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Author Topic: Awesomod discussion/questions/helpful tips thread  (Read 1936199 times)
J. M. Pescado
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Re: Flagrant System Error (not AM's fault, but can AM fix this?)
« Reply #3125 on: 2011 October 24, 10:32:46 »
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If one of your sims leaves an item in consignment and it expires without selling, any sim trying to buy from the consignment store thereafter throws a Flagrant (index out of range). Cancelling the consignment makes the consignment store operate again.

Is this something AM can repair?
Consignment store awfulness is a topic that is due to be addressed in the future, since it is horribly written to begin with. Among the things I've noticed is that if you consign something, and then send someone else to the store to buy it, beause you want it for them, it's NOT THERE.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3126 on: 2011 October 24, 12:14:07 »
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About the consignment store b0rkedness: When you cancel unsold sculptures at the consignment store, most of the cancelled items do not go back to family inventory. Instead, they stuck in the Sim's personal inventory. You can't drag them back to the world. Either you have to consign and sell them again, or you have to nuke them.

I'm not sure if this bug have been fixed in Pets, as I didn't install the EP yet. Can anyone confirm it?
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kissing_toast
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3127 on: 2011 October 24, 12:44:39 »
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I would double check your framework and/or redownload them.

I redownloaded the framework, and went into aweconfig to make sure the DisableCDCheck value was marked "True," and it's still not working.

Are you running the game from TS3W.exe? That really can be the only thing left other than you're doing it wrong.
I'm experiencing the same issue, and did just that. It does not work, either.

For clarity:
- I have no other mods - not just "no other core mods", but "no other mods at all, not even 'nointro'".
- The framework is installed correctly (not that there is much to install), and was re-done less than twenty minutes ago.
- AM is located in the /mods/packages/ folder in the EA folder in My Documents, and was redownloaded less than twenty minutes ago.
- AM's configuration file is in the same folder as AM. It was redownloaded less than twenty minutes ago.
- Attempted to load using the batch updater that checks whether AM is the most current file, and also does those other nifty things like fps limiting. No dice, demands the CD.
- Attempted to load from the non-launcher executable in the /bin/ fiolder. No dice, demands the CD.

Does it show that FPS Limiter is opening TS3W.exe in the command box that opens up? I don't know if this has anything to do with it but have you installed Origin? It seems like everytime I turn my computer on the game is prompting me to do so, I won't, not for tin foil hat reasons, I just don't want/need it.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3128 on: 2011 October 24, 14:47:02 »
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I was using the TS3W application, and I seemed to be doing things well enough up until 1.26 happened.  That being said, I'm going to see if a nice reinstall might make it shape up.
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3129 on: 2011 October 24, 17:49:43 »
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About the consignment store b0rkedness: When you cancel unsold sculptures at the consignment store, most of the cancelled items do not go back to family inventory. Instead, they stuck in the Sim's personal inventory. You can't drag them back to the world. Either you have to consign and sell them again, or you have to nuke them.
Consignment is kind of a mess, yes. If you have stuck items in your inventory, though, try "setconfig moveinventoryobjects true" to yank them out.
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Wyn
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3130 on: 2011 October 24, 21:45:25 »
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I was using the TS3W application, and I seemed to be doing things well enough up until 1.26 happened.  That being said, I'm going to see if a nice reinstall might make it shape up.
Sars, I found that completely uninstalling every mod, redownloading AM and configuring it using the web-based configurer, and not using the AM-updating launcher works, and that using the launcher causes AM to break. Give it a test, report back with your findings.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3131 on: 2011 October 24, 23:02:27 »
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Can I use the current version of awesomemod without Pets? I'm behind.
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3132 on: 2011 October 25, 00:40:58 »
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Pets is not needed, but the current version is for 1.26, the latest patch.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3133 on: 2011 October 25, 15:31:19 »
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I'm a noob, coming to ruin your day.

I was trying, and failing, to install awesomemod. Anyway, I've installed CC before (mostly CAS shit from MTS), have all the framework up correctly. I placed awesomemod in my packages folder, deleted the script cache, and I got this message.

Warning: Non-critical core mismatch! A core file not part of AwesomeMod does not match expected values. This could be the result of version mismatch or a third-party hack.

Anyway, it leads to live mode screwing up - the game recognises the sims actions, but the sim doesn't do it, like it doesn't recognise the sim. And CAS is all screwed up as well, giving me all the pretty menus but a blank blue screen. There's probably more issues, but I haven't checked it out fully. The game runs fine with all my CC in place without awesomemod, so I can presume the framework's all okay. I removed all of the CC, and tried installing awesome mod. I still get the same message, and the same problem. I've probably definitely been an idiot at some point.

