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1  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 08:40:36
Ah, userpresets.package, I see. Thanks.

And regarding my white blocks, I found it it was due to an old xml mod about gardening. It was never updated for the latest patches.
2  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 08:14:30
Reinstalled... looks like those white blocks are due to some mod package I have installed.

On another note, does anyone know where custom styles are saved? Would be helpful for backup purposes. I lost all of mine during my reinstall.
3  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 05:38:17
Actually, I just came across Pescado's post in the DBC thread.

http://www.moreawesomethanyou.com/smf/index.php/topic,17707.msg520118.html#msg520118

Also, manual DBC-making is obsolete, anyway, decrapification is the new method of choice.

So maybe I shouldn't bother redoing it with that method?


I think it'd also be great if Pescado could comment whether decrapifying sim3pack files permanently changes the contents, or if that only happens when decrapifying dbc and package files directly.
4  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 05:23:27
Really boggles my mind why these non-CC items are not showing up.

Anyway, looks like I'll have to reinstall everything anyway since the 10th store update borked my launcher. Can't uninstall stuff since checking installed content makes it hang -_-. I'll probably try the dbc method when I reinstall. That methods makes CC lose their icon right? But otherwise should work flawlessly?
5  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 04:28:37
Hm, okay. And what about the stuff in the bunker's ground level?

That one really had me stumped because those were type3 bunkers. They're the cheapest and are supposed to have the least amount of stuff in them. Type2 and Type1b are supposed to be better equipped, but their ground level floors were empty.

And do you know which grill it was? (Gonna manually replace it)
6  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 04:17:54
Btw, are the poolside white blocks really supposed to be plants?

...Just seems kinda odd to put harvestable plants right next to the pool...
I was actually wondering if they were lights or something.
7  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 03:38:32
Oh, you think the latest patches could've broken it?

And it looks like I edited my previous post after you responded.
8  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 03:28:12
Try reinstalling the world again, and see if you get the same results.

Already tried that earlier. I even tried decrapifying the sim3pack file. No difference.


Edit: By the way, the last time you played Colonization, was it with the most recent version from Jan 3rd?
9  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 02:43:22
I only de-crapified the sim3pack files though. In other words, I only decrapified EA store custom content. I did not touch the base game files or dbc files. Harvestable plants should not be affected...

I should also mention that I haven't played on the Colonization world yet. And my regular game in Sunset Valley has the base harvestable plants showing up fine in the garden (I didn't play with WA plants seeds yet).


Edit: Having said that, how would you install non-decrapified store content that is arred. Is everyone extracting them to .package files and throwing them into the mod folder? What are most people doing at the moment? I know at the start it was using dbc or individual package files in mod folders, but that was at the start. Since then more options have appeared, such as decrapifying sim3pack files to allow the launcher to install them. Are there any more options?
10  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 18, 01:55:02
Unless Awesome mod turns on debug by default, no it's not on. I was in build mode though.

If it's a grill, then I wonder if it's CC I don't have, because none of my 4 grills have the CC icon. Base did come with 4 grills, right?
I know if you decrapify store content directly (ie: DBC or package file), it will lose the CC icon, but if you just decrapify the sim3pack file, the game will correctly see it as CC and have the corresponding icon.

Anyway, if those things by the pool are really grills, I wonder what the things in the bunker are.
11  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 17, 22:56:12
I thought that was if you decrapified the .dbc files directly.

Edit: Actually, maybe decrapifying .sim3pack changes the contents too? I remember reading a couple things that suggested otherwise. One of which was the Compressorizer Redux page: "You should be aware that if you decrapify any content that is ALREADY installed (IE the .dbc files), you will then need to decrapify all of your saved game files."

But I do remember having trouble with one piece of clothing after I reinstalled with decrapified .sim3pack files, which makes me question the emphasis on dbc files.


Having said that, decrapifying the colonization sim3pack file doesn't fix my problem. Decrapifying the save file doesn't fix it either.
So if someone can tell me what those white blocks are supposed to be, I'll just replace them manually.
12  TS3/TSM: The Pudding / Pudding Factory / Re: Colonization 212 - A New World - Updated Jan 3 on: 2010 March 17, 20:47:04
Great world, ingeli.

I'm having a bit of trouble with some objects though. I have the required CC installed (Melissa's rabbit holes, Riverview, UltraLounge set), as mentioned on your site's page. It may also be worth mentioning that I decrapified the .sim3pack install files. That shouldn't affect the contents inside, but who knows... it's worth mentioning.

Anyway, I've attached two screenshots. I'm hoping you (or someone else) can tell me what those missing objects are. Some screenshots to show me what it should look like would be appreciated as well.

The two screenshots below are from the Aristophanes and Cyclope domes.

In both, there are white blocks by the waterside. Mousing over gives the message "Missing object resource instance 319e4f1d:00000000:0000000000" (in both domes).
Type 3 bunkers also have white blocks at ground level (visible in the Cyclope screenshot). Mousing over produces the same message and hex numbers.


Aristophanes Dome Center


Cyclope Dome Center

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