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1  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 June 01, 18:48:06
Hi. I had no FSE from a very long time. Suddenly it appears. I have all EPs and SPs (latest updates installed), no custom mods and packages except Awesomemod from May 9th (this year of course). I have sent my sim to university, he's living in the dorm. I noticed that when I enter build/buy mode and back to living mode, all sims living in this dorm got reset (no matter where they are before, they are suddenly appear next to the dorm main entrance). So I typed "fixall" command and:

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x000b4 callvirt   in Awesome.Careers.Awesome.Careers.Jerb:AllowAsCoworker (Sims3.Gameplay.Careers.Occupation,Sims3.Gameplay.CAS.SimDescription) ([35515380] [36726AA0] )
#1: 0x000d8 call       in Awesome.Careers.Awesome.Careers.Jerb:AddCoworker (Sims3.Gameplay.Careers.Occupation,bool) ([35515380]
  • )
#2: 0x00074 call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation,bool) ([35515380]
  • )
#3: 0x0000a call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation) ([35515380] )
#4: 0x00001 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:CheckCoworkers () ()
#5: 0x0008c callvirt   in Awesome.Awesome.BatBox:FixJerbs () ()
#6: 0x0000d call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([29B82520] )
#7: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (2A1966E0 [29B82520] )
</Error>
</FSE>

I'm using "fixall" command every time before saving my game (I'm saving my game every about 20/30 minutes of gameplay) and never had FSE before. After closing FSE message window whole simulation seems to work like before but now I'm not playing this game to do not make any more errors.

Thank you in advance for any info, what went wrong.

P. S.
Sorry for my english if I wrote something wrong way.
2  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD on: 2010 June 10, 20:16:14
If error 12 is a memory corruption issue, like the previous poster mentioned, than having your game save every hour or so should solve your problem. You said it only did this when you played for a long time without saving right? So don't do that anymore. Smiley

Might this be caused by insufficient amount of disk space for cache?

I guess it's not. Beacuse I have a lot of free disk space on drive, where game saves and got error 12 using latest base game + WA + HELS + latest AM for this set of packs. And I confirm, when I play longer then something about three sim days, then I get error 12 on saving. So, I save my game every one sim day (for safety), but I must back to main menu and load this game again. When I don't exit, then second or third try of saving finish with error 12 Sad
So I suppose that game have some memory leaks and EA can't find them.
3  Awesomeware / AwesomeMod! / Re: Awesomemod is not yet compatible with the expansion Pack on: 2009 November 21, 21:39:26
And why has EA not come to Pescado on bended knee, promising him anything necessary if only he'll head up their patch team?

Oh, because they suck.  Right.

Well, they're not suck at all... They brought to us Sims 3 with worst story driver ever... but they create Sims 3 Wink If EA wouldn't do that, then Pescado must write all Sims 3 from basics Grin But happily the only thing he should do now is create good story driver + fix EAxian stupid ideas implemented in the game Grin Maybe someday they employ Pescado and next EPs will have Awesomemod built in. Let's hope so Wink

By the way... Finally after over month of waiting, I have my own Worlds Adventures DVD on my desk... (Yeah, I know the world premiere is 17 of november but official premiere in Poland is 20 of november... why this country is always last???) and now I must get more patience and wait for AM compatible...
Greetings El Presidente, the whole group of hungry-for-adventures players waiting!  Grin
4  Awesomeware / AwesomeMod! / Re: Awesomemod and Expansion Pack not compatible on: 2009 November 19, 02:38:51
(...)
You can't have a folder with the same name as a file in the same folder in Windows. Fundamental.

As long as file don't have extension (or directory have the same extension in name as file does). Extension is treated as part of name of file.
Beacuse directory is a file with +d attribute (for those, who don't know). Suprise? Ha! I don't explain how it's possible, in this place. Who want know more ==> google.com  Cool
5  Awesomeware / AwesomeMod! / Re: Sims not eating or bathing on: 2009 November 14, 22:14:35
I think this could be usefull.
My game start to behaviour in the same way. I noticed it some time after installing new tuning mod, that need to replace gameplay.package file in Game/Bin directory with the new one. All other mods I have are tuning mods and they are new objects, cloths, floor tiles etc. (except AwesomeMod of course). Well, searching in houndred of files for this one or two making sims in my neighborhood not eating or bathing is horrible work! I restored the original gameplay.package (made backup before  Cool ) and all came back to normal. Strange is, that game don't show any error messages and Indie Stone Compatibility Checker don't show any conflicts.
If you ever replace gameplay.package, restore it to original and all should be back to normal.
6  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 November 02, 22:00:26
Nightwish, a lot of the rewards are pointless, especially at the lower point levels. If unplayed Sims purchased rewards every time they accrued enough points for one, they'd end up using them on the stupid rewards before they accrued enough for the 'hardly hungry' reward you want them to have.

