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1  Awesomeware / AwesomeMod! / Re: Random Crashing on: 2012 October 03, 03:01:33
I had the same issue, but 1.39 and the 09/30 AwesomeMod seem much more stable. I was able to play for several hours this evening without incident.
2  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 March 14, 02:18:45
The Mirror 1 link still has the old file. Mirrors 2 and 3 are updated.
3  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 07, 16:22:16
Not sure if it's a bug or user error, but I don't see any consistency in the rules for inviting another sim to join bands.

For example, I never seem to have the option for inviting sims who are labeled as "pianists." (Heaven forbid sims form a band with someone with actually knows how to play an instrument.) Has anyone else succeeded there?

More surprising was today's interaction with Elvira Slayer. When my sim approached her, they were friendly acquaintances (31.7, as I recall), and my sim had the option of inviting her to join her band. I decided to wait until they became friends, but after reaching that point, I found that the option was gone.

Any ideas why this option comes and goes?
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Fishtank woes on: 2010 February 12, 06:10:42
It's not a bug--it's a feature!

By the way, there's now a mod at MTS to expand the tank capacity to as many as 15 fish.
5  TS3/TSM: The Pudding / Pudding Factory / Re: Springville on: 2010 February 11, 06:10:14
Nice job!

Additional previews with links to larger versions below:


http://www.mediafire.com/download.php?jqhmz3md3nn


http://www.mediafire.com/download.php?klconxenngk


http://www.mediafire.com/download.php?yyjoom0zwmy


http://www.mediafire.com/download.php?mknjyzwd2dg


http://www.mediafire.com/download.php?ozzmmzqmmcz


http://www.mediafire.com/download.php?omyzznmn2nn


http://www.mediafire.com/download.php?zzt2yig32zz
6  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 February 07, 22:33:29
I read you reply and tested your suggestions:

Lots worked perfectly. (I'll have to add the Library folder to my weekly mega-packaging schedule.)

My test sim didn't show. Would I need to add the path to resource.cfg?

As for Riverview, I was able to uninstall the Riverview.sims3Pack file and "reinstall" it by copying an old Riverview.world file, as you suggested. Riverview was available from the Create a Town menu, and the description was a string of numbers, as you said it would be.

But I can't see what we gain by this. If the goal is to create mega-packages that speed gameplay, how does using a .world file help us? The only advantage I see is that it allows us to delete those horrible overall outfits that were inexplicably packaged with the world, but surely Anach didn't devise this whole strategy just to do that.  Wink
7  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 February 07, 19:07:36

2. I sorted the .package files into categories that suited my method of organisation, and this is what I used for basis of creating separate .package archives (for me it was 5 total - body, clothing, objects, patterns, world.)

One caveat here: It's been my experience that you do not want to convert world files to package format. I tried it first with Riverview and later with a CAW-generated file. In each case, my neighborhood display was completely borked. I didn't get the "blue lot" syndrome. It was more like looking through the matting for a photo collage. Some of the lots were simply missing--and I could see what looked like another world inside/below the first.

The good news is that the glitch seems completely reversible. After removing the package file, my neighborhoods were fine.

I've also seen that Sims cannot be packaged. They don't create any problems--they simply don't show up in the Sim bin.

All other mega-packages seem to work fine.
8  TS3/TSM: The Pudding / The World Of Pudding / Re: FrameWork doesn't work anymore on a specific machine on: 2010 February 07, 17:20:13
Didn't you say that you had add-ons installed previously (WA/HELS)? If so, I'm wondering if there aren't remnants in the registry that keep the basic framework installation from working properly. In other words, maybe the game needs WA and/or HELS frameworks, even though those packages aren't currently installed.

If that seems possible, I'd try one of the following:

1. Create empty WA and/or HELS folders in Program Files (x86) and add the frameworks.
2. Run a registry cleaner.
3. Go ahead and install WA and/or HELS and install the frameworks. (Of course, you'd need the new HELS-ready awesome mod.)
9  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 February 06, 23:18:13
Delphy's Dashboard will show you exactly which files are at fault. The tool may be overreacting, but I figure it's best to play it safe. A few strategic deletions should be enough to earn the Dashboard seal of approval.
10  TS3/TSM: The Pudding / The World Of Pudding / Re: FrameWork doesn't work anymore on a specific machine on: 2010 February 06, 22:58:20
Any chance you accidentally saved Resource.cfg as Resource.txt?
11  TS3/TSM: The Pudding / The World Of Pudding / Re: FrameWork doesn't work anymore on a specific machine on: 2010 February 06, 17:10:02
You make no reference to WA or HELS folders, so I'm guessing you don't have those add-ins installed. (If you do, they will need their own frameworks.)

One obvious problem I see is that there's no reference to .dbc files in your Resource.cfg. If you've copied your .dbc files over to your Mods directory, you've gotta point to 'em.
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.9/2.4 Issues on: 2010 February 04, 14:10:46
Let it never be said that EA doesn't know how to do bugs. ...



The screenshot above was taken in High-End Loft Stuff while running the Collect: Bugs macro.

