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1  TS2: Burnination / The Podium / Re: Parallels vs. Bootcamp? on: 2011 February 27, 05:11:19
I use Parallels but I don't play the game itself with it. I just use Windows 7 to run all the utility programs, and it works perfectly fine. But the virtual machines eat up HUGE chunks of RAM whenever they are opened, so if you haven't maxed yours out then you'll probably have problems, especially if your video card isn't meant for heavy graphics/gaming, as most Macs tend not to be.

The nice thing about Parallels is that you can install Windows on an external hard drive, meaning that you can keep using it even if you get a new computer without having to worry about reinstalling or buying a new license, which is annoying and expensive.
2  TS2: Burnination / Oops! You Broke It! / Re: Errors w/ multiple pieces of NL Director's Cut on: 2011 February 26, 07:50:37
Hey, I finally had time to play and test the new version... it works, thank you!

Also, apparently the firemod error was being caused by a conflict with layerable make-up... no idea how those are related, but whatever.
3  TS2: Burnination / Oops! You Broke It! / Re: Errors w/ multiple pieces of NL Director's Cut on: 2011 January 31, 11:25:53
The fire error did not occur with the rest of my downloads removed, although the residual burning still happened. I had a lot of clothing default replacements, including ones that were in /Res/Catalog/Bins/... do you think the culprit more likely to be among those files, as opposed to just skins/eyes, etc.? Am not sure what game behaviors the firemod affects that might conflict, or if it's just that some other CC is busted.

I am still getting the exact same error with the clothing tool, though.

I've made changes to some of the scripts in the game, would that possibly affect it? (Mostly for scriptorium, but I also made a few changes to the scripts for wall properties and then to lighting for the camera hack.) The only other thing I've done to the game that I can think of was use SimPE to geneticize the custom skins and eyes.
4  TS2: Burnination / Oops! You Broke It! / Re: Errors w/ multiple pieces of NL Director's Cut on: 2011 January 31, 07:44:08
K, have tried both options. I made a completely new neighborhood/household and I also redownloaded the whole DC.

With debug mode off, the firemod worked perfectly fine, except that the fire won't disappear unless I exit the lot and re-enter.
With debug mode on, I got the same error log as before (Invalid Constant).

With the clothing tool... it works when debug mode is off, but I noticed something that looks like a jump bug in the animations as soon as I placed it on the lot. (The plumbob flickers and disappears, and the sim stands still.) Once I commanded the sim to do something, that went away... but as soon as I turned debug mode on, I immediately got the 'Missing Action String in table' message. It happens immediately after I place the clothing tool on the lot and enter live mode. Reset does not seem to help.

interactwogreet.package continues to crash the game immediately upon loading lots in live mode. My only guess is that it secretly isn't the NL version? I can't even get an error log since the game won't play with it in. I saved a copy of the crash log that was generated after the application failed, but I dunno if that helps.
5  TS2: Burnination / Oops! You Broke It! / Re: Errors w/ multiple pieces of NL Director's Cut on: 2011 January 29, 14:30:17
That's very possible... so if I create a new household, would that potentially resolve the issue? Or is it that the file has been corrupted & I need to try redownloading?
6  TS2: Burnination / Oops! You Broke It! / Re: Errors w/ multiple pieces of NL Director's Cut on: 2011 January 29, 08:47:40
No idea, then. I only have one playable sim in the entire game at the moment, for testing. When I tested the firemod I got that error log, pressed reset, and then my sim started using the extinguisher as I assume is supposed to happen.

When I reinstalled everything I started straight off with blank hood templates and disposed of the original neighborhoods entirely. (Unless that was a bad idea...?) The only mods I have besides the DC are for cameras and body shop content.
7  TS2: Burnination / Oops! You Broke It! / Errors w/ multiple pieces of NL Director's Cut on: 2011 January 29, 05:42:01
I had to reinstall my entire game recently, so it has been totally hack-free up til today. I wanted to put in the MATY director's cut first to get all the hood-maintenance items and bug fixes... but several files appear to have issues:

I am getting "Missing Action String in table" reports with the firemod and the clothing tool, and then the file called interactwogreet.package is completely crashing the game every time I put it into live mode.

