More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: snowbawl on 2009 November 23, 16:08:29



Title: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 23, 16:08:29
This thread is for people testing the latest beta version of AwesomeMod.  This is not for people who are still running the base game with 1.3 or 1.4 patch version of AwesomeMod.  Update your game BEFORE installing the beta.  And keep in mind this is most definitely a beta, use at your own risk.

Well, since I haven't heard any anguished wails of doom from the first testers, we can commence the public test. You can get the Base 1.7.9/WA 2.2.8 AwesomeMod here (http://beta.moreawesomethanyou.com/ts3/test/). Base and WA at the latest patch level seem to have the same core, so one item works for both, as mentioned.

As Pescado notes later, all files work in the same location as they always have (this may or may not be true, read the thread).  Also, for those of you too stupid to not know this already, make back-ups of anything you might not want to lose, and remove all other mods and CC before testing.  Start with a clean slate, add things back once you've figured out if AwesomeMod runs smoothly.  We don't want to hear your problems because you left some CC in that is actually the culprit.

Please report and discuss any problems, or post your questions here.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: WildCard on 2009 November 23, 17:04:38
Long time lurker, first time poster, mainly because AM has always worked flawlessly up until this latest update. While I don't seem to experience any random crashes, I have definitely gained a version of the 1 a.m. crash bug. I realize that this bug has its own thread, but it seems to be particularly attached to this update only, so I figured the report best fit here instead (also because the "use x story progression mod" didn't work out as a solution).

Edit: Finally figured out what my real problem is here. It seems like after installing this recent version of AM, the story progression will no longer work. It's like the 1 AM crash bug in that it crashes, I'm thinking, whenever AS is updating the people around town, therefore it occurs at a random time throughout the day. When I remove AM completely, everything works fine. When I toggle off AS, it crashes at 1AM (the EA story mode update time). Toggling story progression mode off completely removes the crashing issue.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Narmy on 2009 November 23, 17:20:24
I have a question:

Does the beta of AwesomeMod fix the bug in WA where your food spoils even in the fridge? I cannot play with such a glaring bug and for me it has been a race to see who will fix it first, AM or an official patch. I heard there will be no new features until it is stable but I was just curious.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 23, 17:25:01
I noticed in the download there is no config file to place in the game along with the mod.  Can we use the old config file?  Or just showconfig from within the game?  I have uninstalled and am reinstalling the game now to make sure it is totally clean.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: hanns on 2009 November 23, 17:33:21
I patched my game from 1.4.6 to 1.7.9, and started it up before replacing all my CC. I get an error message saying 'Unable to start game. Service initialisation failed (0x6224dd27).

What have I done wrong? D:


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Anria on 2009 November 23, 17:38:10
Does the beta of AwesomeMod fix the bug in WA where your food spoils even in the fridge? I cannot play with such a glaring bug and for me it has been a race to see who will fix it first, AM or an official patch. I heard there will be no new features until it is stable but I was just curious.

I don't know the answer to your question, but if it's really annoying you that much, try this mod (http://www.modthesims.info/download.php?t=364708).  I've found it works with WA.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lestergirl on 2009 November 23, 17:40:40
I have the WA expansion on a clean install no hacks except the Installer Monkey. I installed the 1.7.9/WA 2.2.8 version this morning. I used the old config file set to disable the Awesome Storydriver. The WA stalled at load screen. I removed Awesomemod and now it loads properly. I hope this info is helpful.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Narmy on 2009 November 23, 17:40:57
Does the beta of AwesomeMod fix the bug in WA where your food spoils even in the fridge? I cannot play with such a glaring bug and for me it has been a race to see who will fix it first, AM or an official patch. I heard there will be no new features until it is stable but I was just curious.

I don't know the answer to your question, but if it's really annoying you that much, try this mod (http://www.modthesims.info/download.php?t=364708).  I've found it works with WA.
Yeah I did see that mod, but I do not want it to spoil slower out of the fridge, I just want the fridge to work correctly. I am on level 9 of the culinary career and I am afraid to get promoted and have the reward fridge not work. I took that career path because I did not realize the quick spoilage was a bug at the time.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 23, 17:58:58
Please keep in mind that you, as a guinea pig, are testing this beta at your own risk.  If you do not know what you are doing or are unsure about things, DO NOT test it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ohels on 2009 November 23, 18:03:33
i know this sounds like a really pushy question but will this mod be officially downloadable (as in not in testing) soon? i just never had the awesome mod before and now i'd like to try it.. that was before i found out it wasn't compatible with this update!


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: DAZSims on 2009 November 23, 18:22:58
Well firstly i brought this game on the 17th, after following the sims l for a few weeks. i already knew i wanted to play with awsomemod.
but that was the day it expired, my game auto patched to 1.7.9 and when i put in the mod it  just froze on the loading screen.  that was the end of it.
I then brought WA which came at 2.0.6, and auto patched to 2.2. i then downloaded, 'AM puplic test file' put that in and still the game froze on the loading screen. this time at the start rather than the end

Im used to using mods on other games, but it doesnt mean ive maanged to put it in right, i think this is the most confusing one i've had so far.
The game worked fine both times as soon as i took out the AM package file. due to bad timming i havnt been able to play the game ive had for a week yet.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: graycurse on 2009 November 23, 18:24:31
i know this sounds like a really pushy question but will this mod be officially downloadable (as in not in testing) soon? i just never had the awesome mod before and now i'd like to try it.. that was before i found out it wasn't compatible with this update!

Testing means that people are going through and trying to break their games with the mod. If you're too afraid to test the mod/break your game, you want everyone to take a while to make sure that any issues have been fixed.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Crysill on 2009 November 23, 18:26:19
I've been testing this version of AwesomeMod with World Adventures installed and patched to 2.2.8.002002. The base game is patched to 1.7.9.002002.

Naturally, I've tested it while removing all custom content with the exception of TS3 Store booty. Everything I've tested seems to be working just fine for the patch, sans two problems that are instantly eliminated when AwesomeMod is removed:
1. Attempting to set up family relations via Create-A-Sim causes extreme mousefail.
2. A successful "Try for Baby" results in an instant crash with no errors/debugging options. This does not occur when no baby was made; it only occurs when I otherwise would have heard the bells.

These occur whether the game is new or saved, and persists for all families. It is most likely that my game has simply failed, but I thought I would put these out there to see if others have found the same things to occur. I do not ask for help solving them, merely whether other testers for this version of AwesomeMod with a similar setup experience the same issues.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 23, 18:27:08
I have a totally clean game, put in the framework and awesome mod and the game won't start.  It hangs on the WA screen.  If you would like a saved game, let me know, I'll be glad to link it to you.  If you want a saved game, let me know which one you want, from the base or WA folder.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Soggy Fox on 2009 November 23, 18:29:44
My only bug currently involves the game crashing withing minutes of starting.  I have no other mods and the only CC I have is store items.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tever on 2009 November 23, 18:33:46
Does the beta of AwesomeMod fix the bug in WA where your food spoils even in the fridge? I cannot play with such a glaring bug and for me it has been a race to see who will fix it first, AM or an official patch. I heard there will be no new features until it is stable but I was just curious.

I don't know the answer to your question, but if it's really annoying you that much, try this mod (http://www.modthesims.info/download.php?t=364708).  I've found it works with WA.
Yeah I did see that mod, but I do not want it to spoil slower out of the fridge, I just want the fridge to work correctly. I am on level 9 of the culinary career and I am afraid to get promoted and have the reward fridge not work. I took that career path because I did not realize the quick spoilage was a bug at the time.

Is it spoiling after just a few hours, like if you had left it out? And are you using the top level fridge? Food is meant to spoil in the fridge after a while (as it does in real life) and then you have to clean it out. The most expensive fridge doesn't do that.

Okay, after a few hours of trying to get this to work, I have discovered that AM does not work unless I move the framework into the WA folder. I am legal base game and Reloaded EP, latest patch. No other CC or mods yet. Before I moved the framework, it just got to the loading screen and stopped. Not froze, just sort of stopped. It's loading okay now, though.

EDIT
I have a totally clean game, put in the framework and awesome mod and the game won't start.  It hangs on the WA screen.  If you would like a saved game, let me know, I'll be glad to link it to you.  If you want a saved game, let me know which one you want, from the base or WA folder.
Yeah, this. It was hanging. Lady Moiraine, try moving your framework into your WA folder.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: bigpooh on 2009 November 23, 18:39:36
I have a totally clean game, put in the framework and awesome mod and the game won't start.  It hangs on the WA screen.  If you would like a saved game, let me know, I'll be glad to link it to you.  If you want a saved game, let me know which one you want, from the base or WA folder.

i had the same issue on a clean install. Make sure you install AM and the associated files in the WA directory and not the base game directory and remove any remnants from the base game as well. It worked for me after i moved it around.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Narmy on 2009 November 23, 18:41:20
Does the beta of AwesomeMod fix the bug in WA where your food spoils even in the fridge? I cannot play with such a glaring bug and for me it has been a race to see who will fix it first, AM or an official patch. I heard there will be no new features until it is stable but I was just curious.

I don't know the answer to your question, but if it's really annoying you that much, try this mod (http://www.modthesims.info/download.php?t=364708).  I've found it works with WA.
Yeah I did see that mod, but I do not want it to spoil slower out of the fridge, I just want the fridge to work correctly. I am on level 9 of the culinary career and I am afraid to get promoted and have the reward fridge not work. I took that career path because I did not realize the quick spoilage was a bug at the time.

Is it spoiling after just a few hours, like if you had left it out? And are you using the top level fridge? Food is meant to spoil in the fridge after a while (as it does in real life) and then you have to clean it out. The most expensive fridge doesn't do that.
Yes, it spoils within a day even when I put it in the fridge. (I have the most expensive fridge besides the culinary one.)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: DAZSims on 2009 November 23, 18:48:34
after reading Tever's post i went back and tryed every combination of mod and frame work i could think off. i now have frame work in base and WA with the mod file in WA. this is the only combination i have found so far that lets my game load instead of hanging around on the loading screen.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 23, 18:58:14
For true testing purposes I should have left it that the game won't load where the files were originally intended in the Sims 3 folder but my curiosity got the best of me and I too moved the files  to the WA folder and the game does play now.  Sorry boss, I know work arounds are not what you want to see.

But I do have the original saved game that would not load saved if it is needed.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 23, 19:42:44
I am running 1.7.9 base game AMBeta with only store content installed.  AwesomeBeta installed in ye old location.  No issues thus far if AwesomeStory is enabled.  If EA story progression is used, yep, you got it, crash to desktop at 1 a.m..  I do not use Indie, so did not test for that progression driver.  Happily, I use AwesomeStory and have no issues to report at this time under current config.  Will continue testing.

Edit:
Am experiencing random crashes to desktop


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: WildCard on 2009 November 23, 19:48:08
I am running 1.7.9 base game AMBeta with only store content installed.  AwesomeBeta installed in ye old location.  No issues thus far if AwesomeStory is enabled.  If EA story progression is used, yep, you got it, crash to desktop at 1 a.m..  I do not use Indie, so did not test for that progression driver.  Happily, I use AwesomeStory and have no issues to report at this time under current config.  Will continue testing.

Just wondering, how long, in-game wise, have you tested it so far? I have the same problem as you, and was able to run with AwesomeStory enabled for about 1 1/2 sim days before it crashed at 6 (AM or PM, I wasn't able to catch that before it crashed).

Also, it looks like I've got the same spoiled food problem as Narmy pointed out, sans-WA. The food spoils literally within about 8-12 sim hours after being stored steaming hot from the counter into the highest-end fridge.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 23, 19:49:10
Indiestone is no longer a valid story driver that works.

Also, remember that this is in BETA and it may not work as intended.

I'll test it myself tonight after I get home.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Greyform on 2009 November 23, 19:53:05
I have WA 2.2.8. Using AM alone, I'm getting a non-critical core mismatch at startup.

Reinstalled everything and now there's no non-critical core mismatch.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lion on 2009 November 23, 20:07:45
I have WA 2.2.8. Using AM alone, I'm getting a non-critical core mismatch at startup.

I'm WA 2.0.86, and I'm getting a non-critical core mismatch at startup, with everything else (which has been working, such as Twallan's super computers and such) taken out, and the 4 Cache files deleted. But I installed the mods folders under WA.

[Edit] Ok, I patched to 2.2.8, and no more non-critical core mismatch message.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 23, 20:08:21
I am running 1.7.9 base game AMBeta with only store content installed.  AwesomeBeta installed in ye old location.  No issues thus far if AwesomeStory is enabled.  If EA story progression is used, yep, you got it, crash to desktop at 1 a.m..  I do not use Indie, so did not test for that progression driver.  Happily, I use AwesomeStory and have no issues to report at this time under current config.  Will continue testing.

Just wondering, how long, in-game wise, have you tested it so far? I have the same problem as you, and was able to run with AwesomeStory enabled for about 1 1/2 sim days before it crashed at 6 (AM or PM, I wasn't able to catch that before it crashed).

Also, it looks like I've got the same spoiled food problem as Narmy pointed out, sans-WA. The food spoils literally within about 8-12 sim hours after being stored steaming hot from the counter into the highest-end fridge.

Ditto, 2 1/2 days in, crashed at about 6 pm.  Ditto on the food spoilage.

Edit: am getting random crashes now, does not seem to be any real rhyme or reason, just crashes.

Edit2:  Theorizing it is crashing on "pollination" story actions (getting pregnant)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tever on 2009 November 23, 20:14:36
AM in the WA folder (it just doesn't load in the base folder, sorry), I'm only getting a few hours in before it crashes. Maybe half a day? On a fresh save game, I have time to move a sim into a house, get a job, and skill at the library for a little while. If I play in 3X speed, it crashes in a couple minutes, but I get roughly the same amount of gameplay.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Soggy Fox on 2009 November 23, 20:25:41
The food spoilage is a bug in the EA code.  It was doing it before I installed Awesomemod.  So, if that helps anyway...


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: WildCard on 2009 November 23, 20:29:27
Edit: am getting random crashes now, does not seem to be any real rhyme or reason, just crashes.

Is that with AS still enabled? Because I'm pretty sure the reason why it is at random intervals is because AS updates its families at random intervals.

AwesomeStory runs at random points throughout the day and is actually least active at night because no one is awake to move.

So you're technically still getting the same crash problem, it just tends to happen at different points (unless you did in fact disable AS).


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 23, 20:32:44
Edit: am getting random crashes now, does not seem to be any real rhyme or reason, just crashes.

Is that with AS still enabled? Because I'm pretty sure the reason why it is at random intervals is because AS updates its families at random intervals.

AwesomeStory runs at random points throughout the day and is actually least active at night because no one is awake to move.

So you're technically still getting the same crash problem, it just tends to happen at different points (unless you did in fact disable AS).

Yep.  AwesomeStory is enabled, game will crash, seemingly, whenever it feels like it (I am assuming a story progression action is taking place when this occurs...possibly "pollination"/impregnation).

Question:
Have you (or has anyone) tested the 1.7.9 patched base game without AM?  I am assuming EA story progression works just fine in a vanilla game, yes?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: WildCard on 2009 November 23, 20:37:58
Yep.  AwesomeStory is enabled, game will crash, seemingly, whenever it feels like it (I am assuming a story progression action is taking place when this occurs).

Same here. You could always disable story progression mode for now until a solution is found. I've been playing for about a sim week without it, and everything runs just fine.

Why am I not surprised about EA being the culprit of the food spoiling? Oh well, my sim will have to live off cereal and juice for now.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Narmy on 2009 November 23, 20:42:52
Edit: am getting random crashes now, does not seem to be any real rhyme or reason, just crashes.

Is that with AS still enabled? Because I'm pretty sure the reason why it is at random intervals is because AS updates its families at random intervals.

AwesomeStory runs at random points throughout the day and is actually least active at night because no one is awake to move.

So you're technically still getting the same crash problem, it just tends to happen at different points (unless you did in fact disable AS).

Yep.  AwesomeStory is enabled, game will crash, seemingly, whenever it feels like it (I am assuming a story progression action is taking place when this occurs).

Question:
Have you (or has anyone) tested the 1.7.9 patched base game without AM?  I am assuming EA story progression works just fine in a vanilla game, yes?
What do you mean "tested"? I have been playing the patched game without AM if that is what you mean, with very few crashes to desktop.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Crysill on 2009 November 23, 20:44:18
Will continue testing.
Have you had a chance to test Family Relations in Create-A-Sim and/or impregnation? Although I'm testing with WA installed, confirmation that they work fine in at least one other setup would be excellent.

Regarding crashes: With EA story I, of course, crash at 1:00 AM. With AwesomeStory, I've yet to experience non-Try for Baby related crashes (Ran for about 2 Sim days, will keep trying until I experience a 'random' crash).

Regarding folder arrangement: I copied only d3dx9_31.dll from the Framework to the WA Bin folder. Only the base game has the Framework and AwesomeMod installed. Awesome features work fine for me (besides the issues mentioned in my previous post) with this setup.

EDIT: There it goes. Got through Day 3 without crashes (on a new game) before a 'random' crash occurred (using AwesomeStory).


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: WildCard on 2009 November 23, 20:57:12
Question:
Have you (or has anyone) tested the 1.7.9 patched base game without AM?  I am assuming EA story progression works just fine in a vanilla game, yes?


You're right. I have, and it does. It passes its 1AM mark without a single hitch.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Kasmira on 2009 November 23, 21:08:23
The EP has so many bugs, even without mods, that it's scary.  

