More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: J. M. Pescado on 2010 June 14, 14:36:30



Title: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 14, 14:36:30
Known AMB specific issues should be fixed, including the following:
1. Broken schools.
2. Wonky lot value calculations now that community lots are ownable/buyable/value-able.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Ladyday on 2010 June 14, 14:56:25
Sigmund et al,

I followed your instructions and installed the
New Mac Custom Content Framework Installer - for patch 1.12/2.7/3.3 by LoofahFlufferduff

I went to the MTS site and copied the Resource file into the folder since nothing worked when I tried the program with the installer as it was (the resource file was already in the Mods file) (I placed the awesomemod into the packages file).

I downloaded the awesomemod again and deleted the other one...

I am going to restart the Puter to see if that will magically make something work...

I feel like I have the biggest brain hemorrhoids in the world cause farts would have dissipated by now and I would have figured this out, lol. Shait Bubbles!!!!!

Thank you everyone who's tried to help. I really appreciate it.


***yeah, tried it didn't work. tried it with a new game...guess...nope!! didn't work*** I gotta figure this out or else I'm going to go nuts. I really am.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Roobs on 2010 June 14, 15:35:35
So far, so good.

The school works again, and there hasn't been any crashes. It did fail to load my save on the first attempt, although I honestly don't know whether this is related to Awesomemod.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 14, 15:45:18
Unrelated. The save didn't actually fail to load, but sometimes a first load will TAKE FOREVER.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Syntempest on 2010 June 14, 15:48:02
I had no problems with the last test version (using WA+AMB).


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: MissKitty on 2010 June 14, 15:51:59
I can't get the game to load with this new version of AM. First I will get the mismatch pop-up and then the green bar will load to 100% and then... it won't go further. It'll just stay there. It loads fine without AM and it loaded fine with older versions of AM. Nothing else has changed in my game.

ETA: Tried removing all other mods to only run AM and there was a slight change in behaviour -- instead of indefinitely hanging, it just crashed after loading the game. O.o I had removed script cache first etc so that shouldn't be the problem. Mysterious.

ETA2: Double-checked if my version was the newest. (It was. 14-06-2010 07:47.) Fiddled some more. Decided to redownload anyway and... now it works. My file must have been messed up during download. Sorry for the waste of time.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: myskaal on 2010 June 14, 16:15:09
Missing texts in a couple pie menus.

When selecting another house the track on radar text is missing:

(http://img.photobucket.com/albums/v122/rnkis/th_blankselect1.jpg) (http://img.photobucket.com/albums/v122/rnkis/blankselect1.jpg)

And when selecting another sim, I think that's the make sacred text? I don't remember but:

(http://img.photobucket.com/albums/v122/rnkis/th_blankselect2.jpg) (http://img.photobucket.com/albums/v122/rnkis/blankselect2.jpg)


Schools are functioning. I've been running SC skilling and collections with zero problems so far and beyond those missing texts have not found any other problems yet.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 14, 16:20:52
@Ladyday: This thread is for reporting issues with the latest test version of Awesomemod. (ie once you've actually got it installed properly and able to run the game with it)

Since you have not reached that step yet you will probably be better off asking for assistance either at Mod the Sims 2 (niceness is enforced there so they won't rip you a new one  :P) or if you must ask here then in this thread (http://www.moreawesomethanyou.com/smf/index.php/topic,18682.0.html), though I suggest reading it in it's entirety before posting.

Missing texts in a couple pie menus.
...
And when selecting another sim, I think that's the make sacred text? I don't remember but:

Yep, that's the Make Sacred test and it's been missing for me also since the last update or so prior to this one.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 14, 16:54:36
Vehicle marking seems to be confused- NPC vehicles (parked maid car) and parked vehicles in general are listed as "no driver" and "Derelict", but are quickly driven away by their owners once they leave wherever they are. I don't think this happened before, but it's hard to know, since NPCs weren't as big of car owners as the Twinbrook sims are.

As well, my sim's car seems to be noted as no driver and derelict...in 3 places in town. There is only one car, and it is parked at home? There are also a few cars marked as derelict that aren't even there- the marker points to an entirely empty area. Towderelicts does not solve any of these problems (nor does it remove the one car I can find that actually IS derelict), nor does Resetworld.

Very minor issue, not finding anything wrong elsewhere.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Ladyday on 2010 June 14, 16:57:08
@Ladyday: This thread is for reporting issues with the latest test version of Awesomemod. (ie once you've actually got it installed properly and able to run the game with it)

Since you have not reached that step yet you will probably be better off asking for assistance either at Mod the Sims 2 (niceness is enforced there so they won't rip you a new one  :P) or if you must ask here then in this thread (http://www.moreawesomethanyou.com/smf/index.php/topic,18682.0.html), though I suggest reading it in it's entirety before posting.

Missing texts in a couple pie menus.
...
And when selecting another sim, I think that's the make sacred text? I don't remember but:

Yep, that's the Make Sacred test and it's been missing for me also since the last update or so prior to this one.

Since others mentioned the same issue in this thread I figured it was the right one. I was referring to the new version not loading. But I won't say anything anymore. Thank you for the info too!  :)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: myskaal on 2010 June 14, 17:00:33
Possible ASM error. With ASM enabled, inactive household moved out of town (received the popup). IIRC ASM was supposed to be preventing this? I've never had it happen before.

Disregard. I believe this actually happened before installing AM and just popped up in the newspaper.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: aquila on 2010 June 14, 17:06:49
Installed this version to my ambitions game and it loaded just fine. Seems to be running fine too. So far the only odd things I've noticed behavior-wise have been (presumably) EA-related ones. I can second the "Missing menu" options though; the "track on radar" specifically.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Ladyday on 2010 June 14, 18:24:04
I GOT IT TO WORK!!!! :o I AM SO BLOODY EXCITED!!!  ;D

I kept both of the frameworks (the old one from Marhis and the new one from LoofahFlufferduff) , put the resource file in both and the Sims directory and fckn winged it! I can't believe it! Wow....I think I just came.

I did not receive any of the bullshit EA warnings. The only thing I noticed was that some of the text from the menus were missing and that's it! Some of my CC is not showing up but I'll figure that shit out later, lol.

THANK YOU EVERYONE! You've been very kind!


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Gencus on 2010 June 14, 18:29:17
I have base game only, running on Windows 7.

I've been using AM without issue for some time now. The version I had expired on the 13th, so I came and got the most recent one, and am now getting the
'doesn't match your current version of The Sims 3' error.

Where's my fail?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: rhodaloo on 2010 June 14, 18:32:50
Installed latest version of AM--so far all schools are functional.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 14, 19:02:39
Pescado did not post, but new version (6/14/2010 9:44:11) includes the following features:

Hand Of God will pick up dry laundry and put it in a target laundry deposit box, or washing machine if there is one.

There is a new feature to make generated Sims have random faces instead of the vanilla faces.  Off by default.





Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: igottapi on 2010 June 14, 19:21:33
Only problem I notice is the skill wants reappear if you dont have a want pick out and missing text in adding skills box.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: ShiroInu on 2010 June 14, 19:21:50
So far so good with the schools problem . . . functionality has returned. However, whenever a sim is directed to go there, they complain that something is in the way. Some kind of routing issue. Anyone else experience this?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: igottapi on 2010 June 14, 19:24:57
No one shoot me but were the hell is the download? Cant see it.

*(there goes my record of no noob questions :()


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 14, 19:46:13
There is a new feature to make generated Sims have random faces instead of the vanilla faces.  Off by default.

Oh wow, that's gotta be a strange addition. Do slider multipliers apply to this?

I'll have to load up a blank neighborhood and spawn more overlords and see what happens, I guess.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: MissKitty on 2010 June 14, 19:49:44
So far so good with the schools problem . . . functionality has returned. However, whenever a sim is directed to go there, they complain that something is in the way. Some kind of routing issue. Anyone else experience this?

Yes. But since my last few problems have been because of User Error, I've kind of been assuming that this was too.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 14, 20:03:12
I noticed that when my sims are running on treadmills in a room with a stereo turned on, they do not get the music buff unless they are off the treadmills.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 14, 20:08:27
Confirm that NoVanillaPudding works nicely. It doesn't appear to work with slider multiplication, I am not sure if that is intended or not, but an entirely freshly spawned town seemed to have a lot more nose and eye and mouth and jaw variety than usual, and I also noticed significantly more semi-overweight and overweight sims.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: socurious on 2010 June 14, 20:35:18
Using latest version of AM, schools are available, with no swarm, but kids cannot go in and get the "skipping school" nonsense.  If I used a game that was saved with a previous version of AM, can it have residual effects? Just wondering, because admittedly, I know shit.

Also, skill books are missing in libraries, so I used the regeneratebooks command and the text strings are missing on some of the skill books (fishing, guitar,& painting, IIRC). That probably is related to some other book mod if no one else is experiencing it.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: kazebird on 2010 June 14, 20:48:27
Also, skill books are missing in libraries, so I used the regeneratebooks command and the text strings are missing on some of the skill books (fishing, guitar,& painting, IIRC). That probably is related to some other book mod if no one else is experiencing it.
Are you using Twinbrook?

I'm pretty sure that this is a known issue with Twinbrook.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: moreawfullthanyou on 2010 June 14, 21:38:58
I seem to have version 4.0.87 ts3+wa+amb+hels , the awesomemod said it was outdated/expired (it lasted like TWO days only..) , and closes ts3 game. I think this happened after updating from v3.0 to v3.3 Then now it seems I cannot play the game. I cannot find the link to download awesomemod 4.0.87, can anyone post a link for it ?

thanks in advance!


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: barbarellaella on 2010 June 14, 21:41:26
http://www.moreawesomethanyou.com/ts3/test/


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: igottapi on 2010 June 14, 21:44:01
^^^ Thx :)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: socurious on 2010 June 14, 21:48:55
 
Also, skill books are missing in libraries, so I used the regeneratebooks command and the text strings are missing on some of the skill books (fishing, guitar,& painting, IIRC). That probably is related to some other book mod if no one else is experiencing it.
Are you using Twinbrook?

I'm pretty sure that this is a known issue with Twinbrook.

Yup, I'm solely testing on Twinbrook.

I must have misunderstood something, because I thought that the absence of the books was from EAxian fail and that the regenerate command would fix it. Obviously, AM fixed what it was intended to fix.  The text-string is probably missing because the book wasn't there to begin with; side-effect of EAxian fail.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 14, 21:56:45
http://www.moreawesomethanyou.com/ts3/test/

Correct. So for those of you going 'halp111111 it sez wrong vershun111111' Use that one not the release version. There currently is no stable release version for Ambitions, just the test version barbarellaella linked above for those too lazy and/or not resourceful enough to find it.

HOWEVER

Since it is a test version be warned their may be unforeseen problems. It seems to be working fairly well for most people so far, but don't cry if your save game ends up getting hosed because you were warned.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Simius on 2010 June 14, 21:59:37
Also, skill books are missing in libraries, so I used the regeneratebooks command and the text strings are missing on some of the skill books (fishing, guitar,& painting, IIRC). That probably is related to some other book mod if no one else is experiencing it.
Are you using Twinbrook?

I'm pretty sure that this is a known issue with Twinbrook.

Yup, I'm solely testing on Twinbrook.

I must have misunderstood something, because I thought that the absence of the books was from EAxian fail and that the regenerate command would fix it. Obviously, AM fixed what it was intended to fix.  The text-string is probably missing because the book wasn't there to begin with; side-effect of EAxian fail.
If you add The Penningway Bookshelf or the Book Corral to your library it should add skill books and fix the problem.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: moreawfullthanyou on 2010 June 14, 22:09:15
Thanks a bunch barbarellaella!  8) IOU1!


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 14, 22:25:08
Vehicle marking seems to be confused- NPC vehicles (parked maid car) and parked vehicles in general are listed as "no driver" and "Derelict", but are quickly driven away by their owners once they leave wherever they are. I don't think this happened before, but it's hard to know, since NPCs weren't as big of car owners as the Twinbrook sims are.

It always did this, at least in my game.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: airilina on 2010 June 14, 22:29:16
I've noticed two things consistently with AMB and AM:
1. In map view, if I ctrl-click on anything (a house, workplace, sims, etc.) 9 times out of 10 I will get the sim's melted-face look when making my selection.
2. Hand of God used to whisk away my newly cooked meals into the refrigerator.  Now my served meals sit on the counter and decay.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: socurious on 2010 June 14, 22:40:06
If you add The Penningway Bookshelf or the Book Corral to your library it should add skill books and fix the problem.

I had to add these and invoke the "regenerate" command for the skill books to even appear.  I am still missing the text-strings, though.  Also, my schools (at least in Twinbrook) remain borkinated.  I lied about the "no swarm" though.  I must have missed it.  All the kiddies are standing outside the building waiting to get in, imagine that! Before this version, the bus wouldn't even pick up the kiddies to take them to school.  Now, they actually arrive, yet cannot enter.  I have Base, WA, HELS, & Ambitions, no other mods (at least on this last test), removed all cache files prior to starting the saved game, and my OS is W7.  

The "hand of God" is awesome, I must say! Who thought that doing laundry in a game was a good idea? Someone who doesn't do it in RL, evidently.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Faizah on 2010 June 14, 23:29:49
2. Hand of God used to whisk away my newly cooked meals into the refrigerator.  Now my served meals sit on the counter and decay.

Do your sims have a crap fridge? I believe it doesn't automatically whisk them away any more if they would be spoiled by the 'Tastes like Fridge' moodlet. You can still manually drag them to the fridge, though.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 14, 23:35:02
Be sure you have it enabled, too. It is disabled by default.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: myskaal on 2010 June 14, 23:41:27
Using the most recent build (2010-Jun-14 18:32:57) none of my sims are having any issues with the schools. Able to enter and exit as needed for classes and school attendance. I have not tried anything with the education career yet beyond sending a sim in to become employed, which he did with no issue.

Missing texts on the pie menus is resolved and choppiness/lagginess of the game all around seems to have cleared up as well.


Not finding any other issues so far!



Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: janedivided on 2010 June 15, 00:11:08
In an overstuffed family with 9 sims, the UI is only showing thumbnail portraits for 8 of them.  I'm using the most recent build and have all expansion and stuff packs installed.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 15, 00:14:26
I noticed that when my sims are running on treadmills in a room with a stereo turned on, they do not get the music buff unless they are off the treadmills.

Also, sculpting, and using the weight training machines they do not get the buff from the stereo. I've tried a couple of types of stereo and the result is the same. Nothing.

New edit: With Martial Arts, sims that are meditating don't get the music buff, but they do get it while using the board breaker or training dummy.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 15, 00:37:41
Aging-length-based skill difficulty doesn't seem to work with the new ambitions skills, though I don't know if that's to be expected or not. The difficulty multiplier in general does not seem to work with them right.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: AngerousAlex on 2010 June 15, 00:52:50
Throw rocks at me, but I'm getting a stuck load bar at 0%. I don't think it's a framework fail. (Yes I tried searching.)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: JamesNine on 2010 June 15, 00:55:41
Working fine for me (Ambitions). However, is anyone else noticing any slight delay when switching characters or going into buymode (that didn't exist before testing the new Awesomemod)? Maybe it's just my PC.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 15, 00:58:33
I have a delay, but then again I am experiencing slower loading of things altogether- myskaal says that it seems faster with the latest build, but not matter how many times I clear my cache, I cannot get a newer version than "9:44 AM" to test that.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: airilina on 2010 June 15, 02:20:16
Do your sims have a crap fridge? I believe it doesn't automatically whisk them away any more if they would be spoiled by the 'Tastes like Fridge' moodlet. You can still manually drag them to the fridge, though.

Nope, I'm using the best one there is.  I've been manually dragging them to the fridge today.

Be sure you have it enabled, too. It is disabled by default.

Yes, I am aware of that.  I have it enabled.  Notice I didn't mention dirty dishes and laundry everywhere, because they are being taken care of.  Only meals are out and not going into the refrigerator.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Ladyday on 2010 June 15, 03:34:26
Played for like 8-10 hours on and off (had to eat and wash my arss). Just got off because the active family I was playing went home and it wasn't their home (Reporting because I don't know if this is an AM issue). I LOVE the fam who's house they took over so I quit without saving. I'm letting the cd cool off so I can go back in. The game got so much more exciting! Gotta find out what the hand of god is and all the other cool stuff. Thanks a million! ;D :D ;D
PESCADO AMORE! TI AMO!!  :-*  :-*  :-*


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 15, 03:40:15
Using latest version of AM, schools are available, with no swarm, but kids cannot go in and get the "skipping school" nonsense.  If I used a game that was saved with a previous version of AM, can it have residual effects? Just wondering, because admittedly, I know shit.

Also, skill books are missing in libraries, so I used the regeneratebooks command and the text strings are missing on some of the skill books (fishing, guitar,& painting, IIRC). That probably is related to some other book mod if no one else is experiencing it.

I have the same issue with school. Kids go to school, but remain outside, any attempt to enter the door fails, as does trying to attend a painting class. My school lot is currently set to "No Visitors allowed", where as most rabbit holes do not have a community lot type, that is the only difference I . I also tried replacing the school building and changing the lot type to something else such as "Visitors allowed" (There is no School or rabbit hole type in the drop-down), without luck. However, the problem is also happening to the custom rabbit holes as rugs mod I use, sims cannot use the rug either.

I have a bug to report too. It seems that since the latest patch, he Auto-save feature does not currently remember the last used number and always starts at Autosave0 with each launch of the game.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: witch on 2010 June 15, 03:42:57
Played for like 8-10 hours on and off (had to eat and wash my arss). Just got off because the active family I was playing went home and it wasn't their home (Reporting because I don't know if this is an AM issue). I LOVE the fam who's house they took over so I quit without saving. I'm letting the cd cool off so I can go back in. The game got so much more exciting! Gotta find out what the hand of god is and all the other cool stuff. Thanks a million! ;D :D ;D
PESCADO AMORE! TI AMO!!  :-*  :-*  :-*

Look, fuck off you fucking moron. This post is not a test report, this is a stupid kid playing a game it barely understands, could hardly get going and it is using a mod it most clearly does not grok at all. We don't like your smilies and we don't like you.

This thread is for people who are seriously testing a beta mod that is widely used in the sims community. Take your idiotic bbs chatter elsewhere.

Can we get some cans put on this retard?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: shadow on 2010 June 15, 03:51:14
I have the same issue with school. Kids go to school, but remain outside, any attempt to enter the door fails, as does trying to attend a painting class. My school lot is currently set to "No Visitors allowed", where as most rabbit holes do not have a community lot type, that is the only difference I . I also tried replacing the school building and changing the lot type to something else such as "Visitors allowed", without luck.

I'm wondering if there is there a way to reset lot type, as School or rabbit hole isn't available in the drop-down.

I was having the same issue. I moved the school building back a little (very little) then saved to library. I then bulldozed the original school. The lot seemed to be set to no visitors so I changed that, replaced the building and my sim was able to attend painting class. I wanted to test it with a kid going to school but I found I could no longer change households so closed the game and will restart and test with a kid.



Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Syntempest on 2010 June 15, 04:03:30
I have the same issue with school. Kids go to school, but remain outside, any attempt to enter the door fails, as does trying to attend a painting class. My school lot is currently set to "No Visitors allowed", where as most rabbit holes do not have a community lot type, that is the only difference I . I also tried replacing the school building and changing the lot type to something else such as "Visitors allowed", without luck.

