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151  TS3/TSM: The Pudding / Pudding Factory / Re: The new Sims 3 non-borked Create-A-World tool DIRECT LINK on: 2010 July 15, 07:16:14
It's not the old one, it's the new one. I can vouch for that personally.

EA claims you must uninstall the old version first before installing the new one so don't install this on top of your existing CAW.
152  Awesomeware / AwesomeMod! / Re: Missing something? on: 2010 July 15, 03:16:42
As for CC - I dont use it to many bad designers out there.

I use custom content, but sparingly, from creators I trust and I check for updates when a new episode comes out.

People are quick to blame mods when there is a problem with their game and tend to overlook custom content as the cause, but a poorly created custom content item can do a lot of damage. There are certain custom content items that have caused far worse problems than any mod every has.
153  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 July 14, 21:29:12
As you found out, it's not Awesomemod causing that message but something else. Congratulations. You now get the fun part of trying to narrow down what you downloaded that's causing that. Tongue

As for the CD check, it still works. I just tried it. Be sure that Awesomemod is indeed loading, you could try to the showconfig command for a quick test, and then be sure your config has the CD check disabled.

Also be sure you are running the game directly via the TS3EP02.exe (or TS3EP01 for WA, TS3.exe for just the base game etc) or 3Booter. Don't run from the launcher as the launcher itself will check for a CD and block you from running the game if it doesn't find one.

If you absolutely must use the launcher put your disc in or get a NoCD crack. If you do the latter make sure you make backups of the files that get replaced. If you don't you will not be able to patch in the future.
154  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 July 14, 20:22:56
If you want to continue using Awesomemod you need to update to the latest patch. This will always be the case except in the interval between a patch release and when Pescado has gotten a chance to update for it. If you aren't sure check the version numbers in the first post of the Awesomemod thread or the RTFM.

In any case, you need to make a decision patch and Awesomemod or no patch and no Awesomemod.

FWIW, I patched and nothing blew up. Tongue
155  Awesomeware / AwesomeMod! / Re: Missing something? on: 2010 July 14, 18:38:25
Ah, I see.  But is there any actual *need* to set them up that way? I mean if the old way has been working just fine still... Should I be concerned with doing it in an "EA sanctioned" way? Are there any benefits I'm not aware of? Or is this just an "Easier" method for those who haven't had it set up already?

If the way you have it now already works for you and you are happy with it, it should be fine. It's possible EA could do something to bork it up in the future, but seems unlikely they would intentionally bother doing so.

Actually, with the old method, some mods work, others don't. Awesomemod works fine, but most of the script mods and custom content (hair, clothes, etc.) had no effect on my game after the update to 1.12 until I finally gave in and switched to the new method. Some stuff works will the old method, but as far as I can tell, all stuff works with the new method.

This is just my personal experience. Other people might have different results.

I have no direct experience with the old method post Ambitions so I was only going by what I'd heard from others.

Personally, I think everyone should use the new method. EA (hopefully) won't do anything that breaks it and it should (again hopefully) prevent people from posting 'ZOMG MODZ DONT WERK W TEH XPANSHUN' when really they just forgot copy the damned dll over to the new directory.

Supposedly Pescado is an advocate of continuing to use the old method, but he is old and stubborn so that is to be expected.
156  Awesomeware / AwesomeMod! / Re: Missing something? on: 2010 July 13, 21:54:30
That thread is old and was created prior to Ambitions and EA's new method for installing mods.

The resource.cfg Coconnor references is specifically for the old method of setting up for mods. You should not use it with the new method. You can't mix the methods, pick one and go with it.

The one SJActress references in the reply is for the new method and is fine to use. There may be some variation among the different resource.cfg files you encounter from different sources. That's fine but the main thing is if you are using the new method none of the paths in the resource.cfg should reference the 'mods' directory at all.

If you aren't sure follow the instructions at Mod the Sims to make sure the old way is uninstalled and you are installing the new way correctly. Follow them exactly and don't deviate. Get rid of any old resource.cfg files in the My Documents/Electronic Arts/The Sims 3/ structure and all its subdirectories and use the one Mod the Sims links in the new way instructions or just use the tool I linked above.
157  Awesomeware / AwesomeMod! / Re: Missing something? on: 2010 July 13, 20:57:30
Ah, I see.  But is there any actual *need* to set them up that way? I mean if the old way has been working just fine still... Should I be concerned with doing it in an "EA sanctioned" way? Are there any benefits I'm not aware of? Or is this just an "Easier" method for those who haven't had it set up already?