Once, sending my people to China, the game loaded at the base and I had no sims to play, and when I got back to town the husband had a moodlet that they died (witnessing death and heartbroken).  They (mother and daughter) were still in his relationships as long distance.  He called them, invited them over and asked them to move back in.

Just the other day I sent my guy to Egypt for a second time.  A friend of his there had died of old age prior to that, but when he appeared at the base he had a negative moodlet of witnessing death, his LAST NAME was changed to the one person's last name AND he'd gained an adult daughter with a woman I'm not sure he even really knew that well...  And even the 'daughter's' half-sibling was in his relationship panel.

The food spoilage thing...

I'm sure many others as well that I just haven't come across.  I realize that this is the discussion for the Beta Testing, but I thought that knowing these existed before the Mod was installed might help future testing...  In case this happens in a testing game, one might see that it's the base game corruption and not the work of AwesomeMod.




Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Nemamiah on 2009 November 23, 21:12:24
Thus far the family relationship menu has caused mouse fail, going to see whether pregnancies will work. I've got a clean game and had to fiddle around a bit to get awesomemod to actually work. I'll keep updating, I want to help after all...

Edit: crashed on pregnancy music, looks like babies are a no go for now.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Keyan on 2009 November 23, 21:44:49
I have not played with awesome mod on WA long enough to notice food going bad in half a day but I am currently experiencing the 1 am crash, when I don't play with awesome mod it just continues like normal, also with awesome mod for before WA I had no problems with a 1 am crash.

Also this is on a note completely unrelated to awesome mod. My main sim is sparkling... Is there anyway to get rid of lifetime rewards?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 23, 21:59:40
Question:
Have you (or has anyone) tested the 1.7.9 patched base game without AM?  I am assuming EA story progression works just fine in a vanilla game, yes?
Yes I have.  In fact, I had the 1.7.9 patched base game and the WA expansion and all was going along very well (no custom content other than Sims 3 packs that could be installed with the launcher).  Game ran quite smoothly.  No spoiled food, no lag on loading, and no slowness at all until I moved the Sims to a much larger house.  Plants were also growing and getting harvested; the only thing I noticed about that was that the plants seemed to die much quicker than before.  So it seems to me that these problems have a lot to do with custom content installed as package files, as we've seen reported in the various threads.  Could be an EA plot to discourage use of such content (so they can sell more from the store, or in support of the TSR tool which exports Sims 3 packs?)  As I mentioned to you earlier, snowbawl, I am going to reinstall WA and resume testing. Will report back.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: dedust on 2009 November 23, 22:16:00
Are the debug options supposed to work? I have them enabled, but so far I've found no options to modify relationships or genealogy like I did before. WA and/or the removal of AM messed up family relationships, so I'd like to get them fixed.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Squirrel on 2009 November 23, 22:33:21
After installing the beta all building tools tool behaved strangely and tried to place the things on the first and second floor, too. Even when the view is on the ground floor. Never had this before I installed the beta.

This even affects the basement tool:
(http://img5.imagebanana.com/img/82dodcma/thumb/a.png) (http://img5.imagebanana.com/view/82dodcma/a.png) (http://img5.imagebanana.com/img/9z3886yw/thumb/b.png) (http://img5.imagebanana.com/view/9z3886yw/b.png)

Then I noticed, as already reported at MTS, that the "Max Sliders to 50" increase isn't really working. (In UI.dll -> CASFacialBlendPanel.AddSliderGridItem there is a "20" that needs to be replaced by "50", too).

Apart from that I had no issues, yet.

I have 1.7.9 without WA.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 23, 22:39:12
I can confirm that beta crashes on "try for baby" in the 1.7.9 base game (this jives with Crysill's findings in WA).  Random crashes perhaps are not random and are caused by the "pollination" story action, as that is the only story action I have not seen go through.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 23, 22:46:25
Reinstalled Sims 3.
Installed World Adventures.
Patched to 1.7.9/2.2.8
Installed framework in base game.
Downloaded and installed AM beta.

Game not loading with awesomemod. No crashing, no errors, no messages, mouse thingie swirls around, but nothing happens. Windows says program is running, just nothing loading up.

Removal of awesomemod file again results in successful loading.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: eldisia on 2009 November 23, 22:47:50

Just the other day I sent my guy to Egypt for a second time.  A friend of his there had died of old age prior to that, but when he appeared at the base he had a negative moodlet of witnessing death, his LAST NAME was changed to the one person's last name AND he'd gained an adult daughter with a woman I'm not sure he even really knew that well...  And even the 'daughter's' half-sibling was in his relationship panel.


I had basically the exact same problem the other day. I sent my girl to Egypt with her daughter because her dad was from Egypt but when I got there she was heartbroken from witnessing death of some old random guy. I was looking through relationships to see if he was still there via bugs when I saw a teenage boy with the family icon. 'Son'. The old guy I saw in family tree had taken my last name and now I had this almost full grown son, in Egypt no less.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 23, 22:50:50
Reinstalled Sims 3.
Installed World Adventures.
Patched to 1.7.9/2.2.8
Installed framework in base game.
Downloaded and installed AM beta.

Game not loading with awesomemod. No crashing, no errors, no messages, mouse thingie swirls around, but nothing happens. Windows says program is running, just nothing loading up.

Removal of awesomemod file again results in successful loading.
Some people have reported success with the framework, etc. in the WA directory.  You could try that.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 23, 22:52:23
Will do. Does it matter if I double up on framework (both base and WA folder), as long as I have only one set of packages?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 23, 22:54:14
Not sure about that. I believe I read somewhere in one of the threads here that someone had tried this with success.  I know personally that the game would not load for me when I had the framework in the base game directory.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 23, 22:57:59
Left the framework in base folder without any further modification (except removal of files in mods folder)

Installed framework and awesomemod beta in World Adventures folder resulted in success.

All humans destroyed, one sim moved in, no bugs encountered so far.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tever on 2009 November 23, 23:09:00
Will do. Does it matter if I double up on framework (both base and WA folder), as long as I have only one set of packages?

I read somewhere, think it was Twallan's board, that doubling up doesn't seem to hurt anything yet, but that as time passes it could cause the game to become cluttered up and laggy.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 23, 23:26:40
Indiestone is no longer a valid story driver that works.
The massive changes to the game and engine render Indiestone non-viable. As the Indiestone project is abandoned now, we have stopped support for it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: KevinGoth on 2009 November 23, 23:33:09
Im so Confused..
Im not sure if im putting AM in the right place?? i put AM in the mods folder on my base game and i dont know wht else i have to do???
Can anyone help?
cause my game wont load. im not sure wht i have to do with the framework?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 23, 23:42:43
Kevin,
do you have the right version awesomemod? Framework goes into the root folder of the game/expansion.

Also, read just above, it wouldn't load for me in the base folder either, but in World Adventures it went fine. Try that. And make sure you're actually using the awesomemod beta linked in the other "expansion" thread, and not just the current download thread one.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Orange on 2009 November 23, 23:44:54
Running basegame on the latest patch.
Crash when playing with EA storymode and awesomemod loaded as expected.
No crashes yet with Awesome story driver. What should I try to do in order to break it?



Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 23, 23:48:40
Yep.  AwesomeStory is enabled, game will crash, seemingly, whenever it feels like it (I am assuming a story progression action is taking place when this occurs...possibly "pollination"/impregnation).
Fixed.

Then I noticed, as already reported at MTS, that the "Max Sliders to 50" increase isn't really working. (In UI.dll -> CASFacialBlendPanel.AddSliderGridItem there is a "20" that needs to be replaced by "50", too).
Fixed it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 23, 23:49:47
Im so Confused..
Im not sure if im putting AM in the right place?? i put AM in the mods folder on my base game and i dont know wht else i have to do???
Can anyone help?
cause my game wont load. im not sure wht i have to do with the framework?
Move the framework and the package file(s) - i.e. AwesomeMod into the World Adventures installation directory, or you apparently can have the framework folders in both the base game directory AND the WA directory, however some are finding that AwesomeMod works when placed in the WA directory. (See the post by GuardianPegasus - six posts below this one.)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 23, 23:56:17
AwesomeMod works for me placed in the base-game directory, but the framework DLL must be placed with WA as well.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 24, 00:03:29
Im so Confused..
Im not sure if im putting AM in the right place?? i put AM in the mods folder on my base game and i dont know wht else i have to do???
Can anyone help?
cause my game wont load. im not sure wht i have to do with the framework?
Move the framework and the package file(s) - i.e. AwesomeMod into the World Adventures installation directory, or you apparently can have the framework folders in both the base game directory AND the WA directory, however some are finding that AwesomeMod works when placed in the WA directory. (See the post by GuardianPegasus - six posts below this one.)
AwesomeMod works for me placed in the base-game directory, but the framework DLL must be placed with WA as well.
Pescado would be the expert on this.  I would try his suggestion.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Akadai on 2009 November 24, 00:07:56
Hello, I'm a long time lurker, first time poster. I decided to try out the beta of this build of awsomemod with WA

With my current configuration of awsomemod, things seem to be running smoothly. I don't experience random crashes like anyone else, and over all it seems to run as it used to. There are a couple issues I'm having though. The first noticeable one is that my sims run everywhere like they're on some surger high. I thought maybe it was linked with auto athletic selector, but even with it disabled, they continue to run everywhere, doing any action. Even if it's just a small distance in the same room. This only happens with amod installed

The 2nd, which I'm not sure you're already aware of or not, but I am unable configure any tomb objects while trying to tomb create. These tomb creation options are linked to shift+ctrl click. Nothing shows up but "Nuke". So I decided to re-configure amod to allow debugging, but this only brings up debugging options with the tomb objects, and not the options you need for tomb creation. Without amod installed, the tomb objects have shift+ctrl click options turned on by default with no cheats required (aside from buydebug to allow access to the tomb objects). So I suspect the whole "nuke" thing with amod is overwriting these options


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 24, 00:09:16
I have just had the Wolff family die in France.  I sent them separately.  There is the arrow to click for home and instead of going back to the home base, they die.  I have no other hacks, only Riverview and some paintings and furniture, the awesome mod is the only hack I have in my game.  It is still in the WA folder.  I honestly don't remember having the "click to return home" arrow the first time I played the quest in France but I might have, I'm going to put a new game in and see if it keeps happening.  Also, Morgana Wolff did that weird arms straight out to the side thing when she got off her scooter in France.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: mildlydisguised on 2009 November 24, 00:16:02
Running patched WA.  Loaded saved test game where sim was in France.  Play for around 30 sim minutes and sim poofs into the air, icon disappears from the screen too.  This has happened multiple times.  Also the base camp is shown but not with a 'home' icon on the hood map.  When I tell my sim to go home, he doesn't head for the base camp.  Not sure whether this is a problem because my saved game is pre-awesomemod, I wouldn't have though that it mattered though.  Has anyone else encountered problems whilst in the travel hoods?  I will try a fresh test game started in the base hood tomorrow.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tangie on 2009 November 24, 00:21:46
Sims have the 'click to go home' option while traveling, but it is supposed to send them back to their base camp, not kill them dead. Very strange. My sims have always headed back to camp after clicking on it.

Also, I noticed when playing yesterday that it didn't seem to matter whether I put food in the frig or not - it will spoil within 10-12 hours either in the frig or left on the counter. It appears that it is the refrigerators that are broken. The very first time I played I did not have any CC other than launcher installed items, and I'm sure I still had the food spoilage thing. Of course this would have been after the 2.0.8 patch but before the final 2.1.6 patch.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 24, 00:25:00
The 2nd, which I'm not sure you're already aware of or not, but I am unable configure any tomb objects while trying to tomb create. These tomb creation options are linked to shift+ctrl click. Nothing shows up but "Nuke". So I decided to re-configure amod to allow debugging, but this only brings up debugging options with the tomb objects, and not the options you need for tomb creation. Without amod installed, the tomb objects have shift+ctrl click options turned on by default with no cheats required (aside from buydebug to allow access to the tomb objects). So I suspect the whole "nuke" thing with amod is overwriting these options
How does one access Tomb Creation normally? Provide full details, as I don't actually get to play. I can't see any obvious references to CRTL-Shfit anywhere, although I tried rearranging things a bit.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 24, 00:32:11
I went through the tomb in France (Celtic Foray) and had no trouble with colllecting the items or doing the quest.  And I see what the problem is with the arrow.  The awesome mod says Return Home but it is supposed to say Return to Base Camp.  That is why the sims died I guess.  I think Thornton actually has come back to the game somehow because Morgana talked to him on the phone when she was inside the tomb, he also showed up grayed out with the other sims in Sunset Valley so he might actually be there.  I have a feeling Morgana will somehow come back to the game also, but I wanted to report what the arrow should read, not Return Home but Return to Base Camp.

To enter the tomb you have to be given the quest.  BUT if the quest is not completed and the initial clearing out of the fisrt door has been started, another sim can be given the same quest and pick up where the first sim left off.  The country does not reset itself after each sim visits.

Also, in order to do the buy and build modes in a country, you must have testingcheatsenabled true on if you don't have the config file with the awesome mod or if you are not using the awesome mod, that is part of the game itself.  Although it would be nice to be able to unlock the ability to build on a lot without having a sim on it, you have to unlock a code and I have not found out how to do that yet and testingcheatsenabled true does not help in that case.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Buzzler on 2009 November 24, 00:34:52
Yep.  AwesomeStory is enabled, game will crash, seemingly, whenever it feels like it (I am assuming a story progression action is taking place when this occurs...possibly "pollination"/impregnation).
Fixed.
Verbose, please. What was actually bugged and where? Whatever you did, it made the impertinent script errors I was experiencing (without AM) go away.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tangie on 2009 November 24, 00:52:36
The 2nd, which I'm not sure you're already aware of or not, but I am unable configure any tomb objects while trying to tomb create. These tomb creation options are linked to shift+ctrl click. Nothing shows up but "Nuke". So I decided to re-configure amod to allow debugging, but this only brings up debugging options with the tomb objects, and not the options you need for tomb creation. Without amod installed, the tomb objects have shift+ctrl click options turned on by default with no cheats required (aside from buydebug to allow access to the tomb objects). So I suspect the whole "nuke" thing with amod is overwriting these options
How does one access Tomb Creation normally? Provide full details, as I don't actually get to play. I can't see any obvious references to CRTL-Shfit anywhere, although I tried rearranging things a bit.

From what I have gathered, and I haven't tried any of this yet, you enter buy mode, turn on testingcheats, then enter 'buydebug on' in the console.  This opens up a whole category of tomb objects like doors, locks, traps, etc. After placing them, these objects have to be linked - and that is accomplished by cntrl + shift + left click.

ETA: Here is a quote from someone explaining how to hide stairs and then put in a floor panel to open them:

"For my staircase, I've selected the floor panel. Now, here comes the important part. To make my staircase invisible, CNTL + SHIFT + LEFT CLICK
on the staircase. Several options should pop up, select the HIDE option. Your staircase should go invisible. Now CNTL + SHIFT + LEFT CLICK
on the floor panel, and select the LINK TRIGGER option and STEP ON.  Go back to your staircase and SHIFT + LEFT CLICK on them. Select the
option LINK TO ACTIVATED BEHAVIOUR and then APPEAR. You have now told your stairs to appear when someone steps on the floor panel."

From here (be warned this is EA and there is crappy music which CAN be muted thank goodness): http://www.thesims3.com/contentDetail.html?contentId=129855


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Process Denied on 2009 November 24, 01:08:51
I can't seem to find where I can get my hands on this.  I am currently playing a throw-away neighborhood----so I'm game.

Thanks, Tangie.  I missed the quote.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tangie on 2009 November 24, 01:14:38
I can't seem to find where I can get my hands on this.  I am currently playing a throw-away neighborhood----so I'm game.

Go to the very first post in this thread and read the fine print.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Akadai on 2009 November 24, 01:15:52
The 2nd, which I'm not sure you're already aware of or not, but I am unable configure any tomb objects while trying to tomb create. These tomb creation options are linked to shift+ctrl click. Nothing shows up but "Nuke". So I decided to re-configure amod to allow debugging, but this only brings up debugging options with the tomb objects, and not the options you need for tomb creation. Without amod installed, the tomb objects have shift+ctrl click options turned on by default with no cheats required (aside from buydebug to allow access to the tomb objects). So I suspect the whole "nuke" thing with amod is overwriting these options
How does one access Tomb Creation normally? Provide full details, as I don't actually get to play. I can't see any obvious references to CRTL-Shfit anywhere, although I tried rearranging things a bit.

Basically, you enter a lot (let's say a sims home for example). Then create a basement where you may want to make into a tomb. You enter "testingcheatsenabled true" and then "buydebug" (buydebug apparently doesn't work without testingcheats enabled). In the normal buy menu, a new "?" icon will appear. When you select it, it will list various tomb objects, and even item spawners such as gems, seeds, fish and so on. Buydebug only enables the ability to buy these special items and nothing else. So you go to the tomb tab, and select your tomb objects. For example, you place a rotating door you want to be hidden from the sim

After placing the door on a wall, you must then shift+ctrl click on it to tell it what you want the door to do. If you want it to be locked, hidden, to close automatically after you walk through it, as well as setup trigger settings (if the door should be linked to some sort of switch). All tomb objects are placed, and then shift+ctrl clicked on to setup thier options

No debugging cheats need to be entered to use this (aside from the one already mentioned). With amods debugging enabled, actual debugging options show up that would probably be used for dev testing that are no use to any normal player. None of these debugging options enable the ability to setup the objects to act like tomb objects (can't link triggers and so on)

To go into further detail, when shift+ctrl clicking on a "Torch Lever" (without amod) it will list: "Activated behavers..." , "Link triggers..." , "Triggers" , "Disable (or enable) Lever" , as well as a few others. With Amod installed, nothing is there but "Nuke". With debugging turned on, none of the above options are listed either, instead seperate debugging type ones are (and Nuke still shows up as well). Don't know if you want a list of the debugging options listed or not. Hopefully this helps some


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: MistyBlue on 2009 November 24, 01:17:31
It's just "buydebug". That will enable a new category in buy mode.

