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51  TS3/TSM: The Pudding / Pudding Factory / Re: Store content hidden stencils enabled on: 2010 July 06, 00:58:51
To be clear, you both have store items installed by package? It's possible, if you downloaded your store packages extracted by someone else, that some are decrapified and some are not. That would explain the doubling up of catalogue entries because the game sees them as two separate objects. For the sets that don't work try downloading the version you didn't use before and look again. Datch, let me know if with the decrapified Animals_Fullset2 the desk shows up but the wall light then disappears when you try this.
52  TS3/TSM: The Pudding / Pudding Factory / Re: Store content hidden stencils enabled on: 2010 July 05, 13:11:50
Sorry, I could have been a lot clearer.

If you decrapify and install through the launcher:
- Put the decrapified versions anywhere in Mods\Packages and you're done.

If you buy content and install through the launcher:
- Put the unmodified versions anywhere in Mods\Packages and you're done.

If you extract to package (decrapified or not):
- Your Resource.cfg probably says something like

Priority 500
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Store/*.package

Above that, put

Priority 501
PackedFile Overrides/*.package
Priority 500
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Store/*.package

And now make a folder called Overrides in Mods\ and stick the decrapified version of the mods (if you use decrapified store packages) or the unmodified version (if you use non-decrapified store packages) in that folder. Resource.cfg doesn't have to look exactly like that, you just want to make sure the Priority for the folder you put the mods in is higher than the Priority for the folder with the store content.
53  TS3/TSM: The Pudding / Pudding Factory / Store content hidden stencils enabled - New Generations/Store 6/28 on: 2010 July 05, 00:45:35
Edit 7/15: Added Modern Asian screen. I think it was a SimPoint reward at some point.
Edit 11/5: Added stencils for Moroccan set.
Edit 12/2: Added stencils for Woodland set and Moroccan end table SimPoint reward.
Edit 12/3: Added screen from Tiki set. Also two stencils by Havelock here.
Edit 1/6: Added painting from Year of the Rabbit set.
Edit 1/29: Added pitcher from Olympian Physique set.
Edit 6/03: Added (imperfect) fix for Generations castle bunk beds here.
Edit 6/28: Two Animal set windows by kissing_toast here and here (defaults underneath). Unlocked Generations stencils by Goggalor here.

While poking around the store files, I noticed quite a few objects have extra stencils that were never enabled for reasons surpassing understanding. I have added new presets to each of these objects so you'll have the original stencils plus the unlocked ones. The mods pull from the installed textures so the files are very tiny but should work fine.



CastleInterior - Unlocked blue/red decals for each
Royal Rest Slab-o-Wood Double Bed, §3,300
The Great Lord So-and-So's Shield and Sword, §480
The Banner of the Bold, §275
Troubadour Table, §320
Noble End Table, §295




Animals_Fullset
Animal Friends Wall Light, §70 - Unlocked three animal stencils

Animals_Fullset2 - Unlocked three animal stencils for each
Little Princess Desk, §125
Bronco 100HP Wall Light, §60



Asian_Fusion
Doorways to Happiness by Feng Shui, §315 - Unlocked three door stencils



Storybook_Fullset - Unlocked yellow/purple/grey stencils for each
Storybook Door by Adventure Carpentry, §160
Magique Arch, §80
Once Upon a Glowy Glow Glowlamp, §60
Storybook Column, §97
Fantasie Bay Window, §280
Fleur de Glee Stencil Pane, §100
Magique Window, §150



SportsLivingSet
Rare Autographed Athlete Photo, §200 - Unlocked two extra photos

SportsLifeTeen_Set
Burning Out Motorcycle Helmet, §175 - Unlocked two extra decals
Soccer End Table, §180 - Unlocked two extra balls



sculpturePartitionModernAsian2x1
Commanding Shoji Screen, §300 - Unlocked three stencils