If the way you have it now already works for you and you are happy with it, it should be fine. It's possible EA could do something to bork it up in the future, but seems unlikely they would intentionally bother doing so.

The main thing is you just have to copy that DLL over to the directory where the episode exe (ie TS3EP01.exe, TS3EP02.exe etc) is every time you install a new episode. The EA method eliminates that so it simplifies things a bit.
158  TS3/TSM: The Pudding / The World Of Pudding / Re: Stupid Sims 3 patch on: 2010 July 13, 20:53:02
According to the official site the launcher will always patch only the base game and the most recent EP or SP. This makes me wonder whether manually patching the other expansions nevertheless is actually a good or necessary thing.
I am asking myself this also because upgrading to Ambitions has borked more things in WA than just the excavation sites when on vacation as I have now been lucky to discover after playing France last night (see the What's borked thread). But as I am on a Mac I cannot update manually anyway at the moment as I haven't found a manual download on simsprograms yet. (Are there other sites, btw?)
I tried loading a save and it got stuck almost finishing loading. I think that would work if didn't already have everything else patched.

That may be an unrelated issue. Try temporarily removing or disabling all your mods and custom content and seeing if it will load. If not then try a new game (again without custom content and mods).

If you get the game to load in those instances it's likely some old mod or downloaded content causing the issue.

In theory, you shouldn't explicitly need old episodes patched as long as the base game and most recent episode are.
159  TS3/TSM: The Pudding / Facts & Strategery / Re: Ambitions "Fog emitter" can show other effects on: 2010 July 13, 19:31:04
160  Awesomeware / AwesomeMod! / Re: Missing something? on: 2010 July 13, 18:04:20
If you don't use a config file you will simply get a fully functioning awesomemod with all the default settings as Pescado has set them.

To pacify people who wanted to turn this, that or the other setting on or off he made the configuration page that generates the file, but it's completely optional.

You can also change settings in the game via the setconfig command but those changes won't stick the next time you reload the game.
161  Awesomeware / AwesomeMod! / Re: Missing something? on: 2010 July 13, 16:03:53
So, setting the sarcastic answers aside, the best way to get it running is to return to the old method? Does anyone know if you can do the old method for awesomemod and the new for everything else?

It works just fine with the new method. Until you figure out what you did wrong it probably won't work with either method.

I'm going to guess it may be the resource.cfg and that maybe you inadvertently grabbed or copied the wrong one?

If your awesome.package is in My Documents/Electronic Arts/The Sims 3/Mods/Packages/ (or some subdirectory in Mods/Packages) then that's where it should be.

If your resource.cfg is in My Documents/Electronic Arts/The Sims 3/Mods/ then that's where it should be.

Next I would open up your resource.cfg in Notepad or some other text editor and make sure it looks something like this:

Code:
Priority 501
DirectoryFiles Files/... autoupdate
Priority 500
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Packages/*/*/*.package
PackedFile Packages/*/*/*/*.package
PackedFile Packages/*/*/*/*/*.package
Priority 499
PackedFile Test/*.package
PackedFile Test/*/*.package
PackedFile Test/*/*/*.package
PackedFile Test/*/*/*/*.package
PackedFile Test/*/*/*/*/*.package
Priority -50
PackedFile Probation/*.package
PackedFile Probation/*/*.package
PackedFile Probation/*/*/*.package
PackedFile Probation/*/*/*/*.package
PackedFile Probation/*/*/*/*/*.package
Priority 500
PackedFile DCCache/*.dbc

This above came directly out of the one linked from the Mod the Sims tutorial.

It's especially important that all of the paths NOT have "Mods" in them. So it should be 'PackedFile Packages/*.package' etc and not 'PackedFile Mods/Packages/*.package'. The old way had the resource.cfg in the directory one above the mods folder, but in the new way it's in the mods folder so it shouldn't reference it in the path or the game won't find it. If the mods folder is referenced in your resource cfg do a find and replace to replace mods with nothing or just copy and past the above.

