More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: katemonster on 2009 December 03, 04:50:20



Title: What needs to go where to make AM work
Post by: katemonster on 2009 December 03, 04:50:20
So, I swear I'm not as stupid as this question makes me sound, but I know where I am so I expect to get sporked anyway. But maybe someone can also help.

I went around and around to get my game patched and get it loading without hanging eternally on the loading screen (framework fail). That's all well and good, finally, but now AM does not seem to be, in fact, recognized as being in the game. ("Help" gives me a bunch of EAxian cheat codes, "showconfig" and "setconfig" and "destroyallhumans" give "unknown command".) I've tried with AM in the TS3 directory, in the WA directory, with the framework in both directories, or in the WA directory only, all to no effect. ("Framework", I hope, consists of resource.cfg timestamped 5/19/2009 9:51PM in WA, d3dx9_31.dll timestamped 5/20/2009 3:01AM in WA/Game/Bin, and resource.cfg timestamped 5/19/2009 11:26PM in WA/Mods/Files.) I've deleted scriptCache.package from the documents folder every time I've tried a new permutation. I'm using AM timestamped 12/2/2009 10:39AM and have no other custom content.

WTF idiot thing am I doing that makes AM not exist? I know it's stupid. Have as much fun as you please telling me how stupid it is, but I'd be grateful if you'd tell me WHAT it is...


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 05:02:21
The framework is the actual Mods>Packages folders and you should put them in both The Sims 3 and the Sims 3/World Adventures directories, as below.

1.  You copy the framework files into both the base game and the expansion directories.  The paths should be something like C:/Program Files/Electronic Arts/The Sims 3 and C:/Program Files/Electronic Arts/The Sims 3/World Adventures.   Leave the empty files in both locations.

2.  Copy the d3dx9_31.dll file into the Game>Bin folder of both the above directories.  Leave those files in both.

3.  Download a new copy of AwesomeMod, unzip it and copy the AwesomeMod file into first The Sims 3 directory.

4.  Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages.

5.  Try the game to see if it works.  If AwesomeMod is working you can tell by typing Ctrl-Shift-C and then typing "showconfig".  If it is working you will see 4 pages of detail about how your personal copy of AwesomeMod is configured.

6.  If that does not work, then take AwesomeMod out of the The Sims 3/Mods/Packages file and paste it into the World Adventures/Mods/Packages folder.  Cut the Resource.cfg file from The Sims 3 directory and paste it into the World Adventures directory (but again, not in Mods>Packages).

7.  Run the game again and repeat the other instructions in Step 5.

If you are using any sub-folders in your Mods>Packages files, change your Resource.cfg file to read as below:

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


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 03, 05:37:59
^ Do you have that post in a text file for quick retrieval? XD I know I've seen that exact post before.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 05:39:16
Yes, as a matter of fact, I do.  Either that, or I copy it directly from the last time I posted it.  Saves time & effort.


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2009 December 03, 05:44:42
Maybe you should make a new thread, title it "How to Install framework and AM", put that info in it, and then get it locked.  Maybe then the dumbfuck noobs that can't seem to search might actually see it in the list and read it before asking the same question again.
 
But then again, maybe they won't.


Title: Re: What needs to go where to make AM work
Post by: katemonster on 2009 December 03, 05:49:06
DAMNIT.

I had AM and resource.cfg both in the WA folder. FAIL.

Thank you, kind sir or madam...


Title: Re: What needs to go where to make AM work
Post by: katemonster on 2009 December 03, 05:51:20
Also, fuck you, WM. I'm not interested in playing butthurt-noob games with you, so that's all. Bye now.


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 03, 05:54:27
Also, fuck you, WM. I'm not interested in playing butthurt-noob games with you, so that's all. Bye now.

Yes, cause he was totally just talking about you. He couldn't possibly have meant the fifty other people who asked this same fucking question in the last 48 hours.

Though, protip? There's an edit button around here for a reason.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 06:01:17
Maybe you should make a new thread, title it "How to Install framework and AM", put that info in it, and then get it locked.  Maybe then the dumbfuck noobs that can't seem to search might actually see it in the list and read it before asking the same question again.
 
But then again, maybe they won't.
Good idea.  I'll create the thread and then PM Bast Dawn (if she's still the Global Moderator) and/or Pescado to ask that the thread gets stickied.

Also, fuck you, WM. I'm not interested in playing butthurt-noob games with you, so that's all. Bye now.

Yes, cause he was totally just talking about you. He couldn't possibly have meant the fifty other people who asked this same fucking question in the last 48 hours.

Though, protip? There's an edit button around here for a reason.
katemonster, SilentDreamer is correct.  We have had countless people asking the same question over & over recently.


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2009 December 03, 06:19:07
Also, fuck you, WM. I'm not interested in playing butthurt-noob games with you, so that's all. Bye now.

I wasn't talking to you, or referring to you, as your problem had been solved, I was addressing Coconnor, as he/she keeps posting that same info time and time again.


Title: Re: What needs to go where to make AM work
Post by: alexpilgrim on 2009 December 03, 07:14:57
First of all I'm sorry if I'm being one of those annoying persons who ask the same question over and over, but I'd rather ask for help (yeah, this is supposed to be a community) than try the dozens of different configurations and still not be sure I'm doing it right. I really appreciate coconnor's explanations but somehow I can't figure it out...

I would really be nice if someone would be kind enough to tell me what's wrong, my game used to crash at 1 am, now it doesn't even load, it freezes on the black screen before the EA logo.

So, this is what I have:
The Sims 3>Game>Bin>d3dx9_31.dll
The Sims 3>Mods>Files>DDFMap.txt
The Sims 3>Mods>Files>Resource.cfg
The Sims 3>Mods>Packages>Awesome.package
The Sims 3>Resource.cfg

The Sims 3 World Adventures>Game>Bin>d3dx9_31_dll
The Sims 3 World Adventures>Mods>Files>DDFMap.txt
The Sims 3 World Adventures>Mods>Files>Resource.cfg
The Sims 3 World Adventures>Mods>Packages>CC (no hacks)
The Sims 3 World Adventures>Resource.cfg

I see a lot of Resource.cfg files there, but which ones am I supposed to get rid of?

And if you really want to start dumb-blonde-bashing, go ahead, I'll just assume you don't know the answer either...  ;)


Title: Re: What needs to go where to make AM work
Post by: Zichi on 2009 December 03, 07:23:49
There's no need to keep posting in this thread, Coconnor just posted one regarding this issue.

Anyway, The resource.cfg's go in either the WA directory or the base game directory, not both. The d3dx's go in both directories.


Title: Re: What needs to go where to make AM work
Post by: alexpilgrim on 2009 December 03, 07:28:02
Thanks for your help! 


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 07:34:43
From what you've said, d3dx9_31.dll seems to be placed correctly in both directories. (I don't know about the file DDFMAP.txt file, or if it's necessary.) Secondly, there should be no "Mod>Files" - it's "Mods>Packages" only.  And, from what you've reported, the Resource.cfg file is within the The Sims 3>Mods>Files (or) Packages - this is incorrect.  It should be simply in The Sims 3.  I have no Mods>Files whatever, in either directory and mine works.

The same information would apply to what you've reported in the World Adventures directory.  So, what I would suggest is to delete the Mods>Files folders from both directories (cut & paste them to your desktop).  To start, also remove the Resource.cfg file from your World Adventures directory since you have AweomeMod in the Sims 3>Mods>Packages.  Then try your game.  If it still does not work, then move AwesomeMod to the World Adventures>Mods>Packages folder and move the Resource.cfg file to World Adventures (not in Mods>Packages).  Try the game again.

You seem to have extra files in your set-up.


Title: Re: What needs to go where to make AM work
Post by: alexpilgrim on 2009 December 03, 07:53:46
I was also wondering what the Mods>Files folder was (seamed like an awful lot of files to me), but I installed it because it came with the last framework I downloaded and I didn't know if it had anything to do with WA...

Thanks a lot for your answer (I didn't post in your other thread because you asked it to be locked so I wasn't sure)
:)


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 07:56:49
Yes, I've PM'd BastDawn & Pescado to ask that the thread be stickied and locked, so you were right not to post there.  Does it work now?


Title: Re: What needs to go where to make AM work
Post by: alexpilgrim on 2009 December 03, 08:02:42
So far yes, thanks a lot, at least game didn't crash at 1am. I have to go because it's 9 am here and I'm late for work but I'll test some more this evening and report if I have any trouble (though I don't think so, now everything makes more sense)
 :)


Title: Re: What needs to go where to make AM work
Post by: Simsample on 2009 December 03, 08:32:11
The framework is the actual Mods>Packages folders and you should put them in both The Sims 3 and the Sims 3/World Adventures directories, as below.

1.  You copy the framework files into both the base game and the expansion directories.  The paths should be something like C:/Program Files/Electronic Arts/The Sims 3 and C:/Program Files/Electronic Arts/The Sims 3/World Adventures.   Leave the empty files in both locations.