I just started testing this and I had a CTD. This is the first time I have experienced it with AM since the very early days of development. I didn't catch what time it happened, but it was night and could very easily have been around midnight. Other than that, it has been working fine.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Akadai on 2009 November 24, 01:37:08
It doesn't work unless testingcheats is enabled. Otherwise it gives a "invalid command" error. If amod is installed, testingcheats enabled is automatically turned on by default. "buydebug" is also not shown in the "help" list until testingcheats is enabled as well

This is how it is for my game, and if it's any different for others, I'd find it abit odd, but wont rule out the possability


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: daistarr on 2009 November 24, 01:40:05
I have updated to the latest 2.whatever patch and I am running Windows 7 and no other mods. It starts to load the game and 2/4 of the way it crashes. I am not sure if this DasmxX86Dll.dll is important it says it isn't found in my crash report. See below

[Instruction data]
00bf0f95 => DasmX86Dll.dll not found.

If you want my crash report I will post it, let me know.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 24, 01:49:15
And I see what the problem is with the arrow.  The awesome mod says Return Home but it is supposed to say Return to Base Camp.

I don't know if Pes has fixed this, but in my game while in China, the arrow says return to base camp, and sends my sim back to base camp without any problems, haven't tried all regions yet.

AwesomeMod works for me placed in the base-game directory, but the framework DLL must be placed with WA as well.

I placed a copy of the d3dx9_31.dll and the Resource.cfg files into their respective locations in WA, then installed AM into the base game folders, where it use to go, and so far haven't encountered any strange behaviour, and no crashes yet, but time will tell.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 24, 02:21:48
Awesomemod Config Utility packages works with this beta version. I changed some values just to see from default, and they persist in the showconfig menu. Go nuts with the awesomeness now!


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 24, 02:39:16
And I see what the problem is with the arrow.  The awesome mod says Return Home but it is supposed to say Return to Base Camp.


I don't know if Pes has fixed this, but in my game while in China, the arrow says return to base camp, and sends my sim back to base camp without any problems, haven't tried all regions yet.

No, they are not fixed yet, I am in France with some new sims and it still says "Click to Go Home"  It should say, Click to return to Base Camp.  I just downloaded the newest version of the beta mod from today at 5:something pm.


I placed a copy of the d3dx9_31.dll and the Resource.cfg files into their respective locations in WA, then installed AM into the base game folders, where it use to go, and so far haven't encountered any strange behaviour, and no crashes yet, but time will tell.

I have just tried that now also and it does seem to be working.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: daistarr on 2009 November 24, 02:44:26
Egnor my earlier post I forgot that was SecuRom of which I have removed and has nothing to do with my game crashing.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Akadai on 2009 November 24, 02:55:34
The latest version seems to have fixed the ctrl+shift click on tomb objects. My sims however are still running around like hyper active children. They seem to move at normal speeds until you direct them to move somewhere by clicking on the ground to tell them to go to that spot. They then automatically decide to run to that spot. From there on, it's like they're stuck on run when doing anything. The patch for WA makes it so that sims no longer run indoors (stated in the patch notes). I noticed this right away as a sim came home from work, ran to the front door, and the moment he hit the inside, he went to a walk, where as before they would continue running (this is only if amod is not installed)

So something with amod is causing it, but I'm not sure which setting might be doing it, if it's one of the options to enable/disable, or not. Not sure if anyone else is having this issue, as I haven't seen any others say anything about it. That or perhaps they don't mind thier sims running around doing thier tasks as if thier life depended on getting to thier destination as quickly as possible


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 24, 03:01:07
Awesomemod in my game (with or without awesome config) is causing all travel destinations to crash me to desktop at 10-15% loading. At first I thought perhaps killing of all the NPCs there with "destroyallhumans" was responsible, but removing awesomemod results in successful loading.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: anthonyfatale on 2009 November 24, 03:06:58
Very excited about the update.

Just installed to the original mod folder; the game stalls at the WA load screen, same happened when moved to the WA directory.

I'm on a mac and I don't know if that is why it would be acting this way. Installing to a clean game.
 :( :-*


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 24, 03:12:37
No, they are not fixed yet, I am in France with some new sims and it still says "Click to Go Home"  It should say, Click to return to Base Camp.  I just downloaded the newest version of the beta mod from today at 5:something pm.

I just noticed something strange.  After going into a saved game, the "click to go Home" was showing, and tried to send my sim home, I was also unable to use the phone for anything, no options came up.  Before I exited and restarted the game, everything was fine, just as it should have been, but going back into a saved game (which was started new with AM installed) the problem showed.  I wonder if it is something with the way the game is saving, or loading from the save that is causing the problem.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Keyan on 2009 November 24, 03:14:49
So is there anyway to fix the 1 am crash? I haven't had any problems before WA with AM. The only way I knew it happened at 1 am is watching the clock and for the split second that the game froze before crashing to the desktop. Also is there plans to add the new skills into the things you can have awesome mod do? Like the martial arts broken into the three different sub-tasks like with the body skill?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Kendall on 2009 November 24, 03:19:56
No, they are not fixed yet, I am in France with some new sims and it still says "Click to Go Home"  It should say, Click to return to Base Camp.  I just downloaded the newest version of the beta mod from today at 5:something pm.

I just noticed something strange.  After going into a saved game, the "click to go Home" was showing, and tried to send my sim home, I was also unable to use the phone for anything, no options came up.  Before I exited and restarted the game, everything was fine, just as it should have been, but going back into a saved game (which was started new with AM installed) the problem showed.  I wonder if it is something with the way the game is saving, or loading from the save that is causing the problem.

I'm having the same problem like you too. The phone is not usable and I discovered that if you are on vacation while installed AM, you'll probably get "Click to go Home" on the arrow button. But if you're in the original neighbor enwhile AM is installed, the phone would work and when going on vacation, the arrow button would say "Click to return to base camp", and everything seems to be fine. That's so far what I've gone through.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Greyform on 2009 November 24, 03:24:50
The latest version seems to have fixed the ctrl+shift click on tomb objects.

Okay, I'm not getting this. Even with no mods at all, ctrl+shift+left clicking on tomb objects that I buy with "buydebug on" isn't giving me any options at all. Are you sure there isn't something else you have to enable?

ETA: My problem is solved thanks to rum nate.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: rum nate on 2009 November 24, 03:28:32
Greyform, are you in build move or live mode when trying to set up tomb objects? You have to be in buy/build mode to be able to set up tomb items.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: KevinGoth on 2009 November 24, 03:41:05
Ok, so I did download the right AM but u say put it in the directory? What folder is that? Game/bin folder or... Which folder?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 24, 04:12:54
Im so Confused..Im not sure if im putting AM in the right place?? i put AM in the mods folder on my base game and i dont know wht else i have to do???Can anyone help?cause my game wont load. im not sure wht i have to do with the framework?
Move the framework and the package file(s) - i.e. AwesomeMod into the World Adventures installation directory, or you apparently can have the framework folders in both the base game directory AND the WA directory, however some are finding that AwesomeMod works when placed in the WA directory. (See the post by GuardianPegasus - six posts below this one.)
Quote from: J. M. Pescado link=topic=17330.msg502026#msgain502026 date=1259020577
AwesomeMod works for me placed in the base-game directory, but the framework DLL must be placed with WA as well.
Pescado would be the expert on this.  I would try his suggestion.
KevinGoth, I have quoted above the original posts on this matter.  You need to install the "framework."  If you downloaded AwesomeMod from the beta link in the very first post in this thread, there should also be a RAR file in your download which contains the framework. You will unzip that file and install the (still empty) files in both places (that is to the base game root installation directory and also to the World Adventures root installation directory (this is most likely C:\Program Files, or in the case of a 64-bit operating system it would be C:\Program Files (x86)).  Also within that RAR file will be a file called d3d9_31.dll.  You will need to copy that into the Game>Bin folders of BOTH directories.  There is also a file called Resource.cfg.  If I am correct, that file needs to be placed into whichever root directory you have installed AwesomeMod.

As far as the actual placement of AwesomeMod, I would suggest you begin Pescado's way (i.e. base game installation directory - Mods>Packages) - and then, if that does not work, try to install it to World Adventures.  Remember to move the Resource.cfg with AwesomeMod.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: avitous on 2009 November 24, 04:38:05
I am simply running in Live Mode with my sims and have thrice gotten an error message. I took a screenshot of each, but they look the same. (Maybe there is a difference I am not seeing?)

The First (http://i8.photobucket.com/albums/a19/forever_outside/AwesomeMod_error.jpg) occured after the Wife maxed out on the second level gardening book. The Husband was making lunch.
The Second (http://i8.photobucket.com/albums/a19/forever_outside/AwesomeMod_error2.jpg) happened after the Husband had just achieved a Wish to clean the counter where the food processor is. Wife was reading.
The Third (http://i8.photobucket.com/albums/a19/forever_outside/AwesomeMod_error3.jpg) happened while the husband slept and the wife read. Nothing extraordinary happened.


I hope this helps. I am sorry if I cannot be any more help, if any. I just wish to help AwesomeMod out as much as I can. It live sby its name. :)

EDIT: Just got a Fourth. (http://i8.photobucket.com/albums/a19/forever_outside/AwesomeMod_error4.jpg) Wife is showering. The message appeared instantly when I paused.

**Also, I noticed the no-mosaic isn't constant. The mosaic appeared when she used the toilet, but there are no mosaic entering the shower.

EDIT: Assuming they are all the same message, I won't post more pictures. (Have them if you want them, though.

Hit number Five occured after I used space to switch to the Husband, then tried clicking on the Wife's portrait so I could click her to go to bed. The error appeared, stopping me from clicking on the portrait right away.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 24, 04:43:02
Here's a strange one, and I don't know if it's the game itself or awesomemod.

Family 1 is making nectar.
I change households to Family 2.
Suddenly I get a popup asking me what to call this batch of nectar.
I go back, and sure enough, the guy is standing at the nectar machine, nectar finished, about to take the bottle into inventory.


EDIT: Also, and this I am very sure is an EAxis bug, some plants and trees very irritatingly keep showing up when you're on a basement level, which is stupid, because everything else above ground is completely blacked out.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: avitous on 2009 November 24, 04:55:07
Okay, so the messages are all related to AwesomeStory. (I'm feeling stupid now.) I'm going to turn it off and go with the EA story with AwesomeMod edits.

ALSO! Is anyone having a problem with the "Save and Quit" Option? I've tried it twice now, and all it does is save. There is no quiting involved. Anyone else with this problem?
EDIT: Well jeez, three's a charm I guess. Third attempt worked with "Save and Quit."


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Kasmira on 2009 November 24, 04:58:51
Just the other day I sent my guy to Egypt for a second time.  A friend of his there had died of old age prior to that, but when he appeared at the base he had a negative moodlet of witnessing death, his LAST NAME was changed to the one person's last name AND he'd gained an adult daughter with a woman I'm not sure he even really knew that well...  And even the 'daughter's' half-sibling was in his relationship panel.
I had basically the exact same problem the other day. I sent my girl to Egypt with her daughter because her dad was from Egypt but when I got there she was heartbroken from witnessing death of some old random guy. I was looking through relationships to see if he was still there via bugs when I saw a teenage boy with the family icon. 'Son'. The old guy I saw in family tree had taken my last name and now I had this almost full grown son, in Egypt no less.

I guess Egypt is full of body snatchers!  Beware of Egypt!


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 24, 05:32:50
I have storymode off, however the game continues to respawn and move in new NPC families in travel destinations. Guess I'll change all the residential lots to vacation homes.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 24, 05:35:01
**Also, I noticed the no-mosaic isn't constant. The mosaic appeared when she used the toilet, but there are no mosaic entering the shower.

If you are using AM to remove the censor blur, then this is normal behaviour, and RTFM.  

If you are using a different no mosaic mod, and there are a few available, then it may be the mod, and there are reports some of the no mosaic mods didn't work right with 1.7/WA, in which case try a different mod.  I use a different mod, which also removes the blur when using the toilet, and I haven't had a problem with it.

Here's a strange one, and I don't know if it's the game itself or awesomemod.

Family 1 is making nectar.
I change households to Family 2.
Suddenly I get a popup asking me what to call this batch of nectar.
I go back, and sure enough, the guy is standing at the nectar machine, nectar finished, about to take the bottle into inventory.

What's so strange about it?  Sounds like normal behaviour to me. 

You do realise that when you switch active households, the other household will continue with whatever they were doing?  In your case, Family 1 continued to make nectar after you switched to family 2, so at some point they would have finished making the nectar, and hence the notice to name it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 24, 06:09:41
Well then, maybe it's just me but I don't appreciate popups unrelated to the current lot. Imagine if you exit the game that day and start another family the next day or week or so, you'll have no clue what that other popup was about.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Sigmund on 2009 November 24, 06:21:04
Um, why not just disable the notification option in the config tool? Or does that only work for the story progression pop ups?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coltraz on 2009 November 24, 06:24:31
I reinstalled the basegame and installed WA, patched it to the latest patch, put Awesomemod in my base game directory. I played for about 20 minutes with AM running smoothly. I sent my Sim to France and as he was exploring a tomb, the game crashed to desktop. I have no idea why. I'm hoping it was something to do with having beta AM in my game. Would the MDMP or text file that resulted due to the crash be of any use to anyone?

Also, can we use our old config files with this new AM?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 24, 06:27:09
I received 3 FSE pop-ups in relatively quick succession as I was using the Ctrl-Click menus to test some AwesomeMod features.

The first occurred when I attempted to raise the visa level of a Sim; the second occurred when I used Ctrl-Click on the refrigerator to have the same Sim "learn all recipes" - this was successful & resulted in her acquiring all of the "foreign" recipes; the third occurred when I used the Ctrl-Click on Sim menu to give the Sim a raise, which was ultimately also successful.

They appear to be similar in content.  "Exception has been thrown by the target of an invocation.  SystemNullReferenceException:  All mention Awesome Story Bus Random Toadings".  I have the pictures if you want to see them.



Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: googlyman on 2009 November 24, 06:40:27
I have two errors which may be related.

Upon traveling to China I noticed that my sim's needs never went up or down. No hunger, no fun, no energy, etc. On top of that, My sim did not gain any progress from any skills. The two that I attempted were athletics via Swimming and Sim Fu via Training Dummy. The progress bar sat at one little notch.

One more bug comes to mind, but I don't know if it is EAxis fault or an issue with AM, but one of my sims became a partner and immediately bought out the Bistro in Riverview, and after that he continuously went into the bistro for drinks, even while full, until I ordered him to do something.

Keep up the good work Pescado and I'll report any thing else I find.

EDIT: When I attempt to Report the opportunity/adventure "Seeking Adventure" nothing happens.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 24, 06:56:18
They appear to be similar in content.  "Exception has been thrown by the target of an invocation.  SystemNullReferenceException:  All mention Awesome Story Bus Random Toadings".  I have the pictures if you want to see them.
Pix or it didn't happen.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 24, 07:34:49
The Numerical Relationship Status part of AwesomeMod does not appear to be working in my game. Other than AWESOMEware (ruleof6, csma/cd, awesomemod, aweconf), I have betternames, nointro, default skin replacers, default eye replacers, breast sliders, pointed ear sliders, and buyable dummy/board breaker (other than the one fixed Store object).  I checked in the showconfig, and there was no option that would relate to numerical relationship status.

It still exists in the rtfm, yet in my game that is WA patched, no dice.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 24, 08:23:56
They appear to be similar in content.  "Exception has been thrown by the target of an invocation.  SystemNullReferenceException:  All mention Awesome Story Bus Random Toadings".  I have the pictures if you want to see them.
Pix or it didn't happen.
I am unable to attach the pictures so I've uploaded a RAR containing all three to:  http://www.4shared.com/file/158599540/fae34ff7/Flagrant_System_Errors.html (http://www.4shared.com/file/158599540/fae34ff7/Flagrant_System_Errors.html)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 24, 09:10:22
Game failed to save. No error message or anything, just the spinning animation and the "Saving" text that seems to be stuck in infinite loop.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: mindtempest on 2009 November 24, 10:13:26
One more bug comes to mind, but I don't know if it is EAxis fault or an issue with AM, but one of my sims became a partner and immediately bought out the Bistro in Riverview, and after that he continuously went into the bistro for drinks, even while full, until I ordered him to do something.

This bug has been reported pre-AM, so it is highly likely that it is actually an EAxis bug.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: mildlydisguised on 2009 November 24, 10:21:07
No, they are not fixed yet, I am in France with some new sims and it still says "Click to Go Home"  It should say, Click to return to Base Camp.  I just downloaded the newest version of the beta mod from today at 5:something pm.