If your resource.cfg checks out okay, no references to the mods folder or you fix it and it is still not working there's a tool to automatically configure your setup for using mods here:

http://www.customsims3.com/smf/index.php?PHPSESSID=apcro2nboqq8po1ctc6pkadap1&topic=2420
162  Awesomeware / AwesomeMod! / Re: Missing something? on: 2010 July 13, 08:11:40
I don't know what this "Post ambitions" way is, but I will say for myself, I'm still using those .dll files. And have a copy of that .dll file in the Bin folder of each expansion pack. I've had no problems yet.

It is the new, yes post ambitions, officially EA sanctioned way to setup and install mods. See here: http://www.modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Old_Way_to_New_Way

And no, you don't need those dll files anymore if you set it up that way.

To the OP: Are you certain awesomemod isn't working? I get the impression sometimes that people expect it to show a splash screen with AWESOMEMOD!!! in 48 point neon font but it doesn't work that way. The changes are subtle until you really get into playing the game. It's pretty transparent honestly.

If you need to figure out if it's installed and running properly hit control shift and c and then type 'showconfig' in the box, hit enter and see if anything pops up. If you get menus with various settings it is running if it says command not found then it is not.
163  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 July 12, 22:13:07
Okay... so I saw the latest update...

Quote
NEW UPDATE: 1.14.11/2.9.10/4.2.32
Fixed Invisible Bike Crash
Stylist and Ghost Hunter Automation Added to SC - More Soon
Fixed Level 10 Mass Boss Generation Spam

So I updated the game... but can't actually download the updated Awesome Mod?  Huh

I don't understand what you are getting at? Are you saying the link to download Awesomemod is not working for you or are you questioning that it's been updated for 1.14/2.9/4/2 etc?

The link works for me and if you updated your game with the latest patch then those are the version numbers he is refering to in that update info so yes you should be able to use it.
164  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's borked on: 2010 July 12, 19:22:26
If it bugs you that badly, start a new game without AM installed and have someone become a firefighter. The game will spawn firefighter friends for you and then you can save, quit, put AM back in and start playing again with the co-workers already in place. Works like a charm.

I did. Well actually I loaded the existing awesomemod save without awesomemod, let it generate coworkers, then saved and reloaded it with awesomemod again. I know you aren't supposed to do that but nothing exploded and I've been running it for a few weeks now since then.
165  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2010 July 12, 18:44:38
@Kitbug: Sounds like your neighborhood is pretty much heading for:



Starting a new save probably shouldn't have those issues and just as a general troubleshooting method it's a good idea when anyone is having issues that are easily reproducible to try starting a new neighborhood. If you don't have those same issues in the new neighborhood then your save is probably hosed.
166  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's borked on: 2010 July 12, 18:15:28
I noticed that every time I run the game, the Career Bundle does not appear in the installed content... I installed it again and works, but when i close and run again the game launcher it appears again as a new download and does not show up in the installed content... I already have decrapyfied.... why does that happens?

I have been noticing the launcher seems to have Alzheimer's lately with regard to whether it has installed certain files. If you try to install them, it says they are already installed (well duh) but it seems to forget it installed them every time you restart the launcher.

As long as the content is showing up in the game it's not really a problem and I just ignore it.


re: Upgrading the fire truck
It says "Handiness skill is require to blahblahblah". My sim has 3, and I remember a sim with only one doing it before. Maybe they just upped the requirement.

You also have Alzheimer's. It requires 5 handiness to upgrade the fire truck and always has.

See here:

http://www.simswiki.info/wiki.php?title=Game_Help:Sims_3_Professions#Fire_truck

My personal experience confirms this as well

You can (and should) however maintain the fire truck regularly. This is different than upgrading it though.

Quote
Still no coworkers, though.

It's Awesomemod. It won't generate coworkers unless you choose to socialize with coworkers, which of course you can't do without coworkers and since it's not a rabbithole you don't have work modes to select that option.

It's been mentioned numerous times. Maybe Pescado will fix it at some point. So far he seems not especially concerned about doing so. Tongue
167  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2010 July 12, 14:32:57
Would anyone happen to have a handy list of what size lots (minimum) are needed for various rabbithole objects? I'd like to give creating my own world a try but I don't want to accidentally create too little space for important rabbitholes.

There's no need. Someone made custom rabbithole rugs you can place in any building. http://www.customsims3.com/smf/index.php?topic=1931.0
168  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 July 12, 13:56:37
Are they truly copies though or does it just leave the original file there once it's done installing it?
If the file is already there, it will be used. If the file is not there, it will be PUT there, and used.

