More Awesome Than You!
Welcome, Guest. Please login or register.
2024 June 25, 22:53:23

Login with username, password and session length
Search:     Advanced search
540275 Posts in 18066 Topics by 6519 Members
Latest Member: Gegahex
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 8 9 [10] 11 12 ... 120
226  TS3/TSM: The Pudding / The World Of Pudding / Re: Creepy Doll in ur files messin with ur Sims3Packs on: 2010 June 23, 20:06:56
So back to the doll, I've deleted the file from the dc backup folder, taken out the mods folder, deleted the lot which I thought it was from, checked the downloads folder (its not a named download and I would'nt have downloaded it by choice) and its still there, is there any other way of finding it apart from deleting and re-installing all the downloads?  I only have 3 .dbc files and I have'nt installed those

You don't install the dbc files, they are what the launcher does when it installs your sims3packs. It takes a bunch of them and puts them large archives which are the dbcs. Think of it as sort of a zip file with a bunch of other files in it.

If you got the doll then it is almost certainly inside one of your dbcs. As I noted above, you will have to run the launcher and scroll through the list of installed files until you get to the doll, then delete it through the launcher.
227  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 23, 19:21:15
- A fire fighter sim put out a Small House Fire and had nothing else to do, but the job did not complete (counter kept counting and fire stayed on the map).  When I reloaded the same save without AM, she was able to put out the fire as normal (however, the game had selected a different house the second time around).

Were there any residents in that house at the time by chance? I had a similar situation where there were two residents (on different floors than the fire) freaking out even after I put the fire out completely. The scenario would not end until I went up to both and convinced them to run. Then it ended.
228  TS3/TSM: The Pudding / The World Of Pudding / Re: Creepy Doll in ur files messin with ur Sims3Packs on: 2010 June 22, 23:11:57
Given that it's the BBS, I would assume they're not condoning the framework at all, and therefore assume you have no Mods folder. After all, their primary audience doesn't use hacks because there aren't hacks on the exchange.

With Ambitions/the latest patch EA now officially supports mods.

http://www.thesims3.com/community/news.html?selMonth=4&selYear=2010

Quote from: EA
This game update includes:
<SNIP>
    *       Players who play The Sims 3 with game modifications can now create a folder in which to place their game modifications. The folder should be located here:

C:\Documents and Settings\YourComputer\My Documents\Electronic Arts\The Sims 3\Mods

    *       When Mods are placed in the official Mod folder, a notification will appear to remind players that Mods are installed.
    *       Placing Mod packages into the Mod folder is an officially sanctioned way to bypass assembly signing verification. The Resource.cfg file must be placed in this folder in order for the modifications to work correctly.
    *       When Mods are installed that are incompatible, the player will receive a message notifying them of the error.
<SNIP>

However, I don't think anyone expects the average Exchange user to be particularly well informed about the installation and usage of mods and/or custom content created with tools other than those provided by EA.
229  TS3/TSM: The Pudding / The World Of Pudding / Re: Creepy Doll in ur files messin with ur Sims3Packs on: 2010 June 22, 22:25:39
As Sigmund noted, the DCbackup is just a backup. Definitely delete the damned thing from there if it's in there however the original is shoved in one of the dbc files so you will also need to delete the doll itself (not the item it came from) from the launcher too.

That can be somewhat of a pain in the ass if you have a long list of installed objects and sets to scroll through in the launcher, but it's the best way I know to get it out of the .dbc file.

I suppose you could also open all your dbc files individually with s3pe and scan through them for this doll's entry then remove it that way but I don't recommend it as s3pe is mainly a modder tool and not terribly user friendly.
230  Awesomeware / Armoire of Invincibility / Re: TOOL: 3Booter, the Incooperative Game Kicker on: 2010 June 22, 21:51:39
I unzipped the 3booter tool in my directory right where the resource is as you said would prevent the crash, but it didn't
the game still crashes when loading. Do you know why?

He never said it would prevent crashes.

Is your game refusing to cooperate and crashes immediately after looking like this a lot?

[image snipped]

We don't know what causes it, and this won't solve that, but at least you won't have to relaunch the game. Just plop it in your root install directory next to resource.cfg and Mods directory, and point your shortcut at 3booter.exe instead. If the game crashes within 30 seconds of an attempted start, 3booter will kick it in the taco.

3booter-win.zip

All it does is automatically restart the game if it does crash at the load screen so you don't have to.

Also, there are a lot of causes of crashes and yours may or may not be the well known load screen crashes that everyone just has to live with and keep re-trying until the game loads.

