What needs to go where to make AM work

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coconnor:
Yes, I've PM'd BastDawn & Pescado to ask that the thread be stickied and locked, so you were right not to post there.  Does it work now?

alexpilgrim:
So far yes, thanks a lot, at least game didn't crash at 1am. I have to go because it's 9 am here and I'm late for work but I'll test some more this evening and report if I have any trouble (though I don't think so, now everything makes more sense)
 :)

Simsample:
Quote from: coconnor on 2009 December 03, 05:02:21

The framework is the actual Mods>Packages folders and you should put them in both The Sims 3 and the Sims 3/World Adventures directories, as below.

1.  You copy the framework files into both the base game and the expansion directories.  The paths should be something like C:/Program Files/Electronic Arts/The Sims 3 and C:/Program Files/Electronic Arts/The Sims 3/World Adventures.   Leave the empty files in both locations.

2.  Copy the d3dx9_31.dll file into the Game>Bin folder of both the above directories.  Leave those files in both

Why on earth are you telling people to install the framework to two locations? To be correct, you definitely need the d3dx9_31.dll file in the same folder as the game executable that you are running (in this case, in the World Adventures Directory) and the rest of the framework can seemingly go in either the WA or basegame directories. But not both. For tidiness I would put the whole lot in the WA directories and done with it.

coconnor:
Because there have been an incredibly large amount of people who have the problem with the game not loading and not recognizing custom content in package files (to include AwesomeMod).  It doesn't hurt to the have the framework (Mods>Packages files only) in both directories.  But the actual package files need to be moved to one or the other (whichever works for the individual).  For instance, mine wouldn't run from the basegame directory and had to be moved to World Adventures.  But, for instance, Pescado has said his works from basegame.  There have been a flood of these questions since the patches and the expansion.

It actually works this way ... which is helpful to those with the problems.

Lady Moiraine:
Quote from: alexpilgrim on 2009 December 03, 07:14:57

The Sims 3>Mods>Files>DDFMap.txt
The Sims 3>Mods>Files>Resource.cfg

That Files folder is nothing for us, it's part of the AM framework.  Your actual resource.cfg file that starts the game should be in Program Files\Electronic Arts\The Sims 3.  In that same folder (The Sims 3) you should have Mods\Packages.

The ONLY file you need in the The Sims 3 World Adventures is the .dll file and that goes in BOTH places, the Program Files\Electronic Arts\The Sims 3\Game\Bin AND Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin.  It does not hurt to have that .dll file duplicated --- at least I have not had any trouble running my game this way.  If you use sub folders, coconnor has the correct resource.cfg file.  But that is a different one than the one in the framework folder (Program Files\Electronic Arts\The Sims 3\Mods\Files), leave that one alone--leave that entire Files folder alone.  If you look there are 8 resource.cfg files throughout the Sims 3 folders, the ONLY one we are concerned with is in the Program Files\Electronic Arts\The Sims 3 and that file is the one responsible for your game starting or not.

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