Product Registration Mod

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J. M. Pescado:
Quote from: maurie on 2010 June 17, 13:04:25

Does this shiny new feature of AM impact this mod at all?
Not really.

Quote from: ShortyBoo on 2010 June 17, 13:25:18

I think it means this mod isn't needed. At least that's how I'm interpreting it.
Pretty much. All registration checks are now crippled, so there is no need for another potential source of later conflict.

Motoki:
Has anyone tested trying to invent the career bundle objects without this mod but with the newest Awesomemod that removes the need for registration? I'm curious if it actually does work or if people are getting the red cubes since someone in the Awesomemod test thread reported getting them recently.

@Pescado: What did you change exactly? It was found earlier in this thread that not only did the <ProductRegistrationRequired>, <SKU_Registered> and <SKU> tags need to be yanked out, but the <EPVersion> of the objects needed to be change to base game. For some unknown reason that was the only way it would work and the objects would be created correctly and show in game.

If your changes don't trick the game into thinking these career bundle inventions are base game objects, unless you otherwise fixed whatever weird EAxian entanglement that was causing such behavior, then I suspect this package may still be needed to get the inventions to show.

Rothchild:
I just tested inventing with only AwesomeMod and a test mod that set all inventions to level 10, except the 2 from the bundle which were set to 0.  I was able to invent the 2 bundle inventions.  I did install the bundle through the launcher though, so I'm not sure if it would work if it was installed as a .package.  I'll attach the mentioned test mod and hopefully someone who installed the bundle as a .package will test it.

Rubyelf:
Quote from: Rothchild on 2010 June 19, 15:58:00

I just tested inventing with only AwesomeMod and a test mod that set all inventions to level 10, except the 2 from the bundle which were set to 0.  I was able to invent the 2 bundle inventions.  I did install the bundle through the launcher though, so I'm not sure if it would work if it was installed as a .package.  I'll attach the mentioned test mod and hopefully someone who installed the bundle as a .package will test it.


Will test this and get back to you thanks.

Yup can confirm your little item works for anyone who may have installed their bundle as a package, like I did, THANKS!

Okay nevermind, it only  made them available in Debug to buy, however they are not learning for me, this could be because my sims is already at level 10 inventing, but spending another load of time trying to learn these 2 was unsuccesful. I'm going to try and reinstall the package using the launcher, for some reason it never works for me.

boy_ptk:
Quote from: Rothchild on 2010 June 19, 15:58:00

I just tested inventing with only AwesomeMod and a test mod that set all inventions to level 10, except the 2 from the bundle which were set to 0.  I was able to invent the 2 bundle inventions.  I did install the bundle through the launcher though, so I'm not sure if it would work if it was installed as a .package.  I'll attach the mentioned test mod and hopefully someone who installed the bundle as a .package will test it.


Can you make a test mod for making 2 sculptures from the bundle as well? And also a test mod for 2 investigator cases included in the bundle. I want to try these with Awesomemod. Thank you.

Nevermind, I have managed to sculpt The Guardian Griffon & Octavian with Awesomemod. Now I want try to see the 2 investigator cases (SpookyStory and TattooedThief).

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