If, for example, this is your first time using mods and in particular awesomemod then there is a specific process for setting things up that varies depending on which version (expansion pack and patches) of the game you are running. You also need to make sure to run the version of awesomemod that's appropriate to your game version.

Search around here or Mod the Sims for more information regarding setting up your game to use mods correctly.
231  Awesomeware / Armoire of Invincibility / Re: TOOL: TS3 Recompressor on: 2010 June 21, 15:43:59
i must say that this tool brakes all of my tsr content and it comes white in launcher and says your game needs to be updated......should i  drop sims 3 packs on decrapfy and s3rc exe, or just decparfy?
help!  Shocked  Huh Undecided

Your grammar... Oh Lord. Anyway, create a folder. Then put all your sims3pack in the folder. Then copy decrapify.exe and s3rc.exe and paste into that folder. Then drag the sims3packs into decrapify.exe that is located in the SAME folder. A windows may pop out a while and closed itself. This is normal. After that, try reinstall it again normally by launcher.

Hello ! Smiley
I've tried your method today but it doesn't work with TSR files. Sad
When I try to install TSR files, the launcher says that the game needs to be updated whereas it is.
And yet, I put all of my .Sims3pack into the Decrapify.exe.
I don't understand what I did wrong.

Furthermore, I used every method in this topic on all of my .Sims3pack but most of them (such as Riverview) don't show up in game.

Could you help me, please ? Cry

No.

You asked this already in the thread you made in The Horror, The Horror!.

It's not the problem of this tool or anyone at this forum, it's the problem of the shitacular TSR Workshop. Take your crying emoticon to TSR and tell someone who cares (or is paid to pretend they care).

If they can't fix problems with their own damned tool then take it as a lesson and don't get TSR shit.
232  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2010 June 21, 14:04:11
I've searched both here and at MTS, but cannot seem to find a way to squash the annoying "Mod Scripts Found" message that one gets when starting the game with core mods installed.  Nor could I find a way to disable this from within the game options, though it's possible I missed it.  Apart from moving all my mods back to the root folder (which is tempting), is there a way to keep them in the new EA-sanctioned location, but prevent this nagging message from appearing?

Pescado disabled it with Awesomemod. He probably will have no interest in releasing a separate mod that just disables that message and nothing else. He also may or may not discuss what he did to disable it. Such are the ways of Pescado.

It may require a core mod and if that is the case it's rather silly to waste a core mod on such a minor, if irksome, issue.
233  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 19, 19:09:54
It can't be because of reset world I tried sculpting in a fresh save and still got the red boxes. And I have the thing registered so I shouldn't need an anti-registration check to get it to work.

Well yeah but I am wondering if Pescado's anti-registration measures in the recent versions of awesomemod have inadvertently changed something that might cause this.

If you yank out awesomemod do you still get the red boxes?

*Edit to say it also would not at all surprise me if EA bungled up their own registration process.
234  TS3/TSM: The Pudding / Pudding Factory / Re: Product Registration Mod, Updated June 5th Again on: 2010 June 19, 13:36:08
Has anyone tested trying to invent the career bundle objects without this mod but with the newest Awesomemod that removes the need for registration? I'm curious if it actually does work or if people are getting the red cubes since someone in the Awesomemod test thread reported getting them recently.

@Pescado: What did you change exactly? It was found earlier in this thread that not only did the <ProductRegistrationRequired>, <SKU_Registered> and <SKU> tags need to be yanked out, but the <EPVersion> of the objects needed to be change to base game. For some unknown reason that was the only way it would work and the objects would be created correctly and show in game.

If your changes don't trick the game into thinking these career bundle inventions are base game objects, unless you otherwise fixed whatever weird EAxian entanglement that was causing such behavior, then I suspect this package may still be needed to get the inventions to show.
235  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 19, 13:25:25
The TS3 Launcher works with Awesomemod timestamped 10/6 22:03, but it's refusing to install user content. I installed the Dr Pepper set fine, but Tangie's 2nd lot and the Tardis by TNW both said I needed to update my game. I have V4.0.87. Could it be anything to do with circumventing the registration process?
Very unlikely, since the Launcher is not mods-aware and does not actually run the game at all until much later in the install process. The Launcher is just stupid and it sucks.

I've been getting weirdness like this too lately. Some sims3packs won't install even after decrapify and it's also saying that certain sims3packs which have long since been installed are not. Of course if I try to install them again then it tells me they are already installed.  Roll Eyes

I don't see how it could be awesomemod involved but something changed with the launcher recently and it got, well, crappier.

Occasionally my sculptors have been sculpting things out of ice that have red boxes floating around, and whenever they are finished, it says something like, "<simname> has created a Good ***FailObject**". I have a screenshot if needed.

