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1  TS3/TSM: The Pudding / Pudding Factory / Re: Fargo Updated on: 2010 August 05, 08:22:52
I realize you probably didn't mean for the cc to attach.  I do have to differ with you on the quantity of cc items with Fargo being considered a small amount.  I have downloaded about 30 worlds and have kept 23 of them so far.  Of the worlds I have downloaded only 4 had cc with them.  One world had 1 chair, the second world had the half wall by Flabiliki.  The 3rd world had 2 build items and then Fargo with 44 items.
2  TS3/TSM: The Pudding / Pudding Factory / Re: Fargo Updated on: 2010 August 05, 06:02:20
There were grave markers among the cc.  Since I never got as far as playing the world, I can't say for sure if all you meant to come did, or, not.
3  TS3/TSM: The Pudding / Pudding Factory / Re: Fargo Updated on: 2010 August 05, 04:36:48
I had heard good things about this world but had not yet tried it.  I decided to download your updated version.  You may want to add in your first post that Fargo downloads with 44 custom content items from TSR.  There were windows, doors, a baby pram, patterns, garden bags, mirror...well you get the drift I'm sure.  This custom content cannot be deleted without also deleting the world.  One can try to delete the cc from the launcher but end up with an error saying it can't be done because of dependents.  I opted to delete everything since there was so much I had absolutely no interest in having in game.  It would have been nice to know in advance that the world contained cc and what it was.
4  TS3/TSM: The Pudding / Pudding Factory / Re: Where to find GOOD custom worlds? on: 2010 August 04, 23:06:23
I have and enjoy Sanctuary very much also.  I had some irritating freezes that occurred until I marked the lot under the dome and the offshore island as no visitors.  The freezes stopped after that.

Another good world is the updated WA version of Niua Simoa by Kiwi_Tea.  It is prepopulated, also has the intro flyover and tombs, too.  It is located here: http://www.modthesims.info/download.php?t=389287
5  TS3/TSM: The Pudding / Facts & Strategery / Re: Multiple Skins in Sims 3 on: 2010 March 01, 03:31:40
Thanks for sharing your experience to date, jwaas, along with your preventive medicine step.  I think for the time being I will continue to resist using the non-default skins.  I did actually put the UI mod and a non-default skin into game just to see how it worked but then removed them.
6  TS3/TSM: The Pudding / Facts & Strategery / Re: Multiple Skins in Sims 3 on: 2010 February 28, 21:55:26
Is using non-default skins a recipe for potential hood corruption, if not using a mod with a change to core coding to allow this?  I ask because of posts made recently in Twallan's SuperComputer thread.  Here is a link to a page containing 3 of "Tommerton's" posts in that thread: http://ts3.tscexchange.com/index.php?topic=2023.15.

I am left with the impression that he has seen problems in his game and his assertion seems plausible to me, even though I am not technically savvy about these things.  IIRC, TS2 had coding that would choose non-default skin as choice to use if default skin and non-default skin intermingled and I believe the gist of what he is saying is that no such coding exists in TS3.

Input, anyone?   
7  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released on: 2010 January 08, 07:32:18
Has anyone else noticed that the size of the .dbc files does not remain constant with game play?  Tonight when I started playing my dcdb0.dbc was at 205,055KB, dcdb1.dbc was at 204,048KB and dcdb2.dbc was at 8,500KB.  After quitting the game the figures were dcdb0.dbc at 204,821KB, dcdb1.dbc is now 204,526 and dcdb2.dbc is now 8,510KB.  

I had not installed or deleted any content at all.  I simply played a day of work, followed by a 3 day trip to China and home to bed.  The .dbc files in the mods>packages files still have the starting numbers, no changes.  This makes me wonder if the .dbc files from the documents section should be copied to the program area each and every time we play.  Comments?  Words of wisdom?  Suggestions?  I don't know what the correct course of action should be, i.e. not worry about the difference, or, copy the files each game start, if there is a difference in the numbers.    
8  TS3/TSM: The Pudding / The World Of Pudding / Re: ebc. File in DCCache - What is it? on: 2009 December 29, 05:10:34
Pescado posted in the really long thread about .dbc files indicating that both .idx and .ebc can just remain in the DCCache folder, no need to move them.  He didn't explain what .ebc is but someone else posted in that thread that it contains items downloaded from the store.  I, too, have a .ebc file and I have downloaded free items and a couple of sets that I bought right after I got the game, so I guess it's possible, just couldn't swear to it.
9  TS3/TSM: The Pudding / The World Of Pudding / Re: How to set resolution in TS3? on: 2009 December 26, 19:48:56
That's odd.  I also use 1152X864 as my display resolution and that is a choice for game resolution in my game's options panel.  There is a drop down list with a slew of choices for resolution.  I have an Nvidia card rather than Radeon so perhaps that has something to do with it, don't know.  I've thought everyone had a drop down list of choices.  It never occurred to me there might be variance from computer to computer.
10  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released on: 2009 December 18, 20:52:33
Pescado, there are two newly created files in the download folder with this patch.  Both are .bin files.  The first is named (your email address as known by EA).bin and the second is called NAV.bin.  Any ideas?  Seems like a form of spyware.