2.  Copy the d3dx9_31.dll file into the Game>Bin folder of both the above directories.  Leave those files in both
Why on earth are you telling people to install the framework to two locations? To be correct, you definitely need the d3dx9_31.dll file in the same folder as the game executable that you are running (in this case, in the World Adventures Directory) and the rest of the framework can seemingly go in either the WA or basegame directories. But not both. For tidiness I would put the whole lot in the WA directories and done with it.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 09:00:19
Because there have been an incredibly large amount of people who have the problem with the game not loading and not recognizing custom content in package files (to include AwesomeMod).  It doesn't hurt to the have the framework (Mods>Packages files only) in both directories.  But the actual package files need to be moved to one or the other (whichever works for the individual).  For instance, mine wouldn't run from the basegame directory and had to be moved to World Adventures.  But, for instance, Pescado has said his works from basegame.  There have been a flood of these questions since the patches and the expansion.

It actually works this way ... which is helpful to those with the problems.


Title: Re: What needs to go where to make AM work
Post by: Lady Moiraine on 2009 December 03, 09:53:16
The Sims 3>Mods>Files>DDFMap.txt
The Sims 3>Mods>Files>Resource.cfg
That Files folder is nothing for us, it's part of the AM framework.  Your actual resource.cfg file that starts the game should be in Program Files\Electronic Arts\The Sims 3.  In that same folder (The Sims 3) you should have Mods\Packages.

The ONLY file you need in the The Sims 3 World Adventures is the .dll file and that goes in BOTH places, the Program Files\Electronic Arts\The Sims 3\Game\Bin AND Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin.  It does not hurt to have that .dll file duplicated --- at least I have not had any trouble running my game this way.  If you use sub folders, coconnor has the correct resource.cfg file.  But that is a different one than the one in the framework folder (Program Files\Electronic Arts\The Sims 3\Mods\Files), leave that one alone--leave that entire Files folder alone.  If you look there are 8 resource.cfg files throughout the Sims 3 folders, the ONLY one we are concerned with is in the Program Files\Electronic Arts\The Sims 3 and that file is the one responsible for your game starting or not.


Title: Re: What needs to go where to make AM work
Post by: Simsample on 2009 December 03, 16:59:42
Because there have been an incredibly large amount of people who have the problem with the game not loading and not recognizing custom content in package files (to include AwesomeMod).  It doesn't hurt to the have the framework (Mods>Packages files only) in both directories.  But the actual package files need to be moved to one or the other (whichever works for the individual).  For instance, mine wouldn't run from the basegame directory and had to be moved to World Adventures.  But, for instance, Pescado has said his works from basegame.  There have been a flood of these questions since the patches and the expansion.

It actually works this way ... which is helpful to those with the problems.
Doing it that way is messy and is making it easy for people to have duplicate mod folders with files in. You should have the .dll file in the WA directory only, not in both as Lady Moiraine states. The copy in the basegame directory would be superfluous. And the framework files can go in either the basegame or the WA directories, but again a second copy would be superfluous. If you get in the habit of leaving extra files in the game data folders then you run the risk of causing errors with future updates or expansions. It would be better to advise people to clean up as they go along and remove the unneeded files, especially since some people may inadvertently copy their custom content to the wrong folder.


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 03, 17:15:11
Actually, I can't even run the game with mods if I don't have the .dll in both and my mods in the base game folder. So, no, you're wrong in this instance and coconnor is right in doing an "all in one sweep" how to. His method addresses both the mac and pc versions of the game, whereas your method is only addressing the pc version.


Title: Re: What needs to go where to make AM work
Post by: Lady Moiraine on 2009 December 03, 17:15:56
You should have the .dll file in the WA directory only, not in both as Lady Moiraine states.
I'll remove the .dll file from the Program Files\Electronic Arts\The Sims 3\Game\Bin folder and see how it runs.  I know without that file in the WA folder, the game would not run for me, so I copied it.  There has been so much mis-information posted in many forums on where these folders and files go, it has been confusing.  Thanks for the advice, I'll give it a whirl now and check it out.

**********************

Update, my game is running fine.  I removed the .dll file from the Program Files\Electronic Arts\The Sims 3\Game\Bin and kept it in the WA folder and no problems. 


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 03, 17:19:31
You should have the .dll file in the WA directory only, not in both as Lady Moiraine states.
I'll remove the .dll file from the Program Files\Electronic Arts\The Sims 3\Game\Bin folder and see how it runs.  I know without that file in the WA folder, the game would not run for me, so I copied it.  There has been so much mis-information posted in many forums on where these folders and files go, it has been confusing.  Thanks for the advice, I'll give it a whirl now and check it out.

The mac version finds its files wonky compared to the PC, so if you're testing this for a PC, it is still irrelevant to coconnor having a "one size fits all" how-to-do-this thread. He states pretty specifically to try one directory with the mods/packages folder, and if it doesn't work to try the other directory. If people are reading properly (which we all promote here) then there is no risk of having dup mods/packages setups.


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2009 December 03, 22:54:35
Doing it that way is messy and is making it easy for people to have duplicate mod folders with files in. You should have the .dll file in the WA directory only, not in both as Lady Moiraine states. The copy in the basegame directory would be superfluous. And the framework files can go in either the basegame or the WA directories, but again a second copy would be superfluous. If you get in the habit of leaving extra files in the game data folders then you run the risk of causing errors with future updates or expansions. It would be better to advise people to clean up as they go along and remove the unneeded files, especially since some people may inadvertently copy their custom content to the wrong folder.

I believe (from memory) Pescado also said to place the .dll file in both directories, and leave everything else where they were in the base game.  Then the issues started, people claiming that didn't work for them, and linking to sites saying to dump everything in WA, and duplicate this but not that, and different people claiming different configurations did not work for them.  Not being able to see everyone's computer it is impossible to know whether they actually did everything right or not.  Personally, I suspect many people claiming the different setups were not working probably screwed up the setup and in moving everything around managed to fluke a combination that worked without knowing what they did.

Following Pescado's advice I duplicated the .dll file, and then by my own choice I also duplicated the resource.cfg file into WA, and left the mods/packages in the base game.  Has worked perfectly ever since, and I don't see that 1 or 2 maybe superfluous files is that much of a big deal.  As for the updates, surely you have seen the number of people bitching about not being able to update anyway, even without AM and mods, even reports that people who dumped the EAxis made families from the library were also unable to updated because of the changed files.  If the files are superfluous and not game files read by the updater, then the game will ignore them, it always has in the past for me.

If you have been reading the number of posts about the different set-ups not working, and people claiming they can't make it work, and offerring 100% guarantees, even their first born, as proof they set everything up right, as per the instructions, but it still doesn't work, then it becomes really, really hard to help anyone.  If a couple of superfluous files, that really do not impact anything, is the price to pay to help people with a very substandard, below basic comprehension of their computers workings, that is nothing.  If telling to people duplicate the framework into both sets of folders is making it work, then that is the easiest, and best way to do it.

Otherwise, feel free to respond to the many, many questions about how to set up the framework, and why isn't it working questions.  We have been getting sick and tired of repeating everything, and listening to all the assertions about how everything it just right but still not working (some people have the balls to come back and admit to screwing it up, but very, very few).  It doesn't matter where you go, what site, there are still so many different instructions about how to set everything up with WA, then a one size fits all set of instructions becomes the easiest way to do it, AND IT WORKS.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 23:12:07
Thanks for that, Wizard Merlin!  Yes, I simplified and put it in a numbered list, as many people couldn't get it in paragraph form.  And yes, it works.

That being said, one would hope that people will then take responsibility for knowing where the actual package files are working for them and continue to place any new ones in those same folders without duplicating them.  One would think that would go without saying.  In any event, Pescado locked the thread and I am sure he reviewed the information before doing that.  So, I have to believe that this is okay.  It works for me and has also worked for others who have followed these directions.  Of course, I moved the entire framework, but with some people that extra step has proven to be just too much.


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2009 December 03, 23:28:39
I guess time will tell.  As always, there will still be those that manage to screw everything up, and fail to understand how hard it is to solve problems when you can't see them.


Title: Re: What needs to go where to make AM work
Post by: immortelleMuse on 2009 December 03, 23:38:01
Uhm, fill free to poke me with flaming pointy sticks if what I did was wrong, but I did the easy n00b thing and just copied my mods folder somewhere else, deleted the mod folder in the Program Files location, and re-installed the Helper Monkey from Delphy at MTS.
Then re-installed Awesomemod and Awesomemod config and the game seems to be working fine...
I have a feeling that might be easier to follow than the instructions you've been copying-pasting which IS simplified, I know, but when I did it I messed up somehow. Looking back I think I just put a "/" at the end of the .resource file instead of "*" but reinstalling the Helper Monkey thing just seemed so much simpler. I was afraid since the last update WAS June 25th, but I just assumed the major issue was simply the mods folder thing?

If I just did a VBT please let me know, but so far I haven't had any problems. I just thought that the ignorant people like me would think it easier to go to MTS and install the Helper Monkey. Or maybe put that in your locked thread as an option? (If it is...)

Lurkmoar.

