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TS3/TSM: The Pudding / Pudding Factory / Re: GOOD worlds that incorporate ALL EPs.
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on: 2012 May 12, 02:58:14
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For those looking for a well designed world which incorporates all EPs up to and including Showtime, Awesims' new world of St. Claire perfectly fits the bill. Not only is it gorgeous to look at, with many lovely views, but it also has an excellent layout, is easily customizable, and contains clubs and venues that are much nicer than the originals (with better lot sizes too). I highly recommend it!
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TS3/TSM: The Pudding / Pudding Factory / Re: GOOD worlds that incorporate ALL EPs.
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on: 2012 January 22, 15:52:38
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Two worlds incorporating all the EPs that I've been playing with lately, and that I like, are "Everything Island with Pets" by ruthlesskk, a non-populated world which is available on her page at the Exchange, and Union Cove by Carl and friends from Carl's Sims 3 Guide, which is available on his forum; this is a populated world. In my opinion, ruthlesskk is a wonderful house builder if you like her style of house (many of her houses are available at MTS, but not the worlds for some reason) and I often get her worlds just to extract the homes from them because I find them very playable and much better than EA's houses. Her Everything Island world is worth getting for its own sake, though, because it has lots of variety and is well put together in terms of layout. I also really liked her Victorian Bay world (outdated now, with Pets), although it did eventually become a bit too small for a legacy-style of play; this world has a bit more of an urban feel to it with some of the Bridgeport Skyscraper shells in the downtown area. There is plenty of room for customization, too. Union Cove is a very nice world as well, with lots of spawners, but it is so large that a number of people have reported significant lag. There are some weird sims there, some of whom are the self-sims of people from the Carl's forum. These could easily be deleted with Awesomemod, though, if you didn't care for them. Before Pets, my very favourite world was Nutmegger's Sims 1 recreation of Simsville, a very nostalgic but well-composed world, and also really easy to customize because it is so flat. It has been extensively play-tested too, so I don't think there are any routing issues. Sadly, though, this has not been updated for Pets -- or not yet (someone, not the original creator, is working on it in this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,21171.0.html).
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TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here
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on: 2011 July 04, 23:24:27
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It's the same thing. You can install lots by using Delphy's multi-installer to take a package out of a sims3pack and stick it in the library folder. Not quite. I use Delphy's Multi-installer all the time and it is not like his CUSTARD tool. You cannot use it to see what is in a particular package. So if you extract the files from the Gothique Library Sims3Pack set (which I have already done) you cannot tell which of the numbered packages is actually the lot, and which should therefore be moved to the library folder. If anyone has figured this out (which numbered package is which) or knows of a way to determine what is in a particular package file, please post. Alternatively, someone could just upload the lot as a package/ library file and those of us who want to put the lot in our games without using the launcher would be very grateful.
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TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here
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on: 2011 July 03, 10:57:38
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I hate to ask, but can someone post the Gothique Library as a package instead of a sims 3 pack?
There's a tool for that at MTS. Delphi's multi-installer is a useful tool, and I use it all the time, but I think this person is probably asking for the same thing that I was asking for, which is for someone to post the Gothique Library lot as a library file which can be installed directly into the library folder. This works fine and avoids the launcher completely. I've installed many lots this way; even ones that haven't worked using the regular method create a package file in the DC Backup folder which can then be converted into a library file. All that would need to happen in this case is for someone with a working launcher to install the Sims3Pack of the set and then to take the correct library file which is created and upload it somewhere (and you can tell which one it is by the time signature on it).
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TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here
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on: 2011 July 02, 12:42:16
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Could someone who has the set please also post the Gothique Library lot, unmodified? It could be placed in a neighborhood and exported as a Sims3Pack, or even better, it could simply be posted as a Library file so that everyone could install it. (I believe someone did the latter with the Olympian gym lot; that's how I got it). I don't decrapify my files and I like to avoid the Launcher where possible, so a library-file version of the lot would be very welcome.
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TS3/TSM: The Pudding / The World Of Pudding / Missing Households in a Neighborhood
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on: 2010 April 29, 23:27:01
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I'm trying to salvage a saved game with a legacy family (already well into the 5th Generation) and I'm looking for ideas on what, if anything, I can do to fix the problem.