I'm wondering if there is there a way to reset lot type, as School or rabbit hole isn't available in the drop-down.

I was having the same issue. I moved the school building back a little (very little) then saved to library. I then bulldozed the original school. The lot seemed to be set to no visitors so I changed that, replaced the building and my sim was able to attend painting class. I wanted to test it with a kid going to school but I found I could no longer change households so closed the game and will restart and test with a kid.



I noticed that the sims that tried to go into school got the "route failed" balloon above them.
I managed to enable painting classes, i need to wait 1 more day to see if my adolescent sim can go to school, but i think i fixed it. I removed the school, then i used the SLEDGEHAMMER TOOL in the entire area that the school was.
There was some invisible object which i deleted, and i think that was the problem... Still needs confirmation, i'll edit this post soon.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Josephinev on 2010 June 15, 04:05:51
I have the current Awesome Mod test installed with AMB.  I can't switch between houses.  I went into edit mode and clicked on choose new household.  When I selected the new household I got the check button to click on.  When I click on it, it greys out and just stays that way.  I can maneuver through the town but nothing happens to actually switch the household to the one I have chosen.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 15, 04:07:36
That is an ambitions problem, not an awesomemod problem.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: shadow on 2010 June 15, 04:11:23
I restarted the game and sent a kid to school and he was able to go in. I sure hope that fixed it but it was too easy.  ???


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Josephinev on 2010 June 15, 04:26:13
I have the current Awesomemod test installed with AMB.  I can't switch between houses.  I went into edit mode and clicked on choose new household.  When I selected the new household I got the check button to click on.  When I click on it, it greys out and just stays that way.  I can maneuver through the town but nothing happens to actually switch the household to the one I have chosen.
That is an ambitions problem, not an awesomemod problem.

I uninstalled Awesomemod and I can now switch between houses without problem.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 15, 04:45:12
Congratulations. But a broken household checkmark is an ambitions problem, not an awesomemod problem. It has been reported repeatedly for non-awesome ambitions saves. It is not a consistent problem, which is why you can do it now.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Syntempest on 2010 June 15, 04:51:04
Yeah, after i deleted the invisible object and replaced the school, my sim was able to attend to it properly.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Ladyday on 2010 June 15, 04:52:14
Played for like 8-10 hours on and off (had to eat and wash my arss). Just got off because the active family I was playing went home and it wasn't their home (Reporting because I don't know if this is an AM issue). I LOVE the fam who's house they took over so I quit without saving. I'm letting the cd cool off so I can go back in. The game got so much more exciting! Gotta find out what the hand of god is and all the other cool stuff. Thanks a million! ;D :D ;D
PESCADO AMORE! TI AMO!!  :-*  :-*  :-*

Look, fuck off you fucking moron. This post is not a test report, this is a stupid kid playing a game it barely understands, could hardly get going and it is using a mod it most clearly does not grok at all. We don't like your smilies and we don't like you.

This thread is for people who are seriously testing a beta mod that is widely used in the sims community. Take your idiotic bbs chatter elsewhere.

Can we get some cans put on this retard?

AAAaawww sweety it's okay. I have luv for you too.  :-* Don't be jealous, it's a Haitian thing. We like to thank those we appreciate.  I appreciate you having a big set of balls like that it's sexy.  ;)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 15, 04:58:05
Also fixed my school by saving it to the library and replanting the lot.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Sigmund on 2010 June 15, 05:02:40
AAAaawww sweety it's okay. I have luv for you too.  :-* Don't be jealous, it's a Haitian thing. We like to thank those we appreciate.  I appreciate you having a big set of balls like that it's sexy.  ;)

What, as soon as you get your framework issue solved you turn into a fucking troll? Knock it off or leave.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: IAmTheRad on 2010 June 15, 05:17:14
AAAaawww sweety it's okay. I have luv for you too.  :-* Don't be jealous, it's a Haitian thing. We like to thank those we appreciate.  I appreciate you having a big set of balls like that it's sexy.  ;)
More than one emoticon is too much for a post. Seriously, knock it off.

On a related AMB note, loading an old save takes a REALLY long time. As it was said earlier in the thread that it will take a longer, I know. Makes the app go into (Not Responding) but the music still goes.

But the school works after I deleted the invisible object.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: myskaal on 2010 June 15, 05:32:47
My load times haven't changed (still takes for friggin ever) but general choppiness and lag did clear up (that is the step-pause-step-pause, move arm a milimeter-pause etc that was the normal routine).

Previously I was getting the hang time when switching from live mode to build or buy. I'm not getting it anymore. This may actually be because I culled some really awful floor CC I didn't realize I had lurking about.

Regarding the schools, I made no changes at all to mine. I did just check and the lot is marked as visitor's allowed.
Randomness that may be related to some people having an invisible object on that lot, as I've been editing lots in Twinbrook I've noticed lots on land have multiple fishing spawners plopped around the yards. Maybe something wonky with lots being instanced on first load?

Still no issues to report.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lindsay on 2010 June 15, 05:43:06
Hey there,

I'm a first time poster but an unashamed AM addict. I've downloaded the TEST of the newest AMB AM and noticed that out of probably all of the modifications, the house limit hack doesn't work for me. Would anyone know what I'm doing wrong or what to do or if this is even a AM problem?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: mystikmoon on 2010 June 15, 05:45:44
I'm not sure if this is an AM problem or not, but in CAS I can't connect young adults and adults as married...  the only option I have is to set the young adult as the adult's child.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Juan Sfalcin on 2010 June 15, 06:38:23
Installed Awesomemod 4.0.87 (AMB) and now game takes ages to load. Also had a terrible lag. Hmm.. Anyone else experienced that?

Nevermind, it wasn't AM related. Until now, it's running smoothly.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: pbox on 2010 June 15, 07:55:42
Would there be any point in testing this in 1.12-only, or is this beta specifically about EP features?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Botswana on 2010 June 15, 08:06:15
The school issue has been resolved slightly. I noticed that my kids now have the option to go to school (unlike before), but they can't actually go inside. This was resolved by simply saving the school lot to the lot bin, deleting the school, and placing it down again. Now it works fine.

Other than that, I only get random crashes whenever I try and take a photograph, but this has been happening since the first Awesome Mod. I have a feeling it may just be my computer, since nobody else seems to have this problem.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: bowrain on 2010 June 15, 08:37:36
My architectural designer sim who's been awarded an honor from the City Hall still triggers a flagrant error everytime he clicks on the building/about to enter the building. Unlike before though, the game keeps throwing errors until it crashed to desktop (must be like hunderds of them). It was only a handful before.

Also, I noticed that the job checklist thing for architectural designer is now broken (no green tick), the whole job feels glitchy too. This didn't happen with the pre-ambitions 1.12 test version yesterday.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Sync on 2010 June 15, 09:25:30
Hey there,

I'm a first time poster but an unashamed AM addict. I've downloaded the TEST of the newest AMB AM and noticed that out of probably all of the modifications, the house limit hack doesn't work for me. Would anyone know what I'm doing wrong or what to do or if this is even a AM problem?
Not an AM problem, I'm assuming something changed in ambitions. It doesn't work with twallan's supercomputer either.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: gamegame on 2010 June 15, 09:36:25
Hey there,

I'm a first time poster but an unashamed AM addict. I've downloaded the TEST of the newest AMB AM and noticed that out of probably all of the modifications, the house limit hack doesn't work for me. Would anyone know what I'm doing wrong or what to do or if this is even a AM problem?

For me, the Overstuffed Houses UI is borked: no more than 8 sim portraits are displayed even if i have 12 sims in the same household


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Willee on 2010 June 15, 10:35:47
I don't have Ambitions nor HELS loaded.  I want to use Awesomemod.  I know according to Pescado, there is only ONE Awesomemod, so can I use the latest version (still in testing) as I can't go back to previous versions due to my version being 2.7.7 now?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: ElectricSimmer on 2010 June 15, 10:45:42
I don't have Ambitions nor HELS loaded.  I want to use Awesomemod.  I know according to Pescado, there is only ONE Awesomemod, so can I use the latest version (still in testing) as I can't go back to previous versions due to my version being 2.7.7 now?

*sigh*

It's the VERSION number that matters, not if you have any EPs installed or not.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 15, 11:07:22
For me, the Overstuffed Houses UI is borked: no more than 8 sim portraits are displayed even if i have 12 sims in the same household
The overstuffed UI sheet was provided by a third-party and therefore, requires more examination before it can be reimplemented.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Willee on 2010 June 15, 11:21:53
I don't have Ambitions nor HELS loaded.  I want to use Awesomemod.  I know according to Pescado, there is only ONE Awesomemod, so can I use the latest version (still in testing) as I can't go back to previous versions due to my version being 2.7.7 now?

*sigh*

It's the VERSION number that matters, not if you have any EPs installed or not.

Thanks, so if that is the case and I am only patched to 2.7.7 and Awesomemod is now being configured for 4.0.87, then theoretically the latest Beta version of AM should not work?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Simius on 2010 June 15, 11:29:39
I don't have Ambitions nor HELS loaded.  I want to use Awesomemod.  I know according to Pescado, there is only ONE Awesomemod, so can I use the latest version (still in testing) as I can't go back to previous versions due to my version being 2.7.7 now?

*sigh*

It's the VERSION number that matters, not if you have any EPs installed or not.

Thanks, so if that is the case and I am only patched to 2.7.7 and Awesomemod is now being configured for 4.0.87, then theoretically the latest Beta version of AM should not work?
Here is my guess:
It will work just fine.  Pescado had been playing without ambitions for a while and is making his mod work even without the latest (or any) expansion packs.  That said, this is a TEST thread so it might cause your neighborhood to explode in a fiery death.  So if you are really worried about it either don't use it or don't save over any games you want to keep.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Willee on 2010 June 15, 11:52:28
I don't have Ambitions nor HELS loaded.  I want to use Awesomemod.  I know according to Pescado, there is only ONE Awesomemod, so can I use the latest version (still in testing) as I can't go back to previous versions due to my version being 2.7.7 now?

*sigh*

It's the VERSION number that matters, not if you have any EPs installed or not.

Thanks, so if that is the case and I am only patched to 2.7.7 and Awesomemod is now being configured for 4.0.87, then theoretically the latest Beta version of AM should not work?
Here is my guess:
It will work just fine.  Pescado had been playing without ambitions for a while and is making his mod work even without the latest (or any) expansion packs.  That said, this is a TEST thread so it might cause your neighborhood to explode in a fiery death.  So if you are really worried about it either don't use it or don't save over any games you want to keep.

Thanks Simius. I took the plunge and loaded AM latest and it loaded fine.  I only use it for game to CAS and back to game function and Slider and slider scale multipliers all of which are working for me. Whether it explodes in the neighbourhood remains to seen ;) I'm guessing that I will doing a lot of downloading of various versions of AM as Pes works to make it compatible with all the issues I have been reading about on this board .


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: ElectricSimmer on 2010 June 15, 13:00:40
Yeah: Less thanking, more testing.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Mimic on 2010 June 15, 15:06:46
I've found that in Twinbrook, several households have sims being completely frozen. Motives don't decay, but they just stand there like nothing is happening. Besides having less sims which is fine, it does bug the Firefighter job.

This is with only Awesome mod installed, though it may not be related at all.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 15, 16:37:47
For those asking if the test version will work with the base game or WA or HELS etc but without Ambitions, this is taken directly from the rtfm.txt (which I shouldn't have to remind you stands for READ THE FUCKING MANUAL) that comes with the test version download:

Quote
COMPATIBILITY:
Base: 1.12.7
WA:   2.7.7
HELS: 3.3.11
AMB:  Retail

So there is your answer. Yes it's compatible and besides the release version is expired so you really don't have a choice.

Next time before posting READ THE FUCKING MANUAL.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 15, 16:56:44
Confirm that NoVanillaPudding works nicely. It doesn't appear to work with slider multiplication, I am not sure if that is intended or not, but an entirely freshly spawned town seemed to have a lot more nose and eye and mouth and jaw variety than usual, and I also noticed significantly more semi-overweight and overweight sims.

I just went through the More Stupid Than You config page and didn't see this option. I want to enable it, though. Am I blind?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 15, 17:02:57
]The overstuffed UI sheet was provided by a third-party and therefore, requires more examination before it can be reimplemented.

The layout from the old pre-patch AM should work for you.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 15, 17:32:56
Confirm that NoVanillaPudding works nicely. It doesn't appear to work with slider multiplication, I am not sure if that is intended or not, but an entirely freshly spawned town seemed to have a lot more nose and eye and mouth and jaw variety than usual, and I also noticed significantly more semi-overweight and overweight sims.

I just went through the More Stupid Than You config page and didn't see this option. I want to enable it, though. Am I blind?

The aweconfig maker? I dont think that has been updated yet. Activate it in game if you want to try it out, "setconfig novanillapudding true". It'll be hard to test in a normal play setting, so if you wanna just see what it does, do what I did: "Destroyallhumans" followed by "Spawnmoreoverlords" (be sure testingcheats is enabled), to respawn an entire town of people to ogle.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: catfish on 2010 June 15, 19:10:21
With the latest test version of awesomemod, I am having problems completing any fire missions with the firefighter career. The sim can extinguish all fires but the game does not update it and thus every single mission earns a fail. Additionally, when the mission requires the sim to enter the house, the doors can never be broken down or entered because it is not updating that all external fires have been extinguished. This was working fine before I put awesomemod in. Private eye missions are not affected in this manner and can still be completed; so far I've only noticed that fire missions are broken.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: TheCatMeow on 2010 June 15, 19:29:55
Don't know if this is an AM fail or WA is completely screwed but I just finished a vacation and my sims were taking forever to do simple tasks. I realized that the reason they would take forever would be because they would suddenly drop their queue if I switched over to other sims within the family. It continued to occur back on the home lot as well. Also, the foreigners would ignore their motives and I had some die from hungry if my active family didn't provide them with food. Excavating is borked too with a route fail.

On another note: I remember being able to stock fishing ponds in the home community with fish. Was it not possible to do the same on vaca lots? I tried but the fish disappeared.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Trinity on 2010 June 15, 19:35:41
Don't know if this is an AM fail or WA is completely screwed but I just finished a vacation and my sims were taking forever to do simple tasks. I realized that the reason they would take forever would be because they would suddenly drop their queue if I switched over to other sims within the family. It continued to occur back on the home lot as well. Also, the foreigners would ignore their motives and I had some die from hungry if my active family didn't provide them with food. Excavating is borked too with a route fail.

On another note: I remember being able to stock fishing ponds in the home community with fish. Was it not possible to do the same on vaca lots? I tried but the fish disappeared.

I have not had this problem, my firefighter works fine. The first job he got after I installed the newest AM kinda glitched, the little tracker that pops up and tells you what you still have to do didn't pop up, but it didn't prevent him from putting out the fire or rescuing the sims inside. I haven't had this happen again, so it seems to be working fine for me.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: sorbet on 2010 June 15, 21:13:48
I've no idea if this is AM related or otherwise, but it only started to happen post-AMB patch with the latest version of AM...

My sims have no romantic interactions with their "Romantic Interest"

The only other issue I've run into so far is the general borkededness (yes, I'm aware that that is not a word) of schools.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 15, 21:18:52
The romantic problem is a mod conflict, though I know myself and someone else got rid of it simply by removing our mods, loading the game, testing, and re-placing our mods. Neither of us removed anything, but the problem still went away.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: sorbet on 2010 June 15, 21:22:52
The romantic problem is a mod conflict, though I know myself and someone else got rid of it simply by removing our mods, loading the game, testing, and re-placing our mods. Neither of us removed anything, but the problem still went away.

Tyvm for the info.  I'll try that and see where it gets me.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 15, 21:38:20
Excavating is borked too with a route fail.

That is EAxian in nature, though perhaps AM can fix it at some point. Otherwise we are stuck hoping EA notices and fixes it in some future patch.

It's only the ones out in open areas that fail though. The ones on lots like actual dig sites and such still seem to work.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Hallie on 2010 June 15, 21:59:06
OK I will probably sound stupid with this again. But where is the test file? IS it just the one on the shiney post, just not with things added. Or is it in a forum for VIP members only? Or am I blind?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Sigmund on 2010 June 15, 22:01:08
The link has already been posted in this thread. To be honest, if you can't find it you probably shouldn't be testing to begin with.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 15, 22:17:25
My architectural designer sim who's been awarded an honor from the City Hall still triggers a flagrant error everytime he clicks on the building/about to enter the building. Unlike before though, the game keeps throwing errors until it crashed to desktop (must be like hunderds of them). It was only a handful before.
If you can't be bothered to show me what the error is, I can't be bothered to fix it. Quit wasting my time.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 16, 00:13:39
New version of Awesome Mod has been posted by JMP  (showconfig says 6/14/2010 20:19:38)

Overstuffed households now show on the UI.  (Hint to JMP: also need to update some stuff in OccultFrankenstein to bypass the 8 limit)

Hand Of God fixed to put food in fridge.




Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Simius on 2010 June 16, 01:08:40
With SC sim bots need to be directed to eat scrap as eating people food does them little good.  Also sims get stuck on the gender specific doors so you need to direct them to use the correct john every once in a while.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 16, 01:51:59
The aweconfig maker? I dont think that has been updated yet. Activate it in game if you want to try it out, "setconfig novanillapudding true". It'll be hard to test in a normal play setting, so if you wanna just see what it does, do what I did: "Destroyallhumans" followed by "Spawnmoreoverlords" (be sure testingcheats is enabled), to respawn an entire town of people to ogle.

Thanks, that worked.

I dl'ed AM today and so far have no problems.
A non-AM weirdness (I know because it started before I installed): Ever since my sim reached the top of the PI profession, the other sims in his household will run over to him in between tasks... to admire him? Who knows. It's annoying. He doesn't have any LT rewards or traits that would justify such behavior, either. Perhaps something that El Presidente can squash when he has a chance?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: MissQ on 2010 June 16, 03:07:42
Interior Designer borkage: When I completed the renovation, the client did not return straight away, instead made me wait until their work finished, which was outside of hours for the interior design career. Client sim just stood there tapping their toes until I cancelled the interaction.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: shadow on 2010 June 16, 03:52:40
Firefighter career - Fire station alarms are on constantly and there is no fire anywhere. Just started with latest build - 6-14-10-20:19:38.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 16, 04:33:49
There's nothing I know of that affects fire alarms since fire alarms aren't even a part of the original AwesomeMod changes, because they ddin't exist. Send a save of any unusual Ambitions-specific quest issues and I will look, otherwise I cannot reproduce this scenario.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 16, 04:40:00
With the latest test version of awesomemod, I am having problems completing any fire missions with the firefighter career. The sim can extinguish all fires but the game does not update it and thus every single mission earns a fail. Additionally, when the mission requires the sim to enter the house, the doors can never be broken down or entered because it is not updating that all external fires have been extinguished. This was working fine before I put awesomemod in. Private eye missions are not affected in this manner and can still be completed; so far I've only noticed that fire missions are broken.

