Hey y'all, I need big time help. My Sims 3 has been running great on my Mac fine forever now, I'm still running Mac Mojave to avoid the Catalina problems but today it got all * up. Partially my fault I think. I ran and downloaded the base game, high end loft stuff, late night, seasons, world adventures, and island paradise. I downloaded the expansion packs in order as well when I originally downloaded and found that worked. Today I bought and downloaded the Outdoor Living SP and the Master Suite SP. As soon as I downloaded these my game stopped working. I couldn't uninstall them using the uninstaller so I did my best to manually uninstall them but I'm not convinced I got everything because when I'd go to Libray-Preferences- there were no sims 3 preferences or com.transgaming files for the SP's anywhere. Anyways, fast forward, I THINK I've completely uninstalled the new SP's but my game still won't work and I'm still getting the dreaded "Unknown Error" message. SO I decide maybe if I uninstall Island Paradise and reinstall it that will work because its the "newest" EP. So I have to manually uninstall that one too, I THINK I've done it but now my game still isn't working. And also when I log on to Origin all my EP's say "finalizing". So I can't even try to reinstall Island Paradise... I tried to run the Origin Reset Tool for Mac but I don't think it worked.. ugh as all the games still say "finalizing". I pulled my saved games out of the EA folder in documents anyways so at least I have those if anything. I really don't know what to do or where to go from here. At this point I'm willing to pay someone who knows what they're doing to come fix this for me, as I'm not technologically savvy. Please help!!
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At any rate, in your position, I'd go sort of out of order, so you don't have to repeat any steps and can see right away if there's a problem. If you do get the unknown error, please stop and let me know when you see it.
Start by installing World Adventures. Launch it to let it patch, although if you get the WA has quit unexpectedly error, just ignore it and move on. When launching to test, you only need to go as far as the Main Menu, at which point you can quit and go to the next step. Then install High-End Loft Stuff and let it patch; again, ignore any error you get.
Launch with LN installed, and if it works, install Island Paradise, your newest pack by the date EA released them. You'll need to apply a second workaround here, copying a folder from LN into a folder for IP. The video in this post describes how to do it:
@bonbonxoxx Okay, this kind of sounds like a mess, and it might be best to do a clean uninstall and start over. That way, you can address one problem pack at a time, then install the others when you're sure the difficult ones (in your case, Late Night and Outdoor Living) are working. Here's how to do a clean uninstall:
The Origin reset tool is the usual fix for the "finalizing" issue, but it's not completely effective. It's still useful though. So after you uninstall Sims 3, please run the reset tool and restart your computer before installing anything.
@puzzlezaddict Having a similar issue. Have the sims 3 starter pack with late night and high end lofts. I don't know any of the steps of the late night work around. Sent you a pm, but have been getting error messages every time I try to check my inbox to see if you responded.
So ... many months later, I finally tried it and it worked perfectly. Thank you again. Now I want to add more expansion packs but avoid the same thing happening again, or any other known issues. What do I need to do?
@ladyjazzsoul If you install any packs that are newer, by the date EA released them, than Late Night, then yes, there are additional steps you'll need to take. This is a separate process from what you've already done. Specifically, you'd need to copy a folder from Late Night into the folder for your newest pack by release date. The video in this post shows how to do it:
If you install any of Ambitions, Fast Lane, and Outdoor Living, you'll need to apply the same fix as for Late Night in addition to the above. You'd also need to copy a folder for any of these three packs into the same folder for your newest pack by release date.
The other option is to uninstall the 32-bit version of Sims 3 and install the 64-bit version instead. The 64-bit version does have its own issues, and your Mac would need to support it, meaning it would need to be a 2012 model or later AND be running High Sierra (macOS 10.13) or newer. The advantages are that the game would be able to access much more memory rather than the 2 GB hard limit the 32-bit version has, and that you don't need to do anything special to install it properly. All 32-bit content (saves, mods, etc.) can be used in the 64-bit version, although you'd need to reinstall your store stuff.