EDIT/Offtopic: Just wanted to add, I've seen how much harder you've been with some of the dumber folks wizard_merlin, and I commend you. Deleting their threads would be nice, but I'm sure someone will do that in due time. It's good to know there's a tiny part of the internet that actually flames the dumbfucks, and not the other way around. Additional lurkmoar.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 03, 23:53:22
No, one would think this would work, but people have complained about that as well.  It seems we have encountered many, many people with an inability to follow directions.  Then again, once the new patches started to be released and the expansion pack as well, it became slightly more complicated as placement of the actual package files was not working for all people in the same way.  Why this is, I have no idea.  However, the directions that have been given, when followed exactly, do work.

Do you have the expansion pack installed?  If so, may I ask where the installer monkey installed the framework files?


Title: Re: What needs to go where to make AM work
Post by: immortelleMuse on 2009 December 04, 00:23:19
Ah... that must be the main problem... I have just the Basegame patched to 1.7.9. I'm still pondering whether or not to get WA.

If I do, I'm sure your explicit instructions would be better than the Installer Monkey method... but it just seems I just put the files into the WA folders as well as the Sims 3 folders. Doesn't seem that difficult.
I've only been reading threads about 1.7.9, sorry to be so close-minded about the WA thing. Perhaps Delphy could just do a separate install for WA?; though I know he doesn't take requests, and this is MATY not MTS.

But from the words of Ron White: You can't fix stupid.

I'll see how I'll fare when I get WA. Sorry to bother...


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 04, 00:37:41
No problem.  But since you said "just put the files into the WA folders as well as the Sims 3 folders...", please don't duplicate the actual package files - just the files that are mentioned in the non-monkey installer framework directions & then move the package files & resource.cfg as needed to make them work.

And, I love that quote of Ron White, by the way!  I feel like using it a lot these days ... (LOL)!


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 04, 00:44:07
No problem.  But since you said "just put the files into the WA folders as well as the Sims 3 folders...", please don't duplicate the actual package files - just the files that are mentioned in the non-monkey installer framework directions & then move the package files & resource.cfg as needed to make them work.

And, I love that quote of Ron White, by the way!  I feel like using it a lot these days ... (LOL)!

You should give yourself a signature on these forums and put that in it ;)


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 04, 00:55:44
Good idea!  I like your signature line, too!  Just noticed that.

One of the IT techs I used to work with had a photo with one of the scenes from the movie where the kid saw dead people, recaptioned with "I see stupid people ... they're everywhere ... they walk around like everyone else and they don't even know they're stupid ...!!!", which always used to crack me up!

I also like the one I've seen around here (it's red) that says "If the Help Desk determines that your question is stupid, they will set you on fire!".  Good times, these!


Title: Re: What needs to go where to make AM work
Post by: J. M. Pescado on 2009 December 04, 00:57:15
One of the IT techs I used to work with had a photo with one of the scenes from the movie where the kid saw dead people, recaptioned with "I see stupid people ... they're everywhere ... they walk around like everyone else and they don't even know they're stupid ...!!!", which always used to crack me up!
It's "I see dumb people". Stupid has too many syllables and throws off the rhythm.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 04, 01:10:14
Thanks for the correction, Pescado.  It's been a long time!


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 04, 01:40:04
Good idea!  I like your signature line, too!  Just noticed that.

Heheh, yeah, I did that last night. My stupid threshold was already low from work--I work on a college campus, selling people foodstuffs... it takes stupid to a whole new level. "Please get your shit from the other side of the cooler" (clearly, I am more professional there, but meh) doesn't make any fucking sense to them. They look the complete opposite direction as the cooler! Seriously! I have THREE signs on these coolers saying the same thing!

*calms down cause there's only 2 shifts left before graduation and never dealing with this particular brand of trying-to-be-educated idiots again*


Title: Re: What needs to go where to make AM work
Post by: Tever on 2009 December 04, 01:56:57
Good idea!  I like your signature line, too!  Just noticed that.

Heheh, yeah, I did that last night. My stupid threshold was already low from work--I work on a college campus, selling people foodstuffs... it takes stupid to a whole new level. "Please get your shit from the other side of the cooler" (clearly, I am more professional there, but meh) doesn't make any fucking sense to them. They look the complete opposite direction as the cooler! Seriously! I have THREE signs on these coolers saying the same thing!

*calms down cause there's only 2 shifts left before graduation and never dealing with this particular brand of trying-to-be-educated idiots again*

I used to work at a Wal-Mart snack bar. Talk about taking stupid to a whole new level. "No, sir, we don't sell Big Macs. No, we don't have the #3, either. I'm sorry, sir, but we are not a McDonalds. No, we're really not. Promise."


Title: Re: What needs to go where to make AM work
Post by: jolrei on 2009 December 04, 02:01:25
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 04, 02:05:20
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!

The amusing thing is I've had an account here since TS3 came out.... I posted once, maybe twice before this week... now my post count is just jumping. But this forum is pretty much a bunch of people who share my opinionated ways, so I guess I acclimated pretty fast :p


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 04, 02:09:28
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!

This is NOT GOOD!  I am going to have to get much nastier!  I suspect this will indeed come naturally after my head has exploded a few more times!


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 04, 02:15:07
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!

This is NOT GOOD!  I am going to have to get much nastier!  I suspect this will indeed come naturally after my head has exploded a few more times!

A few? Shit, just start now, save yourself the trouble of duct taping the pieces back together.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 04, 02:17:54
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!

This is NOT GOOD!  I am going to have to get much nastier!  I suspect this will indeed come naturally after my head has exploded a few more times!

A few? Shit, just start now, save yourself the trouble of duct taping the pieces back together.
Yes, and then after I duct tape my head together, I'll also have to "walk it off"!  I think you're right.  Begin at once!


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2009 December 04, 02:29:21
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!

The last week has been beyond a joke.  Just when you think it's safe to go back in, someone opens the floodgates and lets in a fresh batch of these stoopid, idiot, self righteous know it all, fucking noobs to start making new threads about it again.

At least now with coconnor's instructions clearly stickied and locked right up there, anyone who claims to have searched and read everything is clearly so full of fucking bullshit that they deserve everything they get.  Not they didn't already, but hell, they don't even have to search now to find the answers, coconnor has spoonfed it to them.

Yes, and then after I duct tape my head together, I'll also have to "walk it off"!  I think you're right.  Begin at once!

Once you get started, it comes easy, and it does feel so good afterward.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 04, 02:37:28
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!

The last week has been beyond a joke.  Just when you think it's safe to go back in, someone opens the floodgates and lets in a fresh batch of these stoopid, idiot, self righteous know it all, fucking noobs to start making new threads about it again.

At least now with coconnor's instructions clearly stickied and locked right up there, anyone who claims to have searched and read everything is clearly so full of fucking bullshit that they deserve everything they get.  Not they didn't already, but hell, they don't even have to search now to find the answers, coconnor has spoonfed it to them.

Yes, and then after I duct tape my head together, I'll also have to "walk it off"!  I think you're right.  Begin at once!

Once you get started, it comes easy, and it does feel so good afterward.
With that, I have thought up a packaged response to "HALP!!! MY GAME WON'T LOAD WITH AWESOMEMOD!" - "You're a fucking idiot who suffers from "framework fail".  Here's the link."  Or would that be too easy?


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2009 December 04, 02:48:34
Yes, there appear to be a growing number of these "how iz awesommod worx plz?" threads.

Usual round of n00b infestation requires normal response - prepare for sporking!

The last week has been beyond a joke.  Just when you think it's safe to go back in, someone opens the floodgates and lets in a fresh batch of these stoopid, idiot, self righteous know it all, fucking noobs to start making new threads about it again.

At least now with coconnor's instructions clearly stickied and locked right up there, anyone who claims to have searched and read everything is clearly so full of fucking bullshit that they deserve everything they get.  Not they didn't already, but hell, they don't even have to search now to find the answers, coconnor has spoonfed it to them.

Yes, and then after I duct tape my head together, I'll also have to "walk it off"!  I think you're right.  Begin at once!

Once you get started, it comes easy, and it does feel so good afterward.
With that, I have thought up a packaged response to "HALP!!! MY GAME WON'T LOAD WITH AWESOMEMOD!" - "You're a fucking idiot who suffers from "framework fail".  Here's the link."  Or would that be too easy?

Does sound a little easy.  Maybe leave the link out of the first response, just tell them to "READ THE FUCKING BOARD INDEX, like a good fucking idiot".  Then when they ask what that is, you can let fly again, relieve some more stress, then give them the link.

You have got to have some fun and relieve the tension at the same time.  Not to mention all the others who sit back with their popcorn and enjoy the show, we need to keep them interested and amused also.


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 04, 02:52:33

Does sound a little easy.  Maybe leave the link out of the first response, just tell them to "READ THE FUCKING BOARD INDEX, like a good fucking idiot".  Then when they ask what that is, you can let fly again, relieve some more stress, then give them the link.

You have got to have some fun and relieve the tension at the same time.  Not to mention all the others who sit back with their popcorn and enjoy the show, we need to keep them interested and amused also.

