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1  Awesomeware / AwesomeMod! / Re: Crash to desktop on: 2009 December 11, 14:49:23
Try this:
http://forum.thesims3.com/jforum/posts/list/0/133747.page#1616896
2  Awesomeware / AwesomeMod! / Re: What needs to go where to make AM work on: 2009 December 10, 11:50:23
Do you really need that Read The Fucking Manual, RTFM, file in there?
I don't think the game needs to read the instruction how to install custom contents.
The instructions in there is for you to read but is now outdated after WA.

3  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 05, 16:35:04
Thanks Morphar...I'll make another attempt in a couple days and post my results.


Update 11/23:
I updated to 1.6.6, but still the problem persists.
I read the info on Morphar's link and the consensus is that the sound 2 tab in Direct X Diagnostics is the root of the problem...unfortunately I can't see any way to remove it as specified as there is no indication of the culprit 56k modem in my device manager or control panel. Changing the hardware acceleration didn't help either.

I did find an odd Multimedia audio controller in 'Other devices' in the device manager, but disabling it had no effect.

Until there is a fix by EA or a more comprehensive understanding of the issues, it's 1.2.7 for me...

I just checked this after the 1.7.9 patch. The problem is still not fixed. You can turn off the dial up modem sound in the Device Manager under Sound Video and Game Controllers. In my case it is called Unimodem Half Duplex Audio Device.

If you can't find it remove the dial up modem board from your computer.
What on earth have they done? The modem sound makes the game unplayable. It all started with the 1.4 patch
4  TS3/TSM: The Pudding / The World Of Pudding / Re: 1.5/1.6 Patch warning! on: 2009 November 19, 01:01:11
I can't even install the patch.I tried with both regional codes [1 and 7],and it still says 'invalid file found'.I took out all my mods and custom content,but it still won't work.I heard that I have to edit .ini files,but which ones I have to change?And how?
I would really appreciate your help  Roll Eyes


Have you installed a mod where you needed to replace the file The Sims 3\Game\Bin\Gameplay.package? You need to replace it to the orginal file that you can find on the DVD if you didn't follow the instruction to make a backupp. The following mods use that method:
The first nude hack.
The Inteen 3.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Error 16 and saving on: 2009 November 19, 00:29:52
You can't  have folders with same names as files in Windows folders. Pre patch the saved files where files but post patch they are folders with several files in them. It's so basic I'm astonished things like this can pass the first test at EA.
6  Awesomeware / AwesomeMod! / Re: Awesomemod and Expansion Pack not compatible on: 2009 November 18, 18:43:23
If you are getting error code 16, just use "save as" for some reason using either "save" or "save and quit" both seem to give that error but "save as" does not(at least  on my game).

The solution by SimGuru at thesims3.com is to use Save as. EA is working on a solution as always. I guess the problem is as simple as this:
If you have a saved game from before the patch with the title Sunset valley it is in one simple file. When you save it after the patch a folder with the same name with several files in it will be created, not. You can't have a folder with the same name as a file in the same folder in Windows. Fundamental.
7  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 November 12, 19:21:10
Wish I could use AwesomeMod...but every time I patch past 1.2.7 my audio stammers and stutters..thanks out to EA for the alpha software.

If that's your only problem there is a solution.
Background:
I had the same problem with stuttering sound.
At the beginning it was only me in the whole wide word with that problem. More and more people reported the same problem at thesims3.com but we are still very few. There was three echoes every 6:th second and by coincident I checked my sound drivers and I had three drivers. I removed one and I got two echoes and heureca!! I found it.

It seems that after the patch EA have opened sound channels to all available sound drivers or something.

