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Author Topic: AwesomeMod Bug Report Thread  (Read 1590776 times)
Kyna
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Re: AwesomeMod Bug Report Thread
« Reply #1175 on: 2013 May 16, 21:53:29 »
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Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.

Can you elaborate more on this? Apparently some of those traits are supposed to be invisible, so you may not see them. What causes those traits, and what happens if you acquire those traits while Chosen/Radar is not on?

This happens to me also. When a sim gets the extra trait from social influence or finishing a degree, the trait is supposed to be listed with de other traits. The extra traits are not invisible. But the new traits are not showing up on the chosen sims. This problem only occurs with the chosen sims, not the rest.

I have also experienced another weird problem. After finishing the university degree, the sims are supposed to travel back home, but somehow they get stuck in the university world, with no where to live, and nothing to do. They just walk the streets. No car is picking them up and taking them home. If I try "resetsim *" they just disappear, and Im still stuck in university world. I have tried to go to edit town and go back to the neighbourhood but my sim is not there either, and I can't change household because of the moving. This happens 50% of the time, and its really annoying to have to start all over again. Has anyone experienced the same problem? What to do? Smiley

I have the lastest version of Awesomemod installed.

(Btw, thanks for making AwesomeMod, the game is nothing without it!)

Heidi Smiley

A workaround for the first problem is to removed the chosen trait from your sims while they're at uni.  They don't need it there anyway, as story mode doesn't apply there.

The second problem is not an AM problem.  I've had it in two neighbourhoods now, both times when a sim went back to uni the second time (or a second sim went to uni).  Try putting Twallan's Traveller mod in your game, and then using the phone to drop the sim out of university after they've graduated and received their extra trait, or after they've received their results for the term.  If that doesn't help, take a look here: http://sims3.crinrict.com/en/2013/03/sim-cant-return-home-after-graduation.html

I no longer send sims to uni because the game glitches out when it's time to leave.
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Dea
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Re: AwesomeMod Bug Report Thread
« Reply #1176 on: 2013 May 18, 02:55:37 »
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<?xml version="1.0"?>
-<FSE><Error>System.NullReferenceException: A null value was found where an object instance was required. #0: 0x000c9 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Bill:GetTotalAmountForAllBillsInHousehold (Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,System.Collections.Generic.List`1,System.Collections.Generic.List`1) ([3C76E000] [2185752720/0x8247f090] [4267203358274089080/0x3b3826d88247f078] [-6404181920/0xfffffffe8247f060] ) #1: 0x0000e call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Bill:GetTotalAmountForAllBillsInHousehold (Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,System.Collections.Generic.List`1) ([3C76E000] [2185752720/0x8247f090] [6765814352387240056/0x5de5004e8247f078] ) #2: 0x0002a call in Awesome.Shiny.Awesome.Shiny.HandOfGod:ClearBills () () #3: 0x000fe call in Awesome.Shiny.Awesome.Shiny.HandOfGod:_OnTimer () () #4: 0x00000 call in Awesome.Shiny.Awesome.Shiny.HandOfGod:OnTimer () () #5: 0x00000 in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () () #6: 0x000f3 callvirt in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmManager:Simulate () () #7: 0x00005 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:Simulate () () #8: 0x00022 ldc.i4.0 in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </Error></FSE>

I'm sorry if it is hard to read.  I still haven't figured how to take screen caps of my game, all I get is a black screen with FPS ##.  The best I could do was the text outside the game.

I kept getting this right before my sim is supposed to be heading home.  I restarted the game from before he went off to Uni and now when the main hood is supposed to load from coming back home I get dumped back into University and can't play (Just curious is this the same thing you have happen Kyna?).   I have already downloaded the latest awesome mod but haven't yet tested to see if I can move on.  


I found out this is happens in vanilla games too.
« Last Edit: 2013 June 20, 05:12:36 by Dea » Logged

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Flagrant System Error - What does it mean?
« Reply #1177 on: 2013 May 23, 19:08:33 »
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First FSE ever, I'm really...not sure what to do about it. Happened only once so far. Had just moved a CAS family into a lot and began to play when it occurred. Is there something I should do? How do I go about fixing this? Is it even something I can fix? Do I just have bad files or something? I do have CC, MasterController, ErrorTrap, Overwatch, and a bunch of clothes and hair and stuff. It's all updated, but other than that nothing has changed with my CC recently, although I was using a semi-custom town, (Sunset Valley 7.0 ALGPStSnSs) from Naga over at the Carl's Sims Forums and it was my first time playing in the town.

