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51
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TS2: Burnination / The Podium / Re: Removing sims without removing links to them.
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on: 2011 February 09, 01:43:54
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I believe that there are two major problems with "stub sims", separate from the issue with links to non-existent sims:
1) Since each family which is packaged has its own version of the stub sims, you can end up with a large number of identical Goopys (or other sims) in your neighborhood. As if one wasn't enough.
2) Since each family drags along a number of stub sims, you will reach the "sim limit" of the neighborhood much faster than if there were no stub sims.
That said, I have always assumed that stub sims were EA's "fix" for broken connections. Obviously, not everyone believes that. Now that I'm doing the development on the Clean Installer, it's clear that the Clean Installer doesn't actually clean up the broken connections when you remove one of the stub sims.
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52
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TS2: Burnination / The Podium / Removing sims without removing links to them.
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on: 2011 February 08, 18:37:48
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I just found a group of people who recommend using the Clean Installer to remove some of the sims packaged with a lot, without removing the memories, relationships, and family ties which link to those sims. One person who is making this suggestion has explained that this will remove the possibility of corrupting your neighborhood, since you will no longer be installing the sim stubs which are inevitably packaged along with a family which has not been properly cleaned.
On the face of things, this seems absurd. I cannot help believing that the game deals with stub sims much better than it deals with memories, relationships and family ties with non-existent sims.
Can anyone confirm this? I'd appreciate hearing from someone who had actually done research in how the game deals with stub sims, vs how it deals with non-existent sims. Obviously, the best alternative is to properly clean up both the unwanted sims and the links to those sims, but does anyone know whether it is better to have stub sims or links to non-existent sims?
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55
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TS2: Burnination / Peasantry / Re: Meadow Lawns - a new 'hood to play with - OFB required
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on: 2011 January 22, 02:42:19
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If I were to update, would it be worth going round the lots to use that lighting fix you mention? I'm not clear if they'd stay fixed if downloaded by somebody without the fix.
It's probably not worth updating for other people, because the lighting for a lot will switch back the next time that the lot is saved. So, the only lots which will retain their proper lighting are unowned community lots, which are never saved during normal game play.
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56
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TS2: Burnination / Peasantry / Re: Meadow Lawns - a new 'hood to play with - OFB required
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on: 2011 January 20, 16:46:41
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Re crashing lots - I'm actually pretty pleased you can't get any of the lots to crash! I was thinking them through in my head last night as I went to sleep and Philip's is the only house I remember with a driveway. I'd have to do what you're doing and go back to every lot to be sure of my facts. As to community lots, I can see from the pics on the website that there are ford mustangs on the car showroom and probably a driveway too. I can also see a catastrophic cat on the flea market. I'm now wondering if the crash problem with Philip's lot was always the cat and not the driveway. hmmmm
Thanks. I'm going to check out those lots without Nightlife and without the downloadable driveway and cars, just to see whether I can make them crash; I'll let you know the results. I suspect that the cat was causing the crashing all along. If you do a V7, you might want to think about removing the cat, so that you can honestly say that the neighborhood doesn't require any CC (except the camera hack) or extra EPs. Meadow Lawns got looked at pretty hard when it was new. I had a couple of people test drive it as well. If you think it's potentially corrupt you should say so, but if it were true, I would have thought that MATYians would have gleefully and loudly pointed it out to me a long time ago. Not sure what else I can do....
I'm not really an expert on this sort of thing. Most of what I know about these problems is from things that I've read here at MATY. I can't figure out why the Monty family tree behaves so oddly, but I've been writing down anything that doesn't look right to me. That way, people can make up their own minds. My understanding is that this kind of thing can take a long time to show any outward signs of corruption. Perhaps Pescado (or someone with more experience than I have) could take a look at the internal structure and see what's going on. [Update:] I hadn't looked at the car showroom before, or any owned community lot, because I didn't want to actually play the owner. However, I just realized that you can edit the lot using the LoadLot cheat. The car showroom doesn't crash without the cars. However, the bargain bazaar crashes without the cat and at least a couple of the other maxis downloadable objects... I haven't narrowed down which objects are required. [Another update:] Looks like it's the three lawn ornaments: Cat-A-Strophic, Four Dead Guys, and Jack-O-Hattern.
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57
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TS2: Burnination / Peasantry / Re: Meadow Lawns - a new 'hood to play with - OFB required
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on: 2011 January 20, 02:49:55
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Several lots would crash without the driveway though and there is a used car lot, so the mustang is also needed.
Would you know which lots these are? Even one lot name would help, since I haven't been able to get any other lot to crash, even when running just Open for Business. I'm trying to make sure that I know the minimum EP and CC requirements for each neighborhood. The catastrophic lawn ornanment is a problem I didn't know about.