Or, in my case, trail mix (I've been addicted this week). Just put a "WARNING DO NOT TAKE A DRINK BEFORE READING THIS" on anything that may result in me spewing all over my keyboard like Pescado could have done the other day had I been drinking at the time. ;)


Title: Re: What needs to go where to make AM work
Post by: keirra on 2009 December 04, 02:53:03
Ummm, private messaging is a wonderful thing. Just sayin...


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 04, 02:56:20

Does sound a little easy.  Maybe leave the link out of the first response, just tell them to "READ THE FUCKING BOARD INDEX, like a good fucking idiot".  Then when they ask what that is, you can let fly again, relieve some more stress, then give them the link.

You have got to have some fun and relieve the tension at the same time.  Not to mention all the others who sit back with their popcorn and enjoy the show, we need to keep them interested and amused also.

Or, in my case, trail mix (I've been addicted this week). Just put a "WARNING DO NOT TAKE A DRINK BEFORE READING THIS" on anything that may result in me spewing all over my keyboard like Pescado could have done the other day had I been drinking at the time. ;)
That was a classic, wasn't it?


Title: Re: What needs to go where to make AM work
Post by: witch on 2009 December 04, 02:58:03
Sweetie shit.

GET. A. ROOM!


Title: Re: What needs to go where to make AM work
Post by: immortelleMuse on 2009 December 04, 05:23:42
No problem.  But since you said "just put the files into the WA folders as well as the Sims 3 folders...", please don't duplicate the actual package files - just the files that are mentioned in the non-monkey installer framework directions & then move the package files & resource.cfg as needed to make them work.

And, I love that quote of Ron White, by the way!  I feel like using it a lot these days ... (LOL)!
 

I didn't mean it like that, I had to leave for a class in about 5 minutes so I just articulated something... I know it doesn't work like that.
I might not fully understand computer coding, but moving files around is fine with me.
So although I might do something wrong in that regard, I at least try to figure out the problem and fix it myself.

What pisses me off the most about people, is that you can't argue logic with an illogical person, nor can you argue illogic with an illogical person. I'm just surprised they can make up a screenname and post on forums; or even get connected to the internet, for that matter. People need to stop helping people connect to the internet if they can't do it themselves. It should be a clear sign that they would just be infecting the internet with their idiocy and lack of autonomy.

Anyway, I was lurking for a reason, and will not pester you with all this off-topic-ness. I'll try not to have any (non-EA) problems if I ever get WA.


Title: Re: What needs to go where to make AM work
Post by: jolrei on 2009 December 05, 00:40:17
Anyway, I was lurking for a reason, and will not pester you with all this off-topic-ness.

I think the bigger problem here is that you've interrupted yet another oconnor-Silent Dreamer-Wizard Merlin threesome.  They won't know whose turn it is in a moment.  Postus interruptus.  This could be bad for their health.


Title: Re: What needs to go where to make AM work
Post by: alexpilgrim on 2009 December 05, 11:48:43
Sorry, I followed instructions very carefully, I know how to use a computer, I am not a noob, but my game CTDs at 12:59 am on the second night every time.

I have the d3dx9_31.dll file in both directories (as directed by coconnor, in any case having this file in one directory only doesn't work either) and I tried all of the following at different times:
placing the framework (Resource.cfg file and Mods>Packages folders) in The Sims 3
placing the framework (Resource.cfg file and Mods>Packages folders) in The Sims 3 World Adventures
Placing Resource.cfg in both directories as wizard_merlin suggested.
Aaand I delete the ScriptCache file every time.

Maybe the problem is that I'm playing on a Mac, or maybe (I know I'm going to get bashed for this!) it's the AwesomeMod, or maybe it's the CC I have in my game. I took all the hacks out but have furniture and CAS items installed as Sims3Packs. I that case, if I have to choose I'd rather have nice furniture than awesomeness, and I'll just wait and keep trying with future updates.

Oh... and go ahead, call me whatever, if it amuses you.


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2009 December 05, 11:55:04
Debating what sort of response to give here.

Be nice or let fly.  I guess 12.59am isn't quite the 1am crash.

Try the latest AM, you have an OLD bug which Pescado believes has been fixed.  Make sure you ARE in fact downloading the latest AM, and not some archaic, ancient, long dead and buried version of AM which your fucking browser has cached for you.  After installing delete the 4 cache files in the documents section, and you should be good to go.


Title: Re: What needs to go where to make AM work
Post by: alexpilgrim on 2009 December 05, 12:21:24
Well, I'm glad you chose the positive response...   ;)

OK, I deleted the cache from my browser I'll re-download (the file info states it was created today at 0:23 though) and follow your instructions.

Thanks!  :)

(edit to say: re-downloaded AM, file info states created today at 4:53, keeping my fingers crossed)


Title: Re: What needs to go where to make AM work
Post by: sanscript on 2009 December 07, 01:27:21
Ok, I've been having the same problem as alexpilgrim; I'm also on a Mac. I just re-downloaded framework and awesome mod and installed them after clearing my internet cache.

In my The Sims 3 Directory:
Resource.cfg
Mods>Files>DDFMap.txt
Mods>Files>Resource.cfg
Mods>Packages>awesome.package
Mods>Packages>rtfm.txt (Base game version 1.7.9)
Game>Bin>d3dx9_31.dll

In my The Sims 3 World Adventures Directory:
Resource.cfg
Mods>Files>DDFMap.txt
Mods>Files>Resource.cfg
Mods>Packages>awesome.package
Mods>Packages>rtfm.txt (Base game version 1.7.9)
Game>Bin>d3dx9_31.dll

See my correct file placement in a later post if you want to try what I did.


I tried to run the game without the awesome.package and rtfm.txt in the Sims 3 World Adventures directory, and when that didn't work I put them in. My Mods>Packages files now look identical in each directory.

Scriptcache has been deleted.

When I try to start my game, I'm now getting an "Unknown Error" message  ??? Help?

And yes, I understand that I'm a moron. I'm fully aware of how inept I am at this simple task of placing folders in the correct places.

Other important info: I do have other mods, including indie stone (installed using the instructions here, awesome mod IS my core mod as far as I'm aware)


Title: Re: What needs to go where to make AM work
Post by: J. M. Pescado on 2009 December 07, 01:39:05
Indiestone is abandoned and obsolete, and should no longer be used.


Title: Re: What needs to go where to make AM work
Post by: sanscript on 2009 December 07, 01:42:06
I just tossed out all other mods and CC besides the awesome.package and rtfm.txt and still no go. If I did accidentally install indie stone as the core mod, would that account for my game refusing to start both before and after deleting it? I'm assuming probably not, so I must have done something else to mess things up.

I'm doing a quick reinstall of my Sims games to start over.


Edit:
Ok, I reinstalled the games, framework, and awesome mod. Now when I try to start my game I don't even get an error message. The Sims icon bounces like it's going to start up, then a second Sims icon appears as it should, then it disappears and the first icon displays that the application is not being run :(

Edit AGAIN: EA fucked up again, the reason I cannot get my game to start is because they released a buggy patch for Macs. No fucking wonder nothing will work!


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 07, 16:05:50
Sanscript: One thing you can try that you may or may not have done yet is to drag your Sims 3 Folder to the desktop (from the Documents area, not the application contents) and start up the game. It will build a completely new folder for you. If that works, as it did for me when I installed WA (and never again saw the errors people were getting on the mac forum of the BBS) you should never see the more game-breaking bugs again. I think it is something akin to old car syndrome. When they changed the structure of the game, shit broke.

Once you have done this, you may be able to return your save files to the folder, and any other items that are a result of you -- downloads, images, music files, et cetera.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 07, 16:16:59
@ Silent Dreamer:  Do you have those Mod>Files folders in your set-up?  I don't think there should actually be any folders with those names, unless this is something specific to MACS that I am unaware of, not having a MAC.


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 07, 17:05:29
I'm talking strictly documents folder items here, not what windows users would have as the "program files" folder. Instead of a "program files" we have to start by showing the contents of the application to access the deeper workings of the game... which is why you don't recognize half the shit I said but any mac user worth their salt should.

Anyway, no, I no longer have the "mods>files" folder that was tagging along with the framework.zip around here for the longest time. I do have tons of other random folders that aren't being accessed by anything and are strictly my way of keeping stuff in location, but yeah. Irrelevant. :)


Edit: in case I wasn't specific enough, there are not all folders titled by that "as a result of you" stuff exactly, I was paraphrasing. To be specific, they would be the Custom Music, Downloads, InstalledWorlds, Screenshots and Saves folders that contain items that can be replaced once the documents folder is rebuilt.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 07, 17:15:11
I was just wondering if the fact that Sanscript listed them in his Sims 3 and World Adventures folders could be messing up his framework installation.  If they're not serving any purpose, perhaps he should try removing them.


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 07, 17:18:43
I had the text file in there for awhile back when I wasn't too aware of the inner workings of the mods folders for TS3 (more or less back in the first weeks of custom content) and it worked fine. The config file doesn't even look for non-package files so that shouldn't be an issue, really.

Edit: Oh wow, my brain went kaput there. I scrolled up to the original problem post. I need to stop replying to stuff before I am fully awake. Seriously.

