KT's Store Fixes (updated 11.02.2013)
virgali:
Quote from: kissing_toast on 2012 March 25, 02:31:49
Quote from: virgali on 2012 March 23, 17:41:36
KT, have you ever tested the SB without AM? While I was digging up stuff from the tech thread I found a post about AM having a built-in fix for the SB just as it has for the AMB reg. rewards and the pets cash register.
DING! DING! DING! We have a winner! That's it. I tried notouching's save; with Am it works, without AM it doesn't and without AM but with the skill file it does. When I update the AMB rewards thing and figure out the pet cash register thing I'll add those to it. I always just figure that we're on MATY so everyone uses AM.
Added stuffs.
Ah, I'm glad that's resolved then. Even though I don't use AM I come here for the store items and there's also a lot of useful information about the game. Of course yours is a valid assumption. I also admit that I don't like when "small fixes/features" are added to "big mods". So far that's the only thing I don't like from the modding community when it comes to TS3. everything gets thrown in together which means if you can't use the mod because a big feature is glitching you also have to miss out on the other small fixes and features that aren't clashing with anything else. Since I don't know the first thing about modding and don't have the patience to learn I just shut up and don't use the mods.
ETA: I currently am using an unholy hybrid of decrapped stuff along with undecrapped the AMB rewards (I own the EP) will V8 Unawesome cause me any troubles?
notouching:
Thanks, KT. Actually, I posted in the AM bug thread not too long ago because I was using AM but still got the spell book reset bug. I tried un-installing and re-installing the spell book but was still seeing it with AM installed. Maybe I just need to do a new re-install of all of my store content.
kissing_toast:
It shouldn't virgali, all that mod does is make a few EP2 references to BaseGame references. If I recall correctly it changes two inventions, two sculptures, three interior design jobs and a handfull of opportunities.
virgali:
Quote from: kissing_toast on 2012 March 25, 12:14:39
It shouldn't virgali, all that mod does is make a few EP2 references to BaseGame references. If I recall correctly it changes two inventions, two sculptures, three interior design jobs and a handfull of opportunities.
Good to know. *Hits button repeatedly* Baaaah, baaaah.
ETA: I'm being a n00b but I have no clue what I'm doing wrong. I uninstalled the old Cellar Arch file. I did through the launcher and then I checked to see if the file is still in the downloads folder and it indeed got deleted. I decrapped and installed the new Cellar Arch but I still have that horrible gap in-game. Should I just make a package file of the object and add that to the mods folder?
notouching:
Quote from: virgali on 2012 March 25, 12:30:24
Quote from: kissing_toast on 2012 March 25, 12:14:39
It shouldn't virgali, all that mod does is make a few EP2 references to BaseGame references. If I recall correctly it changes two inventions, two sculptures, three interior design jobs and a handfull of opportunities.
Good to know. *Hits button repeatedly* Baaaah, baaaah.
ETA: I'm being a n00b but I have no clue what I'm doing wrong. I uninstalled the old Cellar Arch file. I did through the launcher and then I checked to see if the file is still in the downloads folder and it indeed got deleted. I decrapped and installed the new Cellar Arch but I still have that horrible gap in-game. Should I just make a package file of the object and add that to the mods folder?
You might need to delete your compositorcache. You could try using this file. It's an untouched sims3pack of the arch. Otherwise, you could go and get it from the store, since you said you owned ambitions. It's free.
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