This sounds like your not extinguishing the window fires.  Unfortunately, the game marks all fires extinguished when you extinguish the external fires, and the window fires can be still burning and difficult to see.  Until the stupid window fires are extinguished, you can't break down doors to rescue people, which is stupid in the extreme because firefighters don't always wait for a fire to be completely extinguished before entering a building to rescue people.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: catfish on 2010 June 16, 05:23:46
This sounds like your not extinguishing the window fires.
Unfortunately that is not the case, there is absolutely no fire left on the lot. I was able to complete these fire missions before adding awesomemod in. I even started a brand new neighborhood to test it out. I have uploaded a save in which both sims have been convinced to run, all fires have been extinguished, and doors have been broken down, and the game says that none of these objectives have been completed: here (http://www.mediafire.com/?eemd0gkwyeo).


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 16, 09:51:58
This save wasn't terribly informative. When I checked to see what the heck those sims outside were doing and why they couldn't be interacted with, the situation stopped. I need a save of this scenario right when it starts so I can actually do it.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Bonniy on 2010 June 16, 11:24:23
Hello, I've been a lurker for awhile. I  downloaded the test version and have been playing for awhile.  While playing I got this error.  I have no idea if this has been reported or not or if it has anything to do with AM, but here it is
Bonniy
(http://i248.photobucket.com/albums/gg186/Bonniyy/flagrantError.jpg)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 16, 11:27:54
Seems to be an EAxian error caught by AwesomeMod. There should be a ScriptError dump that corresponds to it. Attach it here.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Bonniy on 2010 June 16, 11:36:33
Seems to be an EAxian error caught by AwesomeMod. There should be a ScriptError dump that corresponds to it. Attach it here.

where will the scripterror dump be found, I'm not sure where to look, the game froze and I cad'ed it to go back to desktop.
If I can find it, I will download it


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 16, 11:40:52
In your Thesim~1 userdirectory with all your other sims crap.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Bonniy on 2010 June 16, 12:05:58
I hope this is the file that you were refering to. I am somewhat computer illiterate
Bonniy


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Carokube on 2010 June 16, 12:26:57
Quote
Unfortunately that is not the case, there is absolutely no fire left on the lot. I was able to complete these fire missions before adding awesomemod in. I even started a brand new neighborhood to test it out. I have uploaded a save in which both sims have been convinced to run, all fires have been extinguished, and doors have been broken down, and the game says that none of these objectives have been completed: here.

This happened to me without awesomemod installed so I don't think it's an awesomemod problem. I found a little discussion on the problem elsewhere on the internet so other people are having the same issue. It's just something that is broken with Ambitions. It happens with the ghost hunter career as well. I exited and reloaded the game and future firefighting missions worked, but then stopped working. It seems kind of random when it breaks but once it's broken you have to exit the game and reload before it will be able to work (and that is not always a guarantee).


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: TheCatMeow on 2010 June 16, 12:56:38
A minor issue I've noticed with the drop out for school and careers is the interaction for "Meet friends/coworkers", never really seems to go away. Even if I receive a prompt saying my sim has met everyone, I'll still have the option. Sometimes it will go away and sometimes it doesn't. I have Twallan's Career Mod installed but I think it's an EA bug. . .


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 16, 13:17:10
JMP posted a new update (showconfig is 6/15/2010 20:05:52)

The only real change in here is the addition of Awesome Relationships to the CAS relationships dialog.



Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 16, 15:43:53
Well, it fixes the problem with the other relationship options not appearing if Parent/Child is an option. It's also much, much smaller than the original EAxian code for the same function that it replaces, and makes you wonder why EA did theirs in such a horrible, horrible way.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 16, 15:50:28
Quote
Unfortunately that is not the case, there is absolutely no fire left on the lot. I was able to complete these fire missions before adding awesomemod in. I even started a brand new neighborhood to test it out. I have uploaded a save in which both sims have been convinced to run, all fires have been extinguished, and doors have been broken down, and the game says that none of these objectives have been completed: here.

This happened to me without awesomemod installed so I don't think it's an awesomemod problem. I found a little discussion on the problem elsewhere on the internet so other people are having the same issue. It's just something that is broken with Ambitions. It happens with the ghost hunter career as well. I exited and reloaded the game and future firefighting missions worked, but then stopped working. It seems kind of random when it breaks but once it's broken you have to exit the game and reload before it will be able to work (and that is not always a guarantee).

I had a similar situation with a large fire rated difficult. I put it out but the game did not recognize it was out and the sims were still acting like the house is on fire.

I found that once I broke down doors and convinced all remaining sims inside the house to run (there's an interaction for that) then the game registered the fire as being out.

I also noticed I didn't get the little popup window that gives you your time spent on the mission and current grade.

I wasn't sure if these issues were AM related or EAxian as I haven't yet reproduced the scenario in yanking awesomemod out, but it seems perhaps the latter.

Presumably EAxis figured you should direct the sims to leave first then put out the fire. In my case they were nowhere near the first floor kitchen fire though. One was on the 3rd floor and the other the basement. It made little sense to me to go all that way and break down doors when I could just put the fire out, but the scenario would not end until I did so.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Alwayswatching on 2010 June 16, 16:25:28
So yeah, I did what everyone else was doing and deleted the school then placed it again. It worked, but now I don't get a marker for it in neighborhood view. At least it can be used now.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 16, 16:44:25
Latest update to AM was posted (showconfig is 6/16/2010 08:52:09)

Some simplification of Awesome code in the Rabbit Hole Entry System.  I see no actual changes in how it ultimately works, so if there is an actual change it is subtle or second order.

There were changes with opportunities, inventing skill, and sculpting skill. (I see what they do but I am still trying to understand why JMP did it that way)

Edit: second update from 8:52 that touches the opportunities and skills mentioned above.  Seems he is still working on stuff.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 16, 16:49:00
What is the change?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: dedust on 2010 June 16, 18:41:28
I've noticed that with Supreme Commander set to trash digging, most of the less valuable stuff found disappears from the inventory when moving to another trashcan. I don't have the Hand of God mode enabled, so this seems a bit strange, like it's suddenly on with SC. Even though it's quite handy in deleting trash and old newspapers, it tends to delete all teddy bears, seeds and rubber duckies too.

This has been happening for a while now, at least with the test version. Can't remember it happening in the previous stable versions.
Or is this a feature, not a bug?

edit: To clarify, this doesn't happen when manually digging trash, only when using SC.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 16, 19:25:30
What is the change?

This is what was changed in the opportunities, investigator skill, and sculpture skill.  I was not sure if it was a completed feature.

Refer to this:

Newest AwesomeMod cripples this "registration" crap. Remember, kids: REGISTRATION LEADS TO CONFISCATION. Live free or die!

As for why the technical solution to this includes a "continue" in an inaccessible code block, my mind is still numb from trying to understand.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: saladoor on 2010 June 16, 19:28:53
I've noticed that with Supreme Commander set to trash digging, most of the less valuable stuff found disappears from the inventory when moving to another trashcan. I don't have the Hand of God mode enabled, so this seems a bit strange, like it's suddenly on with SC. Even though it's quite handy in deleting trash and old newspapers, it tends to delete all teddy bears, seeds and rubber duckies too.

This has been happening for a while now, at least with the test version. Can't remember it happening in the previous stable versions.
Or is this a feature, not a bug?

This is a game bug, i'm loosing shit all the time, esp. pink diamonds and I don'y have awsome installed as yet!


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Homestar on 2010 June 16, 19:55:29
I've been having some problems with Supreme Commander. My two sims were on Work and School, but 90% of the time they ran to the fire station to play foosball. I deleted the table, causing them to find a second one. After deleting that, too, the ran off to play on the fire station computers, even though they had their own laptops. This happened even if they had full fun and Having a Blast moodlet. Other supreme commander tones had a 10% chance of pointless gaming. So unless there is an Addicted to Computers trait I don't know about, something is wrong.

Everything else seems to be working fine; no crashing or freezing.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lkandak on 2010 June 16, 20:20:25
Hi! Does awesome mod allow your sims to have over/under slided weight and muscle, not only facial sliders?
Thanks :)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 16, 20:22:16
Awesome Slider Multiplier only applies to facial sliders.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lkandak on 2010 June 16, 20:26:35
And it doesn't work with Drakah's slider hack since their both core mods ???


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Baarogue on 2010 June 16, 20:33:01
And it doesn't work with Drakah's slider hack since their both core mods ???

You're off to a great start on this board.

On-topic: Is this thread only for reporting bugs and unexpected behavior specifically caused by AM or also to report undesirable (but not necessarily bugged) Ambitions-specific behavior and also make requests?

For instance; One EAxian quirk I've noticed in Ambitions is that the Perceptive personality trait does not show up when other sims examine the Perceptive sim's traits in the relationships tab or in the drop-down menu during interaction. The Perceptive sim appears (to other sims) to only have four traits. Is AM able to make that visible, or does it not matter?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lt. Vasquez on 2010 June 16, 21:29:48
Mkay, I've never really had a reason to register before... everytime I install the new version of the Awesomemod, the game loads up okay, but when I try to load a game or create a new one, the  loading screen just after the main menu loads UNTIL it gets to the point where it's just about a centimeter away, and completely stops... and I get an error in my TS3 documents folder (My Documents>Electronic Arts>The Sims 3). the contents are here, for simplicity:

Quote
- <FSE>
  <Error>Story Driver Initialization Error! System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. #0: 0x00000 in System.Reflection.System.Reflection.Assembly:GetTypes (bool) (121CC740
  • ) #1: 0x00002 call in System.Reflection.System.Reflection.Assembly:GetTypes () () #2: 0x00028 callvirt in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:RegisterToadings () () #3: 0x00000 call in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:WorldStartup () () #4: 0x00000 call in Awesome.StoryBus.Awesome.StoryBus.Driver:Startup () () #5: 0x00015 call in Awesome.Awesome.Main:_WorldInitialize () () #6: 0x00000 call in Awesome.Awesome.Main:WorldInitialize () () #7: 0x000c9 call in Sims3.Gameplay.Sims3.Gameplay.InWorldState:Startup () () #8: 0x00012 callvirt in Sims3.SimIFace.Sims3.SimIFace.StateMachineStatus:StartupCurState () () #9: 0x00018 call in Sims3.SimIFace.Sims3.SimIFace.StateMachineStatus:SetState (Sims3.SimIFace.StateMachineState) (11E62B00 [11E87FA0] ) #10: 0x0009c callvirt in Sims3.SimIFace.Sims3.SimIFace.StateMachine:Update (single) (11E7BEE0
  • ) #11: 0x00017 callvirt in Sims3.SimIFace.Sims3.SimIFace.StateMachine:Simulate () ()</Error>
 </FSE>

I'm also gonna upload the error in a text file with this post so you can look at it offline. I'd appreciate the help. thanks.

P.S, I'm on the current version the Awesomemod supports, except for Ambitions.

P.S.S. this is only with the Awesomemod installed. take it and the Aweconf out, and things work fine, I'm also using the new user-level mod installation.

P.S.S.S. here's the save and backup of the save i used, but the problem goes for any save I load, i've included the backup,: http://www.mediafire.com/file/mjzddg1mmey/Sunset Valley Legacy.sims3.zip


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 16, 22:09:46
Meditating is wonky now. It wasn't before I downloaded the latest version. (6/16 8:40), Though I last used the meditation action on the 14th. Sims can meditate (needs on static) for 34+ hours, and for some crazy reason, it only registers as two hours when you make them stop. I'd upload a save, but I'm using a custom world you probably don't want to download.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Arieth on 2010 June 16, 22:11:18
I keep getting random freezes when using the Test Version of Awesome Mod with Ambitions.

Every now and then my game will freeze, but the crystal over my sims head and the trees in the background keep moving, I'm forced to close out my game and lose any progress I've made =\.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Greyform on 2010 June 16, 22:45:28
Meditating is wonky now. It wasn't before I downloaded the latest version. (6/16 8:40), Though I last used the meditation action on the 14th. Sims can meditate (needs on static) for 34+ hours, and for some crazy reason, it only registers as two hours when you make them stop. I'd upload a save, but I'm using a custom world you probably don't want to download.

I've noticed such wonkiness long ago, back when WA was still new. I may or may not have been using AM at the time, but I'd wager it's an EA fuck-up. That's always a safe assumption.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 16, 22:48:34
For instance; One EAxian quirk I've noticed in Ambitions is that the Perceptive personality trait does not show up when other sims examine the Perceptive sim's traits in the relationships tab or in the drop-down menu during interaction. The Perceptive sim appears (to other sims) to only have four traits. Is AM able to make that visible, or does it not matter?

I've noticed this with other new traits: Dramatic and Eco-Friendly. I have one sim who displays only 3 traits when I browse the family tree or look at her in another sim's relationship tab (to be clear, the three she shows up with are pre-AMB traits: Family-Oriented, Neat, Neurotic--missing are Dramatic and Eco-Friendly).

Found a more appropriate place for my FPS limiter question.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lt. Vasquez on 2010 June 16, 22:58:40
Mkay, I've never really had a reason to register before... everytime I install the new version of the Awesomemod, the game loads up okay, but when I try to load a game or create a new one, the  loading screen just after the main menu loads UNTIL it gets to the point where it's just about a centimeter away, and completely stops... and I get an error in my TS3 documents folder (My Documents>Electronic Arts>The Sims 3). the contents are here, for simplicity:

Quote
- <FSE>
  <Error>Story Driver Initialization Error! System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. #0: 0x00000 in System.Reflection.System.Reflection.Assembly:GetTypes (bool) (121CC740
  • ) #1: 0x00002 call in System.Reflection.System.Reflection.Assembly:GetTypes () () #2: 0x00028 callvirt in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:RegisterToadings () () #3: 0x00000 call in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:WorldStartup () () #4: 0x00000 call in Awesome.StoryBus.Awesome.StoryBus.Driver:Startup () () #5: 0x00015 call in Awesome.Awesome.Main:_WorldInitialize () () #6: 0x00000 call in Awesome.Awesome.Main:WorldInitialize () () #7: 0x000c9 call in Sims3.Gameplay.Sims3.Gameplay.InWorldState:Startup () () #8: 0x00012 callvirt in Sims3.SimIFace.Sims3.SimIFace.StateMachineStatus:StartupCurState () () #9: 0x00018 call in Sims3.SimIFace.Sims3.SimIFace.StateMachineStatus:SetState (Sims3.SimIFace.StateMachineState) (11E62B00 [11E87FA0] ) #10: 0x0009c callvirt in Sims3.SimIFace.Sims3.SimIFace.StateMachine:Update (single) (11E7BEE0
  • ) #11: 0x00017 callvirt in Sims3.SimIFace.Sims3.SimIFace.StateMachine:Simulate () ()</Error>
 </FSE>

I'm also gonna upload the error in a text file with this post so you can look at it offline. I'd appreciate the help. thanks.

P.S, I'm on the current version the Awesomemod supports, except for Ambitions.

P.S.S. this is only with the Awesomemod installed. take it and the Aweconf out, and things work fine, I'm also using the new user-level mod installation.

P.S.S.S. here's the save and backup of the save i used, but the problem goes for any save I load, i've included the backup,: http://www.mediafire.com/file/mjzddg1mmey/Sunset Valley Legacy.sims3.zip

Can anyone help here?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 16, 23:24:36
For instance; One EAxian quirk I've noticed in Ambitions is that the Perceptive personality trait does not show up when other sims examine the Perceptive sim's traits in the relationships tab or in the drop-down menu during interaction. The Perceptive sim appears (to other sims) to only have four traits. Is AM able to make that visible, or does it not matter?

I've noticed this with other new traits: Dramatic and Eco-Friendly. I have one sim who displays only 3 traits when I browse the family tree or look at her in another sim's relationship tab (to be clear, the three she shows up with are pre-AMB traits: Family-Oriented, Neat, Neurotic--missing are Dramatic and Eco-Friendly).

Found a more appropriate place for my FPS limiter question.
Same thing also happens with Savvy Sculptor, Eccentric, and Born Salesperson.

I've noticed such wonkiness long ago, back when WA was still new. I may or may not have been using AM at the time, but I'd wager it's an EA fuck-up. That's always a safe assumption.
Well, it had been 'fixed' enough to work as it should up until I tried messing with it today. I can get it to register correctly if I make the meditators stop every time they start floating, but that's a pain.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 16, 23:26:26
Can anyone help here?

30 seconds of investigation: This looks like an error internal to The Sims that is being caught by Awesome Mod.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Bonniy on 2010 June 16, 23:32:09
I keep getting random freezes when using the Test Version of Awesome Mod with Ambitions.

Every now and then my game will freeze, but the crystal over my sims head and the trees in the background keep moving, I'm forced to close out my game and lose any progress I've made =\.

I to am also getting the random freezes.  I have experienced it twice so far since I have DL'd the last AM test. I also have stuff in the background still working, such as the fire in fire place burning and and the crystal over the head is still cycling.
Bonniy


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lt. Vasquez on 2010 June 16, 23:39:55
so how do I fix it?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: TheCatMeow on 2010 June 16, 23:46:39
Ok, so testing my first toddler and baby has brought up some issues. When I feed my toddler in the high chair (which I am using for the first time ever), the food it's being served completely disappears into the ether after being eaten. Which I thinking might explain the dirty surroundings and disgusting food moodlet my sims get whenever they go in that particular area. I deleted the high chair and tried to find the foulness but to no avail.
My toddler also seems to have some kind of supremacy over my sims, in that the toddler has to completely stop what he's doing for the family to have any kind of interaction with him. The sim's queue just disintegrates even if the toddler is just walking to the potty or activity.

Don't know if baby swarming has been dealt with but it's getting really annoying. And can sims not just sit there and "react to noisy baby." I wish they would just effin' do something about it.
Why is it that the babies take like two seconds to start screaming about a dirty diaper? I've known babies to sit in their byproducts for hours with no complaint.  


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rubyelf on 2010 June 17, 00:02:03
TheCatMeow: The disintegrating queue's is an EAxian problem, I've got that without any CC at all and before AM was even installed, you have to cancel the toddler's actions in order to remedy the problem, frustrating I know.

On another note, I played for about one hour last night until my game froze while my family were asleep. No warning's or errors, just completely froze up so I had to force quit. Also derelict cars are swarming my neighbourhood, I did use 'towderelicts' however it only removed two cars, there were still a lot left, and after using it once, it did not work again. Those are the only problems I've encountered so far.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Quijibo on 2010 June 17, 00:02:39
I to am also getting the random freezes.  I have experienced it twice so far since I have DL'd the last AM test. I also have stuff in the background still working, such as the fire in fire place burning and and the crystal over the head is still cycling.

Just wanted to report the same bug here.  Started a fresh game, and on the second day when the carpool arrived control was lost in this manner. Sim had hopped back into bed to sleep until he left for work.  Time stopped as the carpool arrived (the clock no longer advanced) but the green diamond over my sim happily spun as he perfomed the sleeping animation and the foliage waved in the breeze.  Time seemed to have stopped but the rest of the world kept animating as if it had not... and all control of the game was lost.  

Was forced to exit the application like others.  Behaved like an infinite loop triggered somewhere in the code, but that's just a guess.

Ambitions and most recent test version of awesomemod installed (June 16 8:52 AM).

EDIT: Went back into the game, but have been unable to replicate this freeze so far, even though I am trying.  Might be hard to track down.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: janedivided on 2010 June 17, 00:04:25
I'm also getting the freezes with the most recent version; I reverted back to the 6/14 20:19:38 build version and am no longer experiencing freezing.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 17, 00:16:31
I'm also getting the freezes with the 6/16 8:52 version; I reverted back to the 6/15 16:35 version and am no longer experiencing freezing.