Ah makes sense. I always put the files in the downloads directory and then run the launcher so I never noticed. In fact, I forgot about that double click on the sims3pack to install functionality. Then that leaves the original copy, a copy in downloads, a copy in DCBackup and a copy installed in a dbc file in DCCache. Redundancy much EA?
169  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2010 July 12, 05:03:55
Unless the game actually FREEZES and locks up completely, I'm not going to see anything, because my computer is crazy-awesome.

Someone should donate a non-awesome system to you for testing purposes, though I somehow doubt you would condescend yourself to use it.
170  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 July 12, 05:02:16
The launcher does not put copies of sims3packs in the Downloads folder once they are installed.
Yes it does.

Are they truly copies though or does it just leave the original file there once it's done installing it?

I mean why would it install a sims3pack, delete it, then put a copy in back in the same directory it came from in the first place? That's asinine.
171  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2010 July 12, 04:57:37
He said Awesomestory isn't causing slowdown at night. That doesn't necessarily rule out some other part of Awesomemod. Awesomestory is one part of Awesomemod, not the whole of it.

Something particular to your configuration is causing slowdown at night with Awesomemod installed but not without it. However since you haven't really given much more information it's hard to say what the cause is.

Post a save shortly before midnight and ask Pescado to look at it. Or don't. I don't really know what else to tell you.

Before you upload a save though, make sure you are using the latest version of Awesomemod and your game is patched up to date. Note that Awesomemod is updated frequently and EA just released a patch.

If you aren't sure, just redownload Awesomemod and check for available game updates in the launcher or use the Patch Downloader Utility here: http://www.techpowerup.com/forums/showthread.php?t=124490
172  TS3/TSM: The Pudding / Pudding Factory / Re: The new Sim 3 non-borked Create-A-World tool DIRECT LINK on: 2010 July 11, 19:00:44
Well, the invalid file is the gameplaydata.package, so now what do I do?  Does anyone have a copy of that file for patch 1.12?  The game still works, but I can't get CAW up and running.

That's not a common file the patcher errors out on. Did you mess with that file? You really shouldn't.

I don't have a backup copy because I already patched.
173  TS3/TSM: The Pudding / The World Of Pudding / Re: Stupid Sims 3 patch on: 2010 July 11, 15:02:44
Thanks Motoki, yep guilty as charged - timid, especially as I have lost count of the number of times I have crashed and then installed and uninstalled this accursed game. The only mod I have is Awesomemod which I updated a few days ago.  Okay, just updated AM and game is loading so I am holding thumbs.  Thanks for all the help on here. 

Well the problem is if you haven't patched, and I can't quite make out from the replies whether you did or not (maybe the launcher did it in the background?) then you will still have problems.  Awesomemod is generally always meant to be run with the latest version of the game.

If you still run into problems with your current configuration after updating awesomemod today then try using this utility from Mod The Sims http://www.modthesims.info/download.php?t=409829

It will check your game version, see if you are up to date and if not locate patches from the base game and all expansions and stuff packs. You then should download and install them.

174  TS3/TSM: The Pudding / The World Of Pudding / Re: Stupid Sims 3 patch on: 2010 July 11, 14:40:32
Thanks Azureale.  I can now successfully open my launcher but it comes up with an error message:

"It looks like you have installed an unofficial game modification that does not match your current version of the Sims 3.  We recommend that you either uninstall these game modifications or get updated versions of them - otherwise you may experience crashes or significant bugs.  Do you want to quit?"  

At this stage I am quitting until I get verification from someone that it is okay to continue.  

Thanks

It just means update your mods. Or if you updated them then update your game to match them since mods will usually be created and updated for the most recent version of the game.

Also if you are that timid and need that much reassurance and hand holding then maybe you really shouldn't be using mods.
175  TS3/TSM: The Pudding / Pudding Factory / Re: The new Sim 3 non-borked Create-A-World tool DIRECT LINK on: 2010 July 11, 05:58:43
The problem I am having now, is the patch 1.14 will not completely install.  I keep getting an "invalid file found" error.  All three of the EP patches are installing just fine, and the game works properly, but 1.14 doesn't work, and neither does CAW.  Any suggestions here?

Follow the directions here and locate your rtpatch.log file. Scroll down to the bottom of the list of files it attempted to patch and you should see the file it errored out on.
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