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1  Awesomeware / AwesomeMod! / Re: Do I have to put the download in all the expansion folders? on: 2012 December 21, 11:57:23
I'm pretty sure I downloaded both... I have aweconf.package and framework.zip in my downloads... But, what the hell do I know?

Read the instructions again, framework.zip is a file that needs to be unzipped. Then placed somewhere.
Oh. That much I know... The unzipped framework files are supposed to go in My Documents > Electronic Arts > The Sims 3 file, right? I assumed, since the framework unzipped had a mods folder and whatnot in it.. so I sort of just put it there...


When I show config in game, it shows me 5 pages about AM, but the config I customized and put into my packages file isn't working... Or so it seems. I wonder what I did wrong this time.

Everything you said is wrong. Read the instructions again.
2  Awesomeware / AwesomeMod! / Re: Do I have to put the download in all the expansion folders? on: 2012 December 21, 06:21:46
I find I have to drop the .dll into every game/bin folder or the new expansion is not recognised for booting without a CD. It's little enough to do.

Aha, that's good to know. I stand corrected.

I'm pretty sure I downloaded both... I have aweconf.package and framework.zip in my downloads... But, what the hell do I know?

aweconf.package is the tuning file for the mod. Go back to the DL thread and get the rest.
3  Awesomeware / AwesomeMod! / Re: Do I have to put the download in all the expansion folders? on: 2012 December 20, 17:15:37
On the other hand, doing it seems to work, and does not seem to hurt.  In any case, that point is academic, since AM works in our games and not in the OP's game.  Therefore, the problem is with either a) the OP's installation of the game; or b) the OP's ability to follow directions on how to install files.

My money's on 'b'.
4  Awesomeware / AwesomeMod! / Re: Do I have to put the download in all the expansion folders? on: 2012 December 20, 16:22:18
To the OP, there are parts of the framework that have to be loaded into each EP directory you have.

This was once true, but I don't believe it is any longer.
5  TS3/TSM: The Pudding / Pudding Factory / Re: More Featured Than You on: 2012 December 09, 02:35:35
Oh, I dunno, jezzer, I suspect shitting might take more effort thatn that piece of junk.

I'm helping!
6  TS3/TSM: The Pudding / The World Of Pudding / Re: An idea for the game on: 2012 December 01, 03:19:13
Maybe I should have expressed myself more clearly:  Read the FAQ and fuck off!

Despite my better judgement, I have decided to submit one more post in my thread. I hate the fact that I am forced to go off topic. I would like to apologise to all at MATY for this. It is NOT my intention to change the site or tell you how to run it. I respect how the site deals with people who deserve their wrath. It is in this spirit that I write this post. Please indulge me.
 
The illustrious Madame Mim and the magnificent Gwill seem so eager to flaunt their in-depth knowledge of the FAQ. They have happily shared their wisdom in this thread, both in their own unique and charming way, I might add. I admire their spirit. It is glaringly obvious that they both share an impressive post count at MATY. As a result, I have a feeling that they post more than they read. Generally speaking, I exist here as a lurker. This means I read more often than I post. This has given me an unfair advantage, I suppose.
 
Perhaps now, I can take this opportunity to enlighten Madame Mim and Gwill. I realise I may be perceived by some members as a lowly lurker. This leaves me open to ridicule. I accept that fact and know I run the risk of dealing with a lowly pleb when I post here. Saying that, this lurker doesn't take shit, from NOBODY; excuse my French. I have read the FAQ here at the site. In fact, to make sure I am not talking out of my ass, I read them twice over. There is no place in the FAQ section, that I am aware of, that states members CAN NOT post an idea. My thread title speaks for itself. My OP asks if my idea would be feasible. In other words; is such a thing even possible? In case you both don't know, that is exactly what feasible means. I was not requesting anything.
 
I'll let you both in on a secret, I think before I post. I suggest you should both consider this before attacking someone in the future. Most importantly, get your facts right. The very last thing I wish to do is to pollute this forum with nonsense. I feel my idea is a valid one that could save players a great deal of time, improving the quality of the game. Actually, I privately submitted my idea to a well known creator who shares creations on this very site. Apart from liking the idea, I was advised who was best qualified to contact, which I plan to do. I posted here because I have faith that there are members here who possess the skills to answer my question. And who knows, maybe this idea could eventually become a reality.
 
Once again, I have an unfair advantage. Being a lurker has it's perks. You see, I know EXACTLY who I am dealing with. I read your countless posts. If either one of you had taken a moment to read my post history (which isn't very long), you would have learnt that I am not a fool and will not be treated as one. You would have also learnt that I put my money where my mouth is and I have donated to the site you love. Don't know about you, but where I'm from, that is called; biting the hand that feeds you. By the way, I am NOT looking for praise, I am simply stating facts.
 
