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76  TS3/TSM: The Pudding / Pudding Factory / Re: The Aging Manager on: 2010 June 06, 01:15:06
Decided to try this out today while I'm sans AM to reset a sim's age. Threw it in the Mods folder and loaded up, got the annoying EA script mod notification that it's in there but have no menu trees for it on any mirror or on the lot. Running purely Ambitions vanilla otherwise.
77  TS3/TSM: The Pudding / The World Of Pudding / Re: Collecting Issues on: 2010 June 05, 05:20:11
I do indeed have an idea! Get your  "my game won't work and I'm too lazy to do a binary or search where it's relevant" shit out of Awesomeware. This is not your tech help site.
78  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Unpopulated) on: 2010 June 03, 04:55:24
Post a screen shot of the area you're talking about? If it's on the edge, it's likely because of how the distant terrains are melding together.  I haeve't messed with the SV or RV lite templates at all so it's hard to say without knowing where you mean.

Looks like "practice" is at a standstill for me now, anyway. I installed Ambitions. No more CAW at least until EA gets around to fixing it.

79  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Unpopulated) on: 2010 June 02, 22:21:07
Nope, I used a flat blank map.

I'm not entirely sure I'll be revisiting this hood. Perhaps in the future I may get the inkling to fix it up but as for now, I'm working on other projects. It was a good learning process, though. I'll definitely be taking my experience plus the feedback from this thread with me as I make new worlds.
80  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Unpopulated) on: 2010 May 31, 15:54:16
I did use it. Your camera shouldn't be going off the edges. I can get close but not over. Because I placed things close to the edges in some spots, some areas were left more free than others but you still should not be able to route completely off any edge.
81  TS3/TSM: The Pudding / The World Of Pudding / Re: Sim Teen Becomes Foreigner on: 2010 May 26, 17:27:37
The closest "similar" instance I can come up with is with NPCs. Twice I have destroyedallnpcs in order to freshen the line up. Both times at one of the NPCs that should have been poison gassed then became "long distance" in the relationship panel. One was a teen babysitter the other was an adult maid. I've not seen the issue with a moved in family.
82  TS3/TSM: The Pudding / The World Of Pudding / Re: Sloppy Jalopy is camping outside my sim's house? on: 2010 May 16, 17:39:17
I always feel like somebody's WATCHin' meee.
83  Awesomeware / AwesomeMod! / Re: Random Crash to Desktop on: 2010 May 15, 02:07:55
ETA: Ok, we're back to square 1 again. After adding in aweconf to my Sims 3 WA/Mods/Packages/Hacks file, I'm back to where I started from. So, I've gone back, checked everything again with my files to make sure that everything was right where it should be, and it is. I'm not sure if I've done something wrong in putting in aweconf or what. So, here's what I did so this might be able to be fixed....

I went to the AwesomeMod Configuration, selected to generate the file, saved it to my desktop then moved it to my WA/Mods/Packages/Hacks file along with awesome package file. Rebooting the game makes it stick to about 1/3 of the way loading and doesn't go any further.

Do you have an updated version of the Resource.cfg file? I see that you made another file within the Packages folder so that's why I'm asking. If you are using a Resource.cfg file that you downloaded when the game first came out, it might not be coded to recognize multiple files within your Mods/Packages folder. If you're not sure, open up your Resource.cfg file in Notepad at paste:

Priority 500
DirectoryFiles Mods/Packages/... autoupdate
PackedFile Mods/Packages/*.package
PackedFile Mods/Packages/*/*.package
PackedFile Mods/Packages/*/*/*.package
PackedFile Mods/Packages/*/*/*/*.package
PackedFile Mods/Packages/*/*/*/*/*.package
PackedFile Mods/Packages/*.dbc
PackedFile Mods/Packages/*/*.dbc

This will also allow you to have .dbc files within your Mods/Packages folder. Anach has a tutorial on how to do that if you want to learn how to compile all of your CC. Usually when the game doesn't load all the way it is a framework fail. Obviously, you said it was working earlier so that's why I'm assuming it's your Resource.cfg file and not your framework. I could be wrong but that's the first thing that comes to mind. Make sure you have Awesome.package and Aweconfig.package in the SAME folder and you have the most recent version of AM.