I just noticed something strange.  After going into a saved game, the "click to go Home" was showing, and tried to send my sim home, I was also unable to use the phone for anything, no options came up.  Before I exited and restarted the game, everything was fine, just as it should have been, but going back into a saved game (which was started new with AM installed) the problem showed.  I wonder if it is something with the way the game is saving, or loading from the save that is causing the problem.

I'm having the same problem like you too. The phone is not usable and I discovered that if you are on vacation while installed AM, you'll probably get "Click to go Home" on the arrow button. But if you're in the original neighbor enwhile AM is installed, the phone would work and when going on vacation, the arrow button would say "Click to return to base camp", and everything seems to be fine. That's so far what I've gone through.

I thought this too.  However after my first adventure in France (in a new test game post-awesomemod installation) the same thing happened.  I had put back in my awesomeconfig which still had the auto save set and it had saved whilst in the tomb.  So I am thinking that if you save whilst in the travel hoods, the 'return to base camp' button reverts to 'return home' and your sim disappears.  Anyone care to test this?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Starstryder on 2009 November 24, 10:56:19
So far works brilliantly except for the 1am crashing to desktop bit.

ETA:  I enabled AwesomeStory and now it continues happily after 0:59am.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 24, 11:34:49
I thought this too.  However after my first adventure in France (in a new test game post-awesomemod installation) the same thing happened.  I had put back in my awesomeconfig which still had the auto save set and it had saved whilst in the tomb.  So I am thinking that if you save whilst in the travel hoods, the 'return to base camp' button reverts to 'return home' and your sim disappears.  Anyone care to test this?
I only get click to go home in all my games, I removed the AM and it really is supposed to say click to return to base camp.  The arrow should not revert, there is something wrong going on here.  The phone, the loss of sims, this is al bugged.  Last night I even tried using the laptop to return home and they just stay in the country, they never leave, even if their time has expired.  When they are not in the base camp, the arrow should always read click to return to base camp, it's in my game like that when I remove the AM and my sims are able to leave the country either ahead of schedule or when their time is up, alive.  ;)

btw, I am running with the awesome config also with the story progression turned off.  And I never used the Indie stone.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: mildlydisguised on 2009 November 24, 12:23:19
I thought this too.  However after my first adventure in France (in a new test game post-awesomemod installation) the same thing happened.  I had put back in my awesomeconfig which still had the auto save set and it had saved whilst in the tomb.  So I am thinking that if you save whilst in the travel hoods, the 'return to base camp' button reverts to 'return home' and your sim disappears.  Anyone care to test this?
I only get click to go home in all my games, I removed the AM and it really is supposed to say click to return to base camp.  The arrow should not revert, there is something wrong going on here.  The phone, the loss of sims, this is al bugged.  Last night I even tried using the laptop to return home and they just stay in the country, they never leave, even if their time has expired.  When they are not in the base camp, the arrow should always read click to return to base camp, it's in my game like that when I remove the AM and my sims are able to leave the country either ahead of schedule or when their time is up, alive.  ;)

btw, I am running with the awesome config also with the story progression turned off.  And I never used the Indie stone.

Just to clarify, you are having the same problems with awesomemod removed from your game?  Does this happen even if you don't save during the vacation?  My game was fine, with respect to this issue, when I was running no awesomemod and unpatched WA, I shall try running no awesomemod and the patched WA to see if it makes any difference.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tever on 2009 November 24, 12:34:08
Is anyone else having a problem with fixall not clearing phantom butts? I have a few around town, but I'm not getting the popup that says it did anything. AM is the 11/23 5:39PM version.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 24, 12:34:55
If you're not getting any messages, then how do you know you have phantom butts?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Tever on 2009 November 24, 12:41:40
Storymode popups. I'm getting things like "Initializing romance preferences for Linda", only instead of a picture of Linda, I get that triangle caution sign looking thing.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Chain_Reaction on 2009 November 24, 13:21:36
Something's really wonky in my game with this in it. I'm on a vacation in France and got the first adventure, to report to the general store manager. I get there and report and they converse but then it just drops out of the queue and nothing happens. I figured that may be a EAxis bug so I canceled the adventure and tried the next one which was some old lady wanting to get drunk off good nectar. I went and found a bottle and offered it to her but got the same result.

In addition to that, this sims need bars are frozen and I run him through reset sim and he zaps back to the base camp and his motives lower to the other sim levels I have with me (theirs seems to be moving) - where they should be, but they freeze again. I can't get any sims with me to make their bars rise even if they are falling on their own. For example, they go to the toilet and pretend they are going to use it, then it just drops out of queue.

Another thing, every sim I meet is starting out with 25 relationship points, are the french just overly friendly or is this more weirdness?

And it just crashed to desktop as soon as the sim rolled some wish tied to the guy I was suppose to report to.

I'm in France on an opportunity from the business career, "The French Connection", where I need to discuss ventures with the "Local Merchant" but I can't find one called that. I've conversed with all the merchants I can find and none of them have a blaring obvious option to complete that opportunity. There's nothing marked on the map either. Perhaps its tied to the above weirdness. Anyone else?

Are you sure the business career opportunity actually needs you to go to France?  Maybe your meant to talk to the "Local Merchant" in your base neighbourhood.

I'm sure. The text reads: "The French Connection - Go to France. ~ Management is looking to invest and grow the company in other locations. You have been asked to travel to Champs Les Sims to meet with the local merchant and discuss possible ventures.".


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 24, 13:27:54
I'm in France on an opportunity from the business career, "The French Connection", where I need to discuss ventures with the "Local Merchant" but I can't find one called that. I've conversed with all the merchants I can find and none of them have a blaring obvious option to complete that opportunity. There's nothing marked on the map either. Perhaps its tied to the above weirdness. Anyone else?

Are you sure the business career opportunity actually needs you to go to France?  Maybe your meant to talk to the "Local Merchant" in your base neighbourhood.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: randomnade on 2009 November 24, 13:37:24
I just reinstalled my game and updated patches to only 1.4.6. Seems new awesomemod file doesnt work with it either. wth i cant even play on 1.4.6 let alone 1.7 using the new awesomemod file.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 24, 13:39:05
I just reinstalled my game and updated patches to only 1.4.6. Seems new awesomemod file doesnt work with it either. wth i cant even play on 1.4.6 let alone 1.7 using the new awesomemod file.

Where did you download AM from.  The download page version should be compatible with the 1.4 patch, if you downloaded the Beta test version, you have downloaded the 1.7/WA version.

Once the bugs and glitches have been worked out of the 1.7/WA version, Pescado will then link it to the main download link, and update the thread to indicate that this has occurred.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: randomnade on 2009 November 24, 13:58:39
i got it from the normal page http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html)

I just really want to play asap. :\


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Lady Moiraine on 2009 November 24, 14:06:50
Just to clarify, you are having the same problems with awesomemod removed from your game?  Does this happen even if you don't save during the vacation?  My game was fine, with respect to this issue, when I was running no awesomemod and unpatched WA, I shall try running no awesomemod and the patched WA to see if it makes any difference.
Oh no, the arrows work fine with the awesomemod removed.  My sims come and go I have had a sim visit each country and return home safely without the AM installled.  They click to go to base camp when they are in the country, then they can either use the phone or computer to return home back to the hood.  The AM is what is causing the problems with going home.  My game is fully patched.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Homestar on 2009 November 24, 14:32:42
I just got a FSE trying to travel to china, but it's letting me keep playing after I clicked the check mark.

Edit: The game is now stuck on the loading screen for China.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Augustv on 2009 November 24, 14:50:31
Just the other day I sent my guy to Egypt for a second time.  A friend of his there had died of old age prior to that, but when he appeared at the base he had a negative moodlet of witnessing death, his LAST NAME was changed to the one person's last name AND he'd gained an adult daughter with a woman I'm not sure he even really knew that well...  And even the 'daughter's' half-sibling was in his relationship panel.
I had basically the exact same problem the other day. I sent my girl to Egypt with her daughter because her dad was from Egypt but when I got there she was heartbroken from witnessing death of some old random guy. I was looking through relationships to see if he was still there via bugs when I saw a teenage boy with the family icon. 'Son'. The old guy I saw in family tree had taken my last name and now I had this almost full grown son, in Egypt no less.

I guess Egypt is full of body snatchers!  Beware of Egypt!


lol that's the strangest bug I've seen so far.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: cefwyn on 2009 November 24, 15:03:47
I'm in France on an opportunity from the business career, "The French Connection", where I need to discuss ventures with the "Local Merchant" but I can't find one called that. I've conversed with all the merchants I can find and none of them have a blaring obvious option to complete that opportunity. There's nothing marked on the map either. Perhaps its tied to the above weirdness. Anyone else?

It's possible that that is one of those quests which doesn't brink up any of the gold interactions like when you have an option to go turn in a quest and instead you just have to do a specific social interaction with a number of sims. One of the quests I've done involves solving riddles and all you do is walk up to a sim and choose the option "Solve a riddle" which doesn't really show up as anything special except for the fact that you don't usually have that interaction, and then after you've talked to a certain number of sims with that interaction the quest just completes itself. Not sure if it's the same thing as you say there's no glaringly obvious option (I would consider a new interaction glaringly obvious), but perhaps your only looking for the highlighted quest buttons and just missed it?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 24, 15:04:29
Okay, so I identified the cause of the base camp/go home bug. However, based on the *FIX* I applied to it...it doesn't seem like AwesomeMod could have been the cause, because I found what appears to have been causing it, and the unaltered code WAS what was causing it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 24, 15:23:24
Okay, so I identified the cause of the base camp/go home bug. However, based on the *FIX* I applied to it...it doesn't seem like AwesomeMod could have been the cause, because I found what appears to have been causing it, and the unaltered code WAS what was causing it.

Another EAxis bug fixed by yourself.  Seems like a nasty bug for EAxis to miss, but then again, I am not surprised, given their track record with EP's and Patches.  Guess we will probably see another EAxis patch soon, hopefully not one that will affect AM.

I guess with so many people not trying WA until AM was available, that particular bug wasn't seen before.  I know I hadn't saved from a vacation neighbourhood while playing pre AM, so hadn't seen the bug.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: anthonyfatale on 2009 November 24, 15:41:47
Is anyone else trying this on a mac? Were preliminary testings done on macs? I don't kner why this isn't werking.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 24, 15:51:32
I'm not sure if it's an EAxis bug or not...all I know is that the function I know *WAS* causing it was doing so as part of an EAxian routine I altered to make it stop. Someone needs to verify if it's an Eaxis bug.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: avitous on 2009 November 24, 15:51:48
**Also, I noticed the no-mosaic isn't constant. The mosaic appeared when she used the toilet, but there are no mosaic entering the shower.

If you are using AM to remove the censor blur, then this is normal behaviour, and RTFM.  

If you are using a different no mosaic mod, and there are a few available, then it may be the mod, and there are reports some of the no mosaic mods didn't work right with 1.7/WA, in which case try a different mod.  I use a different mod, which also removes the blur when using the toilet, and I haven't had a problem with it.

No other mod, and I apologize, I re-read the file. -_-; Seems I can read anything 20 times and still find something new the next time. Patch day on WoW was fun like that.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: nanacake on 2009 November 24, 17:12:45
Running WA fully patched with no CC other than Awesome (and no config file). Only problems I have had thus far:

Delivering relics - The quest givers do not respond to my queue to deliver the relic. They remain stuck in front of their home lot. I commanded a resetsim on their persons though and this fixes the problem temporarily.

No sims to be found in public vacation areas - NoCommunitystalkerswarm is false in setconfig, so where is everyone? Is there just not very many people in the towns?




Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 24, 17:24:39
No sims to be found in public vacation areas - NoCommunitystalkerswarm is false in setconfig, so where is everyone? Is there just not very many people in the towns?
This is not Awesome Mod's issue. It's an EAxis issue. I found that only in the martial arts academy in China that other sims appeared. Other than that, the rest of the town was a ghost town except for the base camp between 1am and 8am.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ciane on 2009 November 24, 18:34:19
A very minor issue at this point, but: I have a Sim who chose to run along the side of the road for over an hour instead of using the police car in her inventory when I told her to "go here" in map view. Sims are not making the most logical choice. (I have 1.7.9 and AM without any cc or WA.) NOTE: That was yesterday, so I really should retest again today.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: geminibebe on 2009 November 24, 18:46:53
I finally got the mismatch core problem solved. My game is loading fine without crashing...BUT when I load my family home everythng in the game is red except for their home. Does anyone else have this problem or have a suggestion on how to fix it? I don't have WA and my game is up to date.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ScorpioMaurus on 2009 November 24, 18:54:52
I had just a minor issue that pops up back and forth. In CAS when creating a sim the new eyeliners from WA were not available but when I finished creating her and moved her into a new home and used Editsim they showed up. My AM is labeled 11/23/2009 17:39:01 and my Sims game is version 2.2.8.002001

My CAS settings are :      
Uses AwesomeMod CASRel Rules : Disabled

NoAdultCASRequirement :Disabled      

CASSliderScaleIncreased : Enabled      

Increases range of CAS facial sliders by :2

DisableTraitCaps : Enabled      

BetterGeneticSkinBlend : Enabled      

NoSmilingInCAS : Disabled   

CustomSimFilterIsDefault : Disabled      

NoDuplicateNames : Enabled      

RandomizeSpawnedVoices : Enabled   

DresserEditCareerOutfit: Disabled

When I used the AM file as is before configuring I did not have this problem so I'd assume one of the values I changed from default has something to do with this.

(Edit) I went back into Editsim to alter some facial features and the Liners were gone again it seems something randomly conflicts with those new liners, I did not ever have this problem without AM. I bought the game when it came out and started form scratch to test everything out and had created 8 sims without AM installed. I am just getting this problem now. I have a few custom Sims and the Ear Sliders but as I said there was never a problem with the liners disappearing from CAS before. I did have a sim lose her liner in game once so it could be an EA issue. Another odd thing I noticed but can live with is that it seems like my dishes Glow now:
(http://img.photobucket.com/albums/v631/SephirothIsGod/GlowyDishes.jpg)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sewinglady on 2009 November 24, 19:02:19
hmmm...I have the 1 a.m. crashing.  I've always used AM (my only mod) with story drivers disabled and the EAxian story driver individual changes enabled (hope that makes sense)...and crashed to desktop at 1 a.m.

So I went and made a new config file - story drivers both disabled and EAxian story driver individual bits all disabled. Still crashes to desktop at 1 a.m.

Next idea? (edited to add... I enabled awesomestorydriver - no more 1 a.m. crash to desktop...). THANKS, oh fearless leader. Things are pretty smooth at this point...my only complaint lies with EA, not with AM...I am sure of this.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: carpediem on 2009 November 24, 20:24:52
I would to participate, but where is the beta version ? thanck you very much !


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 24, 20:26:44
I would to participate, but where is the beta version ? thanck you very much !
Can you not read the fucking first post?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: carpediem on 2009 November 24, 20:40:35
NO, i am sorry but english is not my language, but, thanck you, I can understand "fucking" because my son's father live in england for 10 years, and tell me some of this word.
I go to the first post, thanck you very much !


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: dedust on 2009 November 24, 21:11:22
Very excited about the update.

Just installed to the original mod folder; the game stalls at the WA load screen, same happened when moved to the WA directory.

I'm on a mac and I don't know if that is why it would be acting this way. Installing to a clean game.

You need to put the mod files in the base game folder, and d3dx9_31.dll in The Sims 3/Game/bin folder. I'm still getting the core mismatch error on start, dunno if there's even an official patch out for macs yet.


As for the mod, I found the genealogy options, but they refuse to work :( It takes ages for the menu bubbles to appear, and then I can't set parents for a sim. Tried this a couple of times, eventually the whole game got stuck for at least 5 minutes.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ShortyBoo on 2009 November 24, 21:29:43
I stayed up all night playing WA last night. I reinstalled TS3 and patched up before installing WA. I played with only store content and AM installed. I really didn't have any problems. The game didn't crash, and besides there being a bit of lag (like a 2 second pause every 10 minutes or so) in the tombs, the game ran smoothly. The first thing I did was grab the Bachelor family and send them to Egypt. I had the two parents and the son each do a different adventure from the board at base camp. The dad's quest required him to report to a certain sim for the first part of the quest. I went to report to the guy, but no matter how many times I tried, nothing would happen. They'd talk a minute, but the quest pop-up never showed and it still told me to report to him. The son had a quest to take a pic of a treasure chest, so I sent him (and since the dad couldn't complete his quest, I sent him along as well) to one of the smaller pyramids. They got through ok, but when the dive wells gave them the "soaked" moodlet, it never went away for either of them. They both dripped water and had the moodlet which said 2 hrs remaining for a full day before I was able to get rid of it by having them change to gym clothes and back to everyday outfits. I then went to turn in the pic of the treasure chest to the sim it told me to, and the same thing happened to the son as did the dad. The pic was never delivered no matter how much I tried. I tried completing the dad's quest again, and the same thing happened. The mom was able to complete a quest, though, before leaving Egypt. Once the vacation ended, I created a new sim and switched to his house.

I sent the new sim to Egypt right off and had him start some adventures. I noticed two things while he was doing adventures and exploring tombs; he didn't get a single adventure offered to him that the Bachelors had done already and the tombs were all exactly as they left them except with treasure restocked. I know this is realistic and probably intended, but I'm not sure how my other families are supposed to build up their VISAs if they can't go on any adventures.

