More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: J. M. Pescado on 2010 June 05, 08:38:52



Title: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 05, 08:38:52
It's up. It compiled, it loaded, and the lot didn't lock up when I loaded it. This is a limited-edition test run available to subscribers only.
Get it here (http://www.moreawesomethanyou.com/ts3/test/awesome.zip).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 05, 09:11:13
I got the EA warning about AM mod being the wrong version.

Loaded just fine. I was able to create a sim. I was able to load a lot. I am playing now and haven't noticed any problems.  So it is looking good so far.  I'm using the Ambitions expansion pack.

I'll edit this post if I run into anything odd.

ETA: I had my sim set on skill:gardening and all she did was run to the nearest Foosball table and play with it, even when her entertainment was maxed (Although her social was low, I think).  Happened with some other SC:skilling commands as well. She never did find the library and actually left the library when I sent her to it.

Got this error:
(http://i15.photobucket.com/albums/a358/simiusthemonkey/TestError.jpg)

I have Awesomestory mode running my sim's job is a gardener, if that helps.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bumblebee on 2010 June 05, 09:20:45
Also got the EA warning, but other than that it seems to be running fine with HELS.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 05, 09:45:46
Just had my first CTD when I hit speed 3. One sim on SC skilling logic, one on cooking. Sims are finding the library OK and also the chess tables in the park. I played for about 4 hours vanilla with no crashes.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Inge on 2010 June 05, 09:49:40
Thank god...  Maty was going into meltdown.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bandit on 2010 June 05, 09:50:23
I have a similar issue to Witch. Occasionally unpausing will cause my game to CTD Nope, it's a persistent CTD, and after a certain amount of time while using any of my most recent saves I will CTD (Took out all my hacks before adding awesome-mod and still no dice). Rolled back 12 saves and it became stable, no CTDs as of yet.

Only issue I could find is that the UI for households now seems to be limited to 8 sims again, regardless of how many there actually are.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Erry on 2010 June 05, 09:54:58
Got warning at boot-up, loaded AwesomeMod-free saving... but it would it not load... at all. Through task manager it kept taking up RAM, then eventually loaded.
Only problem with me is that the 'Options' menu would not load up for me.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Barbara Walters on 2010 June 05, 09:57:47
After a couple minutes of play, a party had started and I went into map view then zoomed back down- CTD.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: GameBeBorked on 2010 June 05, 10:01:21
Crashed to desktop twice. One whilst "Researching fashion concepts" on the drafting table for painting skill, the other one for trying to put a sketch into my fashion portfoli (Stylist career).

Other than that it worked well.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Nienor on 2010 June 05, 10:14:43
I added Awesomemod to a save game I had made before. Loading both the game itself and the savegame went fine. (I believe that nagging message is expected behaviour?) When playing, however, I had a CTD pretty quickly, after setting the speed to 3 and the Supreme Commander to increasing logic skill. The same save game runs without issues without Awesome Mod.


Title: Test with Sims3+WA+Ambitions
Post by: Scaenicus on 2010 June 05, 10:21:45
Environment:
Windows Vista 64bit
Sims 3 + WA + Ambitions (all up to date)
Started with 3booter+fpslimiter

Not awesome mods installed:
NoIntro
Loads of store items

Pre awesomemod-install issues:
Unregularly occuring CTDs on several events (getting city-key, emergency call for firemen...), when the application has to build many items (on camera-jump). Seems to be a memory-problem, as pausing the game and waiting till everything is built tackles the problem.
Loading of savegame seems to be stuck in the beginning and then again after about 1/5 of the bar.

Test Neighbourhood 1:
Started after installing Ambitions; already played about 10 hours; family owns several lots.
Savegame is while a earthquake event (I already played the event through, but didn't save afterwards).

Awesomemod test 1:
Compatibility message, as with the others.
CTD on the earthquake event, several times.
Gave up this save-game


Test Neighbourhood 2:
Started after installing awesome-mod (and the failed first test).

Awesomemod test 2:
Compatibility message.
Started a new firewoman.
Works fine this time (even a house fire)
No CTDs so far (but I pause before camera-jumps, see above)
Edit:
After reloading no sim can climb the career-ladder without a CTD.

Test Neighbourhood 3:
Started after the failed second test.

Awesomemod test 3:
Several CTDs on fulfilled assignments, career-steps, events and other occurrences the "you made something"-melody comes up.
Everything seems to happen, when S3 sets values into the sims biography.

Edit:
With the last version all above mentioned issues stopped to trouble me.

Edit:
Updated 20 minutes ago: When sculptures are unfinished on saving, they invoke a CTD after reloading and finishing.

Edit:
Since last update I can't finish any opportunity (results in mood-drop until I cancel the opportunity) or career-event (fires, ghosts).
Even tried to restart the neighbourhood.

Trying now a test-run without awesome-mod and a new game to verify that my setup is not broken.

Edit:
Nope... Without awesome it works.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 05, 10:22:25
No crashes for me, however when I tried to interact with a townie, my sim's motives started going down like crazy and neither max motives nor resetsim could remedy that. vanilla+awesomemod, so it's not other mod's fault.

EDIT: spoken too soon. It just crashed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 05, 11:11:57
Nothing wrong yet, just the usual 'outdated mods' pop up at launch and that Mod Script popup. All my savegames work, although they take longer to load than they used to. Maybe be related to AwesomeMod but probably not.

So far so good.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 05, 11:47:35
First tun, full install, all EP and SP.

Warning screen at startup.  Ingnored.

No issue with primary startup

A tad slow at family load.  Game a long running family.

No CTD as yet.   Was able to reset several other toons to sacred.  No issues.

Saved.  No CTD or lock up.

Exit.  Clean close out.

Will update as I bring more AM features online.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 05, 12:02:41
All same with minor change to config, turned on pedo only.( naughty me.)

All worked until restart time and school bus horn sounded.

CTD.


Don't know if this will help or not, but it is new in the folder.

[Build info]
Application: Sims3
BuildTime:   2010-04-18-2235
BuildUser:   codebuilder
BuildHost:   SIMS-BUILD144
BuildConfig: Release
BuldVersion: 0.2.0.104
Commandline: C:\Program Files\Electronic Arts\The Sims 3 Ambitions\Game\Bin\TS3EP02.exe


[System info]
Computer name: ANTHONY-PC
Computer DNS name: Anthony-PC
User name: Anthony
EA_PLATFORM: Windows on X86
OS name: Windows Vista
OS version number: 6.1.7600
OS service pack:
Debugger present: no
CPU count: 2
Processor type: x86
Processor level: 15
Processor revision: 1027
Memory load: 63%
Total physical memory: 3054 Mb
Available physical memory: 1124 Mb
Total page file memory: 6107 Mb
Available page file memory: 3646 Mb
Total virtual memory: 2047 Mb
Free virtual memory: 687 Mb

[Application info]
Language: C++
Compiler: Microsoft Visual C++ compiler, version 1400
App path: C:\Program Files\Electronic Arts\The Sims 3 Ambitions\Game\Bin\TS3EP02.exe
App version: 0.2.0.104

[Exception info]
date: 2010-06-05
time: 08.07.09
type: ACCESS_VIOLATION reading address 0x58568f7c
address: 0x004e19dd "C:\Program Files\Electronic Arts\The Sims 3 Ambitions\Game\Bin\TS3EP02.exe":0x0001:0x000e09dd

[Call stack]
C:\Program Files\Electronic Arts\The Sims 3 Ambitions\Game\Bin\TS3EP02.exe
0x004e19dd


[Stack data]
0012a6e0 | cc 02 00 00 18 00 00 00 00 00 00 00<c0>b0 7d 12 | ..............}. |
0012a6f0 | a8 b5 7d 12 c0 b0 7d 12 6b 00 00 00 c0 b0 7d 12 | ..}...}.k.....}. |
0012a700 | d8 b0 7d 12 e8 b0 7d 12 2a 1f 4e 00 c0 b0 7d 12 | ..}...}.*.N...}. |
0012a710 | a8 b5 7d 12 00 20 00 00 f8 84 d4 13 10 20 00 00 | ..}.. ....... .. |
0012a720 | 88 a7 12 00 00 00 00 00 00 00 00 00 ea 29 4e 00 | .............)N. |
0012a730 | 00 20 00 00 6b 00 00 00 08 00 00 00 e0 14 f4 12 | . ..k........... |
0012a740 | 42 64 b7 00 00 20 00 00 00 00 00 00 de 39 ca 00 | Bd... .......9.. |
0012a750 | 00 20 00 00 48 9a 4a 3b 08 00 00 00 18 9a 4a 3b | . ..H.J;......J; |
0012a760 | 35 3a ca 00 e0 14 f4 12 08 00 00 00 e0 14 f4 12 | 5:.............. |
0012a770 | 48 8b 4a 3b cc 52 c7 00 e0 14 f4 12 08 00 00 00 | H.J;.R.......... |
0012a780 | 3c 00 00 00 08 31 d4 13 68 8a 4a 3b 01 00 00 00 | <....1..h.J;.... |
0012a790 | e0 14 f4 12 50 01 00 00 3c 00 00 00 98 85 c7 00 | ....P...<....... |
0012a7a0 | f8 84 d4 13 68 8a 4a 3b 48 8b 4a 3b 6f 00 00 00 | ....h.J;H.J;o... |
0012a7b0 | ff 24 3b 13 68 8a 4a 3b d0 92 59 13 01 00 00 00 | .$;.h.J;..Y..... |
0012a7c0 | 6f 00 00 1b 06 00 00 00 ac 78 c7 00 e0 14 f4 12 | o........x...... |
0012a7d0 | d0 92 59 13 a8 8e c7 00 6f 00 00 00 04 00 00 00 | ..Y.....o....... |
0012a7e0 | ff 24 3b 13 d0 92 59 13 67 f9 c8 00 d0 92 59 13 | .$;...Y.g.....Y. |
0012a7f0 | ae f9 c8 00 68 8a 4a 3b c6 01 00 0a c6 01 00 00 | ....h.J;........ |
0012a800 | 20 a9 12 00 10 b3 4a 3b 6f 00 00 1b ff 24 3b 13 |  .....J;o....$;. |
0012a810 | 00 00 00 00 38 77 68 1c 04 00 00 00 7c 03 00 00 | ....8wh.....|... |
0012a820 | 37 00 00 00 10 00 00 00 38 77 68 1c 66 4f c7 00 | 7.......8wh.fO.. |
0012a830 | 00 b3 4a 3b 78 00 c9 00 78 b2 4a 3b d0 92 59 13 | ..J;x...x.J;..Y. |
0012a840 | 00 00 00 00 c6 01 00 0a d0 92 59 13 c6 01 00 00 | ..........Y..... |
0012a850 | f8 4b 0e 13 1b fa c4 00 00 b8 59 13 c6 01 00 0a | .K........Y..... |
0012a860 | 6c a8 12 00 68 a8 12 00 1d f4 c8 00 00 00 00 00 | l...h........... |
0012a870 | c6 01 00 0a 00 00 00 00 78 b2 4a 3b 48 b2 4a 3b | ........x.J;H.J; |
0012a880 | f8 4b 0e 13 c0 eb 4a 3b d8 e0 c6 00 d0 92 59 13 | .K....J;......Y. |
0012a890 | c6 01 00 0a 00 00 00 00 78 b2 4a 3b c0 eb 4a 3b | ........x.J;..J; |
0012a8a0 | 2c 56 c7 14 f0 ac 12 00 b0 df e6 12 42 64 b7 00 | ,V..........Bd.. |
0012a8b0 | 80 00 00 00 00 00 00 00 10 f2 c4 00 80 00 00 00 | ................ |
0012a8c0 | 61 f4 c4 00 c0 eb 4a 3b f4 fb 12 00 60 3d 55 3d | a.....J;....`=U= |
0012a8d0 | 48 b2 4a 3b 17 bb c5 00 c0 b8 c5 00 48 b2 4a 3b | H.J;........H.J; |
0012a8e0 | c0 eb 4a 3b 00 00 00 00 48 b2 4a 3b e8 c6 b2 12 | ..J;....H.J;.... |

[Instruction data]
004e195d => DasmX86Dll.dll not found.

[Registers]
eip: 004e19dd
eax: 33da8dc0
ebx: 00000031
ecx: 127db0c0
edx: 00000030
esi: 33da8df0
edi: 247c0188
ebp: 28484be0
efl: 00010202
esp: 0012a6ec

[Modules]
base 0x00400000 size 0x00c44000 entry 0x00d78471 "TS3EP02.exe"                                    "C:\Program Files\Electronic Arts\The Sims 3 Ambitions\Game\Bin\TS3EP02.exe"
base 0x76e00000 size 0x0013c000 entry 0x00000000 "ntdll.dll"                                      "C:\Windows\SYSTEM32\ntdll.dll"
base 0x75250000 size 0x000d4000 entry 0x752a10e5 "kernel32.dll"                                   "C:\Windows\system32\kernel32.dll"
base 0x75170000 size 0x0004a000 entry 0x75177a9d "KERNELBASE.dll"                                 "C:\Windows\system32\KERNELBASE.dll"
base 0x68dd0000 size 0x001c3000 entry 0x68dd1811 "d3d9.dll"                                       "C:\Windows\system32\d3d9.dll"
base 0x76850000 size 0x000ac000 entry 0x7685a472 "msvcrt.dll"                                     "C:\Windows\system32\msvcrt.dll"
base 0x76670000 size 0x00019000 entry 0x76674975 "sechost.dll"                                    "C:\Windows\SYSTEM32\sechost.dll"
base 0x76bb0000 size 0x000a1000 entry 0x76beafd4 "RPCRT4.dll"                                     "C:\Windows\system32\RPCRT4.dll"
base 0x76d30000 size 0x000c9000 entry 0x76d4f7c9 "USER32.dll"                                     "C:\Windows\system32\USER32.dll"
base 0x76690000 size 0x0004e000 entry 0x7669ec49 "GDI32.dll"                                      "C:\Windows\system32\GDI32.dll"
base 0x76f40000 size 0x0000a000 entry 0x76f4136c "LPK.dll"                                        "C:\Windows\system32\LPK.dll"
base 0x755e0000 size 0x0009d000 entry 0x756147d7 "USP10.dll"                                      "C:\Windows\system32\USP10.dll"
base 0x743a0000 size 0x00009000 entry 0x743a1220 "VERSION.dll"                                    "C:\Windows\system32\VERSION.dll"
base 0x6e5f0000 size 0x00006000 entry 0x6e5f11f0 "d3d8thk.dll"                                    "C:\Windows\system32\d3d8thk.dll"
base 0x73890000 size 0x00013000 entry 0x73891d3f "dwmapi.dll"                                     "C:\Windows\system32\dwmapi.dll"
base 0x01050000 size 0x00267000 entry 0x0126af6c "d3dx9_31.dll"                                   "C:\Windows\system32\d3dx9_31.dll"
base 0x76f70000 size 0x000a0000 entry 0x76f92dd9 "ADVAPI32.dll"                                   "C:\Windows\system32\ADVAPI32.dll"
base 0x691b0000 size 0x000e7000 entry 0x691b1771 "DDRAW.dll"                                      "C:\Windows\system32\DDRAW.dll"
base 0x6f360000 size 0x00006000 entry 0x6f361250 "DCIMAN32.dll"                                   "C:\Windows\system32\DCIMAN32.dll"
base 0x756c0000 size 0x0019d000 entry 0x756c17e7 "SETUPAPI.dll"                                   "C:\Windows\system32\SETUPAPI.dll"
base 0x75000000 size 0x00027000 entry 0x750058b9 "CFGMGR32.dll"                                   "C:\Windows\system32\CFGMGR32.dll"
base 0x765b0000 size 0x0008f000 entry 0x765b3fb1 "OLEAUT32.dll"                                   "C:\Windows\system32\OLEAUT32.dll"
base 0x75330000 size 0x0015c000 entry 0x75385d13 "ole32.dll"                                      "C:\Windows\system32\ole32.dll"
base 0x75150000 size 0x00012000 entry 0x75151441 "DEVOBJ.dll"                                     "C:\Windows\system32\DEVOBJ.dll"
base 0x764b0000 size 0x000f4000 entry 0x764b175f "WININET.dll"                                    "C:\Windows\system32\WININET.dll"
base 0x76760000 size 0x00057000 entry 0x7677a24a "SHLWAPI.dll"                                    "C:\Windows\system32\SHLWAPI.dll"
base 0x76f60000 size 0x00003000 entry 0x00000000 "Normaliz.dll"                                   "C:\Windows\system32\Normaliz.dll"
base 0x75490000 size 0x00135000 entry 0x75491ab0 "urlmon.dll"                                     "C:\Windows\system32\urlmon.dll"
base 0x75030000 size 0x0011c000 entry 0x750315ae "CRYPT32.dll"                                    "C:\Windows\system32\CRYPT32.dll"
base 0x74fc0000 size 0x0000c000 entry 0x74fc238d "MSASN1.dll"                                     "C:\Windows\system32\MSASN1.dll"
base 0x769b0000 size 0x001f9000 entry 0x769b224d "iertutil.dll"                                   "C:\Windows\system32\iertutil.dll"
base 0x75860000 size 0x00c49000 entry 0x758dd49a "SHELL32.dll"                                    "C:\Windows\system32\SHELL32.dll"
base 0x70420000 size 0x00087000 entry 0x70450dce "MSVCP80.dll"                                    "C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4927_none_d08a205e442db5b5\MSVCP80.dll"
base 0x74df0000 size 0x0009b000 entry 0x74df232b "MSVCR80.dll"                                    "C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4927_none_d08a205e442db5b5\MSVCR80.dll"
base 0x77010000 size 0x0001f000 entry 0x77011355 "IMM32.dll"                                      "C:\Windows\system32\IMM32.dll"
base 0x76c60000 size 0x000cc000 entry 0x76c6168b "MSCTF.dll"                                      "C:\Windows\system32\MSCTF.dll"
base 0x6c090000 size 0x000eb000 entry 0x6c091445 "dbghelp.dll"                                    "C:\Windows\system32\dbghelp.dll"
base 0x755d0000 size 0x00005000 entry 0x755d1438 "PSAPI.DLL"                                      "C:\Windows\system32\PSAPI.DLL"
base 0x73620000 size 0x00011000 entry 0x73621300 "NETAPI32.dll"                                   "C:\Windows\system32\NETAPI32.dll"
base 0x73610000 size 0x00009000 entry 0x736115a6 "netutils.dll"                                   "C:\Windows\system32\netutils.dll"
base 0x74c20000 size 0x00019000 entry 0x74c21319 "srvcli.dll"                                     "C:\Windows\system32\srvcli.dll"
base 0x73600000 size 0x0000f000 entry 0x736012a1 "wkscli.dll"                                     "C:\Windows\system32\wkscli.dll"
base 0x75680000 size 0x00035000 entry 0x7568145d "WS2_32.dll"                                     "C:\Windows\system32\WS2_32.dll"
base 0x76f50000 size 0x00006000 entry 0x76f51782 "NSI.dll"                                        "C:\Windows\system32\NSI.dll"
base 0x733c0000 size 0x00072000 entry 0x733c1576 "DSOUND.dll"                                     "C:\Windows\system32\DSOUND.dll"
base 0x73380000 size 0x00032000 entry 0x733837c1 "WINMM.dll"                                      "C:\Windows\system32\WINMM.dll"
base 0x73910000 size 0x00025000 entry 0x73912b71 "POWRPROF.dll"                                   "C:\Windows\system32\POWRPROF.dll"
base 0x6c1b0000 size 0x00005000 entry 0x6c1b1000 "avgrsstx.dll"                                   "C:\Windows\system32\avgrsstx.dll"
base 0x003e0000 size 0x00016000 entry 0x003e801f "xinput1_3.dll"                                  "C:\Windows\system32\xinput1_3.dll"
base 0x6d2b0000 size 0x00022000 entry 0x6d2bb13c "glu32.dll"                                      "C:\Windows\system32\glu32.dll"
base 0x690e0000 size 0x000c8000 entry 0x6917b0e4 "OPENGL32.dll"                                   "C:\Windows\system32\OPENGL32.dll"
base 0x73c50000 size 0x00040000 entry 0x73c5a2dd "uxtheme.dll"                                    "C:\Windows\system32\uxtheme.dll"
base 0x66c70000 size 0x00903000 entry 0x66f67e90 "nvd3dum.dll"                                    "C:\Windows\system32\nvd3dum.dll"
base 0x751c0000 size 0x00084000 entry 0x751c19a9 "COMCTL32.dll"                                   "C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.7600.16385_none_ebf82fc36c758ad5\COMCTL32.dll"
base 0x74dc0000 size 0x0001a000 entry 0x74dc2ccd "SspiCli.dll"                                    "C:\Windows\system32\SspiCli.dll"
base 0x74ee0000 size 0x0000c000 entry 0x74ee10e1 "CRYPTBASE.dll"                                  "C:\Windows\system32\CRYPTBASE.dll"
base 0x767c0000 size 0x00083000 entry 0x767c23d2 "CLBCatQ.DLL"                                    "C:\Windows\system32\CLBCatQ.DLL"
base 0x74920000 size 0x00016000 entry 0x74922dc3 "CRYPTSP.dll"                                    "C:\Windows\system32\CRYPTSP.dll"
base 0x74710000 size 0x0003b000 entry 0x7471128d "rsaenh.dll"                                     "C:\Windows\system32\rsaenh.dll"
base 0x74de0000 size 0x0000e000 entry 0x74de1235 "RpcRtRemote.dll"                                "C:\Windows\system32\RpcRtRemote.dll"
base 0x6e5a0000 size 0x00007000 entry 0x6e5a1230 "winbrand.dll"                                   "C:\Windows\system32\winbrand.dll"
base 0x74fd0000 size 0x0002d000 entry 0x74fd2911 "WINTRUST.dll"                                   "C:\Windows\system32\WINTRUST.dll"
base 0x748e0000 size 0x0003c000 entry 0x748e145d "mswsock.dll"                                    "C:\Windows\system32\mswsock.dll"
base 0x74430000 size 0x00005000 entry 0x744315df "wshtcpip.dll"                                   "C:\Windows\System32\wshtcpip.dll"
base 0x735d0000 size 0x00010000 entry 0x735d3919 "NLAapi.dll"                                     "C:\Windows\system32\NLAapi.dll"
base 0x747b0000 size 0x00044000 entry 0x747c66c9 "DNSAPI.dll"                                     "C:\Windows\system32\DNSAPI.dll"
base 0x72130000 size 0x00008000 entry 0x7213131e "winrnr.dll"                                     "C:\Windows\System32\winrnr.dll"
base 0x72120000 size 0x00010000 entry 0x72121526 "napinsp.dll"                                    "C:\Windows\system32\napinsp.dll"
base 0x72100000 size 0x00012000 entry 0x721018f2 "pnrpnsp.dll"                                    "C:\Windows\system32\pnrpnsp.dll"
base 0x73120000 size 0x0001c000 entry 0x73123f51 "IPHLPAPI.DLL"                                   "C:\Windows\system32\IPHLPAPI.DLL"
base 0x73100000 size 0x00007000 entry 0x7310128d "WINNSI.DLL"                                     "C:\Windows\system32\WINNSI.DLL"
base 0x73000000 size 0x00038000 entry 0x73009906 "fwpuclnt.dll"                                   "C:\Windows\System32\fwpuclnt.dll"
base 0x71660000 size 0x00006000 entry 0x716614b2 "rasadhlp.dll"                                   "C:\Windows\system32\rasadhlp.dll"
base 0x6c4b0000 size 0x00079000 entry 0x6c4b140f "mscms.dll"                                      "C:\Windows\system32\mscms.dll"
base 0x74540000 size 0x00017000 entry 0x74541c89 "USERENV.dll"                                    "C:\Windows\system32\USERENV.dll"
base 0x74f50000 size 0x0000b000 entry 0x74f51992 "profapi.dll"                                    "C:\Windows\system32\profapi.dll"
base 0x6d270000 size 0x00038000 entry 0x6d2727b6 "icm32.dll"                                      "C:\Windows\system32\icm32.dll"
base 0x738c0000 size 0x00039000 entry 0x738ce1e6 "MMDevApi.dll"                                   "C:\Windows\System32\MMDevApi.dll"
base 0x73cc0000 size 0x000f5000 entry 0x73ccadae "PROPSYS.dll"                                    "C:\Windows\System32\PROPSYS.dll"
base 0x6f480000 size 0x00030000 entry 0x6f483c6b "wdmaud.drv"                                     "C:\Windows\system32\wdmaud.drv"
base 0x6fe50000 size 0x00004000 entry 0x6fe51030 "ksuser.dll"                                     "C:\Windows\system32\ksuser.dll"
base 0x738b0000 size 0x00007000 entry 0x738b10c0 "AVRT.dll"                                       "C:\Windows\system32\AVRT.dll"
base 0x6fff0000 size 0x00036000 entry 0x6fff9842 "AUDIOSES.DLL"                                   "C:\Windows\system32\AUDIOSES.DLL"
base 0x6f460000 size 0x00008000 entry 0x6f464119 "msacm32.drv"                                    "C:\Windows\system32\msacm32.drv"
base 0x6f440000 size 0x00014000 entry 0x6f441340 "MSACM32.dll"                                    "C:\Windows\system32\MSACM32.dll"
base 0x6f430000 size 0x00007000 entry 0x6f4311d0 "midimap.dll"                                    "C:\Windows\system32\midimap.dll"
base 0x6f400000 size 0x00008000 entry 0x6f4011d0 "netbios.dll"                                    "C:\Windows\system32\netbios.dll"

[Register memory]
eax 33da8dc0 |<00>00 00 00 31 00 00 00 50 8d da 33 e0 4b 48 28 | ....1...P..3.KH( |
    33da8dd0 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................ |
ebx 00000030 |   <??>?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? |  ??????????????? |
    00000040 | ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? | ???????????????? |
    00000050 | ??                                              | ?                |
ecx 127db0c0 |<01>00 00 00 51 00 00 00 00 00 00 00 00 00 00 00 | ....Q........... |
    127db0d0 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................ |
edx 00000030 |<??>?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? | ???????????????? |
    00000040 | ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? | ???????????????? |
esi 33da8df0 |<ff>ff ff ff 88 01 7c 24 08 04 7c 24 d0 8e da 33 | ......|$..|$...3 |
    33da8e00 | 10 00 00 00 31 00 00 00 00 8e da 33 00 00 00 00 | ....1......3.... |
edi 247c0180 |                        <94>01 7c 24 0c 00 eb 00 |         ..|$.... |
    247c0190 | 05 00 06 00 00 00 00 00 06 00 71 00 08 00 06 00 | ..........q..... |
    247c01a0 | 90 00 00 00 91 00 00 00                         | ........         |
ebp 28484be0 |<00>00 00 00 35 00 00 80 30 66 51 28 30 66 51 28 | ....5...0fQ(0fQ( |
    28484bf0 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................ |

[Extra]
ScriptHeap: 60.84MB/73.96MB (11); 7.18MB


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 05, 12:14:15
Just had a crash while Trying For Baby. No idea why.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jezabel on 2010 June 05, 12:21:01
I tested it for one hour or so with a new family I created when I got ambitions and everything seemed to be working well until it was time to send one of my kids to school.
I discovered that there wasn't any school anymore. The building is there, it's a community building but not a school and if i try to modify it's use i don't find school in the list.

I know it was working well before I installed Awesomemod because the same kid went to school for 2 days.
I tried with a new family in the new neighborhood and got the same problem.

I tried removing all my other hacks and leaving only Awesomemod, same problem.
I then removed Awesomemod  and the school came back and is working (the kid is at school right now).

I have WA but no HELS, all up to date.

It's the only problem I noticed so far.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 05, 12:22:35
Round 3.  had to remodel a bit.  Discovered wwe now have to do freaking LAUNDRY to keep them happy.  Was fine until restarted active mode.

Going to pull AM for now.  Still to unstable.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: pincushionqueen on 2010 June 05, 12:23:26
I get the annoying EA warning at startup and so far have had three CTDs, all of which were unpausing the game after I left build or buy mode to return to live mode.

I'm using the Mods folder in /Documents/EA/Sims 3 with framework properly installed, not sure if that could be a reason or not?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Alwayswatching on 2010 June 05, 12:28:01
Started a new family and played normally. No problems over the hour and a half I played.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 05, 12:37:59
Another crash occured when trying to get Sim to have shower after unpausing game.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 05, 12:46:59
I got the wrong version dialog at startup.  I do not get this with my own core mod that makes changes to UI.dll  (removed for AM testing).

