How to fix conflicting mods?
tomomi:
I am sure you guys read enough of the Error 12/13 on save over the other thread in this forum. I am starting this thread so I know I won't hi-jack that topic.
I recently came through with bombardment of error 12/13 to 90% of my saves. TS3 is unplayable if I can not even save my games. After a few days of diagnosis, I conclude that this is a mod conflict problem.
This is what I have for computer:
- Intel Quad Core CPU 9450
- 8Gb RAM
- ATI 4890 video card with 1Gb RAM
- Vista 64 bit.
Despite most of MTS moderators trying to convince that my computer is not fast enough for TS3 or my CPU/GPU is overheating, my computer is fine with very stable temperature and fan speed, etc...
TS3: version 1.46 (latest update as I am writing this)
- Lots from MTS
- Most (if not all) objects and clothings from MTS (hacks, cars, hairs, etc....)
- Hairs also from peggysims, Rosa, Stylistsims, etc...
- A few mods from Stylistsims, simcave, mangosims (a french site), simlogical (just Ignes Jones windows and doors)
- Latest Awesomemod (updated whenever there is a message popping up in TS3)
Despite many people telling me certain mods are "bad" and not compatible with latest updates, I beg to differ. I used the 50% method (as my last resort) to test all mods. After 20+ hours of testing with about 40 different save games and 3 page long of note, I find out that no mod is "incompatible" with TS3. They simply don't like each other.
1) First I remove all mods, TS3 could run for 24 hours straight (I left it on all night) and next day or two it can save perfectly (5 saves in a roll)
2) I added mods in slowly, starting with Hacks (things I can't live without): No censor, no intro, floor thickness, no jealousy, better shadow/less blue night, faster learning, etc.... TS3 saves perfectly.
That is how I approached it. To get the story short, I tried different combinations of mods and test them. All mods work VERY WELL with TS3, just not with other mods. Example: my "cars" group doesn't like my "Hairs" group, and my "Hairs" group likes my "Clothings" group 50% of the time (50% to save without error 12/13). But these groups work perfectly alone. I tried playing for 30 minutes and saved about 5 times in a roll, no complaint. What more funny is mods of the same types dont seem to conflict with each other. "Hairs" consists of all possible hairs from MTS, Peggyzone, Rosa, Linnanet, Stylistsims, etc... and they like each other just fine. Same with "Objects" group where I get any buyable objects from all over: they work well with each other.
I opt Awesome mod in and out and it doesn't seem to affect the outcome at all: if each test means to save, it saves with or without Awesome mod. If it is meant to have error 13, Awesome mod doesn't help nor make it worse. With my loves for 1000+ mods I got, I really don't like to live without them. "Hacks" are important to keep, but I also don't want to be stuck with EA default hairs, clothings, objects, or cars. So I am thinking about fixing them.
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What I find interesting is the object or CAS mods that conflict, not the hack mods (hack mods, including Awesome mod, work perfectly with any given group of mods I test). I am attempting to rebuild these mods, maybe put them through CTU, s3pe, etc... and resave them (or save to another file names).
What I don't know is what exactly causing them to conflict? Duplicate resourcekey? Bad/missing components when the mod was put together? Thing about these mods is they don't even have an XML file attached to edit or check for error.
Please discuss. The key to revelation and freedom is near: freedom to play TS3 without fear of Error 13.
nanacake:
If there was already a thread of this topic you probably were better to post there.
The word mod shouldn't be really applied to all your downloads-objects, meshes, xml mods or otherwise? It is too confusing to say that. Most of the kind of object you mentioned, isn't fully tested to begin with. Some of the creators names you also posted are using beta tools created by others freely (that are still being developed) sometimes without even fully testing their work, they release items that error your game. You can not expect to run 1000+ downloads from multiple creators (some who don't care but to only take money from fools) and not have errors. (Really, a thousand?) You already answered your own topic question, to sort this items manually to find the conflicting package.
Downloading all ''mods'' you could find from just anyone, you insist on keeping them is asking for conflicts. Modding had gone quickly for TS3, but it will never be supported to the full extent you could expect to have in TS2, for the most part working together harmoniously(if it did not have a global modification conflict).
Remove the tight pants or hold your breath trying to keep your drainpipes on?