Also try putting things simply in the base game mods directory instead of in the EP directory. For some people this works for others is does not. I'm one of the users that it works in the base game directories but not in the ep or sp directories.

My framework is set up like so:
C:\Program Files\Electronic Arts\The Sims 3: Resource.cfg
C:\Program Files\Electronic Arts\The Sims 3\Game\Bin: d3dx9_31.dll
C:\Program Files\Electronic Arts\The Sims 3\Mods\Files: DDFMap.txt and Resource.cfg (again)

C:\Program Files\Electronic Arts\The Sims 3 World Adventures: Resource.cfg
C:\Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin: d3dx9_31.dll

C:\Program Files\Electronic Arts\The Sims 3 High-End Loft Stuff: Resource.cfg
C:\Program Files\Electronic Arts\The Sims 3 High-End Loft Stuff\Game\Bin: d3dx9_31.dll


I do not have a mods directory in either WA or HELS. However, some users have reported that they need to place their mods in one or the other of those directories to get them working.
84  Awesomeware / AwesomeMod! / Re: Random Crash to Desktop on: 2010 May 14, 01:36:32
Just my recommendation, insure that you have no corrupted files floating about: Completely uninstall. Delete everything. Run CCleaner.

Reinstall and patch.

Follow these instructions for installing the framework: http://sublimesims.net/smf/index.php?topic=1726.0

Drop awesome.package and aweconfig into C:\Program Files\Electronic Arts\The Sims 3\Mods\Packages (unless you specified a different directory for game install, then follow the path as needed).

Come back and let us know if it crashes again.
85  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 May 03, 15:32:59
Both links are for the same file. Install the awesome.package file (and the config if you use it) into your mods/packages folder.
86  TS3/TSM: The Pudding / The World Of Pudding / Re: Lighting problem outside. on: 2010 May 03, 15:28:23
Yes. It is necessary. This forum is a written format. It requires proper capitalization and punctuation.
87  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 May 02, 23:30:50
Try rolling back your drivers instead? I haven't seen these particular issues but when I updated to 197.45 I did start getting crashes to bluescreen nvblahblah.dll has failed. I rolled back to an older driver and haven't had any problems since. So it may actually be an incompatibility with the newer drivers.
88  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Unpopulated) on: 2010 April 24, 22:50:17
To be fair, the com lots file does have a couple residential lots included. I can see how (s)he could have mistaken the version.

Have fun with it. Playing it myself I did notice a few quirks. One WeeBarnoid is turned the wrong direction (mailbox not on the streetside) and I forgot to change the name for St. Helena back to just St. Helena. I also should have added more street lights. I was counting on the idea lights from the lots themselves would illuminate the areas they would be most needed in, but no. Lot lighting does not persist outside of a lot, apparently. The darkness is great int he woodsy parts of town but a little off in the downtown area and subdivisions.

All in all though it plays pretty smooth.



89  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Unpopulated) on: 2010 April 24, 22:34:39
Link is fixed. Glad someone noticed I mis-pasted because I sure didn't.
90  TS3/TSM: The Pudding / The World Of Pudding / Re: Deleting CC in-game? on: 2010 April 23, 05:55:39
Pick a free online storage:
http://www.mediafire.com or http://www.4shared.com/ are commonly the most used. http://www.box.net is also popular but has a file size limit (25mb I believe) .

Make a quick free account. Upload the file. Link to the file in a post here.

MediaFire also has the option to do a quick upload for a file without having to create an account.
91  TS3/TSM: The Pudding / The World Of Pudding / Re: Sims won't interact & no skill books on: 2010 April 21, 21:11:42
Why are you bothering to "assist" this dimwit in any way, shape, or form?

It knew it was a mod conflict before anyone replied at all. It stated so in it's original post. Goatcheesehead does not know how to use the search function and has absolutely zero common sense. It does not deserve assistance or even friendly nudges in the right direction. It deserves to have it's game melted for it's inability to RTFM about general mod use and compatibility.
92  TS3/TSM: The Pudding / The World Of Pudding / Re: Sims won't interact & no skill books on: 2010 April 21, 16:48:37
I'm sorry, but I don't know what that means.

None of us are surprised by that statement.
93  TS3/TSM: The Pudding / Pudding Factory / Re: EA store stuff in *.dbc format - a torrent on: 2010 April 21, 16:43:33
No. Don't touch AwesomeMod. Keep your bacteria infested, sticky candy covered little mitts AWAY from the AM. It's not for you.