Either that message is triggered by changes to the Objects.dll or Systems.dll files or my build process does something that makes the game happy.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 05, 12:53:27
 :D ROTFL!!! Funniest thing just happened to me…

1st got a CTD which was fine, I was considering myself lucky but then I went to France and all hell broke loose.

The minute I accepted an adventure every single motives started to drop FAST and the lifetime point to go up FAST, it was like the sim itself was fast forwarding.

It was hilarious cause while I was trying to raise the hunger motive she peed herself  repeatedly  all while the adventure music kept repeating over and over again.

Did it twice to make sure and it happened again.

Oh let me add that i tested it with no other mods.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Josephinev on 2010 June 05, 12:58:09
I tested it for one hour or so with a new family I created when I got ambitions and everything seemed to be working well until it was time to send one of my kids to school.
I discovered that there wasn't any school anymore. The building is there, it's a community building but not a school and if i try to modify it's use i don't find school in the list.

I know it was working well before I installed Awesomemod because the same kid went to school for 2 days.
I tried with a new family in the new neighborhood and got the same problem.

I tried removing all my other hacks and leaving only Awesomemod, same problem.
I then removed Awesomemod  and the school came back and is working (the kid is at school right now).

I have WA but no HELS, all up to date.

It's the only problem I noticed so far.

I'm having a similar issue.  I installed the new test version of awesomemod about an hour before this post and started the game up.  I got the naggy EA screen at the beginning just like everyone else.  I checked to make sure awesomemod was up and running and it is.  Everything seemed fine until it was time for my sim to go to work.  The car came to pick her up but she wouldn't go.  I went to her work building and tried to click on the work button but it won't allow me to.  The button is there, however, when I click it, nothing happens.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lovelyrita on 2010 June 05, 13:04:26
No crashes for me, however when I tried to interact with a townie, my sim's motives started going down like crazy and neither max motives nor resetsim could remedy that. vanilla+awesomemod, so it's not other mod's fault.


This happened to me too. Also, my sim was at work, it was supposed to end at 13:30, but once I started the game (it was around 10 sim-time), the pop-up that appears at the end of the work-day appeared, my sim got out of the building along with all his colleagues and he was flagged with "skipping work". No matter how many times I tried to send him back, he just wouldn't go to work again.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 05, 13:11:45
Reinstalled saves from before EP install.  Game glitched out bad.  Could not get kids in the school.  Rabbit holes were malfuntioning.
 


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 05, 13:13:42
I'm giving up for now. I'll try again on the next build.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 05, 13:46:44
I also got the dropping-at-the-speed-of-light motives drop. I recreated the scenario in which it happened the first time with a new game and new sim, and it happened again. Female sim, takes profession of investigator, gets her first case, and when she does the interview for that, whammo. Motives drop so fast you can't drag them back up. All motives except fun was affected, and after about a minute (on normal speed, I should add) my sim died.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: goldentulips on 2010 June 05, 13:50:46
... until it was time to send one of my kids to school.
I discovered that there wasn't any school anymore. The building is there, it's a community building but not a school and if i try to modify it's use i don't find school in the list.

I tried removing all my other hacks and leaving only Awesomemod, same problem.
I then removed Awesomemod  and the school came back and is working (the kid is at school right now).....


I'm having a similar issue.  I installed the new test version of awesomemod about an hour before this post and started the game up.  I got the naggy EA screen at the beginning just like everyone else.  I checked to make sure awesomemod was up and running and it is.  Everything seemed fine until it was time for my sim to go to work.  The car came to pick her up but she wouldn't go.  I went to her work building and tried to click on the work button but it won't allow me to.  The button is there, however, when I click it, nothing happens.

Same here. My sims wont go to school or work.

And the game crashed 3 times till now, 3-5 minutes after playing. Am in game now .. hope it wont crash again.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 05, 13:51:21
The minute I accepted an adventure every single motives started to drop FAST and the lifetime point to go up FAST, it was like the sim itself was fast forwarding.

Seems this interaction is not working correctly, same happens with investigators.
EDIT: It's opportunities in general, I believe. Just went to give a seminar at a rabbit hole and motive drainage occurred.

I had a couple of errors messages, but nothing seems to have happened except for error messages popping up.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 05, 14:05:34
Seems that this new Patch/Ambitions and the changes to Mods has completely ruined AwesomeMod for functionality. Is there some big change that caused the mod to just break down like this? We didn't have the same problems with World Adventures did we?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bandit on 2010 June 05, 14:22:49
Seems that this new Patch/Ambitions and the changes to Mods has completely ruined AwesomeMod for functionality. Is there some big change that caused the mod to just break down like this? We didn't have the same problems with World Adventures did we?
It's almost like Awesome Mod was targeted by EA. I don't think any other mod is having this much trouble getting updated.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 05, 14:30:07
Awesome Mod touches a lot of stuff and EA has touched back.   It would not surprise me to find out that EA has looked over AM to see what it is up to and that may have caused them to put fixes in areas that AM makes changes.  I would not attribute this to malice because AM does fix bugs and may make changes in areas EA might find interesting.

One thing we now know they did was put in a version identifier so that they can detect when a core mod is out of date.  AM already includes a similar function but such function is not required for core mods.  EA has made it a little harder to run old core mods.  Once AM gets this set straight, that version mismatch dialog at the start will go away.






Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 05, 14:33:26
I think its just the changed to opportunities which I will add that I seriously hate the new way of accepting them.

Why fix something that isn't broken?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Stallias on 2010 June 05, 14:39:44
trying it out now; let you know what happens. i mainly get on this site for the awesomemod while another core mod i like is being updated.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Roobs on 2010 June 05, 14:55:16
... until it was time to send one of my kids to school.
I discovered that there wasn't any school anymore. The building is there, it's a community building but not a school and if i try to modify it's use i don't find school in the list.

I tried removing all my other hacks and leaving only Awesomemod, same problem.
I then removed Awesomemod  and the school came back and is working (the kid is at school right now).....
I'm having a similar issue.  I installed the new test version of awesomemod about an hour before this post and started the game up.  I got the naggy EA screen at the beginning just like everyone else.  I checked to make sure awesomemod was up and running and it is.  Everything seemed fine until it was time for my sim to go to work.  The car came to pick her up but she wouldn't go.  I went to her work building and tried to click on the work button but it won't allow me to.  The button is there, however, when I click it, nothing happens.
Same here. My sims wont go to school or work.

I am also experiencing this. This, and the increase in CTDs are the only niggles I'm seeing though.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sarahzsmyl on 2010 June 05, 15:02:02
I can't get the game to load at all for me with AM installed in the TS3\mods\packages dir. It just sits at the loading screen. I left it idle for about 10 minutes just in case it was a slow load. If I place it in the Ambitions dir, the game loads, but the mod isn't read.  This is with and without other mods installed. And, without AM (cries) installed, the game loads without issue. Other mods are working.

Platform:
W7x64

I'm beginning to think Steve Jobs took over The Sims division of EA. This is just like trying to jailbreak my iPhone everytime Apple pushes an update.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bandit on 2010 June 05, 15:13:34
Awesome Mod touches a lot of stuff and EA has touched back.   It would not surprise me to find out that EA has looked over AM to see what it is up to and that may have caused them to put fixes in areas that AM makes changes.  I would not attribute this to malice because AM does fix bugs and may make changes in areas EA might find interesting.

One thing we now know they did was put in a version identifier so that they can detect when a core mod is out of date.  AM already includes a similar function but such function is not required for core mods.  EA has made it a little harder to run old core mods.  Once AM gets this set straight, that version mismatch dialog at the start will go away.
Well that blew my tin foil hat off. You and your aggravating infallible arguments :P.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Stallias on 2010 June 05, 15:17:38
I put the mod in my usual mods folder in C:\Program Files\Electronic Arts\The Sims 3 Ambitions\Mods\Packages
I got the little thing that said it's not up to date, then when I was trying to load a previously saved game, the whole computer froze on me and I had to manually shut it off. I'm not about to try a new game after that. the only new mod i'd added was awesomemod, so i know that it was the problem.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bandit on 2010 June 05, 15:37:42
@Stallias

Got warning at boot-up, loaded AwesomeMod-free saving... but it would it not load... at all. Through task manager it kept taking up RAM, then eventually loaded.
Only problem with me is that the 'Options' menu would not load up for me.

Similar Issue?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Pyromaniac on 2010 June 05, 15:41:18
"NoKillWantsOnUnselect" is borked. I selected another family via 'ctrl+click Select Sim', and when I reverted back to my original family, all wish slots were wiped clean.

Also, Logic skilling may have lost functionality - I'm not too sure about this one. I made my sim skill Logic on supcom, and instead of going to the library where skill gain is doubled, he went to the fire station.

edit: Otherwise, I have not CTD during gameplay at all - only once when I was exiting to the main menu, but I already saved the game.

edit 2: Never mind. Experienced random CTD at night.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Erwenla on 2010 June 05, 15:49:52
Bugs I encountered so far:

1) My sim joined the Medical Career without problem, but can't go to work. Never gets in the car, but walks towards it. Instead of getting in, goes to any random sim to nag about idiotic stuff (even takes a cab to do it). When I click on the "go to work" button from the Hospital, it does nothing at all, just the click sound. The quit work and join career buttons work just fine.

2) My sim gets the Investigator job opportunity to interview some woman. Suddenly, as soon as the sim starts the quest, the motives start dropping like crazy. I use maxmotives and they go up and down in a tick. The other sim, the one who is not in the quest is fine, maxmotives works. I drop the quest, the sim returns to normal, maxmotives works like a charm. EDIT: Happens every time my sim reports in, starts an interview or anything regarding another sim target in conversation.

3) Selected sim gains 90000 aspiration points after woohoo...

4) My sim cannot collect the Service Award for Ghost Hunting Services from the City Hall. He enters the Hall and gets out through another door without it.
That's all so far,
I'm out


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 05, 16:08:53
New version of Awesome Mod now has the correct package version information, so the game no longer complains at startup.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 05, 16:24:05
My game no longer gets the flagrant error with the new AM build.  I'll update this post as I run into things with this build.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: RayeNation on 2010 June 05, 16:54:22
On start up annoying message pops up, then my computer goes Blue Screen.  :o ...So....it died. Now on restart it keeps going blue screen.

Only tested Awesome Mod. No other mods or cc in Mod folder.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 16:58:27
I downloaded the latest version (Time stamped - 8:55 AM) to test after I encountered a couple of issues with the earlier version (Time stamped - 1:49 AM) when the game crashed to the desktop.

With the newer version (Time stamped - 8:55 AM) installed, I did not encounter an EA warning dialog window telling me an unofficial mod did not match the game version. Nor did I encounter a script mod dialog window listing what mods were installed right before I got to the worlds window. My test lot loaded just fine. Last time I played with this lot (only one lot in only one town), my Sim was heading to work. She got down the steps and started walking to the car waiting on the road. Then she "reset". The Go To Work action in her queue disappeared, and so did the work car. I pulled out to Map View to select her workplace and click Work. That didn't work. I could hear the clicking sound when I tried to select Work on the building of her workplace. Then I tried to click "Go To Work" in her Career tab to force her to go to work. She was unable to go to work.

I am not sure about one thing. Twallan did a few improvements on his Story Progression mod that included career-related functions, and his mod was dumping story progression error logs into C:\Documents and Settings\****\My Documents\Electronic Arts\The Sims 3. I looked at the logs and was under the impression that the issue is pointing to the career area.

So, is there a part of AM that may potentially conflict with the part of Twallan's SP mod affecting the careers and/or rabbit holes?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 05, 17:01:56
If you encounter a flagrant system error, a ScriptError XML should appear in your luser directory. Attach that here. Even if you can't get the FSE popup, the error should be logged anyway. As for crashing issues, seen them, but can't isolate them yet. Still looking. Work-related issues, expected due to extensive changes in work-related things, but hard to reproduce: Send samples of afflicted saves. Sudden Motive Decay Speedups, haven't seen, can't think of any reason why this would occur. Anything Ambitions related, haven't even installed yet, still working from Base+WA+HELS.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 17:08:07
Which save file did you want? There's four in my only one town folder: 1a5tf13.dat, Meta.data, TravelDB and Twinbrook_0x09b610fa.nhd.

I just noticed the newer time stamped version and will install that version right now. I'd be happy to send you the save file if you could tell me which one to send.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 05, 17:09:27
rar and up the entire directory.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 17:10:57
The whole directory of Sims 3 or just the saves folder? I need to be certain before I send you the save file.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 05, 17:14:13
Well, he wants the SAVE FILE, usually stored in the SAVES FOLDER, not all your fucking screenshots and mods an-

ugh

I hate you people.

The Sims 3 directory is over 6GB in size for me. I cannot say how big it is for you, but it's a hell of a lot bigger than "reasonable to rar and upload".


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 17:18:25
I hate you too, bastard. Why don't you go over there to the corner and suck your thumb while we test this stuff for him. Or even better, go fuck off.

Some of us are much more precise in needing to know exactly what he's looking for regarding the files saved by the game.

Will have a rarred file ready for you in a few minutes, Pescado.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sarahzsmyl on 2010 June 05, 17:23:11
Well, he wants the SAVE FILE, usually stored in the SAVES FOLDER, not all your fucking screenshots and mods an-

ugh

I hate you people.

The Sims 3 directory is over 6GB in size for me. I cannot say how big it is for you, but it's a hell of a lot bigger than "reasonable to rar and upload".

Just rar up what you think he wants. From a techie stand point, too much info is better than not enough. Sheesh. It's not rocket science.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 17:29:27
Thanks, FFR.


To Pescado:

Uploaded 3 files in a rar for you to look at.

*Edited*

The file was removed because it is no longer needed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jezabel on 2010 June 05, 17:35:40
Tried the new Awesomemod (8h55) and beside the well known work/opportunity bugs I noticed  a problem while using supreme commander.

My sim was prompted to go to the bathroom, there were 2 near him, twin bathrooms but one for women and another for men. This is a new "Ambition" feature, there a re now doors that work by gender.

He was in front of the "women" one, and the command was popping, failing and popping again, like an infinite loop when the "men" bathroom was just one step to the right.

I made my Sims go inside the proper bathroom, end of the problem.

I saw the post saying that you didn't install ambitions yet so you couldn't have notice this problem, so for future reference a workaround will be needed ...


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 05, 17:53:12
I have a save with the opportunity drain bug.  My sim completed the "make a charming introduction" challenge.  Reported back to the dude, and then her motives started dropping to all hell.   She isn't dying because she has a lot of fruit in her inventory she keeps eating to replenish her hunger meter.

This is with ambitions installed:
http://www.mediafire.com/?wywzwzdnoy3

ETA: That was the 8:55a version


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: laughoutloud on 2010 June 05, 17:54:23
Do you want all of the flagrant error reports or just one of them?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sigmund on 2010 June 05, 18:04:14
Have experienced 3 CTDs so far, with base game + AMB. The first occurred after hitting the 3rd speed, the other two almost immediately after loading the game up again and keeping it at normal speed. Game ran fine while in build/buy mode, it only crashed when entering live mode.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 18:07:03
The newer version (Time stamped - 10:00 AM) caused the game to crash to the desktop within minutes of loading and playing the lot. My Sim just finished eating when I directed her to go use the toilet. At that moment, the game crashed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Theria on 2010 June 05, 19:00:19
With the 10:38 version, and with Ambitions installed, I was still getting the massive motive drain while trying to complete opportunities. Thinking I was smart, I made needs static and tried again. Whether it was the static needs that caused it, or something else, it made it impossible to complete the opportunity ("interviewing" someone in the investigator's profession). I even bumped up their relationship to see if it made any difference. With needs not static, motives immediately drain and the sim dies, so I can't tell if I could complete that opportunity normally or not.

I sent the sim home, and had an immediate crash to desktop when she arrived, on 2x speed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 05, 19:07:50
With the 10:38 version, and with Ambitions installed, I was still getting the massive motive drain while trying to complete opportunities. Thinking I was smart, I made needs static and tried again. Whether it was the static needs that caused it, or something else, it made it impossible to complete the opportunity ("interviewing" someone in the investigator's profession). I even bumped up their relationship to see if it made any difference. With needs not static, motives immediately drain and the sim dies, so I can't tell if I could complete that opportunity normally or not.

I sent the sim home, and had an immediate crash to desktop when she arrived, on 2x speed.
I'd guess you can't complete the opportunity.  My sim had fruit so she wouldn't die and she talked to the person she needed to to complete the opportunity, but instead her needs kept dropping.  Eventually I had her try to talk to the person again but she kept pissing herself and eating and never could.  When I canceled the eating action she simply died.  Since you couldn't complete it with static motives I'd guess the bug lies somewhere in that the opportunity can't be completed which makes the sim go into crazy bladder/hunger/sleep decay mode.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bobjoephil on 2010 June 05, 19:24:20
I found out two interesting things about the Motive drop/Opportunity music looping bug:

- The bug stops if you get off the lot where the bug started and back to the main map
- It also stops if you die and have a death flower

In both cases the bug doesn't happen again if you try to complete the same opportunity, but it also doesn't allow the opportunity to complete either. The bug resurfaces if you drop the opportunity and try to turn in another. This was all on a fresh game, AM only. Random CTDs that did occur were completely unrelated to anything with this bug.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 05, 19:38:10
It almost sounds like EA built in a series of recursive loops that would automaticly engage if AM is detected.  Once a condition is met, WHAM.  Get around that and it sets off another trap.  I guess the programmers at EA don't like being shown they are the lesser.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 05, 19:44:34
I wonder if anyone who goes "EA is obviously ridiculously evil and painstakingly programmed the game to specifically detect and sabotage awesomemod what with all the damage it does to them" can come up with actual logical reasoning behind such a claim.

Is Awesomemod made to work properly with the supercomputer? I would like to try some testing, too, but I have the Supercomputer installed as well as the debugenabler and would be using them to create test situations. Will that work ok? Or is that a "conflict of interest" as the issues may not be awesomemod related?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Orlando on 2010 June 05, 19:56:27
Twallan has commented in his forum threads that his supercomputer works alongside AM with no problems.
I've been using them together for months with no obvious issues.
Quote from TSC supercomputer thread:
"COMPATIBILITY

This mod should e fully compatible with any other mod (XML, scripting, or core)."


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 05, 19:58:31
Well, it's less an issue of compatability, and more one of "conflict of interest". Like, would it be ENCOURAGED to try out situations using such mods, to get more information? Or is the inclusion of such mods going to clutter the information and possibly lead to finding issues that are not simply an awesomemod issue?

Or does it just plain not matter, who cares?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 05, 20:00:59
Logically, in an AM test thread, one would be testing AM. Once that is stable, then adding other variables would be OK. Doesn't take a brain surgeon to figure that out.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Mutifex on 2010 June 05, 20:05:28
Hardly suprising I'm sure, but you can expect that many if not most of the random CTDs are actually just the game and nothing to do with AM.  I've had about 3 CTDs this morning, one during saving, one when returning from map view to sim focus and one just out of nowhere.  Meanwhile, not only do I not have AM instealled at the moment but I have no mods at all installed, just some CC.

I'd anticipate a patch in the not too distant future, unless they are lazy.  Wait... crap we're boned.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Trubble on 2010 June 05, 20:08:51
Let's get AM working first and then worry about if it works with other mods.  So just test it with AM alone for now.

I do believe witch just said this:

Logically, in an AM test thread, one would be testing AM. Once that is stable, then adding other variables would be OK. Doesn't take a brain surgeon to figure that out.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 05, 20:16:53
Let's get AM working first and then worry about if it works with other mods.  So just test it with AM alone for now.

I do believe witch just said this:

Logically, in an AM test thread, one would be testing AM. Once that is stable, then adding other variables would be OK. Doesn't take a brain surgeon to figure that out.

Yeah. My bad. 


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Moryrie on 2010 June 05, 20:44:23
"NoKillWantsOnUnselect" is borked. I selected another family via 'ctrl+click Select Sim', and when I reverted back to my original family, all wish slots were wiped clean.

Also, Logic skilling may have lost functionality - I'm not too sure about this one. I made my sim skill Logic on supcom, and instead of going to the library where skill gain is doubled, he went to the fire station.

edit: Otherwise, I have not CTD during gameplay at all - only once when I was exiting to the main menu, but I already saved the game.

edit 2: Never mind. Experienced random CTD at night.

I can explain the 'borked logic skilling' .. None of the bookcases at the Twinbooks library have skillbooks. So either experiment and add more bookcases, or give up on this one. I've been making my sim buy the books she needs to read, and then sending her to the library to read them.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 05, 21:17:07
I wondered that after I went to bed. My sims had books in their inventories and still went to the library, but the shelves looked awfully bare. I thought I might try the AM command that restocks books today.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 05, 21:17:33
Interesting tidbit on the work/school skipping issue: Seems that part-time jobs function just fine, it's just the full-time jobs and the schooling that's affected, and there seems to be no way at all to get them to go there.

Still trying to get an opportunity in an un-Ambitioned game to check the motive-drain.

ETA: Got an opportunity to take a self-written book to Egypt. When he talked to the person to "Deliver Book", the predictable motive-drain started happen. This was with testingcheatsenabled off (although it happened 3 times in earlier Ambitions games with that on). I turned it on, did the continuous dragging to keep him from dying and teleported him out of there to the other side of town a few times, and it didn't help. The drain stopped a while later, although it seems uncertain as to whether it stopped because he *walked* to another lot or because of some time-expiry? When I tried to repeat the "Deliver Book" interaction, the interaction was still available, but the book had disappeared from his inventory.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Interfection on 2010 June 05, 21:45:11
I just got two Flagrant System Errors at the same time. 

I don't know if the circumstances are relevant, but just in case:
It happened when I was traveling to a lot to complete an architecture job, but she went "off the clock" before she reached the home.  She tried to take a nap in a lounge chair outside and they popped up.

I do have mods installed, but only clothes/accessories/etc.  AM is my only hack (10:00 version).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: cwurts on 2010 June 05, 21:53:52
I have everything but Ambitions, with the new folder setup and all.  With the new AwesomeMod, the game will not load.  Without it, it will.  !!!???

Never mind - I got it from the regular thread instead of the "click here" on this thread.  It's working now.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Inge on 2010 June 05, 21:57:00
Does it make any difference whether you have the DVD version or the downloadable version of the EP?   People are getting CTD with or without AM - could there be some non-AM related reason?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 22:08:15
My partner just played Sims 3 Ambitions soon after she installed the game this afternoon. She did not have any CC and mods installed because she wanted to try the game out first to see if she liked it. The game itself crashed to the desktop with no further explanation. The crash happened during the time she was creating a new Sim in CAS.

I'm going to check out the newer version right now on my machine.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 05, 22:29:04

I can explain the 'borked logic skilling' .. None of the bookcases at the Twinbooks library have skillbooks. So either experiment and add more bookcases, or give up on this one. I've been making my sim buy the books she needs to read, and then sending her to the library to read them.
I turned the library into a house.  Bought it. Stocked it with all the skilling books, music books, parenting books, recipes and fishing books, then I turned it back into a library.  I checked and the library still has the skilling/etc books.  So bulldoze your old library and put this one in and it should fix that problem.

You can get it here:
http://www.mediafire.com/file/nijznjzy2z2/Lakeside Skilling Library.Sims3Pack

Let me know if the file doesn't work or whatever.  This is the first time I've uploaded a lot.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: aimlesscoyote on 2010 June 05, 22:29:43
In reference to Inge's comment above, there are definitely non-Awesomemod problems with the game.  I have been running a completely vanilla, unmodded game with a fresh neighborhood... and have been having immense problems.  The entire computer will go into super-super-slow motion (sorry for the non-technical language).  Even on speed 4, one sim-minute extends to two "real" minutes (yes, if you can believe I sat through this and suffered an hour just to get the fool sim home).  Emptying his inventory seemed to help but only temporarily.  It seized up again when he was using a Harvester (a machine he had just invented) and seized up again while he was just inventing.  There was no change in RAM usage before, during, or after the siezes, staying steady around 880,000k.

All I can conclude is, Pescado, you are my hero.  If you can mod this buggy POS into a decent game, I take my hat off to you. Truly. Thank you for what you do, man.  You make Sims playable.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: spaceface on 2010 June 05, 22:51:53
Pre AM I had a few CTD's, after I put in AM I started up a fresh game in Twinbrook. I had no CTDs in a couple of hours' play but lots and lots of FSE's (they looked the same as the one in reply #1 in this thread). My game currently has no CC at all.

All in all things are running pretty smoothly for me. I've been playing a firefighter and an architectural designer. The firefighter has no colleagues, and it seems as if she should have, so I am wondering if this is an AM issue.

For the record, re Inge's question, I have the store-bought DVD version of the game.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rainbow_Brite on 2010 June 05, 22:54:12
My partner just played Sims 3 Ambitions soon after she installed the game this afternoon. She did not have any CC and mods installed because she wanted to try the game out first to see if she liked it. The game itself crashed to the desktop with no further explanation. The crash happened during the time she was creating a new Sim in CAS.

I'm going to check out the newer version right now on my machine.

When I first loaded Ambitions, I was playing vanilla. Had a CTD within the first few minutes. After I set the DEP for Ambitions, I haven't had a CTD since. I also used the CFF explorer and set that to 2GB.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 05, 23:00:31
I don't think I had her machine set with DEP for Sims 3. Mine is set up with DEP for Ambitions. I'll take a look at CFF and see what I can set it to. Thank you for the tip, Rainbow_Brite.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 05, 23:20:55
CTD on Investigator / Stakeout. SC set on Random Crap, having just finished skilling a logic point.

BTW I have Awesomemod in the MyDocs etc folder, not the old framework.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 05, 23:34:27
The whole directory of Sims 3 or just the saves folder? I need to be certain before I send you the save file.
Saves. And what are you running right now?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: NoShitSherlock on 2010 June 05, 23:47:00
I'm also getting the same FSE that was posted on the first page of this topic. I only began to receive it after updating to the 10:00 version of AM, and the latest version of the registration hack posted in Pudding Factory. As far as other mods go, I'm running Super Computer, and several of the hacks made by Rainbow Brite that affect the skill sets. I do have quite a bit of CC in my game, however. I was playing with the earliest version of AM with no issue for a few hours, but being a tard, I didn't make a back up copy of the original package before I overwrote it with the new one.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: cassblonde on 2010 June 05, 23:56:07
The firefighter has no colleagues, and it seems as if she should have, so I am wondering if this is an AM issue.

I'm playing with no AM as my game version is 4.0.3 so I can't test as far as I can tell. I am currently playing a firefighter and there are 4 co-workers that just hang around the fire station and do nothing but they are there to befriend.

I have a few mods set up in the old framework and am using the frame limiter and kick starter from here. My game has run very smoothly with little to no trouble, no CTD and everything seems to be working fine. I have put in probably over 6 hours of play.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Torbin on 2010 June 05, 23:59:45
On the latest build, everything seemed to be working fine. Everything was functioning flawlessly for a couple hours. No nag on start, no crash on lot, and it wasn't randomly CTDing. Then my sim went swimming to finish an opportunity and, even though she had JUST started swimming (so exhaustion couldn't be to blame) and had more than half her energy still, tragically decided to end her life when I asked her to send in her progress report (on the opportunity).

Right as she was expiring, I noticed her need bars all just rapidly declined to nothing, except social, for some reason. The Opportinuty reward jingle (you know the one) also just kept repeating over and over until the game asked me to pick a new active household.

Anyway, AM is the only core mod I have installed, so I'll try and recreate it later tonight. If it is recreatable, would you want a copy of this save, too?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 00:15:43
Yes. I keep hearing about sudden motive drain, but I can't figure out what causes it. Why do you not have a save from before this starts?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 06, 00:19:51
So far, the only crash I had contributed to my Sim trying to use the toilet. I clicked on the toilet, and the game froze for a split second. Then the game crashed to the desktop. I avoided the toilet for awhile by dragging her Bladder need up to full.

She seemed to get into the rabbit hole just fine when I sent her to a bookstore to buy the Invention skill book. It's primarily the workplace I'm concerned about and will try sending her to work when it is time for her to work.