Ever since going with Anach's merged-content trick, the game's been astonishingly trouble-free.
13  TS3/TSM: The Pudding / Pudding Factory / Re: Asherton, a neighborhood you can play with: The unpopulated version on: 2010 January 20, 03:04:21
Any estimate when a built up but non-populated version will be up? I love it but don't think I can fill it on my own with houses.

You should check out the Wee Barnoid series from Plasticbox at MTS. Each house was built on a 16x18 lot, so they'll work with almost all of the lots in this neighborhood.

There are 24 houses in the series, so far. Most cost less than 20K, and they're pretty well done.
14  TS2: Burnination / Peasantry / Re: IdleHaven Revisited - now with beach lot capability on: 2008 September 04, 16:24:53
I use Gunmod's Camera Mod, from MTS2. I prefer version A. It's old, but it still works perfectly, and makes getting shots of large lots and close-ups of sims truly possible, plus will show you an entire 'hood terrain. I like using every last bit of my 'hood.

Really? I used to use it (and loved it). I added a few lines to accommodate pets in CAS, and it seemed to work fine. Then I saw all the new camera mods popping up, so I figured some newer expansion pack had crippled his. I'll dig mine out again and give it a try.  Cool
15  TS2: Burnination / Peasantry / Re: IdleHaven Revisited - now with beach lot capability on: 2008 September 04, 05:49:23

PS. You'll also need a camera mod to see all of it.


I've seen several. Any suggestions?
16  Awesomeware / The Armory / Re: Creature Fixes on: 2008 September 02, 22:21:24
Ah, that explains it!

I figured there must be at least a T-1 straight to the bunker. ...
17  Awesomeware / The Armory / Re: Improved Anti-Humble: WANT/DO NOT WANT on: 2008 March 11, 03:34:50
The Sims3 promo was dumb. Beyond dumb. For one thing, it's not in a great resolution, as with the tv programs. My Sims need HD. All it showed was a bunch of walking around the neighborhood and talking to other sims, plus a bit of changing appearances (but not morphing body shapes, which is what I'm most into). Did I mention it was dumb? Yeah.

Well, it DID suggest that you can set custom shoes for any outfit, so that's SOMETHING to look forward to. ...

I'm thinking the "wandering around" sequence might suggest that Sims 3 won't be so lot-dependent--that you can actually follow a sim from lot to lot. Fog of war comes to The Sims.
18  TS2: Burnination / Oops! You Broke It! / Re: "Use Toilet" jump bug? on: 2006 October 31, 06:26:00
I don't have "throwupenabled," but I did have "GrandTrianon_MirrorBathroom_SuspendedBidet," from Mod the Sims 2. It took me forever to isolate the problem, but when I went to report it, I'd found that there's an update to address this issue.  Roll Eyes

Thanks for everyone's help in troubleshooting.



19  TS2: Burnination / Oops! You Broke It! / Re: "Use Toilet" jump bug? on: 2006 October 30, 03:23:26
My error log is attached. I'd be grateful for any insights.

Stephen
20  TS2: Burnination / Oops! You Broke It! / "Use Toilet" jump bug? on: 2006 October 29, 22:50:44
My sims can train their pets to do anything, but they can't teach cats to use the toilet. I've tried it on several lots, used Maxis toilets, left plenty of room around the toilets, made sure cat and trainer were in a good mood/had no major needs, and made sure they had a good daily and lifetime relationship. The sim will head to the toilet, the "toilet training" icon will apear in the cat's queue, but then it falls out and the cat "jumps" before going on to do something else.

I even called an obedience trainer over, but the same thing happened with her.

I've tried this on three lots, and I've gotten the same results each time. I've also tried it with custom content and without.

Has anyone else run into this?
21  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2006 October 23, 04:02:32
The debugger is one of the first things I buy on any lot. I upgrade pre-University sims (or those I created as adults) and change the portrait if it looks goofy.

If we could change the portraits of pets--by having the pet click the box or having a human sim do it--this would be even shinier.  Grin

Not that I'm requesting a feature, or anything. ...
22  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Better Bowling on: 2006 August 21, 14:42:37
This is much better! I tested it out, and my sims actually bowled for quite a while. There were lots of sims bowling--like they actually enjoyed it, or something.

Unfortunately, the sim I was controlling and her date chose different lanes at opposite ends of the alley.

Now if we could only have some sort of logic for dates and outings (and an autochange door that switched people to bowling shirts) we'd be all set.  Grin

I know--the game doesn't know "bowling shirt" from any other other everyday outfit, but it would be nice. ...
23  TS2: Burnination / Peasantry / Re: Alienware for OFB on: 2006 March 22, 07:57:24
Thanks, Motoki!
24  TS2: Burnination / Peasantry / Re: Alienware for OFB on: 2006 March 22, 04:38:04
I was afraid that might be the case. But at least we now have a snazzy new graphic on the entry page.  Cool
25  TS2: Burnination / Peasantry / Re: Alienware for OFB on: 2006 March 22, 04:29:14
I don't see a link. Does the [404'ed!] notation at the bottom of Motoki's post mean that this download is no longer available? I haven't used this PC in a while, but I'd sure love to if it has all the functions again.
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