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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 15, 14:04:47
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That's totally fine. I don't know anything about death tokens, and can't help with anything (as if I did so far ). The only thing I did to them, ever, is deleting. To me, it sounds like you fixed them. The new memories are what I wanted the most! Can't wait to see what you came up with. Oh, and adding a new subhood only messes up that subhood, not any of the existing stuff.
That's great to hear. So, to fix it, we only need to re-pick the subject's name from the dropdown list, if I understood correctly?
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 14, 12:45:48
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Thank you very much for the info! I have a bit of a question/request/suggestion for (you) Tarlia. What kind of downtown template will you make? Could you make such a downtown where the Tricous and Rainelle are dead, but can be properly resurrected if one choses so. Or in other words, can the corrupted dead tokens be fixed? Some cool extra memories would be a great bonus. And John Smith's children. I foresee a whole new bucket of problems with this one, so it's totally fine if you choose not to bother with this. Are you gonna share your hood with the Downtown and the Unis attached? What about vacation destinations (though I suppose these will be completely empty)? If not, will adding a downtown and/or unis to the hood cause this NID problem only for sims in those subhoods or the entire megahood? It doesn't really matter, 'cause it can be easily fixed (thank you for figuring out the easy way ), but I'm just curious.
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 13, 20:55:06
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But these are supposed to be the fixed families. I gave all of this a lot of thought but I just don't know what to say anymore. Having TS2 and SimPe installed could have helped me maybe. I'll try to install SimPe in order to properly follow this conversation.
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 13, 17:22:57
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So, does that NiD thing occurs every time a subhood gets added to the main hood, and every time a stealth hood attaches itself to the main hood (or in other words, as soon as the hood is loaded for the first time)? If so, does that happen with the default templates installed or is the problem within the clean templates?
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 12, 12:10:57
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Actually, what I did was load the separate lots, wipe memories with the lot debugger, but then exit the lot without saving, so that the memories remained intact. When I checked in SimPE, the wiped memories were pointing at the right GUIDs.
I kind of suspected I'm totally wrong. So the wiped memory has correct numbers, looks fine and behaves fine. I guess it could only mean one thing - it shouldn't have been wiped at all, and it was all Lot Debugger's fault. Can we say that out loud here? I'll still try this out, see what happens. Will double-check that everyone in Riverblossom Hills really is fine, too.
Actually, I suspect that the remade memories would stick, but that wouldn't prove anything, because we had separate problems which may not be problems at all. You will probably get the wrong memory subjects after merging, but that might be just fine too. it would be immensely useful to know what does trigger the memory wipe
Please? Anyone? Aaanyway, now I'm under the impression that there never was a memory problem. When you finish your hood (and I got my TS2 games installed), I'll take yours. I love that you left some of the original townies and especially that you want Belladonna as the main hood. And that you made memories that never where there in the first place (Bluewaterers). It all sounds awesome!
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 11, 23:16:02
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Ha, got you! Now I feel like the creepiest of stalkers. First let's get this little bit out of the way: No one seemed to lose memories about themselves, so it's all problems with the memory subject, as you said.
Such memories where the memory owner is the same sim as memory subject (like "Grew Up Well") would get wiped too if the memory subject problem occurs. So, back in the Beakers example, Circe would lose all memories of growing up or being an overachiever. So, I guess it's not the same problem as you experienced. But, it actually might be, because IIRC, in some later hoods, such memories don't have a memory subject at all. Now, it's going to become very confusing. I managed to confuse myself. which is pretty much the same process as merging, isn't it? Merging is just adding other 'hoods as a shopping district (like Bluewater Village) or a downtown.