I'm running AM (Time stamped at 10:00 AM) right now. When I posted previously, I had 8:55 AM installed before I stepped out for awhile.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Moryrie on 2010 June 06, 00:25:44

I can explain the 'borked logic skilling' .. None of the bookcases at the Twinbooks library have skillbooks. So either experiment and add more bookcases, or give up on this one. I've been making my sim buy the books she needs to read, and then sending her to the library to read them.
I turned the library into a house.  Bought it. Stocked it with all the skilling books, music books, parenting books, recipes and fishing books, then I turned it back into a library.  I checked and the library still has the skilling/etc books.  So bulldoze your old library and put this one in and it should fix that problem.

You can get it here:
http://www.mediafire.com/file/nijznjzy2z2/Lakeside Skilling Library.Sims3Pack

Let me know if the file doesn't work or whatever.  This is the first time I've uploaded a lot.


Thanks, I'll test it. And I've noticed that in general, even after turning all the graphic settings down to less than they had been before Ambitions, my game is super laggy. A few things like cars moving are slightly faster, but generally, it's incredibly.. laggy.

Also, I think the Ghosthunter career could use some tweaking. My sim shouldn't have earned two promotions over her weekend just by reading logic books. She's even technically behind what she should have for logic.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 06, 00:29:31
Yes. I keep hearing about sudden motive drain, but I can't figure out what causes it. Why do you not have a save from before this starts?

Just start a opportunity and you will see the motives. Just make sure to do it in a vacation spot cause there is nothing funnier than seeing your sim having a meltdown while the adventure music is repeating in the background, heck if it werent for the fact my electricity is down thx to a thunderstorm I would do it myself lol


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 00:45:53
How are you starting these quests?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 01:05:26
I am curious, too, because I have trouble even getting to a vacation location with AM installed.  The location never finishes loading.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 01:06:50
Check to see if a scripterror log materialized in your userdirectory if that happens.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 06, 01:15:15
Ok electricity is back and my sim is in frace so I will do all the work and post the save files.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 01:30:32
No script error.

I got into the vacation location on the third try.  I did get an access violation in MSVCR80.dll, though.

I took the first adventure that presented itself, which had a "report in" step first.  Took it.  As soon as I completed the report in, Hunger, Bladder, and Energy tanked.
I have saves.  I will see if it repeats.

Edit: It does repeat.  It only happens with AM installed.  I tested for potential mod conflicts.  Link to save sent to Pescado via PM.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Moryrie on 2010 June 06, 01:36:46
CTD in save that I'd played awesomeless before. Fiddled around in Build/Buy mode, switched back to live mode, unpaused, and then the trash my sim was carrying vanished, and the game crashed. Robotic Hand of God is not supposed to be on. I can upload the save and the aweconfig file, along with the error report if you want.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AngerousAlex on 2010 June 06, 01:46:04
With no Awesomemod or CC, I played Twinbrook for 3 hours, then came back and played it for 3 more. I didn't experience any CTDs or weirdness despite the usual EA fails and annoyances. I do have a lot of sims randomly walking onto my lot and trying to talk to my sim though. Not sure if that was something Awesomemod fixed or not.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: PolecatEZ on 2010 June 06, 02:05:48
Very simple bug with AM (latest version).

Property levels and values:

All properties that can be purchased are reset to level 0 and cannot be upgraded or officially "opened".  The true property value is not reflected, it seems to be buyable at the default minimum value.  No upgrades to the property are recognized.

Removing AM and reloading the save results in all properties going back to normal costs and true "levels" for the property are reflected.  Property upgrades also go off without a hitch.

Can be easily reproduced.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: RogueSkinner on 2010 June 06, 02:26:22
I've gotten bit by the game won't finish loading with AM installed bug too.  It gets all the way to the end and just sits there.  Load up fine without it. 

Also unable to interact with the sculpting station but I haven't pinpointed if that's an EA screwup or something else yet


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 06, 02:28:27
Here you go. All you have to do it press the tab to complete the opportunity.

The opportunities can be accepted the problem is when you start or finish one. That interaction creates chaos. Thats why its better to start adventure ones since they are easier to start.

http://www.mediafire.com/?yejntmuem0j


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: feistyredhead on 2010 June 06, 02:31:31
I installed AM- and aside from the CTD after about an hr of play [ already know the issue,  my graphics card is running too hot and working on that  thanks to MATY] I only found two bugs,

School is now a community lot, no pie menu options other than visit

and the premade game sim I used, [ cant remember the name  think its Comer or something like that] left her job waytoo early.


just an FYI.

I am on Win xp here is the log

Sims3Telemetry count="17">
  <Event moduleId="1" groupId="19" eventStr="15" />
  <Event moduleId="1" groupId="1" eventStr="Windows XP 5.~" />
  <Event moduleId="1" groupId="1" eventStr="~1.2600 Servic~" />
  <Event moduleId="1" groupId="1" eventStr="~e Pack 3" />
  <Event moduleId="1" groupId="16" eventStr="AuthenticAMD A~" />
  <Event moduleId="1" groupId="16" eventStr="~MD Athlon(tm)~" />
  <Event moduleId="1" groupId="16" eventStr="~ 64 X2 Dual C~" />
  <Event moduleId="1" groupId="16" eventStr="~ore Processor~" />
  <Event moduleId="1" groupId="16" eventStr="~ 3800+" />
  <Event moduleId="1" groupId="17" eventStr="NVIDIA GeForce~" />
  <Event moduleId="1" groupId="17" eventStr="~ FX 5200 Vend~" />
  <Event moduleId="1" groupId="17" eventStr="~or: 10de, Dev~" />
  <Event moduleId="1" groupId="17" eventStr="~ice: 0322, Bo~" />
  <Event moduleId="1" groupId="17" eventStr="~ard: 01ad196e~" />
  <Event moduleId="1" groupId="17" eventStr="~, Chipset: 00~" />
  <Event moduleId="1" groupId="17" eventStr="~a1" />
  <Event moduleId="1" groupId="18" eventStr="0.RL-2.0.104" />
  </Sims3Telemetry>

 I also uploaded the dmp file generated when my game crashed. Yes i know my computer is elderly, I call her Betty White there is still some fight left in the ol girl :)
If you have any questions, send a mssg directly to my crackberry tlbutler70@tmo.blackberry.net


PS just before the crash,  the sim was on her way home through the park and there was a weird sound loop just before, I didn't see what was happening because at the time I was trying to get a screen shot of the school to post then everything went black :(


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 06, 02:43:47
Okay, I found something odd, but I'll describe in the best way possible. I am running AM (Time stamped 10:00 AM) and only have one test Sim (not including other Sims in town) in only one neighborhood.

My Sim was supposed to go to work at 9 AM when the work car arrived to pick her up. She switched into her everyday clothes, walked down the stairs from her house and entered the work car. But she popped right out of the car by the road, and the "Go To Work" action was dropped from her queue. I can't send her to work via "Go To Work" in her Career tab or "Work" at her job.

When I was trying to click on Work from the pie menu on the job building, I noticed several cars had purple icons and were marked as derelict with no drivers in them. BUT those cars belonged to the Sims in town who were leaving for work. They were ejected from their cars as soon as they leave for their jobs.

My Sim had no problem getting into a taxi to go someplace or getting into a store to buy something (rabbit hole stores).

Other than that, there was another problem with the toilet crashing the game if I click on it to select an option from the pie menu.


I uploaded the entire Saves folder to my MediaFire account for you to download so you could have more information than what I originally submitted, Pescado. This is from just a recent save.

*Edited*

The link was removed because the rar file is no longer needed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 06, 02:46:52
http://www.mediafire.com/file/2jhhzmlghg3/toiletteusecrash.rar

The game is crashing when my sim is using the toilette.  It did it with both SC running and when I directed her manually.  Happened on two different lots.  This is new to me so maybe my save is borked for some reason.  I'll start a new game and see what happens.

On a plus side, I think the SC tried to send my sim to my skill library before it diverted her to take a piss.  So hopefully that issue is sort of fixed.


Other than that, there was another problem with the toilet crashing the game if I click on it to select an option from the pie menu.


Just out of curiosity, did you install my skill library or edit town?  I'm wondering because that's the only thing I had done differently than before when this didn't happen.  It might be just a coincidence or maybe editing the town borks the game somehow.

Just did a new game and edited town to put in the library and the toilette crash didn't happen to me.  So, I guess that isn't it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tus on 2010 June 06, 02:48:49
I installed the most recent AM and in the launcher I'm unable to install my downloads into my game. Soon as I took the AM out, they installed. IDK


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: feistyredhead on 2010 June 06, 02:57:32
Quote
When I was trying to click on Work from the pie menu on the job building, I noticed several cars had purple icons and were marked as derelict with no drivers in them. BUT those cars belonged to the Sims in town who were leaving for work. They were ejected from their cars as soon as they leave for their jobs.

I got that too. but I ran the towderelicts and they went away, so I figured that it was all good.

I forgot to post my save folder let me know if you need it


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 03:22:23
Well, I did something to fix the motive problem, now I just need to figure out what it was.  While trying to isolate the problem, I went back to do a sanity check on my failing save game and the problem did not resurface.  I have been unable to recreate it since then.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: GameBeBorked on 2010 June 06, 03:46:08
Just got my first motive apocalypse, when trying to "Report In" on vacation.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 03:47:24
New build up, should resolve inability to go to work, possibly some crashes.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: cwurts on 2010 June 06, 03:51:53
Here's something that keeps happening to me:  sims keep dropping what they're doing, and just stand there.  They keep popping out of bed several times in a row.  They keep on sleeping but their energy motive is not increasing and the top left icon that says they are sleeping is missing.  I can't get anyone in my neighbourhood to stay put.  I have freewill turned off.  I did this a little while before I updated, but I would not think the things that are happening would be related to that.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Torbin on 2010 June 06, 03:56:35
Yes. I keep hearing about sudden motive drain, but I can't figure out what causes it. Why do you not have a save from before this starts?

I have one before it starts... just too far back. The Autosave was before I accepted the opportunity, so I have to keep trying to take the steps to aquire the event, so far no luck. The sims gets to level 1 Athletics, and then about 3 game hours later (9pm), I got the opportunity. Having problems recreating the bug because the game doesn't want to give me the opportunity D:


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: feistyredhead on 2010 June 06, 04:02:08
Pes is it okay to use aweconfig as well?  just wanted to make sure before I load up Betty


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 05:14:25
No changes to Aweconfig, so it works as before.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 06, 05:35:22
(http://i15.photobucket.com/albums/a358/simiusthemonkey/error1.jpg)


Title: Opportunities and events
Post by: Scaenicus on 2010 June 06, 06:08:23
Since last update I can't finish any opportunity (results in mood-drop until I cancel the opportunity) or career-event (fires, ghosts).
Even tried to restart the neighbourhood.

Full test-report:
http://www.moreawesomethanyou.com/smf/index.php/topic,18680.msg537486.html#msg537486


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Barbara Walters on 2010 June 06, 06:13:40
I got a CTD when saving my game in map view, I was playing for about a half hour.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 06:28:55
It crashed while SAVING? In the middle of saving, while paused?

Since last update I can't finish any opportunity (results in mood-drop until I cancel the opportunity) or career-event (fires, ghosts).
I cannot reproduce this problem or even find a logical reason why it would happen.

Other than that, there was another problem with the toilet crashing the game if I click on it to select an option from the pie menu.
This is relevant to my interests.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 06:39:11
NEW BUILD.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 06:44:04
OK, will download.

And quick side note:

(http://i354.photobucket.com/albums/r427/Goggalor_Pics/Sims3/th_fc8402e1.jpg) (http://s354.photobucket.com/albums/r427/Goggalor_Pics/Sims3/?action=view&current=fc8402e1.jpg)


Can AwesomeMod potentially fix the missing terrain textures on a few lots like this one?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 06, 06:46:48
I *think* the new build fixed that error I had posted.  I'm running the same save and instead of it popping up over and over it seems to be resolved.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Silent Dreamer on 2010 June 06, 06:49:53
NEW BUILD.

I see it on the alpha server, but the one on beta is still the previous version. FYI.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 06:54:15
NEW BUILD.

I see it on the alpha server, but the one on beta is still the previous version. FYI.

That explains why it crashed on me at the same time as before >.<

Will redownload from Alpha server now.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: feistyredhead on 2010 June 06, 07:13:27
Pes. the school still does not show up, and it is only after AM is installed in game. I have made sure to delete my caches and everything, even tried to see if I could change it back to a school, but it is not an option in the list.


 ???


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Scaenicus on 2010 June 06, 07:16:05
I cannot reproduce this problem or even find a logical reason why it would happen.
I cleared caches, started a game without awesome-mod, reinstalled AM and now can't reproduce this error either.
I tested the old neighbourhood: It seems, that one of the lots was bugged, as those errors only occurred with one family, not the others.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Torbin on 2010 June 06, 07:38:25
Got it, finally.

She's already in the pool. Just keep her in there for 15 seconds and the Motive Armageddon will occur. I've tried to pull her out just as the Opportunity asks to report in, but she'll even drown on the cement.

This occurs even after using the latest 6/6/10 1:10am build and erasing the ScriptsCache.package file.

http://www.mediafire.com/?nndriz4o2qo (http://www.mediafire.com/?nndriz4o2qo)

It's in 7zip format, so lemme know if you need me to change it to zip or something.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 06, 07:40:23

Since last update I can't finish any opportunity (results in mood-drop until I cancel the opportunity) or career-event (fires, ghosts).
I cannot reproduce this problem or even find a logical reason why it would happen.

I have two saves for this.  One is right before it happens, she is on her way to deliver the scrap.  After she is done delivering it her mood will drop until she dies.  The second one is a save as her mood is dropping.

The opportunity never actually gets fulfilled even though the music plays as if it had:

http://www.mediafire.com/file/hmtyydrnrun/DeathbyOpportunity.rar


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: hphreak on 2010 June 06, 08:20:12
I installed Awesome mod with no CC and the game is forever stuck at loading screen :/

I removed awesome mod and I can get to main menu before the game detects a faulty disc validation

I am able to use crack to play the game.

So..... in conclusion... something is wrong with the new awesome mod for me.

I'm using the Vitality version btw.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 08:22:39
New build caused BSOD. Little bit extreme for AwesomeMod so I don't think it was that though.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Inge on 2010 June 06, 08:24:29
Ingeli gets a crash every time she clicks on any fridge, and she has a completely fresh clean install and no CC whatsoever.  Downloaded version.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 08:25:22
You are Inge. Ingeli is someone else. Unless Ingeli is your SOCK.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 06, 08:31:33
Working perfectly for me so far, only played bout an hour. Loaded fine, usual speed loading for me, no warning at all regarding wrong version, showconfig works, no errors so far. Will keep posted if anything weird happens, enabling some config's to see what happens.

Edit: Alright running with my configs going everything is working perfectly so far, only issue that I've encountered is with Supreme Commander. I usually use this option to send out a collector sim to constantly collect items because I'm too lazy to try and find them, however if ONE thing interrupts my sim, wheather it be someone wants to talk to him etc, he'll instantly stop, and Supreme Commander leaves his queue. So far everything else is peachy!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Inge on 2010 June 06, 08:38:01
You are Inge. Ingeli is someone else. Unless Ingeli is your SOCK.

Yes... but I was using this real example to illustrate that one can't assume it is AM causing the crashes.  I am simply passing on some information.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 08:47:09
Everything running normally for now apart from that BSOD. Occasional crash but nothing too major.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: KaylaKML on 2010 June 06, 08:49:10
Downloaded the newest update. Still cant send my kid to school.

In reply to Ingeli I was playing a fresh install, deleted all CC whatsoever. Have all the games, and all are DDL. I was playing without AM for about 2 hours a day since release. Havent crashed yet. Maybe I am getting lucky. Havent had any kids in that hood or done any jobs except Stylist and Inventing though.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 09:05:15
Since last update I can't finish any opportunity (results in mood-drop until I cancel the opportunity) or career-event (fires, ghosts).
Issue should be fixed now.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 06, 09:14:34
So far, my Sim was able to go to work in the work car and enter the job building. I played for several days to send her to work, and she went to work like she was supposed to. There were no ejections from the vehicles this time. The toilet issue appeared to be fixed too. I was able to click on the toilet and select an option from the pie menu without crashing the game.

I am running AM (Time stamped 11:50 PM).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 09:16:58
Yes, but you are a Chaavik. Also, get the new version.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Roobs on 2010 June 06, 09:43:57
It crashed while SAVING? In the middle of saving, while paused?
I've experienced this as well, on occasion. Although it occurs without AM present, and on entirely new and clean saves too. So I suppose it's just general EAxis fail, and nothing to do with AwesomeMod.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tingeling on 2010 June 06, 09:52:52
I had the random crash while saving too. This was without awesomemod.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 06, 09:53:19
My sim was prompted to go to the bathroom, there were 2 near him, twin bathrooms but one for women and another for men. This is a new "Ambition" feature, there a re now doors that work by gender.
He was in front of the "women" one, and the command was popping, failing and popping again, like an infinite loop when the "men" bathroom was just one step to the right.
That's an old problem. SC apparently doesn't do checks whether the toilet it directs a sim to is available for use, because it keeps trying to make them use wrong public room or even the toilet on the display in Sunset Valley museum. Same occurs with checking sinks for neurotic sims.

The entire computer will go into super-super-slow motion (sorry for the non-technical language).  Even on speed 4, one sim-minute extends to two "real" minutes (yes, if you can believe I sat through this and suffered an hour just to get the fool sim home).
I've been having this problem with WA. Is your machine old? One core processor?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jezabel on 2010 June 06, 10:02:09
Tried the last version of AM (06/06 at 02:15 am) with WA+Ambitions but no HELS, all my CC but no hacks except nointro and I deleted all the Cache files before running the game with AM.

I started a new game in the new neighborhood (Twinsomething) :

As someone said I noticed a lot of derelict cars, but my Sims who is in the business career had no problem going to work.

His kid couldn't go to school though and I noticed that in map view the school is "flagged" with a bench and not the usual hat. I guess the building isn't recognized as a school.
I checked and it's the same in Sunset valley.

No crash, Flagrant error or any other problem but I have been playing with Ambitions without Am for a while (20 to 25 hours maybe) and never had one either.
In fact since installing Am I stopped having error 12 while saving and my game is much faster (except while loading/saving).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 06, 10:03:33
Can confirm that job and school absenteeism is a thing of the past, as are motivedrains. Opportunity interactions now work as they should, and the opportunities are completed without problem.

I've experienced the minimum CTD's (one out of about 10 hours of playing), but I agree that this seems to mostly not be an AM-related bug.

I did notice, however, the following when testing SC:
*SC skilling works fine, provided the necessary skilling books and items are available.
* SC collecting: I set my sim on collecting bugs, and he went and attended a seminar (which is part of an opportunity, and wasn't due for 3 more days). Is it set up to complete opportunities first, before continuing the collection? He also refused to skip work - every time I canceled the "Go to Work" interaction, it just pops up again until his work-time is done. The same Sim is also Neurotic, and he keeps checking sinks and fireplaces, and freaking out all over the place. In a 24 hour cycle, he caught a total of 3 bugs.

Like I said, I'm not sure if that's how it's supposed to be, I just thought I'd mention it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Roobs on 2010 June 06, 10:04:59
Well my sims can go to work now, but the school rabbithole doesn't work at all. It can't be selected whatsoever, even with debug mode. Sims will get the action to go to school, and then it will immediately drop out of their queue.

I tried replacing the school, but the game will not let me place a new school (any of the three school rabbitholes). Even with moveobjects on, the object still appears red and unplacable and the game won't even give a "Cannot be placed here" type message. And indeed, the lot is not recognised as a school on the map, but a standard community lot.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 10:07:19
* SC collecting: I set my sim on collecting bugs, and he went and attended a seminar (which is part of an opportunity, and wasn't due for 3 more days). Is it set up to complete opportunities first, before continuing the collection?
Yes. I'm not a procrastinator, so I don't write code that will procrastinate, either. It is taking care of all its maintenance tasks, including attending that quest, because it can.

He also refused to skip work - every time I canceled the "Go to Work" interaction, it just pops up again until his work-time is done.
Going to work is part of the Supreme Commander AI, yes. Otherwise the AI would lock up and forget that your sim is supposed to be at work, and thus fail to attend work. Therefore, your sim goes to work when it is time.

The same Sim is also Neurotic, and he keeps checking sinks and fireplaces, and freaking out all over the place. In a 24 hour cycle, he caught a total of 3 bugs.
Doing this is part of a Neurotic sim's motive maintenance: It gives them a +moodlet. If you didn't want your sim to behave neurotically, maybe you shouldn't have given him that trait.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 06, 10:10:39
* SC collecting: I set my sim on collecting bugs, and he went and attended a seminar (which is part of an opportunity, and wasn't due for 3 more days). Is it set up to complete opportunities first, before continuing the collection?
Yes. I'm not a procrastinator, so I don't write code that will procrastinate, either. It is taking care of all its maintenance tasks, including attending that quest, because it can.

He also refused to skip work - every time I canceled the "Go to Work" interaction, it just pops up again until his work-time is done.
Going to work is part of the Supreme Commander AI, yes. Otherwise the AI would lock up and forget that your sim is supposed to be at work, and thus fail to attend work. Therefore, your sim goes to work when it is time.

The same Sim is also Neurotic, and he keeps checking sinks and fireplaces, and freaking out all over the place. In a 24 hour cycle, he caught a total of 3 bugs.
Doing this is part of a Neurotic sim's motive maintenance: It gives them a +moodlet. If you didn't want your sim to behave neurotically, maybe you shouldn't have given him that trait.

Lulz. It's a neighbourhood Sim, Belladaddy. Good to know that all is at it should be.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AntoniusMaximus on 2010 June 06, 10:43:06
Hey JM,

I've been using your mod since its first appearance and I admit I can't bring myself to play vanilla anymore, especially since the Awesome Story Driver is far superior. So thanks for that, and for the opportunity you provide by allowing us to test the new builds.

However, I am the bringer of sad news - my game gets stuck on the loading screen with this new build. The cursor spins, it looks like the game is alive, but no loading music and the progress bar doesn't fill up. This happens with no CC at all, only Awesome Mod. I have WA, HAL and Ambitions installed on top of vanilla Sims 3, and of course the latest update. It's all very confusing, because the mod seems to work for some. :-\

I tried without Awesome Mod but with all CC back in place, and the game launched correctly.

Anyway, this is my feedback. Thanks for everything!

Antonius Maximus.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 10:45:33
Sounds like Framework Fail.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Scaenicus on 2010 June 06, 10:56:10
Everything seems to work fine now, exept one thing:
The lot-value calculation seems not to work anymore.
Even the shops, which would have three stars are rated "closed" and if I try to fulfil the requirements, they still show up unfilled in the real estate menu.

(http://img153.imageshack.us/img153/9616/ratedclosed.png)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AntoniusMaximus on 2010 June 06, 10:57:08
Sounds like Framework Fail.

I haven't inspected that, I'll check it out. I did copy it in Ambitions's Bin folder though. I'll just reinstall the framework from scratch in every directory.

Another thing I just thought about, but it probably isn't that... I created symlinks in every Bin folder in order to point Mods and Resource.cfg to my own custom locations, namely the Electronic Arts\The Sims 3 folder. They're not shortcuts, mind you, they were created with the mklink command, which kind of imitates Linux's ln -s command. So, basically, it looks like this :

D:\Games\The Sims 3\Game\Bin\Mods --> D:\Documents\Electronic Arts\The Sims 3\Mods

I'm going to disable the symlinks and have the content in Ambition's Bin folder if the Framework reinstall fails.

Thanks for your speedy response,

Antonius Maximus.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 06, 11:01:32
Alright, don't know if this is AwesomeMod, but it only seemed to have appeared after installing it. Randomly items from my Sims inventory will move to the family inventory, the items will tehn become unselectable, unsellable etc. They just sit there as ghosts, however the items are gone from the sims main inventory. Any ideas?

Also randomly some cars appear around my town as "Derelict" they are empty cars that just sit there doing nothing. Installing the updated one didn't fix the problem either, they are stuck there ><


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 11:19:20
Rubyelf:

That is a sign of a damaged Sim. Last time that happened to me the savegame disintergrated a while later.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Trubble on 2010 June 06, 11:21:37
I don't know if it's related to Awesomemod, but all of my schools, even in brand new neighbourhoods, have re-purposed themselves as "small parks" and no one can go to school.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 11:22:28
I don't know if it's related to Awesomemod, but all of my schools, even in brand new neighbourhoods, have re-purposed themselves as "small parks" and no one can go to school.

That is apparently AwesomeMod related according to a few previous posts. Are you having troubles with schools without the mod?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 06, 11:25:32
Rubyelf:

That is a sign of a damaged Sim. Last time that happened to me the savegame disintergrated a while later.

It hasn't seemed to have exploded just yet. Anyway I can fix this without losing my sim?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Trubble on 2010 June 06, 11:26:40
I was playing Twinbrook without it yesterday, but no families with kids so I didn't notice. Will give it a try (on non-awesome saves, obviously).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 11:27:49
Rubyelf:

That is a sign of a damaged Sim. Last time that happened to me the savegame disintergrated a while later.

It hasn't seemed to have exploded just yet. Anyway I can fix this without losing my sim?

I can only think of using editSim with AwesomeMod, save a copy of the Sim and remake it with that template. Sorry. Maybe someone else will know another way.

I was playing Twinbrook without it yesterday, but no families with kids so I didn't notice. Will give it a try (on non-awesome saves, obviously).

Lemme know what happens.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Trubble on 2010 June 06, 11:33:00
Yup, without Awesomemod schools appear as they should.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 06, 11:34:30
I don't know if it's related to Awesomemod, but all of my schools, even in brand new neighbourhoods, have re-purposed themselves as "small parks" and no one can go to school.

That is apparently AwesomeMod related according to a few previous posts. Are you having troubles with schools without the mod?

Regarding this, when I removed the mod I was able to use the school with no problem, with AwesomeMod it was classified as a park, and I was using the most current build that Pes has uploaded.

Rubyelf:

That is a sign of a damaged Sim. Last time that happened to me the savegame disintergrated a while later.

It hasn't seemed to have exploded just yet. Anyway I can fix this without losing my sim?

I can only think of using editSim with AwesomeMod, save a copy of the Sim and remake it with that template. Sorry. Maybe someone else will know another way.
If I were to do this, would I lose everything I've worked on him, he's almost maxed out on the Designer profession, and I'm currently working on his relationship with someone.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 11:36:58
OK: Just have to wait until Pescado finds the cause of the school problem 'cause I have no friggin' clue.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 11:40:11
Just an update from me on Motives.  After being able to recreate at will across several different saves, the systematic investigation that I did to make sure it was AM that was causing the problem and not something else has resulted in me being unable to reproduce it anymore.  My investigation involved not only removing AM and cache clearings, but removal of any possibility that a stray mod could be loaded, starting new games, and cycling through several different save games, and trying to come at it from different angles.

After restoring the Sims install, mods, and everything that I thought to save, to original, the save games that previously showed the motive problem are no longer failing.  One of the save games that exhibited this now does a Sim reset immediately upon being unpaused, which is curious.  This makes me wonder if something was in an invalid state prior to the motive crash.

I have now upgraded to the latest AM, so I consider all prior testing on this issue invalid.  If I see it again and can capture it, I will.

On the new version, I still am plagued by occasional hangs during loading of worlds and save games.  The green lozenge bar will get to 99.9% and stop permanently.  The game itself is still running and occasionally changes game tips, but the loading itself has frozen.  I have not experienced this outside of AM and often retrying is successful, usually the next time it is tried.  

Edit: I can report that the 06/06/2010 02:15:17 version of AM does not have a problem with Sims going to work in save games I had where this was going to happen.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 06, 11:46:20
Removing AwesomeMod fixed the problem I was having with the derelict cars that were popping up all around my town.

Placed my sim onto the clipboard and was able to remove the items stuck in his family inventory, unfortunately I lost all relationships, sigh back to the drawing board, oh well!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 11:55:08
*sigh*

EA really FUBARed this...

Just to clear things up, what exactly happens when you play a Savegame that once had AwesomeMod without having the mod installed?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 12:08:31
I have had bad luck on all save games where AM was once installed, but is no longer installed.  I have not really given it much thought.  I do not know whether this is because of AM changing something that is subsequently required or because of EA preventing people from accidentally damaging their game.