Now that does sound like it may be related to the 'registration' process. Do by chance have the Ultimate Career Pack? It has been known to cause this unless you had the registration fix mod. It's supposedly been fixed in a recent update to the test version of Awesomemod so you don't need that other mod, but I don't think it's been extensively tested.
236  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 June 19, 13:04:49
Thanks, Motoki.

Would I be an idiot to ask her how to install pirated S3Store items from MATY?
They get questions like that all the time.

True, but Mod the Sims is Care Bear land so you'd probably want to be vague and dance around it or else just pm it.

In theory, installing the Store items is just a matter of getting them decrapified and installed via the launcher, though I'm not sure which Mac programs would do that, or else converting them to package or getting an archive of them already in package form, making sure the framework and directories are setup correctly and then placing the packages there.

Question. I've been trying to turn all the new Dr. Pepper items into .package files for my game and they have all worked except for the new hair. I've tried with both untouched files as well as decrapified and compressed but it keeps doing the same thing.

I think I'll wait for someone to upload the whole Dr. Pepper set with the new files into a package file (could anyone please do that?) but I'd like to know what the hell I'm doing wrong anyway.

The hair did install for me, but I admittedly I haven't checked in game yet.

Also, it's not hard to convert a sims3pack to package yourself. The program I use is Delphy's Sims3pack Multi Installer. It's very easy to use and quickly converts a one or multiple sims3pack files into package files.
237  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 June 18, 22:50:57
Buy a PC.

Once you go Mac, you don't go back. Especially when you are an Art + Design student and your school requires a 15" MBP.  Wink

But seriously, is there anything I can do? (Besides switching to PC.  Cheesy)

I would endeavor to help but I am afraid I am utterly clueless in any and all things Mac.

The only thing I can suggest is to try this and then if that doesn't work perhaps query its creator in the comments since he seems to have some idea about getting custom content to work with Macs.
238  Awesomeware / Armoire of Invincibility / Re: TOOL: TS3 Recompressor on: 2010 June 18, 22:44:17
hi just downloaded s3rc but when i tried opening s3rc a DOS window opens then suddenly closes, am i doing something wrong?

You can't just run a DOS command that requires switches in Windows by clicking on it. I could go into detail, but if you are not familiar with using DOS then you're probably better off using The Compressorizer GUI. Put it in the same directory as these files but when it asks if you want to overwrite the current S3RC say no as the files from here are newer than the ones JFade is distributing.

Alternately, you can drop the small attached file in the same directory as your s3rc, rename it from s3rcbatch.txt to s3rcbatch.cmd and run it by double clicking on it. If you do that, make sure the sims3pack files you want to clean are in the same directory as s3rc when you run the s3rcbatch.cmd. Depending upon the file size, you may also need to wait a bit. When it is done cleaning it will tell you to press any key to exit.

If you can't understand the latter method or can't get it to work just use the JFade Compressorizer tool.
239  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2010 June 18, 16:12:34
Those Ikea study-room items from the German Sims Magazine are very interesting. I would like to know, are these files EA made, or some fanmade stuff, like they did it before in the Sims2 era.

I just said above they weren't EA. It's fan made content from users at blackypanther.de. Apparently they made it exclusively for the magazine so it's not on their site.

As for that older German mag stuff from last year (ie Hippie Romantik, Nautic, Furter, Appleton, etc) it's all recolors of clothes, packaged sims and packaged lots with families on them. Essentially it's nothing new so people stopped including it with the store update packages. However if you really must have it, it's on MistyK's 4Share directory: http://www.4shared.com/dir/17306228/15ed3d2d/TS3.html

It's the German Sims 3 Magazine July.zip file. She also has similar packages for the August, October/November, and December issues, but again there's not any original new content in it.

Basically everything that comes out of the Sims 3 German mag is either a recolor, prepackaged sim or lot and/or fan created content. To my knowledge, no original, new EA content has come out of the German Sims magazine, but there has occasionally been some on actual official German website for the game.
240  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2010 June 18, 06:39:26
I think he is talking about the more recent items reported today by Simsprograms that shipped on DVD with theJune/July 2010 issue of the German Sims magazine.

However, I did some digging of my own and according to someone on a thread at simforum.de, those items are all user created content and none of it is official EA content except for the previously released Eco pack that came with the Toyota/Renault.
241  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 17, 18:32:46
Well, as it is, as you say, hands-on, wouldn't it be both easier and within the spirit of the game to simply freeze the progress for profession sims when not playing them?

Agreed that it's dumb to get a promotion outside of work from reading a book at home or doing a couple of laps around the block.