<FSE>
  <Error>ROUTING ERROR!

Sims3.SimIFace.SacsErrorException: Another thread interrupted this request:
#0: 0x00014 throw      in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:CheckForException () ()
#1: 0x00023 call       in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:EnterState (string,string) (34FB8320 [2635C2A0] [25563390] )
#2: 0x00041 callvirt   in Sims3.Gameplay.Actors.Sim+StandingPosture:Idle () ()
#3: 0x00021 callvirt   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:PostureIdle () ()
#4: 0x000a4 call       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:LoopIdle () ()
#5: 0x00143 call       in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Car:GetOut (Sims3.Gameplay.Actors.Sim,Sims3.SimIFace.Matrix44&,bool) (35F9A540 [258CE660] [vt:2D5D6D90]
  • )
#6: 0x00095 ret.void   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Car:GetOut (Sims3.Gameplay.Actors.Sim[],bool) (35F9A540 [25F2D820]
  • )
#7: 0x0000a ldarg.o    in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Vehicle:GetOut (Sims3.Gameplay.Actors.Sim[]) (35F9A540 [25F2D820] )
#8: 0x0004a ldarg.o    in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:Park (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.Actors.Sim) (35F9A540 [00000000] [258CE660] )
#9: 0x00082 ldthis     in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:OnRouteFinished (Sims3.SimIFace.Route,bool,bool) (35F9A540 [2D030F00]
  • )
#10: 0x0008e ldloc.o    in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.VehicleScriptAdaptor:PostRoute (Sims3.Gameplay.Routing.FollowRouteAction/KillType) (3331D020
  • )
#11: 0x000df ldthis     in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.FollowRouteAction:PerformRoute (Sims3.SimIFace.RouteStartFlags) (35229AF0 [3] )
#12: 0x00018 stloc.i4   in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.VehicleFollowSubPathRouteAction:PerformAction () ()
#13: 0x0011c stloc.i4   in Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:DoRoute (Sims3.SimIFace.Route) (36389240 [2D030F00] )
#14: 0x00116 stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoSingleRoute (Sims3.SimIFace.Route,bool) (36389240 [2D030F00] [1] )
#15: 0x000eb stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (36389240 [2D030F00] )
#16: 0x0021f stloc.u1   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,Awesome.NavModes) ([258CE660] [35BA4AF8] [-1] )
#17: 0x00024 stloc.i4   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,Awesome.NavModes,bool) ([258CE660] [35BA4AF8] [-1] [1] )
#18: 0x0000f stloc.i4   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,bool) ([258CE660] [35BA4AF8] [1] )
#19: 0x001c9 stloc.i4   in Awesome.Macro.Awesome.Macro.MoveToDestination:Run () ()
#20: 0x000cf stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#21: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#22: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#23: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#24: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</Error>
</FSE>


Thanks for taking the time to look at this, and I apologize. Just for everything. Ever.
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Re: AwesomeMod Bug Report Thread
« Reply #1178 on: 2013 June 01, 18:48:06 »
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Hi. I had no FSE from a very long time. Suddenly it appears. I have all EPs and SPs (latest updates installed), no custom mods and packages except Awesomemod from May 9th (this year of course). I have sent my sim to university, he's living in the dorm. I noticed that when I enter build/buy mode and back to living mode, all sims living in this dorm got reset (no matter where they are before, they are suddenly appear next to the dorm main entrance). So I typed "fixall" command and:

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x000b4 callvirt   in Awesome.Careers.Awesome.Careers.Jerb:AllowAsCoworker (Sims3.Gameplay.Careers.Occupation,Sims3.Gameplay.CAS.SimDescription) ([35515380] [36726AA0] )
#1: 0x000d8 call       in Awesome.Careers.Awesome.Careers.Jerb:AddCoworker (Sims3.Gameplay.Careers.Occupation,bool) ([35515380]
  • )
#2: 0x00074 call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation,bool) ([35515380]
  • )
#3: 0x0000a call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation) ([35515380] )
#4: 0x00001 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:CheckCoworkers () ()
#5: 0x0008c callvirt   in Awesome.Awesome.BatBox:FixJerbs () ()
#6: 0x0000d call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([29B82520] )
#7: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (2A1966E0 [29B82520] )
</Error>
</FSE>

I'm using "fixall" command every time before saving my game (I'm saving my game every about 20/30 minutes of gameplay) and never had FSE before. After closing FSE message window whole simulation seems to work like before but now I'm not playing this game to do not make any more errors.