I can say that if this persists, it will make it more challenging to isolate AM problems from other problems when using passive methods to isolate.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 06, 12:21:12
Think I read this earlier, but my Profession Job's have been broken since installing AwesomeMod, I now have it removed, but it is still broken. I have an interior decorator sim, and I place all the required items in the room, and "present" it to the owner, all the boxes then become unticked. Due to this I am unable to do anymore jobs with my sim.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElectricSimmer on 2010 June 06, 12:37:30
Playing old save without AwesomeMod. Yes I know it's stupid, but I want to see if a few changes make any difference. Made backup of save to use when AwesomeMod's back and working.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 06, 13:07:09
Anything Ambitions related, haven't even installed yet, still working from Base+WA+HELS.

Just a reminder of what Pescado said earlier. The jobs issue and motive drain had been fixed in the newest build for Base+WA+HELS with patch specified in thread title.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 06, 13:23:42
Speaking of abandoned cars - apparently sims decided to make a habit of leaving their owned cars on the street. I know at least some of them are not "borrowed" vehicles.

I'm wondering what kind of fail "Upgrade: Upgraded Extinguisher" is. Is it even supposed to work? Giving me some sort of super extinguisher?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: pabasa on 2010 June 06, 13:31:24
Alright, don't know if this is AwesomeMod, but it only seemed to have appeared after installing it. Randomly items from my Sims inventory will move to the family inventory, the items will tehn become unselectable, unsellable etc. They just sit there as ghosts, however the items are gone from the sims main inventory. Any ideas?


This is not an Awesomemod bug. I have not installed AM since installing Ambitions and I had my precious Camera stuck in family inventory. It seems that the game temporarily moves all inventory of an Architect sim into the family inventory while he/she redecorates and restores it once you are done, but a couple of items fail to return. Hopefully this bug gets fixed soon.


I'm wondering what kind of fail "Upgrade: Upgraded Extinguisher" is. Is it even supposed to work? Giving me some sort of super extinguisher?

It probably does. I upgraded it and with only one or two sprays the fire is gone.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 06, 13:42:23
It probably does. I upgraded it and with only one or two sprays the fire is gone.

I upgraded the extinguisher once. You actually managed to upgrade it twice?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Anach on 2010 June 06, 14:39:25
So far I've had no major stability issues. However I did notice there are currently no yellow icons for "chosen" household, which is. a very minor issue. Also a big thanks for getting rid of those nag screens.

I do have a question. I noticed that each household can buy all the lots in town and it's no longer limited to one town family. How will this fit in with the AM rabbithole Boss system if multiple families can own a building?





Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: RogueSkinner on 2010 June 06, 15:31:34
I pinpointed my problem using AM with Ambitions and it seems to be linked to that stupid mods found popup EA put in.  Without AM it pops up just fine and I can click through and game finishes loading.  WITH AM, you get the sound of the popup but the screen never shows up for you to click through it.  Is there a way to disable that stupid thing?  I think we already know we install mods.  Seems to be the only issue though. 


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 06, 15:58:24
I pinpointed my problem using AM with Ambitions and it seems to be linked to that stupid mods found popup EA put in.  Without AM it pops up just fine and I can click through and game finishes loading.  WITH AM, you get the sound of the popup but the screen never shows up for you to click through it.  Is there a way to disable that stupid thing?  I think we already know we install mods.  Seems to be the only issue though. 

I do not have this issue at all, and I'm running Ambitions now too. There is a way to disabe it: type hideHeadlineEffects on into the cheat console.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 16:22:46
I have Ambitions and the latest AM installed.  I can hear the "tick" as the Main Menu dialog is opened, but the Mods Found dialog box and the "whoosh" that comes with it do not happen.  No problems using the main menu dialog.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 06, 16:47:25
I have Ambitions and the latest AM installed.  I can hear the "tick" as the Main Menu dialog is opened, but the Mods Found dialog box and the "whoosh" that comes with it do not happen.  No problems using the main menu dialog.

Now that you mention it, I don't get the "Mods Found" dialogue either.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Keyan on 2010 June 06, 16:51:14
If I were to do this, would I lose everything I've worked on him, he's almost maxed out on the Designer profession, and I'm currently working on his relationship with someone.

Make a copy of that family in the library, I've been doing that and the only thing I notice losing is relationships outside the family, but thats because those other people don't exist in that save.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: The_Goddess on 2010 June 06, 16:53:56


I'm wondering what kind of fail "Upgrade: Upgraded Extinguisher" is. Is it even supposed to work? Giving me some sort of super extinguisher?

I noticed that too.  I figured that it meant that I had an extinguisher that was better than the extinguishers non-firemen sims carry in their pockets.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AntoniusMaximus on 2010 June 06, 16:57:04
Right, I managed to launch the game. Something stupid, I forgot to create the symlink to d3dx9_31.dll. Otherwise, symlinks work fine, I confirm.

However, I am experiencing the same issue as other users : schools became small parks, so kids can't go to school.

It is, so far, the only major problem. I haven't experienced any crashes or bugs yet. I'll keep playing.

Antonius.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: NoShitSherlock on 2010 June 06, 17:13:40
With the latest build, I'm happy to report that the FSEs are gone. I do believe they were being caused by the notifications of what was going on in town, such as who was shtupping who, and so on and so forth. I haven't seen any other bugs as of yet, but will keep testing to be sure.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jenloss on 2010 June 06, 17:21:15
I attempted to use Awesomemod with Ambitions installed... but the game doesn't detect the mod if it's in the My Documents>Electronic Arts>Mods folder.
If it's in the Program Files>Electronic Arts>Sims 3>Mods folder the game doesn't load.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 06, 17:33:39
I attempted to use Awesomemod with Ambitions installed... but the game doesn't detect the mod if it's in the My Documents>Electronic Arts>Mods folder.
If it's in the Program Files>Electronic Arts>Sims 3>Mods folder the game doesn't load.

Probably has something to do with how the resource.cfg file, which you better have, tells the game to load them from a different folder than both of those.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Silent Dreamer on 2010 June 06, 17:50:11
I attempted to use Awesomemod with Ambitions installed... but the game doesn't detect the mod if it's in the My Documents>Electronic Arts>The Sims 3>Mods folder.
If it's in the Program Files>Electronic Arts>Sims 3>Mods folder the game doesn't load.

It works when you have the directory right.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jenloss on 2010 June 06, 17:53:37
I've been using a resource.cfg file that works perfectly well if the .package files are in the original folder, but once I move the folder to C:\Users\Jennifer\Documents\Electronic Arts\The Sims 3\Mods the games ceases being able to detect the mods, I made sure to move the Resource.cfg with the mods folder.

My resource.cfg file is as follows:

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
PackedFile Mods/Packages/*.dbc
PackedFile Mods/Packages/*/*.dbc


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 06, 18:02:00
I've been using a resource.cfg file that works perfectly well if the .package files are in the original folder, but once I move the folder to C:\Users\Jennifer\Documents\Electronic Arts\The Sims 3\Mods the games ceases being able to detect the mods, I made sure to move the Resource.cfg with the mods folder.

My resource.cfg file is as follows:

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
PackedFile Mods/Packages/*.dbc
PackedFile Mods/Packages/*/*.dbc


My mods detect fine, it just doesn't tell me what mods are installed when launching as I've seen it do last night. Also, there's a thread on moving your CC in The Horror. Your resource.cfg is faulty for a resource.cfg that will be located INSIDE "Mods".


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 06, 18:06:05
I've been using a resource.cfg file that works perfectly well if the .package files are in the original folder,


ding ding ding

You're not using the proper resource.cfg.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jenloss on 2010 June 06, 18:27:06
Works now, Thank you ^^


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Alwayswatching on 2010 June 06, 19:09:50
I CTD'd while saving just now. I'm using the most recent AM. (Or, at least, the one downloadable from the OP currently.)

Oh yes, and the school is community lot thing.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tus on 2010 June 06, 19:22:57
I didn't play long but with the most recent AM everything is running smoothly, just that same problem of the school not being considered a school by the game, only when AM is installed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: gumbyscout on 2010 June 06, 19:30:06
I've not had many problems with the newest awesomemod.The school doesn't work, like everyone said. Also, I once got that opportunity motive drain thing people were reporting later, though it didn't kill the sim 'cause I deleted the bad moodlets. His motives got sorta static though, and the opportunity completion noise kept playing until I dragged his hunger bar down to kill him, which the bar immediately popped back to where it was. My fire chief sim couldn't collect his community award thing from the town hall, may be awesomemod related or just a bug.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sigmund on 2010 June 06, 19:42:02
I have not experienced the motive drain, and the CTDs appear to have been fixed. Or at least lessened, as I didn't experience any during an hour of play. Am experiencing same school issues as have been mentioned already-- kids can't go to school, new school buildings can't be placed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jenloss on 2010 June 06, 20:12:09
If I try to create a new game in the Sims 3, after I select the household I wish to play with and click on the purple check mark the game stays in edit town mode and refuses to load the family.


(http://i139.photobucket.com/albums/q314/Crash-Dance/th_load.png) (http://i139.photobucket.com/albums/q314/Crash-Dance/load.png)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: myskaal on 2010 June 06, 20:13:28
Since the school is now also a career rabbit hole, I expect the problem with it being disabled will be fixed as soon as Pes gets round to the professions part of Ambitions (as right now I believe he's working on patch compatibility rather than actual full EP compatibility).

No drains, no CTD's here. Feels stable so far.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 06, 20:19:32
I do have a question. I noticed that each household can buy all the lots in town and it's no longer limited to one town family. How will this fit in with the AM rabbithole Boss system if multiple families can own a building?
This is a possible bug that will be investigated.

I have not experienced the motive drain, and the CTDs appear to have been fixed. Or at least lessened, as I didn't experience any during an hour of play. Am experiencing same school issues as have been mentioned already-- kids can't go to school, new school buildings can't be placed.
This issue will be investigated next.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 06, 20:32:51
Tell me, folks - how does the redecoration mode thing work?

The completion window disappears when I click on "build" to place pool requested by the client. It also nukes all ticked boxes when I tell sim to continue the work.
I'm either doing it wrong, or there's some issue with it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: PolecatEZ on 2010 June 06, 20:40:19
Tell me, folks - how does the redecoration mode thing work?

The completion window disappears when I click on "build" to place pool requested by the client. It also nukes all ticked boxes when I tell sim to continue the work.
I'm either doing it wrong, or there's some issue with it.

This is an AM issue.

Interior design missions are borked until further notice.

Upgrading properties is having a similar bug.  Properties you buy are set at some kind of default minimum value, and don't recognize any objects on the lot or the actual value of the lot for the lot to become open or upgraded.

Venues seem to work just fine though (buying them, renaming, and collecting cash), although it was noted somewhere that multiple families could "own" a single venue, which would be a non-fatal bug.

Taking out AM solves the problem, but for now I'm sticking to just building lots until this all gets fixed.

My new issue is that after playing a bit, the game slows to a crawl and the scrolling becomes very choppy.  It acts like my graphics card is overheating, but when I check the temp its not the case.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: feistyredhead on 2010 June 06, 20:44:06

This issue will be investigated next.

Thanks it is an AM issue because my schools work just fine without the mod, and the only other mods I have in my downloads would be put all books away and  a non core no mosaic mod.  Now all I need is the computer fairy to help with my crash problem :(


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: scamander on 2010 June 06, 21:14:27
I have had the school problems like everyone else, and one more; on some families, like the family in the Swamp and the single father family, the genealogy is cleared and they are booted from their jobs. So its just a bunch of unrelated people with the same last name and no job.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: kcheri on 2010 June 06, 21:16:34
Every time I tried playing with AM, it would easily get through both loading screens but then freeze at the end of the second loading screen, and wouldn't get past that. I let it sit there for a good 20 minutes then gave up. Tried again without any other mods other than AM, but the same problem occurred. I tried with all my mods other than AM and it loaded fine.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: jezzer on 2010 June 06, 22:12:39
If I try to create a new game in the Sims 3, after I select the household I wish to play with and click on the purple check mark the game stays in edit town mode and refuses to load the family.

I don't think that's an Awesomemod bug.  I just had the same thing happen, and I'm not running Awesomemod.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: babsss on 2010 June 06, 22:26:49
If I try to create a new game in the Sims 3, after I select the household I wish to play with and click on the purple check mark the game stays in edit town mode and refuses to load the family.


(http://i139.photobucket.com/albums/q314/Crash-Dance/th_load.png) (http://i139.photobucket.com/albums/q314/Crash-Dance/load.png)

Not awesome mod related, I didn't install it at all, and it happened to me once just after saving


Every time I tried playing with AM, it would easily get through both loading screens but then freeze at the end of the second loading screen, and wouldn't get past that. I let it sit there for a good 20 minutes then gave up. Tried again without any other mods other than AM, but the same problem occurred. I tried with all my mods other than AM and it loaded fine.

Maybe not awesome mod related, it happened to me twice, but the first time I just loaded an older save, for the second I tried without my game mods and it loaded just fine... (got 5 mods that I'm not sure of ambitions compatibility but didn't see issues other than that) ...



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lovelyrita on 2010 June 06, 22:29:23
Apart from the school problem, I'm having a problem with one specific sim: She keeps twirling, like if she was changing outfits but without doing so, and never does anything else as she's told. (except walking to some place, using the computer or reading books). In fact, the interactions totally vanish once she twirls (not the menu, the square on the top when you send some sim to do something). This happened after a few hours of totally stable game (apart from the school thing, of course). About that sim: She had just finished writing a book and I sent her to change her baby's diaper when it first occurred. Then it started happening, like I said, non-stop. She was wearing underwear. I tried to reload her, the lot and the entire neighborhood, nothing solves it.

I haven't been able to recreate this on a vanilla game, but, since this doesn't happen to all sims and it happened after hours of normal game with the latest version of AM, I can't be sure if it's a game bug or AM-related.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sablesasha on 2010 June 06, 22:34:34
If I try to create a new game in the Sims 3, after I select the household I wish to play with and click on the purple check mark the game stays in edit town mode and refuses to load the family.

I don't think that's an Awesomemod bug.  I just had the same thing happen, and I'm not running Awesomemod.


No, that's an Ambitions bork!  I had no CC, hacks, I was playing vanilla and the same thing happened. Only way to get around it, was to go to Main Menu and go back into the game that way.  Or else, quit and start again.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tangie on 2010 June 06, 22:45:09
I pinpointed my problem using AM with Ambitions and it seems to be linked to that stupid mods found popup EA put in.  Without AM it pops up just fine and I can click through and game finishes loading.  WITH AM, you get the sound of the popup but the screen never shows up for you to click through it.  Is there a way to disable that stupid thing?  I think we already know we install mods.  Seems to be the only issue though. 

I just added this elsewhere but will briefly add it here in case it's related.

I have retail AMB CD. Yesterday played several hours, no problem. Today I tried adding a few more mods, including Twallan's No CD (which others have reported works OK with AMB). The game loaded, but took much longer than normal and I did not get the EA Mod Pop up window. The game also had some pretty annoying lagging and jerkiness. When I took the No CD out, the game was back to playing like it did yesterday, complete with the EA Mod Pop up window. Maybe I'm the only one who had this problem, but I am wondering if they have made it more difficult to bypass the CD check somehow.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 22:51:18
I am wondering if they have made it more difficult to bypass the CD check somehow.

That is not what caused the delay.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 06, 22:53:24
Hmm. Wonder if there's any correlation in bugs with the type of NoCD people are using?

I'm using the exe that came with the ViTALiTY torrent, others are using AM and yet others Twallan's No CD. I would use AM's bypass check but I'm popping the mod in and out - I have save games where I use it and save games where I do not.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tangie on 2010 June 06, 22:56:10
I am wondering if they have made it more difficult to bypass the CD check somehow.

That is not what caused the delay.


Maybe not, but when I removed it, the delay went away. Got a better explanation?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 06, 23:39:29
Got a better explanation?

Nope.

However, do you really think that EA decided that you, and apparently you alone, should be punished for not having a CD?





Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: jezzer on 2010 June 06, 23:46:43
If I try to create a new game in the Sims 3, after I select the household I wish to play with and click on the purple check mark the game stays in edit town mode and refuses to load the family.

I don't think that's an Awesomemod bug.  I just had the same thing happen, and I'm not running Awesomemod.


No, that's an Ambitions bork!  I had no CC, hacks, I was playing vanilla and the same thing happened. Only way to get around it, was to go to Main Menu and go back into the game that way.  Or else, quit and start again.
If you were to actually READ AND COMPREHEND what I posted, that's exactly what I was saying:  this is an Ambitions bug, not Awesomemod-related.  Since this is, you know, AN AWESOMEMOD TEST THREAD, I thought I'd point out that this particular bug isn't the fault of the mod.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tangie on 2010 June 07, 00:55:49
Got a better explanation?

Nope.

However, do you really think that EA decided that you, and apparently you alone, should be punished for not having a CD?


I don't believe that's what I said, but whatever. What I do know is that I have seen other people complain about slow load times and lagging, though. Just throwing it out there in case the file is also causing problems for others.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 07, 01:20:56
Hmm. Wonder if there's any correlation in bugs with the type of NoCD people are using?

I'm using the exe that came with the ViTALiTY torrent, others are using AM and yet others Twallan's No CD. I would use AM's bypass check but I'm popping the mod in and out - I have save games where I use it and save games where I do not.

Maybe, but who knows?  I recommend using PowerISO to mount the ISO file.  I haven't cracked my game and I am still able to get past the CD check even when I am not running AM.  My game also runs perfectly fine.

Anyway, back to testing.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sablesasha on 2010 June 07, 01:24:05
I don't think that's an Awesomemod bug.  I just had the same thing happen, and I'm not running Awesomemod.

Quote from: Sablesasha
No, that's an Ambitions bork!  I had no CC, hacks, I was playing vanilla and the same thing happened. Only way to get around it, was to go to Main Menu and go back into the game that way.  Or else, quit and start again.
If you were to actually READ AND COMPREHEND what I posted, that's exactly what I was saying:  this is an Ambitions bug, not Awesomemod-related.  Since this is, you know, AN AWESOMEMOD TEST THREAD, I thought I'd point out that this particular bug isn't the fault of the mod.

I did READ and COMPREHEND what you had said, no idea why you had to shout it.

I was confirming what you had said, that it's not to do with AM.  You did say ‘I don't think' which implies that it was your opinion not a confirmation so I was friggen confirming it!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: MissKitty on 2010 June 07, 01:33:53
Maybe, but who knows?  I recommend using PowerISO to mount the ISO file.  I haven't cracked my game and I am still able to get past the CD check even when I am not running AM.  My game also runs perfectly fine.

I couldn't run mine like that. It said the disc couldn't be verified and quit. Probably useless info but eh.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 07, 01:34:47
Anyway, back to testing.

You think speculating about possible clusters of bugs isn't testing?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 07, 01:36:32
There is a blank line on the Supreme Commander pulldown when in vacation world.

In the Collection section, there are lines for Bugs, Rocks, Seeds, then a blank line followed by Everything.  The line is blank, as is the popup help.
It is the one that auto excavates.

This is the most serious problem that I have encountered in the last few hours.  Well, at least that I am sure is AM.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 07, 01:38:57
Anyway, back to testing.

You think speculating about possible clusters of bugs isn't testing?
I didn't say that or mean to imply that.  I was actually pleased to see people pointing out bugs that were not caused by AM and whatnot.

I just meant that *I* was going to go back to play the game.



I couldn't run mine like that. It said the disc couldn't be verified and quit. Probably useless info but eh.
That's too bad.  I guess I just got lucky then.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Anach on 2010 June 07, 02:32:52
Same bugs as already reported.

School is now a "small park" and isnt accepting students.
Derelict vehicles everywhere.
Non- Rabbit hold real-estate all become closed once purchased due to not meeting the minimum lot value for 1 star, even though the value is already what is required. For example. My junkyard needed a value of 9000 to open and 1 junk pile. After editing it, the value was 9300 and it had 3 junk piles, yet it still had a requirement of 1 junk pile and a value of 9000.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 07, 03:22:49
Same issues as Anach. 

No serious lag issues to report.

Getting closer, and closer.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: desertwolf on 2010 June 07, 04:11:24
If I try to create a new game in the Sims 3, after I select the household I wish to play with and click on the purple check mark the game stays in edit town mode and refuses to load the family.

I don't think that's an Awesomemod bug.  I just had the same thing happen, and I'm not running Awesomemod.


No, that's an Ambitions bork!  I had no CC, hacks, I was playing vanilla and the same thing happened. Only way to get around it, was to go to Main Menu and go back into the game that way.  Or else, quit and start again.

That has happened to me a few times but I don't have to go all the way back to the Main Menu.  When I click the "..." button there's a half-second pause followed by the lot loading correctly.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Nekonyami on 2010 June 07, 04:42:42
If I try to create a new game in the Sims 3, after I select the household I wish to play with and click on the purple check mark the game stays in edit town mode and refuses to load the family.

I don't think that's an Awesomemod bug.  I just had the same thing happen, and I'm not running Awesomemod.


No, that's an Ambitions bork!  I had no CC, hacks, I was playing vanilla and the same thing happened. Only way to get around it, was to go to Main Menu and go back into the game that way.  Or else, quit and start again.

That has happened to me a few times but I don't have to go all the way back to the Main Menu.  When I click the "..." button there's a half-second pause followed by the lot loading correctly.

It's been happening to me too. Sometimes I would try to enter a household and the checkmark would gray out. Sometimes clicking the "..." button would fix it and other times it wouldn't. I don't have Awesome installed either.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 07, 05:16:28
Several people over in the EA forums are reporting the same faults as here, but none use AM.  So may be several other issues at work here as well.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 07, 05:39:11
I didn't play long but with the most recent AM everything is running smoothly, just that same problem of the school not being considered a school by the game, only when AM is installed.
I have investigated this problem but cannot reproduce it. School works fine for me. More details or sample save needed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 07, 06:06:45
The school rabbit hole changed in ambitions and now houses a career, clearly something is conflicting with awesomemod that you can't figure out because you don't have ambitions installed to even have the potential of having the issue.

has anyone without ambitions reported it?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Silent Dreamer on 2010 June 07, 06:37:35
I'm going to have to agree with Shouty that the presence of Ambitions in our games is the missing factor here.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 07, 06:44:26
I would also agree that Ambitions may be the problem.

Just did some testing, removed ALL mods and CC, added in the Nrass noCD and the schools worked fine, the option to join the education career or attend painting class showed up.  Then removed the Nrass noCD and added AM on it's own, restarted, and the school becomes a small park, the only options available are from map view and are to visit the school.

Sounds like we might have to wait for you to get a hold of Ambitions to see and find the problem.

Edit: I just uninstalled Ambitions and ran with AM, and the school works fine, even has the reddish school dot in map view.  With Ambitions and AM the school becomes a small park and is treated as such by the game and has no interactions other than to visit.  I would say without a doubt it is an issue with Ambitions and AM, but that seems to be the only one so far.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 07, 06:47:47
I think he has ambitions, but has said he hasnt installed it yet. Probably for the sake of fixing non-ambitions-related issues first, I dont know.

Unfortunate that we dont have the anygameinstaller, for simple testing of multiple installations.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jezabel on 2010 June 07, 08:17:32
There is a blank line on the Supreme Commander pulldown when in vacation world.

In the Collection section, there are lines for Bugs, Rocks, Seeds, then a blank line followed by Everything.  The line is blank, as is the popup help.
It is the one that auto excavates.

This is the most serious problem that I have encountered in the last few hours.  Well, at least that I am sure is AM.

I didn't play in vacation worlds with AM since I installed Ambitions, but on a vanilla game (WA+Ambitions no Hacks) my Sims can't dig anymore, they have a "route fail" when trying even if they are standing just in front of the dig site.

So I guess Ambitions broke it and AM is just reflecting this.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 07, 09:01:46
There is a blank line on the Supreme Commander pulldown when in vacation world.
In the Collection section, there are lines for Bugs, Rocks, Seeds, then a blank line followed by Everything.  The line is blank, as is the popup help.
It is the one that auto excavates.

It's been missing proper text since translation options were added to AwesomeMod. You say that now it's blank?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 07, 10:03:56
One of my sim who's getting an interior designer honor statue from the city hall always triggers a flagrant system error whenever he clicks on the building. Using another sim didn't trigger any error.

Also, I tried to consign things at consignment store, however, the only things listed as available to sell were stuff from family inventory as opposed to sim's individual inventory. It worked fine before I added AM.

This is using the latest AM dated 6/6/2010 2:15 am.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rocki-i on 2010 June 07, 10:30:51
With the school. I ran ambitions without awesomemod, and it was working fine.
Then installed the mod and it's a park, like others have said.
Also, I tried to create my own school lot, but neither school building would place, whereas all other community buildings placed fine (except the science dome, but that might have been 'cause the lot was too small, even though it was the biggest lot size ... )

Anyway, don't know if that information is useful to anyone, but there you go.


Also, has anyone had any problems with the home/end buttons playing up and just making it go down a floor (instead of showing different amounts of wall)? It did it for a bit on mine, with awesomemod installed, and then just fixed itself after a while.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: pabasa on 2010 June 07, 11:44:22
It probably does. I upgraded it and with only one or two sprays the fire is gone.

I upgraded the extinguisher once. You actually managed to upgrade it twice?

Yeah, every time I come back from a vacation the option to upgrade my fire extinguisher is available, and I upgrade it again. But as I said I have not yet installed AM, so if this is a bug, it's not AM related. Sorry for digressing from the purpose of the thread.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 07, 11:53:34
It's been missing proper text since translation options were added to AwesomeMod. You say that now it's blank?
One of the STBLs had a bleed. I fixed it. Try now?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 07, 11:59:51
Yeah, every time I come back from a vacation the option to upgrade my fire extinguisher is available, and I upgrade it again. But as I said I have not yet installed AM, so if this is a bug, it's not AM related. Sorry for digressing from the purpose of the thread.

I didn't send that sim on vacation, but this sounds like it might be a bug, too.

Also - how many times are you supposed to be able to upgrade the truck's engine? I upgraded it to Horsepower 3 and sometime Horsepower 4 flashed, but I couldn't click it (the engine needed maintenance and after performing it the option disappeared).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 07, 12:13:43
One of the STBLs had a bleed. I fixed it. Try now?

The 6/7/2010 03:58 package (still refers to itself internally as the 6/6 2:15am version) has blank text for excavate, still

EDIT: However, the 6/7/2010 05:10 package does fix the text.

I can also confirm the Excavate route fail, but I have not had time to see whether it happens without AM installed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 07, 12:26:41
Still having a job's problem, no CC and just the latest version of this test AM installed, and I'm still getting a problem. My sim is an interior decorater, I meet the requirements for his building in build mode, but the moment that I select to show it to his client, it clears it and they scold me. The worst part about it, is now with AM taken out I am still getting this bug!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 07, 12:28:04
The 6/7/2010 03:58 package (still refers to itself internally as the 6/6 2:15am version) has blank text for excavate, still
The internal version is the same because recompiling the STBL does not involve script changes, so the scripts are not recompiled.

Still having a job's problem, no CC and just the latest version of this test AM installed, and I'm still getting a problem. My sim is an interior decorater, I meet the requirements for his building in build mode, but the moment that I select to show it to his client, it clears it and they scold me. The worst part about it, is now with AM taken out I am still getting this bug!
Still focused on pure base game/WA compatibility right now. Once that is resolved, I can actually install Ambitions.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 07, 12:43:39
The Excavate route fail does not require AM to be installed, so does not look like a problem caused by AM.   (And this is a crossover from the other problem thread, so disregard unless someone claims it is AM related)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: old_dude on 2010 June 07, 14:31:06
I've just played for almost 2 hours, WITH all my CC. And except for my teen sim not being able to go to school, and my sims motives draining at about a 5x rate, I didn't notice any problems.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: nekonoai on 2010 June 07, 14:36:40
The only thing I care about is the kids not being able to go to school. I wish there was a way to get homework other than going to school. I keep thinking of all of Inge's school hacks wistfully. ;)

Playing without Awesome is painful at this point, so I'll deal with the failure and pray the kid doesn't get repossessed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chain_Reaction on 2010 June 07, 14:45:03
I just played for 12 hours straight. No crash, freeze or lag. Tons of CC, mods and AM installed. Only issues I have are the ones that's already been reported. The school is borked, property values, the interior designer career is busted, and derelict vehicles everywhere. There's even one stuck outside my sims house and I've ran towderelicts about 10 times and it only nabs the school bus but the others are left. Not sure how to get rid of those?

