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26  TS3/TSM: The Pudding / Pudding Factory / Re: Product Registration Mod, Updated June 5th on: 2010 June 05, 17:42:49
I'll test the ones you uploaded to try and confirm your results.  It's really odd since IAmTheRad said he was able to invent them with the older mod.

ETA:  Tested InventSculpt_EP2.package and it didn't work.  Tested InventSculpt_BaseGame.package and it worked right away.  I uploaded a new version of the mod.
27  TS3/TSM: The Pudding / Pudding Factory / Re: Product Registration Mod on: 2010 June 05, 15:41:37
Thank you, I completely missed the edit Crysill made to that post.  Out of curiosity how did you have The Ultimate Career Bundle installed (Sims3Pack via the launcher, or .package in the mods folder) when you got the red cube?

ETA: I updated the mod and the first post.  Since one person was able to successfully create one of the inventions and a couple people mentioned red cubes when sculpting, I believe that is based on how you installed The Ultimate Career Bundle (they both had the store tag).  If you installed via the launcher they were considered store items, if you installed as a package they weren't.  Now the sculptures and inventions are set as EP2 so they should function either way.
28  TS3/TSM: The Pudding / The World Of Pudding / Re: Getting CC to work post Ambitions and 1.12 patch on: 2010 June 05, 13:05:39
Priority 500
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Packages/*/*/*.package
PackedFile Packages/*/*/*/*.package
PackedFile Packages/*/*/*/*/*.package
PackedFile Packages/*/*/*/*/*/*.package
Why force a packages subfolder?  I don't have much in the way of mods or CC so I just put packages in the Mods folder with the resource.cfg.

Priority 500
PackedFile *.package
PackedFile */*.package
PackedFile */*/*.package
PackedFile */*/*/*.package
PackedFile */*/*/*/*.package
PackedFile */*/*/*/*/*.package

Also, script mods work fine without the modified d3dx9_31.dll if they're in My Documents.
29  TS3/TSM: The Pudding / Pudding Factory / Re: No Mosaic for Ambitions on: 2010 June 05, 12:59:51
It should work fine for any version or EP/SP combo there is until something adds new effects.  If you don't have all the EP/SP the effects file will just have data for effects the game doesn't use.
30  TS3/TSM: The Pudding / Pudding Factory / Re: Product Registration Mod on: 2010 June 04, 14:18:56
Perhaps people wouldn't be confused about what this mod does if the first post actually had fucking information in it.
Or the first post never once actually says what it does or why you need it, which is a pretty logical source of confusion.
I made a mod for those items to not require product registration.
Seriously?  What part of that sentence are you having difficulty understanding?  No information?  I explained what tags where modified in which files and why I thought it was necessary.

Reiteration; In order to invent the Claw Dipper/Air Bender and sculpt The Guardian Griffon/Octavian from The Ultimate Career Bundle it appears you need to have EP2 registered.  Registration also unlocks 2 investigator cases (SpookyStory and TattooedThief) and 3 interior design jobs.  The mod makes it so that registration is not required.  It has nothing to do with the hair nor the gown from The Ultimate Career Bundle.
31  TS3/TSM: The Pudding / Pudding Factory / Re: Product Registration Mod on: 2010 June 03, 17:38:47
Another interesting set of entries is in JobsAndTasks (0xBAAB3D95EEA15F2E). There are three Interior Designer jobs (aptly named RegistrationIncentive(0, 1, and 2)) that include the property:
Quote
<SKU_Registered>EP2</SKU_Registered>
Awesome find!  I updated the mod to remove those.

Hmm, I was running with this yesterday and no problems but I just tried yanking it out and the hairs and hospital gown are still showing as available. I assume the inventions would too but I have not gotten that far yet.
The hair and gown show up fine without the mod, but based on the XML you wouldn't be able to get the inventions and sculptures via inventing and sculpting unless the expansion is registered, same with the couple investigator cases and interior design jobs.
32  TS3/TSM: The Pudding / Pudding Factory / No Mosaic updated for 1.17/2.12/3.8/4.5/5.2/6.0 on: 2010 June 03, 06:46:06
Updated for 1.17/2.12/3.8/4.5/5.2/6.0.
http://www.modthesims.info/download.php?t=379117
33  TS3/TSM: The Pudding / Pudding Factory / Re: Product Registration Mod on: 2010 June 03, 05:36:41
Jackasses, this is not about a fucking no mosaic mod!  I explained how simple that mod was back when I did it for WA at MTS.

This thread is about the <ProductRegistrationRequired> tag in the XML.  I'm only interested in removing that tag (this mod), or information on how the game knows what's registered.

I was wondering why some things were missing from my game after I installed the registration pack. Installed this and it worked.
So, you can confirm those items weren't available without the mod?

