Dec 2014 at 5:51 PM
OK, I've finally managed to complete the rabbits from Oasis Landing. Hopefully, everything is good. I think this is the last of the rabbitholes (aside from Icarus' modded Eiffel Tower), so enjoy! Be sure to redownload the Main Assembly Script so that they will work, and post if you run into anything unusual. Also, read the notes regarding the Hover Train if you decide to try it out.

Glad I finished before Xmas

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