It's supposed to be like that, yes. You trick the game to think that it adds just another, regular subhood. Now, something just crossed my mind. I've edited a Downtown template so that it has living Tricous. When I add such a downtown, the Tricous' memories get this dreaded wrong memory subject number. It never occurred to me to do what you did - to check what happens when any old regular subhood gets added. Now, this is where it becomes a bit of a stretch - I'm starting to suspect the very same thing happens. I suppose you fixed, say, the Bluewater template (by adding your own memories that are not corrupt) and the Riverblossom. Separately. At that point you made a backup of both templates. You did all that prior to loading Riverblossom (which also adds a bunch of your fixed stealth hoods) and adding Bluewater to it. Did you make a backup at that point too? Then, you wiped the corrupt memories with the LB. Then, you opened the backup in SimPE, and saw that all the GUIDs of the wiped memories were actually correct. Now, the main question is, which backup did you check? And here's a little test you can do to see if I'm definitely on the wrong track with all this nonsense. After the wiping of corrupt memories, go and remake a set of such memories all over again. I'd go with Tommy's (or whoever) memories of Sharla, in an already loaded Riverblossom with the Bluewater added (cause I came up with this crazy theory that the corruption takes place as soon as you load the hood). Then wipe Tommy's memories again. If his memories of Sharla stick, then I'm right and that's a horrible, horrible thing. I hope that I'm just wrong and simply drawn a wrong conclusion from your post. OR it could be that such memories are actually just fine, they were never supposed to be wiped, and it's the Lot Debugger's fault it just wipes stuff ruthlessly. That was a desperate attempt to try and prove that the thing that happened to you is the very same memory subject problem that I go on and on about. I could be just plain wrong, in which case I have no idea what happened. I guess we really need an explanation from Pescado about what exactly makes a memory corrupt, and what difference it makes to wipe it or leave it in. I can't imagine they do any harm, though, and they do work (the ones that have a proper function) in that if a sim has a corrupt memory of a first kiss, they won't get a new first kiss memory, etc. Oh, I wish someone would tell me what does all this mean already. Like you said, they do work (and look) just fine. The only thing that bothered me (enough to spend weeks working on it) is that, unless made from scratch in an already loaded hood, that damn debugger thing would just wipe them all. And I only want the broken dead wiped, and that's what I get from having undivided faith in Pescado's stuff. I'll stop now, before I cause this thread's death by LOLcats.
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 11, 12:33:10
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However, when I look in the memory tab, the GUIDs shown there on the memories that were corrupt match the ones of the characters they belong to.
I don't get it, you'll have to explain it all over again. If the GUIDs are correct (if that's what you mean by matching the character they belong to), than what's there to fix? Mine didn't match. Let's say, Loki Beaker has a memory of marrying Circe. Loki's GUID was correct, the marriage memory GUID was correct, but Circe's GUID wasn't. The memory looks perfectly fine though (Circe's name and picture show up), but the Lot Debugger's wipes this memory as corrupt. And every other Loki's memory that point to Circe. So, poor Loki now only remembers stuff about Nervous, because it just so happened that Nervous's GUID in Loki's memory matched the actual Nervous's GUID. The number of memories with this kind of corruption is huge. This only happens in a merged hood (I checked SaraMK's hood, and HP's, so I assumed every merged hood suffers from this problem), but not in any single hood (that have the "usual" corrupt memories). Are you talking about the merged hood or the "normal" one? What I did to fix it? Well, it's kind of embarrassing. I loaded a lot, summoned all sims (in groups) and wiped all of their corrupt memories (sometimes that would leave a sim without any memory). Then I made new memories entirely from scratch (by looking at original hood memory in another instance of SimPE, for reference). It took weeks The embarrassing thing is that I never got an answer whether these memories were actually corrupt or the Lot Debugger got confused or something. Loads of this (possibly useless) work did actually made a difference, i.e. Loki's memory about Circe wouldn't get wiped. His memories about his dead parents (which I remade too, just because) would get wiped though, but that's because (most of) the dead are broken, it has nothing to do with the merged hood, and they're irreparable, for all I know. Of course, Loki, Circe, Nervous and Loki's dead parents are just examples. Which particular character will get wrong GUIDs differs from one merged hood to another. I could have spare you from the sad, sad, Loki's story, by just saying that it's the Memory Subject* GUID (and not the Memory Owner GUID), that gets changed when merging a hood. But it's too late now. Sarah Crittur - that's most likely it. I didn't think of such a neat workaround, so I convinced myself I don't care about it. (Also, are you by any chance meetme2theriver? She's also doing a cleaning of her own, and mentioned Felix the Cat. Yes, I lurk a lot. ) *ETA - Actually it's more likely that the GUIDs of the sims themselves change (e.g. Circe's), but the Memory Subject doesn't which results in them not matching.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Just can't move in/propose
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on: 2009 November 10, 19:14:45
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I had major problems with the moving in too. The "Ask to move in" option is indeed under "Friendly", but first you have to queue up several other friendly interactions, untill you get the "Sim B thinks Sim A is being friendly" or "...being sociable", that depends, probably on the relationship score. Never had problems with "Have Private Wedding" but I presume that it's the same - queue up romantic interactions and it should do it.