Background: I have WA and HELS, and the game is fully patched up to 3.2.8; there is a fair bit of CC in the game (all of which has been checked with Process Monitor, the Dashboard, the Blue Lot Fixer etc) and all of which seemed to work fine up until this problem. The only mods I use are Awesomemod and the Supercomputer (both the latest versions). This particular save is about 58 MB in size, but I have managed to play saves that reached 130 MB in size previously without any implosion of this kind. One issue might be that this was a neighborhood where, after the 1st generation, I jumped around between about 3 households.
My problem is that, after loading a save located in a user-made neighborhood (Victorian Bay, version 1), I discovered that more than half of the households in the neighborhood have completely disappeared. Naturally, this has borked all the family trees, which now generate "Flagrant System Errors" if they are clicked on. Among the households that have gone missing is the original family home of the legacy family with all of its reward objects, original paintings, nectar, garden and relics accumulated by Generations 1-4, and a family graveyard.
Initially, I assumed the save had somehow been corrupted, so I tried reverting back to the back up -- the problem still appeared there. Then I went back to a save of two weeks ago, and the missing household problem still appeared there. Finally I opened a save in Riverview from February, and I discovered that the problem existed there as well (which surprised me because this was a first generation family of world travellers -- they have travelled extensively, but the neighborhood is not that populated). So I tried various things: I removed all the CC (except awesomemod). I removed "The Sims 3" folder and let the game generate a new one. A new save created after this in Sunset Valley did not show the disappearing family problem yet, but I haven't played for much more than a week there. As well, after generating a new TS3 folder and reloading a backup of my original game, I'm still finding missing households in that save/ neighborhood.
I did search under various key words, such as disappearing households, corrupted neighborhoods and problems with legacy games (among others), but I haven't found any threads discussing the same problem as mine. So, at the risk of being flamed, I'm risking a question or two: Can this game be salvaged (and if so, how?) or should I write this neighborhood off?
I would welcome any ideas, suggestions, links or observations on my missing household problem. (Oh, and sorry for the long-winded explanation of the problem).
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TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives)
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on: 2010 February 14, 18:07:05
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I just have a quick question. I've read through this entire (extremely useful) thread and followed all the steps suggested in it to merge my package files together. I didn't skip any steps, and before merging I also ran all the files through the Dashboard and then the Blue Lot Fixer and finally the Compressorizer. Then I merged the files using the most recent (Feb 14) s3PE tool. The process was as smooth as butter and at the end I had two nice files (rather large at 81 MB and 100 MB), which I put into my "Misc" folder in Packages.
However one recommended step I was not able to do was to run the files through any of Delphy's tools to check them. The Dashboard tool threw up an error and after it was done, the 2 big files were missing from the final file list. The Blue Lot Fixer also threw up an error and closed. This didn't seem normal, so I'm wondering what caused it. Should I be concerned that I had to skip this step?
Once I installed the merged files, the game loaded fine and all the objects seemed to be there in both the house of the test family and in Buy Mode, so maybe this doesn't matter, but I wondered if anyone else had a similar experience or any thoughts.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 January 29, 13:21:47
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Done. It's "setfitness" and "setfatness" with numerical values from 0.0 to 1.0. I prefer this to the sliders, actually, as it seems more precise.
I'm sorry for posting the question, but I did search the forums under "editsim" and "edit sim" and "changing body type" and I also read back through this thread. I didn't see the recent post you speak of, as it doesn't seem to be in this thread, which I thought was the place for posting problems and questions with awesomemod. I also thought this was a glitch since it seems to me that using the sliders worked in the past, so I meant to report it as well. Anyway, sorry.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 January 29, 04:48:18
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I'm experiencing something odd with editSim: when I edit an existing sim to change its body type (from fat to thin or thin to fat) it doesn't take. That is, it seems to work in the CAS screen, but when I come back to the game, the Sim retains its original body shape. I am very careful with editSim, and only use it sparingly on game-made sims, and never to change anything that can be changed in the regular game, or with Awesomemod's features (like traits, or lifetime wishes or favourites).
I seem to remember that this feature used to work fine, but now it is not. Once after attempting to make a male Sim fat, and seeing that it had no effect, I tried to go back to editSim to do it again, and the game got stuck on the loading screen endlessly, which has also never happened to me before.