Sanscript, your problem is the mods>files folder. Resource.cfg should be outside of the mods folder, in the "The Sims 3" folder within the application contents, and not in there.

Though my earlier suggestion of wiping the documents folder is still a good idea anyway since it'll probably take care of most of any other bug you may have read about.


Title: Re: What needs to go where to make AM work
Post by: sanscript on 2009 December 07, 17:56:29
I'm a female, for the record  ;)

Thanks Silent Dreamer, I'll try your suggestions as soon as EA fixes this latest incarnation of their stupidity. Right now I'm working with a blank (reinstalled) base game without any mods or framework and it still won't even open the game launcher now that I've patched, hooray!


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 07, 18:01:24
The launcher not opening problem can usually be fixed by wiping those cache files (which also happens by removing the documents folder) if you want to give it a try. Sometimes I have to open the game 3-4 times to get it to load properly but then its good to go after. I think that has more to do with how OSX is accessing the game, since EA in all their infinite wisdom decided to give us an emulator instead of an actual mac-structured game. Which, I guess, is both a blessing and a curse.


Title: Re: What needs to go where to make AM work
Post by: sanscript on 2009 December 07, 18:34:35
I gave that a try and the game still refused to open. I'm going to reinstall the base game and WA, refuse to patch for the moment, and uncheck my custom content box as the customer service people on EA's forums have suggested. That should at the very least get my game to open. It's ridiculous that I have to do that, but whatever. I'll take what I can get at this point. I'll deal with Awesome Mod when I know that my game is at least functioning.

Edit:
I figure I should update you guys, since you've been kind enough to give me several tips and suggestions. I reinstalled the base game and WA again, then refused to update. I unchecked the custom content box in the launcher. The game ran fine. I've now just installed the latest EA patch and it looks like my game is going to launch correctly. If it does, I'm going to try to install Awesome Mod again.

Second update: Ok, the patch installed correctly. I'm about to add in framework and Awesome Mod. Just to clarify, should I have the DDFMap.txt in Mods>Files? Or should I not even Have a Mods>Files folder at all? Nevermind, figured it out. I deleted the Mods>Files folder.

Third Update: YAY! Awesome Mod is installed and working. Now I'm just terrified of putting my custom content from EA back in the game, since that is apparently what was causing my game to fail at life. In case anyone is curious, this is my folder setup:

In my The Sims 3 Directory:
Resource.cfg
Mods>Packages>awesome.package
Mods>Packages>rtfm.txt (this is OPTIONAL; it's just the manual, I keep it here so I don't lose track of it. Will not affect your game in any way)
Game>Bin>d3dx9_31.dll

In my The Sims 3 World Adventures Directory:
Resource.cfg
Game>Bin>d3dx9_31.dll


I guess the silver lining to this is that I'm now intimately familiar with my Sims files, so I should never have a problem installing Awesome Mod again :P


Title: Re: What needs to go where to make AM work
Post by: Silent Dreamer on 2009 December 07, 21:19:16
Quote
I guess the silver lining to this is that I'm now intimately familiar with my Sims files, so I should never have a problem installing Awesome Mod again

Yeah, that's pretty much how I got intimately familiar with this stuff too. "Oh, that doesn't work? Let's go read up on it and see what I can try..."

Of course, I'm like this with everything.


Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 07, 21:47:43
I figure I should update you guys, since you've been kind enough to give me several tips and suggestions. I reinstalled the base game and WA again, then refused to update. I unchecked the custom content box in the launcher. The game ran fine. I've now just installed the latest EA patch and it looks like my game is going to launch correctly. If it does, I'm going to try to install Awesome Mod again.
Second update: Ok, the patch installed correctly. I'm about to add in framework and Awesome Mod. Just to clarify, should I have the DDFMap.txt in Mods>Files? Or should I not even Have a Mods>Files folder at all? Nevermind, figured it out. I deleted the Mods>Files folder.
Third Update: YAY! Awesome Mod is installed and working. Now I'm just terrified of putting my custom content from EA back in the game, since that is apparently what was causing my game to fail at life.
I guess the silver lining to this is that I'm now intimately familiar with my Sims files, so I should never have a problem installing Awesome Mod again :P
Glad to hear it's finally working for you.  Seems you had to go through a lot to get it to work properly!


Title: Re: What needs to go where to make AM work
Post by: sanscript on 2009 December 07, 23:26:46
Glad to hear it's finally working for you.  Seems you had to go through a lot to get it to work properly!

You can say that again, I'll admit it was frustrating! But hey, it all worked out in the end and I feel smarter. Thanks so much for helping me, I really appreciate it  ;D

I still have not received a response on EA's forums about the problems I was having. Actually, I asked if they had any suggestions when they ignored my post to help someone who posted after me, and they deleted that reply. I guess they don't like it when you rub their noses in the fact that they have no idea how to fix the messes they help make. I'll definitely stick around here for my Sims needs, clearly you guys know what you're doing!


Title: Re: What needs to go where to make AM work
Post by: Morphar on 2009 December 10, 11:50:23
Do you really need that Read The Fucking Manual, RTFM, file in there?
I don't think the game needs to read the instruction how to install custom contents.
The instructions in there is for you to read but is now outdated after WA.



Title: Re: What needs to go where to make AM work
Post by: coconnor on 2009 December 10, 14:35:37
Do you really need that Read The Fucking Manual, RTFM, file in there?
I don't think the game needs to read the instruction how to install custom contents.
The instructions in there is for you to read but is now outdated after WA.


No, you don't need the RFTM in the framework files. 


Title: Re: What needs to go where to make AM work
Post by: sanscript on 2009 December 12, 19:29:36
Yeah it does not need to be there, but I'd lose it if I didn't keep it with the actual mod. Saves me some searching :P I will update that part of my post to say optional so as not to confuse anyone.


Title: Re: What needs to go where to make AM work
Post by: MutantBunny on 2011 December 30, 21:13:01
Ah...I think my question and your answer need to be under this heading for future behind the times searchers like me...so yeah.. I LIKE dead things....go ahead and poke me with the stick, call me names it's all ok...just please answer?

I'm way late to the party. Got Sims 3 and all expansion packs for Xmas, got them loaded AND working and patches to 1.29 and all EPs patched to their most current (what FUN that was--but hey it IS an EA product....)

HAVE to have the Awesome Mod or the game isn't worth playing--only it's not getting recognized... :(  can NOT for the life of me figure out what is wrong--

Have the latest framework in place in My Docs
have tried AM in both packages and in Overrides
Have deleted the cache files
Have tried both a vanilla AM and a modifed AM

Can't even get the game to recognize the No CD part.

Help?

Oh yeah, PS: no other CC installed.



Title: Re: What needs to go where to make AM work
Post by: kissing_toast on 2011 December 30, 21:42:23
Totes framework fail. First I'd just double check that you're patched all the way, Patch tool. (http://modthesims.info/download.php?t=409829) Then Use this tutorial to properly install your framework, here. (http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files) No more tardly posts, K?


Title: Re: What needs to go where to make AM work
Post by: MutantBunny on 2011 December 30, 21:52:04
oo thank you for the reply! However, been there done that....and that is  :( how/where I installed the framework, yep yep...keep trying pleasE? no doubt it is something moronic I've just missed..... ?

Ps: just checked the update again--says that Fast Lane Stuf is only at 5.4 and is now instaling to 5.8--but all else is ok.

You think that'd stop the AM from working? (a yes would be great....)


EDIT: Ok, updated all, reinstalled 1.29 just in case, deleted caches, nada... :(  What am I missing......



Title: Re: What needs to go where to make AM work
Post by: kissing_toast on 2011 December 30, 22:01:19
oo thank you for the reply! However, been there done that....and that is  :( how/where I installed the framework, yep yep...keep trying pleasE? no doubt it is something moronic I've just missed..... ?

Ps: just checked the update again--says that Fast Lane Stuf is only at 5.4 and is now instaling to 5.8--but all else is ok.

You think that'd stop the AM from working? (a yes would be great....)



I think you've been here long enough to know that you're supposed to use the shift key here at MATY. I doubt it's the Fast Lane thing. If the no intro that came with the framework doesn't work, it's framework fail, plain and simple.  


Title: Re: What needs to go where to make AM work
Post by: MutantBunny on 2011 December 30, 22:07:33
no =---intro does work. :) so that's not the problem.

I'm not sure I'm sticking it in the right place! Or if it matters. Where should it be: packages or override or outside with the .cfg file?

I'm not at all sure what you mean--use the shift key?


Title: Re: What needs to go where to make AM work
Post by: witch on 2011 December 30, 22:18:27
Capital letters are made by the shift key. MATYans have a fondness for seeing capital letters both at the beginning of sentences and of proper nouns.

With the framework, the method changed a while back. Initially the framework went in C:\Program Files\Electronic Arts\The Sims 3. Then it was moved to the 'My Documents' folder. Sometimes people get confused and end up with a half-arsed implementation between the two. All content packages should go in the packages folder, wherever you put your framework.