/Metcraft is the first step in developing the Minecraft gaming platform as a teaching and outreach tool. It is intended to serve as a proof of concept that shows Minecraft can be a useful tool to create fun and creative educational museum experiences. /Metcraft's ultimate goal is to foster a spirit of independent exploration and experimentation in young museumgoers both before and after they visit The Met.
The idea for /Metcraft fell quite unexpectedly into our lap when Mariano Ulibarri, founder and director of Parachute Factory, and the young women of the Li'l Chaos Crew visited the MediaLab. As the former MediaLab Manager Don Undeen toured the group through the MediaLab, he did his best to engage the girls in conversation about their interests and projects. The teens were polite, but shy to the point of being silent (which probably isn't a surprise to anyone who is used to working with teens). All of that changed as soon as someone brought up the subject of Minecraft.
For those not yet hip, Minecraft is a widely popular multiplayer online gaming platform. It enjoys roughly 27 million players worldwide, 43.7% of whom are between ages of 15 and 21, and 20.5% are under 15 years old. It's a bit like virtual Legos. Players begin alone in a world that is crudely rendered in Lego-like blocks, which they then collect and combine to build shelter and protect themselves from the many monsters that stalk the blocky land.
Eventually most players are able to branch out and build vast structures in an open-ended "creative mode," in which all monsters are tame and resources are unlimited. Players are also allowed to create and upload their own "mods," or modifications to the game's source code that alter its qualities in ways that range from changing in-world gravity to recreating entire historical and fictitious lands. Minecraft's flexibility even allows users to program their own full-length, playable games. These, too, run the gamut, from puzzle games to Sims-like imaginings of future cities, to full-scale recreations of The Lord of the Rings. We learned all this in a matter of a few seconds from the Li'l Chaos Crew. The girls' enthusiasm was infectious. It became obvious what we had to do: build a creative-mod hybrid just for The Met that could function as an outreach tool to connect with children and adolescents.
We didn't want to simply substitute existing art objects for their digital representations. Likewise, we thought it was important to take advantage of the full range of gaming categories possible on the Minecraft platform: adventures, puzzles, and all. But first, I needed to recreate The Met in the Minecraft world. To do this, I took a 3D map of The Met's first floor and used Tinkercad, a simple 3D design application, to convert it to a Minecraft schematic file. I then loaded the schematic in MCEdit, a free Minecraft world-editing application, and this gave us the bare bones of the Museum, which was the "board" where our /Metcraft game would take place.
The four-part plan was designed for a weekend education program. In part one, children ages 8 to 12 were given a packet featuring objects in the Greek and Roman art galleries. They were instructed to visit the galleries, find all of the objects, and write down the objects' names and as many details about them as possible. With this task complete, they returned to the lab or classroom.
Back in the classroom, students loaded /Metcraft on their computers and began the game in a Minecraft replica of the Great Hall. From there, they navigated to the "Minecraft-ified" Greek and Roman art galleries, in which players could find locked display cases, each with a treasure chest inside, in the same locations as the original objects from part one. Beside the cases were a sign and two levers. The sign quizzed their knowledge of the art object. For example, one in-game sign stated: "This mythological beast was famous for its riddle." One of the levers allowed the player to answer with "sphynx" (the correct answer), while the other was for "centaur." If the player answered correctly, the display case opened, revealing a treasure chest and loot. If the player answered incorrectly, a secret door opened and monsters swarmed out and attacked them.
Players then entered the dimly lit galleries, where they fought a host of monsters, navigated traps, and survived until they found the famous Temple of Dendur, which was lovingly recreated to match the famous monument. In exploring the Temple, players searched for a final treasure chest containing "redstone," which was essentially a battery that would unlock the rest of the Museum. Once the Museum was unlocked, players were able to explore the entire building, treating it as they would any fully interactive, alterable, and open-ended Minecraft world.
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