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1  Awesomeware / AwesomeMod! / Re: Changing aweconf.package - yes, I've searched on: 2011 May 08, 15:46:43
If it's still reading the "old" values that you set in aweconf, it means you have TWO aweconfs floating around and one of them is being loaded in a way that overrides the other. Find them and nuke them.

You Da Man!  Cool

One of them had snuck over into the main World Adventures folder tree (you know, the place where I wanted the game to be installed instead of all the system drive crap)

Thanks again - that's twice now - the problem of the disappearing cell phone came up again today, but I managed to find the old thread where you told me how to fix that. Took a few tries, but it worked  Grin
2  Awesomeware / AwesomeMod! / Re: Changing aweconf.package - yes, I've searched on: 2011 May 08, 12:52:13
It definitely loaded the first time - i saved the original aweconf file, and I had changed the CAS slider multiple to 5. That value is still present in the game (and was when I was creating the sims to start).

What it is NOT doing, is loading the file again. Is there something that would keep awesome from checking to see if the aweconf had changed or from loading it at all?

Or failing that, is there a way for me to directly edit the "master" XML file? I don't mind getting my hands dirty, so to speak, and may actually learn a few new things in the process  Grin

I know I can do a complete uninstall/reinstall of the game, the expansion, and the mod, but I'm really trying to avoid that as much as possible on this machine (nice and new SHINY, keep discs neat and not fragmented, etc...)
3  Awesomeware / AwesomeMod! / Re: Changing aweconf.package - yes, I've searched on: 2011 May 08, 11:24:41
Kept the filename the same. I'm running Windows 7 64 bit, if that makes a difference.

I changed MotivePerkRebalance to False.

I've checked the file generated (opened in Libre Office Unicode UTF-8) and the value is there:

    <MotivePerkRebalance value="False">

       <!--Rebalances and tweaks motive perks to be more useful and others to be less overpowered/silly.-->

    </MotivePerkRebalance>


In game, when I do a show config, it pulls up the four screens, so I know Awesome is still running, but it shows the value set to True. If I manually set it in-game (setconfig motiveperkbalance false) then it "works", but that setting won't save between games (which I know that it shouldn't when done that way).

I also changed it to autosave every 10 minutes, with 4 saves. Same deal - the changes show up in the file, but not in the game. I've checked the spelling and the open/closes in the XML to make sure they all match up, and they do.

I've got both awesome.package and aweconf.package in documents\EA\TS3\mods\packages.

Resource.cfg:

Priority 500

PackedFile *.package
PackedFile */*.package
PackedFile */*/*.package
PackedFile */*/*/*.package
PackedFile */*/*/*/*.package
PackedFile */*/*/*/*/*.package


is in the mods directory (right above the packages folder where awesome is).

The files I've been deleting when I changed aweconf are: CASPartCache.package, compositorCache.package, scriptCache.package, and simCompositorCache.package. They are all in TS3 folder, right above \mods.


4  Awesomeware / AwesomeMod! / Changing aweconf.package - yes, I've searched on: 2011 May 08, 07:04:34
I've got awesome mod running fine, along with a few others.

I used the awesome configuration tool to set my options, put it in the folder with the awesome.package, and life was good.

Now, I want to change some of those configurations. I went back to the webpage, generated a new configuration package, saved it, then put it in the folder where the old one was (replacing it).

The changes aren't taking. I've deleted all the caches, removed and replaced the config file and the main awesome package, and even tried starting a new game in a different neighborhood.

The config file is correct - I've opened that up to check the XML and it has all my non-default choices listed.

Is there some file I need to be deleting that I should be? Reinstall the mods? I've deleted the four cache files in the sims directory (the one under documents).

Worst case, I can change the configurations in game, since there's not a lot I changed, but I'd really like to have the mod read the new config so I don't have to keep telling it the changes every time I launch the game.

I've got the base Sims 3 with World Adventures, updated to the latest patch. I launch directly from the game, not through EA's launcher so I don't have to have the disc in the drive.

I've searched the forums, and found tons of posts explaining how to install awesome mod, but nothing really telling in detail what to do to change it once it's installed.

Thanks in advance for any help/guidance.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Help: Sim's cell phone not working. WA: latest patch +Awesomemod on: 2010 October 12, 02:23:41
This happens because the sim's inventory lost its invisible cellphone object. To cure it, first, empty the sim's inventory of all the things you want to keep. Then, delete the sim. Go to Edit Town, deselect the fambly, and reselect them, causing the deleted sim to respawn. Your phone should now work.

This did the trick  Smiley Smiley Smiley

Maybe next someone does a google search for Sims 3 cell phone not working / Sims 3 cellphone broken they'll find this thread and be able to fix it. And maybe Makin' Magic will be the next expansion for the Sims 3...
6  TS3/TSM: The Pudding / The World Of Pudding / Re: Help: Sim's cell phone not working. WA: latest patch +Awesomemod on: 2010 October 12, 01:55:44
Why even bother using "boolprop" in association with TS3 as there is no requirement to type that in any of the cheat commands, as was the case with TS2, which is what may lead to people getting confused about whether your actually referring to TS2 or 3.

I suppose my mind just linked it with The Sims. I supposed I should have just said "state flag".

thanks for the suggestions, I'm going to give them all a try now (well, not all at once obviously   Wink )
7  TS3/TSM: The Pudding / The World Of Pudding / Re: Help: Sim's cell phone not working. WA: latest patch +Awesomemod on: 2010 October 11, 22:23:14
Talking about Sims 3.  Just using "boolprop" as shorthand for boolean variable.

I haven't been able to find any other cases of it in any forums I've checked...

Maybe my Sim went over her minutes  Shocked


It's annoying, but as long as it's just a freakish occurrence, it's no big deal. You can pretty much do everything the cell phone is for from a computer I think...   I guess she'll just have to remember to take that laptop around with her.
8  TS3/TSM: The Pudding / The World Of Pudding / Help: Sim's cell phone not working. WA: latest patch +Awesomemod on: 2010 October 11, 20:55:04
I have a family of two sims. The first sims cellphone functions normally. The second sim's cellphone button responds (ie: lights up and makes clicking sound) but no menu appears.

I've made other families to test if has something to do with multiple sims but everything I create works fine. The game doesn't throw any errors, and other than that, everything seems to be working.

I was under the impression that the cellphone was one of those "sacrosanct" objects, like the mailbox, that you really had to go out of your way to screw up. I haven't used any console or cheat codes.

Is there an easy flag to find or boolprop to set to get this sims cell service turned back on?

And please forgive me if this has been answered: i've tried searching here with no luck and google turns up so many irrelevant entries (due to cell phone being such a common phrase - along with SIM having a meaning in that context) it's useless for this.
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