I've kind of got mixed feelings about being able to gain xp from doing your actual job (ie styling, putting out fires, catching ghosts etc) outside of work hours, but it doesn't seem like you get xp for doing anything that is not a set 'mission' anyway.

None of the XMLs indicate that this is true at all. One indicates that you lose exp for failing a job, but that's about it.

Quote
<Scoring>
  <JobId>LargeFires</JobId>
  <GradeATime>240</GradeATime>
  <GradeBTime>320</GradeBTime>
  <GradeCTime>400</GradeCTime>
  <GradeDTime>440</GradeDTime>
  <CompletionTNS>LargeFiresCompletion</CompletionTNS>
 </Scoring>

Is the only sort of thing I found referring to grading, and no mention was made of an exp multiplier based on it.

The guide did give those same times in minutes and the letter grades the equate to. It then went on to make the vague statment that:

Quote from: Prima
"Your score is given as a letter grade and that letter grade acts as a multiplier for the amount of xp a job normally pays out"

Of course they didn't bother to state what those multipliers are.  Roll Eyes  It wouldn't at all surprise me if they were wrong since Prima frequently is.

It also claimed that the times and grade for a small house fire, building disaster, gnome invasion, science facility rescue, warehouse rescue and hospital rescue (basically everything but a large house fire) were all the same

A=180 minutes
B=240 minutes
C=320 minutes
D=400 minutes

That seems dumb to me since a small house fire is way easier than some of those rescue/disaster/invasion scenarios. Seems like that is easily tunable via an XML mod though.
242  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 17, 18:04:34
I feel like the amount of experience you get for skilling in the new professions, and fire fighting in particular, should be greatly reduced and perhaps it should be required that you at least do some of all 3 metrics to advance to the next level.

I also think the emphasis should be placed on the main task with the assignments for each profession. So for fire fighting, so the bulk of experience given shifted to putting out fires.

More should be given to more difficult fires and based on your grade (time spent) putting out the fire. The Prima Guide claims it does this, but it's vague about the exact xp amounts, multipliers and formulas and don't trust EAxis to make it reasonable.

Skilling to me should primarily have an indirect benefit in that athletics helps you run faster, break down doors quicker and tinkering helps you upgrade and maintain the truck, alarm, and extinguisher so they work better. The amount of experience given for skilling should be minimal and in no way should be able to advance solely through skilling. So someone who works out all day or tinkers around with shit all the time but never put out a single fire is qualified to be fire chief? Uh, no.

Also shifting the advancement to primarily the assignment creates a bit of an element out of the players control as they have to wait for them so the advancement is naturally slowed a bit.

Unless you can be crafty and say, have your sim or another commit arson. Does this work and get recognized as an emergency in the firehouse? I hadn't tried it yet.
243  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2010 June 17, 17:03:11
You don't need the alarm clock to function. By default it's built into the game that your sim will automatically sleep until 1 hour before the carpool arrives for work or until they are fully rested, whichever is earlier.

If it defaults to fully rested and for some reason you want them to waste time when their sleep bar is full and keep sleeping until they need to go to work you can just pull the bar on the sleep action over to the right and then they will sleep until 1 hour before work.

To get a TS1/2 style alarm clock you'd actually have to re-write the sleep action to remove functionality, then add functionality to the decorative alarm clock. That's a lot of trouble to go to for a feature that already exists in the game in a simpler implementation (ie less clicks and objects to mess with).
244  TS3/TSM: The Pudding / The World Of Pudding / Re: How can I get rid of a file I cannot find that, by all means, doesnt exist? on: 2010 June 17, 14:57:46
Since this is turning into a bitch session, on a semi-related note, I don't get why 80% of custom content is one two types:

Porcelain pale, shiny, moist anime dolls with big stiff hair wearing clothing that is both surreal and slutty, as if Salvador Dali goes burlesque.

or

Ultra-mod, Laugh In, Austin Powers, Ikea plasticy furniture.

I always think these things have been over done and every single possible item you could think of, and many you never would imagine, have been done on these themes and there's nothing left to do, yet they always seem to crank out more.

Every item that Peggy, Rose, Newsea etc crank out I always get deja vu and think I have seen it before and then I realize I haven't and that they just made 16 other items in the past that look just like it.

Their fixation with putting big, poofy, slutty, ultra feminine hairs on men and toddlers also greatly disturbs me.
245  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 17, 14:19:37
I have not decided how to address the profession progress yet, since unlike careers, they are hands-on, and reducing the gain to negligibility therefore just produces more grinding. Perhaps once I have had a chance to play it and turn it into a Supreme Commander macro.

But first order of business, figuring out how to get CREATE-A-CRAP to work.