I have both of these files as well.  I did sign in, download and install the free hot beverage maker to test out shopping the store via game.  However, I just snapped to the fact that I seem to have a folder in the documents section that I don't recall being present prior to the update.  It is called SigsCache and contains two .bin files, each 1KB in size.  One is igs.bin and the other is platform.bin.  Was that folder present prior to the update and I just don't recall, or, is it newly created by the update?
11  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released on: 2009 December 17, 19:56:02
The Mods>Files folder shouldn't be there and likewise the resource.cfg.  I believe Pescado has changed the download of the framework now, although I'm not certain.

I'll download whatever framework is now posted and check it but I take it you are saying that the files folder should just be deleted, correct?

Since you copied the entire contents of your DCCache folder, did you have a .ebc file in there that you went ahead and included?  In addition to the .ebc in my DCCache folder there is also a .idx file.  Did you have that in your DCCache and copy it as well?

Yes, I have dcdb0.dbc; dcdb0.ebc; dcdb1.dbc  and missingdeps.idx and I copied all of them into the new file in Mods>Packages.  I didn't delete them from their original locations.  Also, in regard to the Mods>Files folder - yes, I think we had determined before this patch that this file was not needed and could be deleted.

I did download the framework now on the site.  It still contains a Mods>Files Folder within which are 2 files, another Resource.cfg and a DDFMap.txt file.  Hence, I am reluctant to delete the Files folder because I don't know how important that DDFMap file is.  For the time being, I've decided to leave it alone until that is clarified for me.  Also, as an experiment since I don't doubt your advice because it has been rock solid, I still have copied only the .dbc files to the Mods>Packages folder and all cc Ive checked specifically for is showing up.  I am wondering if the .ebc file contains cc installed by the launcher but is not EA content, i.e. from TSR.  I did have a few patterns installed from them this way and they did show up after updating.

BTW, in addition to the files you list as having in DCCache, I also have a dcdb2.dbc file.  Hmmm, wonder why the difference.
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released on: 2009 December 17, 07:01:25
The Mods>Files folder shouldn't be there and likewise the resource.cfg.  I believe Pescado has changed the download of the framework now, although I'm not certain.

As for your other question, I have no idea what .ebc means.  EA apparently set up some different file save formats for the DCCache folder.  I just copied the entire contents of what I had in that folder to the one I created in Mods>Packages.

I'll download whatever framework is now posted and check it but I take it you are saying that the files folder should just be deleted, correct?

Since you copied the entire contents of your DCCache folder, did you have a .ebc file in there that you went ahead and included?  In addition to the .ebc in my DCCache folder there is also a .idx file.  Did you have that in your DCCache and copy it as well?

BTW, I would also like to thank you for posting your resource.cfg file.  It's a big help to those of us who had originally copied a resource.cfg to begin with, lol.
13  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released on: 2009 December 17, 06:42:37
I went back to your original post and just noticed that it mentions 2 resource.cfg files - 1 within the Mods>Packages folder and 1 in the base game installation directory.  There should only be 1 in the base game installation directory.  Try that. 

I think I know which resource file in the Mods folder he is referring to.  I also have a resource.cfg file in the Files folder under Mods.  It only says:
Priority 500
DirectoryFiles  Mods/Files/... autoupdate
PackedFile Mods/Packages/*.package

I didn't put that in there.  It must have been there since I installed the framework, gotten from this site.  However, my game seems to respond to the resource.cfg file that is in the base game directory.  I now have that one set up as you did, per your post.  I haven't checked every last bit of cc to be sure it is present but I would have to say that with a cursory look through I haven't spotted anything missing that I specifically looked for.

BTW, what is .ebc?  All I copied from DCCache was .dbc since that is what the resource.cfg was being set up to read but I would like to know what .ebc is, if you know.


14  TS3/TSM: The Pudding / The World Of Pudding / Re: Help! My game's screwed up on: 2009 December 11, 18:32:40
I copied all the files from the folder Sunset Valley.sims3.backup into Sunset Valley.sims3 in the Saves folder in My Docs and tried loading the game. The same thing happened. Is there anything else I can try, or is my game lost?