Personally I still use the original method, no need to change, it works fine. With the method I use, I do have to drop the d3dx9_31.dll into the ...\Game\Bin folder for the basegame and each EP.

Your resource.cfg file should have enough levels that it can see content within sub-folders e.g.
Quote
PackedFile Mods/Packages/*.package
PackedFile Mods/Packages/*/*.package
PackedFile Mods/Packages/*/*/*.package
PackedFile Mods/Packages/*/*/*/*.package
PackedFile Mods/Packages/*/*/*/*/*.package

And so on.

This is the content of my root folder. You will note the Mods folder.

(http://www.moreawesomethanyou.com/poofs/misc/rootfolder.jpg)


Title: Re: What needs to go where to make AM work
Post by: kissing_toast on 2011 December 30, 22:24:43
no =---intro does work. :) so that's not the problem.

I'm not sure I'm sticking it in the right place! Or if it matters. Where should it be: packages or override or outside with the .cfg file?

I'm not at all sure what you mean--use the shift key?

(http://i16.photobucket.com/albums/b33/omegastarr/120511_1956_lockedout12.jpg)

That being said, AM should go in the same place as the mods that the framework came with. You would know this if you had read the full tutorial I linked to. I'm not sure if the no CD check is enabled from the get go or if you must enabled it via the config file.


Title: Re: What needs to go where to make AM work
Post by: MutantBunny on 2011 December 30, 23:48:20
Ah, capitals it is then. Thank you for the explaantion. I am a terrible typist so I apologize before hand and I do know how to use the edit button. So gald it's there :)

And I can see KT has reached his/her limit for my obvious moronic-ness already. Have to laugh at that...:)

As for the package files and framework etc:

The Mods folder is as it should be for 1.29 .exes--as you show in the pic without the other files you use.... The AM was placed where the no-intro hax was, in packages. Did not work. I have tried it in ALL the above mentioned places, deleting cache files each go. Have tried it with the no-intro and without the no intro in case there is some conflict. Have no idea why it isn't working. I'm missing something somewhere...

Going to redownload the AM AGAIN.... I read the RTFM and as I read it the default is the no CD is enabled. Is that right?

I really really appreciate the help. Please don't give up on me yet?



EDIT: I did two things at once: new AM and put one copy in each place (total of three) lol But it WORKS!! lol. (Gonna guess it was several bad unzips or DLs of the AM?) Whatever, it's working now and I now have my many questions answered (like I wasn't even sure where the thing went! Now I am) So THANK YOU very much! Happy New Year to you.


Title: Re: What needs to go where to make AM work
Post by: jezzer on 2011 December 31, 00:18:19
DIE.


Title: Re: What needs to go where to make AM work
Post by: MutantBunny on 2011 December 31, 01:27:41
Well that's nice, Jeremycraig, well thought out too. You should be so proud.


Ok. Something is still wrong. A modified AM is not working. :( Going to go post over in the bug thread.....


Title: Re: What needs to go where to make AM work
Post by: bitterquill on 2011 December 31, 01:52:42
User error doesn't qualify as a "bug" at all, though, particularly if you've modified AM from it's original state.

You know what? Have at it. Let's see what happens.


Title: Re: AwesomeMod Bug Report Thread
Post by: MutantBunny on 2011 December 31, 02:24:36
I've read the last 10 days worth of posts, don't see anything in here about this: vanilla AM loads game fine (No CD check working), a modified one does not. And no, I did not change the No CD check. Left it enabled. Deleted cache files.

What else stupid could I be doing wrong?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2011 December 31, 02:33:36
I've read the last 10 days worth of posts, don't see anything in here about this: vanilla AM loads game fine (No CD check working), a modified one does not. And no, I did not change the No CD check. Left it enabled. Deleted cache files.

What else stupid could I be doing wrong?

This post is back here because you are not experiencing an awesomemod bug. You are experiencing PEBKAC.


Title: Re: What needs to go where to make AM work
Post by: MutantBunny on 2011 December 31, 02:38:34
Ok.

What is a PEBCAK?


Title: Re: What needs to go where to make AM work
Post by: witch on 2011 December 31, 02:47:32
Ok.

What is a PEBCAK?

Just fucking google it, for fuck's sake, I'm done with the hand holding.


Title: Re: What needs to go where to make AM work
Post by: jezzer on 2011 December 31, 02:51:11
/me keeps stabbing it, but it Just.  Won't.  DIE.


Title: Re: What needs to go where to make AM work
Post by: MutantBunny on 2011 December 31, 03:01:48
like i didn't...

nevermind--I haven't asked anything out of line or that I haven't googled endlessly for days--4 to be exact. No 'handholding was asked for--just answers. read first post. but that's ok cuz NEVERMIND--you lot make the game miserable. you care more about thinking yourselves 'clever' and 'smart' than actually sharing or helping other simmers. a look around the threads tells outsiders that....

i'd rather just do without the AM--awesome though it is and though Pescado is...too much work to 'get along' with you minon hangers on [read trying to rub each and every personality type the 'right' way--whatever that might be for the day....] just get a simple answer. screw that...

have a happy new year....

caps intentional removed :)


Title: Re: What needs to go where to make AM work
Post by: kissing_toast on 2011 December 31, 03:55:45
Listen here you stupid twat, you were given help and you are just too stupid to figure it out. We're all SO MEEN here because whenever we do stop to help someone they don't ever take it.  I told you what the problem was and you responded with moar crappsackery. It's not Am or the game or even EA's fault, it's yours. If you don't know or can't figure out how to use CC then don't fucking use them. You used up my patience about three posts ago. Now where is Ambular with your cheese?


Title: Re: What needs to go where to make AM work
Post by: witch on 2011 December 31, 04:10:04
Now where is Ambular with your cheese?

That only happens in the Whine with your Cheese thread, do try to keep up.


Title: Re: What needs to go where to make AM work
Post by: Capitaine Marie on 2011 December 31, 05:07:36
Listen here you stupid twat, you were given help and you are just too stupid to figure it out. We're all SO MEEN here because whenever we do stop to help someone they don't ever take it.  I told you what the problem was and you responded with moar crappsackery. It's not Am or the game or even EA's fault, it's yours. If you don't know or can't figure out how to use CC then don't fucking use them. You used up my patience about three posts ago. Now where is Ambular with your cheese?

Holy run-on sentences, Batman!


Title: Re: What needs to go where to make AM work
Post by: jezzer on 2011 December 31, 14:18:06
I knew I should have had second thoughts about buying the High Energy AIDE Chow.  :(


Title: Re: What needs to go where to make AM work
Post by: HomeschooledByTards on 2011 December 31, 15:10:46
I knew I should have had second thoughts about buying the High Energy AIDE Chow.  :(

Your AIDEs get special chow now? All I got was turnips! No wonder I defected to the sooze/SK team.


Title: Re: What needs to go where to make AM work
Post by: jezzer on 2011 December 31, 15:22:33
I only give AIDE Chow to the GOOD AIDEs, who don't BETRAY ME.


Title: Re: What needs to go where to make AM work
Post by: kissing_toast on 2012 January 01, 02:01:04
Sorry bout that rant there, was a bit aggrevated at that one I was.


Title: Re: What needs to go where to make AM work
Post by: Skadi on 2012 January 01, 20:03:31
EDIT: I did two things at once: new AM and put one copy in each place (total of three) lol But it WORKS!! lol. (Gonna guess it was several bad unzips or DLs of the AM?) Whatever, it's working now and I now have my many questions answered (like I wasn't even sure where the thing went! Now I am) So THANK YOU very much! Happy New Year to you.

WTF? You put 3 copies of AM in your game? When you tried to use the config file, did you put it in 3 places too?

Here's a fucking idea, if you can follow simple instructions:

Remove one of the AM copies and load the game. Is AM still working? Great, then you don't need it there.
Keep doing this until you have 1 copy of AM left. Make a note where you installed it.

DON'T DO RETARDED THINGS LIKE INSTALL A MOD 3 TIMES THEN BLAME THE MOD FOR NOT WORKING.


Title: Re: What needs to go where to make AM work
Post by: witch on 2012 January 01, 20:05:45
DON'T DO RETARDED THINGS LIKE INSTALL A MOD 3 TIMES THEN BLAME THE MOD FOR NOT WORKING.

Word.


Title: Re: What needs to go where to make AM work
Post by: HomeschooledByTards on 2012 January 01, 20:06:52
EDIT: I did two things at once: new AM and put one copy in each place (total of three) lol But it WORKS!! lol. (Gonna guess it was several bad unzips or DLs of the AM?) Whatever, it's working now and I now have my many questions answered (like I wasn't even sure where the thing went! Now I am) So THANK YOU very much! Happy New Year to you.

Doing two things at once while troubleshooting is like... well, I can't really think of a good example, but it's dumb. *sigh*


Title: Re: What needs to go where to make AM work
Post by: Capitaine Marie on 2012 January 01, 23:28:39
Doing two things at once while troubleshooting is like... well, I can't really think of a good example, but it's dumb. *sigh*

Like washing a car in the rain?  Shoveling the sidewalk during a blizzard?