I suppose that's why they call it catastrophic; it will crash your game unless you have it installed.
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60
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TS2: Burnination / Peasantry / Re: Meadow Lawns - a new 'hood to play with - OFB required
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on: 2011 January 18, 04:04:28
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I saw that. My impression was that I could use either NL and OFB, or OFB and the downloads. The lot crashes with either option. It also crashes if I use all EPs and SPs. I'm re-downloading the driveway and cars now, just in case I have an old version.
Update: It wasn't the driveway or car, it was the Cat-A-Strophic Luminous Lawn Ornament by MaxoidMonkey. Everything's fine now. Thanks for your help.
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61
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TS2: Burnination / Peasantry / Re: Meadow Lawns - a new 'hood to play with - OFB required
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on: 2011 January 17, 19:33:17
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I know that I'm very late to the party. I just installed this neighborhood and it's wonderful, but I've run into a couple of problems.
The main problem is that Philip's Dream House crashes whenever I try to enter the lot. I'm running University, Nightlife, and Open for Business with no CC.
The other issue is the family tree for the Monty family at Monty Retreat. The middle generation is missing and when I click on any of the pictures, it's replaced by one of the two existing family members.
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65
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TS2: Burnination / The Podium / Re: Two EA Games folders
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on: 2010 October 23, 16:30:04
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I believe that you are seeing a "shared" and "unshared" version of the folder. I remember seeing something about this on modthesims, but I don't have a link. Nothing to worry about, just ignore the extra folder. If you want, you can test this hypothesis by adding something to the folder and checking whether another computer on your network can see it.
You can copy the OFB lot bin lots from the DVD. They are inside a file named compressed.zip. You'll need to navigate to TSData\Res\UserData\LotCatalog within the zip file, then copy them to the same location in your C:\Program Files\EA GAMES\The Sims 2 Open For Business folder.
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66
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TS2: Burnination / Oops! You Broke It! / Re: Marriage-Postmortem Gives Error
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on: 2010 September 18, 23:39:32
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This isn't a BHAV tree part of AwesomeWare at all. This is some kind of stack corruption, possibly induced by patch-resets. Is it recurring, or is it a one-shot that clears up after the stack resets?
I'm not sure. I haven't continued to play a family after getting the error. When I got the error, I restored the neighborhood, since it was fresh from a backup. I had the same problem with several different families in several different neighborhoods, so I stopped playing and tried to figure out which hack was causing the problem. I reset the neighborhoods from my backup after each test; so it makes sense that this might be caused by a patch-reset. It only happens if I have marriage-postmortem installed. I can put marriage-postmortem back in and try playing each family longer, to see whether it recurs. If the error clears up after a reset, is it likely to be OK? Or, can I expect other negative consequences?
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69
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TS2: Burnination / The Podium / Re: Why Are Beach Lots So Damn Difficult?
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on: 2010 September 03, 03:52:45
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Empty beach lots will place without any problem because they have no predefined slope. Instead, the game sets the slope of the lot to match the neighborhood terrain.
The problem with downloaded lots is that the slope of your lot is too out-of-whack with the slope of your neighborhood. If you know whether you have too much slope or too little, you might be able to use the neighborhood terrain editing tools to modify the neighborhood terrain. Once the terrains are similar enough, you should be able to place the lot in the neighborhood, but you may still experience crashing problems when entering the lot. This crashing problem can be resolved by using the LotAdjuster to adjust the lot edges so that they match the neighborhood terrain before entering the lot. Once the edges match exactly, you should have no further problem *in that location*.
If you were comfortable using SimPE, you could add the lot to the neighborhood using SimPE, set the appropriate x, y, and z coordinates, then use the LotAdjuster to match the edges of the lot to the location that you've chosen. However, this is definitely an advanced technique.
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70
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TS2: Burnination / Oops! You Broke It! / Re: Lost one of my lots!!!
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on: 2010 August 27, 22:30:31
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If you still have the lot package, move it to your LotCatalog subfolder and rename it to match the naming convention in that folder. It will appear in your lot bin and you can add it back to your neighborhood.
Next time that you want to experiment, just backup everything first.
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71
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TS2: Burnination / The Podium / Re: How to get rid of SecuRom, NOW
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on: 2010 August 21, 05:23:36
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When I try to run SecureROM Remover.exe /fulluninstall in DOS it says "SecuROM is not recognized as an internal or external command."
When a program file has a space in the name, you need quotes around it. Try: "SecureROM Remover.exe" /fulluninstall or else, rename the EXE and remove the space.
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