Had some weird EAxisness. My sim got an opportunity to do something at the stadium and he works there. He was about to enter the building for work when he got it and I accepted. After entering, the game said he had "left the venue where the event was taking place" and it had failed.

Also, random houses are catching on fire when my sim is not a firefighter. The game then informs me I have been credited X money for my damages when my house isn't even on fire. From what I can tell, I never actually get the money though.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 07, 14:50:32
The car problem might be caused by cars being unable to be parked on parking slots. There are 3 next to the fire station and yet my sim still chooses to leave his car on the street. No such problems with bikes.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bandit on 2010 June 07, 16:02:26
I just played for 12 hours straight. No crash, freeze or lag. Tons of CC, mods and AM installed. Only issues I have are the ones that's already been reported. The school is borked, property values, the interior designer career is busted, and derelict vehicles everywhere. There's even one stuck outside my sims house and I've ran towderelicts about 10 times and it only nabs the school bus but the others are left. Not sure how to get rid of those?

Had some weird EAxisness. My sim got an opportunity to do something at the stadium and he works there. He was about to enter the building for work when he got it and I accepted. After entering, the game said he had "left the venue where the event was taking place" and it had failed.

Also, random houses are catching on fire when my sim is not a firefighter. The game then informs me I have been credited X money for my damages when my house isn't even on fire. From what I can tell, I never actually get the money though.
If you use Twallan's Career mod your kids can go to school at Rabbit Holes like the Military Base (Military School) , Theater (Arts School) ect.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Erwenla on 2010 June 07, 16:44:45
Alright, most issues I was having are fixed now thanks to the latest AM. But the one that has me worried is the school rabbithole thing, so I am uploading my save and save related files. I am playing Ambitions, Twinbrook. I have only AM and store content. EXCEPT for a couple Edwardian and Victorian outfits.
I have installed the WA Expantion and HELS. This save also contains the cars that are parked without stupid reason and nobody in them...
I have tried starting a new game, but from the beginning, the school's a park.

LINK: http://www.4shared.com/file/0k3ubx-R/Saves.html


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Spineraker on 2010 June 07, 16:49:59
I just played for 12 hours straight. No crash, freeze or lag. Tons of CC, mods and AM installed. Only issues I have are the ones that's already been reported. The school is borked, property values, the interior designer career is busted, and derelict vehicles everywhere. There's even one stuck outside my sims house and I've ran towderelicts about 10 times and it only nabs the school bus but the others are left. Not sure how to get rid of those?

I hate it when that happens. When towderelicts doesn't work, have you tried Nuking them? I occasionally had some stuck vehicles in my Pre-AMB main family, and towing them only worked a small fraction of the time; they'd appear again in the same spot about a sim-week later. If I Nuked them, though, they'd disappear and never get stuck again. I am not, however, sure if this ruins any scripts that may be going on "behind the curtain."

Also, random houses are catching on fire when my sim is not a firefighter. The game then informs me I have been credited X money for my damages when my house isn't even on fire. From what I can tell, I never actually get the money though.

Are you using NRaas story mod? If so, this sounds like an issue they've had for a while where private activities such as parties, fires, and repomen will alert you as the player but actually mean the other towns-person. I usually ignore it since I never get the money. If, on the other hand, you're not using NRaas at all, I'd call EAxian bullshit.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Silent Dreamer on 2010 June 07, 18:03:19
Alright, most issues I was having are fixed now thanks to the latest AM. But the one that has me worried is the school rabbithole thing, so I am uploading my save and save related files. I am playing Ambitions, Twinbrook. I have only AM and store content. EXCEPT for a couple Edwardian and Victorian outfits.
I have installed the WA Expantion and HELS. This save also contains the cars that are parked without stupid reason and nobody in them...
I have tried starting a new game, but from the beginning, the school's a park.

LINK: http://www.4shared.com/file/0k3ubx-R/Saves.html


If you'd have read the thread, instead of jumping in with more of the same, you'd notice that he doesn't have Ambitions installed yet. We all determined the school being a park an Ambitions only issue. Logical leap? Wait til he installs Ambitions to bitch about it! Actually, don't bitch at all, everyone else has done it enough.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: radiophonic on 2010 June 07, 18:16:22
If you'd have read the thread, instead of jumping in with more of the same, you'd notice that he doesn't have Ambitions installed yet. We all determined the school being a park an Ambitions only issue. Logical leap? Wait til he installs Ambitions to bitch about it! Actually, don't bitch at all, everyone else has done it enough.

I read somewhere that deleting the school and replacing it after a save alleviates the problem. Your mileage may vary.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Erwenla on 2010 June 07, 18:16:47
Alright, most issues I was having are fixed now thanks to the latest AM. But the one that has me worried is the school rabbithole thing, so I am uploading my save and save related files. I am playing Ambitions, Twinbrook. I have only AM and store content. EXCEPT for a couple Edwardian and Victorian outfits.
I have installed the WA Expantion and HELS. This save also contains the cars that are parked without stupid reason and nobody in them...
I have tried starting a new game, but from the beginning, the school's a park.

LINK: http://www.4shared.com/file/0k3ubx-R/Saves.html


If you'd have read the thread, instead of jumping in with more of the same, you'd notice that he doesn't have Ambitions installed yet. We all determined the school being a park an Ambitions only issue. Logical leap? Wait til he installs Ambitions to bitch about it! Actually, don't bitch at all, everyone else has done it enough.


I did read and in some point later in this thread, Pescado asked for a save, I noticed nobody sent one, so I uploaded one. I do know he didn't install the EP just yet. For the time he does, he can use the save. I didn't speak to you either, so I would appreciate you stay out of the question, or politely speak your mind. I am not an idiot, nor new to the site.  And I can assure you I didn't miss the posts and I don't bitch about stuff, I AM A GROWN UP and have better and more intelligent things to do than "omg I can't palay!!!! oh shit I NEED TO PLAY RIGHT AWAY". If you can't tell the difference between bitching and providing information even if somebody cares or not about it, you are very wrong upstairs
I'm out.
By the way, you are bitching about what I posted.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Roobs on 2010 June 07, 18:39:05
If you'd have read the thread, instead of jumping in with more of the same, you'd notice that he doesn't have Ambitions installed yet. We all determined the school being a park an Ambitions only issue. Logical leap? Wait til he installs Ambitions to bitch about it! Actually, don't bitch at all, everyone else has done it enough.

I read somewhere that deleting the school and replacing it after a save alleviates the problem. Your mileage may vary.
The problem actually makes it impossible to place a school rabbithole at all.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: LVRugger on 2010 June 07, 19:47:34
Just played close to 5 hours (Ambitions, Twinbrook, 7-8 person family). No crash, no big issues. No school-aged kids so didn't see the school issue. SC for skilling, collecting and working worked very well. I have one moodlet manager for the family and it keeps popping around between members without my doing so. I am not sure where this comes from as I did not have the thing before I installed AM. If you want I can run an older save pre-AM and add the manager and see what happens to it.

One minor thing that's Ambitions-only for when you get around to it: Simbots eat scrap, but SC kept making them try to eat meals. Lulz ensued.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 07, 20:44:40
Had some weird EAxisness. My sim got an opportunity to do something at the stadium and he works there. He was about to enter the building for work when he got it and I accepted. After entering, the game said he had "left the venue where the event was taking place" and it had failed.

I had that also, the sim was supposed to enter an amateur athletics competition but the opportunity popped up very close to the start of the workday. The only way the sim could have managed it was by not attending work. I just queued it for after work, like other opportunities, and had the same eventual error message.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Alwayswatching on 2010 June 07, 21:40:32
I'm pretty sure I got the sudden motive drain while my sim used the workbench. Unfortunately, I can't confirm it because he died before I could check. :/

Why did he have to die?!

CURSE YOU AWESOMEMOD!

CUUUUUURSE YOU!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sigmund on 2010 June 07, 21:46:26
CURSE YOU AWESOMEMOD!

CUUUUUURSE YOU!

Which part of the phrase "test thread" is confusing to you? If you're using AM on sims that are actually important to you, it's your own fault.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 07, 22:07:08
Clearly they were serious, too, so yeah


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: dedust on 2010 June 07, 22:12:54
I had to do a complete reinstall, some store content was borked and the game was really laggy.
Installed everything, popped my saves and mods in place (no core mods, just AM + some packages, few hairs and patterns), and now most of the old rabbit holes (at least the school, city hall, science facility, corporate towers, hospital) have turned into parks. Previously it was only the school, just like people have reported. But now it's nearly every workplace, except the police station, grocery store, bistro and a few others.

When I went back to the game after reinstalling, the game told me the carpool for my Sim would be arriving soon. When I went to check his job tab, he was unemployed. So was his wife, who previously held a high position in the business career. They both rolled new wants for a career, so the game at least noticed they didn't have any place to work. As for the kids, the game still tries to send them to school.

This probably is the same thing that's affecting the school, but seems like it spread after the reinstall for some reason.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: friendlyquark on 2010 June 07, 22:29:01
So, I am all patched up and do not have ambitions, I was running fine until I put in AM and the only problem that I seem to be having is work-related. When I ask the employed person to "Meet Co-Workers" or students to "Meet School Mates" they pop out of the building and stand around looking blank. They still read as "Working" in the job tab and this has happened with several families in different games, started fresh for testing purposes and with caches cleared, prior to launch. If they are just "Business as Usual" no problem, it is only when I direct them to meet co-workers that this happens. I have taken out all other mods for testing and it still seems to be happening. Is this just me, or is anyone else having this problem? I will add that once they have gone home they are listed as "Working overtime" and keep getting performance raises as if they were still at work.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 07, 22:54:54
CURSE YOU AWESOMEMOD!

CUUUUUURSE YOU!

Which part of the phrase "test thread" is confusing to you? If you're using AM on sims that are actually important to you, it's your own fault.

This ALMOST happened to me. Thank god I remembered in time  :D

But in his/her defense isn't it amazing how unawesome the Sims 3 is without awesomemod?

Yes I know unawesome isn't a word….Neither is awesomemod so suck it 8)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Anach on 2010 June 07, 23:09:39
Don't know if this will help diagnose the issues with the school, but as we are all having issues with the school being broken, I thought I would try using a custom rabbit hole mod, which allows placing rugs as rabbit holes, as a temp fix in the meantime. All of them work well, except the school rabbit hole rug cannot be placed, it does not have a placement grid. So it's like the school rabbit hole is non-existent rather than simply being re-assigned as a park.

Anyway, as another work-around for everyone else. Twallan's career mod has home school as well as schools assigned to other rabbit holes (as stated above).

Right now i'm trying not to play too much, as I'm expecting Pescado to tell us all to revert to a previous save to fix the school issue.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Theria on 2010 June 07, 23:24:24
Can anyone else with the latest AM and Ambitions confirm that Inventing is working the way it should be? I've tried with three different Sims in two different neighborhoods, but it seems once I invent two things, I can invent away for days on end, and not actually invent anything. My skill is up to one away from max, but I still can only make two items. I did notice that this started after one Sim caught on fire and died (the others, I've been able to direct to showers to put themselves out before too long).

Just wondering if this is mod related or my game related.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 07, 23:27:19
I suspect it's tied to the bar on the work tab. You have to sell a truckload of stuff to progress. My sim shows no progress on that bar despite delivering at least 50 items to the consignment store. She invents but it takes her ages, she's up to a dog toy now.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 07, 23:32:00
I suspect it's tied to the bar on the work tab. You have to sell a truckload of stuff to progress. My sim shows no progress on that bar despite delivering at least 50 items to the consignment store. She invents but it takes her ages, she's up to a dog toy now.
If you sell it directly out of your inventory you will get promoted extremely quickly.  Selling stuff at the consignment shop doesn't count toward your promotions because EA borked it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: witch on 2010 June 07, 23:36:12
I suspect it's tied to the bar on the work tab. You have to sell a truckload of stuff to progress. My sim shows no progress on that bar despite delivering at least 50 items to the consignment store. She invents but it takes her ages, she's up to a dog toy now.
If you sell it directly out of your inventory you will get promoted extremely quickly.  Selling stuff at the consignment shop doesn't count toward your promotions because EA borked it.

Ah fuck. I should have bloodywell guessed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Theria on 2010 June 07, 23:40:05
I suspect it's tied to the bar on the work tab. You have to sell a truckload of stuff to progress. My sim shows no progress on that bar despite delivering at least 50 items to the consignment store. She invents but it takes her ages, she's up to a dog toy now.

Yeah, you seem to be right. The whole thing is kind of odd, because the first Sim I tried inventing with was actually in the investigator profession and learned new inventions all the time, without selling anything. With this one, being self-employed as an inventor and maxing the skill, selling one item taught her the dog toy. Thanks for clearing that up for me.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Kraken on 2010 June 07, 23:50:03
If you sell it directly out of your inventory you will get promoted extremely quickly.  Selling stuff at the consignment shop doesn't count toward your promotions because EA borked it.

This is true. I am having no problems with the Inventing career or the Stylist career, apart from the fact it's bloody tedious being in neverending CAS land.  Inventing is going along at the same rate it was in the vanilla game.

One area of major pain I discovered in the vanilla game is the "upgrade hose" for the fire fighting career.  You can upgrade it in the station twice I think but once you reach the top and have the ability to work from home, you can only upgrade your home fire bell and engine.  This pongs badly of being the usual EA shit basket of failure because the hose upgrade helps you put out the fires twice as fast!



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 08, 00:17:01
I did read and in some point later in this thread, Pescado asked for a save, I noticed nobody sent one, so I uploaded one. I do know he didn't install the EP just yet. For the time he does, he can use the save. I didn't speak to you either, so I would appreciate you stay out of the question, or politely speak your mind. I am not an idiot, nor new to the site.  And I can assure you I didn't miss the posts and I don't bitch about stuff, I AM A GROWN UP and have better and more intelligent things to do than "omg I can't palay!!!! oh shit I NEED TO PLAY RIGHT AWAY". If you can't tell the difference between bitching and providing information even if somebody cares or not about it, you are very wrong upstairs
I'm out.
By the way, you are bitching about what I posted.

Don't you mean earlier in the thread?  No where later in the thread does he ask for a save (at this point in time).  Also, maybe a dozen posts above this one of yours, he says he is concentrating on the basegame/WA/HELS with the patches before installing Ambitions.  If he runs your save, it will work for him, because he doesn't have Ambitions.  If you read and comprehended the thread, you also would have seen that the request for a save was BEFORE anyone realised that the schools problem was specific to Ambitions.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: myskaal on 2010 June 08, 00:20:43
Actually it was after. Reading comprehension would lead one to note that in my post prior to all of that I mention that Ambitions (not the patch) turned the school into a career rabbithole and no doubt that's what's causing it to bork. I don't think I'm the only one that came to that conclusion.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chain_Reaction on 2010 June 08, 00:53:48
The car problem might be caused by cars being unable to be parked on parking slots. There are 3 next to the fire station and yet my sim still chooses to leave his car on the street. No such problems with bikes.

I don't think so, I've seen NPC's using the parking slots just fine. My first outbreak of derelicts was caused by the work bug causing them to jump out of the car. However, playing with an updated awesomemod where the issue is fixed, something caused the townies to jump out of them again as there's now even a bike stuck in the middle of the road and a crap ton of cars. There was no error log generated so I have no idea what it was. I don't exactly want to nuke them because I want the towns folk to have their own cars but if I have to I will. The car in front of my house keeps changing model which is entirely weird. When I zoom out to map view, it has it's original brand name but zooming in reveals and an entire different brand of car that changes at random intervals. I did notice sometimes the townies reclaim them and sometimes not. The one in front of the house belongs to the family across the street and seems to have been entirely replaced by a different car in their driveway and I am unsure how they managed that unless it was in their inventory.

Are you using NRaas story mod? If so, this sounds like an issue they've had for a while where private activities such as parties, fires, and repomen will alert you as the player but actually mean the other towns-person. I usually ignore it since I never get the money. If, on the other hand, you're not using NRaas at all, I'd call EAxian bullshit.

I am indeed. That's probably being caused by that then.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: msflibble on 2010 June 08, 01:01:29
So, I am all patched up and do not have ambitions, I was running fine until I put in AM and the only problem that I seem to be having is work-related. When I ask the employed person to "Meet Co-Workers" or students to "Meet School Mates" they pop out of the building and stand around looking blank. They still read as "Working" in the job tab and this has happened with several families in different games, started fresh for testing purposes and with caches cleared, prior to launch. If they are just "Business as Usual" no problem, it is only when I direct them to meet co-workers that this happens. I have taken out all other mods for testing and it still seems to be happening. Is this just me, or is anyone else having this problem? I will add that once they have gone home they are listed as "Working overtime" and keep getting performance raises as if they were still at work.

i am having the same problem.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bandit on 2010 June 08, 01:29:28
I am having the same problem.
Always remember to capitalize.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 08, 06:35:28
Issue should be fixed now.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AntoniusMaximus on 2010 June 08, 09:22:37
Issue should be fixed now.

The school issue? Oh no, wait. You don't have Ambitions installed. I don't have the school issue when using 1.2.7 without Ambitions.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 08, 11:40:29
I think the issue might be the derelict vehicles all over the town, but then it might be one of the smaller issues being looked into or fixed.

What I found interesting about the school issue was when I went into Edit Town mode, I clicked on the school building, selected Change Lot and then looked at the drop down menu to see the types of lots available. I mistook Academy for School, and it turned out to be the wrong type of lot. So, I changed it to something to disallow visitors for now until it's looked into at a later date. School is missing from the drop down menu as an option to change the lot into a school. So basically, there isn't a way to change the lot type or place a school building down as described by other people. I'm not overly concerned about that since I have Twallan's career-related mods installed to give the kids homework to do from home in my active family.

AM appears to be working all right. I am using AM (time stamped 11:43 PM).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sigmund on 2010 June 08, 12:04:04
I noticed the missing school issue as well when I attempted to create a school using the custom rabbithole rugs.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: joebagodoe on 2010 June 08, 13:04:18
CURSE YOU AWESOMEMOD!

CUUUUUURSE YOU!

Which part of the phrase "test thread" is confusing to you? If you're using AM on sims that are actually important to you, it's your own fault.

It really looked like sarcasm to me... What are you, autistic?

[also sarcasm]


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: geekgal on 2010 June 08, 13:25:09
I tested it for one hour or so with a new family I created when I got ambitions and everything seemed to be working well until it was time to send one of my kids to school.
I discovered that there wasn't any school anymore. The building is there, it's a community building but not a school and if i try to modify it's use i don't find school in the list.

I know it was working well before I installed Awesomemod because the same kid went to school for 2 days.
I tried with a new family in the new neighborhood and got the same problem.

I tried removing all my other hacks and leaving only Awesomemod, same problem.
I then removed Awesomemod  and the school came back and is working (the kid is at school right now).

I have WA but no HELS, all up to date.

It's the only problem I noticed so far.
::) I had the same problem cept I am running the new Ambitions expansion pack and HELS all up to date


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Erwenla on 2010 June 08, 14:45:49
I did read and in some point later in this thread, Pescado asked for a save, I noticed nobody sent one, so I uploaded one. I do know he didn't install the EP just yet. For the time he does, he can use the save. I didn't speak to you either, so I would appreciate you stay out of the question, or politely speak your mind. I am not an idiot, nor new to the site.  And I can assure you I didn't miss the posts and I don't bitch about stuff, I AM A GROWN UP and have better and more intelligent things to do than "omg I can't palay!!!! oh shit I NEED TO PLAY RIGHT AWAY". If you can't tell the difference between bitching and providing information even if somebody cares or not about it, you are very wrong upstairs
I'm out.
By the way, you are bitching about what I posted.

Don't you mean earlier in the thread?  No where later in the thread does he ask for a save (at this point in time).  Also, maybe a dozen posts above this one of yours, he says he is concentrating on the basegame/WA/HELS with the patches before installing Ambitions.  If he runs your save, it will work for him, because he doesn't have Ambitions.  If you read and comprehended the thread, you also would have seen that the request for a save was BEFORE anyone realised that the schools problem was specific to Ambitions.


First of all, he asks for the save in page 9.  It's later than the beginning of the thread, earlier than I am posting. Second, what part of "I do know he didn't install the EP just yet. For the time he does, he can use the save." Don't you understand? Need your mommy to explain it to you dumb ass? Third, did YOU mean it will NOT work for him?
If YOU read and comprehend my post, you would notice I was uploading a save (EVEN IF IT DOESN'T WORK FOR HIM JUST YET) so he will have one when he needs one. If he doesn't want it, he won't use it. I know he didn't want THAT save, I have THAT save. Better that than nothing, he'll get to the stuff when he gets to it.

LET IT GO. And please read the post before you whine about it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 08, 15:16:47
Anyway the Consignment inventory issue is fixed as of AM 6/7/2010 11:43 pm build. Just saying.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 08, 15:21:56
Anyway the Consignment inventory issue is fixed as of AM 6/7/2010 11:43 pm build. Just saying.
Which issue is that?

1. That consignment sales don't count towards promotions.

or

2. The buy menu sometimes doesn't pull up.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Inge on 2010 June 08, 16:04:57
It really looked like sarcasm to me... What are you, autistic?

[also sarcasm]

Go away, you're not very nice.

And the reason I can say that to you is you only have a postcount of 2, which makes you a despised noob.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: The_Goddess on 2010 June 08, 16:17:15
Anyway the Consignment inventory issue is fixed as of AM 6/7/2010 11:43 pm build. Just saying.
Which issue is that?

1. That consignment sales don't count towards promotions.

or

2. The buy menu sometimes doesn't pull up.

The EA gurus are working on this issue as well and hopefully will be included in the patch when they get around to it.  Are we all just so excited about another EA patch?  And no, I have no insider information on when they plan on blessing cursing us with one.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 08, 17:10:30
Whether this was intentional or not, EA did not define a "school" lot type.  This means that the pull down for the community lots will not have "School" in there. 


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 08, 17:15:30
^^^ Good to know. I though I was going crazy and didnt want to ask noob questions lol


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bunnie on 2010 June 08, 17:23:42
I installed ambitions and WA downloaded versions yesterday.

Redownloaded AM (just now), and now can't load game.  Sticks on the screen after the videoin the beginning.
I need the overstuffed houses thing!! I tried several times.

I'm running Windows 7 64-bit.

After trying it the first time, I deleted scriptcache file again and had same problem.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AntoniusMaximus on 2010 June 08, 17:40:58
Sticks on the screen after the video in the beginning.

Framework issue. Quite common knowledge. Copy d3dx9_31.dll to Ambitions\Game\Bin and you should be set.

Cheers.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 08, 17:52:21
Redownloaded AM (just now), and now can't load game.  Sticks on the screen after the videoin the beginning.
I need the overstuffed houses thing!! I tried several times.

Not currently enabled in Awesome Mod.

I think the addition of a slot for the new Sim Bot has complicated things.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: GrandKaiser on 2010 June 08, 19:18:01
didnt want to ask noob questions lol

Noob questions are fine here...

If you enjoy shotgun in mouth.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: tizerist on 2010 June 08, 19:40:45
Derelict vehicles still appearing in the 23:43 build.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bottle-O-Cunt on 2010 June 08, 19:47:44
Seems to be working fine for me.

I am unsure if it is AM causing this or just an EAssian error, but when you click on the tattoo tab in CAS, the fucking sim doesn't stop spinning unless you zoom in/out.
Do fix this problem if you can in a later update.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 08, 20:38:13
Derelict vehicles still appearing in the 23:43 build.

Same here. Running the latest test version w/ Ambitions installed. I'm getting a number of derelict vehicles spread amongst the map, but otherwise no other significant issues. I don't have any 6s or 12s in my current family so have not run into the school issue.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Andygal on 2010 June 08, 20:53:47
I'm having issues with the base game latest patch and the game not loading, I've tried the framework installer, and the dashboard says that the framework is installed properly, but the framework installer says that one or more of my sims 3 games doesn't have the framework installed, and it's trying to install the ambitions framework although I don't have ambitions.

Also I am unclear if I'm supposed to put the mod in my documents or the original program files folder with the latest base game patch.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: geekgirl on 2010 June 08, 21:02:02
It works either way, apparently. You may need a new resource.cfg, that was my problem - the one in Grimma's thread did not work for me.
This loads the stuff in Documents for my setup (YMMV) -

Priority 500
PackedFile DCCache/*.dbc
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Packages/*/*/*.package
PackedFile Packages/*/*/*/*.package
PackedFile Packages/*/*/*/*/*.package



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rocki-i on 2010 June 08, 21:12:40
Are you using Windows Seven x64?
I think I read somewhere that for the latest patch and OS Windows Seven 64-bit mods should go in my documents. At least, that's how I've done it and it's working.

Think I found it from here http://www.sims2wiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Post_Patch_1.12/2.7/3.3


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: MissQ on 2010 June 08, 23:04:57
I'm running 7x64, and everything is working fine in the old mods structure.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 08, 23:20:08
Has anyone had any problems with excavations? I was waiting for my male sim to finish reading the china books and sent my female sim to excavate and she couldn't do it in any, the block balloon would pop up. I haven't been able to test it again since I'm doing a fresh install but will try it again as soon as I can.


....Nevermind it happened in a fresh install without any mods so its EA related :(


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AngerousAlex on 2010 June 09, 00:24:13
Seems to be working fine for me.

I am unsure if it is AM causing this or just an EAssian error, but when you click on the tattoo tab in CAS, the fucking sim doesn't stop spinning unless you zoom in/out.
Do fix this problem if you can in a later update.

This is an EAssian error, I'm getting it as well. Really annoying.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Andygal on 2010 June 09, 02:01:59
I've tried it in both the my documents folder and the program files folder, I've tried copying stuff manually and using the framework installer, I've used the cfg file settings here and in the original thread by cocconer, I still can't fix it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: radiophonic on 2010 June 09, 02:03:52
Reporting in with a seemingly bug free, vanilla Sims 3 1.2.7 as of today's latest build. No issues with some solid play time invested.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 09, 03:25:15
Anyway the Consignment inventory issue is fixed as of AM 6/7/2010 11:43 pm build. Just saying.
Which issue is that?

1. That consignment sales don't count towards promotions.

or

2. The buy menu sometimes doesn't pull up.

No, this one:

Also, I tried to consign things at consignment store, however, the only things listed as available to sell were stuff from family inventory as opposed to sim's individual inventory. It worked fine before I added AM.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Andygal on 2010 June 09, 03:45:21
Well I got the game to load without the AM config file but with the framework, but with the AM config file it goes all the way to 100 percent on the loading bar and then stalls (which is different from where it was stalling before. I deleted the "scriptsCache" file, but it's still not working properly.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Josephinev on 2010 June 09, 04:35:22
I have ambitions installed and I'm using the most current Awesomemod Test.  I use TS2 Style aging and I switch between 2 houses.  Besides the school issues that have already been reported, I noticed when I switch from house to house that the sims in the non-active houses have indeed aged.  This, of course, was not happening before.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: FlareStorm on 2010 June 09, 06:04:14
Reporting in with a seemingly bug free, vanilla Sims 3 1.2.7 as of today's latest build. No issues with some solid play time invested.

Same here, with WA and HELS, no Ambitions but latest patch. Even vacationed for a while. No bugs.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: MsRaven on 2010 June 09, 09:36:12
I can't get the game to load at all since the latest patch..I even did a clean uninstall and reinstall of everything . When I  click play  the game says I have a mod that is out of date and needs to be updated I click continue and the game loads halfway then stops completely.Leave it to EA to add a patch that will mess up  things for  people *sigh*..I would be open to any suggestions to what I could possibly be doing wrong?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Jezabel on 2010 June 09, 11:21:26
I have ambitions installed and I'm using the most current Awesomemod Test.  I use TS2 Style aging and I switch between 2 houses.  Besides the school issues that have already been reported, I noticed when I switch from house to house that the sims in the non-active houses have indeed aged.  This of course was not happening before.

When you install an add-on the game reverts to the original option settings.
So you are playing with age length normal, story progression on and TS2 aging off.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Josephinev on 2010 June 09, 11:49:05
I have ambitions installed and I'm using the most current Awesomemod Test.  I use TS2 Style aging and I switch between 2 houses.  Besides the school issues that have already been reported, I noticed when I switch from house to house that the sims in the non-active houses have indeed aged.  This of course was not happening before.