MoroccanSet
Desert Dynasty Coffee Table, §275 - Unlocked one stencil
Empyrean Luxury Loveseat, §800 - Unlocked three stencils
Divine Divan, §900 (unpictured) - Unlocked three stencils, same as loveseat



tableEndMoroccan
Means to an End Table, §175 - Unlocked one stencil



WoodlandSet - Unlocked one stencil for each
Tree Saw Wall Sculpture, §125
Cast Iron Skillet Wall Sculpture, §85
Desert Designs Sofa, §895
Desert Designs Coffee Table, §255



TikiFullset
Lanai Privacy Screen, §205 - Unlocked two stencils



YearofRabbit11Set
New Year Rabbit Painting, §350 - Unlocked two stencils



OlympianPhysiqueset
Greek Pitcher, §450 - Unlocked one stencil

The storybook counters and cabinets also have stencils but I ran into a few problems with unlocking those so I just left them alone in the end.

Pick your poison--each zip contains packages sorted by set so you can choose the ones you have or want. Put wherever you please in your Mods\Packages folder, but make sure they're in a folder that overrides your store files if you keep those in package form (do NOT replace them with these; just put them in a folder that has a higher priority). If you have packages that you know are not decrapified or you have bought and installed your store content directly, use the unmodified ones. I started with the decrapified and worked backwards so I haven't tested the unmodified ones extensively but from what I did test they worked fine. Let me know if there's an issue.
54  Awesomeware / Armoire of Invincibility / Re: TOOL: TS3 Recompressor on: 2010 July 03, 19:13:55
I recently found one other issue with decrapifying. It only seems to happen with the Storybook island counter. Either the EndW or EndE counter part is freezing the game upon attempting to edit it in CAST. In the below pic, the leftmost one is fine, the corner part is fine, but trying to modify the arrowed one causes it to load endlessly. Searching showed someone else mentioning the same problem in May.

55  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 July 03, 13:19:49
This should cover it. If you know how to get around s3pe, you can just import these files into the DCCache DBC where the originals are stored and overwrite them to save the clutter in your packages folder.

I noticed the patterns in the Zen set don't exactly work as they should. (I extracted the packages after running them through the compressurizor, and then packaged them in one file.) The appear as blank, unselectable things in the fabric section.

I re-extracted and checked the packages just to be sure, but I don't see any new pattern files in the Zen set. Nothing blank is showing up in my Fabric section either.
56  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 July 02, 23:40:43
I used the very latest s3rc/decrapify.exe and the file is still wonky. It installs fine and you'll see it in your launcher, it just won't appear in-game. Decrapifying the single object itself and trying to install it won't do anything since it's already installed, and using it as a decrapified .package won't either because the resource will still be broken. At least it's an easy thing to fix until Pescado has time to look at the decrapifier.

Come to think, weren't there some other fences people mentioned as missing? I fixed them all a while ago myself but figured the decrapifier was working fine for them by now. If they're still broken I can make some more packages.
57  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 July 02, 21:37:11
Decrapfiying is still a bit wonky with fences--it misses changing one file and the result is that the affected fences just don't show up even though they are installed. Put this in Mods\Packages and you should see it.
58  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! on: 2010 June 10, 13:24:32
I finally got it to load without crashing, but I can't figure out how to sort the files to find those 0x73E93EEB files. I could go through and find them manually, but besides taking a lot of time, it I'm afraid I'll miss a few.

In s3pe, make sure Display: Tags is checked at the bottom of the screen. Click on the Type header at the top, then the Tag header. This will sort the files alphabetically by Tag (such as _XML) and subsort by Type (such as 0x73E93EEB). Now they're all in the same place and easy to find and delete.
59  TS3/TSM: The Pudding / The World Of Pudding / Re: Borked catalog thumbnails after using s3rc on: 2010 June 05, 22:54:24
This is easy to get around if you have a working knowledge of s3pe.