I also noticed a few more things while exploring Egypt. First, there were hardly any locals outside at all. The only time I'd see them is when they were running home. I have Community stalker swarm disabled in the config. Several of the quests require you to befriend some locals to complete, so this could be a problem. Another thing I noticed was the Egyptian locals keep singing this one song (the one about the Mummy) over and over (like the Sea Chanty in TS2) and it was driving me nuts. It seemed like every local who had nothing to do would sing that song. I could even hear sims singing it through the walls in their houses as my sim walked by. This I assume is something EA put in on purpose, though. Pretty much the same thing happened with the martial arts skill. My guy kept doing martial arts poses every time he was idle. The only other things I noticed that were strange were the scooter not having any sound at all once back in Sunset Valley, and my guy randomly passing out at one point. I was actually attempting to befriend a sim (one of the store cashiers) in order to complete a quest. I started talking to her, and as soon as the chat action was done, a new action "listen" would come up, so I think she was chatting with my sim. As soon as she started talking, my sim would yawn and fall asleep right on the floor. His energy was full, so I have no idea why he fell asleep. I got him up and tried again, and the same thing happened like 6 times before I got them to friends. This only happened with this particular sim, though.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Jasumi on 2009 November 24, 22:29:03
All hail the great Pescado!

Awesome's "resetworld" cheat did just the trick with cleaning up my Error 12 issues.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: KevinGoth on 2009 November 24, 22:34:19
Ok so my game now starts and i get to my family but right after i unpause and 3 messages pop up saying something is enabled and then 2 seconds after, it crashes to the desktop. Is there a way to disable the messages that pop up? like the story progression or sumthing?


Thanks


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Crysill on 2009 November 24, 22:35:59
The only other things I noticed that were strange were the scooter not having any sound at all once back in Sunset Valley, and my guy randomly passing out at one point. I was actually attempting to befriend a sim (one of the store cashiers) in order to complete a quest. I started talking to her, and as soon as the chat action was done, a new action "listen" would come up, so I think she was chatting with my sim. As soon as she started talking, my sim would yawn and fall asleep right on the floor. His energy was full, so I have no idea why he fell asleep. I got him up and tried again, and the same thing happened like 6 times before I got them to friends. This only happened with this particular sim, though.
That is intended if the Sim that yours attempted to talk to was TL;DR.

A very minor issue at this point, but: I have a Sim who chose to run along the side of the road for over an hour instead of using the police car in her inventory when I told her to "go here" in map view. Sims are not making the most logical choice. (I have 1.7.9 and AM without any cc or WA.) NOTE: That was yesterday, so I really should retest again today.
I experienced this (although it was an NPC Sim) and thought nothing of it at the time, but figured I'd "second" this post since I'm not the only one. This also happened yesterday for me, and I only noticed it twice over several hours of testing.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Jasumi on 2009 November 24, 22:44:59
One thing I noticed today, is that the "nuke" option overrides the game's tomb building debug menu.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: DJTekilla on 2009 November 24, 23:03:18
One thing I noticed today, is that the "nuke" option overrides the game's tomb building debug menu.
Get the new beta version, It has been fixed.

Also, anyone else experience 1am crashes to desktop?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Chain_Reaction on 2009 November 24, 23:09:57
I'm in France on an opportunity from the business career, "The French Connection", where I need to discuss ventures with the "Local Merchant" but I can't find one called that. I've conversed with all the merchants I can find and none of them have a blaring obvious option to complete that opportunity. There's nothing marked on the map either. Perhaps its tied to the above weirdness. Anyone else?

It's possible that that is one of those quests which doesn't brink up any of the gold interactions like when you have an option to go turn in a quest and instead you just have to do a specific social interaction with a number of sims. One of the quests I've done involves solving riddles and all you do is walk up to a sim and choose the option "Solve a riddle" which doesn't really show up as anything special except for the fact that you don't usually have that interaction, and then after you've talked to a certain number of sims with that interaction the quest just completes itself. Not sure if it's the same thing as you say there's no glaringly obvious option (I would consider a new interaction glaringly obvious), but perhaps your only looking for the highlighted quest buttons and just missed it?

Since it's a base neighborhood quest, I imagine that be the case. However, I tried all the options I could find and didn't see one that seemed to help.

I stayed up all night playing WA last night. I reinstalled TS3 and patched up before installing WA. I played with only store content and AM installed. I really didn't have any problems. The game didn't crash, and besides there being a bit of lag (like a 2 second pause every 10 minutes or so) in the tombs, the game ran smoothly. The first thing I did was grab the Bachelor family and send them to Egypt. I had the two parents and the son each do a different adventure from the board at base camp. The dad's quest required him to report to a certain sim for the first part of the quest. I went to report to the guy, but no matter how many times I tried, nothing would happen. They'd talk a minute, but the quest pop-up never showed and it still told me to report to him. The son had a quest to take a pic of a treasure chest, so I sent him (and since the dad couldn't complete his quest, I sent him along as well) to one of the smaller pyramids. They got through ok, but when the dive wells gave them the "soaked" moodlet, it never went away for either of them. They both dripped water and had the moodlet which said 2 hrs remaining for a full day before I was able to get rid of it by having them change to gym clothes and back to everyday outfits. I then went to turn in the pic of the treasure chest to the sim it told me to, and the same thing happened to the son as did the dad. The pic was never delivered no matter how much I tried. I tried completing the dad's quest again, and the same thing happened. The mom was able to complete a quest, though, before leaving Egypt. Once the vacation ended, I created a new sim and switched to his house.

<snip>
As soon as she started talking, my sim would yawn and fall asleep right on the floor. His energy was full, so I have no idea why he fell asleep. I got him up and tried again, and the same thing happened like 6 times before I got them to friends. This only happened with this particular sim, though.

Your game is doing exactly what I described in my above post. Something is causing adventures not to work and it seems like you have the stuck needs bars as well. Can you direct your sim to use the toilet and have his bladder bar fill? It seems like the bars are still counting down but the UI isn't updating till you "resetsim" and then they still remain stuck because they won't go up or down no matter what you do. Eventually all this wonkyness just crashes the game... or it does for me anyway.

No 1AM crashes here by the way. I have AM story disabled and EA.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: KevinGoth on 2009 November 24, 23:13:38
How do i disable Story Progression?????????????


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 24, 23:18:52
How do i disable Story Progression?????????????

You are too stupid to test the beta.  Kindly remove yourself from the thread, and possibly the gene pool, depending on how far you want to go to be helpful.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: KevinGoth on 2009 November 24, 23:20:54
Ouch. That hurt. :[
i just want to play the game. :P


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: DJTekilla on 2009 November 24, 23:42:30
How do i disable Story Progression?????????????
Options Menu (F5), then go to options and finally Game options.

It seems turning off Story Progression before 1am then turning it back later "fixes" the 1am crash (well It did for me). I'm going to test 2-3 more sim days to confirm.

Edit: I've tried for a second sim day. Turning Off the EA Story Progression before 1am DOES prevent from crashing (well like I said: It does for me), but I wouldn't call that fixing the issue :S .


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Sigmund on 2009 November 24, 23:50:48
i just want to play the game. :P

Then you have no business testing the beta. The whole point of it being called beta is that it's in testing-- in theory, your game could blow up as soon as you download the thing. Leave the testing to the people who know how to capitalize properly and wait for the non-beta version.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Narmy on 2009 November 25, 00:04:41
i just want to play the game. :P

Then you have no business testing the beta. The whole point of it being called beta is that it's in testing-- in theory, your game could blow up as soon as you download the thing. Leave the testing to the people who know how to capitalize properly and wait for the non-beta version.
Agreed. I want to play too, but I don't want to deal with the stress and bugs of a beta version.

....Though I do not see what capitalization has to do with beta testing. :p


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: almostawesome on 2009 November 25, 00:12:30
You really don't understand MATY if you think capitalization isn't important.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 25, 00:25:45
Single biggest issue I'm still having is that the game crashes with awesomemod when sending a sim on vacation. Does not crash when editing town.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Franziska on 2009 November 25, 00:38:05
Hello everyone,

this is my very first post on MATY, but I'm a long-time-lurker and love this site (and of course El Presidente!  ;D)!

But that's fairly unimportant so I will move on to the point of this post.
I have been testing betaAM (and AMconfig) in a clean, WA patched game with new neighbourhood and everything seemed to be running fine (no crashes whatsoever). So I took in some other cc (updated for WA) but couldn't interact with people at the destinations anymore. Doing quests and interacting via the button e.g. "contact" still worked, but no direct interaction. So I took the cc out, that solved the problem.
But now my sims got stuck in a bed at the base camp in China. Tried "resetsim", didn't work. Tried to "sell" them via "moveobjects", didn't work either. But when I tried this, I noticed that when I enter buymode at the basecamp it transports me to some random uninhabited lot. Don't know, I didn't buy a house there, but the base camp isn't shown as "green" anymore in townview. Removing AM solves this.

Is there anyone else having this bug?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Narmy on 2009 November 25, 01:05:48
You really don't understand MATY if you think capitalization isn't important.
I understand it is important on the forum, I just don't know what it has to do with beta testing. :)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Grannysims on 2009 November 25, 01:22:27


You are too stupid to test the beta.  Kindly remove yourself from the thread, and possibly the gene pool, depending on how far you want to go to be helpful.


Do you have to be so mean to people?  Shame on you! Don't forget that people are here to learn just like you probably did at one point. There is no need to be calling people stupid any damn time you feel like it.....get off your high horse buster!!


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 01:28:42
Do you have to be so mean to people?
Yes, actually, being mean is an officially sanctioned activity that amuses me. People are expected to be mean, because meanliness is what amuses me and keeps me interested.

Shame on you! Don't forget that people are here to learn just like you probably did at one point.
No, they aren't. This isn't an English class.

There is no need to be calling people stupid any damn time you feel like it.....get off your high horse buster!!
Actually, it's mandatory. Now, find someone dumber than you and go call them stupid.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 25, 01:48:00
Granny, the problem is that Pescado is an actual sim working from inside a computer somewhere in EAs basement. That's why it all comes so naturally to him. Here are his five traits:

Computer Wiz - Computer Wiz's love spending time on the computer. They are great at tinkering with computers and can even make money as hackers if they choose.
Insane - Insane Sims respond to events in life unpredictably. They say what they want, do what they want and even wear what they want. Even if it doesn't make sense to anyone else.
Neurotic - Neurotic Sims will freak out at the most minor of provocations. They can become stressed easily and can be difficult to mellow. Luckily they take solace in sharing their worries with others.
Snob - Snobs are very hard to impress though they love hearing about themselves and will never turn down a compliment. They dream of owning only the finest things and being associated with the highest echelon of neighborhood Sims.
Inappropriate - Inappropriate Sims talk about the wrong thing the wrong time, never think to dress properly, and never think to apologize when they've wronged someone. They enjoy mocking others with harsh words.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ShortyBoo on 2009 November 25, 01:49:41
The only other things I noticed that were strange were the scooter not having any sound at all once back in Sunset Valley, and my guy randomly passing out at one point. I was actually attempting to befriend a sim (one of the store cashiers) in order to complete a quest. I started talking to her, and as soon as the chat action was done, a new action "listen" would come up, so I think she was chatting with my sim. As soon as she started talking, my sim would yawn and fall asleep right on the floor. His energy was full, so I have no idea why he fell asleep. I got him up and tried again, and the same thing happened like 6 times before I got them to friends. This only happened with this particular sim, though.
That is intended if the Sim that yours attempted to talk to was TL;DR.

That's one of the hidden traits that AM added, right? But I thought that townies and NPCs weren't supposed to randomly pop up with those traits. The one I was talking to was the cashier at one of the stores (I think the one where you can buy pots and bowls and other relic items) so it would be kind of strange for her to have that trait. Actually, I've never seen another sim before this have any of those traits. And I had a fairly large neighborhood before I reinstalled to test WA.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 01:52:08
Computer Wiz - Computer Wiz's love spending time on the computer. They are great at tinkering with computers and can even make money as hackers if they choose.
Insane - Insane Sims respond to events in life unpredictably. They say what they want, do what they want and even wear what they want. Even if it doesn't make sense to anyone else.
Neurotic - Neurotic Sims will freak out at the most minor of provocations. They can become stressed easily and can be difficult to mellow. Luckily they take solace in sharing their worries with others.
Snob - Snobs are very hard to impress though they love hearing about themselves and will never turn down a compliment. They dream of owning only the finest things and being associated with the highest echelon of neighborhood Sims.
Inappropriate - Inappropriate Sims talk about the wrong thing the wrong time, never think to dress properly, and never think to apologize when they've wronged someone. They enjoy mocking others with harsh words.
Heh. You only got 1 out of 5, really. I'm apparently quite difficult to provoke, if you ask Buttolino. If you ask the Butt or the wife, I'm too mellow, it seems. And I don't really share worries. Snob is the Lala trait. And I'm not really so much inappropriate as I am simply MEAN.

That's one of the hidden traits that AM added, right? But I thought that townies and NPCs weren't supposed to randomly pop up with those traits. The one I was talking to was the cashier at one of the stores (I think the one where you can buy pots and bowls and other relic items) so it would be kind of strange for her to have that trait. Actually, I've never seen another sim before this have any of those traits. And I had a fairly large neighborhood before I reinstalled to test WA.
That's probably the stock EA "Bore To Death" that "No Sense Of Humor" sims have. Tealdeering is a bit different, because it takes longer.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Process Denied on 2009 November 25, 01:54:06
I was curious about the EA story driver's 1:00AM crash, so I tested NRaas story driver with awesome mod and it also will cause a 1:00AM crash.  Just thought it was interesting.

Strike that. This morning I had a palm moment.  I realized that I didn't turn NRaas on at the vacation spots.  It was running EA not NRaas.  It doesn't crash in Sunset-- which is what got me thinking.  Daycare has officially made me brain-dead.  I will retest later-during naptime.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 25, 02:08:03

Agreed. I want to play too, but I don't want to deal with the stress and bugs of a beta version.

....Though I do not see what capitalization has to do with beta testing. :p


You might be out of luck, as AM is likely to remain in a Beta state for the duration of the game.  Pescado had hoped for a base game release version, but as the base game core was modified with the 1.7 patch and WA, AM is likely to remain permanently in Beta testing, and with an expiry date.  So if you don't like the idea of using AM as a Beta tester, and don't like downloading updates regularly, you might need to forget about using AM.

As far as capitalisation goes, it is necessary for a beta tester as proper capitalisation, punctuation and grammar are all necessary to be able to properly explain what actions you took to find a bug, what actions you took to verify the bug, and exactly what the bug does.  Without properly articulated easy to understand details, finding and fixing the problems becomes so much harder.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 25, 02:08:55
I was curious about the EA story driver's 1:00AM crash, so I tested NRaas story driver with awesome mod and it also will cause a 1:00AM crash.  Just thought it was interesting.

I am hoping this is a feature.  Use AwesomeMod, use AwesomeStory.  All or nothing.  Semper Fidelis Tyrannosaurus!


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: daistarr on 2009 November 25, 02:25:51
No crashing problems and the game speed is alot better with AM than it was without. The only Errors I get is with gardening, talks about toad and storey mode. The other errors was when my Sim was fishing. The toad and story mode was mentioned then too. I am wondering if it has something to do with the gardening stars that never go away with AM installed. It never did this playing the game without AM. Haven't noticed any problems doing adventures so far. I will continue to test the adventures. The new expansion has so many glitches that AM is such an improvement as is already. Also never experienced the 1:00 crash.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Keyan on 2009 November 25, 03:07:00
Also never experienced the 1:00 crash.

Do you have story progression off? I really want that issue resolved but I would still like some kind of story progession.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: KevinGoth on 2009 November 25, 03:17:28
i thought AM was where u shift/ctrl click ur sim??
why is this one on the computer?? and are u going to get the old AM to work??


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: DJTekilla on 2009 November 25, 03:35:33
Also never experienced the 1:00 crash.

Do you have story progression off? I really want that issue resolved but I would still like some kind of story progession.
Turn it off before 1AM then re-enable it after 1AM has passed. Works for me (don't have that crash anymore...unless I forget to watch over the clock :P)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: randomnade on 2009 November 25, 03:36:21
I had just a minor issue that pops up back and forth. In CAS when creating a sim the new eyeliners from WA were not available but when I finished creating her and moved her into a new home and used Editsim they showed up. My AM is labeled 11/23/2009 17:39:01 and my Sims game is version 2.2.8.002001

My CAS settings are :      
Uses AwesomeMod CASRel Rules : Disabled

NoAdultCASRequirement :Disabled      

CASSliderScaleIncreased : Enabled      

Increases range of CAS facial sliders by :2

DisableTraitCaps : Enabled      

BetterGeneticSkinBlend : Enabled      

NoSmilingInCAS : Disabled   

CustomSimFilterIsDefault : Disabled      

NoDuplicateNames : Enabled      

RandomizeSpawnedVoices : Enabled   

DresserEditCareerOutfit: Disabled

When I used the AM file as is before configuring I did not have this problem so I'd assume one of the values I changed from default has something to do with this.