When you install an add-on the game reverts to the original option settings.
So you are playing with age length normal, story progression on and TS2 aging off.

lol, you're assuming.  I have TS2 style aging on.  I wouldn't post here that my sims aging is a possible awesome bug without making sure TS2 style aging is on first.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 09, 13:06:28
Hmm, derelict vehicles keep increasing over town for me. The towderelict command isn't getting rid of them either. This is with a fresh save in Twinbrook started after Ambitions was installed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 09, 13:29:21
Some of those derelicts are not abandoned but are used by Sims to go to work.

I think the EA intention may have been to park in parking spaces first, street second, however they seem to park in the street first, possibly to let the active Sims have the parking spots.  Nice of them.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: joebagodoe on 2010 June 09, 13:31:20
Are you using Windows Seven x64?
I think I read somewhere that for the latest patch and OS Windows Seven 64-bit mods should go in my documents. At least, that's how I've done it and it's working.

Think I found it from here http://www.sims2wiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Post_Patch_1.12/2.7/3.3

LOL - "Windows SEVEN"


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: joebagodoe on 2010 June 09, 13:38:34
Go away, you're not very nice.

And the reason I can say that to you is you only have a postcount of 2, which makes you a despised noob.

Damn the noobs


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: jezzer on 2010 June 09, 13:58:46
Don't double post.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 09, 14:14:03
Some of those derelicts are not abandoned but are used by Sims to go to work.

I think the EA intention may have been to park in parking spaces first, street second, however they seem to park in the street first, possibly to let the active Sims have the parking spots.  Nice of them.

Ah okay the old 'that's not a bug, that's a feature!'. ;)

You're right though if it belongs to working sims they are just dropping their cars off in the middle of the street. If parking space is an issue I think I'd prefer the old car pulls up to the curb/driveway/parking space then disappears after the sim gets out and becomes the size of a Matchbox car that goes into their inventory way of managing cars.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bunnie on 2010 June 09, 14:32:04

[/quote]

Framework issue. Quite common knowledge. Copy d3dx9_31.dll to Ambitions\Game\Bin and you should be set.

Cheers.
[/quote]

Thanks!!!  Loaded, and some of my CTD seem to be gone.  I do CTD in the middle of saving sometimes.  Don't think it's AMthough because it was happening before I got it working.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Chaavik on 2010 June 09, 14:57:12
Go away, you're not very nice.

And the reason I can say that to you is you only have a postcount of 2, which makes you a despised noob.

Damn the noobs

Are you that stupid? Look, the n00b has spoken and has no idea when to shut up.

You're not posting anything relevant to the thread to help El Presidente fix the bugs in Awesome Mod.


Anyways, the derelict cars seem to vanish in time, but the presence of abandoned cars all over town do slow down the game performance on my part. The 'towderelicts' command doesn't seem to work on these types of cars.

These Sims should not have problems parking their rides at their homes since most of the Sims live on lots with driveways if they live in Sunset Valley or Riverview. There weren't very many houses in Twinbrook with driveways, and that made things worse having derelict cars stay in the game for a long time and not be cleaned up to optimize the performance.

Has anyone have any problems pushing their Sims to work if they use their own means of transportation like bicycles? My ecological-minded Sim owned a bike, but she was not being pushed to work using the bike if the bike was set as her preferred means of transportation. The work car haven't shown up for her at all, but she can go to work on her bike without a problem. I am curious if anyone else has that slight issue getting their Sims pushed to work in their own vehicles?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bottle-O-Cunt on 2010 June 09, 15:44:12
First CTD recorded with AM at around 0:59 sim time. I don't have any Story Progression Mods so I'm unsure if that might be the issue.
Also, editsim: Although the command allows me to change the body shape/muscularity of the sim, it does not take effect on clicking "accept". Has this been a known issue? As far as I know, it worked darn well in older versions.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 09, 15:47:11
Anyways, the derelict cars seem to vanish in time, but the presence of abandoned cars all over town do slow down the game performance on my part. The 'towderelicts' command doesn't seem to work on these types of cars.

These Sims should not have problems parking their rides at their homes since most of the Sims live on lots with driveways if they live in Sunset Valley or Riverview. There weren't very many houses in Twinbrook with driveways, and that made things worse having derelict cars stay in the game for a long time and not be cleaned up to optimize the performance.

Actually they do:

(http://i45.tinypic.com/21j81om.jpg)

The car in question belongs to the family in that house, which does have a driveway. It looks as though the car attempted to turn in the driveway but did not get in for some reason so just abandoned the attempt and was left in the road. I am finding multiple instances of this all over town too. Homes with driveways and workplaces with parking spaces are not having the cars go into them but instead they get left in the road nearby.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: sevrine on 2010 June 09, 15:49:25
I have Awesome Mod version "6/7/2010 11:43 pm" working  beautifully with Ambitions installed.  All of the information I needed to get it running is available either on this site or through searching.  I am using over 1000 different CC items, and several other mods (Nraas and others) and have experienced no conflicts at all.  All of my EA products (games and store items) were downloaded from EA.   I never experienced any warnings about mods or custom content version incompatibility.

Given some the comments in this thread, I wanted to at least let people know that searching and lurking pay off.  Many the problems described here may be due to the difficulties of getting pirated content to work -- I finally decided to try Awesome Mod again and was pleasantly surprised at how easily it loaded.  Getting the game ready took a bit of work, and I cannot offer any help other than the standard SEARCH MOAR and LURK MOAR.  But I am enjoying my game, which is finally awesome again, and wanted to let any users similar to myself know that it is safe to jump in.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bunnie on 2010 June 09, 16:18:13
I have same issue with school.  Kidsgrades dropped.  The one kid thathadnt yet gone to school says there are no schools in town. I had noautoschool enabled, Ijust disabled to see if that fixes it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 09, 16:26:20
It looks as though the car attempted to turn in the driveway but did not get in for some reason so just abandoned the attempt and was left in the road. I am finding multiple instances of this all over town too. Homes with driveways and workplaces with parking spaces are not having the cars go into them but instead they get left in the road nearby.

I wrote about this issue earlier and somebody told me parking on driveways works fine and is not what's borked. I'm confused now - do we have one problem or two different ones here?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 09, 16:50:25
It looks as though the car attempted to turn in the driveway but did not get in for some reason so just abandoned the attempt and was left in the road. I am finding multiple instances of this all over town too. Homes with driveways and workplaces with parking spaces are not having the cars go into them but instead they get left in the road nearby.

I wrote about this issue earlier and somebody told me parking on driveways works fine and is not what's borked. I'm confused now - do we have one problem or two different ones here?

I've noticed some cars parked in driveways so it does work some of the time, but I also have a fair bit which are not. Some of those are turned at an angle and obviously made an attempt but abandoned it for some reason.

I have no idea of this issue is related to Awesomemod or Eaxian in nature as I hadn't noticed it prior to using the new Awesomemod of Ambitions, but I do know Awesomemod is reported these vehicles as derelict, though it does note which household they belong to, which is always either the house in front of the road where the vehicle stopped or else a place of work of someone of that household.

I'll try playing without Awesomemod for a bit and see if it makes any difference.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 09, 17:05:41
Cars don't "attempt to turn" into the driveways. I dont know why you guys keep saying "clearly they made an attempt". Driveways are neither road extensions nor programmed to work that way. <_< That's not how parking works.

Unless ambitions changed it so cars turn towards the lot before parking, which would be...really...awkward. I just realized I haven't owned a car since getting the game, so maybe it did.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: sewinglady on 2010 June 09, 17:22:45
I have a household with two adults, two cars, one parking space.

Prior to Ambitions install, a fambly with this set of circumstances, whoever arrived home to find the stall empty would put their car in the empty parking stall, the other sim would put their car in their inventory upon arrival home.  

Now, with Ambitions installed, if there is an empty parking space, the car goes there. If the space is occupied, the second arrival home puts their car on the street. It becomes unselectable until you send the sim off the lot, then you may have the sim go somewhere.

So I find it crucial to manually move the first car into the sims inventory so that the second car can occupy the parking space.

Edited to add:  - cars function the same as before as far as there is no "turning" - upon arrival home the sim magically is out of the car and the car is either in the empty parking stall or on the street.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 09, 17:43:14
Think what you want asshats but I didn't turn that god damned car, I found it angled.

Anyway, I just tried without Awesome mod running and followed a sim I am not playing home. He left his car in the street and went in the house in spite of having a driveway so it seems to be EAxian in nature.

On a completely unrelated note, my sim playing the Firefighter career does not have any coworkers even though one of the metrics for advancing is getting to know your coworkers. Awesomemod did not create any, although when I ran without Awesomemod the default EAxis setup did not create any either. Also seems to be EAxian in nature. :-p

*Edit: Never mind, the vanilla game actually did generate them shortly after posting this, however AM did not.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: sewinglady on 2010 June 09, 17:50:44
I don't for one minute think you turned the car - because you can't even select a car in the street. You can command a sim to 'go home' but they'll drop it from their queue and just walk back onto the lot.

Why it's angled? I don't have any idea - does the road curve right before the house? Who knows...  I have not played a house with one car/one parking stall - but I'm wondering if this is now standard EAxian behavior upon arrival home from work - in other words - arrival home from shopping puts the car in the empty stall, but arrival home from work puts it on the street?  Just a hmmm...because yesterday my sim left his car on the street when he came home from work, so I sent him to the grocery store, and upon arrival home from the store, he put it in the empty stall.

In other words, cars and parking stalls are EA-borked.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 09, 18:04:06
Nobody said you turned the car. Just that "clearly the cars are trying to get into the spot and failing midway" is not a very sound conclusion, considering cars just plain don't try to get into spots.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 09, 18:47:38
Nobody said you turned the car. Just that "clearly the cars are trying to get into the spot and failing midway" is not a very sound conclusion, considering cars just plain don't try to get into spots.

Claeric I've observed your posts and you are an irksome tard who feels the need to comment on everything and loves to argue for the sake of arguing and to be 'right'. Fuck off.

To anyone else who cares, the road is straight by that house. When I see a stranded car angled in toward a driveway my assumption is an aborted attempt at entering the driveway. Everyone else is free to imagine anything and everything else that car might be doing as an alternative.  ::)

Anyway, on the Fireman career thing, just went back into the vanilla game and it just generated coworkers so that is not an EAxis issue after all. I played for several sim days through working at the firehouse with Awesomemod and it never generated or assigned coworkers.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 09, 18:55:57
I don't know what I did wrong here. All I'm saying is that you cannot say "the cars clearly tried to get into the spot, because they are turned" because the cars do not freaking turn to get into parking spaces. What is wrong about that? This is fact. This is an absolute. The cars do not turn to get into parking spaces.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 09, 19:04:34
There is one interesting thing related to parking.

Intentional or not, Awesome Mod has inserted a defect into the vehicle parking algorithm (GetClosestUnreservedParkingSpace) that checks to see if the car should park in a specific parking space.  This imposes Awesome criteria on where the cars can park.  Unfortunately, the algorithm favors unacceptable spaces over legitimate ones, with no regard to whether they are used or reserved by other vehicles.  The fix seems to be to change the scope of an IF block so that an uninitialized variable cannot be used to indicate a valid parking space that is 0 distance from the vehicle and thus always preferred.

I have no idea whether this will cause cars to park in the street because I have not tried it.








Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Josephinev on 2010 June 09, 19:13:35
Besides the school issues that I'm having and have been posted by a few people, and the recent TS2 style aging that isn't working as I test, I've encountered one more problem.  I had my sim quit his job in the Athletic career and I received the message stating that he quit.  The next day the car came to pick him up.  I looked and he was still listed as employed.  I went to his workplace and tried to quit there.  Again, I received the message that he quit his job.  I checked to see if he was unemployed after and he was in fact still in the Athletic career.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 09, 19:29:27
(GetClosestUnreservedParkingSpace)

Is it possible to even reserve spaces?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 09, 19:39:52
Yes


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: TheCatMeow on 2010 June 09, 21:18:42
For some odd reason AM is not working for me. I now only have AM and some CC, with no other mods. The game loads fine with the CC and when I had all my mods in the game.and I have the .dll in my base and all my EPs (WA+HELS+AMB) and updated my resource.cfg file. No matter where I put AM, the game won't recognize it.

Edit: Fixed. Had to delete the .dll from AMD and redownload it. Thanx for the negative encouragement Claeric.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 09, 21:23:46
For some odd reason AM is not working for me. I now only have AM and some CC, with no other mods. The game loads fine with the CC and when I had all my mods in the game.and I have the .dll in my base and all my EPs (WA+HELS+AMB) and updated my resource.cfg file. No matter where I put AM, the game won't recognize it.

When something is working for everyone else (working being a relative term, it is being detected for everyone else) it is clear that any personal issue is just that- a personal issue. You have done something wrong, and we can't tell you what it is, as we do not have access to your computer.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: smokeverbs on 2010 June 09, 21:48:49
(GetClosestUnreservedParkingSpace)

Is it possible to even reserve spaces?

My thinking is you can't "reserve" spaces, but spaces can "belong" to sims. Example: Your driveway is reserved for the sims who live there. EAxis logic? My question would be under what circumstances would non-home spaces be considered "reserved" by the game engine? When you leave your house in a car, with a destination picked, does the game pick where you're going to park before you get there? THAT would definitely be a case of a "reserved" vs. "non-reserved" (i.e. not currently earmarked for a player character to arrive to) space.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 09, 21:55:00
Anyway, on the Fireman career thing, just went back into the vanilla game and it just generated coworkers so that is not an EAxis issue after all. I played for several sim days through working at the firehouse with Awesomemod and it never generated or assigned coworkers.

AwesomeMod has a feature of not generating co-workers unless you choose to socialize with them or the game needs them for eg. opportunities, so it was actually quite predictible that it didn't generate co-workers for firemen either.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: FireDrake on 2010 June 10, 02:21:37
I was playing base game+WA+Ambitions with the latest version of AwesomeMod, NRaas Computer, Opporotunities, and Careers, "testing" the new meteor spawner. After a little while (about 10 minutes) it CTD. I'm not sure if this is because I was spawning too many meteors or something behind the scenes, so here's a script error log just in case.

http://www.mediafire.com/?xmzjgza2zln


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 10, 02:29:35
Nobody said you turned the car. Just that "clearly the cars are trying to get into the spot and failing midway" is not a very sound conclusion, considering cars just plain don't try to get into spots.
To anyone else who cares, the road is straight by that house. When I see a stranded car angled in toward a driveway my assumption is an aborted attempt at entering the driveway. Everyone else is free to imagine anything and everything else that car might be doing as an alternative.  ::)

I have noticed my firefighter leaves his personal fire engine at an angle across the road in front of the fire station whenever he goes to work.  When he goes home, his fire engine appears in the parking space just fine.  He was also able to summon the fire engine from his home to anywhere in town.  After having him jog to the gym to exercise, when he went to go home, his fire engine teleported from his home lot to the gym, not sure it should be doing that.

Sounds like something is screwed up somewhere.

Anyway, on the Fireman career thing, just went back into the vanilla game and it just generated coworkers so that is not an EAxis issue after all. I played for several sim days through working at the firehouse with Awesomemod and it never generated or assigned coworkers.
AwesomeMod has a feature of not generating co-workers unless you choose to socialize with them or the game needs them for eg. opportunities, so it was actually quite predictible that it didn't generate co-workers for firemen either.

Something that Pescado will no doubt fix when he starts working on Ambitions.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: IAmTheRad on 2010 June 10, 02:35:38
Using Awesomemod build 06/06/2010 02:15:17
All expansions, latest versions.

I do have the school issue, where the school appears as a park.

Just did a renovation project in a house. All the checkpoints were valid, and the house was well done according to the client of it. Haven't tested stylist career yet to see if it's working as intended.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: NoShitSherlock on 2010 June 10, 03:33:59
I have an interesting issue with making nectar since installing the latest build (23:15). Everytime I direct a sim to make nectar, they strip naked once the fruit's crushed, and won't get dressed unless you tell them to, or they decide to go outside for something. I have no idea what the hell is going on.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 10, 03:35:13
I don't know what I did wrong here. All I'm saying is that you cannot say "the cars clearly tried to get into the spot, because they are turned" because the cars do not freaking turn to get into parking spaces. What is wrong about that? This is fact. This is an absolute. The cars do not turn to get into parking spaces.

Duh, guys, sims ALWAYS pull over before leaving the car when there's no parking space available. (yes it's angled because they pulled over) It's been like that since base game. Try driving a car to the beach or park or some place with no parking space and they will pull over before leaving the car, and then the car will vanish from the road and went into their inventory. I'm guessing the problem is that they don't register the driveway is there for some reason, and instead of putting it into sim's inventory, they left the car there.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: IAmTheRad on 2010 June 10, 05:16:17
When doing the architecture career and taking a picture, if you have a camera in your inventory, it's immediately moved to your family inventory and is no longer able to be interacted with. Was able to duplicate the issue 5 times with AwesomeMod. Was working as intended without AwesomeMod.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 10, 05:29:30
Intentional or not, Awesome Mod has inserted a defect into the vehicle parking algorithm (GetClosestUnreservedParkingSpace) that checks to see if the car should park in a specific parking space.  This imposes Awesome criteria on where the cars can park.
Code block got pasted in the wrong place when patching it. Should be fixed now.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: MsRaven on 2010 June 10, 08:40:18
 :DI figured out why my game locks up when loading using awsome mod ..I tried everything so I uninstalled the ts3 installer monkey and tried again and  my game loaded up great..I put this here figured if someone else has this issue and have the installer monkey this would help people know this seems to cause the game to hang  or not load completely at all..


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 10, 10:26:43
I'm having a problem with a cursed sim. I read that the Blessed Sarcophagus (the golden one) was supposed to cure the curse, but it doesn't. I only have AwesomeMod - so I'm either doing something wrong or the Mod causes it.
I tested it with 3 different sims and none of them could be cured by the sarcophagus, the statue from the Sphinx works just fine.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 10, 10:46:42
I can't confirm if this is AM related or another EAxis screw up.  My sims can now fish in swimming pools, my sim standing by the pool in the gym fishing did look kinds funny, but definitely not right.  Can anyone else confirm this, or do I have a mod conflict I haven't picked up yet?

I recall someone previously mentioning a problem with their sims swimming, I can say when I click swim here, they stand up and walk on water.  Might be handy if trying to create a god-like cult leader for your hood.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Keyan on 2010 June 10, 11:07:51
I can't confirm if this is AM related or another EAxis screw up.  My sims can now fish in swimming pools, my sim standing by the pool in the gym fishing did look kinds funny, but definitely not right.  Can anyone else confirm this, or do I have a mod conflict I haven't picked up yet?

I recall someone previously mentioning a problem with their sims swimming, I can say when I click swim here, they stand up and walk on water.  Might be handy if trying to create a god-like cult leader for your hood.

A while ago I noticed something like that, it was after the Sims 3 release, when I clicked on the pool it gave me the option of swim or fish, on inspection of the water all there was was goldfish... Are you able to stock the pool? If so stock the community pools with some sharks. I'll see if it gives me the option in a somewhat vanilla game.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 10, 11:08:09
I can't confirm if this is AM related or another EAxis screw up.  My sims can now fish in swimming pools, my sim standing by the pool in the gym fishing did look kinds funny, but definitely not right.  Can anyone else confirm this, or do I have a mod conflict I haven't picked up yet?
Insane sims and children apparently can do this by default.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 10, 11:17:21
I can't confirm if this is AM related or another EAxis screw up.  My sims can now fish in swimming pools, my sim standing by the pool in the gym fishing did look kinds funny, but definitely not right.  Can anyone else confirm this, or do I have a mod conflict I haven't picked up yet?
Insane sims and children apparently can do this by default.

The sim at the time had the childish trait.  Just checked and the fish option isn't there with the other sim.  Hadn't noticed it before as this was the first childish sim I had played, and never bothered sening kids swimming before.  Learn something different every day.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 10, 12:04:38
Using the latest AM 6/9/2010 10.35 pm I'm getting error 12 while saving.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Rubyelf on 2010 June 10, 12:46:06
Using the latest AM 6/9/2010 10.35 pm I'm getting error 12 while saving.

That appears to be an EA error, did a search and found it existing long ago before AwesomeMod really. I got it last night without AwesomeMod installed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 10, 13:10:59
That, and the latest version of AM changes two parking space related methods, which is a pretty slim way to create error 12 on save.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 10, 13:46:42
Anyway, on the Fireman career thing, just went back into the vanilla game and it just generated coworkers so that is not an EAxis issue after all. I played for several sim days through working at the firehouse with Awesomemod and it never generated or assigned coworkers.

AwesomeMod has a feature of not generating co-workers unless you choose to socialize with them or the game needs them for eg. opportunities, so it was actually quite predictible that it didn't generate co-workers for firemen either.

Oh yes, I remember this from way back, however since you actually play the new careers (ie you control the sim inside the firehouse etc) it doesn't have an auto mode like the rabbit holes. You can't choose socialize with coworkers unless there are coworkers there for you to click on to socialize with and Awesomemod is not generating them because you aren't choosing socialize with coworkers.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: tizerist on 2010 June 10, 13:59:43
Cars correctly parking now, bravo.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 10, 15:47:33
Strange, I've never gotten an error 12 post 2.2.8 patch and since installing this latest AM I've gotten it twice. I don't believe it's a coincidence...


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: radiophonic on 2010 June 10, 16:12:35
Strange, I've never gotten an error 12 post 2.2.8 patch and since installing this latest AM I've gotten it twice. I don't believe it's a coincidence...

It's been my experience that Error 12 pops up commonly after using ctrl+clcik to switch households four or more times in one sitting. I avoid using quick switching and the error 12's went away. It is, however, not an AM bug but a memory corruption issue.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 10, 16:14:32
Have you played other save games, including save games that have not been previously touched by AM (or new games)?

You might just have a corrupted game.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 10, 16:43:04
No, I've been playing this one household since like forever. Didn't have any problem until today :-\ After getting Ambitions, I made one of the sims get a career in architectural design so I only did his jobs. First I got error 12 after playing for about an hour, when I tried to save, error 12. Then I quit without saving, play the same household again, this time saving the game every 15 minutes, then I went about 2 sim days without saving and when I tried to save again, bam error 12. Any ideas? Yesterday I still can play for about an hour straight without saving without getting any error when I saved (I never really played for more than 2 hours in one sitting)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 10, 17:56:41
Then removing AM should fix your Error 12 problem if you load a save game from prior to installing the latest AM.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: friendlyquark on 2010 June 10, 18:57:54
If error 12 is a memory corruption issue, like the previous poster mentioned, than having your game save every hour or so should solve your problem. You said it only did this when you played for a long time without saving right? So don't do that anymore. :)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 10, 19:49:01
If error 12 is a memory corruption issue, like the previous poster mentioned, than having your game save every hour or so should solve your problem. You said it only did this when you played for a long time without saving right? So don't do that anymore. :)

Might this be caused by insufficient amount of disk space for cache?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: pandazarehawt on 2010 June 10, 20:11:23
OKay did anyone fix the flagant error shiz? Every 5 minutes or so I get that error. Plz reply thanks.

Plz don't be a douche about this question if someone already fixed it please just direct me to where it is, or tell me thank you.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Nightwish on 2010 June 10, 20:16:14
If error 12 is a memory corruption issue, like the previous poster mentioned, than having your game save every hour or so should solve your problem. You said it only did this when you played for a long time without saving right? So don't do that anymore. :)

Might this be caused by insufficient amount of disk space for cache?

I guess it's not. Beacuse I have a lot of free disk space on drive, where game saves and got error 12 using latest base game + WA + HELS + latest AM for this set of packs. And I confirm, when I play longer then something about three sim days, then I get error 12 on saving. So, I save my game every one sim day (for safety), but I must back to main menu and load this game again. When I don't exit, then second or third try of saving finish with error 12 :(
So I suppose that game have some memory leaks and EA can't find them.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 10, 20:38:39
OKay did anyone fix the flagant error shiz? Every 5 minutes or so I get that error. Plz reply thanks.

Plz don't be a douche about this question if someone already fixed it please just direct me to where it is, or tell me thank you.
Fine, I'll reply.

Go fuck yourself.

You are very welcome.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 10, 21:07:31
OKay did anyone fix the flagant error shiz? Every 5 minutes or so I get that error. Plz reply thanks.

Plz don't be a douche about this question if someone already fixed it please just direct me to where it is, or tell me thank you.

Don't be stupid. That is the equivalent of wearing a "kick me" sign.

But let's ignore that unnecessary comment inviting flames and look at the other part for a moment.

If the mod itself was causing flagrant (not flagant) errors every 5 minutes everyone else would be posting that it was doing that for them as well. They aren't so therefore you are the only one having that problem. If you had posted any specifics at all about your install, your system, what you've updated or installed recently etc people might be able to try to narrow down the cause, however since you did not the only available conclusion is user error.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Bottle-O-Cunt on 2010 June 10, 21:16:26
I'm still having a CTD at the same time (Monday 01:00 AM) everytime I play this save. It's the first week of the game.
I have updated to the latest AM test release, as well as added TS3 to the DEP list, which prevented the usual CTD on lot loading.

Aidez-moi, Pessy!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: spaceface on 2010 June 10, 21:17:21
Noobtards - this is a test thread so can we have less whining please. If you have an issue, report it here so that JMP can take note and others can see if they can duplicate it/compare the situation without AM as some issues are EA not AM.

I played the latest build of AM tonight, and the school is still a park. FSE's when anybody tries to go to school, and no option for painting classes either.

Derelicts are still all over the place. No CTD's at all for me tonight.

To recap: I'm playing Twinbrook with no CC.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: pandazarehawt on 2010 June 10, 22:43:54
k The error isn't coming up anymore, but my kids can't go to school is that an ambitions issue or am?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: NoShitSherlock on 2010 June 10, 22:47:55
Dude, did you not read all of this thread? Go back and read the last few pages you asinine jackanape!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: MissQ on 2010 June 10, 22:51:38
k The error isn't coming up anymore, but my kids can't go to school is that an ambitions issue or am?
For fuck's sake, just read the damn thread. It's been mentioned over and over and over.
Better yet, just stop posting.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: pandazarehawt on 2010 June 10, 22:53:35
This thread Is 15 pages long, unlike most of you I don't have that much time on my hands to search through bullshit, when someone could simply be a good person and help me.  however people on threads, (In specific this one) Are complete and utter douche bags, who do not have feel like dealing with "n00bs". So can someone please take the GIANT stick out of their ass and help me, por favor.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Kiirkas on 2010 June 10, 23:04:19
This thread Is 15 pages long, unlike most of you I don't have that much time on my hands to search through bullshit, when someone could simply be a good person and help me.  however people on threads, (In specific this one) Are complete and utter douche bags, who do not have feel like dealing with "n00bs". So can someone please take the GIANT stick out of their ass and help me, por favor.

You wouldn't walk into a Rotary Club meeting and tell them how to run their show would ya?  I didn't think so.  Learn the culture of MATY and comply, or GTFO.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: NoShitSherlock on 2010 June 10, 23:15:31
This thread Is 15 pages long, unlike most of you I don't have that much time on my hands to search through bullshit, when someone could simply be a good person and help me.  however people on threads, (In specific this one) Are complete and utter douche bags, who do not have feel like dealing with "n00bs". So can someone please take the GIANT stick out of their ass and help me, por favor.

Well obviously you found enough time to post on here and act like a tard. Obviously you are too busy to use proper grammar, capitalisation, and punctuation too. The motto of this board is LURK MOAR, which you have clearly not done. Why don't you take the giant stick out of your ass and learn some basic reading comprehension.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 10, 23:17:18
So can someone please take the GIANT stick out of their ass and help me, por favor.

Not a problem.  Glad to help.  Remove Awesome Mod and do not reinstall it until well after Pescado has announced full support for Ambitions and the current patch level.

You are in over your head.  Things are not going well for you.  You will not be able to fix it on your own.  In fact, no fix is available or even on the horizon.  Time to cut and run.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 10, 23:21:44
This thread Is 15 pages long, unlike most of you I don't have that much time on my hands to search through bullshit,

Hence the reason there is a search feature on the forum.