In the DCCache folder you'll see various dcdb#.dbc files. Open each one with s3pe and sort by Type, then Tag (make sure Display: Names and Tags are checked at the bottom). Scroll down to the THUM files and delete all THUMs that are Type 0x0580A2B5. If you had any Sims3Packs with custom thumbnails you might want to delete them one by one so you only delete store objects. Save the file and boot up your game--it should now generate the correct thumbnails for all these objects. I've done this for every object and never had a problem.
60  TS3/TSM: The Pudding / The World Of Pudding / Re: Those looking for the 1.12/2.7/3.3 Patches on: 2010 June 05, 14:18:29
It's happening to me too. I noticed last night in a custom world that uses WA paints and I emailed the creator, who confirmed the same problem. I didn't realize it extended to the actual game worlds too. Something else to add to the patch for the patch.
61  Awesomeware / Armoire of Invincibility / Re: TOOL: TS3 Recompressor on: 2010 June 04, 12:22:23
The stairs were released before the patch where fences/stairs were made recolourable and were never updated the way base game stairs were. Early fences from the store have the same issue. I think a modder would have to look at these and update them manually. In the meantime, EA is happy enough to take your money without warning you about this!
62  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 June 03, 22:40:19
bookshelfHETech2x1.Sims3Pack (Google translation of the Russian description at http://www.nntt.org/viewtopic.php?p=3232256 is Shelf Portrait pyramid)
sculptureHETechPlantsOrigami2x1.Sims3Pack  (Google translation of the Russian description at http://www.nntt.org/viewtopic.php?p=3232256 is Decoration "Origami")

I must be OCD too because I just had to track those down. I am quite sure they have not been posted yet--they must have been preorders for HELS released in another country that never found their way over before.

Sims3packs, unmodified:

bookshelfHETech2x1.Sims3Pack - http://www.mediafire.com/?f5unaznmome
sculptureHETechPlantsOrigami2x1.Sims3Pack - http://www.mediafire.com/?4liwq14deyq
63  TS3/TSM: The Pudding / The World Of Pudding / Re: CC won't show up in Ambitons help! on: 2010 June 02, 20:31:52
Can anyone state some benefits associated with the new folder setup that EA is proposing?

Everything in the MyDocs folder shows up with a custom content icon and is sortable with the "Show only custom content" filter in CAS and Buy/Build mode. CAS items are now also deletable in-game, though objects aren't. I haven't had any trouble with moving my mods so I'll probably keep most of them in the new folder.
64  Awesomeware / Armoire of Invincibility / Re: TOOL: TS3 Recompressor on: 2010 February 05, 22:54:15
If you mean that the corner is useless and you are unable to select it to recolor it, that isn't an issue with decrapifying it, that is actually an issue with the game. I haven't even tried decraping anything yet and suffer from that issue on both game counters and custom ones.

I had that problem before too but for this I actually mean the corner mesh itself does not appear. The two counters just sit next to each other at a 90° angle and won't merge together.
65  Awesomeware / Armoire of Invincibility / Re: TOOL: TS3 Recompressor on: 2010 February 05, 19:07:42
I've had a couple issues with decrapifying. Counters don't support their corner meshes and placing more than one island changes subsequent ones into another island mesh completely. Also, fireplaces have a slot in the catalogue but no thumbnail and they can't be placed. This was all in a completely fresh save.
66  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 January 11, 23:52:55
    Searched for anyone else having these problems, found nothing, and here I am. I'll imagine somewhere I screwed up while creating packages. Can anyone else make sense of what that "0xe is not found" thing is? or that "DPPF" issue? ^_^ Thanks.

The DBPP error means you didn't compressorize that sims3pack before extracting it to package--make sure to do that for every one. As for the other, I've never run into it but have you tried renaming those problem files and seeing if they import?
67  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 January 07, 17:10:25
In that case I'll keep plodding away to see if I can track my issue precisely, which is difficult when nothing in this game is exactly precise.

Have you tried using only store content as a test? They're probably the sims3packs with the fewest problems overall and might help narrow it down.