(Edit) I went back into Editsim to alter some facial features and the Liners were gone again it seems something randomly conflicts with those new liners, I did not ever have this problem without AM. I bought the game when it came out and started form scratch to test everything out and had created 8 sims without AM installed. I am just getting this problem now. I have a few custom Sims and the Ear Sliders but as I said there was never a problem with the liners disappearing from CAS before. I did have a sim lose her liner in game once so it could be an EA issue. Another odd thing I noticed but can live with is that it seems like my dishes Glow now:
imghttp://img.photobucket.com/albums/v631/SephirothIsGod/GlowyDishes.jpg[/img]

I got that glow too, with everything that was white, shiny or reflective, except this was without AM and with the newest sims patch. o.O


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 25, 03:46:38
Oh look, the moron brigade.

Use AwesomeStory, fucktards, it works, is logical, and will not make your game go "poof".

@randomwhatever- this "bloom" effect is being discussed in other threads, elsewhere.  Not a bug, not part of this beta.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sewinglady on 2009 November 25, 03:47:37
hoping this doesn't break the board (it's a tad wide)... flagrant system error message. I don't know if it's important or not, so I captured it for your perusal.

(http://www.ditzyprints.com/sims/flagrantsystemerror1124.gif)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Keyan on 2009 November 25, 03:54:55
Where do I find AwesomeStory?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coltraz on 2009 November 25, 04:00:32
Where do I find AwesomeStory?

Your call cannot be completed as dialled.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 25, 04:01:24
Where do I find AwesomeStory?

In Soviet Russia, AwesomeStory finds you.  Oh darn, your only two brain cells abandon ship in chapter two, leaving behind an even more worthless pile of goo.  

Too bad.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Narmy on 2009 November 25, 04:02:40

Agreed. I want to play too, but I don't want to deal with the stress and bugs of a beta version.

....Though I do not see what capitalization has to do with beta testing. :p


You might be out of luck, as AM is likely to remain in a Beta state for the duration of the game.  Pescado had hoped for a base game release version, but as the base game core was modified with the 1.7 patch and WA, AM is likely to remain permanently in Beta testing, and with an expiry date.  So if you don't like the idea of using AM as a Beta tester, and don't like downloading updates regularly, you might need to forget about using AM.
Would not be any worse than EA patches. ;)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Chain_Reaction on 2009 November 25, 04:41:27
Ok, I have confirmed the adventures not working and the frozen needs I keep going on about are being caused by awesome mod. As soon as I took it out, needs started moving and adventures worked fine. Something I noticed is the adventure person you need to talk to gets their map tag stuck over them even when not in map view with awesome mod in and the frozen motives and queue dropping starts.

Also the computer interaction "Chat with someone" makes the sim jump and reset. Not sure if that's also AM doing or EA.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: old_dude on 2009 November 25, 04:44:53
I've been getting the same Flagrent error as sewinglady. Popping up regularly.
First popped up at 1:07am game time, and reoccurs roughly every hour of game time, and I am using AM's story mode.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Simius on 2009 November 25, 05:44:15
My sim locks up whenever I choose the "travel" interaction with the cell phone.  I doubt this is caused by AM... but just curious if anyone else is experiencing this.  I have to resetsim to get it to do anything after it locks up.

Just got an error as well:

(http://i15.photobucket.com/albums/a358/simiusthemonkey/error.png)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 25, 05:59:48
i thought AM was where u shift/ctrl click ur sim??
why is this one on the computer?? and are u going to get the old AM to work??

Huh?  What does that mean?

Why is what on what computer?

What old AM are you talking about?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 25, 06:30:02
Minor sidenote: There is a new perk in WA called "No bills, ever". This interferes with the purpose behind the AM "unifiedbilling".


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Greyform on 2009 November 25, 06:40:36
I'm getting some jump bugs associated with novel writing ever since I installed AwesomeMod. It occurs just before I finish writing a book. It still gives me the money for the book and I get the popup that the book is completed, but it doesn't count in my writing statistics, and it also still leaves me with the option of completing the book or scrapping it on my computer. If I try to complete the book, the same exact thing happens again. The only thing to do is to scrap it.

Now, this doesn't happen with every book, and I've only noticed it happening with short books like children's books and trashy novels. It's possible that this is an EA bug that I just haven't encountered before, but I write a lot with my sims, and I never noticed it before installing the post-WA AwesomeMod.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: daistarr on 2009 November 25, 07:16:13
I am also getting alot of Flagrant System Error's. It happens mainly in the home town not so much when traveling. My Sim is maxed out in skills and the stars never go away. My error's seem to be saying pretty much what has been posted.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 07:20:10
Some of these issues have already been resolved in the new version. Others have not been able to be reproduced yet, but we will continue to look for them.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 25, 07:29:11
I have the latest version, and the game is crashing at 15-20% (exactly where TS3 used to crash with AM) whenever I try to send a sim on holiday. Edit Town and editing holiday destinations works fine however. Since nobody else seems to be having this error, and it produces no error message, does anyone have any bright ideas beyond another reinstallation? (this was a fresh install).


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Simius on 2009 November 25, 07:39:54
(Also using the most recent uploaded version of AM)

My sim got stuck when it decided to shoo a peeping tom.  So it isn't just travel doing it.  Also, when I am cooking it doesn't increase my skill until my sim puts the plates out... So it is pretty much impossible to improve cooking ability through cooking.  Not sure if that is a WA bug or something to do with AM or what though.  Still getting many flagrant errors... But I'll wait until the next update to post those.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 07:59:13
Next update was like an hour or so ago, so you may want to check it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Greyform on 2009 November 25, 08:15:41
I just tested again with the latest AwesomeMod, and using only AwesomeMod in WA, I still get jump bugs occasionally when writing children's books. It may happen with longer books too, but I haven't experienced that yet.

ETA: Yes, it does seem to be any book, not just short ones.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 08:51:24
And this occurs only when writing books, not reading them or anything else involving them? And it happens "occasionally"?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Greyform on 2009 November 25, 08:56:57
And this occurs only when writing books, not reading them or anything else involving them? And it happens "occasionally"?

Actually, I'm testing this right now to be certain, but I'm fairly sure I know what causes it. It looks like two sims can't write books with the same title in AwesomeMod. I just tested it without AM, and it works fine. Now I'm going to test it on a clean save with only AM and see if it jumps.

ETA: Bah, my same title theory seems to be bunk, as I can't reproduce it on a clean save. It's possible my old save is corrupt (which seems to happen a lot to my saves...) or that it's caused by something else entirely.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 09:13:56
Actually, I'm testing this right now to be certain, but I'm fairly sure I know what causes it. It looks like two sims can't write books with the same title in AwesomeMod. I just tested it without AM, and it works fine. Now I'm going to test it on a clean save with only AM and see if it jumps.
There's no such rule, and the core code for writing books is unmodified. If you're using "Start Writing" from Supreme Commander, Supreme Commander won't accept a title that is a duplicate of any existing work, and the default game itself will not accept a title that is a duplicate of anything written by that sim (but this part is core unmodified rules), but that should not impact the writing process itself, as Supreme Commander's bookstarter is external to the writing process and only seeds the new project so that you can issue the project without having to walk all the way to the computer to start it, by which time you have selected someone else and the dialog box pops up out of the blue with no explanation as to what it wants.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Greyform on 2009 November 25, 09:34:42
I know this sounds crazy, but the only way I can get this to happen is for my teen sim to try and write a book with the same title as his mummy father. If he writes a book with the same title as anyone else, it's fine. If anyone else writes a book with the same title as the mummy in question, it's fine. It just consistently jumps when the teen son tries to write a book with one of the titles the father has used. It's probably just a corrupt save, and it's likely it has nothing to do with AM after all, but I can't be sure.

ETA: Gah! Now I know what's causing it for certain! I'm sorry, as it turns out, this isn't an AM bug at all.

See, my teen sim has the same name that his mummy father used to have. I changed the father's name, then gave the son his old name once he was born. The titles are all stored under the name the father used to have, so it fucks up whenever I try to use the son to write a book with the same title.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Simius on 2009 November 25, 09:57:46
Alright... I've cleared my cache and snagged the latest and greatest beta-AM.

So far I've only gotten this flagrant error:
(http://i15.photobucket.com/albums/a358/simiusthemonkey/Untitled2.png)

And as far as my other problems go... it was a conflict with cmsacd... or whatever that routing mod is.  I'll go see if there is a newer version out there.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: nanacake on 2009 November 25, 10:14:54
Another bug to report:
Been receiving errors in the display hover text for buy items and wishes. Long number titles and full directory listings show in the descriptions. Seems to not effect gameplay: all items can be placed/recolored/used, wishes can be fulfilled. Does not occur with everything related to WA either as seen in the first picture. Though most items from WA in the catalog displayed this problem, not all of them did as in picture 2 below, another WA plant was fine. Also wanted to note, I've seen this problem when Riverview needed to be reinstalled because it had been removed or corrupted.

(http://img502.imageshack.us/img502/2940/messeduptext.png)
(http://img502.imageshack.us/img502/3571/flowerpotbrokentext.png)



Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 25, 10:29:45
Still crashing to desktop at 15-20%. Only thing I can do to play world adventures is exit, disable AM, restart and travel, then reverse the process when they come back. Doesn't seem to be having any adverse effects on my hood, but sure is annoying.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 25, 10:46:34
Still crashing to desktop at 15-20%. Only thing I can do to play world adventures is exit, disable AM, restart and travel, then reverse the process when they come back. Doesn't seem to be having any adverse effects on my hood, but sure is annoying.

Have you installed the framework properly?  Mainly a duplicate .dll file into WA, or tried setting up the framework in WA instead of the base game.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 11:07:33
So far I've only gotten this flagrant error:
We'll look into it.

And as far as my other problems go... it was a conflict with cmsacd... or whatever that routing mod is.  I'll go see if there is a newer version out there.
Known issue. And there is.

Been receiving errors in the display hover text for buy items and wishes. Long number titles and full directory listings show in the descriptions.
This is a STBL corruption/failure issue. It cannot be caused by AwesomeMod. Missing, damaged, or locked files that contain the STBL being referenced can cause this, though.

Still crashing to desktop at 15-20%. Only thing I can do to play world adventures is exit, disable AM, restart and travel, then reverse the process when they come back. Doesn't seem to be having any adverse effects on my hood, but sure is annoying.
Cannot reproduce issue. Perhaps it is a hardware problem?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 25, 11:28:56
Quote
Cannot reproduce issue. Perhaps it is a hardware problem?

Pretty run of the mill (about 1 year old high end) system on Win XP SP3. I wish it could at least tell me what it was doing when it crashed. I'll try changing stuff around tonight when I wake up. All else fails, I'll try reinstalling again. The Sims is one of those games that *almost* make you long for platform unity.

EDIT:
If it was a hardware problem wouldn't it happen regardless of the mod?

I disabled AM, sent sim to Al Simhara, quit, reenabled AM, and it loaded. It also loads when editing, so it seems like there's some character related interaction (preparation of some sort?) that is causing it?

Weird that they would make a game engine that dumps you to desktop without an error message if there's a character conflict...


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 11:31:07
See, my teen sim has the same name that his mummy father used to have. I changed the father's name, then gave the son his old name once he was born. The titles are all stored under the name the father used to have, so it fucks up whenever I try to use the son to write a book with the same title.
Yeah, THAT is a known EAxian glitch. The game stores book authors by string name, rather than by SimDescription pointer, so changing the author's name using some other method, or naming another sim the same, will break the game. This is part of why NoDuplicateNames exists, to prevent duplicate names from being generated.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: anthonyfatale on 2009 November 25, 15:17:52
I'm so confused. Is AM just not working on my mac? I've installed it correctly many times. The original worked grreat. Anything else I dump in the packages folder works.

I'm very sad about thas.

Are the newer versions posted to that same directly that the first posts directs us to.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: JEthel on 2009 November 25, 15:22:39
Ok I have the game + WA patched 1.7.9/2.2.8, no cc nor store content so far.
BetaAM from yesterday (I will download latest version for next play session) + my old config (awesome story driver enabled).
And the game loads without crash.

But so far :

1. I had frequent FSE, about every 2 sims hours, in the base neighbourhood (fresh Sun Valley with Agnes Crumplebottm). The same message than Sewinglady in post #162. Just in my case the numbers/references between brackets are different. (The five first ones are attached in a .rar)

2. I sent Agnes to visit China, and she couldn't finish it (give 3 gems to sims X). She would perform the action "deliver" just like usual (without AM), but the adventure would not register it.

3. During the same trip, I nuked a "purple" bike and after my sim couldn't select the "go here" action. Whenever I clicked on the ground, nothing was available. So I sent her back home.

4. A few days later, I sent her back in China, found a new adventure (again collect x items) but whatever I tried, the quest would never fulfill. Then I had a CTD.

So far, those are my only bugs.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: uknortherner on 2009 November 25, 15:31:02
This was mentioned by someone three pages back, but using the "set relationships" panel in CAS still results in the mouse pointer exhibiting strange behaviour, either changing into a sim icon or disappearing altogether, with no drag-and-drop functionality. Base game, fully patched, latest AM, no mods - not even the store crap.

ETA: Can confirm that with AM removed, mouse functionality returns to normal.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: KevinGoth on 2009 November 25, 16:06:57
i thought AM was where u shift/ctrl click ur sim??
why is this one on the computer?? and are u going to get the old AM to work??

Huh?  What does that mean?

Why is what on what computer?

What old AM are you talking about?

Ok well before the expansion pack i used to able to shift + ctrl click my sim to nuke, reset, edit in CAS and stuff but now when i try and shift +ctrl click my sim nothing pops up i can only click the computer for the story progression thing. How do i get the Shift + ctrl click menu back???


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: MistyBlue on 2009 November 25, 16:08:23
This was mentioned by someone three pages back, but using the "set relationships" panel in CAS still results in the mouse pointer exhibiting strange behaviour, either changing into a sim icon or disappearing altogether...

ETA: Can confirm that with AM removed, mouse functionality returns to normal.

Same issue.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 25, 16:23:06
i thought AM was where u shift/ctrl click ur sim??
why is this one on the computer?? and are u going to get the old AM to work??

Huh?  What does that mean?

Why is what on what computer?

What old AM are you talking about?

Ok well before the expansion pack i used to able to shift + ctrl click my sim to nuke, reset, edit in CAS and stuff but now when i try and shift +ctrl click my sim nothing pops up i can only click the computer for the story progression thing. How do i get the Shift + ctrl click menu back???

The process for configuring AwesomeMod has not changed.  Your posts are meaningless and barely comprehensible.

You are obviously a failtroll.  Get out.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: MistyBlue on 2009 November 25, 19:23:27
I have an issue with wants disappearing when I switch households. I'm not sure if it's all the time, but it happened after I got the Flagrant System Error from one of the screens above.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Instance on 2009 November 25, 20:29:00
After playing for a smooth couple hours this cropped up:

(http://i870.photobucket.com/albums/ab269/OneTwoEleven/Fish.jpg?t=1259180714)

Just as I was attempting to consummate with a strange French woman.

Please don't hesitate to chew me out, it brings me a sadistic pleasure.   ;)

-Instance


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Franziska on 2009 November 25, 20:39:38
Hey,

I can happily report that with the newer version of AM (don't know if it's the latest, downloaded it around 11 hours ago) and my old config my sims unfreeze and are able to go home to sunset valley. The base camp icon in map view returned to its original green color. So far, so good.

There are however two minor issues that I came across with the older and the newer AM version. As my sims still refuse to use their incrediblly expensive car in favour of their motor bikes they brought home with them, I tried to assign them to cars. That didn't work and there wasn't even a menue to choose from. It doesn't matter which car. If I tell them to use it they do, but they can't "own" it.
To avoid that I removed the parking spots on the lot and put the cars in their inventories, so they have no other choice.

The second one is related to the "testingcheatsenabled" cheat. In my config I enabled that cheat by default so I won't have to type it in everytime. Yes, I am a lazy bum.  ;D It works just fine with the base neigbourhood, but once they reach their destinations it seems to be gone. Without AM it is possible to use the letter box in the base camp to access cheat options, with AM its only possible if I type it in manually. That is really not a problem and maybe caused by the old config. But I wanted to report it, too. Just being thoroughly.

ETA: I remembered another thing. My female teenager had her lifetime want (is that the term, I'm not sure..?) "become a Renaissance-Sim" fulfilled. She went to China and once there, it reverted to no lifetime want at all, as if she never had one. After returning home, it appeared again, fulfilled as it should have been. Any ideas to that?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: almostawesome on 2009 November 25, 20:51:48
As my sims still refuse to use their incrediblly expensive car in favour of their motor bikes they brought home with them, I tried to assign them to cars. That didn't work and there wasn't even a menue to choose from. It doesn't matter which car. If I tell them to use it they do, but they can't "own" it.
To avoid that I removed the parking spots on the lot and put the cars in their inventories, so they have no other choice.



This is due to a change in ownership of cars from WA, not due to the Awesomemod.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Greyform on 2009 November 25, 21:00:16
ETA: I remembered another thing. My female teenager had her lifetime want (is that the term, I'm not sure..?) "become a Renaissance-Sim" fulfilled. She went to China and once there, it reverted to no lifetime want at all, as if she never had one. After returning home, it appeared again, fulfilled as it should have been. Any ideas to that?

I can confirm that I've gotten this bug before installing AM, so it's an EA bug.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Franziska on 2009 November 25, 21:04:41
As my sims still refuse to use their incrediblly expensive car in favour of their motor bikes they brought home with them, I tried to assign them to cars. That didn't work and there wasn't even a menue to choose from. It doesn't matter which car. If I tell them to use it they do, but they can't "own" it.
To avoid that I removed the parking spots on the lot and put the cars in their inventories, so they have no other choice.