Quote
when someone could simply be a good person and help me.  however people on threads, (In specific this one) Are complete and utter douche bags, who do not have feel like dealing with "n00bs". So can someone please take the GIANT stick out of their ass and help me, por favor.

That is the way this board always has been and the majority of the people here, including the owner, like it that way. Don't think you can come along and change it. If you don't like it there are other boards you could go to as an alternative where people will be nicer to you like ModtheSims or the Exchange.

Basically, don't let the door hit your ass on the way out. However if you like to argue and be made fun of, feel free to stay and provide entertainment for the residents of this forum.

Also, you apparently know little of human nature since telling someone not to be a douchebag is generally the quickest way to get them to be a douchebag.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: MissQ on 2010 June 11, 00:14:36
This thread Is 15 pages long, unlike most of you I don't have that much time on my hands to search through bullshit, when someone could simply be a good person and help me.  however people on threads, (In specific this one) Are complete and utter douche bags, who do not have feel like dealing with "n00bs". So can someone please take the GIANT stick out of their ass and help me, por favor.
Then just be a lazy cunt and look through the last 3 pages, you will still find your answer. If you can't take the time to read the damn thread, stop using AM, because you are not worthy.

In other news I'm currently vanilla testing the consignment store to see how much borkage is EA vs AM.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: HomeschooledByTards on 2010 June 11, 00:18:20
This thread Is 15 pages long, unlike most of you I don't have that much time on my hands to search through bullshit, when someone could simply be a good person and help me.  however people on threads, (In specific this one) Are complete and utter douche bags, who do not have feel like dealing with "n00bs". So can someone please take the GIANT stick out of their ass and help me, por favor.

No. Not the way things work around here. You don't like it? STFU and GTFU. No one is forcing you to stay, and definitely no one is forcing you post.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: The_Goddess on 2010 June 11, 00:26:24
This thread Is 15 pages long, unlike most of you I don't have that much time on my hands to search through bullshit, when someone could simply be a good person and help me.  however people on threads, (In specific this one) Are complete and utter douche bags, who do not have feel like dealing with "n00bs". So can someone please take the GIANT stick out of their ass and help me, por favor.

You don't even have to read all 15 pages; all you have to do is type ‘Kids can't go to school,' in the search window at the top of the thread.  See it up there? ^^^  It says ‘Search: and then there is a blank box for typing.  Hazard a guess as to what it will show?  Go ahead; try it, just for shits and giggles.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: jezzer on 2010 June 11, 01:04:51
Really, there are easier methods of stimulating the prostate than a giant stick.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rhodaloo on 2010 June 11, 01:15:17
I haven't see this issue reported but may have missed it:  Sims can't choose a new wardrobe from CAS.  The option is grayed out.  

ETA: If AM is removed, I can choose more clothing from CAS.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Mastra on 2010 June 11, 01:23:25
There seems to be a pathfinding issue with supreme commander. What happens is the current action flickers on and off rapidly and causes the sim to stand still and do nothing. I have noticed this with the toilet action, not sure if it happens with other actions as well. It doesn't happen if I disable supreme commander on that sim and allow the sim to autonomously use the toilet.

Test town: Sunset valley
Installed: World adventures, Ambitions, super computer, awesome mod


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: old_dude on 2010 June 11, 01:58:47
I have an interesting issue with making nectar since installing the latest build (23:15). Everytime I direct a sim to make nectar, they strip naked once the fruit's crushed, and won't get dressed unless you tell them to, or they decide to go outside for something. I have no idea what the hell is going on.

I can't even crush fruit. I can add it, over and over if I wish, but the crush fruit button is greyed out. Doesn't matter if I add fruit randomly or use a saved recipie.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: NoShitSherlock on 2010 June 11, 02:31:16
I've tested my game a bit more, it's only one sim that has become a nudist of sorts. He won't even get dressed going outside now, only when he leaves the lot. The other sim in this particular house doesn't feel the urge to strip naked or anything when she makes the nectar.

I'm thinking it's an Ambitions bug, not AM related. I honestly have no idea why this one sim's doing this. I've updated to the latest build of AM yet again, and he's still doing this.

It could be something borked with the vegetarian trait, and he's taken to being like his celebrity namesake, who was actually known for walking around naked and being a dirty hippie back in the 1960s.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 11, 02:46:30
OMG Can everyone just stop Please!!!  >:(

God This is a testing thread. Yes there are 15 pages but I bet just 5 of those are actual helpful and the other 10 are bitching and moaning.

Lets all just chill and do what pescado needs us to do which is test the mod and give feedback which I doubt he is even reading anymore since everything is just stupid bitching.

Now if you feel like insulting me then fine do it but can you do it somewhere else so we can keep this thread for feedback on awesomemod? Jesus!!!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Kyna on 2010 June 11, 03:09:19
There seems to be a pathfinding issue with supreme commander. What happens is the current action flickers on and off rapidly and causes the sim to stand still and do nothing. I have noticed this with the toilet action, not sure if it happens with other actions as well. It doesn't happen if I disable supreme commander on that sim and allow the sim to autonomously use the toilet.

Test town: Sunset valley
Installed: World adventures, Ambitions, super computer, awesome mod


Look at where your sim is.  Is the sim standing next to the toilet that is on display in the art gallery when this happens?  Fix is simple: edit the art gallery and remove that toilet.    

It's been a while since I played SV, so I can't remember if it has any male only/female only doors, but they can also cause this problem.  AM sends the sim to the closest toilet, and this issue can result if the closest toilet is behind the wrong gender door.  Replace the doors with standard doors.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 11, 03:12:49
There seems to be a pathfinding issue with supreme commander. What happens is the current action flickers on and off rapidly and causes the sim to stand still and do nothing. I have noticed this with the toilet action, not sure if it happens with other actions as well. It doesn't happen if I disable supreme commander on that sim and allow the sim to autonomously use the toilet.

The search does not take into account whether the sim can get to it or use it.  It is not new with AMB.  SC just keep trying and failing.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 11, 03:35:26
Which always struck me as odd and counter-intuitive. Even the base game, without awesomemod, is smart enough to know what can and can't be used. I never understood why using supreme commander also gave sims brain damage to the point where they'd try to use objects that don't even have functions (an object on a display pedestal absolutely cannot even be clicked on for usage, only viewing, it is in essence a decorative object).

They tend to get lost, too, and try to use things behind locked doors or in lots they aren't allowed access to, or far into tombs, etc.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: IAmTheRad on 2010 June 11, 04:02:46
Since Ambitions added gender appropriate doors, the sim could be trying to use a door that they cannot go through.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 11, 04:30:19
I haven't see this issue reported but may have missed it:  Sims can't choose a new wardrobe from CAS.  The option is grayed out. 
I have not heard of this option. Where is it, and how it is it accessed?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Ultrablue on 2010 June 11, 05:31:41
I believe Mastra is referring to a function of EA dressers to select up to 3 different outfits (3 for everyday, 3 for sleepware, etc).
Just select a dresser and you'll see the option to manage the sims wardrobe, although some non EA wardrobes don't have this function. Going back to lurking.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 11, 08:57:29
Another SC route fail occurs when sending sims to fish. They have natural talent to find spots where they can't access place where they want to cast.They will keep getting and dropping the action for hours until they're tired and decide to come back home.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Cyron on 2010 June 11, 10:39:25
The other day I thought, "wouldn't it be great if Pescado uses an issue tracking system like it's usual with open source projects?". But no that doesn't suit here. It needs contributors with professional behavior.
And now before you tell me to go fuck myself, I go fuck myself.  :P


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: crunk on 2010 June 11, 11:34:49
I'm getting a system error when trying to access one household's family tree. I'm downloading a new copy of the test awesomemod to see if that fixes it at all. I have only the base game installed, plus patches.

Well, a redownload of awesomemod did nothing to fix this. The error is screencapped below.

Edit: removed the huge picture since it is not awesomemod related.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 11, 12:30:11
Family Tree breakage is not new and AM does not fix it.  I had a WA family that got a corrupted family tree just by going to a vacation world.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 11, 13:36:08
Which always struck me as odd and counter-intuitive. Even the base game, without awesomemod, is smart enough to know what can and can't be used. I never understood why using supreme commander also gave sims brain damage to the point where they'd try to use objects that don't even have functions (an object on a display pedestal absolutely cannot even be clicked on for usage, only viewing, it is in essence a decorative object).
Gender specific doors didn't occur until several patches in, when WA was deployed. The native hood does not include them, and therefore, the scanner didn't include this feature. When this feature was retrofitted in, a lack of test cases prevented extensive testing, as it passed the basic test cases. The issue will be revisited if someone can produce a save where this headbanging behavior can be reliably reproduced.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 11, 13:46:27
Family Tree breakage is not new and AM does not fix it.  I had a WA family that got a corrupted family tree just by going to a vacation world.
It happened to me, too. Is there a way to fix it?

The issue will be revisited if someone can produce a save where this headbanging behavior can be reliably reproduced.
You don't need a special save. Just send a family to Egypt.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 11, 13:47:12
I "fixed" it by never going on a trip and eventually starting a new family.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 11, 13:50:40
I "fixed" it by never going on a trip and eventually starting a new family.
Oh, well, obviously. I meant fixing it when it's already broken:P


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 11, 14:11:03
OMG Can everyone just stop Please!!!  >:(

God This is a testing thread. Yes there are 15 pages but I bet just 5 of those are actual helpful and the other 10 are bitching and moaning.

Lets all just chill and do what pescado needs us to do which is test the mod and give feedback which I doubt he is even reading anymore since everything is just stupid bitching.

Now if you feel like insulting me then fine do it but can you do it somewhere else so we can keep this thread for feedback on awesomemod? Jesus!!!

The other day I thought, "wouldn't it be great if Pescado uses an issue tracking system like it's usual with open source projects?". But no that doesn't suit here. It needs contributors with professional behavior.
And now before you tell me to go fuck myself, I go fuck myself.  :P

The only people I see bitching about it are noobs.

Do you really think between himself and his mods that he couldn't run his board however the hell he pleased, up to and including allowing for mass ass rapings of stupid and lazy noobs?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Roobs on 2010 June 11, 14:13:28
I've been able to restore family ties using the Supercomputer. However, going on another vacation will remove some of them again. It's peculiar behaviour. I also still get the full-colour deceased relatives on a family tree when viewed from a Vacation world, even though AM apparently fixed this. Maybe my neighbourhood is on a very, very slow path to BFBVFS, although I really have no idea as no other strange things have occured.

Also, the deceased Robert and Mags Newbie have completely vanished from the world. I think it might be related to the same problem. Going on vacation seems to just destroy sims at random in every save where I've sent sims on vacation.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 11, 14:37:18
The only people I see bitching about it are noobs.

Do you really think between himself and his mods that he couldn't run his board however the hell he pleased, up to and including allowing for mass ass rapings of stupid and lazy noobs?

 ::) I guess you cant keep it for feedback only...

PS. I may not have that many posts BUT Ive been here since 2007 and have helped anyway I can. So again can we keep this for what it was intended? Awesomemod feedback?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: The_Goddess on 2010 June 11, 15:23:16
The only people I see bitching about it are noobs.

Do you really think between himself and his mods that he couldn't run his board however the hell he pleased, up to and including allowing for mass ass rapings of stupid and lazy noobs?

 ::) I guess you cant keep it for feedback only...

PS. I may not have that many posts BUT Ive been here since 2007 and have helped anyway I can. So again can we keep this for what it was intended? Awesomemod feedback?


Quit acting like a troll.  If you have been here since 07, you know at Maty we don't nibble bait; we nuke it.  If the thread fills with too much waste, the infection gets trimmed and sent to retardo land.  Why don't you take this fight there?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 11, 15:37:57
Ok I give up. Back to ignoring the bitching and just concentrate on helpful info.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Motoki on 2010 June 11, 16:13:57
The only people I see bitching about it are noobs.

Do you really think between himself and his mods that he couldn't run his board however the hell he pleased, up to and including allowing for mass ass rapings of stupid and lazy noobs?

 ::) I guess you cant keep it for feedback only...

It can be done through strict moderation or through soliciting problems and then keeping a read only (except for mods) thread updated of ongoing issues or moving relevant posts to that thread.

It's already being done in some instances on this site. See here (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html) and here (http://www.moreawesomethanyou.com/smf/index.php/topic,15100.0.html).

Point is, if the owner of this board wanted it to be done, he has the ability to do it and it would be done.

You don't run this board and if the person who does and his moderators don't give a shit about extraneous posts you shouldn't either.

In other words, STFU.

Quote
PS. I may not have that many posts BUT Ive been here since 2007 and have helped anyway I can. So again can we keep this for what it was intended? Awesomemod feedback?

Perhaps if you would stop throwing in your superfluous thoughts on how this forum should be run and stop attempting to get the last word we could.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Cyron on 2010 June 11, 17:53:14
The only people I see bitching about it are noobs.

Do you really think between himself and his mods that he couldn't run his board however the hell he pleased, up to and including allowing for mass ass rapings of stupid and lazy noobs?

You have completely missed my point. Perhaps you should get some knowledge about what an issue tracking system is anyway.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Zazazu on 2010 June 11, 18:19:44
Dude, we know what an issue tracking system is. It's not that complicated. It pretty much is what it sounds like. The point is, Pescado obviously likes it set up this way. He's had this site since...what?...the beginning of time? And he is well versed in all things web-codey. If he wanted one, he would make one.

'Sides, it's more fun to yell at people for failing to search or grok the forum environment.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tamalain on 2010 June 11, 18:28:33
Now that is something we don't see or hear much.

Grok.

Mike would be proud of you.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: IAmTheRad on 2010 June 11, 18:39:37
Grok?
(http://images2.wikia.nocookie.net/__cb20100425125148/spore/images/b/b0/The_Grox.png)

This is a grok I think.

Also, possible maybe fixable by Awesomemod bug.

Dig Sites in vacation hoods do not work. Only tombs work. EAxis broke the dig sites.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rhodaloo on 2010 June 11, 18:40:06
I haven't see this issue reported but may have missed it:  Sims can't choose a new wardrobe from CAS.  The option is grayed out.  
I have not heard of this option. Where is it, and how it is it accessed?

It's an option for the dressers.  I didn't express that issue very well. (checking in my game for the EXACT dresser options)

Since the Sims 3 base game, there have been three options on the dressers:  Change Outfit, Put on Uniform and Plan Outfit.  Plan Outfit send the sim to CAS where one can change the entire wardrobe.  With AM in, the option for Plan Outfit is grayed out.   When I remove AM, I can use the option.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: JEthel on 2010 June 11, 18:55:52
[Bracing for rotten tomatoes and potential yelling]

I've just installed AM for testing since the "more troubled phase" seems to be over, and I'm afraid I've found some weird behavior in my game. Here it is :

Awesomemod version 09 june 22:35, no special config added, and I have WA+AMB. (I put the mod in the user/Doc proper folder if it changes anything)
The game loaded find and I've seen no FSE, CTD and the likes.

I decided to start a new game in Twinbrook, and the sims of the several houselholds I picked had absolutely nobody in their relationship panel. Example, the Curious: they were not a family anymore, but just acquaintances, and none of them knew anyone in town.

(side note : I discarded my previous Sims3 folder under user/doc and let the game regenerate a brand new one, there is no other mod, and I've just put back a few free items from the store)

I removed the mod, cleared cache and started the Curious from TB again, and they are back to normal (family + friends). I made a save of them.
Put back the mod and checked again. They remain "normal" in that save, and so do the other households I've selected after. But if a start a new game, the same bug happens again.
I checked some families in Sun Valley and Riverview w/ AM installed and everything is just as usual there.

I haven't seen this reported in this thread, although ShortyBoo and some others have the same problem. See the Ambitions/ what's borked thread around post 270 (http://www.moreawesomethanyou.com/smf/index.php/topic,18646.msg539093.html#msg539093/)

I'm not sure this is related to AM because there is nothing in the other 2 EA world, but w/o the mod it doesn't happen either, at least in my game.




Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rhodaloo on 2010 June 11, 19:51:46
It does that.  I'm sure a new AM will be ready soon.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 11, 20:15:56
Still says it will expire tomorrow, what happens then?
It's going to tell you to get a new one and shut down :P


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: NoShitSherlock on 2010 June 11, 20:37:04
Re: Dig sites being borked, did you try any of the spawners on your home lot? I placed one in my game because I was bored, and the sim had no problem digging up random crap. I have yet to test a dig site out in a vacation hood though.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tangie on 2010 June 11, 20:52:16
Many people are reporting that the dig sites located anywhere off your lot are borked. It appears that EA broke them, not AM.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 11, 20:58:44
Many people are reporting that the dig sites located anywhere off your lot are borked. It appears that EA broke them, not AM.

Which doesn't change the fact that everyone is expecting AwesomeMod to fix them faster than an official patch.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Tangie on 2010 June 11, 21:46:46
And Pes probably will, too! Just wanted to mention it in case anyone thought it was an AM issue.

I just read on the EA BB that someone who said they have no CC reported that their school is classified as a small park. So that one is likely of EA origin also.

ETA: Many people are also reporting that the number of custom career assignments they have completed is getting reset when they move their sims to a new lot. Jeesh.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rhodaloo on 2010 June 11, 22:06:56
FYI:  If I don't have AM in my game, the school is a school and Sims can become teachers.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 11, 22:22:23
ETA: Many people are also reporting that the number of custom career assignments they have completed is getting reset when they move their sims to a new lot. Jeesh.

Moving has been borked for a long time anyway, with sims getting into never-ending moving scenario and being unable to do anything at the new home upon arrival. Although, it doesn't happen each and every time you move.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: leriety on 2010 June 11, 22:39:30
it was working fine switching family through the panel
but when i started using the mod to do it my sims motives were very low
to the point that once i've switched household only to see my sim dying of starvation
can you made not-currently-playing sims motives static or that they won't go under a specific number? i don't want them to die when i'm not watching

i'm unable to feed babies, the option is written in english (i'm italian) and the action will just disappear.. i need to modify the hunger with testingcheats, but it works fine with toddlers

my sims work less than what they're supposed to and when they come back home they're marked as 'skipping work' with their job performance going down
and non playable households often skips work completely

sometimes when meeting a sim in the town, that sim is marked as busy, but when i try selecting i found that it isn't
this made me switch active sim just for them to be able to talk (not sure if this is a mod issue)

sometimes when i'm switching households it pops a 'flagrant system error' wich take a while to close

it also pops up a message saying that awesomemod will expire on the 13 of june and that i need to download a new version
but i don't see a new version for 2.7.7 ...

i also wanted to ask if you're going to add polygamy to it in the future
the few mods already out are not compatible with awesomemod
i'll also suggest to made the wants to not disappear when not locked, i mean i've seen a sort of timer around already to keep them available for longer



i've had the same problem said before about the dresser
but 'plan outfit' isn't always grayed out, try at a different hour

this also happen with 'change appereance' on the mirror


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Lenore on 2010 June 11, 22:47:12
i've had the same problem said before about the dresser
but 'plan outfit' isn't always grayed out, try at a different hour

this also happen with 'change appereance' on the mirror

Those of you who are having this problem are making sure your sims aren't wearing their work outfits at the time, right? I haven't encountered any dresser related problems myself; I only mention this because it's a very easy thing to overlook. I'm not sure why you can't plan other outfits while dressed for work, but the game says no.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Madame Mim on 2010 June 11, 23:02:13
IAmTheRad, that may be 'a Grok' but 'to grok' is something different. It is a concept bought forth by Heinlien in Stranger in a strange land. It is to comprehend something so fully that you not only become it, but it also becomes you. It is to experience it in it's fullness and in such a way that even the most terrible of things can be appreciated and loved (if necessary) or, by a fullness of groking, an understanding of how they can be un-made (a poor choice of word) be appreciated. It is a cult word and is often mis-used.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 11, 23:02:41
ETA: Many people are also reporting that the number of custom career assignments they have completed is getting reset when they move their sims to a new lot. Jeesh.

I guess this is why my sim could no longer plant cheese after moving :( I hate when the glitch is EA and not AM, at least with AM we know it will get fixed but with EA not so much.

Anyways anyone else having trouble with wants? My sim keeps getting the same 4 over and over again, doesnt matter how many times i remove it, it just comes back and it just started today. Its a new game so dont think its already broken.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Simius on 2010 June 11, 23:11:49
ETA: Many people are also reporting that the number of custom career assignments they have completed is getting reset when they move their sims to a new lot. Jeesh.

I guess this is why my sim could no longer plant cheese after moving :( I hate when the glitch is EA and not AM, at least with AM we know it will get fixed but with EA not so much.

Anyways anyone else having trouble with wants? My sim keeps getting the same 4 over and over again, doesnt matter how many times i remove it, it just comes back and it just started today. Its a new game so dont think its already broken.

Is your sim doing the same thing over and over?  For example if your sim is inventing he'll roll wants to make a widget... If your sim is fishing he'll roll wants to catch 10 goldfish.  So having your sim do something else might fix repeated wants being rolled over and over.  Then again, maybe not.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bloodredtoe on 2010 June 11, 23:20:33
I guess this is why my sim could no longer plant cheese after moving :( I hate when the glitch is EA and not AM, at least with AM we know it will get fixed but with EA not so much.

But AM fixed special plant opportunities. Is it broken again? Come on...


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 11, 23:42:31
ETA: Many people are also reporting that the number of custom career assignments they have completed is getting reset when they move their sims to a new lot. Jeesh.

I guess this is why my sim could no longer plant cheese after moving :( I hate when the glitch is EA and not AM, at least with AM we know it will get fixed but with EA not so much.

Anyways anyone else having trouble with wants? My sim keeps getting the same 4 over and over again, doesnt matter how many times i remove it, it just comes back and it just started today. Its a new game so dont think its already broken.

Is your sim doing the same thing over and over?  For example if your sim is inventing he'll roll wants to make a widget... If your sim is fishing he'll roll wants to catch 10 goldfish.  So having your sim do something else might fix repeated wants being rolled over and over.  Then again, maybe not.

Nope I just started a new game and I'm doing what I always do which is add the skills writing and fishing, the wants always appears when I do that and I just cancel them but this time 4 or 5 just keep coming back.

Don't know if its broken again. All I know is that my sim had planted cheese and after moving she no longer could. BUT I think that's my fault. Yep I think I did the gardening command to get seeds. Cant remember, so don't put to much stock on this one.

BTW in the skills one text is missing.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: shadow on 2010 June 12, 01:33:40
FYI:  If I don't have AM in my game, the school is a school and Sims can become teachers.

Rho, Without AM, can your kids actually go to school? Mine will go to the school but can't get in.  And, how can sims become teachers? I didn't know that was an option. Is it connected with WA?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rhodaloo on 2010 June 12, 03:33:33
Hmm, I didn't try to see if they could go to school.
Education job:  You click on the working school and teaching is on the menu.
 (Just don't ask me about merging files and how to get them to show up in the game as I'm still working on that.  I bet there's one critical step I'm leaving out.)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Zazazu on 2010 June 12, 03:57:37
There are tons of posts stating that students can't go to existing schools. Also, if you edit a lot and try to place a school, even with moveobjects on, it will remain unplacable. I was rebuilding my neighborhood, Abelline, in order to start with a fresh version, and found that if you try to place a community lot from the library that contains a school, the school disappears.

Schools with Ambitions and no Awesomemod test version = functioning
Schools with Ambitions and Awesomemod test version = thoroughly borked, excepting career options.
Schools without Ambitions and Awesomemod test version = ?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: PolecatEZ on 2010 June 12, 04:07:41
I haven't been able to place a school, same deal as before.  Venues and interior designer are tested and still borked.

I have noticed a lot of definite stability improvements in the just-posted build of AM, the game doesn't lag to hell any more.

I did get nasty crash when moving lots around with the new tool, but I think that's Eaxian and not AM related, I was getting the same crashes randomly without AM.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: IAmTheRad on 2010 June 12, 05:23:16
IAmTheRad, that may be 'a Grok' but 'to grok' is something different. It is a concept bought forth by Heinlien in Stranger in a strange land. It is to comprehend something so fully that you not only become it, but it also becomes you. It is to experience it in it's fullness and in such a way that even the most terrible of things can be appreciated and loved (if necessary) or, by a fullness of groking, an understanding of how they can be un-made (a poor choice of word) be appreciated. It is a cult word and is often mis-used.
It was a grox anyways.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 12, 06:10:20
Not hoping to cause trouble (I'll be yelled at, anyway, though), but is there any chance we could get a progress report? An estimate, or something, of when Ambitions work might start?

Totally whining here, yeah, but having various totally unplayable saves is really starting to suck ass. Some sort of idea would be nice, at the least.

You're all thinking it, but it will be fun to see you deny it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Kyna on 2010 June 12, 06:28:57
So far nothing has happened except that Awesomemod keeps saying it will expire tomorrow. I just downloaded it again and it keeps telling me to renew it.

Could someone tell me why AM keeps asking me to renew? I've deleted it, gotten rid of caches, and downloaded a new one. Still says it will expire tomorrow, what happens then?

It is the 13th of June...I'm kind of afraid to try and start the game, though

All you need to do is to check that you have downloaded the latest version.  There will be a new version before the one you have expires.

This is a test thread, and Pescado is uploading a new version of AM frequently (i.e. often several times a day).  This is how testing works: people download AM, we test it in a "I don't care if it blows up in a BFBVFS" neighbourhood, we report any bugs/issues, Pescado updates AM, we download the latest version, and the cycle repeats.

It has a short expiry period so that people don't use outdated versions and report bugs that Pescado has already quashed.

When Pescado considers that AM 1.2.7/2.7.7/3.3.11 is stable, he will extend the deadline before expiry.

If you're not comfortable with the short expiry period, then don't use AM until it's out of testing.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Arieth on 2010 June 12, 07:37:10
Hello, I just got this error while playing. My sim had just received a promotion, when he came home I had him create Lunch, Peanut Butter and Jelly Sandwich, and this error came up.

The only mods I have running are Awesome Mod and SLAM, Sims Life Age Mod, and a few Slider changing mods in CAS.

This was also a new game.


EDIT: I held down my Enter Key to keep time going since the Error wouldn't go away when Okay was clicked, so like I said, I held down my Enter Key until night time and the Error went away and I was able to play again. Sorry I'm not too savvy with AM Errors and not sure if that was suppose to happen or not. =X.


(http://img16.imageshack.us/img16/3442/flagranterrorcut.jpg)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: GameBeBorked on 2010 June 12, 07:47:34
Not hoping to cause trouble (I'll be yelled at, anyway, though), but is there any chance we could get a progress report? An estimate, or something, of when Ambitions work might start?

Totally whining here, yeah, but having various totally unplayable saves is really starting to suck ass. Some sort of idea would be nice, at the least.

You're all thinking it, but it will be fun to see you deny it.

Claeric, you've done nothing but fuck around in this thread for last 18 pages and it is starting to piss me the hell off. Either shut the fuck up because nobody cares what you think, or start posting relevant stuff because I'm certain I am not the only one fed up with your ">_> <_<" bullshit.

Pull your fucking head in - the only thing that "sucks ass" around here is you constantly being a cunt and shitting all over the test thread.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: poedgirl on 2010 June 12, 08:11:49
The value of purchasable community lots is much less with AM installed. Also, the requirements to upgrade to the next level never include the existing value of the lot.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: leriety on 2010 June 12, 09:15:52
Those of you who are having this problem are making sure your sims aren't wearing their work outfits at the time, right? I haven't encountered any dresser related problems myself; I only mention this because it's a very easy thing to overlook. I'm not sure why you can't plan other outfits while dressed for work, but the game says no.

now that i think about it, i tried when she came home from work
it can be it... when it worked she was actually in night clothes the day after
maybe that's because you can't change the work outfit


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Arieth on 2010 June 12, 09:40:07
I got another Flagrant Error, this one happened while my Sim was at work, and I ordered him to recycle the Newspaper.

EDIT: Again, I held down my Enter Key, this time it took longer than normal, I was reading through the Error and I see something that has to do with Cleanup, since the error happened when I tried to recycle that sinful Newspaper. After my Sim got home from work, as I was holding down Enter, I ordered my Sim to clean up anything on the Lot, I had him take out the trash and the Error went away and I'm able to play again.