Yes, I agree. I saw that issue some time after post that request. But it is not a problem... mod could "buy" only those rewards, that has an effect for other sims. Specially "hardly hungry", "cleany" (again don't know what it's name in english language version of the game, it makes sim rarely getting dirty and keep them clean more time) and "steel bladder" rewards.

By the way... very often I noticed that other sims on community lots standing, doing nothing for many sim hours and finally fall on the ground and sleep beacuse of out of energy. There is a lot of bench (for example in park), why they didn't return to their home or didn't get sleep on bench? They sometimes sleep on bench or return to home but very very rarely.
Yes, I have the latest version of AM and have set free will at max Wink
7  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 30, 20:12:21
[...]

If you never play the sims, why does it matter if they spend their points or not, as you won't see any benefit, or affect, and if you do play them, wouldn't it be better to give them the things you want them to have?

Well, I want them to have such rewards that make them less hungry or not so often to go wash themselve or go to WC and so on. Sometimes I switch to other sims for check how much points they earn and spend it for this rewards for them. They are part of my city, of my environment and for example when I flirt someone, then this flirt could have most chances to success if this sim is more happy and could be more happy if he is not hungry and is clean and so on. You're think is pointless... Well, then you do not turn this option on in aweconf, but I do. Then I don't need to switch to other families to spend their points, it could do automatically.

Anyway, I think such options is for turn it on/off just once and leave. Not for turn it on when I want to and turn it off for the next game run.

Plus it always takes my non-playing sims forever to reach anything worth spending, usually when I jump in to tweak them a little, to run my storylines for what I want them to be doing, they tend to have maybe 5,000 points, if they are lucky.

In my case, they sometimes even have over 40,000 points by completing their lifetime target! Really! Awesomemod make them to do that (don't know how, but this is happen)! And I glad this is happen. Then I could ask, what for they complete lifetime target, when they can't spend points earned by complete this target?
8  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 30, 00:56:36
The problem there is that if I play a sim at all, I want to be the one to spend those points.

I switch from one household to another a lot.  It's true that there are sims I never play that don't get to spend those points, but even then if I don't plan to play a sim I use the "lifetimehappiness" cheat right after creation to give him or her 50,000 and then spend it as I feel is appropriate for the character.

That's why this should be an option that you could turn on/off in aweconf.package Well for example you don't want to sims not from your household spend this points. But I want them to do that and I don't use cheats. I think there's a lot of players like me and a lot of players like you and it is sure that this should be able to turn on/off.
9  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 25, 22:16:50
Hey, I have an idea. I like AwesomeMod for story driver, that is getting better and better but sometimes when I switch for sim from other family, I see that he has as many "happiness points" (? that is the right name? Don't know beacuse I have Polish language version) to get some rewards such as free restaurant or or others that makes their needs decay lower. But they didn't do anything with these points. My idea is, mod could check if this happiness points is at least for first available reward (for begining, it's 5000) and get it for the sim. It is not matter what this reward is (except rewards that give some objects for a sim, for example, teleport or food replicator). That could make other sims life better. How about that? (If I'm clear...).
10  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 07, 16:04:13
If the green bar appears, that means they haven't finished the book. Once a Sim finishes a book, that's when the autonomy kicks in. The Sim autonomously does not reread that book ever again. And yes, it works for the playable Sims. Let the green bar fill up, and they won't reread it unless directed to.

It is absolutely clear for me. But when I want my sim to read book (no sim autonomous read but when I "told him" to do it) then the only thing that show me the sim completly read this book in past, it's this green bar not appearing. Then I must cancel this read command and choose another book and maybe this book is not read before... Problem is, I can't remember what books my sims read completly before! That's why I request option, that completly disables reread option not only for autonomous read but for player commands too. For example, like with cook book, when sim read how to make cookies, then when I want my sim to reread this book, the reread option is grayed. I want such behavior for all of the books. Of course it will be good to be able to switch this option to enabled or disabled in Awesome configuration (not all would want such behavior).
Do you know now what I mean? Is it clear now? Wink
11  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 September 28, 20:50:12
Hi!
I have request about NoAutonomousReread option. It is very usefull and it is something I waiting for, but I suppose it works only for NPCs, not for my sims. I can't remember what books my sims has read but I want them to do not read the same books. All I can do is tell them to read some book and watch is that green "reading meter" appears over sim head. If not, I cancel the read task and choose another book... but if there is a lot of such books, it's starting to be annoying :/ Could you add option that turns off the reread posibility for playable sims?

And one more question... how NoAutonomousReread option works? My sim wrote a lot of books, when I go to the library, they are there, I could read them but I never saw that NPC sims read them.
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