Thank you in advance for any info, what went wrong.

P. S.
Sorry for my english if I wrote something wrong way.
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Re: AwesomeMod Bug Report Thread
« Reply #1179 on: 2013 June 04, 12:43:22 »
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My game keeps freezing and crashing whenever the trait screen comes up, whether it's for aging up or in CAS.  No FSE screen comes up, the game just freezes and stops responding.  My game worked just fine after deleting awesomemod... It made me really sad that I had to delete it because I love awesomemod Sad  
Is there any way the trait aspects of awesomemod could be removed?  I think that might be what's causing my problems. I was disappointed to see there's no trait options for the config tool.
I don't have any other mods or custom content but I do have a bunch of pirated store items in package form, if that makes any difference.
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Re: AwesomeMod Bug Report Thread
« Reply #1180 on: 2013 June 04, 15:11:02 »
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Is the "lifetimehappiness" cheat command still functioning? I've tried using it several times and all I get told is that the command is not recognised. This is with and without testingcheats enabled as well as with AMdebug both on and off. It is listed on the Awesomemod Console & Debug wikka page as a valid console command but I can't get it working.
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Re: AwesomeMod Bug Report Thread
« Reply #1181 on: 2013 June 04, 23:19:05 »
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Is the "lifetimehappiness" cheat command still functioning? I've tried using it several times and all I get told is that the command is not recognised. This is with and without testingcheats enabled as well as with AMdebug both on and off. It is listed on the Awesomemod Console & Debug wikka page as a valid console command but I can't get it working.

It worked alright for me last time I used it.  I can't recall which set of cheats it is with, might be the debug commands as I have both testingcheats and debugcommands enabled all the time via the config file.
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Re: AwesomeMod Bug Report Thread
« Reply #1182 on: 2013 June 05, 11:26:18 »
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My game keeps freezing and crashing whenever the trait screen comes up, whether it's for aging up or in CAS.
This is the first I've ever heard of this. Are you using the current version? Can anyone else verify this? I can take a quick look in a bit.

UPDATE: I cannot reproduce this. Trait selection works fine for me.
« Last Edit: 2013 June 05, 14:26:29 by J. M. Pescado » Logged

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Re: AwesomeMod Bug Report Thread
« Reply #1183 on: 2013 June 05, 16:34:10 »
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I'm having no problems with the trait selection either.
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Re: AwesomeMod Bug Report Thread
« Reply #1184 on: 2013 June 08, 09:09:38 »
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having an issue with supreme commander. giving my teen supreme commander option for work/school stuff (while he was at school) he left school and went to the library. an adult sim left work and went to the library when told the same. and another sim who was at home stopped running on the treadmill and went to read a book when told to work on cardio. for testing i canceled all actions and used maxmotives then tried it again having the same results.
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Re: AwesomeMod Bug Report Thread
« Reply #1185 on: 2013 June 13, 01:18:30 »
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That is mighty peculiar, considering that it last worked fine and that no changes were made to that in ages. Do you have some kind of weird library mod advertising strange things?
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Re: AwesomeMod Bug Report Thread
« Reply #1186 on: 2013 June 13, 02:23:17 »
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the only mods i have that resemble library mods are the book of talent and instant skill books, but both are just non default replacement objects. my NRASS mods might be doing something in that category because i know master controller has the no magic scrolls as well. but awesome is in a higher priority folder.
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Re: AwesomeMod Bug Report Thread
« Reply #1187 on: 2013 June 13, 16:01:34 »
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ok, after taking out the skill book mod supreme commander seems to work now, at least it isnt routing to read for no apparent reason.
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Re: AwesomeMod Bug Report Thread
« Reply #1188 on: 2013 June 27, 21:53:55 »
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Upon installing the 1.50 1.55 test version, I started having audio glitches (went on and off with a click noise) - on live mode only -, and ghosts started to checkin in my Resort.