What date does "showconfig" tell you for the "6/15 16:35" version?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: janedivided on 2010 June 17, 00:19:47
6/14 20:19:38

I originally used the dates on the files, sorry.  I edited my post. 


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lordrichter on 2010 June 17, 00:36:16
I have only been looking at script changes in the last few builds, but those changes I have seen are not highly likely to introduce freezing.  I have not been watching the other files in the package recently.

On a related note, I have had some script related CTDs that are hard to capture since installing the latest builds.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 17, 01:16:43
I noticed that when my sims are running on treadmills in a room with a stereo turned on, they do not get the music buff unless they are off the treadmills.

Also, sculpting, and using the weight training machines they do not get the buff from the stereo. I've tried a couple of types of stereo and the result is the same. Nothing.

New edit: With Martial Arts, sims that are meditating don't get the music buff, but they do get it while using the board breaker or training dummy.

Noticing that 'sometimes' meditating sims get buff, other times no. Also, sims that are painting do not get the buff. Sims chatting on cell phone, or standing around doing nothing get the buff.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DMDye on 2010 June 17, 01:26:02
Meditating is wonky now.  <snip>

I've noticed such wonkiness long ago, back when WA was still new. I may or may not have been using AM at the time, but I'd wager it's an EA fuck-up. <snip>

I've been using AM for a long time, though not since the patc + AMB. Meditation always worked fine for me.
I have Base + WA + HELS, fully patched for each.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 17, 01:32:16
Meditating isn't a behavior chain modified by AwesomeMod at all.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: chrisoldfield on 2010 June 17, 02:17:52
Hey, this is my first post here as a beta tester. (Yeah Me!) Anyways, I installed the awesome mod and everything worked fine until I vistied China. My sim had a want to go to the academy, but when I obliged, everyone on the lot all dropped dead at once, except for my sim.  I cannot repeat this error as of yet. I went to the market and the temple of heaven and it didn't happen there at all.  If it helps, they seem to have all starved to death, and sometimes a single sim is singled out in the town map as being in low detail mode.  They have their motives listed, and at one time, hunger was at -42. NEGATIVE 42.  I reset that sim quick to avoid their death.   This is an odd bug that I hope is tracked down soon.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 17, 02:20:05
-42 is a normal hunger level indicating "somewhat hungry". Motives run from -100 (min/dead) to 100 (max). Sims beng in low-detail mode is normal.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: mystikmoon on 2010 June 17, 03:26:26
My sim is having problems satisfying his LTW (swimming in cash).  He has 400 000 simoleans and it still hasn't been satisfied.  Also I'm experiencing an inability to save my game...  I've been watching the save screen for about 30 minutes now so I'm guessing that means I need to ctrl+alt+del the program.  And cell phones aren't working in my game either.  Anyone else having these problems?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rubyelf on 2010 June 17, 03:43:28
Okay another problem I have started to experience since installing AM is a different sort of lag to what I have seen posted. Whenever I go to enter buymode or buildmode, the game takes about 30 seconds until it actually DOES load up buy or buildmode, however it can instantly go back into SimMode. Anyone else?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The Big Pompous Naab on 2010 June 17, 03:50:14
Okay another problem I have started to experience since installing AM is a different sort of lag to what I have seen posted. Whenever I go to enter buymode or buildmode, the game takes about 30 seconds until it actually DOES load up buy or buildmode, however it can instantly go back into SimMode. Anyone else?
I second that.. allthough it only takes 15 secs for me..


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 17, 03:57:34
My sim is having problems satisfying his LTW (swimming in cash).  He has 400 000 simoleans and it still hasn't been satisfied.  Also I'm experiencing an inability to save my game...  I've been watching the save screen for about 30 minutes now so I'm guessing that means I need to ctrl+alt+del the program.  And cell phones aren't working in my game either.  Anyone else having these problems?
AwesomeMod cannot affect the saving process, which occurs at a lower level than scriptcore. However, saving does have this habit of taking forever if you're not saving to RAMdisk like I do. Cellphones work fine for me, so tight pants.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: myskaal on 2010 June 17, 04:05:38
I tend to have a 10-15 second hang time when switching to build or buy mode for the first time after I've cleared my caches. I put it off to those caches being regenerated. After that, mode switches are pretty near instant.


*Most current version of AM, I'm back to having the missing texts for household Track on Radar and sim Make Sacred. Only missing household track on radar.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 17, 05:34:59
I am getting the issue where having unknown special seeds in the inventory is blocking access to the supermarket, for anything.  Unable to sho or attend fishing class.  Remove the seeds, everything is fine.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 17, 05:37:08
Quite strange, because the supermarket code is unmodified...also, I vaguely recall this problem being caused by the non-Awesome.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: ickaboo on 2010 June 17, 06:06:44
This may be a stupid question or in the wrong area, my apologies. Where do I download the 4.0.87 test mod?
I've looked throughout this forum and I was unsuccessfu in finding a link.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: rachelelyse on 2010 June 17, 06:19:40
Try reading through this whole thread. It's been linked to.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: myskaal on 2010 June 17, 06:31:57
The seed problem is EAxis. I started getting it after installing WA though it might be from base game.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 17, 08:04:03
No bugs to report currently. Which is unusual for me...

However. New professions progress doesn't scale with the lifetime setting in the same way the career progress does. Got to level 10 Stylist in less than 10 Sim days on epic.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 17, 10:56:34
I have not decided how to address the profession progress yet, since unlike careers, they are hands-on, and reducing the gain to negligibility therefore just produces more grinding. Perhaps once I have had a chance to play it and turn it into a Supreme Commander macro.

But first order of business, figuring out how to get CREATE-A-CRAP to work.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 17, 14:19:37
I have not decided how to address the profession progress yet, since unlike careers, they are hands-on, and reducing the gain to negligibility therefore just produces more grinding. Perhaps once I have had a chance to play it and turn it into a Supreme Commander macro.

But first order of business, figuring out how to get CREATE-A-CRAP to work.

In my experience playing the Firefighter career fairly extensively I would say it could definitely use some tuning. I'm far more lenient than you in terms of forcing my sims to really work their asses off to advance but the rate of advancement is too quick even for me.

My Firefighter guy is already up to level 8 after a few days and it's mostly just from increasing skills, mainly athletic which he does all day at the firehouse since he has nothing better to do. He doesn't even know his coworkers and only put out a few fires.

The experience bar is measured by 3 metrics, skills, coworkers and putting out fires. You only need to increase one to advance. That's all well and good except you can apparently make fire chief buy simply working out all day and putting out the occasional fire. Also, unlike the job performance meters in the rabbit holes, your experience meter (as far as I know) can not go down and decrease.

The rabbit holes are actually more of a challenge than these careers. Especially firefighter because you have things easily available to replenish every need in short time. I feel like there needs to be some counterbalance to that.

The stylist and architect don't have as many other activities available on their default lots as the firefighter. You can easily add them though and really you should, at very least a drafting table and fridge. Otherwise with the dumb 1 assignment a day EAxis gives you sit around twiddling your thumbs all day.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: aquila on 2010 June 17, 15:36:50
I'm assuming the CREATE-A-CRAP issue is that when you edit a pre-existing sim and click the checkmark to confirm changes, it crashes to the desktop. It's the only major problem I've noticed with the latest build, but if you're already aware I won't go into details.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Arieth on 2010 June 17, 16:37:48
Has anyone been experiencing freezing issues ever since installing AMB with the new Awesomemod? My game freezes, but the trees in the background keep fluttering and I'm forced to force-close my game and lose any progress I made. =(


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Quijibo on 2010 June 17, 16:42:59
Has anyone been experiencing freezing issues ever since installing AMB with the new Awesomemod? My game freezes, but the trees in the background keep fluttering and I'm forced to force-close my game and lose any progress I made. =(

Three or four of us responded to your post yesterday where you brought up the freezing.  See page 6.  I am sure JM is looking into it.  The hard part is replicating the problem to find out why it's happening.  I have gotten the freezing once but can't seem to make it recur by repeating my actions.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 17, 17:03:48
In my experience playing the Firefighter career fairly extensively I would say it could definitely use some tuning. I'm far more lenient than you in terms of forcing my sims to really work their asses off to advance but the rate of advancement is too quick even for me.

My Firefighter guy is already up to level 8 after a few days and it's mostly just from increasing skills, mainly athletic which he does all day at the firehouse since he has nothing better to do. He doesn't even know his coworkers and only put out a few fires.

Whats worse is that when you get to level 3 firefighting, the game says that you've tackled all sorts of stuff, when in reality you've done maybe two basic fires, and that's it. Hell, you're practically in charge of the place afte rputting out 5 fires, it's ridiculous.

They all progress too fast, but firefighting in particular is just terrible.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Sigmund on 2010 June 17, 17:07:00
My Firefighter guy is already up to level 8 after a few days and it's mostly just from increasing skills, mainly athletic which he does all day at the firehouse since he has nothing better to do. He doesn't even know his coworkers and only put out a few fires.

This. I actually had a sim get three promotions before his first day of work, simply because he spent his downtime working out. It was ridiculous.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 17, 17:12:18
Perhaps a solution would be to figure out a way to slow progress for the two things BESIDES the main idea of the job.

So that working out would yield maybe 2% of the experience that putting out a fire does or befriending a coworker does. But the way it's set up, it doesn't seem like that's possible without major tweaking. They really dropped the ball with how professions gain experience.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The_Goddess on 2010 June 17, 17:14:12
My Firefighter guy is already up to level 8 after a few days and it's mostly just from increasing skills, mainly athletic which he does all day at the firehouse since he has nothing better to do. He doesn't even know his coworkers and only put out a few fires.

This. I actually had a sim get three promotions before his first day of work, simply because he spent his downtime working out. It was ridiculous.

Agreed; I too received 3 promotions in a weekend before my first day of work.  I haven't put AM back in my game yet but I'm wondering if increasing the "JobDifficultyScaling" will help make career advancement harder as it does for job advancement.  Has anyone experimented with this?  If not perhaps I should put in a request for this feature to be added to AM as well.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 17, 17:16:26
The two work on entirely different principles, so it doesn't work. Professions have set EXP gain for set actions, and a set number of EXP required to go from level 1 to 2, 2 to 3, etc. Scaling job difficulty doesn't alter any of these things, because they're hardcoded for each profession instead of just a general concept.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The_Goddess on 2010 June 17, 17:32:10
The two work on entirely different principles, so it doesn't work. Professions have set EXP gain for set actions, and a set number of EXP required to go from level 1 to 2, 2 to 3, etc. Scaling job difficulty doesn't alter any of these things, because they're hardcoded for each profession instead of just a general concept.

I assumed as much, but because I removed AM when I installed Ambitions I have not had the luxury of seeing what works and what doesn't.  I'm assuming that with ‘testingcheats enabled' you could drag the bar back down manually to prevent a promotion from happening before you feel your Sim has properly earned it. 


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 17, 17:33:23
Yeah, you can drag it, at least.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: rhodaloo on 2010 June 17, 17:45:00
I've had a couple of instances of my game freezing, but random freezing for me has been an issue since the base game.  I've found that if I remember to save every 1-2 sim days that it makes less of an impact on my game.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 17, 18:04:34
I feel like the amount of experience you get for skilling in the new professions, and fire fighting in particular, should be greatly reduced and perhaps it should be required that you at least do some of all 3 metrics to advance to the next level.

I also think the emphasis should be placed on the main task with the assignments for each profession. So for fire fighting, so the bulk of experience given shifted to putting out fires.

More should be given to more difficult fires and based on your grade (time spent) putting out the fire. The Prima Guide claims it does this, but it's vague about the exact xp amounts, multipliers and formulas and don't trust EAxis to make it reasonable.

Skilling to me should primarily have an indirect benefit in that athletics helps you run faster, break down doors quicker and tinkering helps you upgrade and maintain the truck, alarm, and extinguisher so they work better. The amount of experience given for skilling should be minimal and in no way should be able to advance solely through skilling. So someone who works out all day or tinkers around with shit all the time but never put out a single fire is qualified to be fire chief? Uh, no.

Also shifting the advancement to primarily the assignment creates a bit of an element out of the players control as they have to wait for them so the advancement is naturally slowed a bit.

Unless you can be crafty and say, have your sim or another commit arson. Does this work and get recognized as an emergency in the firehouse? I hadn't tried it yet.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 17, 18:05:57
I have not decided how to address the profession progress yet, since unlike careers, they are hands-on, and reducing the gain to negligibility therefore just produces more grinding. Perhaps once I have had a chance to play it and turn it into a Supreme Commander macro.

Well, as it is, as you say, hands-on, wouldn't it be both easier and within the spirit of the game to simply freeze the progress for profession sims when not playing them?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 17, 18:16:03
More should be given to more difficult fires and based on your grade (time spent) putting out the fire. The Prima Guide claims it does this, but it's vague about the exact xp amounts, multipliers and formulas and don't trust EAxis to make it reasonable.

None of the XMLs indicate that this is true at all. One indicates that you lose exp for failing a job, but that's about it.

Quote
<Scoring>
  <JobId>LargeFires</JobId>
  <GradeATime>240</GradeATime>
  <GradeBTime>320</GradeBTime>
  <GradeCTime>400</GradeCTime>
  <GradeDTime>440</GradeDTime>
  <CompletionTNS>LargeFiresCompletion</CompletionTNS>
 </Scoring>

Is the only sort of thing I found referring to grading, and no mention was made of an exp multiplier based on it.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: akey on 2010 June 17, 18:19:58
I've been testing AM for a while now and haven't run across any issues other than the game freezing up with a spinning plumbob (which seems to occur more frequently when changing game speeds but that could just be me as I'm ALWAYS changing game speeds.)

Has anyone else run across the issue where they cannot achieve the last gem cut although they meet all the requirements? I've running a sim through the Inventor career (which is annoyingly easy in the beginning and frustrating with all the grinding towards the end) & Master Invention Opportunity when I realized that I have found all 10 gem types but many by mining.

I did googled and research the issue and there's been some forum-chat about it elsewhere. Seems that you have to find all the types out in the fields rather than mining them which seems silly that an inventor cannot use his own inventions to, you know, mine. It's almost certainly EAxian by nature (certainly seems like the kind of thing they would FUBAR or consider a "feature')

Love to find out if this is a glitch, "feature", or if it's just me being a 'tard.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 17, 18:32:46
Well, as it is, as you say, hands-on, wouldn't it be both easier and within the spirit of the game to simply freeze the progress for profession sims when not playing them?

Agreed that it's dumb to get a promotion outside of work from reading a book at home or doing a couple of laps around the block.

I've kind of got mixed feelings about being able to gain xp from doing your actual job (ie styling, putting out fires, catching ghosts etc) outside of work hours, but it doesn't seem like you get xp for doing anything that is not a set 'mission' anyway.

None of the XMLs indicate that this is true at all. One indicates that you lose exp for failing a job, but that's about it.

Quote
<Scoring>
  <JobId>LargeFires</JobId>
  <GradeATime>240</GradeATime>
  <GradeBTime>320</GradeBTime>
  <GradeCTime>400</GradeCTime>
  <GradeDTime>440</GradeDTime>
  <CompletionTNS>LargeFiresCompletion</CompletionTNS>
 </Scoring>

Is the only sort of thing I found referring to grading, and no mention was made of an exp multiplier based on it.

The guide did give those same times in minutes and the letter grades the equate to. It then went on to make the vague statment that:

Quote from: Prima
"Your score is given as a letter grade and that letter grade acts as a multiplier for the amount of xp a job normally pays out"

Of course they didn't bother to state what those multipliers are.  ::)  It wouldn't at all surprise me if they were wrong since Prima frequently is.

It also claimed that the times and grade for a small house fire, building disaster, gnome invasion, science facility rescue, warehouse rescue and hospital rescue (basically everything but a large house fire) were all the same

A=180 minutes
B=240 minutes
C=320 minutes
D=400 minutes

That seems dumb to me since a small house fire is way easier than some of those rescue/disaster/invasion scenarios. Seems like that is easily tunable via an XML mod though.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Arieth on 2010 June 17, 19:32:56
Really? I even looked back to see if anyone responded about my Freezing problem, I didn't see anything. I'm really sorry! I must of passed over it by accident. =(.

EDIT: I feel really stupid now. =(, I've must of been half-asleep when I was looking through it. Thanks again!


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: acfalconhawk on 2010 June 17, 20:36:14
Known AMB specific issues should be fixed, including the following:
1. Broken schools.
2. Wonky lot value calculations now that community lots are ownable/buyable/value-able.

was number 2 the issue with lots being closed because they are not worth enough to open? I have six lots right now that are closed because it says it must meet some minimum value. But they all are worth more than the minimum noted and building/buying on the lot, while it does increase the value of the lot, it does not do anything to help open it. example: The Old Pier Beach is closed because it must have a minimum value of 15,000 (needs 15,000); but when i look at how much the lot is worth, it says it is worth about 25,000. Nothing I do to the lot changes how much i still need to open it. I have 5 other lots doing the same thing.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Pyromaniac on 2010 June 17, 21:01:05
@Motoki:

The guide is pretty much bullshit. You have to finish a small fire in before 3 hours to get the A grade, and 4 hours for a large fire. I've rarely gotten an 'A' for large fires unless a) everything is upgraded, b) I notice the fire right away (alarm bell and fire truck should be at 100% maintenance), and c) my sim is already dressed in firefighter 'gear' and doesn't need to change before hopping on the truck.

For some reason it takes an entire ingame-hour for my sims to get dressed.

edit: reading comprehension fail. Didn't catch that you were already aware of the small/large fire difference. Anyhow, disasters are easy to handle - your sim just arrives at a lot, enters a rabbithole, and does their thing.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Chaavik on 2010 June 17, 22:41:49
Regarding the firefighting profession:

I agree that the promotion through this career should be looked at. My Sim reached Fire Chief (Level 10) so quickly with minimal effort:

1. Maintaining both the fire truck(s) and fire alarm(s) at both the fire house and at home (where the Fire Chief works from primarily)
2. Skills - the Athletic skill contributed too much experience (as some stated that working out gave their Sims 3 promotions before they actually started their shifts for the first time)
3. Fire fighting - fires and disasters seem to contribute decent experience to the progression bar.

My biggest pet peeve is the amount of time the Sim takes to respond to an emergency from the start: Changing into firefighting gear takes almost an hour, getting to the fire truck takes almost 10 to 20 Sim minutes and then when the Sim arrives, it takes the Sim about 10 to 30 Sim minutes to actually do anything like putting the fires out.

By the time my Sim arrived to a large house fire, she already wasted almost 2 hours. Her fire truck is at Horsepower 3, her fire alarm was upgraded to respond to the emergencies much more quickly, and her equipment was upgraded completely. The grade dropped to B shortly after she got there. She never got an A, B or even C for the large house fires by the time she finished responding to the emergency.

I'm thinking that the time should be extended a little bit for the grading to be fair concerning large house fires. And if possible, the skills or the length of time it takes to extinguish the fires, catch angry gnomes, fix gas leaks and other fire fighting activities should be reduced somewhat to make firefighting more efficient.

I already made upgrading and maintaining faster in my own mod for Ambitions because at higher levels, I found that my fire chief has to maintain not only her own truck and fire alarm at home but the fire truck and the fire alarm at the fire station. She has to go back and forth to keep them all maintained and upgraded. I personally don't think she shouldn't have to maintain the fire truck and fire alarms at the fire house if she doesn't work there (although she can go to work there if I direct her to Go To the Building via her Career tab).