Download for quality and know your game's/computer limit, just not understanding how people want so much crap in their game that it renders unplayable, then to ask why this happened to them.
tomomi:
Quote from: nanacake on 2009 September 27, 05:36:28
The word mod shouldn't be really applied to all your downloads-objects, meshes, xml mods or otherwise? It is too confusing to say that. Most of the kind of object you mentioned, isn't fully tested to begin with. Some of the creators names you also posted are using beta tools created by others freely (that are still being developed) sometimes without even fully testing their work, they release items that error your game. You can not expect to run 1000+ downloads from multiple creators (some who don't care but to only take money from fools) and not have errors. (Really, a thousand?) You already answered your own topic question, to sort this items manually to find the conflicting package.
The word "mod" is somewhat a generic term, it describes anything that is not made by EA. Let me know if a better word to use if you disagree with me calling them "mods". You made it sound more serious than it should. I am sure most MTS designers tested before they uploaded. But more importantly, most serious TS3 players would play with more than just 2 mods in their folders, don't you agree?
Quote from: nanacake on 2009 September 27, 05:36:28
Downloading all ''mods'' you could find from just anyone, you insist on keeping them is asking for conflicts. Modding had gone quickly for TS3, but it will never be supported to the full extent you could expect to have in TS2, for the most part working together harmoniously(if it did not have a global modification conflict).
Download for quality and know your game's/computer limit, just not understanding how people want so much crap in their game that it renders unplayable, then to ask why this happened to them.
I honestly just don't download ... just about anything I find. Actually, there is a different between having 10,000 mods and game performance. It does affect initial load time, but once the game is running, its performance more or less contributed by what you put on the lot. I have tried a few 60x60 lots, they look amazing but totally unplayable. On the contrary to your belief, not all mods are in conflicts with each other. The ones that I think would conflict (hack/core mod, aka global mods in TS2) don't seem to do so. Yet, some simple objects/clothing/hair mods conflict with each other. At this point there is no guarantee any given 2 mods would not conflict with each other no matter how "quality" your mods are.
Yet again, I am starting this thread not to show off how many million mods I have, nor to complain when I overdose my computer. Rather, I am on a quest to figure out why mods conflict. Most modders I know on MTS tested their mods before they uploaded. So I am very sure they don't just casually put something together and ship away without even seeing how it would look in game. But now we ask why it works on their games but not on ours? This is the point of this thread to discuss about the possible causes as we go along in progress with the TS3 modding community. Seriously, if anyone is on here, you must be playing TS3 with more than 2 mods.
zepherine:
I felt compelled to reply to this thread, as I also have just under nine hundred files in my "Mods" folder. This does not include items in the "My Documents/Downloads folder.
My game runs smoothly, with no conflicts of any kind. Only once have I encountered an issue with a downloaded item rendering my game unplayable. A pattern (of all things) caused my game to balk at loading. It simply never loaded at all. When I removed the offending pattern, the problem disappeared.
My downloads run the usual gamut of mods, hairs, patterns, and game objects. My computer has only two Gigs of RAM, and my CPU is an Intel Pentium IV, 3.2 GHz.
I use AwesomeMod, nearly all of Twallan's great mods, and a host of lesser tweaks. I cannot help but suspect that some issue other than mutual compatibility is at work on your system.
tomomi:
@jordi: Yes, that is what I have been thinking too, right? I mean some very simple object mods should not conflict right? The hack mods should be the culprit right? But after a few tests, I am unable to explain the following: I put all hack mods in, and switch out certain groups of object mods (hairs, cars, deco objects, clothings) and guess what? Each group of these mods work fine with hacks. Hairs, Clothing, etc... work fine with hacks. YET Hairs dont like cars, cars dont like clothings, etc... error 13 on saves non stop, in fact, non of the games can save with any of these "non-hacks" mods you describe. I am just as surprised as you are. But what can we do? I gotta accept and fact and work on it.
@zepherine: Actually I lied, I don't think at this stage I possible have 1000 mods. But it's just plenty. I don't think any patterns cause me trouble yet, maybe its the fact I don't like patterns that much that I only downloaded 10 sets of patterns (all from MTS) and they are part of my "stable" mods. But I know what you mean: at this point I am certain any mod is possible of causing trouble. Your computer is way weaker than mine, yet your "900" mods can run smoothly, I am so envious. Can we trade computer?
Now I am working on placing different mods in numerous of priority. Like 400, 401, 440, 450, 460 .... hope this will iron out some of the Resourcekey conflicts if that is the case. I also plan to run the hairs thru CTU or DABOOBS (yes it s a program name) and reconstruct as brand new hairs. These programs are from MTS.
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