There is another EA game called Dead Space that have exactly the same
problem and the solution is the same as we have found out.

http://forum.ea.com/eaforum/posts/list/32762.page




On thesims3.com olivermypup describes what to do in proper english. The "Unimodem Half-Duplex Audio Device" we finally identified as the sound device for the internal dial up modem of type "Windows 56 kb software modem". If you really use dial up modem today I don't know what to do:

olivermypup wrote:
"I had gone in to Device manager and turned off all audio device but the one for my speakers and it didn't work.. However I either missed one or it wasn't in the list before because I just tried it again, and there was a device listed that I don't remember being there. It's strange. I don't know how i could've missed it. Anyways I disabled it and sure enough the skipping has stopped. I am beside myself with joy! Apparently that is the issue. A thousand thank you's to Morphar!

Just to note, I figured out the device causing the issue on my system was "Unimodem Half-Duplex Audio Device" "


Some SimGuru have made a case at EA of this but no fix yet.

8  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2009 September 29, 22:09:28
As this thread has shifted from the 1 am lag to freezes, I can contribute something:

I hadn't plaved TS3 for about a month. After updating AM a few days ago, I found out that my custom, destroyallhuman'ed neighborhood that I had always used to start new games didn't work anymore, it would freeze within seconds. Later I realized that destroyallhumans or destroyallnpcs always leads to an infinite freeze now. Eventually "exterminate 100" gave me a working neighborhood without too many fuglies. I guess there's a problem with creating some particular NPC causing this. It doesn't matter which story mode driver I use btw, I tried Indie, AM's and EA's.

FYI:
I have made some more testing and found a solution.

Mods involved:

NRaas Super Computer v22
Awesomemod 2009-09-26
also
NRaas NoCD
nomosaic

SC command "Fire all Service Sims" freezes the game if awesomemod is installed.
SC command "Fire all Service Sims" works if awesomemod is NOT installed.

Bye awesomemod?

9  TS3/TSM: The Pudding / The World Of Pudding / Re: Might be helpfull for people with overheating issues. Frame rate limiter on: 2009 September 21, 21:21:55
Push F11 to increase and push F12 to decrease FPS.  
Test to increase FPS above the default value of 30 and watch the difference.
I doubt you can see any difference at all.
10  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2009 September 11, 12:43:52
Hurray!!!

Sorry, but you have the exact same problem as I and I have posted it in The New Bug Thread but Pescado can't reproduce it.
So it was working in an earlier release then? Was it before you patched the game to 1.4?

I have tested with the corresponding commands in Super Computer by Twallan and I get the same results. I can use his Force kill->NPC's though. I have also traced the freeze to somewere in EAxis code (I think).
I have also this spontanous freezes that you have. I can play for hours but suddenly it freezes. I use the Framelimiter to avoid overheating of my computer but the temperature is in control.
What about your hardware:

Processor?
Processor clock frequence?
RAM memory?
Graphic board?
 
11  Awesomeware / Armoire of Invincibility / Re: TOOL: 3Booter, the Incooperative Game Kicker on: 2009 September 08, 19:56:01
For people who get that big green onscreen FPS display or who want to change the frame rate.

I am not sure what J. M. Pescado  has taken out of the FPSLimiter.
But as it was when posted originally on this thread;
 (http://www.moreawesomethanyou.com/smf/index.php/topic,15092.0.html )
You were able to control the Max limit and on screen display.

I suspect that these keys may still work and maybe worth a try.
"keys to change the desired fps (F10 decrease / F11 increase)
 ingame fps display, show or hide with F12."
Hope this helps.



Tested it and here is the correct keys. Pressing F10 toggles the green monsters.:

keys to change the desired fps (F11 decrease / F12 increase)
ingame fps display, show or hide with F10.
12  Awesomeware / AwesomeMod! / Re: 1.4 patch is now out on: 2009 August 30, 20:37:24
After reinstalling Windows did you upgrade the graphic drivers?
13  TS2: Burnination / The War Room / Re: Enabling Build/Buy In Apartments on: 2008 November 26, 21:57:57
Open the userStartup.cheat file found in your, " .....Documents\EA Games\The Sims 2\Config," folder using Notepad only

to enable cheats at start of game but this in
alias bbon "apartmentBuildBuyRestrictions on" "Enables build/buy mode tools in an apartments lot"
alias bboff "apartmentBuildBuyRestrictions off" "Disables build/buy mode tools in an apartments lot"



Isn't "apartmentBuildBuyRestrictions off" the cheatcode that doesn't work?  So what's the point of putting it in our startup files?