Also, sims were using Jet Skis... On roads. Like taxis. That should be left as a feature because I loled hard.
« Last Edit: 2013 June 27, 22:16:07 by Juan Sfalcin » Logged
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Re: AwesomeMod Bug Report Thread
« Reply #1189 on: 2013 June 27, 22:02:04 »
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Upon installing the 1.50 test version, I started having audio glitches (went on and off with a click noise) - on live mode only -, and ghosts started to checkin in my Resort.

There is no 1.50 test version, 1.50 is stable.
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Re: AwesomeMod Bug Report Thread
« Reply #1190 on: 2013 June 27, 22:14:40 »
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Upon installing the 1.50 test version, I started having audio glitches (went on and off with a click noise) - on live mode only -, and ghosts started to checkin in my Resort.

There is no 1.50 test version, 1.50 is stable.

I'm sorry, I meant 1.55. I will correct my post above.
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Re: AwesomeMod Bug Report Thread
« Reply #1191 on: 2013 June 28, 01:33:00 »
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Got the 1.55 test version going.  Not a big deal, but I did notice that the build/buy icons are grayed out.  I used ctrl/shift to enable build/bug and it worked fine.
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Re: AwesomeMod Bug Report Thread
« Reply #1192 on: 2013 June 28, 02:35:07 »
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Aren't SCUBA divers meant to pee themselves to keep warm IRL?
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Re: AwesomeMod Bug Report Thread
« Reply #1193 on: 2013 June 28, 04:47:57 »
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I am unsure if this is related to Awesomemod, or EA glitchiness, but I was playing a test house with a toddler and I noticed that when using the peg box she was sometimes facing the wrong way, while still skilling on the box. It's a minor issue, but I thought I'd mention it.
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runesong
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Re: AwesomeMod Bug Report Thread
« Reply #1194 on: 2013 June 28, 05:38:43 »
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I am unsure if this is related to Awesomemod, or EA glitchiness, but I was playing a test house with a toddler and I noticed that when using the peg box she was sometimes facing the wrong way, while still skilling on the box. It's a minor issue, but I thought I'd mention it.
I have seen this before.  I have also seen where the toddler was sitting IN the peg box.  Who says two things can't occupy the same place at the same time?
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Re: AwesomeMod Bug Report Thread
« Reply #1195 on: 2013 June 28, 07:34:17 »
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Boats inside of Sims inventories are used as vehicles when travellng around. While unintentionally hilarious, it's quite a bug introduced with AwesomeMod 1.55 test version.
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Re: AwesomeMod Bug Report Thread
« Reply #1196 on: 2013 June 28, 07:42:29 »
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My scuba diving sim has also started peeing herself regularly since Awesomemod was installed.  When underwater, the sim pees once the bladder bar drops to about 75%.  
The peeing scuba divers is an EAxian feature, actually.

Aren't SCUBA divers meant to pee themselves to keep warm IRL?
Apparently this is a feature, which probably why you don't want a rental suit: Someone has probably peed in it. However, I find the physics of such a thing questionable, as it seems like it would produce the opposite effect in the long run: You start with a warm, body-temperature fluid reservoir, and you eject it. But water tends to contain a high specific heat and thus retains heat better...so you'll end up losing heat faster as you've just ejected your heat reservoir. This plan seems to be a fail.
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Re: AwesomeMod Bug Report Thread
« Reply #1197 on: 2013 June 28, 19:22:12 »
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I don't know if this is an AM thing or not, but the street art set in my sim's inventory is not useable.  When I click it, I get a hand to take it out or I get the option to give it as a gift.  I tried taking mods out and putting them back, still the same thing.  I also bought a new one, set it on the street and still no option to use it.
Thanks
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Re: AwesomeMod Bug Report Thread
« Reply #1198 on: 2013 June 29, 01:53:56 »
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I've noticed the bug in IP, where when you wanna improve your resort (be it with build/buy mode or by using the management interractions) the improvements are not charged to the owner (Only the improvements to the rooms rabbithole are, the 5,000 and 10,000 ones). While this is not a bug that need to be fixed right away, the bug makes the whole improve your resort challenge nulled.
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Re: AwesomeMod Bug Report Thread
« Reply #1199 on: 2013 June 29, 20:16:38 »
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Hrm, looks like I posted in the wrong spot before. Go me, clueless idiot, etc.

Anyhow, using the test version of 1.55, it seems Build and Buy both get greyed out.  AM is the only thing I installed on top of an otherwise functional install.
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