ETA: grillcheesesammich is correct.  Twallan has a script mod that will remove the censor.  You'll get the censor for about a quarter of a second and then it's gone.
34  TS3/TSM: The Pudding / Pudding Factory / Product Registration Mod on: 2010 June 02, 17:14:19
Here is The Ultimate Career Bundle.
http://www.mediafire.com/?izyejmtjjdq

While looking through the XML from Ambitions I noticed Opportunities_EP2, Inventing, and SculptingData had the field <ProductRegistrationRequired>EP2</ProductRegistrationRequired> set on a couple of the items (2 investigator case chains, 2 inventions, and 2 sculptures).  The sculptures and inventions are the ones from The Ultimate Career Bundle Registration Reward, which also mentions exclusive investigator cases.  Looking in EP2RegIncentive.Sims3Pack provided by sunhair I couldn't find anything about the investigator cases.  I don't think simply installing the set would mark the product as registered, so I made a mod for those items to not require product registration.  When using this mod you need The Ultimate Career Bundle installed, since it contains the actual data for the sculptures and inventions.
http://www.4shared.com/file/jnwGL1Dt/ProdReg.html

ETA:  I updated the file to remove the tag <SKU_Registered>EP2</SKU_Registered> in JobsAndTasks found by Crysill.  That should unlock some interior design jobs.  The mod now modifies Opportunities_EP2, Inventing, ScultingData, and JabsAndTasks.

ETA2:  I removed the tags <SKU>Store</SKU> and <EPVersion>Store</EPVersion> found by Crysill.  Now the sculptures and inventions should work no matter how you installed The Ultimate Career Bundle.

ETA3:  Crysill found out changing the tags from Store to EP2 did not work for the sculptures and inventions.  He also figured out BaseGame worked fine, so I've updated the mod to reflect his findings.  Newest version of the mod was uploaded June 5th 7:00 PM UTC.

ETA4:  Updated for 1.17/2.12/3.8/4.5/5.2/6.0
35  TS3/TSM: The Pudding / The World Of Pudding / Re: Tombs do not reset on: 2009 November 21, 15:19:54
I read about that before WA even came out.  Treasure resets when you leave the tomb for a bit, but traps/doors only reset when you leave the country and come back.
36  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.7/2.2 on: 2009 November 20, 14:50:20
does anyone have a link to the 2.0.8 to 2.2 patch? I keep getting an error using the EADM.

I found the links for 1.6 to 1.7 here: http://www.simprograms.com/the-sims-3-game-patch-1-72-2/ but apparently my base game is already version 1.7 and since people are saying it downloads and installs 2 patches i guess i need the 2.0-2.2 patch for WA
http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/Sims3_2.2.8.002002_from_2.0.86.002002.exe
37  TS3/TSM: The Pudding / Pudding Factory / Re: Gain Skills Faster for World Adentures on: 2009 November 19, 00:34:49
No shit, you can't get the EP skills in base game. (misread)  You said "compatible to the World Adventures only".  Base game uses the exact same XML as WA once you use the v1.6.6 update.  I was simply trying to inform you that your mod was proper for the v1.6.6 base game and not only WA.
38  TS3/TSM: The Pudding / Pudding Factory / Re: Gain Skills Faster for World Adentures on: 2009 November 18, 20:39:52
This is compatible to the World Adventures only, here a pic of one of the new skills.
The XML in WA is identical to v1.6.6 of the base game, therefore any XML mod for WA will work for the updated base game. YAY for backwards compatibility.
39  TS3/TSM: The Pudding / The World Of Pudding / Re: 'Sim is dying' Bug on: 2009 July 05, 11:32:40
Have you tryed Edit town Mode then Evict them from the house?
That's the first thing I thought when I had the couldn't cook bug, which is why I noticed the 'sim is dying' bug (couldn't Edit Town or move out).  The couldn't cook part was due to a fire at the only open counter/dishwasher.  I replaced the dishwasher before the counter causing the bug.  Simply had to move the dishwasher out and put it right back and it worked.  The 'sim is dying' issue was caused by using moveobjects cheat to delete a ghost baby, which was fixed with the save game editor.

You know if you have awesomemod you can just evict any babies or kids and delete them that way instead of having to use moveobjects.
Yeah, but I used the moveobjects cheat a long while ago, back before I had AwesomeMod.  It would have been a lot better since the save game editor still lists them as members of the household.
40  TS3/TSM: The Pudding / Facts & Strategery / Re: Complete Painting Guide on: 2009 July 04, 12:29:42
In the save game file each sim has a variable integer called ArtViewed.  I made a mod so that paintings had no variance in sell value to test if ArtViewed affects painting sell value.  The result is that each ArtViewed increased base painting sell value by 0.1, but unfortunately I've found no way to increase ArtViewed without editing the save game file.  I tried viewing a bunch of paintings that I painted and viewed everything in the art museum, but ArtViewed stayed at 0.  I guess it's a depreciated feature, but it would have been nice.
41  TS3/TSM: The Pudding / The World Of Pudding / Re: Experiment: Opportunities and Community Lots. Need volunteers. on: 2009 July 04, 09:54:54
From my experiments making the More Frequent Opportunities mod, opportunities don't "trigger" like wishes.  All you need to get an opportunity is to meet the requirements listed in the XML (normally just min/max skill level or job rank), patience, and luck.  When I set the min and max days between opportunities to 0 it became evident (you don't actually want to do that, the game will lock up around 11 PM, but you'll get shloads of opportunities that day).  I tested a sim with only one low level skill and he kept popping the same 3 opportunities, where a sim with many high level skills had tons of variety.
42  TS3/TSM: The Pudding / The World Of Pudding / Re: 'Sim is dying' Bug on: 2009 July 03, 16:50:51
No guests have been over in a good while.  I did use the moveobjects cheat to delete two of the triplets.  One of which is still listed as being in the household by the relationships tab, but their icon isn't on the left and I haven't seen them since they were deleted.  I tried resetsim on the deleted babies, but no change.