Title: Re: What needs to go where to make AM work
Post by: kissing_toast on 2012 February 06, 21:58:36
Right off the bat I would ditch the crack they are NOT good for Sims 3. Second, you may have fubar'd your framework by moving it around so much, you may have missed something, who knows. I would suggest deeply cleaning everything and remove all framework, then try again using the my documents method, not only is it the newest way but also easier when it comes to new packs.


Title: Re: What needs to go where to make AM work
Post by: Iolanthe on 2012 February 09, 19:24:09
Right off the bat I would ditch the crack.

Yeah, that might be a good idea.  ::)


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2012 February 09, 22:18:56
Right off the bat I would ditch the crack they are good for Sims 3.

Did you actually intend to say this?  Last time I checked, cracks are bad for TS3.


Title: Re: What needs to go where to make AM work
Post by: Jeebus on 2012 February 10, 00:28:31
Right off the bat I would ditch the crack they are good for Sims 3.

Did you actually intend to say this?  Last time I checked, cracks are bad for TS3.

Kissing_Toast is notoriously linguistically impaired.


Title: Re: What needs to go where to make AM work
Post by: kissing_toast on 2012 February 10, 00:29:39
Right off the bat I would ditch the crack they are good for Sims 3.

Did you actually intend to say this?  Last time I checked, cracks are bad for TS3.

Whoopsie-doodle.


Title: Re: What needs to go where to make AM work
Post by: Turd Ferguson on 2012 April 22, 01:14:04
This is the second time in 24 hours I've had to do a complete and utter reinstall of my game and expacs. This installation is as virgin and untouched as it can possibly be. The first post in this thread confused me since I thought we put Awesomod in the Mods folder in your Documents rather than in the Program Files, but the first post just confused me. It got to the point 3 hours ago where I'd screwed up so hard that the game simply would not run, no matter how much CC was removed or what DEP settings I worked with or caches cleared. I actually had to completely delete the entire Electronic Arts folder in my documents in a nuke from orbit attempt to make it work, to no avail. I've been here while, but it never ceases to amaze me how fucking stressed out I get just trying to force this game to run stable.

So lease, someone please explain to me, in the most absolute tardy PEBCAK layman's terms, where everything, including the framework, goes. The most up to date method as of April 2012. Please before I tear my hair out in complete agony.


Title: Re: What needs to go where to make AM work
Post by: bitterquill on 2012 April 22, 02:02:59
The package installation instructions at MTS are as idiot-proof as they can possibly be.


Title: Re: What needs to go where to make AM work
Post by: jezzer on 2012 April 23, 00:56:34
They would have to be.


Title: Re: What needs to go where to make AM work
Post by: J. M. Pescado on 2012 April 23, 11:09:13
And the result is that they come up with a better idiot. Seriously, the install method HAS NEVER ACTUALLY CHANGED. I still use the SAME method we've been using since BEFORE DAY 0, because I AM OLD and I HATE CHANGE. If it's good enough for me, it's good enough for YOU.


Title: Re: What needs to go where to make AM work
Post by: Daghain on 2012 September 18, 05:05:34
I was too, but the last EA (or AM patch, but I suspect EA just because of the festival of stupid over there) patch did something and AM stopped working (I only noticed because I finally had a cook sim whose books started to become magic scrolls again). I had changed nothing at that point. Being unable to get anything to work, I scrapped everything and reinstalled, and now now matter how I try to do it (and believe me, I think I've tried just about everything) I cannot get AM to run. I'm not a noob to this so clearly, I need to take a nap and try again. But why would it stop working on its own?

Still working on it but I'm wondering if EA borked something somewhere.


Title: Re: What needs to go where to make AM work
Post by: Madame Mim on 2012 September 18, 08:52:24
I had a number of problems when I installed which culminated in me doing a clean re-install. I then fucked up my framework (which I had been doing by the modern method) and went back to the old way in an attempt to fix my fuck up. That worked.

The old method is all Pescado uses. It's how he runs his game to see if it works before he releases it to us.

The old method is the first way I got my game to even run since Supernatural, although it you check the bugs thread you will see that many say some of the features are not yet back where they should be. Hell, if you'd read any of Pescado's posts on his discoveries during up-dating Awesome you would know that EA definately did change some things. Then again, they always change things.

I cannot get AM to run.

Just because you can't get it to work doesn't mean that the problem is with the mod.


Title: Re: What needs to go where to make AM work
Post by: Daghain on 2012 September 19, 02:10:07
I think I know where I jacked up the old framework. I'm going to go see if my theory is correct. That said, the new framework hates my Mac, so no joy there. I really don't think it's AM. I blame EA. Sleeping on it may have helped - we'll see.

Fingers crossed!


Title: Re: What needs to go where to make AM work
Post by: ladycoelura on 2013 March 09, 02:18:57
I will almost certainly be reamed for this but I am trying to get AM to work on my Macbook Pro (New 2012) and failing. I have been searching for 2 days and found nothing useful to help explain this issue. I have the framework in place and working so that isn't the issue. My framework is in the documents folder (EA/ The Sims 3/ Mods/ Packages). I am fully patched and running the base + WA, HELS, AMB, LN, OUT, GEN, TL, PETS & Seasons. I have been trying this all with no other CC or mods. Unless the no disk feature no longer works I am sure beyond a doubt AM is not working as I cant run the game without the disk.


Title: Re: What needs to go where to make AM work
Post by: SJActress on 2013 March 09, 03:30:09
My framework is in the documents folder (EA/ The Sims 3/ Mods/ Packages).

Click on the link at the bottom of my post and scroll up to coconner's post (the first post). That is ye olde method. However, I *think* [T]he files have to go in all of the expansions, not just the base game and WA, but you can't quote me on that because I use the "new" method.

Edited because I decided to actually read the post I suggested.


Title: Re: What needs to go where to make AM work
Post by: RebelRed on 2013 March 09, 03:33:24
Ugh, I hope you are not pushing play on the launcher.  You probably are though.  Oh my this is the last time I fucking say this, and if this applies to you yay, if not don't fucking whine about me being mean to you.  This is me being mother fucking nice.  Try the exe in the game bin.  Original Sims 3 bin.  That is all.


Title: Re: What needs to go where to make AM work
Post by: SJActress on 2013 March 09, 03:37:00
Ugh, I hope you are not pushing play on the launcher.

You're probably right. I should have considered Occam's razor before posting my suggestion.


Title: Re: What needs to go where to make AM work
Post by: RebelRed on 2013 March 09, 04:14:27
I don't own a fucking mac. GOOGLE is your friend.  No more help for you!!  We ALL had to learn for ourselves, google, search, don't ask shit that has been asked five fucking million bajillion times.


Title: Re: What needs to go where to make AM work
Post by: ArianaIsQueen on 2013 May 16, 23:04:18
I tried to install AM and it removed my Sims 3 base game. Could someone please either tell me how or give me the link to the post that tell you how to install it if you have University Life. I've read through the post and I still have no idea why it uninstalled my Base game.



Title: Re: What needs to go where to make AM work
Post by: Madame Mim on 2013 May 17, 03:53:52
There is no way on this earth that AM unstalled your base game. I don't know what you did, and if you can't follow base instructions (which still work for later EP's) there's nothing else we can do for you.


Title: Re: What needs to go where to make AM work
Post by: rilla on 2013 November 24, 15:49:45
I've never registered or posted because every question seems like a stupid question and I respect that...genuinely. But I've read everything and my game and I are having a massive disagreement about AM and I'm not quite sure what else to do besides ask a question so feel free to destroy me for being so stupid, I am ready.

I've put everything in the right place, I've never had a problem with AM or the updated before but from this new patch it has started telling me I don't have awesome.zip installed and the updated cannot proceed. I tried removing awesome from my packages and getting it to just fresh install but it won't search and download the mod, it just keeps saying it isn't installed in zip format (when it really is!). I know the new patch changed a lot of tuners and things but I'm just a bit confused how suddenly everything went from behaving to not...I have the most up to date version of the package and the update (and the config file)...I'm sure it's just my stupidity getting in the way but if someone could take pity on me and help me get out of my own way I would be greatly appreciative.


Title: Re: What needs to go where to make AM work
Post by: witch on 2013 November 24, 20:02:25
I've seen a recommendation from someone else to make sure you use the super patch, rather than an incremental patch. Dunno, I always use the super patch myself and I'm running awesomemod fine.

I use the old framework setup, not the 'My Documents' one, but I believe both ways are working fine, just don't mix the two up probably.

Check you have downloaded the latest AM.


Title: Re: What needs to go where to make AM work
Post by: rilla on 2013 November 25, 17:14:24
I've uninstalled and re-installed everything (but that's to hopefully fix a different problem) so I have zero cc beyond AM that I just installed less than a minute ago fresh from the site. The updater keeps saying "cannot find awesome.zip" but it is in my downloads folder. I tried moving it to Electronic Arts or to my Desktop...I'm not sure how to edit the updater to make it find awesome.zip to realise I really do have the version of AM that is sitting on this site installed. I realise how daft this sounds, I've never encountered this problem before so I cannot figure out how to fix it...I don't understand why the two aren't talking to each other


Title: Re: What needs to go where to make AM work
Post by: HomeschooledByTards on 2013 November 25, 17:53:35
Sounds like it's time to stop using the updater and start installing AM manually. It's not hard.