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 08, 17:59:31
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Yay, I actually know that! For the job memory: open the SDSC of the sim with the wrong memory and check his job. I think it's on the first tab. The instance number of the career is shown right there. Write it down. Now open the memory and open its Raw Data. Write the first half of career instance number in Line 6, and the second half in line 5, after the 0x. Example: medical career number is 0x0c7761fd. You need to write 0x61fd in Line 5 and 0x0c77 in Line 6. There's a picture on page 1 of this thread. That's how I remembered it. The red vs. green is even easier, but I can't remember how it's done. I do know you only need to change one number in the raw data tab. I suggest you compare a red death memory to the green death memory raw data, and see what number differs.
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 November 02, 20:21:47
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It's probably not a different version. Hazy memory or my inability to form an understandable sentence is more likely. I'll try again.
You don't need to open or look at the SWAF at all (the bottom half of the screen). All the resources are listed in the upper-left, SWAFs are among them. Click on the SWAF entry on the upper-left and a list of all the SWAFs in the hood will show up in the upper-right. Now you need to find the offending SWAF. The safest way is to filter by instance number of the sim whose SWAF you want to delete. Once you find it, right-click on it and delete it. Repeat for all SWAFs you want deleted. I'm pretty sure it's done like that.
There's probably more information about it but I failed at google.
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 October 31, 13:12:17
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Gah, I was hoping for some help This comes from my rather poor memory (don't have simpe anymore), so back up everything first. I think there is no delete button. You must right click and delete the SWAF you want in the resource window (or whatever it's called, the big window in the upper-right that lists... stuff). Make sure you use the filter function to delete the appropriate SWAF: find out the instance number of your sim (you'll see it in the first tab of plugin view of SDSC, the one with the sim's thumbnail), then use the filter function of simpe to list only the resources that are attached to the sim in question, then delete the SWAF from the upper-right window. I hope this made some sense. As for the pregnancies, I must admit I haven't noticed any weirdness with the non-fixed pregnancies. You might just want to abort Samantha Ottomas pregnancy, as people generally do have problems with her spawn. Then give her twins again. You can do this ingame easily.
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TS2: Burnination / Peasantry / Re: Clean and fixed Uber-Megahood! FINISHED!
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on: 2009 October 01, 10:40:38
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*bump* There's a new problem with this hood, and this is the only place where I can ask for help. The problem is - multiple PT hacks with custom skintones do not work (custom skintones don't show up and the alien babies are the clones of human parents). The same particular hack DOES work in HP's original hood, so I messed it up myself somehow. The trouble is I don't have TS2 anymore and I can't check out anything myself. And another trouble is I haven't even touched anything genetic while "cleaning" the hood up. I have absolutely no idea what could possibly go wrong. I read a tutorial on making multiple PT hack and it did not help. The one and only thing I did that could be even remotely related to this problem is messing with family instance numbers (in order to clean up empty families and put Bella in the bin). More details: - The problem is reported by more than one person (two, to be precise ); - It was well tested, on new CAS sims and on existing sims, and with more than one multi-PT hacks (neither worked); - Custom skintones in general (non-alien) are working fine; (The geneticized custom skintones were not specifically tested, though. The multiple PT hack with custom skintones does not work when the custom skintones are geneticized. Did anyone have problems with normal geneticized skintones in this hood?) - I repeat, the hack works fine in other hoods, and in HP's original hood. - Here's a link to LJ entry where problem is reported. My main question is - what could possibly go wrong? I'm fully aware that I am the one who should know the exact steps I took with this hood, but I'm not exactly sure anymore. Again, the possibly related thing is deleting family instances. Another possibly related thing is aborting existing pregnancies and making them from scratch. (But how could a pregnancy of a sim A affect the pregnancy of a sim Z?) So, does anyone awesome have any idea? Yeah, I tried to provide support for the thing I shared, but I can't. Um, halp?!
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TS3/TSM: The Pudding / Pudding Factory / Re: TS3 Store - this thread is for DOWNLOADS ONLY. Your inane comments go elsewhere!
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on: 2009 June 03, 17:20:53
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Due to the experimental nature of this tool, do not distribute Sims3packs modified by it. Previously damaged sims3packs can be repaired using -r, which should force-repair on it. This option is also experimental and may not work, and possibly will fuck it up more, so don't distribute THAT either!