Now DIAF.
94  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Bare Bones - Beta) on: 2010 April 18, 15:45:27
Thanks very much for the feedback!

I should be able to upload a 'final' unpopulated Bayborough this evening. Hopefully in 2 versions: A community and specialty lots only world as well as a version with several residential lots in place. I'm just waiting for permission from the creators of some of those lots.

I'll update the original post with pictures and download links and the unfortunate process that must be undergone when installing an updated version of a previously installed world.

Changes to note:
All textures have been replaced.
I adjusted lot placement in the upper middle class subdivison (the one with the circle road near the farm road. I just couldn't remedy clipping on the curve lots so I moved them.
Added an easter egg or two.


I'm actually pretty darn pleased with how things have turned out in flow. I wish I had planned more of a residential downtown space but I'm actaully liking the the novelty of having two apartment areas only to stash "townies".
I planned the one empty downtown community lot to be a firehouse but with how the science facilities are working out I'm considering putting in a 2nd DooPeas. Battle of the Newspapers!

EDIT: Original post updated.
*Housed version now available.

Would anyone be interested in a populated version of this?
I had originally planned on doing one but if there's no interest I won't waste my time on it.


95  TS3/TSM: The Pudding / The World Of Pudding / Re: Dimming in gameplay on: 2010 April 18, 15:10:13
Sounds like a graphic card power issue.
96  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Bare Bones) on: 2010 April 16, 02:47:27
Good to hear it's running well for you.

The two science labs was done with a good science vs. evil science thing in mind. Seedy scientists working on evil research plans in the warehouse district in league with the villains of the Outstanding Citizens Warehouse Corp. and then the good guys on the Landgraab end.

I noticed terrain clipping on the curved roads in the 30x30 subdivision and found a couple more address woopsies. Plus I think the beach side of things needs some work. After the museum it just sort of drops off and feels too barren to me. So I'll be working on fixing those issues and any others that might crop up in this thread for a, hopefully, final "no meat" version of the world.


*eta: Looks like I found the problem with the horrible tiling. The texture used was a default game texture that had been extracted at a 512x512 dimension. Should be remedied in the next version.

New Textures sample:
97  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Bare Bones) on: 2010 April 14, 03:23:35
I've actually taken the palm trees out. While they do denote "beach here!" in majority, Claeric is right. They are cliche and since this isn't actually a tropical paradise or tropical anything, alternatives are a better fit.

So I've done some more detailing around the dirt roads, clumped up my trees and made my woodsy areas woodsy, and the palm tree nazies invaded the beach.
I'll play with my settings in game and see if I can't get some more eye pleasing screen shots.  

______

I played with my graphics settings but am finding no changes to the tiling effect. All game settings set to high and even attempting to tweak things in my graphics card settings result in the exact same appearance. I'm sure I'm doing something wrong but far too tired to care at the moment.

The soil lining the dirt roads has been tilled:


Trees have been clustered:


Palm trees removed:




*Edit: File may have been corrupt. Link replaced.

98  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Bare Bones) on: 2010 April 13, 21:15:39
Definately still working and looking to improve it. The advice/input is greatly appreciated.
99  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Bare Bones) on: 2010 April 13, 19:34:31
Perhaps because they are CAW shots with fog/shadows turned off and my constrast/brightness settings are different than yours?
Not really sure, but if they are as crappy for others in their games I'll have to try to figure out why.
100  TS3/TSM: The Pudding / Pudding Factory / Re: New World: Bayborough (Bare Bones) on: 2010 April 13, 19:08:28
The lighter one is the one that comes base standard with CAW. The darker is the WA light Nile. Default game textures.

I tried using textures from both Martine and bsi and the tiling is even more extreme. You have some particular textures in mind that don't have this effect? I'd love to try them.

*ETA: The distant terrain visible in the ocean is not so visible in game. That's a CAW shot that shows the edges pronounced. I'm not sure what to tell you about my 6 year old mountains. Rolling mountainous hills combined with the distant terrain with use of the camera non-routing was meant as a backdrop to the town.  I do appreciate criticism, as it lets me know where to improve what. I'll see what I can do to improve my mountain making skills.
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