The one issue I'm dealing with is the lack of coworkers for the fire house. When she started, she was alone every time she responded to the emergencies. She had no crew. None of the Sims in town were allocated to the firefighting profession. (I'm not sure if this is an AM issue or a Twallan SP issue).


On other notes:

One command don't seem to work:

resetsim doesn't do anything to reset the Sim

My child kept trying to use the bathroom sink to clean up his plate of ruined muffins. I directed him to clean up the plate of ruined muffins from the toy oven. He picked up the plate of ruined muffins and went to the bathroom instead of the kitchen to wash the plates at the kitchen sink. There was someone using the bathroom at the time, and she kept shooing him out of the bathroom. He then goes into the bedroom and sets the plate of ruined muffins down on the end table instead of going to the kitchen to use the kitchen sink. I'm curious if AM is responsible for sending Sims to the sink in the kitchen to wash the plates (if I direct them to clean up their plates)?

*Edited*

I'm using AM (date and time stamped: 6/16/10 @ 9:37 PM)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: IAmTheRad on 2010 June 17, 23:16:48
All professions suffer from a scaling issue. My ghost hunter pre-AM was able to get up there in levels. He was level 8 before AM came out and he was only working for about a week and a half.  Stylists suffer at the beginning, but after they can do free makeovers it's very quick to gain those levels. Also they can just sketch all the time and get up there in levels. Architects too. Medical still follows the old progression tree, since it's a career instead.

I'd rather first see all the current standing bugs squashed that we can squash before profession scaling is looked at. But I do think the lack of co-workers in the firefighter career is an issue, that is caused by AM. Usually only co-workers are spawned if there needs to be any interaction to one. Only firefighting has the issue. I'm sure you could control a currently non-playable and make them a firefighter then switch to your main sim as a workaround.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DMDye on 2010 June 18, 00:16:39
Regarding the firefighting profession:

The one issue I'm dealing with is the lack of coworkers for the fire house. When she started, she was alone every time she responded to the emergencies. She had no crew. None of the Sims in town were allocated to the firefighting profession. (I'm not sure if this is an AM issue or a Twallan SP issue).


I had that problem with just Twallan's SP (v.134 - haven't tried an updated one).

Something nobody seems to have mentioned is that firefighters will also increase in Job Level while studying Handiness.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 18, 00:57:30
Has anyone been experiencing freezing issues ever since installing AMB with the new Awesomemod? My game freezes, but the trees in the background keep fluttering and I'm forced to force-close my game and lose any progress I made. =(

This is an old issue.  Many people have had this freezing for along time, not just with AMB.  I have had this freezing from base game, then with WA, then with HELS, and now with AMB, it doesn't seem specific to anything, and can't identify if it is AM related or EAxian, but it isn't a new phenomenon.

Well, as it is, as you say, hands-on, wouldn't it be both easier and within the spirit of the game to simply freeze the progress for profession sims when not playing them?
Agreed that it's dumb to get a promotion outside of work from reading a book at home or doing a couple of laps around the block.

I've kind of got mixed feelings about being able to gain xp from doing your actual job (ie styling, putting out fires, catching ghosts etc) outside of work hours, but it doesn't seem like you get xp for doing anything that is not a set 'mission' anyway.

I wonder if it would be possible to limit promotions within the new professions to the end of the shift only, like it is with the rabbit hole careers.  Not the most ideal solution but would at least stop the promotions while not working, and stop the multiple promotions a day.  My sim actually reached level 10 in 6 days, and had only attended 1 small fire.

In my new game, I am having my sim max his athletic and handiness before joining the firefighter profession to see if that makes a difference.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: pandazarehawt on 2010 June 18, 00:59:40
Put in AM, I have the proper Framework, however the green bar, (when loading family) Loads almost to the finish, and then stops. It would stay like that forever if I let it. Any ideas anyone? Sorry if this was already posted. ???  ???


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 18, 01:24:02
In the vein of Firefighting issues: I have a missing fire truck. My sim went to work for several days with no problems, even upgraded the horsepower to 1, but then after a mission to put out a fire, the truck never returned to its parking spot. It appears when the sim needs to drive to an emergency, but never returns to its parking space, which means there's no way to maintain it or upgrade it.
I tried switching to another household and initiating a Firefighting career. I got the opening message you get when you start out as a firefighter, but still the truck did not reappear.
I have, of course, checked the sim's inventory. No truck there either.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Simius on 2010 June 18, 01:35:54
In the vein of Firefighting issues: I have a missing fire truck. My sim went to work for several days with no problems, even upgraded the horsepower to 1, but then after a mission to put out a fire, the truck never returned to its parking spot. It appears when the sim needs to drive to an emergency, but never returns to its parking space, which means there's no way to maintain it or upgrade it.
I tried switching to another household and initiating a Firefighting career. I got the opening message you get when you start out as a firefighter, but still the truck did not reappear.
I have, of course, checked the sim's inventory. No truck there either.
As a workaround until AM has a "spawnfiretrucks" command you could probably use edit town and add one to the fire station.  At least then it would exist to repair and upgrade.  The only possible problem I can think with that is your sim might still use the phantom un-upgraded un-repaired firetruck to go to emergencies instead of using the new one you put in the firehouse.  I'm guessing that wouldn't happen as the game is probably spawning a temp firetruck since it has no real one to use... but who knows.

Test it out and let us know if the one you make gets used or if it just sits in the firehouse when you go to emergencies.

Either that or start a new game, make a copy of the firehouse, load your old game and delete the old firehouse and replace it with your copy from the library.

Put in AM, I have the proper Framework, however the green bar, (when loading family) Loads almost to the finish, and then stops. It would stay like that forever if I let it. Any ideas anyone? Sorry if this was already posted. ???  ???
Don't worry, it was already posted.

eta:

@Chaavik: "resetsim" doesn't do anything to your active sim (I thought it did previously), but for me at least if I type in "resetsim firstname lastname" it resets whichever sim I specify. Hopefully that helps.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lorina on 2010 June 18, 01:39:43
One question: is the AwesomeMod Configuration Tool available for this test version? Where can I find It? Thanks. :-[


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 18, 01:51:46
Will do, Simius.

One question: is the AwesomeMod Configuration Tool available for this test version? Where can I find It? Thanks. :-[

I just use the one linked on the main AM download page.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Chaavik on 2010 June 18, 01:55:15
As for missing fire trucks, did you look in your Sim's inventory to see if it is in there? It happened to my Sim once when the fire truck did not show up inside the fire station. I looked everywhere and then checked my Sim's inventory to find it sitting there. I dragged the fire truck out of my Sim's inventory and plunked it down at the fire station. She now has her own fire truck, and it shows up properly on the driveway when she returned from her missions.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Baarogue on 2010 June 18, 04:09:58
As for missing fire trucks, did you look in your Sim's inventory to see if it is in there? It happened to my Sim once when the fire truck did not show up inside the fire station. I looked everywhere and then checked my Sim's inventory to find it sitting there. I dragged the fire truck out of my Sim's inventory and plunked it down at the fire station. She now has her own fire truck, and it shows up properly on the driveway when she returned from her missions.

Also check the street near that last fire you drove the truck to. Your sim will leave the truck in the street while fighting the fire and has to drive it back to the station to return it. If the firefighter sim's scheduled shift ends while fighting the fire, your sim will automatically head home using his own vehicle or the carpool vehicle unless directed by you to return the truck.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Jackathyn on 2010 June 18, 04:22:32
Moved in someone from the town into my Sims' house, got 3 flagrant system errors. Speed 3 is also slow as fuck now.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Simius on 2010 June 18, 04:32:40
Moved in someone from the town into my Sims' house, got 3 flagrant system errors. Speed 3 is also slow as fuck now.
You need to take screenshots of those errors and post them up.  That way Pescado will know what went wrong.  Otherwise it is kind of like calling the police to inform them that some kind of crime happened somewhere in your state.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 18, 04:34:06
Non-returning firetruck issue should be fixed now.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Quijibo on 2010 June 18, 05:07:35
Finally replicated the freeze.  Sleep until message appears saying the carpool will arrive in an hour and game gets sim out of bed.  Order sim back into bed, and force an awakening to get into the carpool when it starts honking.  Game froze again at exactly 7:26 am as I walked to the carpool.  If this is indeed a known EAxian bug, my apologies.  I just never saw it until I started testing awesomemod, but that may be coincidental.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 18, 05:17:11
Attach save from shortly before freeze occurs and the matter will be investigated.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 18, 05:33:32
Attach save from shortly before freeze occurs and the matter will be investigated.

The problem with most of these freezes is when you restart the game from a save, it doesn't freeze again, it keeps playing nicely through the previous freeze point with no indications of a problem.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The Big Pompous Naab on 2010 June 18, 05:37:40
Gameplay freezes when I try the "move in household" after ive created a new lot.. any bypass I try causes the same result: no hud and gameplay freezes..


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 18, 06:11:03
The problem with most of these freezes is when you restart the game from a save, it doesn't freeze again, it keeps playing nicely through the previous freeze point with no indications of a problem.
That sounds like the game running out of memory or something, causing a thread to hang, which is why rebooting the game fixes it. Nothing that could freeze up as a part of AwesomeMod uses nondeterministic behaviors, so something that would freeze would freeze every time.

Also explains why I never see it, since I have 36 GBs of RAMs.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: old_dude on 2010 June 18, 06:30:49
I get this error when ever I click on the arena. stadium. whatever...

(http://www.whittier-weather.com/images/error.JPG)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 18, 06:32:26
"this error"? The "arena"? What error? What arena?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Tamalain on 2010 June 18, 06:35:49
Maybe the stadium?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Chaavik on 2010 June 18, 07:12:57
The latest version (Date and Time Stamped: 6/17/10 @ 10:24 PM) appeared to be working very well for me. I haven't checked to see if resetsim works or not.

Can AM suppress birthdays during missions (firefighting, ghost hunting, anything that involves missions for the professions) if applicable:

During an emergency, my Sim took 3 freaking hours to carry ONE toddler out of the house, resulting in the grading to plummet because I was trying to get my Sim to carry the toddler OUT of the house to safety. She kept setting the toddler down on the floor, and I kept directing her to get the damn kid out of the house to safety so she can complete one part of her mission to rescue the Sims.

At the same time, she had a birthday which disrupted the firefighting she was doing. I was yelling at her,"Screw the birthday! Get your arse moving to get the stupid kid out of the house and put the fire out. THEN you can have your birthday!"

So in short, can birthdays be suppressed until after the Sim finish his/her mission? And something be done about the toddler issue? It seems that the firefighter takes so long rescuing toddlers from their houses. This happened before at another fire in which the same firefighter took forever to get the toddler out of the house to safety.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rubyelf on 2010 June 18, 09:38:40
Okay so I am getting the random deaths while on vacation. Was at China with my fambly and about 3 different sims from the area died, no reason at all they were just using the martial arts training board and dropped dead randomly, it looked liked they starved to death. I tried to play chess for their lives, but the Grim Reaper ignored me.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Kyna on 2010 June 18, 11:36:14
Okay so I am getting the random deaths while on vacation. Was at China with my fambly and about 3 different sims from the area died, no reason at all they were just using the martial arts training board and dropped dead randomly, it looked liked they starved to death. I tried to play chess for their lives, but the Grim Reaper ignored me.

That's a WA problem.

Not long after I installed WA I had a holiday end prematurely because one of the sims who died at the Academy was apparently important in some quest (even though none of the sims in my game had any unfinished opportunities at the time).   My daughter suggested adding some way for non-playable sims to eat, so I added a fridge and table & chairs to the Academy lot (I put them in a corner of the lot that I was unlikely to focus the camera on, so they wouldn't distract from the atmosphere), and the Academy deaths stopped happening in my game.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 18, 12:37:46
I get this error when ever I click on the arena. stadium. whatever...
The only reason I can think of for why you are getting this error involves severe neighborhood corruption. Post your save and I will look at the matter some more.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: bowrain on 2010 June 18, 13:22:03
My architectural designer sim who's been awarded an honor from the City Hall still triggers a flagrant error everytime he clicks on the building/about to enter the building. Unlike before though, the game keeps throwing errors until it crashed to desktop (must be like hunderds of them). It was only a handful before.
If you can't be bothered to show me what the error is, I can't be bothered to fix it. Quit wasting my time.
Sorry, it just happened again. Here's the log.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: old_dude on 2010 June 18, 13:30:23
ok, here ya go.

http://www.whittier-weather.com/backups/Twinbrook 2.sims3.rar (http://www.whittier-weather.com/backups/Twinbrook 2.sims3.rar)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: spaceface on 2010 June 18, 13:45:47
GAH! I can't change my active household. Can't change it back, either.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: rhodaloo on 2010 June 18, 14:22:37
As for missing fire trucks, did you look in your Sim's inventory to see if it is in there? It happened to my Sim once when the fire truck did not show up inside the fire station. I looked everywhere and then checked my Sim's inventory to find it sitting there. I dragged the fire truck out of my Sim's inventory and plunked it down at the fire station. She now has her own fire truck, and it shows up properly on the driveway when she returned from her missions.

I found a firetruck in my sim's inventory but couldn't place it at the fire station. Oh, well.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: PolecatEZ on 2010 June 18, 14:46:43
Not sure if its the brand new Nvidia drivers (257.XX) or latest AM, or a combination, but high-speed actually works in high speed and game is freeze-free (where I was getting frozen about every 15 minutes two AM versions ago).

Did get a crash because of an overloaded lot though, drilling at night is bad, mmm'kay?  51 sims rushing a 15x10 lot does bad things.

Queue stomping for the robot reactions is also just plain stupid, it just forces you to make 5 tries before using registers and turns any lot into a fracas when a robot visits.

Other than that, nicely bug free.



Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 18, 15:23:11
Robot queuestomping crushed and burninated in new version.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: ShortyBoo on 2010 June 18, 15:38:21
As for missing fire trucks, did you look in your Sim's inventory to see if it is in there? It happened to my Sim once when the fire truck did not show up inside the fire station. I looked everywhere and then checked my Sim's inventory to find it sitting there. I dragged the fire truck out of my Sim's inventory and plunked it down at the fire station. She now has her own fire truck, and it shows up properly on the driveway when she returned from her missions.

When the firetruck went missing for my sim, it wasn't in his inventory or in the household inventory. That was the first place I had checked. I also checked the road from where the fire was all the way back to the firehouse, and it wasn't anywhere to be found. I later changed to another household and made him a fireman as well. I first replaced the firetruck and added a few more just in case, but after playing the second fireman for 2 in-game weeks, the truck never disappeared again. It was definitely strange. Oh, and there still haven't been any other spawned firemen. The two sims I had join the profession are the only two who are ever at the fire station.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: laughoutloud on 2010 June 18, 16:51:29
I had a crash to desktop without anything but Awesome installed, I have all the expansions installed. Here is my crash dump I dont have a save because this was a clean install fresh game.

http://www.mediafire.com/?ywa2y55ettg (http://www.mediafire.com/?ywa2y55ettg)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: PolecatEZ on 2010 June 18, 16:58:03
I had a crash to desktop without anything but Awesome installed, I have all the expansions installed. Here is my crash dump I dont have a save because this was a clean install fresh game.

http://www.mediafire.com/?ywa2y55ettg (http://www.mediafire.com/?ywa2y55ettg)

That's the magic dsmx86dll.dll not found error.  There isn't a whole lot you can do about it and there are a few threads around to help fix it.  I just downloaded a copy of the .dll and threw it in my ...windows/system folder and haven't had another crash, but its probably just voodoo.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 18, 17:04:34
As a workaround until AM has a "spawnfiretrucks" command you could probably use edit town and add one to the fire station.  At least then it would exist to repair and upgrade.  The only possible problem I can think with that is your sim might still use the phantom un-upgraded un-repaired firetruck to go to emergencies instead of using the new one you put in the firehouse.  I'm guessing that wouldn't happen as the game is probably spawning a temp firetruck since it has no real one to use... but who knows.

Test it out and let us know if the one you make gets used or if it just sits in the firehouse when you go to emergencies.

That did work, although as Pescado has now fixed the firetruck bug, it's probably not all that relevent anymore.

New firefighting bug: the alarms are going off permanently. No emergency, just constant alarms. It's not an animation glitch as my sim is unable to sleep through them.



Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Quijibo on 2010 June 18, 18:09:38
Attach save from shortly before freeze occurs and the matter will be investigated.

http://www.mediafire.com/?mduydyz2b4m

This is the save.  Sim who lives alone is sleeping through the night.  If I hop him back into bed after he is awakened by the message that the carpool will arrive in an hour, I can sometimes replicate the freeze.  It seems to always happen at 7:26 am, whether he's still sleeping or running out of the house while the carpool honks in front of the house.

You mentioned a memory issue.  I have only 2 GB of memory installed on this XP 32-bit system, if that could be an issue.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lorina on 2010 June 18, 19:02:35
Thanks, It worked... Not having any issue till now.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Josephinev on 2010 June 18, 20:20:48
I have the most current test version of Awesomemod installed along with WA and AMB.  I have TS2 Style Aging set to true.  I've noticed when I switch households that the sims in the inactive households have aged.  I never took note of the day ages of my adult sims, but the kids are definately aging up.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: chrisoldfield on 2010 June 18, 21:03:18
This the second bug I noticed. The first was a mass death in china when everyone died the moment I arrived on the lot (YIKES).  I just bought a community property, I had to upgrade it and buy a lot of new stuff which should have cost me close to a hundred thousand dollars to get it to 3 stars.  But for some reason, no money was being out of my family funds.  I bought paintings, statues and other things to get it up to the right property value, but it cost me absolutely nothing to do it.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The_Goddess on 2010 June 19, 00:32:42

New firefighting bug: the alarms are going off permanently. No emergency, just constant alarms. It's not an animation glitch as my sim is unable to sleep through them.


I'm not using Awesomemod right now.  I guess that makes me part of the control group.  This happened in a couple of my games.  The cause in my case was a glitch with the careers no longer working after switching back and forth between families.  I sent a firefighter to a fire and even after he had completed his mission (Save 2 sims/put out fire) the score card would not check off the jobs.  When I returned to the station the alarms were still blaring even though I had completed the mission.  I had to quit without saving.  Not sure if it is the same problem for you, but there you have it.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 19, 00:49:34
But for some reason, no money was being out of my family funds.  I bought paintings, statues and other things to get it up to the right property value, but it cost me absolutely nothing to do it.
Ah, yes, I know why this happens. Will fix in next version.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 19, 01:02:02
I have the most current test version of Awesomemod installed along with WA and AMB.  I have TS2 Style Aging set to true.  I've noticed when I switch households that the sims in the inactive households have aged.  I never took note of the day ages of my adult sims, but the kids are definately aging up.

It has been mentioned previously, that if the game queues the aging process while you are playing the family, or by the game before you start, the sims will still age, even though you are not playing them with TS2 aging on.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: TwoToot on 2010 June 19, 02:11:09
Setting functions, for example the no F censoring, does not update the showconfig function, even though as far as I can tell, the settings are indeed working.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 19, 02:35:44
This is normal and working as designed: Setconfig only makes temporary changes to the configuration, as some options may be undesirable to have permanently on.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DJTekilla on 2010 June 19, 02:50:54
Sup everyone, has anyone had any problem installing framework with Ambitions? Also don't answer with answers such as "there's a SEARCH BUTTON" I'm well aware of that.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 19, 02:52:30
Sup everyone, has anyone had any problem installing framework with Ambitions? Also don't answer with answers such as "there's a SEARCH BUTTON" I'm well aware of that.