I do have some custom content in my game (mostly Store Content, deco and clothes) but no sliders, and very few hacks or mods (just the supercomputer and the book of talent and some buyable WA registers). Is this an awesomemod glitch or is it more likely that some bad cc is not playing nicely with AM? Has anyone else encountered this problem? Any advice would be appreciated. Thanks in advance.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 January 19, 18:39:42
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I just have a quick question. I have already searched the forums to see if I could find the answer myself, but I couldn't. Is there a debug command or ordinary awesomemod command which allows you to keep certain items (like stoves) on a community lot when changing lot zoning from residential to community lot? I vaguely recall something of the kind being mentioned in a thread somewhere, but am unsure of what the exact name of the command is, or whether it was even implemented in the AM. Since I didn't know what the command was exactly, searching under various word combinations and rereading several vaguely familiar threads did not help. If the command does in fact exist, and someone could help me by telling me where to find the exact wording of it, I would really appreciate it.Thanks in advance.
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Awesomeware / AwesomeMod! / Re: leftovers and the handofgod
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on: 2010 January 15, 08:28:37
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I too was a big fan of the hand of God until the food started disappearing into the fridge immediately after being cooked. I've even had it happen that food cooked by children in the bake oven would disappear from the plate as soon as they set it down and before they could eat it, and then the plate would disappear or occasionally become stuck (in those cases, eventually it would need to be deleted with the AM).
I've found that I now have to keep this feature turned off if there are to be family meals or small dinner parties (that is, with just 1-3 guests -- as opposed to full parties, where I agree that the buffet table is the best option). It's too bad, because apart from this feature, I had really liked the hand of God function; it's particularly good for keeping those old newspapers from piling up until they cause your paper girl to go on strike. I agree that the automatic bill paying was another real benefit too. I've adjusted to not having it, but I would welcome using it again, if it were practical to make the hand of God more flexible in these circumstances.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released
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on: 2009 December 27, 13:07:09
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Nevermind, it's fixed. In case anyone else encounters a similar problem, I fixed it by the really elementary step of moving my Mods folder to the World Adventures folder, and now all custom content, including the purchased store files, is showing up in the game. I didn't realize that folder also had to be moved. Duh! Luckily no reinstall was needed.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released
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on: 2009 December 27, 11:45:51
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My game's Resource.cfg file, which I found in the World Adventures Game/Bin, looks like this:
Priority -29 PackedFile UI/UI.package PackedFile Automation/AutomationData.package PackedFile Jazz/JazzData.package FileType 0xf0ff5598 triggers FileType 0x0333406c xml FileType 0x1a3201cd mod FileType 0x025c95b6 layout FileType 0x025c90a6 css FileType 0x062e9ee0 ttf FileType 0x062e9ee0 otf FileType 0x062e9ee0 ttc FileType 0x03b33ddf mod FileType 0x0604abda dreamtree
I've tried putting an edited Resource.cfg file (following the suggestions in this thread), in both The Sims 3 and World Adventures folders. However, my custom content and even legitimately purchased store content is still not showing up. Is this the Resource.cfg file that should be edited, and if so, how should it be made to look? (I've discovered that removing this file and replacing it with an edited Resource.cfg file results in having the game even refuse to start.)
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 December 05, 13:38:58
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I hope I'm posting this question in the right place; my apologies if not. My version of Awesomemod expired on Dec. 2, and my game is unpatched -- that is, I've only patched the game as far as 1.4.6. (The reason for this is that my daughter is getting WA for Christmas, and I'm not changing the game even to patch it until WA is installed). Is there a version of Awesomemod that won't expire and that will still work with only version 1.4.6 of the game?
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TS3/TSM: The Pudding / The World Of Pudding / Re: Abandoned vehicle (not NPC) - cannot delete
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on: 2009 September 17, 02:47:21
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I've had the exact same problem with a car that is abandoned by the side of the road (which had belonged to the NPC Pool) but although I have debugging enabled in the Awesomemod, I haven't been able to nuke it. I know I'm missing something obvious, but so far Control + Shift does nothing, nor does typing Nuke. What am I doing wrong? Perhaps I need to be right next to the car,(I've been trying from the neighborhood map)? Thanks for any advice.
ETA: Thanks Lonesome Dove; as soon as I stopped trying from the neighbourhood map and went close to the vehicle to use CRTL, Shift and click at the same time, I got the option to delete the derelict NPC car, and now it's gone. Yay!