(http://img293.imageshack.us/img293/2311/flagranterrorcut2.jpg)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Trubble on 2010 June 12, 13:45:12
There are tons of posts stating that students can't go to existing schools. Also, if you edit a lot and try to place a school, even with moveobjects on, it will remain unplacable. I was rebuilding my neighborhood, Abelline, in order to start with a fresh version, and found that if you try to place a community lot from the library that contains a school, the school disappears.

Schools with Ambitions and no Awesomemod test version = functioning
Schools with Ambitions and Awesomemod test version = thoroughly borked, excepting career options.
Schools without Ambitions and Awesomemod test version = ?

When Pescado was just trying to get AM to work with Base/WA/HELS/patches he said the schools weren't an issue. So without Ambitions & AM schools work fine. Ambitions has changed the way schools work.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 12, 14:42:56
Not hoping to cause trouble (I'll be yelled at, anyway, though), but is there any chance we could get a progress report? An estimate, or something, of when Ambitions work might start?

In conflict with what Kyna said, Pescado seems to be waiting for the AMB patch to fix the bigger problems.

When EA releases their patch to fix the crap they broke, or never had working right in the first place, Pescado is going to have to go through and update for Awesome Mod again.   There is a good chance that this future patch will hit areas where Awesome Mod plays.

The latest update to AM (BUILD 06/11/2010 19:31:20), which is the first one in several days (not several per day), contains several changes in addition to an expiration date change.  This is by far the most significant package update in the last week.  It expires in 7 days.

Edit: What changed in the 6/11/2010 19:31:20 version: updated the build and expiration dates, changed several internal text strings for localization.  No AMB or patch related changes that I saw.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Alwayswatching on 2010 June 12, 15:22:42
Even without AM, the school in Twinbrook doesn't work for me. It's recognized as a school by Neighborhood View, which it isn't in AM, but sims still refuse to enter.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Kyna on 2010 June 12, 15:32:10
Not hoping to cause trouble (I'll be yelled at, anyway, though), but is there any chance we could get a progress report? An estimate, or something, of when Ambitions work might start?

In conflict with what Kyna said, Pescado seems to be waiting for the AMB patch to fix the bigger problems.

When EA releases their patch to fix the crap they broke, or never had working right in the first place, Pescado is going to have to go through and update for Awesome Mod again.   There is a good chance that this future patch will hit areas where Awesome Mod plays.

The latest update to AM (BUILD 06/11/2010 19:31:20), which is the first one in several days (not several per day), contains several changes in addition to an expiration date change.  This is by far the most significant package update in the last week.  It expires in 7 days.

Edit: What changed in the 6/11/2010 19:31:20 version: updated the build and expiration dates, changed several internal text string for localization.  No AMB or patch related changes that I saw.

I wasn't replying to Claeric, and my post didn't address the question of when AM will be updated for Ambitions.  I'm not sure why you linked my comments with a quote from Claeric.

I don't see how your post is in conflict with mine.  I said that Pescado would extend the expiration date when he felt the mod was stable.  The latest build has a longer expiration date, so I assume that AM is becoming more stable.

As for my statement that Pescado "often updates several times per day", that is fairly standard procedure for Pescado after an EP or patch.  I wanted to make sure that Miradne understood that they need to check before each play session that they are testing the latest version.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 12, 15:48:49
Ah, so it's gonna be more dependent on EA? Do they usually do a follow-up patch after an expansion? I dont recall.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: sewinglady on 2010 June 12, 16:21:46
Yes, EA usually follows up with a patch to fix the beta test, er, first release. Sometimes takes a while, though. Just gotta have patience (I know, it's not easy).

by the way, I installed latest mod (6/9 build) last night, but got a message that it expires on 6/13?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: AngerousAlex on 2010 June 12, 16:28:40
Ah, so it's gonna be more dependent on EA? Do they usually do a follow-up patch after an expansion? I dont recall.

Yes, because they fired their whole testing department and now use their own customers as testers. *facepalm* Great customer service there, EA.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Andygal on 2010 June 12, 16:29:50
there's a new version up (6/11).


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 12, 17:10:06
Ok just double checked and the wants problem is AM related. Tried it in a new world with new Sims and then without AM and in the new place with AM the wants keep reappearing and without AM when I delete them they stayed gone.

Can someone without Ambitions test this please to see if its Ambitions related or patch related? All I did was add a skill to level 10 and delete the want.

Oh and just incase it got lost, in the skills option one text is missing, no idea which though.

Edit 1: Its only happening while the game is paused. Once playing its back to normal.

Edit 2: Nevermind its happening while playing too. The same 4 just appear over and over again.

Edit 3: Ok It seems to stop if I have at least 1 wants picked out. If its empty then the same wants appear over and over again.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: friendlyquark on 2010 June 12, 17:34:14
I don't have Ambitions yet (waiting for the patch myself), I am patched up and have both the previous expansions, I play with AM and am not having any problems with wants, the school, or anything else right now. Pescado seems to have gotten everything up to HELS patched, fixed, and taken care of. Anything that is still going wrong is most likely Ambitions or tight pants.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 12, 18:43:22
I will probably be installing Ambitions tonight and begin accepting test cases for any issues I can't reproduce tomorrow.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rhodaloo on 2010 June 12, 19:23:03
Very Good!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 12, 20:09:17
I will probably be installing Ambitions tonight and begin accepting test cases for any issues I can't reproduce tomorrow.

You should have a considerable amount of "entertainment" when you do install.   Broken schools and lost jobs after installing AM are just a few of the annoying incompatibilities.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ciane on 2010 June 12, 20:36:15
I put the 6/11 AM in my 1.12.7 game and loaded an old save. The career history is missing for the Jack of All trades who was currently on her third full-time job. No numbers are reflected on the LTW icon and the history icon in the career tab is greyed out.

Also, one opportunity to lecture at the school, stated to expire on the following Thursday, had a pop-up stating it was harsh to disappoint the kids and it disappeared from the Sim's opportunity tab directly after loading the saved game. It was Friday afternoon in game, so the Sim should have had almost a week yet to accomplish it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 12, 20:41:28
I will probably be installing Ambitions tonight and begin accepting test cases for any issues I can't reproduce tomorrow.

You should have a considerable amount of "entertainment" when you do install.   Broken schools and lost jobs after installing AM are just a few of the annoying incompatibilities.

Better say it a few more times so he's prepared, I don't think these things have been noted enough yet.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: igottapi on 2010 June 12, 21:03:13
I will probably be installing Ambitions tonight and begin accepting test cases for any issues I can't reproduce tomorrow.

You should have a considerable amount of "entertainment" when you do install.   Broken schools and lost jobs after installing AM are just a few of the annoying incompatibilities.

Better say it a few more times so he's prepared, I don't think these things have been noted enough yet.

ROTFL I thing EA needs to start selling patience pills…. I'm about to shoot Ambitions or throw my pc out the window from the many bugs & lag. Seriously I have never had this many bugs in an EP, Ive always been one of the lucky ones AND I can play sims 2 with every EP & SP at max setting but nooo sims 3 with 2 EPS & 1 SP kills my pc.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: radiophonic on 2010 June 12, 22:02:51
2010-Jun-11 20:06:34 Build AM - WA only, 99% clean here.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: GameBeBorked on 2010 June 13, 01:09:08
Better say it a few more times so he's prepared, I don't think these things have been noted enough yet.

Like you're one to talk, fuck knuckle.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Pyromaniac on 2010 June 13, 01:57:28
I'm having trouble fulfilling the new lifetime wish for Kleptos ("Possession is 9/10ths of the Law"). I'm certain I've accumulated more than 50,000 worth of stolen goods, but the stupid LTW just isn't being satisfied.

Does anyone else have this problem? Only playing with Ambitions, latest AM (6/11/2010 8:15PM) and decrapified store content.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: staroverthebay on 2010 June 13, 02:14:07
I don't know if this is AM related at all, but my game is randomly hanging and freezing, forcing me to close the game via the computer's Task Manager. Is anyone else having this issue? I can compile a list of my CC, it's not very much right now (beyond a bunch of arrr'd and decrapified store content) because my game won't load if I have very much in it.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 13, 02:16:43
I'm having trouble fulfilling the new lifetime wish for Kleptos ("Possession is 9/10ths of the Law"). I'm certain I've accumulated more than 50,000 worth of stolen goods, but the stupid LTW just isn't being satisfied.

Does anyone else have this problem? Only playing with Ambitions, latest AM (6/11/2010 8:15PM) and decrapified store content.

You may not have actually fulfilled the requirements, given you said you were certain, not that you actually have.

If you hover over the LTW does it show the value of stolen items?  The lap of luxury LTW shows the current value against the value needed.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Robowolf on 2010 June 13, 02:22:30
I don't know if this is AM related at all, but my game is randomly hanging and freezing, forcing me to close the game via the computer's Task Manager. Is anyone else having this issue? I can compile a list of my CC, it's not very much right now (beyond a bunch of arrr'd and decrapified store content) because my game won't load if I have very much in it.

That's happened to me three times out of the four I've played since Ambitions; I've got Base, WA, Amb and I only have the AwesomeMod from the 11th, I believe. The game also crashes to desktop if I go into Edit Town mode and try to add lots to the town (Twinbrook).

Other than that, though, smooth sailing.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 13, 02:45:12
I don't know if this is AM related at all, but my game is randomly hanging and freezing, forcing me to close the game via the computer's Task Manager. Is anyone else having this issue? I can compile a list of my CC, it's not very much right now (beyond a bunch of arrr'd and decrapified store content) because my game won't load if I have very much in it.
Try "resetworld". Usually a hanging game is the result of a sim being a moron and it can lead to freezing.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Theria on 2010 June 13, 03:04:33
I don't know if this is AM related at all, but my game is randomly hanging and freezing, forcing me to close the game via the computer's Task Manager. Is anyone else having this issue? I can compile a list of my CC, it's not very much right now (beyond a bunch of arrr'd and decrapified store content) because my game won't load if I have very much in it.

I had the same thing happening, always when I was in map view and either clicked on my home lot, or was following a Sim home. It seemed to have stopped doing it since the last version of AM came out, so I'm not sure whether it's from that or not. When in doubt, blame EA.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: barbarellaella on 2010 June 13, 05:30:18
I don't know if this is AM related at all, but my game is randomly hanging and freezing, forcing me to close the game via the computer's Task Manager. Is anyone else having this issue? I can compile a list of my CC, it's not very much right now (beyond a bunch of arrr'd and decrapified store content) because my game won't load if I have very much in it.

I'm also experiencing something similar, but with the latest build(June 13th AM). The difference is my freezing/hanging happens for about 3 seconds every 10 seconds. What's also strange is that it only happens after 9:30pm & stops sometime in the afternoon. Fixall doesn't fix it & I've tried resetworld once, but the problem persists.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: staroverthebay on 2010 June 13, 05:59:42
so I took AM out and haven't had freezings, but now I have that fucking Error 16 bullshit


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: JEthel on 2010 June 13, 06:38:39
I had 2 CTD's yesterday.

With AM Build 11/06 19:31, Base+WA+AMB, played in a new save with Riverview and a new sim in the fire fighter career.

The error log seems to indicate missing dll.
It first happends during a fire, then straight after unpausing a freshly loaded game.

Then, at 3rd attempt to play that sim, it went perfectly fine and smooth, not even a FSE.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 13, 13:27:00
I'm also experiencing something similar, but with the latest build(June 13th AM). The difference is my freezing/hanging happens for about 3 seconds every 10 seconds. What's also strange is that it only happens after 9:30pm & stops sometime in the afternoon. Fixall doesn't fix it & I've tried resetworld once, but the problem persists.

It looks like the June 13 build changed some text stored in string table files.  No changes were made to the scripts. 


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: PolecatEZ on 2010 June 13, 15:59:34
I'm also experiencing something similar, but with the latest build(June 13th AM). The difference is my freezing/hanging happens for about 3 seconds every 10 seconds. What's also strange is that it only happens after 9:30pm & stops sometime in the afternoon. Fixall doesn't fix it & I've tried resetworld once, but the problem persists.

It looks like the June 13 build changed some text stored in string table files.  No changes were made to the scripts. 

Sure about that?

AM Build 6/12 8:39PM - Test hood with no other hacks or game mods.  One single living sim.

- Multiple outfits per category is working now.  Not sure when this was fixed or if it was ever broken, some people were complaining.

- Game lags to hell again, previous AM build was quite smooth running, with this there is literally no difference between 2x and 3x speed, and only a slight increase over 1x speed.

- Schools cannot be placed (game breaker).

- Venues and Interior design career, no changes, still broken.

- Some random lots have their lot names and information scrambled with each load, fixing them again seems to make them stay for the next load.  I haven't found the pattern for what gets scrambled yet, effected all my beach lots (3), a few other community lots (fire station, museum, large park), and regular houses (4).  On the scrambled lots, lot type did not properly show in map view, but their function was fine when visited.  Again, fixing the info and setting the lot type made them work and load fine after they were saved again.

- Outfit categories seem a bit scrambled (related to the fix above?), I found some everyday and athletic clothing in the swimwear category, for example.  Sleepwear also has a few random odds and ends from other categories.



Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: crunk on 2010 June 13, 16:17:53
Downloaded the June 12th awesomemod update, am now getting no text when I cntrl+click to make a sim chosen. I get the icon, the sim is assigned the correct trait, and everything seems to be working well, but there is no text on the menu.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sigmund on 2010 June 13, 17:04:48
- Outfit categories seem a bit scrambled (related to the fix above?), I found some everyday and athletic clothing in the swimwear category, for example.  Sleepwear also has a few random odds and ends from other categories.

I noticed this as well. I had some base-game swimwear bottoms pop up in the everyday category.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Holyshitstabfaster on 2010 June 13, 17:17:49
I still get the infinite loading screen when I invite AM to the WA+HELS+AMB party.
Should one install the mod and framwork differently than before AMB?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: RogueSkinner on 2010 June 13, 17:19:33
I'm also experiencing something similar, but with the latest build(June 13th AM). The difference is my freezing/hanging happens for about 3 seconds every 10 seconds. What's also strange is that it only happens after 9:30pm & stops sometime in the afternoon. Fixall doesn't fix it & I've tried resetworld once, but the problem persists.

It looks like the June 13 build changed some text stored in string table files.  No changes were made to the scripts. 


Doesn't seem to be a AM issue at all, even my unmodded game is doing it.  Blame EA


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 13, 17:21:14
It looks like the June 13 build changed some text stored in string table files.  No changes were made to the scripts. 

Sure about that?


Yup.

- Multiple outfits per category is working now.  Not sure when this was fixed or if it was ever broken, some people were complaining.

I have not seen this with any version of AM, personally.


- Game lags to hell again, previous AM build was quite smooth running, with this there is literally no difference between 2x and 3x speed, and only a slight increase over 1x speed.

Tight pants?  When I see this, it usually means some CC is buggy.  Remove anything you added in the last 48 hours and your problem will probably go away.

- Some random lots have their lot names and information scrambled with each load, fixing them again seems to make them stay for the next load.  I haven't found the pattern for what gets scrambled yet, effected all my beach lots (3), a few other community lots (fire station, museum, large park), and regular houses (4).  On the scrambled lots, lot type did not properly show in map view, but their function was fine when visited.  Again, fixing the info and setting the lot type made them work and load fine after they were saved again.

I have noticed that AMB is not exactly consistent about lot types.  I do not think all of the errors related to lot types are caused by Awesome Mod.

For example, without Awesome Mod installed, if I start several Sunset Valley games, I have seen the School lot set to type "Small Park" and "No Visitors Allowed".  I am not sure what it is supposed to be.




Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: htksos on 2010 June 13, 17:30:35
2010-Jun-12 20:28:01 Mod

for me, this mod seems to work, except a couple of things Ambitions related. All crashed from previous versions have cleared up.
  - The school thing. (I can get my kids to go to school in an AM saved hood, but I have to delete the school along with some hidden objects the school was sitting on after removing awesome mod. Then I placed a new one)
  - Big parking spots.
          I cannot park the fire truck in a big parking spot. While this does not keep me from responding to emergencies, it does keep me from maintaining and upgrading the truck.
          Somehow the inability to park the woowoo caused it to disappear, and it spawned a new one on the next emergency. Since it cannot be upgraded. It is so slow, bicycles pass it! This also happened when I reached fire chief and put one of those spaces on my lot.
  - Also, he takes the fire truck everywhere, even though he has a better vehicle either in his pocket or in the parking lot. I even marked his motorcycle as his prefered vehicle.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: PolecatEZ on 2010 June 13, 17:37:09
- Game lags to hell again, previous AM build was quite smooth running, with this there is literally no difference between 2x and 3x speed, and only a slight increase over 1x speed.

Tight pants?  When I see this, it usually means some CC is buggy.  Remove anything you added in the last 48 hours and your problem will probably go away.

- Some random lots have their lot names and information scrambled with each load, fixing them again seems to make them stay for the next load.  I haven't found the pattern for what gets scrambled yet, effected all my beach lots (3), a few other community lots (fire station, museum, large park), and regular houses (4).  On the scrambled lots, lot type did not properly show in map view, but their function was fine when visited.  Again, fixing the info and setting the lot type made them work and load fine after they were saved again.

I have noticed that AMB is not exactly consistent about lot types.  I do not think all of the errors related to lot types are caused by Awesome Mod.

For example, without Awesome Mod installed, if I start several Sunset Valley games, I have seen the School lot set to type "Small Park" and "No Visitors Allowed".  I am not sure what it is supposed to be.

My school lot was always has been set to "Chinese Garden" and stayed that way.  I attempted to replace the school on that lot and ended up disappearing it, now I can't place another so I'll wait to test it each build.

This bug is quite different though, its related to text strings.  Lot names don't disappear, they get replaced with computer code crap like "String:0000_12345_sunset.valley.lot.name_b435dsdr"

It just happens to a handful of lots with each load, I've saved and reloaded several times and fixed what I found each time, now it seems not to happen any more.  

A similar bug (nuisance level) - Lot types appear in parentheses under the lot name, i.e.:

Sunnyside Strand Beach House
(Beach Lot)


The parentheses with lot type disappears any time you make a name change and must be reset to appear again.  This doesn't seem to effect the actual lot functioning though.

As for custom content, I don't have anything at all except AM and official EAxis store content in .dbc's.  Nothing was added recently, only AM was changed and scriptcache was deleted.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 13, 17:52:07
I have done considerable editing of lots.

I have never seen the school lot be assigned to "Chinese Garden".  Most often, it gets set to "Small Park".  Maybe it does not matter what the lot type is set to for school lots and we are wasting a lot of time thinking it is important.

I am not seeing any of your lot name or lot type problems after renaming.

I suspect your problems are larger than Awesome Mod.   Purge all your cache files and give serious thought to reinstalling Sims 3 from scratch, after burning the fields.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: PolecatEZ on 2010 June 13, 17:56:28
I had it set to Chinese Garden from before installing Ambitions, for me its always been a Chinese garden.  This was not changed to small park, but it did disable the school.  I believe you could also set the "small park" to "chinese garden" yourself and it will stick.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: staroverthebay on 2010 June 13, 20:27:54
duuuuude i took AM out, and my game CTD'd when I placed a lot. FUCK. I thought that it was AM's fault. Guess not.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: radiophonic on 2010 June 13, 20:50:31
2010-Jun-11 20:06:34 Build - WA Only

Minor bug: Traits are not being learned from doing interviews via journalism career.
Edit: No traits being learned even with "Observant" LTR.

Will try latest build and report back.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 13, 21:28:30
Those of you finding random outfits in the wrong category: I am getting this without awesomemod. Some swimwear and sleepwear in everyday.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: lordrichter on 2010 June 13, 21:37:26
You should post details in the Borked thread.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Claeric on 2010 June 13, 21:58:42
I will, I'm just noting that it's not an awesomemod caused issue.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: radiophonic on 2010 June 14, 00:02:34
2010-Jun-12 20:28:01, WA Only - Hanging at initial WA loading splash screen. Unable to test.
No error log avail.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bunnie on 2010 June 14, 00:49:44
I'm having some issues with autonomy.  Sims in non-selected houses are not eating or sleeping, so if I switch, my sims die within minutes.  Also not fulfilling needs in selected houses very well.  I'm getting tired of telling my sims to pee! 

I have W7x64, WA, Ambitions, some custom content.
In  AM config, I disabled perkmod.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: barbarellaella on 2010 June 14, 01:05:51
2010-Jun-12 20:28:01 Mod

          I cannot park the fire truck in a big parking spot. While this does not keep me from responding to emergencies, it does keep me from maintaining and upgrading the truck.
          Somehow the inability to park the woowoo caused it to disappear, and it spawned a new one on the next emergency. Since it cannot be upgraded. It is so slow, bicycles pass it! This also happened when I reached fire chief and put one of those spaces on my lot.
  - Also, he takes the fire truck everywhere, even though he has a better vehicle either in his pocket or in the parking lot. I even marked his motorcycle as his prefered vehicle.

I'm seconding this problem with the fire truck not being able to park & disappearing completely. It's also causing no emergencies to spawn in my game unless I force it & even then the missions glitch like a bitch.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: rhodaloo on 2010 June 14, 01:28:24
I was having the issues with the fire truck I first noticed with the June 9 build.  After playing a sim with the fireman profession for three days, the firetruck would appear if there was an emergency.  The truck wouldn't appear in the firehouse.

I haven't played a sim with the fireman profession on my unpatched game so I don't know if this is an EA issue or AM issue.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Moryrie on 2010 June 14, 01:44:35
I've noticed that I can only successfully load a map once, including WA maps. If I try to send my sims on vacation, or if I return to the main menu and try to load a new game, or a save, I'll get a hanging screen. No CTD, no error log, just the hanging screen, and I have to manually shut it down.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: radiophonic on 2010 June 14, 01:56:01
I have W7x64, WA, Ambitions, some custom content.
In  AM config, I disabled perkmod.

From what I understand, AM isn't available for Ambitions yet. Could be your issue huh?  ;)


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Ladyday on 2010 June 14, 01:59:52
Okay this is my first time installing I get to these screens and nothing happens. I waited 15 mins and still nothing. Any suggestions? Thank you.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 14, 02:26:13
Okay this is my first time installing I get to these screens and nothing happens. I waited 15 mins and still nothing. Any suggestions? Thank you.

Try searching, these issues have been discussed and resolved previously.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Ladyday on 2010 June 14, 02:40:24
Okay this is my first time installing I get to these screens and nothing happens. I waited 15 mins and still nothing. Any suggestions? Thank you.

Try searching, these issues have been discussed and resolved previously.

What am I searching for? I'll do the work if I know what I'm looking for, thanks!


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Zazazu on 2010 June 14, 03:58:30
It is a dumb 12 that can't search and censors itself because it is afraid mommy and daddy will find it is in an adult forum. Don't bother with it.

I have done considerable editing of lots.

I have never seen the school lot be assigned to "Chinese Garden".  Most often, it gets set to "Small Park".  Maybe it does not matter what the lot type is set to for school lots and we are wasting a lot of time thinking it is important.
With WA, before Ambitions, my school lot was set to "Visitors Allowed" and was a shared lot with the science facility. I had no issues using either rabbit hole. The rabbit hole itself should always trump whatever you have the lot set as as far as functionality goes. The exceptions are Graveyard, which will give a moodlet at night, and perhaps "No Visitors Allowed", though I haven't ever actually tested that.

Side note, not really applicable to this test AM/Ambitions problem: accessibility issues are generally the fault of placing the rabbit hole building too close to the lot edges or having an object that lies in the path of the door, even though it doesn't block the door. Rabbit hole routing can be stupid as fuck.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: bowrain on 2010 June 14, 05:03:01
My child sims can't seem to sell their cakes to adults. Whenever an adult comes over to the bake stand, the action "help customer" always cancels itself. It works ok if the customers are kids.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Ladyday on 2010 June 14, 05:32:59
I GIVE UP!!! I really can't figure out what I'm doing wrong. I read all 20 pages of this thread and other threads....

I have the TS3 Framework Installer for Mac OS X  by Marhis . I installed the Awesome Mod in the package file and my game recognized it but it never loaded beyond the second screen. I uninstalled the longer party mod I had, still nothing. I removed all of my custom content and still NADA!

I removed my framework and installed the one listed by Pescado. I followed these instructions to a T:http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html
Still nothing....

I guess my hooked on phonics aren't worth a damn when it comes to figuring this out, lol.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: ElenaRoan on 2010 June 14, 06:53:20
I was having trouble with the firetruck disappearing also, didn't realise it was related to the long driveway.  I managed to place the personal firetruck on a long driveway at the sim's house by rotating around to face the front of the driveway then I could place the truck on it, haven't had any problems since but it's only been one work day since the sim got to fire chief.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sigmund on 2010 June 14, 07:12:29
I GIVE UP!!! I really can't figure out what I'm doing wrong. I read all 20 pages of this thread and other threads....

I have the TS3 Framework Installer for Mac OS X  by Marhis . I installed the Awesome Mod in the package file and my game recognized it but it never loaded beyond the second screen. I uninstalled the longer party mod I had, still nothing. I removed all of my custom content and still NADA!

I removed my framework and installed the one listed by Pescado. I followed these instructions to a T:http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html
Still nothing....

I guess my hooked on phonics aren't worth a damn when it comes to figuring this out, lol.

Those are the old instructions. Have you tried the new framework method in Documents yet?

Edited to remove an extra question mark.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: wizard_merlin on 2010 June 14, 07:36:54
I GIVE UP!!! I really can't figure out what I'm doing wrong. I read all 20 pages of this thread and other threads....

I have the TS3 Framework Installer for Mac OS X  by Marhis . I installed the Awesome Mod in the package file and my game recognized it but it never loaded beyond the second screen. I uninstalled the longer party mod I had, still nothing. I removed all of my custom content and still NADA!

I removed my framework and installed the one listed by Pescado. I followed these instructions to a T:http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html
Still nothing....

I guess my hooked on phonics aren't worth a damn when it comes to figuring this out, lol.

Those are the old instructions. Have you tried the new framework method in Documents yet?

Edited to remove an extra question mark.

Is the documents configuration the same for MAC and Windows machines?


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Holyshitstabfaster on 2010 June 14, 07:42:57

Quote
Is the documents configuration the same for MAC and Windows machines?

Probably not.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Sigmund on 2010 June 14, 07:47:12
Actually, it is. There's a new framework installer for macs here (http://thesimsupply.com/showthread.php?tid=703), but I've never tried it. MTS has some pretty straightforward instructions  (http://modthesims.info/wiki.php?title=Game%20Help:Installing%20Sims%203%20Package%20Files/Post%20Patch%201.12/2.7/3.3) on how to do it manually as well. Just replace the windows directory with User\Documents\Electronic Arts, and the rest is the same. There's not as much difference between the mac and windows framework as people seem to think. Even the old framework was pretty similar.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: Grimma on 2010 June 14, 09:17:26
Actually, it is. There's a new framework installer for macs here (http://thesimsupply.com/showthread.php?tid=703), but I've never tried it. MTS has some pretty straightforward instructions  (http://modthesims.info/wiki.php?title=Game%20Help:Installing%20Sims%203%20Package%20Files/Post%20Patch%201.12/2.7/3.3) on how to do it manually as well. Just replace the windows directory with User\Documents\Electronic Arts, and the rest is the same. There's not as much difference between the mac and windows framework as people seem to think. Even the old framework was pretty similar.

You have to update your resource.cfg file as well - the old one won't work if it's inside a folder called "Mods", which is where the new framework requires it to be.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: kcheri on 2010 June 14, 14:24:18
I GIVE UP!!! I really can't figure out what I'm doing wrong. I read all 20 pages of this thread and other threads....

I have the TS3 Framework Installer for Mac OS X  by Marhis . I installed the Awesome Mod in the package file and my game recognized it but it never loaded beyond the second screen. I uninstalled the longer party mod I had, still nothing. I removed all of my custom content and still NADA!

I removed my framework and installed the one listed by Pescado. I followed these instructions to a T:http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html
Still nothing....

I guess my hooked on phonics aren't worth a damn when it comes to figuring this out, lol.

This exact problem happened to me, I'm not sure exactly how I fixed it though because I'm pretty sure I just deleted AM and redownloaded... but I also just tried starting a new game with no mods in it but AM, it worked. Then I quit game and tried to load my other save and it worked.

There's also a new framework installer at MTS for macs.


Title: Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
Post by: J. M. Pescado on 2010 June 14, 14:37:01
New test update addresses Ambitions now that I have it installed. Closing this thread and moving there.