Read the FAQ. You've painted a big red target on yourself.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DJTekilla on 2010 June 19, 02:59:18
Sup everyone, has anyone had any problem installing framework with Ambitions? Also don't answer with answers such as "there's a SEARCH BUTTON" I'm well aware of that.

Read the FAQ. You've painted a big red target on yourself.

Which FAQ? the one from Coconnor ? If so I Already tried -_- I already installed framework but the old way just doesn't work with me anymore.

EDIT: If you means Grimma's FAQ still doesn't work with me


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 19, 03:08:04
Awesome mod 2010-Jun-19 04:55:06 - Game will not start; Hangs on title screen before it starts loading.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rubyelf on 2010 June 19, 03:21:07
Had a random freeze lockup. Was playing fine, and it hit 7am when all the messages for my family to get a carpool would have popped up, and instead it froze. This was after I had just changed the mothers career to something new (she was an inventor, but I maxed it, so  I decided to make her join the political career). I was at the fastest speed at the time, also the derelict vehicles are still plaguing my neighbourhood and "towderelicts" does nothing to help me.

I also cannot find the option for "supreme commander" anywhere, I do have the extra options enabled, would that affect it?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Noromarc on 2010 June 19, 03:22:02
I have the same behaviour as reported by Mr Anach. Latest test version of AM dowloaded from the alpha location and installed in a fully functional Awesomemod enabled game.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: MissQ on 2010 June 19, 03:22:10
Awesome mod 2010-Jun-19 04:55:06 - Game will not start; Hangs on title screen before it starts loading.
Same issue here. Tested with and without mods, now using version dated 12/6/10 which loads but has expired.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DJTekilla on 2010 June 19, 03:28:59
Well I guess I got the same issue as everyone, my loading screen hangs and won't load. I already tried Coconnor, Grimma and a way explained on MTS. All 3 failed for me. any suggestion ?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 19, 03:30:30
Sup everyone, has anyone had any problem installing framework with Ambitions? Also don't answer with answers such as "there's a SEARCH BUTTON" I'm well aware of that.

Seeing as how you are posting in the AM 4.0.87 AMB test thread, and people are complaining about bugs and other issues involving AM and AMB, what the fuck do you think?

Awesome mod 2010-Jun-19 04:55:06 - Game will not start; Hangs on title screen before it starts loading.

I found the same issue, reverted to the earlier 2010-Jun-19 01:36 version which works fine.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: catshirlann on 2010 June 19, 03:41:00
Awesome mod 2010-Jun-19 04:55:06 - Game will not start; Hangs on title screen before it starts loading.
The exact same thing happened to me. I'm glad I still have the previous version in my recycle bin. I'll just restore it, so that I can do some simming before I go to sleep.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: rhodaloo on 2010 June 19, 03:42:19
Also hanging on load screen.  Went back to previous version of AM (6/18/2010 @ 4:47 PM).  


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Xavosim on 2010 June 19, 04:39:20
My major issue @ first was finding out how to get on this forum by that i mean register...its wrapped tighter than my iphone shipped on ebay!
ANNYYYWAY
 ??? ??? ??? ??? ??? ??? ???
My problem was the loading screen hung there...it wouldnt even show alittle green...as it turns out Nraas is having the opposite problem...theirs wont function but the game will load. I have no idea whats wrong....plz help?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 19, 04:42:13
That will teach me to backup the old one first instead of overwriting. Guess i'll have to go find something useful to do until its updated.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DJTekilla on 2010 June 19, 04:47:26
Alright I guess the problem wasn't my framework then :P. however I did try a few thing: the newest test version: hangs on loading screen. I tried the test version on both beta and alpha servers: still the same thing. Tried the one in the main download: Of course it gives me a core mismatch (as I expected). I tried playing with my own CC I made: works perfectly. Guess I'll try the new update when it comes out :P (unless someone finds a way to make it work)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 19, 04:53:55
Should be fixed now. That particular bug is weird, since there is absolutely NO LOGICAL REASON it should be happening: The mere presence of a valid, compiled function causes the game to die even when the function is not invoked.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 19, 04:54:45
2010-Jun-19 06:52:39

New version loads fine.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DJTekilla on 2010 June 19, 05:05:42
Hurrah to El Presidente ! The new version loads for me too ^^. I'll start beta testing right away and report any bugs I encounter.

Thanks for fixing and providing us with the greatest mod ever :P


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: witch on 2010 June 19, 06:05:31
@DJTekilla: Less noise, more signal.

The TS3 Launcher works with Awesomemod timestamped 10/6 22:03, but it's refusing to install user content. I installed the Dr Pepper set fine, but Tangie's 2nd lot (http://www.mediafire.com/?awtewwifmt4) and the Tardis (http://www.mediafire.com/?zjw2znmwijk) by TNW both said I needed to update my game. I have V4.0.87. Could it be anything to do with circumventing the registration process?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Xavosim on 2010 June 19, 06:11:06
where is the newest AMB update????
ikno...im a n00b...lol


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Grimma on 2010 June 19, 06:27:07
where is the newest AMB update????
ikno...im a n00b...lol

You can only get the AMB update if your subscription is paid up.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Xerolize on 2010 June 19, 06:31:07
The newest version loads fine for me as well; however, the game gets stuck during random times. Like a the game will stop while a Sim is sleeping but I can see the ZZZZs moving. Weird. Also, I seem to have some invisible woman walking around. You can see her head and feet but not her body. I doubt it's an AM problem but I can't seem to find any problem CC that would explain it.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 19, 06:36:03
The TS3 Launcher works with Awesomemod timestamped 10/6 22:03, but it's refusing to install user content. I installed the Dr Pepper set fine, but Tangie's 2nd lot (http://www.mediafire.com/?awtewwifmt4) and the Tardis (http://www.mediafire.com/?zjw2znmwijk) by TNW both said I needed to update my game. I have V4.0.87. Could it be anything to do with circumventing the registration process?
Very unlikely, since the Launcher is not mods-aware and does not actually run the game at all until much later in the install process. The Launcher is just stupid and it sucks.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 19, 07:18:34
Also, I seem to have some invisible woman walking around. You can see her head and feet but not her body. I doubt it's an AM problem but I can't seem to find any problem CC that would explain it.

Sounds like a problem I read about with pregnant elders. Apparently there's no clothes for them, so for the duration of pregnancy they have no body, just feet and head. Could it be something like that?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rubyelf on 2010 June 19, 07:31:29
This is something I experienced with the latest AM, I don't know if this is AM related though or possibly just a normal bug, but this is what happened:

(http://i27.photobucket.com/albums/c155/Rubyelf/lolreaper.jpg)

This occured in China, I was attempting to play Chess for the sims life, but big ol' Grim decided to ignore me and instead do some martial art's skill.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 19, 07:41:54
Occasionally my sculptors have been sculpting things out of ice that have red boxes floating around, and whenever they are finished, it says something like, "<simname> has created a Good ***FailObject**". I have a screenshot if needed.

Also, noticing something old, that has been bothering me for a while about Awesome, but I'm not sure if it's intentional or what. UnlockOutfits On, only seems to unlock work outfits. Not everything for all categories as it used to. Which means, if I want my sim to wear underwear as formal wear for whatever reason, I can't get it to work. Am I doing something wrong? I really don't want to have to download CTU just to check a few categories and create redundant items.


edit: Ah, thank you, I'm not sure how I missed that.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Tyyppi on 2010 June 19, 07:52:24
That's a wrong command. The right one is "disableclothingfilter on"


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Xerolize on 2010 June 19, 08:59:21
Quote
Sounds like a problem I read about with pregnant elders. Apparently there's no clothes for them, so for the duration of pregnancy they have no body, just feet and head. Could it be something like that?
Elders can get pregnant?  ??? News to me. I took a pic and she is an elder female.

(http://i49.tinypic.com/11bhrtt.jpg)
(http://i48.tinypic.com/30wawdy.jpg)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Nienor on 2010 June 19, 09:28:39
Occasionally my sculptors have been sculpting things out of ice that have red boxes floating around, and whenever they are finished, it says something like, "<simname> has created a Good ***FailObject**". I have a screenshot if needed.

I've seen that one twice, too. But I suspect it was something I did, because it happens right after I did some experimenting with commands like "resetworld".


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rubyelf on 2010 June 19, 11:41:47
Quote
Sounds like a problem I read about with pregnant elders. Apparently there's no clothes for them, so for the duration of pregnancy they have no body, just feet and head. Could it be something like that?
Elders can get pregnant?  ??? News to me. I took a pic and she is an elder female.

Do you have any pregnancy mods for teens etc?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 19, 13:25:25
The TS3 Launcher works with Awesomemod timestamped 10/6 22:03, but it's refusing to install user content. I installed the Dr Pepper set fine, but Tangie's 2nd lot (http://www.mediafire.com/?awtewwifmt4) and the Tardis (http://www.mediafire.com/?zjw2znmwijk) by TNW both said I needed to update my game. I have V4.0.87. Could it be anything to do with circumventing the registration process?
Very unlikely, since the Launcher is not mods-aware and does not actually run the game at all until much later in the install process. The Launcher is just stupid and it sucks.

I've been getting weirdness like this too lately. Some sims3packs won't install even after decrapify and it's also saying that certain sims3packs which have long since been installed are not. Of course if I try to install them again then it tells me they are already installed.  ::)

I don't see how it could be awesomemod involved but something changed with the launcher recently and it got, well, crappier.

Occasionally my sculptors have been sculpting things out of ice that have red boxes floating around, and whenever they are finished, it says something like, "<simname> has created a Good ***FailObject**". I have a screenshot if needed.

Now that does sound like it may be related to the 'registration' process. Do by chance have the Ultimate Career Pack? It has been known to cause this unless you had the registration fix mod (http://www.moreawesomethanyou.com/smf/index.php/topic,18654.0.html). It's supposedly been fixed in a recent update to the test version of Awesomemod so you don't need that other mod, but I don't think it's been extensively tested.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 19, 14:58:51
Occasionally my sculptors have been sculpting things out of ice that have red boxes floating around, and whenever they are finished, it says something like, "<simname> has created a Good ***FailObject**". I have a screenshot if needed.

I've seen that one twice, too. But I suspect it was something I did, because it happens right after I did some experimenting with commands like "resetworld".

Now that does sound like it may be related to the 'registration' process. Do by chance have the Ultimate Career Pack? It has been known to cause this unless you had the registration fix mod (http://www.moreawesomethanyou.com/smf/index.php/topic,18654.0.html). It's supposedly been fixed in a recent update to the test version of Awesomemod so you don't need that other mod, but I don't think it's been extensively tested.
I have the career pack, but I downloaded it from the official website, and didn't think I would /need/ the registration fix mod. But I had used reset world before that, so it could also have been that.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: IAmTheRad on 2010 June 19, 15:06:03
I've been getting weirdness like this too lately. Some sims3packs won't install even after decrapify and it's also saying that certain sims3packs which have long since been installed are not. Of course if I try to install them again then it tells me they are already installed.  ::)
Store stuff installs when decrapified for me. Non official sims3packs give me the fail message, but then I just extract the packages from non-official stuff.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 19, 17:51:25
It can't be because of reset world I tried sculpting in a fresh save and still got the red boxes. And I have the thing registered so I shouldn't need an anti-registration check to get it to work.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 19, 19:09:54
It can't be because of reset world I tried sculpting in a fresh save and still got the red boxes. And I have the thing registered so I shouldn't need an anti-registration check to get it to work.

Well yeah but I am wondering if Pescado's anti-registration measures in the recent versions of awesomemod have inadvertently changed something that might cause this.

If you yank out awesomemod do you still get the red boxes?

*Edit to say it also would not at all surprise me if EA bungled up their own registration process.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Xerolize on 2010 June 19, 19:50:46

Do you have any pregnancy mods for teens etc?
No.

My Hacks/Mods are:

Johna's sliders + Delphy's breast sliders

RB skill tweaks + cheaper maid

Treag - Put Away All Books, Treasure Box, and Book of Talent

That's it and none of them mess with pregnancy. I googled this problem and none of the suggested solutions worked for me.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: whyisitnotvalid on 2010 June 19, 20:55:01

Do you have any pregnancy mods for teens etc?
No.

My Hacks/Mods are:

Johna's sliders + Delphy's breast sliders

RB skill tweaks + cheaper maid

Treag - Put Away All Books, Treasure Box, and Book of Talent

That's it and none of them mess with pregnancy. I googled this problem and none of the suggested solutions worked for me.

Try removing the sliders....my game said some mods were out of date yesterday so i eventually got the game to start when i removerd the sliders.
Though I think some people have the latest patch and they still work, which confused me.
But try it, it worked for me, even though it's a pain.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 19, 22:14:13
It can't be because of reset world I tried sculpting in a fresh save and still got the red boxes. And I have the thing registered so I shouldn't need an anti-registration check to get it to work.

Well yeah but I am wondering if Pescado's anti-registration measures in the recent versions of awesomemod have inadvertently changed something that might cause this.

If you yank out awesomemod do you still get the red boxes?

*Edit to say it also would not at all surprise me if EA bungled up their own registration process.
Pulled awesome, made a couple sims sculpt until they sculpted something from the career bundle, no red boxes. Also, when I made one of the pair trying to sculpt failboxes learn all the sculptures via debugging cheats, the two career bundle statues were not listed.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: geekgirl on 2010 June 19, 23:27:09
The registration mod which was originally posted caused red boxes in my game (until I removed it), so I am not surprised adding that code to AwesomeMod would do the same.

I am having an issue with children and the little baked goods table, however. Unsure if it's AM or the game doing it, but when my kids "Tend Table" they immediately cancel any interaction with customers that pops up. I haven't got any playtime until tomorrow though, so I can't test the table in other saves/computers/without mods at the moment.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The_Goddess on 2010 June 20, 02:19:42
I am having an issue with children and the little baked goods table, however. Unsure if it's AM or the game doing it, but when my kids "Tend Table" they immediately cancel any interaction with customers that pops up. I haven't got any playtime until tomorrow though, so I can't test the table in other saves/computers/without mods at the moment.

Have you tried moving the table to another location?  Maybe you are having routing issues.   


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: geekgirl on 2010 June 20, 02:53:33
Did it anyplace I put the table, and with different children I got the same result. If nobody else has noticed it I'll assume my pants are too tight, however.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Jackathyn on 2010 June 20, 04:57:42
My firetruck keeps vanishing from the fire station. It's happened on a few different saves now, I go to a fire to put it out, my sim gets back in to drive back to the station, truck pulls up out the front of the station, and promptly vanishes into the ether. I can't find it anywhere, it's not in the inventory... is there a workaround at all to put in a new one?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Gurg on 2010 June 20, 05:07:59
I am having an issue with children and the little baked goods table, however. Unsure if it's AM or the game doing it, but when my kids "Tend Table" they immediately cancel any interaction with customers that pops up.

I am having the same problem too.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Silent Dreamer on 2010 June 20, 05:19:59
My firetruck keeps vanishing from the fire station. It's happened on a few different saves now, I go to a fire to put it out, my sim gets back in to drive back to the station, truck pulls up out the front of the station, and promptly vanishes into the ether. I can't find it anywhere, it's not in the inventory... is there a workaround at all to put in a new one?

This is actually an eaxian bug. The solution, if you want to call it one, that I found on the BBS was to just nuke and redrop the firestation. Alternatively, the only way you can buy the Woo Woo 400 is to have a sim actually own the fire station's lot, at which point it automagically becomes available in the buydebug catalog.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: PolecatEZ on 2010 June 20, 05:35:56
My firetruck keeps vanishing from the fire station. It's happened on a few different saves now, I go to a fire to put it out, my sim gets back in to drive back to the station, truck pulls up out the front of the station, and promptly vanishes into the ether. I can't find it anywhere, it's not in the inventory... is there a workaround at all to put in a new one?

This is actually an eaxian bug. The solution, if you want to call it one, that I found on the BBS was to just nuke and redrop the firestation. Alternatively, the only way you can buy the Woo Woo 400 is to have a sim actually own the fire station's lot, at which point it automagically becomes available in the buydebug catalog.

The fire engine is always available in the buydebug catalog regardless of ownership of the lot.  You can even place one in home lots for kicks, though I don't think it functions as a standard vehicle (haven't tested).


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: DMDye on 2010 June 20, 05:46:15
I haven't had the firetruck disappear. I have Base, WA, HELS, AMB; fully patched. I have V.132 of the SP and a similarly dated SC. No AM so far.



I don't think it's EAxian in nature because it hasn't happened to my daughter (pretty similar mods), nor to my son (totally vanilla game).


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 20, 06:47:06
I have also just noticed the registration reward issue. In my game I can no longer craft the "Claw Dipper" or the "Air Bender" on the inventing bench, nor can i learn those inventions with a new sim.  I can also confirm that removing AM will restore those two items to the menu. I own the official version of that reward, so I have them installed via the in-game store.


For those of you with pregnant elders, you can grab a set of converted adult-elder pregnancy clothing from my mods thread in my sig.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 20, 06:58:46
My firetruck keeps vanishing from the fire station. It's happened on a few different saves now, I go to a fire to put it out, my sim gets back in to drive back to the station, truck pulls up out the front of the station, and promptly vanishes into the ether. I can't find it anywhere, it's not in the inventory... is there a workaround at all to put in a new one?

This is actually an eaxian bug. The solution, if you want to call it one, that I found on the BBS was to just nuke and redrop the firestation. Alternatively, the only way you can buy the Woo Woo 400 is to have a sim actually own the fire station's lot, at which point it automagically becomes available in the buydebug catalog.

You just go into edit town, then build/buy and select the fire station, then in the buy debug you can simply drop in a new Woo Woo.  You don't need ownership of the property to do that.

The fire engine is always available in the buydebug catalog regardless of ownership of the lot.  You can even place one in home lots for kicks, though I don't think it functions as a standard vehicle (haven't tested).

I don't know what happens if you just get one that way, but the one you get to keep as fire chief functions like a normal vehicle, which annoys the hell out of me, so I usually detonate it and get rid of it.  I think as fire chief you should get one of the vehicles that is used for the carpool rather than a fire engine, as fire chiefs usually have their own car, not their own fire engine.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Silent Dreamer on 2010 June 20, 07:04:55
My firetruck keeps vanishing from the fire station. It's happened on a few different saves now, I go to a fire to put it out, my sim gets back in to drive back to the station, truck pulls up out the front of the station, and promptly vanishes into the ether. I can't find it anywhere, it's not in the inventory... is there a workaround at all to put in a new one?

This is actually an eaxian bug. The solution, if you want to call it one, that I found on the BBS was to just nuke and redrop the firestation. Alternatively, the only way you can buy the Woo Woo 400 is to have a sim actually own the fire station's lot, at which point it automagically becomes available in the buydebug catalog.

You just go into edit town, then build/buy and select the fire station, then in the buy debug you can simply drop in a new Woo Woo.  You don't need ownership of the property to do that.

The fire engine is always available in the buydebug catalog regardless of ownership of the lot.  You can even place one in home lots for kicks, though I don't think it functions as a standard vehicle (haven't tested).