This is due to a change in ownership of cars from WA, not due to the Awesomemod.

Duh, that's just great. Thanks, Eaxis. :'( So I really have to do it the way I described? Or is there a way around that?


ETA: I remembered another thing. My female teenager had her lifetime want (is that the term, I'm not sure..?) "become a Renaissance-Sim" fulfilled. She went to China and once there, it reverted to no lifetime want at all, as if she never had one. After returning home, it appeared again, fulfilled as it should have been. Any ideas to that?

I can confirm that I've gotten this bug before installing AM, so it's an EA bug.

Well, thanks again...at least the want returned. But it's annoying nonetheless.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: jefrir on 2009 November 25, 21:20:46
JoshuasMama, it seeme to be a purely cosmetic bug. Travelling may fix it, or may not, but it doesn't have any actual effect on gameplay.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Franziska on 2009 November 25, 21:30:13
JoshuasMama, it seeme to be a purely cosmetic bug. Travelling may fix it, or may not, but it doesn't have any actual effect on gameplay.

True, but I thought I'd mention it anyway. As it seems it's an Eaxis bug and not even related to AM, so no harm done. ;)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: mildlydisguised on 2009 November 25, 21:36:43
Just wanted to confirm that the latest AM is no longer having problems sending my sims back to base camp when on vacation, after a save.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sewinglady on 2009 November 25, 22:13:24
just downloaded latest version (about 2 hours ago) - sent a sim to France - she is unable to complete an adventure. She accepts adventure but when she attempts to talk to another sim about the adventure (to get orders or to deliver items) she completes the talking portion of the action but does not register the action as completing that portion of the task nor does she deliver goods out of her inventory.

As I've only ever sent one other family member (matriarch of the clan) on a vacation (to Egypt) where that family member was able to complete several adventures, I am wondering if this is EAxian in nature or not (I suspect it may be).

The other thing that happened with this sim but not her mother, was that her needs were permanently stuck - all but fun at mostly green, fun about 2/3 green.

Am I also correct in my thinking that in spite of having a gig of RAM and 4 processors in my computer, the reason why the game has become slower than molasses at rendering everything is also EAxian in nature?  I have discovered that basements cause lots to have their items rendered with no prints...hmmm...I'm SURE that's not AM.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 25, 22:27:36
AwesomeMod doesn't alter the talk engine or the rendering engine. At all. So any issues encountered here are EAxian.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sewinglady on 2009 November 25, 22:30:00
exactly as I thought.

This is just another example of EA releasing a buggy piece of software and then expecting you to clean it up. I don't know how you keep doing it...and I'm still not sure why I keep attempting to play it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Process Denied on 2009 November 25, 22:49:01
With the latest build, my Sims are unable to start or complete a quest(depends on the quest).  They can't check in or deliver anything.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ScorpioMaurus on 2009 November 26, 00:17:23
With the Build Nov-25-2009  14:26:48 and the 1.7.9/2.2 Patch my sims have no trouble getting pregnant but when she is pregnant the hubby cannot click on her to give massages etc. I could only click on her when she was in the bed and when it was time to take her to the hospital otherwise the Hubby could not choose to chat with her Etc. other than Slider hacks there are no other hacks in my game right now.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: mindtempest on 2009 November 26, 00:22:21
Am I also correct in my thinking that in spite of having a gig of RAM and 4 processors in my computer, the reason why the game has become slower than molasses at rendering everything is also EAxian in nature?  I have discovered that basements cause lots to have their items rendered with no prints...hmmm...I'm SURE that's not AM.

If you really only have "a gig of ram", you need more ram to run WA. You really shouldn't be pairing any quad core CPU with 1GB RAM.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 26, 00:29:04
Am I also correct in my thinking that in spite of having a gig of RAM and 4 processors in my computer, the reason why the game has become slower than molasses at rendering everything is also EAxian in nature?  I have discovered that basements cause lots to have their items rendered with no prints...hmmm...I'm SURE that's not AM.

If you really only have "a gig of ram", you need more ram to run WA. You really shouldn't be pairing any quad core CPU with 1GB RAM.
I agree. While the requirement for The Sims 3 is 1GB on XP and 1.5GB on Vista, I wouldn't be trying to run it with less than 2GB personally.  If I was using onboard video I'd not even try to run TS3.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sewinglady on 2009 November 26, 00:45:03
Am I also correct in my thinking that in spite of having a gig of RAM and 4 processors in my computer, the reason why the game has become slower than molasses at rendering everything is also EAxian in nature?  I have discovered that basements cause lots to have their items rendered with no prints...hmmm...I'm SURE that's not AM.

If you really only have "a gig of ram", you need more ram to run WA. You really shouldn't be pairing any quad core CPU with 1GB RAM.

I really should never quote the specs on my own computer (I just run 'em, hubby builds 'em).  I have FOUR gig of RAM, quad core phenom processor and dual 512mg video cards - this comes from hubby, not the computer dummy (me).


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: bowrain on 2009 November 26, 01:03:02
With the latest AM, when I tell my sim to "go here" to another lot (instead of "visit lot") he always runs instead of taking a taxi even though the distance is quite far and the setting is automatic. Is that a bug or something? WA 2.2.8


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Crysill on 2009 November 26, 01:07:38
With the Build Nov-25-2009  14:26:48 and the 1.7.9/2.2 Patch my sims have no trouble getting pregnant but when she is pregnant the hubby cannot click on her to give massages etc. I could only click on her when she was in the bed and when it was time to take her to the hospital otherwise the Hubby could not choose to chat with her Etc. other than Slider hacks there are no other hacks in my game right now.
I have noticed this happening quite a few times in my tests, as well. The target Sim will occasionally become unclickable (for interactions) if:
1. The two Sims are standing.
2. The conversation is in the "extremely irresistible" tone.
It hasn't always happened every time these conditions are met, but once it starts happening it seems to always happen. If the conversation tone is changed from "extremely irresistible", or if the conversation continues while sitting or lying down, everything works again.

On an unrelated note: Am I the only one getting a "Tourist" household appearing and quickly filling up with 20-30 (foreign) Sims, causing extreme routefail lag at the door every night? This happens whether Overstuffed Households is enabled or disabled, but I haven't had a chance to test without AM. The tourists that live there drop the ", Tourist" suffix from their name. My games seem to enjoy choosing houses with one small front door and one single-bed for the Tourist household, causing much hilarity and much lag. I can't predict when the household gets created, and have been unable to reproduce it when I'm intentionally trying to, but once it does the tourists start moving in at a ridiculous rate.

Obviously, this is with WA installed. The latest time I've noticed both of these issues was with the 11/25 1:18 PM (time stamp in the zip) version, and I shall continue testing with the new 11/25 3:26 PM version.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ScorpioMaurus on 2009 November 26, 01:13:31
@ Crysill Did you notice this pregnancy thing before using AM? I didn't test out my sims having kids before installing AM so I'm not sure if it's an AM or EA bug.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 26, 01:37:32
Latest AM gets somewhat further along in loading (about 30-40% as opposed to 15-20%) before crashing... so that's progress lol


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Crysill on 2009 November 26, 01:40:19
@ Crysill Did you notice this pregnancy thing before using AM? I didn't test out my sims having kids before installing AM so I'm not sure if it's an AM or EA bug.
Just tested now, I can confirm that putting in the latest AwesomeMod with an extremely irresistible pollinated Sim results in interactionfail where none once was.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 26, 01:57:54
Started new neighborhood with latest awesomemod, and vacation destinations no longer crash. Previous hood that crashed I had "gassed asses" in all the vacation destinations because I loathe premades. Running without AM it seems the game fixes it by itself, but with AM it seems something is missing, bad enough that it bumps you to desktop.

Made another hood, gassed NPCs, same crash.

Guess I can't gas vacation NPCs without it bugging, which is a shame, because I absolutely hate premades.

Also, does anyone know how many NPCs are required to effectively "run" a vacation hood? In Al Simhara I tried with 4 but it seems you need 4 just for each shop in the market, but then you hardly get missions, and the ancient coin person is nowhere to be found.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 26, 02:00:15
Hmm, now that is interesting. Because AwesomeMod does not alter any behavior relating to the spawning of NPCs, but on the other hand, you normally cannot gas their asses en-masse either.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 26, 02:08:49
I don't even understand why EA made it so that vacation mission/buy/sell NPCs in vacation destinations have to live in houses. When I changed all the lots to vacation houses, nobody showed up in the town, market, or anywhere else, except for other explorers.

I'm going to try evicting everyone from the houses, but not gassing asses. Maybe there are some crucial NPCs that don't respawn with AM or something.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 26, 02:10:50
If by "crucial NPCs that don't respawn with AM", you mean "crucial NPCs that don't respawn, period", then this is quite possible. AwesomeMod does not alter the behavior of spawning, so if they don't respawn, they don't respawn, period. Given that you were probably never supposed to be able to nuke them to begin with, and they probably can't die, perhaps EA never wrote them to respawn.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 26, 02:13:39
And yet the same person going to the same vacation hood with all NPCs gassed, does load if I temporarily remove AM... save when I arrive, reenable AM, and load the game and start in basecamp... alas my confusion.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 26, 02:16:21
That is weird. We'll look into it. How exactly are you performing this? Gas them all at neighborhood generation, make a new character, go visit somewhere?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 26, 02:21:41
Yeah, I really don't get it, especially if AM has nothing to do with regeneration.

Made a new neighborhood.
Gassed NPCs in starting hood.
Gassed NPCs in all vacation hoods.
Create new character.
Send new character to vacation destination.
*CRASH*

If I do not gas vacation population, it does not crash.
If I remove AM it doesn't crash.
I can even save before they travel, disable AM, load vacation destination without AM installed, and it loads successfully. Then I can exit and reenable AM, and it never crashes, regardless, and I've played for hours with AM re-enabled after I reach the destination.

So something is happening between gassing asses and some AM interaction with loading the destination... but as for what it could be? *shrug*


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Nancy on 2009 November 26, 03:39:01
I started fresh with a new neighborhood, no custom content, no cheats other than awesomemod.

In CAS - I cannot edit relationship.  I get into the screen, but I can't drag any sims to others to denote their relationships.

It picks any old picture it seems and never brings up the dialog to let me say what the relationship is.

Going to do CAS with no awesomemod - then go back to testing awesomemod....


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Rodziel on 2009 November 26, 03:54:07
About the unable to complete adventure bug, I saved in home neighbourhood and deleted travel locations .pack and .nhd from save dir, so game had to rebuild location on next visit. This seems to have fixed the bug, at least for now. I have yet to determine if this happens on the second visit to location or if quests only work for sims that were in that location when it was built.

Btw, I keep getting non critical core mismatch when I run the game even though I made sure AwesomeMod is the only one in use.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: anthonyfatale on 2009 November 26, 03:55:11
PLEASE! Did anyone get this running on a mac!? !?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Franziska on 2009 November 26, 04:24:48
Hey there,

just downloaded the newest version and stumbled upon another thing. Same female teen as before perfected her handiness skill while on vacation in China. Now I can't access that skill directly from "skill view" anymore. Clicking on another skill and accessing handiness from there does work but gets me this:

(http://i964.photobucket.com/albums/ae127/JoshuasMama_photos/Unbenannt.gif)


btw, I finally understood how to assign the cars. So the active sim will be the owner when I click on the car. No menue needed. Sometimes I'm slow...but I got there.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Akadai on 2009 November 26, 04:31:58
If amod's story progression is turned off, and you have all of EA's story mode options enabled in the amod config, but play with EA's story progression turned off, are the options still in effect? Or does the EA story progression have to be turned on? Just curious

My game also decided to assign a foreigner from China as a boss to one of the careers, who was currently a tourist in the neighborhood. This kind of smells like an EA bug, but thought I'd mention it just in case


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 26, 04:35:15
WA makeup doesn't appear with Awesomemod installed in CAS.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 26, 04:39:16
WA makeup doesn't appear with Awesomemod installed in CAS.
Be more specific. I don't know what WA makeup is. How do I look for it, and where it is SUPPOSED to be?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Nancy on 2009 November 26, 04:44:15
I have a family of three (A man, a teenage boy, a child girl) napping (repeatedly) on the lounge chairs at the gym, fast-fowarding.  Just switching to Dad - my computer booted me out - with a Switch-to thingie - no idea why - and the Sims 3 (there at first), went away....

Should I give anyone any logs?

Well, maybe they'll get luckier with fishing this time....


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 26, 05:13:23
I ran another test on the vacation crashing. This time I didn't gas any asses, just evicted and deleted all the premade sims, and voila it crashed... so the special NPC theory is out the door, it seems. It's as if AM somehow interferes with the game's ability to load without NPCs or their respawning or something... which of course makes no real sense.

No NPCs living in houses+AM=Weird Desktop Crash

EDIT: I wonder if the culprit isn't somehow the special items merchant. I tried deleting their families, but the game with AM just chose a new one until it finally started running out of families, at which point it crashed again. But yeah, the special items merchant *might* be the smoking gun.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sewinglady on 2009 November 26, 05:30:48
WA makeup doesn't appear with Awesomemod installed in CAS.
Be more specific. I don't know what WA makeup is. How do I look for it, and where it is SUPPOSED to be?

It's eyeliner for the most part - Egyptian. The icons are the orange shaded ones like other EP content has...I haven't been in CAS to know if it's missing. I do know it's available if you change appearance in a mirror in game.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Chain_Reaction on 2009 November 26, 06:36:01
Ok the frozen motives and adventures not working is fixed, thanks Pescado. Now I can see what this adventure crap is about... as soon as I boot my game back up, it crashed right at 1AM with EA story mode enabled.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Invalidwtf on 2009 November 26, 07:03:32
This will sound stupid but can someone show a link to the beta version?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: guardianpegasus on 2009 November 26, 07:34:37
http://beta.moreawesomethanyou.com/ts3/test/

It's updated often, more than once a day on average, so check the timestamp.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: IAmTheRad on 2009 November 26, 07:47:24
Finally, an error!
(http://img403.imageshack.us/img403/1858/errord.png)

Now, about the WA makeup...
The WA makeup is categorized in CAS under makeup/eyeliner. It's mostly eyeliner that was effected. I know you can access it if you change appearance.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sweetbajan on 2009 November 26, 11:07:25
Posted this before but no help :(

My update says it is 1.7.11. I am running on a MAC and I am confused about which Awesome I should download. Clearly the one in the Updates sections says 1.4 and the one in the Beta Testing says 1.79. I tried installing the 1.79 and a box from Awesome came up saying that I am running a critical copy of Awesome (or something like that). Also when I use the configuration tool, I kepe the "DisableCDCheck" enabled but it doesn't allow me to run the game without the disk :(

Any help - also I do not have any other Mods and the files are placed in the right place, I know this because the Mod actually works when I run it with the disk but for some reason, the configuration tool isnt being read and also I believe I am running the wrong version of Awesome. Help please.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ElsaVonNarbe on 2009 November 26, 11:14:28
Could you please tell exactly where to put the AM? In which file?

It doesn't seem to work, anywhere i put it!!

Then I have a problem too, i have a couple of sims, and the female just cant talk to the man, i CAN'T click onto him, the little man cursor appears next to the arrow, but nothin happens when i click.

Then when i play with the male and click on the girl, the only thing he can do is frighten her.

BUT it woudn't come from AM, cuz it looks like it's not working (as i said before), i know it cuz I can't create a family without an adult in CAS :/

I don't understand anything!


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 26, 11:38:02
(http://beta.moreawesomethanyou.com/crapola/pancake_bunny.jpg)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ElsaVonNarbe on 2009 November 26, 12:01:53
okay, could you just tell me in which folder i have to put AM and my AM config? I mean is it in

Sims3>Mods>Packages>?
Sims3 WA>?
Sims3 WA>Mods>Packages?

OR ANYTHIN ELSE?

doesn't matter for the rest u__u
have to improve my english.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ingeli on 2009 November 26, 12:16:55
There is a good and short explanation of these things (where to put stuff after WA) here:
http://www.the-isz.com/theisz/index.php?showtopic=3567 (http://www.the-isz.com/theisz/index.php?showtopic=3567)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Keyan on 2009 November 26, 12:28:31
My game also decided to assign a foreigner from China as a boss to one of the careers, who was currently a tourist in the neighborhood. This kind of smells like an EA bug, but thought I'd mention it just in case

Maybe he runs the office from China?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ShortyBoo on 2009 November 26, 12:39:41
In CAS - I cannot edit relationship.  I get into the screen, but I can't drag any sims to others to denote their relationships.

It picks any old picture it seems and never brings up the dialog to let me say what the relationship is.

I can confirm this. I just went to create a second family, and when I tried to drag the pics to set the relationships, the little box thing that lets you choose a relationship never came up. After figuring out I couldn't edit their relationships, I cancelled out of the Edit Relationships screen, but then my mouse arrow was stuck on the one guy's thumbnail. I got rid of it by left clicking, but then the mouse turned completely invisible, so I had to minimize the game for a second to get it to come back.

