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1  Awesomeware / AwesomeMod! / Re: Loading Game Stallout - help please on: 2010 July 21, 08:42:03
You know, I had typed up this long post and then I realized... given the tone of your response, you wouldn't read it, or really give a damn.

So, thank you for the info.  I can do some troubleshooting with that.


As a side note, I feel sorry for you, because you can't answer a simple question without dissolving into whining and insults.  Contrary to what you insinuate, some people do come to this forum with legitimate questions.  More importantly, a huge number of people avoid contributing to this forum, because of responses just like yours.  After all, why speak up, when some smart-ass kid is just going to smack you down, so he can feel better about himself and high-five his buddies about how cool he is?


Well, hey.  Some people just can't help being what they are.  Sorry to say.  Maybe you'll grow out of it.



But thanks for the info, anyway.
2  Awesomeware / AwesomeMod! / Loading Game Stallout - help please on: 2010 July 20, 19:06:43
Hi guys, I made the mistake of patching to 4.2.32.7001 and now I cannot open any saved-games (or create new ones) that have Awesomemod.  I do have the latest version of Awesomemod, released mid-July 2010.  Here is what's happening:

The game starts up just fine.  No problems on the splash screen or intro.  It gets to the "load a game" screen with the swampy Ambitions background.  I can select a saved game, or try to create a new game, click the check-mark to begin... and sit, and sit, and sit.

The green loading bar gets to the very end, where just a tiny-bit is empty... and stops.  No more RAM is allocated to the process (topping out around 720,000-880,000k) and CPU usage falls between 25-40%.  I let it struggle for up to 15 minutes before ctrl-alt-deleting it out of its misery.  I've attempted loading several different saved games and one new game so far.

So how do I fix it, please?  Is it a problem with the patch, or Awesomemod, or perhaps a different mod altogether?  In another post here, Pescado noted that a stalled load-bar which is moving is the sign of a failed patch.  So I downloaded the 4.2 patch and did a manual re-patch (ignoring the game's various protests).  Still no luck.

Can someone give some advice, please?
3  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD on: 2010 June 05, 22:29:43
In reference to Inge's comment above, there are definitely non-Awesomemod problems with the game.  I have been running a completely vanilla, unmodded game with a fresh neighborhood... and have been having immense problems.  The entire computer will go into super-super-slow motion (sorry for the non-technical language).  Even on speed 4, one sim-minute extends to two "real" minutes (yes, if you can believe I sat through this and suffered an hour just to get the fool sim home).  Emptying his inventory seemed to help but only temporarily.  It seized up again when he was using a Harvester (a machine he had just invented) and seized up again while he was just inventing.  There was no change in RAM usage before, during, or after the siezes, staying steady around 880,000k.

All I can conclude is, Pescado, you are my hero.  If you can mod this buggy POS into a decent game, I take my hat off to you. Truly. Thank you for what you do, man.  You make Sims playable.

4  TS2: Burnination / Peasantry / Re: Pulled: Dizzy's Smart Serve 2g for OFB on: 2007 January 04, 10:28:08
Hey Jordi! Did you get a chance to work on the OFB Smart Serve yet? ;-)  *Good natured pestering!  I kid!*


Actually I'm posting to report something I didn't realize about Smart Serve before.  Apparently it contains code that conflicts with the "Don't walk away while cooking" mod.  (At least that's what the autoscan says.)  Has anyone else noticed this?  I wasn't aware Smart Serve kept my Simmies from burning down the house.  It's better than I thought! :LOL:
5  TS2: Burnination / The Podium / Re: Owned community coffee bar, sims don't pay! on: 2006 December 21, 08:59:22
Sorry to revive this old topic, but I'm having the same situation.  I've opened a coffee shop that's basically.... a hangout spot.  No one ever, EVER buys coffee.

Is there any luck that this issue has been fixed?  Maybe by Maxis (ha!) or more likely, TwoJeffs?

*looks hopeful*
6  TS2: Burnination / Oops! You Broke It! / Re: Invisible Visitors (With Pic) on: 2006 December 21, 02:55:55
LOL!

Okay I won't burn, burnate, OR burninate them!  I'll just glower at them and say "damn you, invisii-Sims!"
7  TS2: Burnination / Oops! You Broke It! / Re: Computer restarts while playing Sims--HELP! on: 2006 December 20, 11:03:25
LOL you guys are crazy. Smiley  I've gotta find this Hospital game just to see what you're talking about!


Anyway, I know I'm coming in a bit late coming in on this conversation, but I wanted to add my two cents.  For months I had a very similar problem with Windows restarting during Sims.  I went around and around with tech support trying to figure out wtf was going on.

As it turned out, part of the problem was an HP issue with the BIOS, for which there's now a patch on the HP site.

The other issue was the graphics card.  I too have an ATI (Radeon Xpress 200, if you're curious) and apparently there was a conflict with the display adapter driver (?) and Direct X 9.  (Forgive my uncertainty; I'm not a technowizard.)

Anyway, the outcome of the story was this: ATI told me to update my drivers, and HP told me to update my BIOS.  You might want to do the same, and check for updates to your drivers, BIOS, etc.  After I did that, my computer stopped exploding.



...Maybe now would be a good time to knock on wood?
8  TS2: Burnination / Oops! You Broke It! / Re: Invisible Visitors (With Pic) on: 2006 December 20, 10:51:21
Thyguy, I like your theory about partly-loaded Sims entering business lots.  I wonder if that could be a problem with the portal?  The only thing that makes me question the possibility is that the invisibility seems to happen again and again with the same handful of Townies.