In my experience playing the Firefighter career fairly extensively I would say it could definitely use some tuning. I'm far more lenient than you in terms of forcing my sims to really work their asses off to advance but the rate of advancement is too quick even for me.

My Firefighter guy is already up to level 8 after a few days and it's mostly just from increasing skills, mainly athletic which he does all day at the firehouse since he has nothing better to do. He doesn't even know his coworkers and only put out a few fires.

The experience bar is measured by 3 metrics, skills, coworkers and putting out fires. You only need to increase one to advance. That's all well and good except you can apparently make fire chief buy simply working out all day and putting out the occasional fire. Also, unlike the job performance meters in the rabbit holes, your experience meter (as far as I know) can not go down and decrease.

The rabbit holes are actually more of a challenge than these careers. Especially firefighter because you have things easily available to replenish every need in short time. I feel like there needs to be some counterbalance to that.

The stylist and architect don't have as many other activities available on their default lots as the firefighter. You can easily add them though and really you should, at very least a drafting table and fridge. Otherwise with the dumb 1 assignment a day EAxis gives you sit around twiddling your thumbs all day.
246  TS3/TSM: The Pudding / The World Of Pudding / Re: How can I get rid of a file I cannot find that, by all means, doesnt exist? on: 2010 June 17, 03:10:13
I can tell you how I got rid of that and every other yucko mesh, pattern, etc. that I had installed in my game.

I started over. From scratch. Cleaned every last bit of Sims3 that I could find from the registry, etc. after uninstalling and installed all over again, and this time, I didn't put in any custom content that I wasn't darn sure I wanted (about 1/8 what I had before). No more stupid Rose meshes, no more stupid peggy hairs for women and men when I wouldn't put them on a male sim in 10,000 years, etc.

What? You mean you don't enjoy toddlers with big hair that look like hookers and female hair adapted for men that makes them look like two bit drag queens with a bad wig?  Roll Eyes
247  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2010 June 16, 19:32:34
I've been looking everywhere for a risky woohoo mod for The Sims 3. I've found it for The Sims 2, but the few other places I thought I found it, the thread had been deleted or whatever. Woohoo in real life is never for sure to not have a child! Does anyone know where I can find a mod for this?

Twallan's Woohooer has risky woohoo.
248  TS3/TSM: The Pudding / Pudding Factory / Re: Product Registration Mod, Updated June 5th Again on: 2010 June 16, 15:58:17
Newest AwesomeMod cripples this "registration" crap. Remember, kids: REGISTRATION LEADS TO CONFISCATION. Live free or die!

So that yanks it out of the game install itself. Nice.

If they put any of those crap tags on an object inside the package will it cause an error or just get ignored?
249  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 16, 15:50:28
Quote
Unfortunately that is not the case, there is absolutely no fire left on the lot. I was able to complete these fire missions before adding awesomemod in. I even started a brand new neighborhood to test it out. I have uploaded a save in which both sims have been convinced to run, all fires have been extinguished, and doors have been broken down, and the game says that none of these objectives have been completed: here.

This happened to me without awesomemod installed so I don't think it's an awesomemod problem. I found a little discussion on the problem elsewhere on the internet so other people are having the same issue. It's just something that is broken with Ambitions. It happens with the ghost hunter career as well. I exited and reloaded the game and future firefighting missions worked, but then stopped working. It seems kind of random when it breaks but once it's broken you have to exit the game and reload before it will be able to work (and that is not always a guarantee).

I had a similar situation with a large fire rated difficult. I put it out but the game did not recognize it was out and the sims were still acting like the house is on fire.

I found that once I broke down doors and convinced all remaining sims inside the house to run (there's an interaction for that) then the game registered the fire as being out.

I also noticed I didn't get the little popup window that gives you your time spent on the mission and current grade.

I wasn't sure if these issues were AM related or EAxian as I haven't yet reproduced the scenario in yanking awesomemod out, but it seems perhaps the latter.

Presumably EAxis figured you should direct the sims to leave first then put out the fire. In my case they were nowhere near the first floor kitchen fire though. One was on the 3rd floor and the other the basement. It made little sense to me to go all that way and break down doors when I could just put the fire out, but the scenario would not end until I did so.
250  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 15, 21:38:20
Excavating is borked too with a route fail.

That is EAxian in nature, though perhaps AM can fix it at some point. Otherwise we are stuck hoping EA notices and fixes it in some future patch.

It's only the ones out in open areas that fail though. The ones on lots like actual dig sites and such still seem to work.
Pages: 1 ... 8 9 [10] 11 12 ... 120
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.044 seconds with 15 queries.