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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.7.1 - Updated 10/18/2011)
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on: 2012 January 06, 18:40:41
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The updater has been working with the latest patch since the day after it was released. Other than that, nothing was changed. If it doesn't work while it did before, you are doing something wrong.
To CC Magic users: Keep in mind that CC Magic merges package files into big package files. This makes the updater unable to find awesome.package. You should exclude awesome.package from your 'merge list'. If it still doesn't work, meh.
Thankfully, the way CC Magic works now is that it doesn't collect anything to merge from the mods/packages folder. It leaves those alone and just lists them in the legacy folder, which it doesn't touch. So, as long as someone keeps their hacks in the packages/mods folder, awesomemod will be untouched. Anyway, decided to try it again, since it worked for you, and for some reason, it works fine now. Maybe the first awesomemod update had something it didn't like, or most likely, it was something on my end that I somehow resolved without realizing it.
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Awesomeware / Armoire of Invincibility / Re: TOOL: 3Booter, the Incooperative Game Kicker
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on: 2011 December 17, 19:01:43
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Thanks for that bit of advice, Crash. 3Booter currently is allergic to CC Magic, and the Awesomemod updater, which allowed me to use it, isn't updated to the new patch (quite understandably, due to holidays and sudden patch release).
I'll update in this thread if I notice anything on my end for those of us using this method.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.7.1 - Updated 10/18/2011)
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on: 2011 December 15, 05:48:35
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Hopefully this won't count as necromancy.
Since updating Awesomemod to the 1.29 patch via the updater (and then patching my game in turn), the Awesomemod Updater's been acting up. Whenever I click on the .bat file or somehow use it in another program (like CC Magic), it's given me a message I've never seen before, asking that I change my TS3 shortcut so that it points to the updater.bat file. It says I'll never see the message again, yet it comes up each time I try to boot Sims 3 using the updater.
Also, it thinks that the latest version of Awesomemod does not match the game's patch, thus refuses to start.
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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 November 19, 18:53:42
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Man, this problem has dogged me for a while to no avail, but I figured I'd ask. I thought I had solved it but turns out I was just fooling myself.
Anyone else having problems getting store items to not appear as custom CC? If it was just that, I'd deal, but it also seems to mean any houses I download that use things from store packs won't recognize the packages as actual store items, and just pull out default base game objects in their place. Is there a string that the recompressing and/or decraping on my end gets rid of that makes this happen?
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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 November 11, 21:36:09
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@Matilda, I don't use that launcher so I have no idea.
Yeah. I'm trying to see if I can figure it out myself and if anyone's tried anything I didn't think of, or if I missed some step. Everything else installed just fine, and I'm incredibly grateful for the work put into the files, as well as the bittorrent itself- empty thank you posts are frowned upon here for good reasons, however. It's not your guys' fault that the counters are fubar'ed. Really, if worse comes to worse, I'll just install those via package. I'm used to counters being borked. A few people on the Custom Launcher 2 forum are looking into what the issue is with counters (since this effects any counter that's cloned from EA's), and how to install any counter without it automatically glitching when you attempt to do a corner. This'll make the fact that the store counters are separate from Moryrie's files very useful, in case you need to install them separately.
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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 November 11, 18:57:56
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Anyone having trouble installing the counter sims3packs from the bittorrent via Custom Launcher 2?
I've tried various versions of the counter Sims3Packs (decrapified and recompressed as the instructions in the bittorrent file say, recompressed but not decrappified, the files in the mac file, etc), but when it gets to the part where it imports them in, it crashes. The log files point to whatever sims3pack it loads first (since I took some out) being the culprit. It handles other sims3packs just fine.
I'm still looking and will try some different things as I have time, but I wanted to see if anyone else had the same problem, since, from reading, it seems Sims 3's own launcher is not going to be a help either. Also I want to make sure there's nothing I've missed.
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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 June 29, 16:53:10
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Oh, my framework is fine. All my mods work. It's just some old .package store content and all the new stuff went missing/won't appear. I play the game really infrequently (I feel like I'm waiting for it to catch up, content wise, to the sims 2 before I can get really hooked) and some issue store items always seems to come about when I hop back in it. And yes it was in game. It removed the items from my hood when I loaded my save up, it didn't remove them from the mod folder or anything like that since that's not possible. Anyways this weekend I'll do some general troubleshooting and search moar etc etc..... (I only ask for help when my job doesn't permit me the time to pick apart a video game ) kudos No problem. As for the Sims 3 taking out files, now I understand what you mean. If it's all store content, maybe try Moryrie's compiled package sets in the store downloads thread and compare how the game works with them versus what files you have now? I use those, myself, and they show up in game, even if they don't show up in newer lots. This is a problem that has nothing to do with Moryrie's files, however- I'm still testing out different versions when I have time. I can definitely understand the whole 'god, I don't have time for this shit' thing.
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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 June 19, 04:45:29
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Ahh. Yeah, I found that thread earlier, but wasn't sure if it applied since nothing I have is decrapified, and I avoid the launcher like the plague. I wonder what EA did in the last update or so that changed this up; everything used to work just fine. I'll have to experiment some more to see how I can get things working again- maybe some way to have both sims3packs and packages versions installed.
Okay, adding onto this post. I'm having no luck on the package side of things. Tried a number of things, but it looks like store items just don't link up anymore.
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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 June 19, 00:35:52
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It was referenced earlier in the thread that the game doesn't recognize Moryrie's store pack packages.