If you haven't already I'd also try compressorizing the sims3packs first before extracting. I used to have my store stuff extracted to packages before the patch that made having hundreds of package files unwieldy and I noticed that if I didn't compress the sims3packs first then the resulting package would cause horrific lag and thousands of entries in Process Monitor.
68  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 January 07, 15:51:06
I have had no problems with merging extracted sims3packs (via Delphy's installer and then importing as DBC in s3pe). I've meticulously tracked my loading times and in-game fps while testing out launcher vs. merged packages and there has been no discernible difference. Some of my sims3packs are store content and some are custom and they've both worked fine merged. It actually works out great as a lot of sims3packs when extracted to packages couldn't be modified without breaking them but now they can be fiddled with in a merged package.
69  TS3/TSM: The Pudding / Pudding Factory / Re: Fix of Short Bangs on: 2009 December 08, 19:42:38
If you have the store one installed already it's better to use this file as it's only 2kb instead of 6MB. Works exactly the same--just put in Mods\Packages.
70  TS2: Burnination / Peasantry / Re: TS2 Store Asian Fusion Collection on: 2008 December 08, 18:56:40
So wait....I think I've gotten every thing in order form this page, but I must be missing something cause 3 of the AF outfits don't work?...

I have those.
*scratches head* I wonder where I went wrong....O.o

I don't know, but those 3 (afbodyfunkyuniform) aren't working for me, either. The weird thing is that CleanInstaller and SimPE are showing them with the right textures, but in BodyShop and CAS they are showing up as one of the outerwear outfits. Refreshing thumbnails and the like didn't help, and selecting the outfit puts them in the outerwear outfit.

I tried redownloading dawnkay's file, but it didn't make any difference. I don't have Store Edition installed, so I'm wondering if it's a property set issue or something like that? I've looked at the packages in SimPE, but can't figure out the problem.

Try redownloading from jaldeer's collection: http://www.mediafire.com/?1d3lot22mlw
71  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) on: 2008 September 08, 15:34:28
Thanks for the instructions, this is the first time I've ever edited BHAVs and the objects I've tested work perfectly.
72  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) on: 2008 September 07, 21:09:23
From limited testing these seem to work fine. Thank you!

Is there anywhere I can read up on how to modify the BHAVs myself? There are a few custom objects I've been itching to move up and down walls.
73  TS2: Burnination / Peasantry / Re: TS2 Store Stuff on: 2008 July 08, 16:52:37
http://www.mediafire.com/download.php?mmx5mjlmdkn

so far i've enabled the hairs for Elders the only problem hairs were....

afhairshortasymmetrica no gray texture so i just removed property set for elders

afhairpulledbackglam worked but as you can see it has gap where the hair meets the forehead only apears with elder hair ( i'll let someone who knows how to do such things fix it )

Thanks so much for enabling these! I did notice though that the hair with the tiara still doesn't work for elders, it just shows up as the long straight hair. All the rest are fine.
74  Darcyland / Lord Darcy Investigates / Re: Kitchen & Bath Stuff Objects Fix - Missing Seasons/FT Functions Enabled on: 2008 April 18, 14:30:55
It's amazing what facial expressions and camera angles will do. Sometimes in CAS closeups (like when picking hair) my Sims always smile and sometimes they always have a neutral expression. In that screen she's obviously neutral but I booted up the game again just now and every single CAS Sim is smiling. Does anyone know what affects that? Am I just crazy? I don't want to be crazy!
75  Darcyland / Lord Darcy Investigates / Re: Kitchen & Bath Stuff Objects Fix - Missing Seasons/FT Functions Enabled on: 2008 April 18, 13:14:22
I'm looking at the two screenshots, and I'm trying to figure out why Annan's is so much more attractive.  It's the eyes, isn't it?  I've never bothered with custom eyes, but if that's what's going on here, it's a convincing argument for them.

 - Gus

Mine are actually custom too, but oepu's Maxis matching custom eyes. They themselves look a billion times better than the original ones although it's not as noticeable with the darker colours. I am a sucker for Maxis-like stuff; realistic sclera on Sims freaks me out. Look out, it's the uncanny valley!  Shocked
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