Can people who shared content ran through s3rc share it again, in an unaltered state? Especially catfish who used outdated version of the tool. I tried the -r, but it doesn't work, thanks! Catfish stuff worked like a charm but I got a bit paranoid, because of this piece of info.
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TS3/TSM: The Pudding / Pudding Factory / Re: TS3 Store - this thread is for DOWNLOADS ONLY. Your inane comments go elsewhere!
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on: 2009 June 02, 22:08:07
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Here are the files ran through Pescado's tool, for Mac users and lazy people. I'll update this post with more links later. Pictures inside. All the uploaded files showed up in my game. Let me know if I'm missing something. Bunch of stuff from catfish, already ran through the tool is here. IMPORTANT UPDATE - The files have been ran through the obsolete version of Pescado's tool. He said entire process is experimental and these files should not be redistributed. I'll leave the links in, but this post won't be updated.- CAS.rar (from polina)Contains: YAF Outfit - Dress with Gloves YAF Outfit - Evening Gown with Bow YAF Hair - Long Wavy Hair YAF Hair (with acc) - High Ponytail - MiscStuff.rar (from hobbitgrl)Contains: 2 preorder cars - CarMuscle and CarExoticSuperCE YAF Hair - The Shuffle YAF Top - Bohemian Sweater over Long Blouse - Babydoll.rar (from polina)Contains: YAF Outfit - Babydoll - ToyotaPrius.rar (from cwieberdink)Contains: CarPriusV - - - - - - - - - - Object Sets- Storybook.rar (from polina)Contains: Storybook_FullSet - Bayside.rar (from BlueSoup)Contains: Bayside_Fullset - Hewnsman.rar (from Cerridwen)Contains: Hewnsman_Fullset - Tiki set still doesn't work- - - - - - - - - - List of catfish's stuff (with names as seen in Store pictures, for easier picking and choosing) aftopblousebohemianbow_Bohemian Blouse with Bow aftopshirtshortsleevesweater_Blouse and Long Sweater aftopshirtvampnecklace_Vamp Neckline Blouse afhairmaggi_Short and Choppy amhaircleancut_The Cleaner amhairemoboy_Choppy Haircut for Men amhairshaggy_The Shaggy Look amhairspikeysuav_Spiky and Suave cmhairemoboy_Choppy Haircut for Boys cmhairshaggy_The Shaggy Look for Boys cmhairsmallspike_The Tiny Spike cmhairspikeysuav_Spikey and Suave for boys
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TS3/TSM: The Pudding / The World Of Pudding / Re: Technical problems with THE HORROR: downloading, installing, and running it
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on: 2009 May 28, 11:33:41
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Not necessarily TS3 related: I see that the people are panicking here when their graphic card temps are anywhere in the range 60-90 C. My card idles at 70 C and gets as far as around 115 C when running TS3 (few degrees less with TS2). I've had 2 crashes (lockups, actually) but it mostly runs just fine with all settings maxed. CAS crawls like a snail and saving the game takes ages, but everything else is perfect. I think the lockups don't happen when the game runs on one core. No lockups in TS2. The card is underclocked with PowerStrip, by about 10-15%. It doesn't work at all with default settings. I tried to pull it out to see if it's fried or melted, but couldn't (take it out) I haven't noticed any visual damage. My prime suspects are the card, of course, and the power supply. I'm not buying anything new, any time soon. When it goes, it goes. The question is, am I damaging other components (motherboard etc.) when I'm running the game? (Also, the case is closed and the insides are incredibly filthy. I'll get to it one of these days. It's also hot in here, when it's not, the temps are lower by 10 degrees).
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TS3/TSM: The Pudding / The World Of Pudding / Re: Cleaning Sunset Valley of Inhabitants ???
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on: 2009 May 27, 17:54:43
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I presently have reason to believe that evict/delete from clipboard is harmful to the long-term health of your neighborhood and fails to adequately remove anything at all. For instance, I systematically performed this process on every sim in the neighborhood. However, this actually resulted in the filesize becoming larger, despite the removal of what had to be a lot of data. Something is clearly wrong with this process and at present I recommend against attempting this due to the fact that it appears to be defective.
But, but... my cleaned-up Sunset Valley ("Empty Valley" in Crazetex's thread) is around 8 megs, and the unplayed, full one is around 25. I'm not claiming it's not borked, I cannot know that, but at least the filesize is smaller.
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