Awesomemod is not yet compatible with the expansion Pack
J. M. Pescado:
Quote from: IAmTheRad on 2009 November 22, 01:37:27
EAxis actually fixed Storymode in one of their first patches. I prefer the awesomemod story driver with the rule of 6 mod that Pescado added for moar realism. Shame that the cdma/cd routing tweak causes bugs that makes the game unplayable with WA, making Sims who both want to go to the same place ignore the rules...
Yes, CSMA/CD needs a line added to work the patch. I have already performed the modification, so I will upload it soonish.
UPDATE: Fixed now.
Semistable state for AwesomeMod 1.7.9 base achieved. Testing now available in #grah.
guardianpegasus:
To be blunt, I think you're taking on too much, Pescado, and I do hope you 'filter' which requests you put into the mod and why. With each feature added it gets more difficult to tweak it in the future when something goes wrong in a patch or expansion. I fear you'll eventually burn yourself out or be left with a huge pile of stuff you won't know what to do with. There are still problems with the core gameplay experience that have not been addressed by EA, such as economics and autonomous job behavior even with storymode off and job progression off.
Chain_Reaction:
Pescado, I know you have a lot on your plate but there's a huge new EAxis bug (patch or WA, not sure as I have both) that seems to only be fixable by a core mod. The issue occurs when switching the active household. It causes the UI to just freeze permanently. Map tags aren't drawing when you first load the game either. This is rendering my game unplayable. I closed it because I got fed up.
Here's the exception:
simulating object is null
unable to obtain an interaction object
An element with the same key already exists in the dictionary.
#0: 0x00013 throw in System.Collections.Generic.System.Collections.Generic.Dictionary`2:Add (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.MapTags.LocationOpportunityMapTag) (0BA96EA0 [0D02FC40] [0B9B1730] )
#1: 0x0011d callvirt in Sims3.Gameplay.MapTags.Sims3.Gameplay.MapTags.MapTagManager:Reset () ()
#2: 0x00020 call in Sims3.Gameplay.MapTags.Sims3.Gameplay.MapTags.MapTagManager:.ctor (Sims3.Gameplay.Actors.Sim) (0BADC0A0 [1BA13000] )
#3: 0x00007 newobj in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SetupSelectableSimManagers () ()
#4: 0x00006 call in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:OnBecameSelectable () ()
#5: 0x0007a callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.PlumbBob:CheckForChangeInActiveHousehold (Sims3.Gameplay.CAS.Household,bool) ([0C1AB4E0] [1] )
#6: 0x00120 call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.PlumbBob:DoSelectActor (Sims3.Gameplay.Actors.Sim,bool) ([1BA13330] [1] )
#7: 0x00005 call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.PlumbBob:ForceSelectActor (Sims3.Gameplay.Actors.Sim) ([1BA13330] )
#8: 0x00080 call in NRaas.StoryProgressionSpace.Managers.NRaas.StoryProgressionSpace.Managers.ManagerSim:Select (Sims3.Gameplay.Actors.Sim) (0CC82080 [1BA13330] )
#9: 0x00017 callvirt in NRaas.StoryProgressionSpace.Interactions.NRaas.StoryProgressionSpace.Interactions.SelectSim:Run () ()
#10: 0x00079 callvirt in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#11: 0x0000c callvirt in Sims3.Gameplay.Sims3.Gameplay.ImmediateInteractionTask:Simulate () ()
I think I see the code fail on line 2? And yes I do have that story progression mod there but it occurs even without it or any other mods. This is a non awesome mod neighborhood as well. Twallan explained it occurs when someone in the newly selected house has a dead relative with no gravestone. I think he may be correct as the Carpenter-Rhodes house I start in as well as the one I try to switch to has stiffs with no stones, hence why map tags also aren't drawing on load. I tried respawning them but they won't respawn. If you need to recreate it, try switching from a family to the Shallow household in Riverview.
J. M. Pescado:
Known bug, been there for ages, fix is part of AwesomeMod.
id:
oops, I just had a nasty thought - the FPS limite always ran with the 3booter and hence Awesome Mod. Have Eaxis fixed the "over-fpsing" or am I happily destroying my graphics card in playing the game?
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