EDIT:  Using the moveobjects cheat to delete a ghost baby will bug your game so you can't Edit Town or Move via computer (but works fine for a non-ghost baby).  I used the save game editor to set the deleted baby to living and everything works great.
43  TS3/TSM: The Pudding / The World Of Pudding / Re: 'Sim is dying' Bug on: 2009 July 03, 16:35:40
Do your counter have an appliance on it? For example, I found that if a dishwasher or garbage disposal is under the counter (I don't know if it happens to Store counters only) you would use for preparing food, the game recognize it as occupied and not cleared for cooking.
Holy shit, that fixed the cooking issue.  That dishwasher had been there the whole time I've been playing and no issue.  Maybe because that area was recently ravaged by fire and replaced...  EDIT: I replaced the dishwasher and I can still cook, very odd.

I still have the move via computer and edit town issue, but I have no clue how long they've been around.  The family has one human and two ghosts.  I killed the human and waited a bit, but still couldn't edit town.
44  TS3/TSM: The Pudding / The World Of Pudding / 'Sim is dying' Bug on: 2009 July 03, 13:30:46
I have a game where none of the sims in the household can cook because all options are grayed out, can't move out via the computer, and edit town pops the message "You cannot enter Edit Town when a Sim in your household is dying."  No one is dying.  I let the game run for a few days and the issue is still there, I also tried resetsim on all of them and the issue is still there.  Unfortunately the bug is also in the saved backup.  I tried looking at it in the save game editor, hoping to find an IsDying flag, but found nothing.  Any ideas on how to fix it?
45  TS3/TSM: The Pudding / The World Of Pudding / Re: Important notice from the GRAMMAR POLICE. Plz read. This means you. on: 2009 July 01, 22:23:05
Since this is the grammar thread, I'd like to ask for help.  I have trouble knowing when to use effect and affect.  Most of the times when affect is used, it seems effect could be used in it's place.  Any grammar gods willing to help me out?
46  TS3/TSM: The Pudding / Facts & Strategery / Re: A special breed on: 2009 July 01, 18:44:37
I got him to best friend, then the next time he stayed around I spammed friendly interactions until the option for him to move in popped up.  Unfortunately he'd go invisible after a few and once I resetsim he lost his black fog and his voice became normal.
47  TS3/TSM: The Pudding / Facts & Strategery / Re: A special breed on: 2009 June 29, 10:45:36
There are at least two Grims even if you don't edit town.  The only difference I've noticed between them is that one has good sense of humor and one has no sense of humor, but Trubble's Grim traits are very different from the two I met.  You can get him to move in and have babies, the babies will be pitch black.  Also, Grim doesn't have a head (the hood is part of his robes, and a head would clip through the hood).
48  TS3/TSM: The Pudding / Pudding Factory / Re: I asked Pescado...If I could share The TS3 Prima Guide on: 2009 June 28, 05:28:20
I don't know if this would be considered high quality or low quality, but I found a copy with proper bookmarks.  I could only get through a couple pages of that crap before I gave up on finding something useful, so I find the bookmarks a huge improvement.  Linkage.
49  TS3/TSM: The Pudding / Facts & Strategery / Re: Making Playable Ghosts on: 2009 June 23, 10:21:37
I'm rather annoyed that you can't choose the various colored ghosts who inhabit the graveyard.
You can, you just need a high enough relationship with the ghost.  I played guitar for tips in the graveyard a lot of nights, and I can put most of the gravestones in my inventory.
50  TS3/TSM: The Pudding / Pudding Factory / Re: Child Only Sprinkler Mod on: 2009 June 22, 16:14:47
I could set it to require the trait Childish or Loves the Outdoors, but that would also effect children playing with it.  If there is a 'Child's Toy' flag on the object and I was able to set it, then non-childish adults couldn't turn it on or off.  Since the complaints were about adults playing with it to much, I figured disabling it for all but children was the best solution.  Personally, I'm fine with the default sprinkler, but I always micro-manage my sims so they haven't touched it.
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