None of these are desperately vital things and I can live without them, but I would really like the firemod so my sims are less dumb, and MATY's clothing tool is just slightly more awesome than the hacked coathook over on MTS. Are there other versions of these files hidden around on the site somewhere?
8  TS2: Burnination / Oops! You Broke It! / Re: Sims Freeze During Fires on: 2009 November 20, 06:59:42
I am having the same problem whenever I put the firemod in my downloads folder as well. I even tried testing it with zero other hacks in use and it still just made the game slow to a snail's pace while things burned for hours. Did anyone ever figure out what the problem was? I have the 18 Nov 2008 version that says it works for TS2 thru TS2-FT, unless that isn't the correct one. And like the OP, I am also running with NL as my highest EP. (I also have Uni.)  Help?
9  TS2: Burnination / Peasantry / Re: [Work in progress] Polygamy or marriage of convenience on: 2009 August 23, 05:59:20
Just wanted to report that the arch works perfectly fine in my game, and I only have Uni + NL. And, as an added bonus, it doesn't make my sims wear the stupid Maxis wedding outfits, just their regular formalwear.

My colonial 'hood and I send our undying thanks for your hard work, Marhis & Inge!


(Also, the arch overrides Pescado's marriagetraditional hack with a version of Marhis' last name chooser hack... is that built into the object itself? And is there any way to disable it? It's not a big issue, it's just distracting when I'm in a non-modern hood.)
10  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Seasons) on: 2009 July 26, 23:57:42
ahh, okay, I see where I went wrong. The folder structure is basically the same, but the wording led me astray as there is no "program files" folder. I assumed that was the equivalent of the EA Games folder in Documents that houses the user data, but it's actually the one in the Applications folder. Makes much more sense now. Thank you!

And I figured as much on the moving Sims around... oh well. I might just back up my stuff and reinstall to get rid of all the fragmented Sim bits.
11  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Seasons) on: 2009 July 26, 18:13:52
That worked, thanks!

And a random, related question: Is there a safe way to move a household from one neighborhood to another without CleanInstaller or something similar? I want to move my legacy family into my custom 'hood where the townies don't look ridiculously out of place (now that I've got it working) but I know it will drag all their memories and such with them even though it wipes their relationship histories clean when you put the occupied lot into the housing bin.
12  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Seasons) on: 2009 July 26, 09:04:02
I have also apparently failed at this as well... when I created a new neighborhood, it didn't quite work the way it should have. At least, it didn't work the way it *sounded like* it should have.

I renamed the N001 folder, then opened the game. It didn't show Pleasantview, which I assume was correct. I clicked 'create new neighborhood' and got a warning that it was going to make a neighborhood with no townies/NPCs. Okay, fine, that's what I wanted. Click. New neigbhorhood. I went to check in my Neighborhoods folder, but instead of creating N004, it created a second N001. Not only that, it had characters in the Character folder even though it *told* me that it wasn't generating any. I didn't select a downtown or a university, so it shouldn't have spawned those characters. (I only have UNI+NL.) I didn't even create a lot, so there shouldn't have been NPCs.

So, figuring that it did not work, I quit everything and dumped the duplicate N001 folder, then restored the name of the original N001.

When I reopened the game, I still had no Pleasantview, and the slot for it was still named for my custom hood, with the custom map and all -- even though I deleted that entire folder. Like, it is wiped from my hard drive and yet the game still thinks it's there. And I can't get Pleasantview back, which isn't a massive crisis, but I had been using that hood exclusively for building and I had a few houses I'd really like to keep.

Any way to fix this without reinstalling the game? I have a Mac, so most of the useful applications are not an option. Sad
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