You don't copy the files to the .sims3.  Delete the bad save and rename the backup to .sims3 by deleting .backup from the file name.
15  TS3/TSM: The Pudding / The World Of Pudding / Re: Variable Crashes on: 2009 December 08, 01:44:19
I am in a tomb

The above 5 words caught my attention because of something I discovered last night.  When Pescado first brought up the fpslimiter, I thought it was geared towards newer graphic cards than my Nvidia 8500GT.  I did check fps in game and ran around 24, so didn't worry about it.

Last night I happened to think that I had not checked fps since installing WA and decided to do so.  What I found in a foreign destination was that I had about 24 fps while in base camp, fishing, some routine action.  In travelling to a tomb, or elsewhere, I saw spikes up to 55 fps and much to my shock that while inside a tomb the fps went nuts.  The number  jumped up to 96 to 105!

I have no clue as to why the fps changed so dramatically while inside a tomb but it doesn't really matter.  Since I have an Nvidia card, I got out of the game and forced VSync on for TS3.  I went back into game and found it then ran at a steady 28fps.  I can't say with certainty that this would be cause for your CTD but don't think it would hurt to check your fps, if you haven't already done so.
16  TS3/TSM: The Pudding / The World Of Pudding / Re: Invisible/mystery object blocking the way. on: 2009 December 08, 01:03:38

     So I'm playing my current sim house, and notice that right in the middle of a large area, that is completely empty, my sims will never walk straight through. Instead, they will have to walk all the way around this empty area, hugging the walls in order to get to where they wish. I don't recall ever having placed an object in that spot. It's been empty for as long as the house has been there.

     I tried to click on the ground in the middle of that area,  to have my sims "Go here" But the option will not come up, there is a space of about 4 squares  where I just cannot click on. I went to buy mode to see if an end table could be placed there, I got the message "Cannot intersect objects". Again, nothing appears to be here, and it is a large space, not blocked by doors or chairs or anything else. I tried dragging the walls over that area, couldn't do that either. 

I had a 4 square area like this occur in one of the bedrooms of the Jolina house in Sunselt Valley, pre WA installation.  I believe it happened after a toddler had played with a toy from the toy chest and/or after the toddler had been read to by an adult in that area.  Not even AM's nuke command got rid of whatever was stuck there.  I ended up moving to a different house after getting tired enough of watching the ritual walk around an empty space and haven't again encountered the problem.  Of course, since then I don't put a toy chest in a house and the toddlers have to read their own books. Smiley
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Wonky Colored Question Mark Tiles on: 2009 November 12, 01:59:06
Do you have a link for that thread, Writin_Reg?

Although I tried, I couldn't find the thread to which Writin_Reg referred.  However, another thread popped up tonight, responded to by a SimGuru.  It is here: http://forum.thesims3.com/jforum/posts/list/0/123775.page#1527153 .  His response really doesn't say anything other than they are aware of the problem, have duplicated the issue, are checking into it and that an update will be posted when there is more info.
18  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 November 11, 05:21:22
Hmmm, bizarre.  Tried again tonight and the "set fit/fat ness" command is still not there.  Also noticed that "dropoldloves" is also MIA.  Thanks for letting me know it is still in game for someone else.  I'll futz around and put in a fresh AM version and config to see if anything changes. 
19  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 November 10, 21:51:42
Has the "set fit/fat ness" command been dropped from AM?  I was going to use it today and it no longer appears in the drop down list.  I play with the config set to enable all debug commands but leave debugging interations and testing cheats disabled.  I set the config in game to enable both debugging interactions and testing cheats in case I had just forgotten either, or both, of those should be enabled as well but stil it was not listed and an attempt to try it anyway just gave an unknown command response.

I have the 11/02/09 AM version and the last time I had used the command was a couple of versions ago.  It is still listed in the RTFM but have to consider the possibility it was just an oversight not to remove it.   
20  TS3/TSM: The Pudding / The World Of Pudding / Re: Neverending pregnancy on: 2009 October 23, 20:19:45
The falconpunch command is listed under the console and debug features of the RTFM.  Since it didn't take me long to realize there are lots of commands for AM and searching the site for answers can sometimes take quite a while, I printed the RTFM for quick reference and add to the command section as I find new ones that aren't listed in it.  It's a system I highly recommend for one and all.

JMP has done a remarkable job with the RTFM, especially considering this task is on top of what I can imagine is already an astronomical amount of work to fix and improve AM on what is most likely a daily basis.
21  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 October 03, 23:09:57
I had a problem with inactive, sacred sims not going go work unless I selected them and made them go with the ASM when I first started using it.  After I had played each household once, they started going on their own.