The logic seems inverted too. If you turn on restrictions then you disables the function don't you.
14  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2008 February 09, 08:18:35
I recently restarted my hoods and am fixing the premade characters' DNA using SimPE.  I'm having some trouble understanding the Sim DNA options, though, because the format it's shown in is different from what is in the original post in this thread.  This is what it looks like now:

Dominant gene:
Eye:
FacialFeature:
Hair:
Skintone:
SkintoneRange:

Recessive gene:
Eye:
FacialFeature:
Hair:
Skintone:
SkintoneRange:

I'm not sure what the difference between Skintone and SkintoneRange is.  Which one is dominant/recessive skintone and which one is skintone passed on?  According to the original post, P.T.#9's 'skintone passed on' DNA was missing, and in this it would correspond with 'Skintone.'  So 'SkintoneRange' is the actual expressed skintone, and the values for both dominant & recessive SkintoneRange would need to be the same?  If I wanted to change an in-game Sim's skin color, what would I do?

Why do you like to invent the wheel again? The DNA corrected neigborhood files is in this thread.
15  TS2: Burnination / The Podium / Re: nannies... on: 2007 July 30, 18:40:08
yeah, I just made up a nanny and added it to the household.. I wasnt sure how that whole lobo or w/e nanny worked.. and so far its a lot easier w/ a 3rd person around to help full time. not sure what apo is either or how that works..

I use the Nanny from "All in one NPC & Nanny" by christianlov http://files.sims2graveyard.com/christianlov/
You have to know what files to pick from there though.
16  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2007 February 16, 11:52:13
I have tested all of these and they work very well.

http://gobblin.ownit.nu/DNA/VeronavilleHomozygous.zip
http://gobblin.ownit.nu/DNA/VeronavilleHeterozygous.zip

http://gobblin.ownit.nu/DNA/StrangetownHomozygous.zip
http://gobblin.ownit.nu/DNA/StrangetownHeterozygous.zip
17  TS2: Burnination / Peasantry / Re: Strangetown and Veronaville DNA Fixes on: 2007 February 16, 11:36:42
http://gobblin.ownit.nu/DNA/VeronavilleHomozygous.zip
http://gobblin.ownit.nu/DNA/VeronavilleHeterozygous.zip
http://gobblin.ownit.nu/DNA/StrangetownHomozygous.zip
http://gobblin.ownit.nu/DNA/StrangetownHeterozygous.zip
18  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2007 January 07, 18:16:31
this is going to sound retarded of me but in the lines that i copy do i copy the whole line or just whats after the ":" i guess im just not used to this kind of hexing

(hope some one sees this soon cause im desprate))

Why do you not download the file where all changes are already made for you?
19  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2006 November 25, 01:57:17
Quote
Uploaded where?

I still have it uploaded in this thread at reply #162. 

I totally missed that. I belived it was only at Simsbaby's site. Thats why I put it on mine when people asked about it.

Quote
I reinstalled the game with no eps and made new files for Veronaville and Strangetown so that they would work with all games.  Now I just need to get cable internet again so I can upload them, but it probably wont be until December or January.

Oh, I'm glad to see that. Will there be a homo or heterozygous Veronaville?
20  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2006 November 23, 23:17:23
So this is where this thread was moved to.  I searched for it a couple of times with no luck.

Quote
Sorry, wrong file. You probably got the homozygous file that was first published.
I have uploaded a new file that I first checked in game. Plese check it out.
Thank you for your response.

 I just checked it with the one I have uploaded and I also checked a couple of the sims DNA although I didnt check all of them.  Teh homozygous one should not be used.  I somehow missed a couple of sims.  The one that is correct is the one dated April 16, 2006(at the time I uploaded it).