I believe everyone here is awesome, in their own way. I have 2 catagories of awesome. These are Awesome and A.W.E.some. The first one speaks for itself. The second one appeals to my quirky side with the acronym, Assholes With Egos. Therefore, some members are awesome and some are assholes. I won't insult your intelligence by telling you which catagory I have now placed you both. I am confident you are clever enough to figure that out for yourselves.
 
Again, my deepest apologies to the site for this outburst. The last thing I want is to cause trouble, please trust me. I have no need to draw attention to myself, my ego makes no such demands.  I believe my post count attests to that fact. However, I am confident that you will respect that, if you push me, I push back, sometimes with furious vengeance. Thankfully, I have stayed calm this time. I sincerely hope my composure places some validation upon my words.

Sadly, this is the second time I have been forced to put some plebs in their place. It's safe to say it has become tiresome.

Missed one in your post-post edits.

Also relevant,
My great-grandfather used to say to his wife, my great-grandmother, who in turn told her daughter, my grandmother, who repeated it to her daughter, my mother, who used to remind her daughter, my own sister, that to talk well and eloquently was a very great art, but that an equally great one was to know the right moment to stop. ~Wolfgang Amadeus Mozart
7  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.20.2012) on: 2012 November 29, 06:10:35
I still get white boxes from the sunflowers instead of fertilizer or whatever it is that it's supposed to give me. When I hover over it, it says "missing resource file" with a big string of letters and numbers. All my override and cc merge files are up to date to the newest.

It's a good thing you didn't waste your time sharing that big, scary string of letters and numbers. They couldn't possibly be helpful.
8  Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread on: 2012 November 26, 08:19:37
My Investigator sim (living in Moonlight Falls with the preset families) has cases fail whenever they begin with or reach a step involving a Ghost resident. I'm paraphrasing but the message I get is, "This case cannot be completed because a sim is unavailable," and the Career Opportunity vanishes. I didn't think to check if the Ghosts were sleeping at the time but I suspect it's either that, or they're possessing something, or (and this is my favorite for the culprit) they're 'unavailable' because they're dead.

Is it within the scope of AM to correct this EA oversight in some way? I know this might be easier said than done, but I suspect all it would require is for the case to not be deleted automatically. If not that, would it be possible to remove Ghosts from the pool of sims the cases are populated with?
9  Awesomeware / AwesomeMod! / Recoverable or Burn? on: 2012 May 13, 19:48:22
I'm having a ctd whenever my sim tries to approach the Pyramid of the Sky. I'm not super-attached to my sim, so I'm ready to just burn the save and start over, but just in case it's fixable (or preventable in a new game) here's my save and aweconf.package

I only use Awesome, twallan's Relativity, and no intro. I have all expansions and stuff packs as well as a bit of store content, none arrred. (I got lazy and tired of keeping up with arrred content so I just deltacoed it all a while back)

I'm on Windows 7 Ultimate 64-bit, 12GB RAM, 2x NVIDIA GeForce GTX 550 Ti, Creative SB X-Fi, and all drivers are updated.

Save game here
10  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 May 13, 17:26:10
I have Robotic Hand of God disabled but every night at 3am all dirty dishes on my lot vanish and all dirty surfaces (counters, stove, etc.) are cleaned, including bird feather mess on the floor. Is this RHOG or something else?
That sounds like the EAxis auto-clean. Community and inactive lots are normally supposed to autoclean themselves, since as no one is responsible for their upkeep, they would become horribly polluted without it. Are you saying it is now also affecting the active lot? Is this lot also an apartment lot? The EAxis code cleans up the following types of lots automatically:
1. Community Lots.
2. Non-Active Lots.
3. Base Camps.
4. Apartments.

It is an apartment lot, so this was just my ignorance of EAxis auto-clean showing. Now I know!
11  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 May 12, 19:16:20
I have Robotic Hand of God disabled but every night at 3am all dirty dishes on my lot vanish and all dirty surfaces (counters, stove, etc.) are cleaned, including bird feather mess on the floor. Is this RHOG or something else?

I only have Awesome, twallan's Relativity, and no intro, but I noticed this behavior before adding Relativity and no intro.
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Decrapified Store content missing in downloaded lots on: 2011 June 08, 09:26:51
So if I want the objects in the lots to show up, I have to reinstall by converting the crappified sims3packs to packages?

Why not just do it the easy way and manually replace the stuff?

That's the easy way vs. simply decrapifying the lots?

