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1  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY on: 2009 March 19, 05:53:29
I've been using this mod for a couple of EPs now, up through AL and M&G.  I haven't noticed any wonkiness, complications, or other fits of malfunction with this mod.  Specifics?

Really, what I meant was having someone look through the code and test it to ensure that it was up to snuff; whatever sort of work that would go into updating a mod normally, or simply someone going into the code, taking a look around, and saying nothing should conflict. Any confusion about that probably stems from my complete ignorance of how modding works and related tardery.

Posts 60-62 of this thread explains a problem with this mod that was never addressed. I have to pull the mod to get the family back home whenever it occurs. Unfortunately, the error log has been deleted and I no longer have a copy. After the second time a family got stuck, I didn't put the mod back in, but I have missed it very much.

Since you report that it is working nicely for you, I'd like to give it another go. Would you be willing to look at the problem if it occurs again? Otherwise, I won't post error logs for an unsupported mod.

I think you should still post the error logs -- just in case some benevolent modding angel happens by this thread, or crammyboy walks with the living once more for another night. Seeing as how it seems to happen to you more often than it seems to happen to other people, I'd suspect it's some mod of yours, but we can't be sure.
2  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY on: 2009 February 28, 08:17:20
Now, I understand that Crammyboy is out of the hacking community, aside from the occasional pop in every now and again.

Is there any chance of getting someone else to adopt this hack? Although it seems to be running with few complications in AL, I would like to have someone assess it and tweak it.

So are there any kind and/or mercenary modders who would be able to assess this technically?
3  TS2: Burnination / Peasantry / Re: More CS stuff on: 2008 May 19, 21:52:02
This CS-to-Standard conversion is great! I keep wanting to revamp into a new 'hood with all this stuff, now...

Do any of you know if the mine-able rocks and chop-able wood have been converted anywhere, or if one of you will? I'd love to have them for their decidedly non-awesome money/work ratio for a Medieval or Castaway 'hood.
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