Uploaded where?

The Strangetown file I now have on my site is the heterozygous one that you made. It's the one that I use in my game. The last change done was the correction of johnny Smith.
I don't have the latest homozygouse one because I was not interested.

The homozygous for Veronaville is my own that I use in my game. The one you made caused Veronaville to dissapear so I made my own that works.

Any plans for making the heterozygous for Veonaville?
21  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2006 November 22, 01:55:16
Morphar, I didn't fully check your file, but it seems your neighborhood hasn't corrected Lola Singles at the very least.  Huh

(I've already corrected Strangetown in my game and have it saved as a backup while I'm fussing with this isolated test neighborhood -- downloaded yours to see if I could save myself the trouble of restoring from backups.)

Sorry, wrong file. You probably got the homozygous file that was first published.
I have uploaded a new file that I first checked in game. Plese check it out.
Thank you for your response. As an extra bonus you (and others) can have my homozygous DNA file for Veronaville.

http://gobblin.ownit.nu/DNA/N003_Neighborhood.rar

Corrected link:
http://gobblin.ownit.nu/DNA/VeronavilleHomozygous.zip




22  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2006 November 18, 15:22:10
As Simsbaby, without notice, no longer hosts the Strangetown DNA file I put it on my site.


1 - Download the file N002_Neighborhood.zip from:
http://gobblin.ownit.nu/DNA/N002_Neighborhood.zip
Corrected Link:
http://gobblin.ownit.nu/DNA/StrangetownHeterozygous.zip

2 - Backup the file  N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 by renaming it to N002_Neighborhood.package_bak.

3 - Unzip the file you downloaded and place the extracted file N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002

4 - Next time you start a game from scratch you will have a corrected Strangetown.
23  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2006 September 27, 20:07:25
I like to take the opportunity to describe how to correct the DNA in Strangetown. According to the latest findings you do like this:

1 - Download the file N002_Neighborhood.zip from:
http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html (at the bottom of the page).
Correct link:
http://gobblin.ownit.nu/DNA/StrangetownHeterozygous.zip

2 - Backup the file  N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 by renaming it to N002_Neighborhood.package_bak.

3 - Unzip the file you downloaded and place the extracted file N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002

4 - Next time you start a game from scratch you will have a corrected Strangetown.
24  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2006 August 19, 17:24:09
Ok. Just trying to make sure I have everything clear before trying to add the fix for Strangetown. I am so not awesome that I must take this in baby steps!
1. Is it ok to put the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 as Venusy suggested? From my very limited understanding, this sounded like an option that would not require me to remember to do anything else with it later on (or is my memory/lack of understanding playing tricks on me?).
2. If Strangetown has been entered, can this be used or must I reinstall to avoid very bad things?
3. Looks like there was a fix for Veronaville as well. Is it still possible to get this?


1. It is OK.
2. A started Strangetown will not be effected at all as the new file is copied from Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 to My Documents\EA Games\The Sims 2\Neighborhood\N002 only when you start Strangetown from scratch. When you start the game and there is already a My Documents\EA Games\The Sims 2 directory nothing will be copied.
3. The Veronaville fix didn't work as it was created after Veronaville was entered. The changes in that fix you can easily do yourself with SimPE as there are only a few sims that have missing DNA. At least the game will not crash then.
To make a full correction of Veronaville so that each Sim will get their correct DNA as if they where born in game will take a lot more time and efforts. According to StarrKist we have to change the apparence of some of them as they can't possibly be childs of their parents. Veronaville is lost.
25  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2006 July 23, 19:51:34
Just to check, couldn't you place the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002, which would mean that the file with corrected DNA would install itself every time you start a new game (provided you don't reinstall)?

I suppose you could (backup the original first), so long as you do it before you even load Strangetown.  IOW, make the changes on an unplayed copy, backup the original, then copy the modified one to that directory.


The "changes on an unplayed copy" is already created. Just download it from http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html

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