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TS3/TSM: The Pudding / Facts & Strategery / Re: Making Playable Ghosts
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on: 2009 August 30, 14:09:16
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My apologies in advance for resurrecting this topic if it's the wrong thing to do, but I've hunted around and it seemed the best place to post a question on ghosts. I'm looking for some gameplay help with resurrecting some particular ghosts and making them playable. I've been trying for ages to resurrect the children of the Remington family of Riverview, but nothing works; I never seem to get the "Oh my Ghost" opportunity at all. In the first saved game in which I tried this, it took so long that eventually the ghosts stopped coming to the house completely, although other ghosts (Destry Dixon and the graveyard ghosts) seemed to work just fine in that game.
So, after doing some internet research on ghosts and their properties, I started a new game and tried again. Currently I have both members of the Jones couple (who are the ones trying to perform the resurrection), with maxed relationships with all four of the ghosts. Aiden has also reached level 10 of the Science career, has very high logic and has maxed out a few other skills as well, like cooking, gardening, handiness and fishing; the ingredients for Ambrosia are sitting in his inventory. He's even made friends with a few random graveyard ghosts in an attempt to trigger the opportunity. He's played Chess with Jasper Remington, watched TV with the other ghosts, and otherwise hung out with and chatted with them (as did his wife) for days and days of Sim Time, and still nothing happens. Does anyone have any ideas what I can do (outside of that Chaos Painting on MTS3, which potentially conflicts with Awesomeware) to trigger this opportunity, and can anyone tell me why is it so hard to achieve?
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TS3/TSM: The Pudding / The World Of Pudding / Re: Type resetallwants to fix your broken wants, you morons
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on: 2009 August 30, 13:46:35
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I had the same problem, not with just one family but with a whole neighborhood. Someone pointed out to me that typing "Resetallwants" (which clears the wants for a whole game) in the console would fix it, and it did. If you can't get that command to work, (as I couldn't at first) make sure that you have the EA Debug Commands set to Enabled in your configuration file. Hope this helps.
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TS2: Burnination / Peasantry / Re: Proper Life Stories conversions (FT and AL) *up8 9-11-08 8:26pm
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on: 2008 October 22, 01:22:38
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Yes, in fact that *was* the problem I think. I guess I was trying to be too organized for my own good. I tried removing the CEP from its subfolder and just putting it in with the rest of the recolours, and now the recolours work perfectly. Thanks again to everyone who converted the LS objects, making them compatible with all EPs. They are very nice to have. And thanks for the extra advice.
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TS2: Burnination / Peasantry / Re: Proper Life Stories conversions (FT and AL) *up8 9-11-08 8:26pm
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on: 2008 October 17, 16:44:45
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Thank you Havelock. I assume you're referring to this comment:
"Put LS CEP in the same folder as ls-buy.bundle.package, whether in Downloads, Bins or Store folder. LS CEP must be loaded after ls-buy.bundle.package. (Hence the z prefix in the filename.)"
But that's the very first thing I tried, with no success. I assure you that I read the whole thread very carefully, and especially that particular post. The CEP is in the same folder with the ls-buy.bundle.package. Now, it is also in its own folder (called "LS CEP"). Could that be the problem? Should the CEP not be in a folder but be loose with the bundle package?
If that's not the problem, then I have no idea what I am doing wrong, since I followed Lord Darcy's instructions carefully.
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TS2: Burnination / Peasantry / Re: Proper Life Stories conversions (FT and AL) *up8 9-11-08 8:26pm
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on: 2008 October 17, 14:45:03
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I apologize in advance if I am putting this in the wrong place, but I have a question and wasn't sure where it should go. First of all, thank you for making these wonderful Life Stories objects EP-compatible and also for doing such a good job with them. They work fine in my game, and I love the fact that they don't have a custom star, which is as it should be, since they are Maxis-made originally.
However, I've been trying to add the recolors and the CEP to my game, but no matter where I put them they won't show up. I read the whole thread, and first put the objects and the CEP together in the same folder in the bins section of the Freetime folder. Then I put the recolours also in the same folder. This didn't work, so I tried moving the recolors to the Downloads folder. Then I tried moving the CEP to the downloads folder, after that didn't work. I moved the CEP back to the bins folder, and then tried the recolors in another bins folder -- still didn't work.
I've now tried both the recolors and a second copy of the CEP in a variety of different places, and no matter what I do I can't get them to show up. Can anyone tell me what I'm doing wrong, and what I should do next? Thank you in advance for any advice you may have.
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