Wait, nevermind. That won't work, will it.
13  TS3/TSM: The Pudding / The World Of Pudding / Re: The Sims Medieval on: 2011 May 15, 19:07:43
This does not bode well for my intelligence but I bought the game. Downloaded it. It had no executionable file to launch the game from the game launcher. EA worked on this (instead of giving me a copy of the file and letting me drop it in my folder) for a week. Nothing. So my bro buys it for me because I played the sims so much. HA .. installed from disc and NO EXE. It has to be a problem on my computer but I have no idea what it could be and after sending in everything but a computer autograph to EA, they STILL don't have a clue. I know, I know.. whats new? I'd love to play it. It looks "swell".
Still trying to figure out where the damn chest is when I get to the Computer Room to leave the bribe in Sims 3 World Adventures


SimMoon, missing and still alive.

Windows 7 right? What do you mean by "no executionable file" - is that an error message the launcher gives you or are you not finding TSM.EXE, or whatever it is, to launch the game directly? I think 7 defaults to hiding file extensions of known types so it might just show as "TSM". Do you not have a Start menu or Desktop shortcut to launch the game from? Are you answering "No" to any User Access Control prompts during launch or even installation of the game?

I'm out of ideas.
14  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! on: 2010 September 11, 03:42:08
Yeah, I have. It doesn't do anything to it.

I guess if I don't know what exactly is in there I may as well redownload everything anyway (I swear this already happened, but I can't tell if it's deja vu). But for now, I am just curious if a TXTC issue could cause a problem.

Isn't corrupt TXTC what causes the bluelot glitch?
15  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! on: 2010 June 29, 19:46:10
Can we merge the merged files? Or would this be completely redundant and just create a huge package file that our games can not handle?

You can, but it's not that important to trim one or even a dozen or so files out of the mix. What's important is to prune the hundreds-thousands of files down to a more manageable number. I have merged my "official" content into a dozen+ .package files and have another couple dozen player-content .packages and have seen no significant reduction in performance or load times compared to when I had merged everything into six. Also there's a recommended upper limit to the file size. I believe the exact number is somewhere else in this thread.
16  TS3/TSM: The Pudding / The World Of Pudding / Re: The Neverending Pause on: 2010 June 23, 18:10:32
I hadn't had this occur for quite a long time. The stability of my game improved immensely when I began using 3booter+FPSlimiter, but I wasn't sure that was the fix so I refrained from posting. I was still feeling pretty smug, though.

Of course Pride Goeth Before, so naturally I had to have one of these yesterday. I still have to say I rarely see this happen, and I play for pretty long sessions (6+ hours) with no incidents. I had noticed (back when this happened frequently for me) that one sound effect typically loops during the freeze. I can't count on a freeze or I'd do this myself, but have any of you that reliably have a freeze each session tried disabling sound and playing long enough that you should have gotten a freeze?

Other info, for the record: I only play in EA hoods. I've been playing in Twinbrook since getting Ambitions. I'm not certain, but I think it's only frozen on me during speed 3. I have 3GB of RAM (4GB installed but XP only sees 3) and the physical drive my pagefile is on has 108GB free. Since Pescado reminded me of the practice by mentioning it in another thread I've used a RAMdrive for my saves, but I don't run the whole game from RAMdrive. I can't say I've noticed a significant improvement in my save/load times since I began using the RAMdrive, so ymmv if you try it.
17  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 18, 04:09:58
As for missing fire trucks, did you look in your Sim's inventory to see if it is in there? It happened to my Sim once when the fire truck did not show up inside the fire station. I looked everywhere and then checked my Sim's inventory to find it sitting there. I dragged the fire truck out of my Sim's inventory and plunked it down at the fire station. She now has her own fire truck, and it shows up properly on the driveway when she returned from her missions.

Also check the street near that last fire you drove the truck to. Your sim will leave the truck in the street while fighting the fire and has to drive it back to the station to return it. If the firefighter sim's scheduled shift ends while fighting the fire, your sim will automatically head home using his own vehicle or the carpool vehicle unless directed by you to return the truck.
18  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's borked on: 2010 June 17, 20:57:25
Anyone else that's experiencing the EAxian quirk where the job tracker for Firefighters or Ghostbus- er, Ghost HUNTERS aren't showing up (I don't know if other jobs make use of the tracker), I figured out today that you can get it to show by pressing the "Show/Hide Job Tracker" button in the lower-left corner of your sim's Career tab. You may have to press it twice. Once to turn it "off", since the game thinks it's on, and the second time to really turn it on.
19  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 16, 20:33:01
And it doesn't work with Drakah's slider hack since their both core mods Huh

You're off to a great start on this board.

On-topic: Is this thread only for reporting bugs and unexpected behavior specifically caused by AM or also to report undesirable (but not necessarily bugged) Ambitions-specific behavior and also make requests?