I'm running into a second problem because of this ever since I've updated- despite the store items being in my game, everything that uses store content in lots I've downloaded refuses to recognize them as those exact items. For example, the game no longer recognizes something like the Vorn sink *as* the Vorn sink from the store, so if a lot uses it, it'll just default to the base EA sink. However, the Vorn sink still shows up when I look for it- it's just shown as another custom package.
Content installed via expansion packs, as well as plain ol' custom content, works just fine.
Going to do more troubleshooting later, but is anyone else running into this problem? Even running a game with only a few hacks (like nointro and awesomemod) produces the same problem. Should I try decrapifying (which I want to avoid), or should I combine them into a dbc file? If I'm the only one with the problem, that'll narrow things down to a setup specifically on my computer.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.2.4/v2.3beta - Updated 12/7/2010)
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on: 2010 December 13, 19:20:44
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Before. Granted, with the amount of packages I have, it takes Sims 3 a while to load up. I'll try booting it up without any packages, save hacks, and wait to see if I need to press any buttons before Sims 3 will boot up.
Edit: Yeah, it automatically boots Sims 3 up. I didn't have to press any keys to get Sims 3 to start booting- it's just my horrid bloated packages folder. I'm actually in the process of cleaning up and I'm picky on quality (no transparency issues, textures have to fit well, no shoddy modeling) on top of it, but still, I have a large folder.
Also, a belated thanks for including me in the credits. I can't believe I missed it the first time; I didn't even think to look since I figured I was the one who should thank you instead!
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.2.4/v2.3beta - Updated 12/7/2010)
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on: 2010 December 13, 19:09:16
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Yeah. What I should have done before I updated was to check to see if the problem worked just fine when using it outside of Custom Launcher, and whether or not it's just that coupled with the 64x system. I'm kicking myself for not thinking of that. If you want me to test that for you for future reference, I'd be more than willing to.
Anyway, program was updated. The code that came up went by too fast to read until it started checking to see if there were any updates on any of the programs. The only time I had to press any keys was the credits screen, where you listed people you wanted to thank. It loaded up Sims 3 without a hitch, and worked perfectly with Custom Launcher.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.2.4/v2.3beta - Updated 12/7/2010)
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on: 2010 December 13, 03:42:58
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I tried the newest version, if just to see if it no longer gives me an Error 1, but, unfortunately, it still does. The new file is in the windows directory and everything.
I'm... not even sure why I'm still getting this error, but eh, 64x systems just always seem to have weird stuff happening all around.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.2.2 - Updated 11/25/2010)
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on: 2010 November 26, 21:53:44
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Error code 1 would indicate that there is both a 32-bit AND a 64-bit registry entry of The Sims 3 in your registry, which is practically impossible. However, v2.2.2 ignores this error and just continues. ETA: I tried that Custom Launcher thing in combination with v2.2.1 and it worked just fine, though.
Updated to v2.2.2 - Ignores error 1. Updating to v2.2.2 is not necessary if you didn't have issues with v2.2.1.
Yeah, I'm not sure what happened there either. It works now, however!
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.2.1 - Updated 11/22/2010)
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on: 2010 November 24, 20:35:32
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The updater works just fine now, though a new problem has risen that's never come up before. Usually, I use program in conjunction with Granthes's Custom Launcher (which now has included a way to use a custom startup file if needed).
Now, when I use the updater with the Custom Launcher, I get an error code 1. When I use the updater or the custom launcher by itself, however, they both work just fine. This has never come up before, so I figured I'd report it in case other people have the same problem, or if it was a symptom of a larger problem.
If you were already aware of this, my apologies. I haven't had any problem using both until v.2.2.1.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater (v2.2 - Updated 11/20/2010)
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on: 2010 November 21, 21:28:39
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I updated to v2.2, and while it worked perfectly before, now I keep getting Error code 4. I made sure that the wget and unzip programs were in my windows directory, but it still keeps giving me Error Code 4 no matter what I do. I use Windows Vista 64, and I've had no problems until now.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Updater Revived (v1.8 - Updated 9/17/2010)
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on: 2010 September 18, 15:53:53
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You could edit the batch file to point to the Custom Launcher, but you won't have the benefit from 3booter and FPS_Limiter then. You could ask granthes to add such a functionality.
Already done. I was just seeing if I could work it out myself until granthes had a chance to implement it. I was doing it the other way around, but I couldn't figure out what file the Custom Launcher used to open Sims 3. Right now, I use your program for when I'm peering through new packages that I want to delete, and granthe's for when I want to load the massive loads of packages in my downloads file, so it's all good.
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TS3/TSM: The Pudding / The World Of Pudding / Borked patterns?
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on: 2010 July 21, 21:35:06
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I've noticed this lately with people who are making patterns for the game, and this may produce trouble with people (like me), who use packages instead of throwing Sims3packs into the launcher. I haven't tested it with combined packages yet, so YMMV.
It seems that, when patterns are made with only one layer (ie, if you look at the file in Portal, you'll see the image on one image while the other layers are blank), Sims 3 can't read them as package files. It'll just hang as soon as you go into CAP. It can, however, read them if it's installed as a sims3pack via the launcher. Why? Beats me. I'm not at the level of awesome needed to figure it out. I've tested it on a new neighborhood with no hacks installed aside from awesomemod, and I still had the same problem.
I'm not sure why it does this, but I've recently run into this problem, and it's vexing me because more and more pattern makers are using this route to create patterns. I'm simply not installing packages from creators that do this, so my game's fine, but I want to know if it's just something that's only happened to me and not anyone else before I start letting the creators know.
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