I don't know what happens if you just get one that way, but the one you get to keep as fire chief functions like a normal vehicle, which annoys the hell out of me, so I usually detonate it and get rid of it.  I think as fire chief you should get one of the vehicles that is used for the carpool rather than a fire engine, as fire chiefs usually have their own car, not their own fire engine.

Mmm. I must have been blind then. I was poking around looking for it the other night when it happened to me and didn't find it. I'll poke around some more next time I have the game running though. I eventually just said fuck it and nuked/replaced the lot. I stand corrected.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 20, 08:02:49
I have also just noticed the registration reward issue. In my game I can no longer craft the "Claw Dipper" or the "Air Bender" on the inventing bench, nor can i learn those inventions with a new sim.  I can also confirm that removing AM will restore those two items to the menu. I own the official version of that reward, so I have them installed via the in-game store.
Did you *DECRAPIFY* them, though? Because it works for me. I can spawn both of these items just fine. I am able to spawn from the inventing bench all the inventions through the debug menu, meaning they SHOULD craft just fine, without redboxing.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 20, 08:18:29
This is the save.  Sim who lives alone is sleeping through the night.  If I hop him back into bed after he is awakened by the message that the carpool will arrive in an hour, I can sometimes replicate the freeze.  It seems to always happen at 7:26 am, whether he's still sleeping or running out of the house while the carpool honks in front of the house.
Cannot reproduce, freeze does not occur. Must be a you-specific system issue.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: chrisoldfield on 2010 June 20, 08:45:57
quote author=catfish link=topic=18761.msg540107#msg540107 date=1276665826]
This sounds like your not extinguishing the window fires.
Unfortunately that is not the case, there is absolutely no fire left on the lot. I was able to complete these fire missions before adding awesomemod in. I even started a brand new neighborhood to test it out. I have uploaded a save in which both sims have been convinced to run, all fires have been extinguished, and doors have been broken down, and the game says that none of these objectives have been completed: here (http://www.mediafire.com/?eemd0gkwyeo).
[/quote]

This is an old post but I feel obligated to answer it.  I read on the sims wikia ( http://www.sims.wikia.com ) of ths particular problem.
Here is the basic cause.  If you got to a fire, or do a ghost busting job, and IF you complete the job within 1 hour of the timer running.  Then you WILL fail the mission, guaranteed.  You can finish all the tasks it will make no difference, the sims will behave like there is still a fire or ghosts on the lot.   There is no known fix for this, the only way to surely avoid this bug is to make certain you finish the job AFTER 1 hour has elapsed.  It is apparently a well known eaxian bug.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 20, 08:57:09
I have also just noticed the registration reward issue. In my game I can no longer craft the "Claw Dipper" or the "Air Bender" on the inventing bench, nor can i learn those inventions with a new sim.  I can also confirm that removing AM will restore those two items to the menu. I own the official version of that reward, so I have them installed via the in-game store.
Did you *DECRAPIFY* them, though? Because it works for me. I can spawn both of these items just fine. I am able to spawn from the inventing bench all the inventions through the debug menu, meaning they SHOULD craft just fine, without redboxing.

As stated, I own the official version of that reward, so I have them installed via the in-game store, which of course isn't decrapified. They were working fine until the recent AM update, and they work fine without AM, but current AM causes me to have 2 blank menu items on the craft bench and the inability to craft new version of those items.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: sorbet on 2010 June 20, 10:02:51
The registration mod which was originally posted caused red boxes in my game (until I removed it), so I am not surprised adding that code to AwesomeMod would do the same.

I am having an issue with children and the little baked goods table, however. Unsure if it's AM or the game doing it, but when my kids "Tend Table" they immediately cancel any interaction with customers that pops up. I haven't got any playtime until tomorrow though, so I can't test the table in other saves/computers/without mods at the moment.

This happened to me before I installed AM.  I had a few other little mods installed, but nothing that had anything to do with the table or even children.  I was actually searching for a fix when I found AM instead.

Note:  I never did find a fix for it.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 20, 10:43:48
As stated, I own the official version of that reward, so I have them installed via the in-game store, which of course isn't decrapified. They were working fine until the recent AM update, and they work fine without AM, but current AM causes me to have 2 blank menu items on the craft bench and the inability to craft new version of those items.
I really cannot think of a logical reason why this would occur given the changes involved. The no-reg change simply involving adding a pop, ldc.i4.1, which basically means it discards the return value of the registration function and substitutes "true", forcing it to always take the IsRegistered branch. The only reason you would get blank items and no object is if the resources of the item failed to load completely, but such a thing occurs at a level below that which AwesomeMod can touch.

In any case, it works for me, so I cannot reproduce this error. I will try making some random changes to it and you can see if it works next time, though.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 20, 10:49:27
As stated, I own the official version of that reward, so I have them installed via the in-game store, which of course isn't decrapified. They were working fine until the recent AM update, and they work fine without AM, but current AM causes me to have 2 blank menu items on the craft bench and the inability to craft new version of those items.
I really cannot think of a logical reason why this would occur given the changes involved. The no-reg change simply involving adding a pop, ldc.i4.1, which basically means it discards the return value of the registration function and substitutes "true", forcing it to always take the IsRegistered branch. The only reason you would get blank items and no object is if the resources of the item failed to load completely, but such a thing occurs at a level below that which AwesomeMod can touch.

In any case, it works for me, so I cannot reproduce this error. I will try making some random changes to it and you can see if it works next time, though.

I'll keep an eye out for any change with the next revisions. Unless you can give me a way to disable the added function to test whether switching it on/off fixes the issue, rather than it being caused by something else that AM changes in my game. All I can say is that it is definitely fixed by removing AM, then broken again once AM is put back.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Kralore on 2010 June 20, 12:48:01
Not sure if this is a bug or new feature. Do sims no longer gain cooking and gardening skill while watching TV with AM?  Or is the skill bar above their heads just hidden now?  I see the skill bar when they cook meals but not while watching the cooking channel.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: IAmTheRad on 2010 June 20, 13:15:44
Not sure if this is a bug or new feature. Do sims no longer gain cooking and gardening skill while watching TV with AM?  Or is the skill bar above their heads just hidden now?  I see the skill bar when they cook meals but not while watching the cooking channel.
If they don't have any skill in cooking or gardening they will not gain any while watching TV. It's an EAxian issue, not awesomemod related.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Drowelvenmaiden on 2010 June 20, 14:18:23
   I notice that, too. But, if you have at leat one level skill point, you can raise your skills watching TV.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: SJActress on 2010 June 20, 14:22:41
All games, fully patched, AM only.

The lifetime points counter freezes at a random (?) moment on the UI. They are still being accumulated. Clicking on the "Lifetime Rewards" tab to bring up the reward options will show the actual amount of reward points accumulated (example: UI says 4619, options tab says 5023). Buying a reward fixes the UI counter.

I'm not yet positive what initially caused it, but I suspect it happens when a wish is rolled and fulfilled before it is locked.

I haven't played without the mod installed yet, so this may be an Eaxian bug.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Claeric on 2010 June 20, 15:29:07
Non-updating LTH counter is an EA bug, it's been there since the game was released.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Anach on 2010 June 20, 15:50:19
Newest AM fixes the missing Ambitions registration inventions.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: SJActress on 2010 June 20, 16:04:29
Non-updating LTH counter is an EA bug, it's been there since the game was released.

A-ha. I've never noticed it happening before now. Thanks (this is grate!).

I noticed something else weird as well. I saved and quit the game at 12:30am after sending the Sim to bed. When I restarted, it was 8:30pm and she was on the drafting table (she was on the drafting table at 8:30pm originally). I could swear that my last save before 12:30am was well before 6:00pm (she was on the job--I remember that!). Auto-save is set to 0, so it shouldn't be that.

This is most likely an operator error as I don't see how it's possible, but now it's logged, just in case.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Azazel on 2010 June 20, 18:23:43
This may have been covered on one of the previous pages, in which case I hope you'll bare with me.

My game was working perfectly with Awesome Mod before I got Ambitions. I haven't changed anything since I got AMB, besides removing the old version of AM, as my game wouldn't load if it was installed. Now that I've downloaded the newest, updated version of AM, my game won't load at all. The loading bar stays at 0%, just like it did when I tried running the game with the old version of AM.

Anything I missed?

EDIT: Upon further inspection, it seems that the framework needs to be installed in a different way now, due to the way AMB is set up? Is that right? Something about the framework or AM having to be placed in the Packages folder in the World Adventures directory, rather than the base Sims 3 one? I'm utterly confused.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: mildlydisguised on 2010 June 20, 19:44:07
Following on from all the posts about switching families, I can use the switch active family button fine and select a family to play, it's just when I get to the 'Start playing with this household' tick that it greys out after clicking and won't go any further. This isn't an intermittent thing for me either, and it happens when starting a new hood too, so I am wondering whether this is different to the EAxis bug that has been mentioned as this has only happened to me since AM.

Edit - Hmm... after a reboot of the game, it seems to work again, so it appears to be an intermittent problem and probably not AM related.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The_Goddess on 2010 June 20, 21:07:55
I couldn't take it anymore, I had to install AwesomeMod.  I started a brand new game as well.  Prior to installing, my firefighters had co-workers.  Now I have people dressed in firefighter gear, at the fire house, but when I talk to them, they do not appear as co-workers in the relationship panel.  They tell me they are soot stripper, and hose handlers, but still appear as acquaintances.  I could care less about this problem as firefighting co-workers are useless mess-makers, but I thought I'd point it out anyway.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: MrSim on 2010 June 20, 22:10:38
A few bugs I have noticed:

  • If you retire doing the doctor career you will still get a retirement check but you still work and get emergencies
UPDATE I just had another sim retire she was a chef and it was successful

  • Can't use the mailbox and the never ending bin (had the same house 10 gens if that matters (so far only this house))
  • While calling up for retirement they say I will get 2000 I only get 480 a day (doctor career again)
  • Getting days off while self-employed while pregnant (gardener) surly that's there choice?
  • No driver in car parked in the middle of the road
  • Got "clean clothes/sheets from doing laundry" moodlet while I don't have a washing machine and a dryer/clothes line anymore (use to have one but blew it all up)

I am sure there's more just can't remember them off the top of my head.
I check for the latest version of AM everyday (right now) so I am up to date.
I have WA and AMB

EDIT: added another
EDIT: Added update info
EDIT: Added another bug
EDIT: Added another bug


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lorina on 2010 June 20, 22:19:28
My chosen sims in another households, different from the selected, stopped going to work by their own... why is that??


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Aventurine on 2010 June 20, 22:59:55

EDIT: Upon further inspection, it seems that the framework needs to be installed in a different way now, due to the way AMB is set up? Is that right? Something about the framework or AM having to be placed in the Packages folder in the World Adventures directory, rather than the base Sims 3 one? I'm utterly confused.

Check out the "Awesome Mod Just Isn't Working" thread to see Simius and morriganrant's visual tute and explanation of framework placement for Ambitions.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 21, 01:21:52
]
Mmm. I must have been blind then. I was poking around looking for it the other night when it happened to me and didn't find it. I'll poke around some more next time I have the game running though. I eventually just said fuck it and nuked/replaced the lot. I stand corrected.

When in buy mode, go into the buy debug catalogue, then the misc. tab, you'll find the woo woo buried in there.

I couldn't take it anymore, I had to install AwesomeMod.  I started a brand new game as well.  Prior to installing, my firefighters had co-workers.  Now I have people dressed in firefighter gear, at the fire house, but when I talk to them, they do not appear as co-workers in the relationship panel.  They tell me they are soot stripper, and hose handlers, but still appear as acquaintances.  I could care less about this problem as firefighting co-workers are useless mess-makers, but I thought I'd point it out anyway.

This is a known and identified issue with AM and firefighting.  AM prevents the spawning of the co-workers.  Pescado did mention before that he would probably look at it later after everything else gets sorted.  As they never seem to do much, it isn't really a problem, unless you need the interactions to help with promotions because the skills are already maxed.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 21, 03:27:09
EDIT: Upon further inspection, it seems that the framework needs to be installed in a different way now, due to the way AMB is set up? Is that right? Something about the framework or AM having to be placed in the Packages folder in the World Adventures directory, rather than the base Sims 3 one? I'm utterly confused.
It COULD be installed that way, but I am oldschool and use the ORIGINAL method, because I don't trust EAxis.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 21, 03:43:42
EDIT: Upon further inspection, it seems that the framework needs to be installed in a different way now, due to the way AMB is set up? Is that right? Something about the framework or AM having to be placed in the Packages folder in the World Adventures directory, rather than the base Sims 3 one? I'm utterly confused.
because I don't trust EAxis.

Apart from the shouty vole, does anyone trust EAxis?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The_Goddess on 2010 June 21, 04:25:28
I couldn't take it anymore, I had to install AwesomeMod.  I started a brand new game as well.  Prior to installing, my firefighters had co-workers.  Now I have people dressed in firefighter gear, at the fire house, but when I talk to them, they do not appear as co-workers in the relationship panel.  They tell me they are soot stripper, and hose handlers, but still appear as acquaintances.  I could care less about this problem as firefighting co-workers are useless mess-makers, but I thought I'd point it out anyway.

This is a known and identified issue with AM and firefighting.  AM prevents the spawning of the co-workers.  Pescado did mention before that he would probably look at it later after everything else gets sorted.  As they never seem to do much, it isn't really a problem, unless you need the interactions to help with promotions because the skills are already maxed.

I had heard as much.  The thing is, the game did spawn the co-workers, they just don't register as such in the relationship panel.  They show up for work every day and sit around playing video games and braking things.  I wasn't sure if this was the same as what I had heard mentioned before.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 21, 04:47:51
OCcupational coworkers thing is under review.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: redwards on 2010 June 21, 07:30:13
My inactive household sims don't appear to be doing their homework (beforehand or during school - work on late homework isn't getting autoselected). Could be that my sims are just dumb. Could be that I'm just dumb.

(1.12 /w AMB)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 21, 08:51:39
So, I finally got around to getting Ambitions (now that AM 4 is out :P).

Started a new neighborhood.

Two problems so far.
Storymode progression is on, even though I switched it off.
Second person I moved in (after destroyallhumans) froze and never zoomed into the house.

EDIT: Basically Sims are moving into the neighborhood against my will. Dont know if they're doing any other storymode actions yet. I'll enable the debug.
EDIT#2: Alright, Sims are still moving in around the neighborhood, but it's not showing up as a storymode action or alerting me to a storymode action.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 21, 10:20:50
In what way are they moving around?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 21, 10:42:32
Every time I make a new neighborhood and gas all inhabitants. I then move in a sim of my own. After a couple of days there are at least 3-4 other NPC families who have moved in around the hood. I haven't played long enough to see if they move around or get married or have kids etc. that'll be my next experiment, I'll just leave it running on ultra fast for a while. I am not notified of any story progression even though I have that debug set to enabled.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Kyna on 2010 June 21, 10:58:01
I had that happen in a neighbourhood the other day.  I assumed it was because my lone sim was a ghosthunter and needed occupied houses for ghostbusting jobs.

In my neighbourhood these other sims did get married under ASM.  After a sim-week or two of playing the neighbourhood another round of families were generated (presumably because the marriages meant there were no longer enough households for her job needs).


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 21, 12:03:10
Yeah, I was wondering if maybe it was related to professions, but two of the three inhabitants were unemployed, and the third was a top level hairdresser or something.

As a firefighter I've had many empty houses burn, but yeah, maybe it's related to another profession like ghostbusting. My lone sim was an inventor, though.

I'll try moving in many families at once, say 5, and if that doesnt work, 10.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 21, 12:43:04
So, I finally got around to getting Ambitions (now that AM 4 is out :P).

Started a new neighborhood.

Storymode progression is on, even though I switched it off.

Did you simply disable ASM or did you disable story mode in the in-game options panel?

I had heard as much.  The thing is, the game did spawn the co-workers, they just don't register as such in the relationship panel.  They show up for work every day and sit around playing video games and braking things.  I wasn't sure if this was the same as what I had heard mentioned before.

You said you started the game without AM, then installed AM, which means the game had already generated the co-workers.  In a fresh game at the moment AM doesn't even generate them at all, which would explain why you still have them, but they are not being recognised as co-workers.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 21, 13:00:56
Quote
Did you simply disable ASM or did you disable story mode in the in-game options panel?

I use awesomeconfig. Awesomemod storymode is enabled. Ingame, I have it set it to disable. Never had a problem with it before. The ingame button seemed to disable both awesomemod storymode as well as EAxis storymode. (except for the period after the game was launched when the button did nothing).


EDIT: Alright, so, the more sims *I* move in, the more sims the game movies in... and it happens immediatly upon me moving sims in. It's become a bizarre contest to capture the best realestate :s


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: cbethax on 2010 June 21, 14:57:16
When I have a baby (not toddler) and something happens, like dirty diaper or the baby is hungry, everyone in the household receives actions to satisfy the baby's needs although only one person is needed.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: PolecatEZ on 2010 June 21, 15:01:09
Quote
Did you simply disable ASM or did you disable story mode in the in-game options panel?

I use awesomeconfig. Awesomemod storymode is enabled. Ingame, I have it set it to disable. Never had a problem with it before. The ingame button seemed to disable both awesomemod storymode as well as EAxis storymode. (except for the period after the game was launched when the button did nothing).


EDIT: Alright, so, the more sims *I* move in, the more sims the game movies in... and it happens immediatly upon me moving sims in. It's become a bizarre contest to capture the best realestate :s

I'm having a similar issue, I created 8 famblies of 6 sims each for genetic seeding and moved them in.  The storymode still insisted on creating another 7 famiblies of various sizes over the course of the next 3 game days, pretty much trashing my carefully crafted gene pool.  Is there any way to block immigration or at least limit it to when its really needed.  Smashing these illegal immigrants does nothing, the game just makes new ones almost immediately.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: cbethax on 2010 June 21, 15:55:33
Im not able to blow the candles with my baby (growing to toddler). After I set the action "blow candles" they carry the baby and leave it on the floor, then nothing happens. After that if I hover the cake I have the hand cursor with no possible interaction.



Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: The_Goddess on 2010 June 21, 16:38:16

I had heard as much.  The thing is, the game did spawn the co-workers, they just don't register as such in the relationship panel.  They show up for work every day and sit around playing video games and braking things.  I wasn't sure if this was the same as what I had heard mentioned before.

You said you started the game without AM, then installed AM, which means the game had already generated the co-workers.  In a fresh game at the moment AM doesn't even generate them at all, which would explain why you still have them, but they are not being recognised as co-workers.

No I didn't say that.  I said I started a brand new game as well.  Then compared what had happened in my previous game.   2 completely different games.  
I couldn't take it anymore, I had to install AwesomeMod.  I started a brand new game as well.  Prior to installing, my firefighters had co-workers.  Now I have people dressed in firefighter gear, at the fire house, but when I talk to them, they do not appear as co-workers in the relationship panel.  They tell me they are soot stripper, and hose handlers, but still appear as acquaintances.  I could care less about this problem as firefighting co-workers are useless mess-makers, but I thought I'd point it out anyway.

The game spawned firefighters, but they do not show as co-workers, in my relationship panel only.

This might tie in with this person's problem as well… 


Quote
Did you simply disable ASM or did you disable story mode in the in-game options panel?

