How To Get AwesomeMOD work with High-End Loft
Elektro Guy:
Coconnor's help thread doesn't make any sense. He contradicts himself once or twice and doesn't correctly explain where to put files. I had a much better understanding of modding The Sims 3 game and WA from the wiki...although it's slightly outdated. Coconnor's help thread should seriously be revised so it doesn't read like an idiotic lesson.
Anyways, I'm getting off track. The test version of AM for HELS 1.9/2.4 seems to be running the game fine. I haven't played at all though because I'm in the process of creating a new house, but hopefully I'll be playing soon! Thanks J.M. A donation might just be right around the corner. :D
Silent Dreamer:
Coconnor's thread works just fine. She doesn't have to do anything different and it is not her fault that people fail miserably at following simple instructions. It had to be written in such a way that it was a catchall. Just because one method works for your game doesn't mean it works for someone else's. Nowhere in there does she contradict herself. There are pretty clear "If/Then" statements in there. Not, "do this, now go undo it and do something else," statements.
immortelleMuse:
Quote from: Silent Dreamer on 2010 February 04, 02:49:48
Sigh. I think we may have to amend coconnor's help thread for the idiots who can't figure shit out on their own.
Amend with what? The instructions are as clear as a day in the desert.
Images? A youtube video? A total explanation of how games work?
And that method is not working for whom again?
And it IS a lesson. For the idiots who don't know how the game reads files. You need to put the framework (.resource file) in every subsequent "Game" folder and Root directory of the Sim games you install so the game knows where to read your mods. In addition to the d3dx9_31.dll files inside every Gameplay>Bin folder. When you patch your game, take all foreign files out, then put them back in. How hard is that possibly to understand?
Besides, I find it to be a good test to filter out people who can logically figure something out on their own, to the people who want someone to coddle them and hold their hand throughout the whole process. The later get pwned, therefore MOAR FIGHT, and more LULZ.
Bain:
I can understand why some sheeple might be confused with the instructions... I understand sympathy and empathy is hard to come by here but this is what I see.
1. 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.
I just wanted to note, I only have it the resource.cfg in the base game folder and the game sees all my mods including awesome mod. I only have the mod/packages folders in the base game, no issues. Empty files... I'm assuming he is referring to empty folders, not some junk empty files.
2. Copy the d3dx9_31.dll file into the Game>Bin folder of both the above directories. Leave those files in both.
This step is handled in step one by copying framework files as instructed and becomes redundant. Restating a step that is already accomplished confuses sheep. By the way, I have the d3dx9_31.dll in the WA Game>Bin folder only, game launches. Without it in that location the game hangs up.
3. Download a new copy of AwesomeMod, unzip it and copy the AwesomeMod file first into The Sims 3 directory.
Sheep will put this in the Sims 3 directory, not the mods>packages directory because they are following instructions as stated...
4. Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages.
Again this step is redundant. If step 1 was followed to the letter, this is already done and confuses sheep.
5. Try the game to see if it works. You can tell if AwesomeMod is being recognized by typing Ctrl-Shift-C to bring up the command console and then typing "showconfig". If it is recognized you will see 4 pages of detail about how your personal copy of AwesomeMod is configured.
6. If that does not work, then take AwesomeMod out of the The Sims 3/Mods/Packages file and paste it into the World Adventures/Mods/Packages folder. Cut the Resource.cfg file from The Sims 3 directory and paste it into the World Adventures directory (but again, not in Mods>Packages).
If step 1 was followed as instructed, the resource.cfg file would be in both locations already so pasting it to the WA directory is redundant... again confuses sheep.
7. Run the game again and repeat the other instructions in Step 5.
I hope this shows some insight why some people might have some problems with the instructions. It might be the original author of this post meant folders instead of files in the first step, that would make the other steps not redundant. However with a slight semantic problem like that, you confuse sheeple. Hard to write instructions for everyone, you know lowest common denominator and all that...
I should note, that I did not even know these instructions were here when I set up my game, and it works great.
aquila:
I actually did not know how the game read files - or that HELS added a new directory - until I read this thread.
But yes. That does make me an idiot. At least I got it working... and know now. My game has also been running fine since the update, so it's back to quietly lurking for me. Sorry for not offering moar fight.
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