But it started again when my sims had a baby/toddler in the house.  Some go to work fine, others have to be sent.  I'm wondering if it has anything to do with having a little one that requires a babysitter when the parents are gone?  When I was having this problem the first time around, there was a toddler in those houses as well.


Thanks for the reply.  So far, playing the households more than once hasn't fixed the issue.  I only have 2 households marked as sacred but the not going to work or school applies to all families in the neighborhood.  I'll just keep playing and switching around to see if anyone starts going on their own.  I can see where a baby/toddler in the house could cause a parent not to leave since they can't be left unattended but I have it happening where no baby or toddlers are present on the lot.
22  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 October 03, 18:54:44
I've only had AM with the story driver enabled installed for a little over a week.  I've noticed that my inactive sims are not going to work or school and am perplexed as to why not.  I left the default options as they were for careers, jobs and school in the config file, which I think should be the correct thing to do.  I'm sure this most likely isn't a widespread problem for people or there would be more posts on the subject.  Hence, what I would like to know is if it is possible that if AM is introduced into a well established neighborhood that some of its features just don't kick in?

AM is installed properly.  I can show config, set config and use AM commands.  I currently have the 10/1/09 6:23 pm version.  I do try to be conscientious about updating to new versions as they become available.  I have cleared cache files and the game runs smoothly.  The only other problem that I have experienced is the unexpected arrival of the repoman on 4 occasions.  I have unified billing disabled to get some families established and think it is caused somehow by a change of household on a day that bills are to arrive.  A switch back a couple of days later to the family that the neighborhood originally opened with sometimes has the repoman just show up.  There is no warning that bills are unpaid, he/she repoman is just on the way.  
23  Awesomeware / AwesomeMod! / Re: IMPORTANT DESIGN POLL on: 2009 June 24, 16:19:56
No scroll wheel in the house for any computer.  LOL, hadn't given this a thought until this poll.

Understood that this mod might eventually require the use of one and will reevaluate at that time.  Your responses indicate you are doing the best you can with the design but that there are going to be parameters within which you are going to have to work.
24  TS3/TSM: The Pudding / The World Of Pudding / Re: The Good, the Bad, and the Randomly @Toaded on: 2009 May 22, 05:06:07
This thread has brought me out of lurk mode.  If it turns out that the likes of a JMP cannot, or will not, mod the TS3 game and the only new content option is from the Sims Store, the game went from having reached a definite want on my part to reconsidering that decision.

I already had reservations about the style of game play.  I like to set up scenarios and things to accomplish amongst my Sim families.  I like micromanagement and have great fun rotating play of families in a neighborhood.  I fall in the camp of those who just plain don't want their Sims living their Sim lives without direct supervision.  Since Mr. Pescado and others that are now playing TS3 do have good things to say about the game design, as well as pointing out shortcomings, I figured I could play both TS2 and TS3.  There is no law to keep me from playing TS2 for the familiar style of play that I know I like and swapping to TS3 for a change of pace, except now I'm not sure I want to invest in TS3. 

I am not totally surprised to hear the scripts are designed not to accept 3rd party modification.  As soon as I realized there was to be a Sims3 store, I suspected such might be the case.  It is, however, most disappointing to see it confirmed in this thread and this is what could actually keep me from buying the game.  IMHO, the Sims franchise has been kept strong via mods and cc for the game created by some immensely talented individuals that exist within the Sims Community.  It's difficult for me to understand why EA is not comprehending by now that if a fan base feels to be a part of the game via creative involvement…. that they stay loyal to the product.  It's win win for both EA and players for the community to be involved.  EA has a bunch of unpaid employees keeping their game going strong and the community gets what it needs/wants.

I have to also add that fixes and game play improvement provided by the modding community are of ultra importance to me.  I actually consider myself to be a lightweight as to the number of hacks in my game but I have 40 or so installed.  That doesn't reflect a glowing endorsement for playing a Sims release as is and/or even patched by the company.  In case anyone wonders after reading the prior statement, all but one of my hacks has come from MATY so my game is not riddled with conflicts.  The Hack Conflict Utility is a must have, again my opinion, to help ensure conflicts remain at bay.

I will be keeping an eye on this thread for further info about modding possibility/feasibility, especially after the game officially debuts, just in case there is a difference between the leaked and official disk version.  I know that's doubtful but can't be ruled out with certainty until someone has an actual disk in hand.  At that time, if JMP's red line hits the black line before the green line hits the red line, odds are TS2 was my last Sims installation.  That won't devastate me, though.  Thanks to the modding community TS2 is a game I thoroughly enjoy, with the exception of EA needing to issue an M&G patch.
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