I use awesomeconfig. Awesomemod storymode is enabled. Ingame, I have it set it to disable. Never had a problem with it before. The ingame button seemed to disable both awesomemod storymode as well as EAxis storymode. (except for the period after the game was launched when the button did nothing).


EDIT: Alright, so, the more sims *I* move in, the more sims the game movies in... and it happens immediatly upon me moving sims in. It's become a bizarre contest to capture the best realestate :s

This is just a guess, but I think the game is adding Sims to the neighborhood in order to man the cash register at the consignment store and work at the salon.  I'm wondering if this will continue to happen if you bulldoze the salon, consignment store, and fire station.  You can add them back in after you have populated your town and no longer need the game to provide them.  In one of the games I tested the expansion pack in, the jobs were populated by unemployed Sims that already lived in my town.  No EA generated Sims were added. 


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Alidai on 2010 June 21, 17:10:25

EDIT: Upon further inspection, it seems that the framework needs to be installed in a different way now, due to the way AMB is set up? Is that right? Something about the framework or AM having to be placed in the Packages folder in the World Adventures directory, rather than the base Sims 3 one? I'm utterly confused.

Check out the "Awesome Mod Just Isn't Working" thread to see Simius and morriganrant's visual tute and explanation of framework placement for Ambitions.


I don't have Ambitions,and i'm having the exact same problem.After the video,the bar just freezes and the music to.I've tried downloading and deleting it several times,and it doesn't solve the problem.So what do I do next?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: PolecatEZ on 2010 June 21, 21:05:36
This is just a guess, but I think the game is adding Sims to the neighborhood in order to man the cash register at the consignment store and work at the salon.  I'm wondering if this will continue to happen if you bulldoze the salon, consignment store, and fire station.  You can add them back in after you have populated your town and no longer need the game to provide them.  In one of the games I tested the expansion pack in, the jobs were populated by unemployed Sims that already lived in my town.  No EA generated Sims were added. 

I raptured my neighborhood and replanted my seed famblies and found the issue.  Every time one of my sims gets a job, a random fambly is also moved in to be his/her boss.  This may also happen if they happen to get promoted, the game moves in more sims instead of promoting or drafting someone that already exists.  Theoretically, these sims should be "non-instanced", but they are indeed physically living in my hood.  I would rather have the game draft or promote non-sacred unemployed sims for this purpose.

My two cash registers (consignment and nectary) were manned by draftees from my original gene pool.  This also resulted in a string of "XXX wants to get a job in YYYY" messages popping up that wouldn't quit until I nuked the nectary register.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: BlueSoup on 2010 June 21, 23:14:18
Flagrant system error while my Sim was gardening:

(removed image)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: phnxflyng on 2010 June 22, 00:04:58
I'm having a similar issue, I created 8 famblies of 6 sims each for genetic seeding and moved them in.  The storymode still insisted on creating another 7 famiblies of various sizes over the course of the next 3 game days, pretty much trashing my carefully crafted gene pool.  Is there any way to block immigration or at least limit it to when its really needed.  Smashing these illegal immigrants does nothing, the game just makes new ones almost immediately.

A work-around that comes to mind is to create ancestral homes (by putting the fambly last name into the name of the estate) without cribs for the famblies you don't want breeding, and moving them into them.

This won't stop the sims you aren't controlling from dating the immigrants, though.

Edited to add in a rather crucial word I left out the first time round.  ::)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lorina on 2010 June 22, 03:54:02
I'm still having that problem related to co-workers. I was playing and I put my sim to go to work. Then I changed the household (chosen) where lives a co-worker. I tried to make him go to work, but it said those weren't my work hours. The two sims have the same job. So... I don't know what it is, that may not be related to AM... somebody know?  ???


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 22, 03:55:58
Flagrant system error while my Sim was gardening
What it says on the tin. Some core function in the game has malfunctioned spectacularly in a way that indicates severe neighorhood corruption. Your neighborhood has exploded just like your fat, super-deformed head.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: blackninja on 2010 June 22, 06:16:38
Hey, I appreciate all the work being put into the update, thanks Pescado.  I havn't been able to read through this whole thread, and I'm sorry if it has been adressed, but is there any guestimate avaliable for when the new AM would be out?  I foolishly thought that it was avaliable for Ambitions, but I didn't realize that it was only for the retail, and that there was an update since then.  Fairly quick patch...geesh...but I digress.  So I'm just waiting for the new AM to be out so I can jump back into my Sims.  I already got a SimBot, and I wanna color that shit up lol.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rainbow_Brite on 2010 June 22, 06:28:19
Hey, I appreciate all the work being put into the update, thanks Pescado.  I havn't been able to read through this whole thread, and I'm sorry if it has been adressed, but is there any guestimate avaliable for when the new AM would be out?  I foolishly thought that it was avaliable for Ambitions, but I didn't realize that it was only for the retail, and that there was an update since then.  Fairly quick patch...geesh...but I digress.  So I'm just waiting for the new AM to be out so I can jump back into my Sims.  I already got a SimBot, and I wanna color that shit up lol.

FFS it's posted in the downloads section: "1.12/2.7/3.3/4.0 VERSION"

"OFFICIAL NEWPATCH/AMBITIONS PUBLIC VERSION OUT
Lots of crap updated/fixed/etc.

Old version available in /ts3/old for people who are still using 1.11 for Create-A-Crap"

SEARCH MOAR.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: MissKitty on 2010 June 22, 06:31:17
Hey, I appreciate all the work being put into the update, thanks Pescado.  I havn't been able to read through this whole thread, and I'm sorry if it has been adressed, but is there any guestimate avaliable for when the new AM would be out?  I foolishly thought that it was avaliable for Ambitions, but I didn't realize that it was only for the retail, and that there was an update since then.  Fairly quick patch...geesh...but I digress.  So I'm just waiting for the new AM to be out so I can jump back into my Sims.  I already got a SimBot, and I wanna color that shit up lol.

Man, you're annoying. Here's a hint: Routinely check the date of the file and what it says in the official AM download thread and stop being such a pain. This is the "test" thread, not the "waaah, when can I have?" thread.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: snowbawl on 2010 June 22, 06:46:14
Hey, I appreciate all the work being put into the update, thanks Pescado.  I havn't been able to read through this whole thread, and I'm sorry if it has been adressed, but is there any guestimate avaliable for when the new AM would be out?  I foolishly thought that it was avaliable for Ambitions, but I didn't realize that it was only for the retail, and that there was an update since then.  Fairly quick patch...geesh...but I digress.  So I'm just waiting for the new AM to be out so I can jump back into my Sims.  I already got a SimBot, and I wanna color that shit up lol.

Man, you're annoying. Here's a hint: Routinely check the date of the file and what it says in the official AM download thread and stop being such a pain. This is the "test" thread, not the "waaah, when can I have?" thread.

Here, I will provide the retarded ninja's standard replies.  Take your pick:

Quote
Go fuck yourselfs, shit.  And while your at it, try being fucking wrong for once, it might make you a little more human.  Jackasses.

or

Quote
Wow, someone has a dick shoved up their bum.  Chill out dick.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 22, 08:31:20
Quote
Every time one of my sims gets a job, a random fambly is also moved in to be his/her boss.  This may also happen if they happen to get promoted, the game moves in more sims instead of promoting or drafting someone that already exists.  Theoretically, these sims should be "non-instanced", but they are indeed physically living in my hood.  I would rather have the game draft or promote non-sacred unemployed sims for this purpose.

Me too. I hate playing EAxis made Sims. Thanks for helping to narrow down the problem, however in my game, these EAxis Sims spawn whether my sims take a job or not. At least the first three-four families do. And they appear to be used to man the consignment store and hairdresser.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Rushad on 2010 June 22, 10:19:12
The baked good table doesn't seem to work. Even with the price set to 1, people show up, get to the table, then leave without ever buying anything.

Plus a couple of bugs I experienced days ago (not the latest AM, so they're probably fixed, but I don't think they've been reported).

1) At Medicine career level 10, endless sims were spawned, all at the same position (World Renown Surgeon). Kinda funny seeing a huge crowd of doctors trying to get into the hospital, but they cluttered the town, until I therapture'd them away (sim count was at 610).

2) At some point the game would hang every time at 5.59 (like the old 1AM hanging), until I figured out it was due to the alarm clock (the old one). Even on a new save, setting the alarm on it would hang the game.
I haven't tried using it again, and the digital one works fine.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 22, 10:31:41
Alarm clocks are not a component of AwesomeMod and are not altered at all, so it's an EAxian issue.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: stim on 2010 June 23, 03:41:23
All right. Here to cry. I'm getting that obnoxious Game-Wont-Even-Load-A-Little-Bit hang on the load screen that others were getting in earlier versions. I'm not sure what gives. I redownloaded the newest release twice and recopied it into the Package folder twice and my game is still all "fuck you" with it. What gives? I tried removing everything else from the folder too, and it still won't play nice, so it shouldn't be a conflict. Mac-ness shouldn't be a factor either, eh?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: SJActress on 2010 June 23, 05:18:42
Blah blah blah edit edit edit.

I'm positive that this is a MAC issue and not a FOJ issue....

And then I go on and on...but I don't because it's incredibly obvious and boring.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: snowbawl on 2010 June 23, 05:20:43
Blah blah blah edit edit edit.

I'm positive that this is a MAC issue and not a FOJ issue....

And then I go on and on...but I don't because it's incredibly obvious and boring.

What the fuck is this horseshit?  Do you have a problem?  Yes?  Then post.  No?  Then fuck off.  Are you cleverly trying to reply to another's post?  Then quote it.  

Better yet, just fuck off anyway.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 23, 05:57:53
Quote
Every time one of my sims gets a job, a random fambly is also moved in to be his/her boss.  This may also happen if they happen to get promoted, the game moves in more sims instead of promoting or drafting someone that already exists.  Theoretically, these sims should be "non-instanced", but they are indeed physically living in my hood.  I would rather have the game draft or promote non-sacred unemployed sims for this purpose.
This should only happen if you attempt to actually interact with these sims through work tones, or the sim already exists, as AwesomeMod tries to reduce sim-creation.

Me too. I hate playing EAxis made Sims. Thanks for helping to narrow down the problem, however in my game, these EAxis Sims spawn whether my sims take a job or not. At least the first three-four families do. And they appear to be used to man the consignment store and hairdresser.
This is what happens when people complain about the rabbitholes.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: wizard_merlin on 2010 June 23, 07:11:55
All right. Here to cry. I'm getting that obnoxious Game-Wont-Even-Load-A-Little-Bit hang on the load screen that others were getting in earlier versions. I'm not sure what gives. I redownloaded the newest release twice and recopied it into the Package folder twice and my game is still all "fuck you" with it. What gives? I tried removing everything else from the folder too, and it still won't play nice, so it shouldn't be a conflict. Mac-ness shouldn't be a factor either, eh?

This has been discussed many times.  Did even try searching the problem to find the solution?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 23, 11:24:39
Quote
This should only happen if you attempt to actually interact with these sims through work tones, or the sim already exists, as AwesomeMod tries to reduce sim-creation.

It's happening to me every time I move in sims, and it's annoying the crap out of me. It's like I'm playing Tic-Tac-Toe with lots. I know it's an EAxian 'feature', but I'd give you all my peanuts if you could patch it as an option in the config at least. I simply cannot stand EA sims taking over my neighborhood despite storymode being off.

For now I'll just bulldoze the offending buildings and see if that works.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: ElectricSimmer on 2010 June 23, 11:33:52
Is it safe to say that the version uploaded in the other AwesomeMod thread is safe enough for non-testing users?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: guardianpegasus on 2010 June 23, 11:54:21
Yeah, that's why it's posted there.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: ElectricSimmer on 2010 June 23, 11:55:19
K, thanks.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: MechanicalPen on 2010 June 23, 16:26:07
Quote
This should only happen if you attempt to actually interact with these sims through work tones, or the sim already exists, as AwesomeMod tries to reduce sim-creation.

It's happening to me every time I move in sims, and it's annoying the crap out of me. It's like I'm playing Tic-Tac-Toe with lots. I know it's an EAxian 'feature', but I'd give you all my peanuts if you could patch it as an option in the config at least. I simply cannot stand EA sims taking over my neighborhood despite storymode being off.

For now I'll just bulldoze the offending buildings and see if that works.
You could make all of your sims chosen and use "therapture" to nuke EA's sims.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: stim on 2010 June 23, 17:49:32
All right. Here to cry. I'm getting that obnoxious Game-Wont-Even-Load-A-Little-Bit hang on the load screen that others were getting in earlier versions. I'm not sure what gives. I redownloaded the newest release twice and recopied it into the Package folder twice and my game is still all "fuck you" with it. What gives? I tried removing everything else from the folder too, and it still won't play nice, so it shouldn't be a conflict. Mac-ness shouldn't be a factor either, eh?

This has been discussed many times.  Did even try searching the problem to find the solution?

I did, actually. Nothing I found resolved my issue. But I figured it out anyway. I had a typo in my framework. Fail whale.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: GnatGoSplat on 2010 June 23, 18:30:32
I installed the latest 6/22 AM, loaded an existing Twinbrook save, and noticed these issues:
- Went to Edit Town, placed a sim from the fambly bin into a house, then clicked the change house button to switch to the new sim and got a CTD.  This happened even when I tried to switch to a fambly that was already in the neighborhood.  The only intelligible word in the dump files is "DreamNode".  I was able to circumvent the CTD by using CTRL-CLICK to change famblies.
- When I sent the active fambly members home from the perpetual celebration in front of city hall, mass death of half the party-goers ensued (presumably from starvation).  When I reloaded the same save and replayed the exact same scenario with AM removed, nobody died.
- A fire fighter sim put out a Small House Fire and had nothing else to do, but the job did not complete (counter kept counting and fire stayed on the map).  When I reloaded the same save without AM, she was able to put out the fire as normal (however, the game had selected a different house the second time around).

AM, breast sliders, a few replacement meshes, and decrapified store items are my only CC.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 23, 19:21:15
- A fire fighter sim put out a Small House Fire and had nothing else to do, but the job did not complete (counter kept counting and fire stayed on the map).  When I reloaded the same save without AM, she was able to put out the fire as normal (however, the game had selected a different house the second time around).

Were there any residents in that house at the time by chance? I had a similar situation where there were two residents (on different floors than the fire) freaking out even after I put the fire out completely. The scenario would not end until I went up to both and convinced them to run. Then it ended.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: GnatGoSplat on 2010 June 23, 19:27:10
Were there any residents in that house at the time by chance? I had a similar situation where there were two residents (on different floors than the fire) freaking out even after I put the fire out completely. The scenario would not end until I went up to both and convinced them to run. Then it ended.

None that I could see.  I even checked for a foundation or attic fire as some have reported getting, but there was nothing.  I could be wrong, but I think you only get the residents needing to be convinced to leave if it's a "Large House Fire".


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: BlueSoup on 2010 June 27, 06:13:50
Okay so I am getting the random deaths while on vacation. Was at China with my fambly and about 3 different sims from the area died, no reason at all they were just using the martial arts training board and dropped dead randomly, it looked liked they starved to death. I tried to play chess for their lives, but the Grim Reaper ignored me.

That's a WA problem.

Not long after I installed WA I had a holiday end prematurely because one of the sims who died at the Academy was apparently important in some quest (even though none of the sims in my game had any unfinished opportunities at the time).   My daughter suggested adding some way for non-playable sims to eat, so I added a fridge and table & chairs to the Academy lot (I put them in a corner of the lot that I was unlikely to focus the camera on, so they wouldn't distract from the atmosphere), and the Academy deaths stopped happening in my game.

I did the same thing, but the deaths are still happening for me.  I have a fridge, grill & a picnic table.  No go.  They're still dying from starvation.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Barbara Walters on 2010 June 28, 01:19:04
The June 27, 7:31:32 am build of AwesomeMod causes mild lag in a otherwise seamless game. When removed it`s smooth. There are no other mods and little CC.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Moryrie on 2010 June 28, 01:55:43
New build of awesomemod causes random CTDs still.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Sarafina on 2010 June 28, 15:43:30
I'm having the problem where my sim's camera gets stuck in the family inventory.  There seems to be no set time or action that makes this happen (once was overnight and once was after remodeling a home for the architect career) and once in family inventory it is unsellable and unmovable.  It happens randomly but if I play someone long enough it will go there (had 5 test cases, usually all within a week of getting the camera, one was a few hours after getting it).


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: D_Malachi on 2010 June 28, 18:41:07
I'm having the problem where my sim's camera gets stuck in the family inventory.  There seems to be no set time or action that makes this happen (once was overnight and once was after remodeling a home for the architect career) and once in family inventory it is unsellable and unmovable.  It happens randomly but if I play someone long enough it will go there (had 5 test cases, usually all within a week of getting the camera, one was a few hours after getting it).

Seconded.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: IAmTheRad on 2010 June 28, 18:47:40
Yep. AwesomeMod issue, doesn't happen with non-awesome install.
Re: the Camera thing


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: lecucu on 2010 June 28, 21:54:55
Hello. I just update the A.M with this latest version an my game won´t start, is taking forever loading. Anyone can help??
Thanks in advance apologize for my english.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: feistyredhead on 2010 June 28, 22:29:39
Just updated AM for amb and my stylist cannot interact with anyone other than the other stylist when she is at work. It only happens when she is on the job because I sent her to the bar and everything was fine. I have no other mods aside from the no mosaic but that has been in my game from the beginning. 

Let me know if you need any information.

Thanks


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: stormygsa on 2010 June 29, 02:10:45
Problems with most recent AM - Received 3 Script errors, did not crash to desktop, but Firefighter career had no co-workers.

See attached for script error logs.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 29, 02:48:33
Try new version.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Twilight Oracle on 2010 June 29, 03:20:37
vanilla EA shift+click options are not showing up for me


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Motoki on 2010 June 29, 03:27:53
vanilla EA shift+click options are not showing up for me

You said this already. Multiple times. He already told you it works for him and if it doesn't for you you are doing something wrong. No one else is reporting this issue.

Figure it out. Move on. GTFO.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Twilight Oracle on 2010 June 29, 04:04:14
Does he also have Amb and TLF?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: kuronue on 2010 June 29, 04:38:30
No, he's just that awesome, that he's able to write a mod for a game he doesn't even have. With his psychic powers.  ::)


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 29, 04:46:35
WTF is "TLF"?


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: BlueSoup on 2010 June 29, 05:32:39
Did you fix the no-cars-parked-at-homes thing?  I still see none with the new Awesomemod of 2010-Jun-29 04:53:04.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: Lorina on 2010 June 29, 06:19:13
I don't know why some of my chosen sims don't go to work. Neither why some of my chosen sims gain or lose job perfomance. Neither why when some of them don't go to work, and I click "go to work", the game says "it's not your work hours"... yes! in fact, these are their work hours.


Title: Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD
Post by: J. M. Pescado on 2010 June 29, 07:58:08
Did you fix the no-cars-parked-at-homes thing?  I still see none with the new Awesomemod of 2010-Jun-29 04:53:04.
Cars park fine for me. Try manually parking the car by dragging it, first. Also, be sure to remove your ENORMOUSLY FAT HEAD from the driveway prior to attempting to park, as it is TOO DAMN FAT and blocks the car.

Closing this thread because two bug threads is confusing. YOUR HEAD IS STILL TOO FAT, though.