I noticed something similar in CASt as well. Normally when I want two different objects to match, I'll drag the texture onto another item. I colored a bed how I wanted, then tried to drag the wood texture to the nightstand and it acted like it was loading, but nothing ever happened. Buy and Live mode both greyed out and the mouse disappeared. I had to quit through the Task Manager. I reloaded the game, went back into build mode to see if it was just a one time glitch, but again, when I tried to drag a pattern from one object to another, the mouse disappeared and CASt never came back up.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Crysill on 2009 November 26, 13:04:34
On an unrelated note: Am I the only one getting a "Tourist" household appearing and quickly filling up with 20-30 (foreign) Sims, causing extreme routefail lag at the door every night? This happens whether Overstuffed Households is enabled or disabled, but I haven't had a chance to test without AM. The tourists that live there drop the ", Tourist" suffix from their name. My games seem to enjoy choosing houses with one small front door and one single-bed for the Tourist household, causing much hilarity and much lag. I can't predict when the household gets created, and have been unable to reproduce it when I'm intentionally trying to, but once it does the tourists start moving in at a ridiculous rate.
Following up on this - it would appear that this might be an AwesomeStory issue after all, and is possibly related to the issue from the person with the Chinese boss.
(http://img136.imageshack.us/img136/1994/tourist.png)
When it first happens (at a random point during the game), the Tourist household contains very few Sims. All Tourists that end their roles end up joining this household, however, causing it to fill up to 20+ in a manner of seconds.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ElsaVonNarbe on 2009 November 26, 14:12:53


Thank you Ingeli

Now AM seems to work since i can create a family of only teens and children.

But i still have a problem:

1/ In CAS, i have only 1 trait for my sims: "stupid". All the others have disappeared, the spaces are left blank

2/ still have this problem that I can play my Girl sim but just can't click my boy sim ( to talk to him) and when i play my boy sim and click on my girl sim to talk with her, there's no option but frighten her, or do the moodlet manager things to her.

can someone help me?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: dedust on 2009 November 26, 14:29:45
THIS IS FOR MAC USERS.
Stop using macs if you can't read.

You need to put the mod files in the base game folder, and d3dx9_31.dll in The Sims 3/Game/bin folder.

Mod files = a folder named "Mods", inside you can find 2 folders, "Packages" and "Files". Simple as that. Basic AM knowledge. RTFM.
The game for Macs is different than for PCs, it uses the same core components but in a different way. You can access the game files through the app icon -> right click, "show package contents", then contents/resources/transgaming/c_drive. You should know your way from there.

Mods and independent package files seem to work just fine from the base game Packages folder, even AM, so the only thing to put in WA folder is d3dx9_31.dll.


AND THE GENEALOGY OPTIONS STILL DON'T WORK EITHER.  >:(


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: cinder on 2009 November 26, 15:04:43
WA makeup doesn't appear with Awesomemod installed in CAS.
Be more specific. I don't know what WA makeup is. How do I look for it, and where it is SUPPOSED to be?
It's eyeliner for the most part - Egyptian. The icons are the orange shaded ones like other EP content has...I haven't been in CAS to know if it's missing. I do know it's available if you change appearance in a mirror in game.

Eyeliner shows up for me, CAS and otherwise, definitely not awesome related. Try moving mod to WA directory. Remember to delete scriptCache.package in My Documents.



Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ciane on 2009 November 26, 16:35:59
The only time my game has crashed to the desktop without simply minimizing the game window (which it randomly does a lot when I am looking at tabs, such as what types of books have been written) is when I have the EA story progression enabled on the options. If I disable the story progression, old Sims still die and other known Sims still age; but my game doesn't crash. I have played several days without EA story progression turned on, saved and quit, and returned to play for several more days without a crash. Then, when I check the EA story progression again, the game crashes around 1 a.m.

I haven't tried without AM in. I am playing a straight default setting AM on 1.7.9, with no config file in my package folder. Obviously, I don't have, and don't plan to have, WA.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: snowbawl on 2009 November 26, 18:55:22
since i am new i am exercizing my right to be stupid. but where is the beta mod for wa. i have looked everywhere - apparently not!-

Oh, FFS. READ THE FIRST POST OF THIS THREAD, YOU ILLITERATE TARDS!

The link was also dropped on the page before this one.  But this is exactly why I buried the link in the fine print.  Some people are entirely too stupid to be testing, especially when they have no idea where to put the mod, or how to configure the mod, what the mod even does, or where the elusive AwesomeStory can be found.  Most of these same idiots will not even bother to read the testing thread.  Yet they will happily blame everyone here when their game does not work because they have no clue what they are doing.  So welcome to the Help Desk, coltraz.  Grab a cup of coffee and a big stick.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Incognito on 2009 November 26, 19:08:40
No one else appears to have had this problem, so it may just be my game; but I installed the Beta version of AM with no other CC at all, and my game doesn't load past the loading screen. It doesn't actually load at all, no music, nothing.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Nemamiah on 2009 November 26, 19:11:34
No one else appears to have had this problem, so it may just be my game; but I installed the Beta version of AM with no other CC at all, and my game doesn't load past the loading screen. It doesn't actually load at all, no music, nothing.

I think you'll find that plenty of people have had this issue, just move your files about a bit, I believe I have the awesomemod, framework etc in both TS3 and TS3 WA folders, though I'm not entirely sure which one is making it work. Try reading all of the thread before claiming nobody has this problem.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: sewinglady on 2009 November 26, 20:00:49
indeed, I had to do some moving about myself, but finally got things to work for my game. One of the idiosyncracies of Windows - no load is ever the same on any two computers...you really don't wanna hear my Java horror stories.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 26, 20:13:44
CAS Genealogy issue should be fixed now. Tourist fambly can no longer be toaded.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ScorpioMaurus on 2009 November 26, 21:25:25
WA makeup doesn't appear with Awesomemod installed in CAS.
Be more specific. I don't know what WA makeup is. How do I look for it, and where it is SUPPOSED to be?
It's eyeliner for the most part - Egyptian. The icons are the orange shaded ones like other EP content has...I haven't been in CAS to know if it's missing. I do know it's available if you change appearance in a mirror in game.

Eyeliner shows up for me, CAS and otherwise, definitely not awesome related. Try moving mod to WA directory. Remember to delete scriptCache.package in My Documents.



Obviously no one fully read my original post. Sometimes the makeup shows up fine and sometimes it just disappears. The normal eyeliners appear but not the Egyptian ones included with WA and I already have the AM installed in my WA directory. This never happened in the vanilla game when I created my 8 females it only happened when I had that version of AM installed, but it has not happened since I got the newer AM now i only have the pregnancy issues where you cannot click on a pregnant female unless she's sitting or lying down.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ladycoelura on 2009 November 26, 23:37:53
So I have a question what if I have to reinstall and not put the 2.2.8 patch back because of what it is doing to my game? How will that effect my ability to use AM once it is out of testing. Because I can't build basements without the game crashing since I upgraded to the 2.2.8 patch even when I tried the version on AM that was out yesterday afternoon without any of my other mods in the game.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: dedust on 2009 November 27, 00:13:07
CAS Genealogy issue should be fixed now. Tourist fambly can no longer be toaded.

Yay, thanks. Does this also mean genealogy options work with shift+ctrl-click during play? I could click on the different options (ie. adopt, add sibling, marry etc) and they appeared to work, but nothing was ever changed in their family relationships. However, all the available options with the relationships pie menu worked fine, such as make ex, make best friend and so on. Oh and also, could there be options for "add grandparent", "add uncle/aunt"? Or vice versa, add niece/nephew, add grandchildren. Something to extend the family tree just a little further.


Also some info for mac users should probably be added to the first post, as there's none atm.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 27, 00:32:40
Secondary relationships aren't formally linked in the game at all. You can't "add grandparent" or "add auntcle" or "add cousin", etc, because such relationships are derived. A "grandparent" is defined in-game as a parent of a parent, etc. The game only actually formally records direct relationship, derived relationships are derived from these. A relationship of "cousin" is defined in-game as "having different parents that are siblings". There's no actual formal record of this state.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Chrissi on 2009 November 27, 01:02:43
Even if it's not defined, can't you do it yourself by defining or otherwise requiring an intermediate parent before defiing the grandparent?

Or am I missing something important about why it doesn't work?  From what I see, it's just a matter of putting the step in-between... making sure there is a parent, then making the grandparent the parent of that parent.

By the way I am also getting the 1am crash (with AM beta, goes away if I remove it).


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: anthonyfatale on 2009 November 27, 01:34:16
so the only thing to put in WA folder is d3dx9_31.dll.

THANK YOU


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 27, 01:41:54
My game also decided to assign a foreigner from China as a boss to one of the careers, who was currently a tourist in the neighborhood. This kind of smells like an EA bug, but thought I'd mention it just in case

Maybe he runs the office from China?

That has a real life sounding possibility, which means EAxis wouldn't have thought of implementing it deliberately.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Keyan on 2009 November 27, 01:50:07
My game also decided to assign a foreigner from China as a boss to one of the careers, who was currently a tourist in the neighborhood. This kind of smells like an EA bug, but thought I'd mention it just in case

Maybe he runs the office from China?

The has a real life sounding possibility, which means EAxis wouldn't have thought of it to implement it deliberately.

That's true... But I guess it is one of their screwups that could be considered not a bug...


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Chain_Reaction on 2009 November 27, 02:34:37
But i still have a problem:

1/ In CAS, i have only 1 trait for my sims: "stupid". All the others have disappeared, the spaces are left blank

2/ still have this problem that I can play my Girl sim but just can't click my boy sim ( to talk to him) and when i play my boy sim and click on my girl sim to talk with her, there's no option but frighten her, or do the moodlet manager things to her.

You have out dated mods causing both of these. The second is likely being caused by the "Ask if single is friendly" mod or some other social mod. The first one is probably related to some trait mod. Try removing all mods but awesomemod and see if it works.

Yay, thanks. Does this also mean genealogy options work with shift+ctrl-click during play? I could click on the different options (ie. adopt, add sibling, marry etc) and they appeared to work, but nothing was ever changed in their family relationships. However, all the available options with the relationships pie menu worked fine, such as make ex, make best friend and so on. Oh and also, could there be options for "add grandparent", "add uncle/aunt"? Or vice versa, add niece/nephew, add grandchildren. Something to extend the family tree just a little further.

As far as I'm aware, those genealogy options are EAxis made and aren't supported by AM so if they are broken, they did it.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: danward on 2009 November 27, 03:17:05
Patched from 1.4 to 1.7 vers 2, (pain) because I had to get the original videocamera.ini file because the videocamera file I had was altered. the correct file should only be 1.63k. Get it off the disc or hunt for it, someone on the web might have it.
Save, then remove the "Mod" folder from the framework.  The mods that don't seem to conflict are the hairy body and skin textures and tones,  some skill speed ups, and most of the actual mesh items.
What causes the hang ups and bugs are awsomemod 1.7 beta (game runs slowly) and inteen(any version.)
Sucks because Awsomemod with Indiestone was so cool and made the game playable and fun. Inteen I can live without, never used it anyway.
I don't know if EA is trying to f**k up this game by roadblocking the modders or if the game is sloppily programmed that internal tweaks by EA makes the game delicately unstable.
The Awsomemod 1.7 beta does work, but not well as of now. I gotta hand it to Pescadero for making the awsomemod to begin with, pure genius. I'm not sucking up by saying that. :-X


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: highstresslevel on 2009 November 27, 04:28:05
WA makeup doesn't appear with Awesomemod installed in CAS.
Be more specific. I don't know what WA makeup is. How do I look for it, and where it is SUPPOSED to be?
It's eyeliner for the most part - Egyptian. The icons are the orange shaded ones like other EP content has...I haven't been in CAS to know if it's missing. I do know it's available if you change appearance in a mirror in game.

Eyeliner shows up for me, CAS and otherwise, definitely not awesome related. Try moving mod to WA directory. Remember to delete scriptCache.package in My Documents.



Obviously no one fully read my original post. Sometimes the makeup shows up fine and sometimes it just disappears. The normal eyeliners appear but not the Egyptian ones included with WA and I already have the AM installed in my WA directory. This never happened in the vanilla game when I created my 8 females it only happened when I had that version of AM installed, but it has not happened since I got the newer AM now i only have the pregnancy issues where you cannot click on a pregnant female unless she's sitting or lying down.

This has happened at least three times in my game.  No AM here.  So it's an EA issue.  It happened several times after I first installed, playing a fresh game w/no hacks.  I haven't been able to reproduce it today, so maybe a cache issue?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Nancy on 2009 November 27, 04:30:52
The CAS relationship thing is fixed.

But the naps on benches/lawn furniture still crashes.   I changed from having them sleep at the gym to sleeping at home on park benches - but they still crash a bit into their second nap.

I am fast-forwarding - it was automatic since they all were "sleeping".....


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 27, 05:07:34
What causes the hang ups and bugs are awsomemod 1.7 beta (game runs slowly) and inteen(any version.)

The Awsomemod 1.7 beta does work, but not well as of now.

And your problem?  Most of the Inteen stuff use a core mod (or at least last time I looked at them) which makes them incompatible with AM, while some like the teen pregnancy are XML tuning mods which work fine with AM.  Inteen and most of the associated options have just recently been updated to 1.7/WA.

What do you mean that it isn't working as well as of now?  As well as what?  I have AM and have been using the Beta pretty much since Pescado made it available for public testing and don't see any of the slow down your talking about.

Please elaborate on what the hang ups and bugs are that you are experiencing with AM.  Pescado might be a great many things to a great many people, but I doubt he is a mind reader, therefore you need to properly articulate what the hang ups and bugs are, that AM is causing, so he can try and reproduce them and fix them.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: Crysill on 2009 November 27, 06:25:15
Almost all of the problems I've encountered so far seem to have been solved as of the latest beta. CAS relations works, and the Tourist Orgies have ceased to occur. I've been testing in longer-term games due to these fixes, and have yet to experience any explosions.


Pescado might be a great many things to a great many people, but I doubt he is a mind reader
I do, however, find it comforting when posting to periodically think "I know you can read my mind, Pescado."

Just in case.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 27, 07:07:52
With the newest Beta, I have experienced no problems and no error messages all all in the couple of hours I had to play tonight.

Also, love the new features you've added!


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 27, 07:45:57
I added new features?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: coconnor on 2009 November 27, 09:17:36
I added new features?
When you CTRL-Cllick on a Sim there are new menu options which come up.  I attributed them to AwesomeMod.  Some have to do with the travel adventures.  I assumed they were AwesomeMod, but maybe they are just EA debug items?


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 27, 09:18:11
Probably EAxian debugs enabled by AwesomeMod, then.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: stabsofwar on 2009 November 27, 11:03:45
Im currently using the lasted update of Awesome mod you put out for the first time, ( by the way loving it) and ive noticed a crash that happened at exactly the same time twice in a row.

when all my sims go to sleep the game auto fast forwards which is all normal and good, but the moment the in game clock goes from 12:59am - 1:00am it crashes.

in case it matters i got 4 sims sleeping at the time, its the very first day since i built the house, i am using latest version of WA, the only mod i have that could conflict is the 24 hours food spoiling mod. Other others are just objects and appearance mods.

Also playing wihth 64bit Win7.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: wizard_merlin on 2009 November 27, 12:01:04
Im currently using the lasted update of Awesome mod you put out for the first time, ( by the way loving it) and ive noticed a crash that happened at exactly the same time twice in a row.

when all my sims go to sleep the game auto fast forwards which is all normal and good, but the moment the in game clock goes from 12:59am - 1:00am it crashes.

in case it matters i got 4 sims sleeping at the time, its the very first day since i built the house, i am using latest version of WA, the only mod i have that could conflict is the 24 hours food spoiling mod. Other others are just objects and appearance mods.

Also playing wihth 64bit Win7.

Try using AM story mode.  If you had read the previous posts, it appears that it is the EAxian story mode that is causing the 1am problem.  Those running the AM story mode do not appear to be experiencing the problem.

It may a problem with the story mode tweaks that AM applies to the EAxian story mode if you are not using the AM story mode, that are causing the problems.  That is the first group of tweaks listed in the config tool after the AM story mode option.  With AM story mode enabled those options are ignored, but with AM story mode disabled, they are applied to the EAxian story mode to help make it better.  If EAxis have modified their story mode, there could be an issue now when they are implemented.

But I could be wrong.  Just seems like the logical answer as without AM nothing goes wrong at that time, and with AM story mode enabled nothing goes wrong then either.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 27, 12:17:47
EA story mode crash should be fixed in the next version, after I chase down this other annoyance.


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: MistyBlue on 2009 November 27, 16:12:05
I've never used AwesomeStory before so perhaps this is a feature of it, but when I send my sim to a community lot, there is never another sim that visits. This is every community  lot in the hood.

Other bugs:

-Sim jumps when trying to upgrade the toilet. It gets to right when he is about to finish the upgrade, then he jumps.
-When I moved a sim to another house, I made that the default household. Then I went back to the other family, but they moved out. It hadn't even been 10 minutes of the same sim day. They weren't marked sacred, but again, I never played with AS on before.
-Their wants disappeared.
-The neighborhood is full. Sims are moving in at an epic rate. There are no more homes left. (Could have been from a previous version of AM)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: ciane on 2009 November 27, 18:13:20
My game created two Sims with the same name. This would have occured on an earlier version of AM (maybe the first publicly released beta). I just didn't notice that the kids met at school were two different Sims until I was inviting them over for a party.

(http://i45.photobucket.com/albums/f65/ciane/2Bryons.jpg)


Title: Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Post by: J. M. Pescado on 2009 November 27, 19:59:45
As all of the reproducible issues at this time appear to have been resolved, I am stamping this off for first wide beta. This thread is therefore concluded.