I don't use Myne doors so I'm pretty sure those aren't causing the problem.

Maybe the problem will resolve itself when I install Pets.  *tries to look hopeful*
9  TS2: Burnination / Oops! You Broke It! / Re: Invisible Visitors (With Pic) on: 2006 December 20, 01:48:25
I have this exact same problem!  There are completely invisible Sims wandering around my business lots.  (I have OFB and FFS but not Pets.)  Has anyone had any breakthroughs / revelations on this?

A couple days ago, I posted the issue on Sims2Forum and someone replied that I had a "corrupted objects package," something like that.  (You know, the one that goes kablooey if Mrs. C. gets vamped?)  Unfortuntaely the mods locked my thread before I could reply to get more information... :-S


Here's my attempt at a work-around: First of all (and most importantly), none of the "Change Townie" mods / items I have work reliably.  So I used the Insiminator instead.  First I made the invisi-Sim "selectable," then changed their age to "Elder."  Voila!  They became visible wearing a new, randomly-generated outfit.  Then I changed their age back to "Adult," and they remained visible.

I saved and let that Sim exit the lot.  Yay, I thought. I've solved the problem!

...Two days later, that same Sim comes back to shop.  You guessed it; she's invisible again!


I very highly suspect this is an issue related to clothing changes on non-played characters.  I would say "Townies," except that someone else has problems with non-Townies behaving this way.

I'm going to keep working on this, and trying to narrow down what's causing it.  It's just a minor annoyance but... on the other hand, if I have a "corrupted" whatever... that could be really bad news.  The BFFOS kind of bad news, maybe? Sad
10  TS2: Burnination / The Podium / Re: Pets Fight Club? on: 2006 December 12, 13:01:56
Hmm, very true about the small dogs = funny.  I never quite understood the humor of being snapped at by a Schnauzer or lunged at by a Lhasa Apso.  But then again, I'm one of those people who go, "what's that? a mop without a handle?  I thought you said you had a DOG."  So perhaps I'm just a tad prejudiced ;-)

It's a pity pets don't have more attributes.  At least "body" and "logic."  Maybe not "mechanical."  (Fifi! Fix my busted carburator!)
11  TS2: Burnination / The Podium / Re: Pets Fight Club? on: 2006 December 11, 17:00:42
LOL! oh lord I didn't even think about that.  I can hear them now: "OMG Sims Hax0rz Allow Dog Fights!!one!"

I was interested more in increasing the fairness / realism of the fights, rather than hosting actual dog fights.  Although I suppose that could be theoretically possible...

But no, the current "fight winner" system just seems unfair.  Something about an itty-bitty poodle taking down a German Shepherd just doesn't sit well with me, you know?  ;-)
12  TS2: Burnination / The Podium / Pets Fight Club? on: 2006 December 11, 08:30:28
Hello guys!  I notice there's a newer shinier version of The Fight Club for the Pets Expansion, but the RTFM doesn't mention anything about the actual pets fighting.  It only seems to address werewolves and regular Sims.

So is there a Pet Fight Club in the making?  Or is there one that I've simply missed?

Please let me know!  Thanks.
13  TS2: Burnination / Peasantry / Re: The most violent Sims 2 hack ever. on: 2006 July 04, 06:38:43
Hey Veilchan, Treynutz, I don't know if you guys would still be interested (or if you already know this)  but Squinge eventually posted a "Get even with Mrs. Crumplebottom" over at MTS2:

http://modthesims2.com/showthread.php?t=151050


It works pretty well, too. Ah, sweet revenge ;-)


14  TS2: Burnination / Taster's Choice / Re: Testers Wanted: Sims 2 Collection Creator on: 2006 July 04, 06:27:19
Hi Jfade, I just downloaded your Collections Creator and I think it is a -fantastic- idea!  I don't know how long I've been frustrated with the way Maxis handles collections.

There's just one hitch, and this has nothing to do with how the program functions. It works just fine for me. The problem is, being significantly less awesome than most here, I have no idea what these files -are-.  I'm a skinner and clothing-maker, not a hard-core modder.  So when I look at "0043545ffffakka.package" my mind goes... "okay wtf IS that, and how do I know if I want to add it to this collection?" LOL!

(Yeah, yeah, okay. You can poke me with pointy sticks now! Tongue)

The point I'm making is that the "regular joe" trying to use this program needs some hint what the .package files actually are--i.e., a name, or picture, or description of the object needs to pop up when they click or right-click on the different items. Otherwise they're just going to stare at it in confusion and post really fucking stupid questions many support requests. Know what I mean?

But yeah, the existing program functions just fine. I'm just too dumb to know what I'm doing!  Cheesy
15  TS2: Burnination / The Podium / Re: Thanks Dr Boris! - Zeus arrived! on: 2005 September 30, 23:22:05
Thanks, Athena! I appreciate it.



Oh! and SJActress, to answer your question, .package files go right in the Download directory (or subdirectory, if you prefer). There's no unzipping needed. Smiley
16  TS2: Burnination / The Podium / Re: Thanks Dr Boris! - Zeus arrived! on: 2005 September 30, 21:34:38
Hi all! Question, where are the updated mods located?  I'd like to nab the updated fightclub if I could.
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