Title: Re: What needs to go where to make AM work
Post by: rilla on 2013 November 25, 18:55:06
erm well I already have installed AM manually, I wasn't relying on it to install it for me. It was that until I did the full re-install AM was keeping my game from loading so I had assumed that I needed the updater to ...well, update the AM file to get my game to launch. Now that I've done a re-install it is loading normally with just AM (although the debug section seems to have disappeared? Need to read the notes!) and I won't be needing the updater. My game was being very strange anyway, to add a package I had to merge about 100-200 files to get it to accept a single new package anyway (hence the complete re-install). I had just assumed I still needed the updater to get AM to work even though the notes in the file said it was patch ready because it wouldn't work with my computer.


Title: Re: What needs to go where to make AM work
Post by: jezzer on 2013 November 26, 16:30:28
I wish someone would just delete the Updater thread and not look back, and force everyone into manual installs.  That thing causes more problems than it solves.


Title: Re: What needs to go where to make AM work
Post by: HomeschooledByTards on 2013 November 26, 17:58:41
erm well I already have installed AM manually, I wasn't relying on it to install it for me. It was that until I did the full re-install AM was keeping my game from loading so I had assumed that I needed the updater to ...well, update the AM file to get my game to launch. Now that I've done a re-install it is loading normally with just AM (although the debug section seems to have disappeared? Need to read the notes!) and I won't be needing the updater. My game was being very strange anyway, to add a package I had to merge about 100-200 files to get it to accept a single new package anyway (hence the complete re-install). I had just assumed I still needed the updater to get AM to work even though the notes in the file said it was patch ready because it wouldn't work with my computer.

So, then, what's the problem? I'm confused. You need to learn how to tell stories betterer and be moar clearer.

You reinstalled TS3, and got AM working with it. But AM doesn't work now?

Where does the updater come into all of this? You don't need the updater to make AM work. The updater is an enabler for fucking lazy tards.


Title: Re: What needs to go where to make AM work
Post by: jolrei on 2013 November 27, 04:46:01
Honestly, if the AM updater was a GPS, these people would relinquish all responsibility to think for themselves and drive into a lake and drown.  Manually updating when necessary and ensuring that files are in the right spot is the better method.


Title: Re: What needs to go where to make AM work
Post by: rilla on 2013 November 27, 19:07:45
everything actually was in the right place, i had to do a soft nuke twice because the game was refusing to view my packages (and before that it was seeing AM as a bad mod). but now it is all working with AM mod (now if only i could get it to allow me to do tabcasts everything would be perfect!). i appreciate your help, i did think i needed the updater to get it all working properly (just as a software udpater [not as a put things in the right place tool])


Title: Re: What needs to go where to make AM work
Post by: jezzer on 2013 November 28, 16:25:08
everything actually was in the right place, i had to do a soft nuke twice because the game was refusing to view my packages (and before that it was seeing AM as a bad mod). but now it is all working with AM mod (now if only i could get it to allow me to do tabcasts everything would be perfect!). i appreciate your help, i did think i needed the updater to get it all working properly (just as a software udpater [not as a put things in the right place tool])

Now if only you would learn where your shift key is located, so you can use capital letters properly, like a grownup.


Title: Re: What needs to go where to make AM work
Post by: jessaveryja on 2014 May 04, 11:23:35
I need help.  I tried the new method first, I then tried the old method, and I then went back to the new method.  I have tried showconfig.  I have tried removing all other custom content.  I have not had any luck with getting the mod to work.  I am willing to provide any further information necessary to resolve this.  Please refrain from calling me an idiot as I doubt that many of you graduated high school at 16.

Edit:  I almost forgot, it might help to provide my system specs just in case.


Title: Re: What needs to go where to make AM work
Post by: Madame Mim on 2014 May 04, 13:24:20
Big words for somebody who wants our help. I don't know the answer as I only graduated high school at 17. Any higher education I have after that is obviously only the futile scrabbling of an ignorant woman in search of enlightenment.

God only knows how you'll feel about those members here who hold real tertiary credentials and post grad education.


Title: Re: What needs to go where to make AM work
Post by: Starler on 2014 May 04, 17:52:55
I don't believe its claim. There is no 16, and I graduated high school at 18, like the vast majority of 'Merkins. I never had to post on this forum to get AM to work, even when using multiple other mods. Obviously, I can't be the dumb one here. Of course, standards were a bit higher where I went to school.

Additionally, with all the socking that's been happening lately, we can't be sure that it's a real person and not the Eurotard in a new username.


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2014 May 04, 20:08:05
Please refrain from calling me an idiot as I doubt that many of you graduated high school at 16.

What the fuck has that got to do with anything?

I need help.  I tried the new method first, I then tried the old method, and I then went back to the new method.  I have tried showconfig.  I have tried removing all other custom content.  I have not had any luck with getting the mod to work.  I am willing to provide any further information necessary to resolve this.

You never did say if your other CC actually shows up and works.  Given the amount of detailed instructions on setting up the framework, both old and new, that have been posted here and at MTS, why the fuck should we give you special detailed instructions when they can be easily found yourself.  I guess graduating HS at 16 didn't make you as smart as you think you are.


Title: Re: What needs to go where to make AM work
Post by: jessaveryja on 2014 May 05, 00:06:43
If I may say this, I am an idiot.  I am an American who graduated high school at 16.  For your information, I have not managed to achieve any significant level of higher education in the few years since.  I was just hoping to avoid the abuse that you all seem to love to dish out to new people.

I am an idiot who forgot to check and see if the other custom content was working.  This was my first day trying custom content.  I was so concerned with getting AM to work that I completely forgot to check if the other custom content was showing up.  For the record, none of it is working.  I had used this guide (http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files) and NoBuildSparkles.package, and nointro.package had worked.

I was tired and frustrated when I first posted so I did leave many details out, I apologise for that.  I am sincerely trying to get help here.  If you want proof of who I am, I am willing to assist in that.


Title: Re: What needs to go where to make AM work
Post by: wizard_merlin on 2014 May 05, 03:20:37
I was just hoping to avoid the abuse that you all seem to love to dish out to new people.

Why do people keep thinking this is normal?  Many new people have asked questions and been given good answers, it all depends on the question and how it is asked.

I had used this guide (http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files) and NoBuildSparkles.package, and nointro.package had worked.

Just checked that setup, and damn, talk about easy, if you can't follow those instructions with everything so ready made, simple and easy, what the fuck do you expect us to do?  It doesn't get any simpler than that.


Title: Re: What needs to go where to make AM work
Post by: jessaveryja on 2014 May 05, 04:19:35
Perhaps because of the unusually high level of it.

I did follow the guide to the letter and the content that came with it worked fine.  All other content I have added has not worked.

Update:  I found a problem which I accidentally created in my Resource.cfg and fixed it.  Now, all of my custom content except for AM is working.


Title: Re: What needs to go where to make AM work
Post by: Faythe on 2014 August 04, 07:56:41
The framework is the actual Mods>Packages folders and you should put them in both The Sims 3 and the Sims 3/World Adventures directories, as below.

1.  You copy the framework files into both the base game and the expansion directories.  The paths should be something like C:/Program Files/Electronic Arts/The Sims 3 and C:/Program Files/Electronic Arts/The Sims 3/World Adventures.   Leave the empty files in both locations.

2.  Copy the d3dx9_31.dll file into the Game>Bin folder of both the above directories.  Leave those files in both.


I would like to thank coconnor for the assistance with this.  I had put a new hard drive in a while ago and had just finally gotten around to installing the Sims 3, and couldn't figure out how to stop getting the 'no disk' error when I took out the disk which made me think Awesomemod wasn't installed correctly. After about 3 hours of struggling with it I finally found this post and followed it.  I had thought that with the recent changes I only needed the framework in the mydocuments folder, but when I went and extracted just the framework to the expansions and base game it finally worked.


Title: Re: What needs to go where to make AM work
Post by: Moonie on 2014 August 04, 15:57:26
Dude, AM isn't hard to install. I may not have gotten all of my CC working the first time around, but I visited the all-powerful Google and sought the answers.
I can't even remember what I did, but I've done so many reinst for AM on TS2 and TS3 that even if I did, they'd all blur together.(Reinstalls not a fault of AM at all, several were deletion of game to save space, one hard drive nuke, and some corrupted files as a result of the slow death of a hard drive.)

When seasoned members toast people for their stupidity, it's usually because the almighty Google or "search thread" could have answered their question.

Graduating at 16 isn't impressive either. Due to some law changes I wasn't allowed to graduate at 16(Right before my 16th birthday at that.), so I basically did nothing for a whole year waiting for my 17th birthday and the option to take my GED. (I was home schooled. Bring on the lulz.) My brother also graduated at 16(whom is a year older), as did my mom, and my older sister(Whom is older than me by 11 years.). Though my mother was due to raising her siblings.