For instance; One EAxian quirk I've noticed in Ambitions is that the Perceptive personality trait does not show up when other sims examine the Perceptive sim's traits in the relationships tab or in the drop-down menu during interaction. The Perceptive sim appears (to other sims) to only have four traits. Is AM able to make that visible, or does it not matter?
20  TS3/TSM: The Pudding / The World Of Pudding / Re: SUPPORT THE MUNICIPALITY! on: 2010 June 16, 19:57:32
Donated and included my handle (Baarogue) in the "special instructions" field. Is noting that here enough or should I also PM you, El Presidente?
21  TS3/TSM: The Pudding / The World Of Pudding / Re: Problem Loading Sims3 on: 2010 January 20, 04:33:29
none of my CC is showing up only a few items - I thought it was only a few things but I've only got a few packages working now. My packages are in C:\Program Files\Electronic Arts\The Sims 3 World Adventures\Mods\Packages. My dbc cache files are here C:\Program Files\Electronic Arts\The Sims 3 World Adventures\Mods\DDCache. and I also put them here C:\Users\Adalita\Documents\Electronic Arts\The Sims 3\DCCache
I ran everything previously through the delphys dashboard and used S3pe to combine the files into large packages to make my game run faster. Still no luck though.

My resource.cfg flies says:

Priority 500
DirectoryFiles Mods/... autoupdate
PackedFile Mods/Packages/*.package
PackedFile Mods/Packages/*/*.package
PackedFile Mods/Packages/*/*/*.package
PackedFile Mods/Packages/*/*/*/*.package
PackedFile Mods/Packages/*/*/*/*/*.package
PackedFile Mods/DCCache/*.dbc
PackedFile Mods/DCCache/*/*.dbc

Unless you mistyped the above bolded bit here in the post, I think that's your culprit.
22  TS3/TSM: The Pudding / The World Of Pudding / Re: EA to block any and all Custom Content? on: 2010 January 20, 03:39:32
I read it as either incredible conspiracy theorizing, or a carefully crafted troll. I especially liked the, "It's in their right to do so, read your EULA," bit. That's a red cape waved at the community if I ever saw one.

Besides, even if EA attempted to disallow all CC, they'd fail. Every time they've hindered the modding community, whether intentional or not, it has resulted in the community coders becoming even more knowledgeable about the workings. Just look at the recent hurdle and the resultant .package merging technology advancements.

As Tycho of Penny-Arcade said, "I don't know why people ever, ever try to stop nerds from doing things. It's really the most incredible waste of time."
23  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 January 11, 13:59:35
When i try to import the file from resource/import/ experimental, gives me a "JIT (just-in-time) error" (exception text "System.IO.InvalidDataException: Expected magic tag 'DBPF'.  Found "), and i cant load any package file, what can i do, i need to convert all the new "simstore files Wink" who doesnt work, to work on my game.... Huh

Already answered in this thread.
24  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 January 09, 18:48:14
Thank you for this solution. I've decided to try, but after n°3, I can't find import as dbc. All I have is import from file or import from package, and if I choose that, I have save as DBPF.
What am I doing wrong?

Are you sure you're getting the latest version directly from the link in point 1 of the tutorial in the OP?
25  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 January 09, 17:56:00
I have successfully merged the cc I have now into a small number of package files.  I am trying to plan for future downloads.  Would it be safe to remerge files?  For example:  I have merged all my furniture cc files into one package.  When I download more furniture (and test it with the blue lot tool and process monitor), is it then safe to grab the original big merged package and add all the new stuff to it?

Common sense tells me the answer is yes.  However, I am a noob working hard to understand this process and would like to check my assumption with people who are more familiar with these procedures.

Well I just DLed the latest content (Gothique, etc.) from the store content thread, had to run some through the Recompressor as J.M. Pescado indicates is sometimes necessary, and merged them from .package into my existing large official content .package files. I just loaded the game to check and it all appears to be working fine for me so far. YMMV.

I have 7 large official content .package files so far. I had to split the Build/Buy Mode stuff into two merged files, clothes into three, and hair into two because when I tried to import them all into one and save I got an out-of-memory error. I kept sets together, and am maintaining separate merged files for user-created objects, clothes and hair. I haven't attempted to merge any hacks.

For ease of recreating archives when there is a need to update in the future, I have created a folder for all unarchived versions of the original mods, under a folder for each category that I intend to merge them to. For example. The individual .package files I used to create my CAS.package are all in a folder named CAS, then to merge into a new CAS.package, all I need to do is import whatever is in that folder once again. This saves hunting around my hard disk for all the lose files.

Aside from how I sort them, this is exactly how I keep my original files sorted as well.
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