I'm using the 1.24 version of awesomemod (this is the current version, no?), and I have the 1.26 patch on my game (I only have base game - no EPs). This is probably where the conflict is. I've checked the awesomemod download thread, but there's 1.26 version of it available to download. From what I've gathered, the 1.24 version of awesomemod is the most up to date version and should work with 1.26 (unless I'm wrong and I need to edit something simple in the package file somehow). Unless I've missed something bloody obvious. My patch could be faulty (but I doubt it) - in which case, anyone know how I would deal with that?

Yes, I've googled this about this for the past three days, and I really have tried to avoid spamming this place up with my nooby crap. I'm sorry.
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Neowulf
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3134 on: 2011 October 25, 16:02:38 »
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The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3135 on: 2011 October 25, 16:11:49 »
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I'm using the 1.24 version of awesomemod (this is the current version, no?), and I have the 1.26 patch on my game (I only have base game - no EPs).
You are using the wrong version of Awesomemod. Check the WIP thread.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3136 on: 2011 October 25, 16:30:42 »
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The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"

I figured that at first, but apparently that post hasn't been updated since 2010, according to the edit details.

I'll give it a shot.
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kissing_toast
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3137 on: 2011 October 25, 17:39:04 »
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The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"

I figured that at first, but apparently that post hasn't been updated since 2010, according to the edit details.

I'll give it a shot.

The post hasn't been updated, the file has, check the time stamp.
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Cupcakes Taste Like Violence,KT_StoreFix

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wizard_merlin
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3138 on: 2011 October 25, 18:36:50 »
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The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"

I figured that at first, but apparently that post hasn't been updated since 2010, according to the edit details.


Really?  When I look at that thread it was last updated on 18 October 2011, with clear details about the 1.24 and 1.26 versions.  Try reading the thread next time.
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Skadi
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3139 on: 2011 October 25, 21:46:33 »
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ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ you can see AM and its current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.
« Last Edit: 2011 October 26, 01:07:58 by Skadi » Logged

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rohina
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3140 on: 2011 October 25, 22:22:59 »
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ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ you can see AM and it's current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.

This is not the only time we have noted this error. Consider this an official warning.

Signed, the Grammar Police.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3141 on: 2011 October 28, 22:45:30 »
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I am trying to create a trait plug in for Awesome and am encountering some trouble.  I have an assembly named PArtemis.dll, the instance for the traits XML is the FVN64 of PArtemisTraits, this is my XML:
Code:
<?xml version="1.0"?>
<traits>
  <TraitNames>
    <Name></Name>
    <Hex></Hex>
  </TraitNames>
  <TraitNames>
    <Name>Asexual</Name>
    <Hex>0xFEFA3E87D5E70EC4</Hex>
  </TraitNames>
 <TraitList>
  <Name></Name>
  <Description></Description>
  <ShortDescription></ShortDescription>
  <Hex></Hex>
  <Version>1.0</Version>
  <CodeVersion>BaseGame</CodeVersion>
  <AgeSpeciesVisible>B,P,C,T,Y,A,E</AgeSpeciesVisible>
  <SetNumbers></SetNumbers>
  <Points>0</Points>
  <RandomWeight>0</RandomWeight>
  <Category></Category>
  <CommodityName></CommodityName>
  <FacialIdle></FacialIdle>
  <AutonomousDesiredCommodity></AutonomousDesiredCommodity>
  <AutonomousAvoidedCommodity></AutonomousAvoidedCommodity>
  <IncreasedEffectiveness></IncreasedEffectiveness>
  <ReducedEffectiveness></ReducedEffectiveness>
  <xMin></xMin>
  <DesireMin></DesireMin>
  <xMax></xMax>
  <DesireMax></DesireMax>
  <Decay></Decay>
  <Predicate></Predicate>
  <CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
  <IntimacyLevel>10</IntimacyLevel>
  <ActiveTopic></ActiveTopic>
  <PreferredBookGenre></PreferredBookGenre>
  <ThumbFilename></ThumbFilename>
  <ThumbPieMenu></ThumbPieMenu>
  <ThumbDislikePieMenu></ThumbDislikePieMenu>
  <ThumbPose></ThumbPose>
  <AddListenerFunction></AddListenerFunction>
  <TraitTipDescription></TraitTipDescription>
  <TraitTipIndex></TraitTipIndex>
  <TraitToolTipText0></TraitToolTipText0>
  <TraitToolTipText1></TraitToolTipText1>
  <TraitToolTipText2></TraitToolTipText2>
  <TraitToolTipText3></TraitToolTipText3>
  <CanBeLearnedThroughConversation>True</CanBeLearnedThroughConversation>
 </TraitList>
<TraitList>
  <Name>Asexual</Name>
  <Description>AsexualDescription</Description>
  <ShortDescription>AsexualShortDescription</ShortDescription>
  <Hex>Asexual</Hex>
  <Version>1.0</Version>
  <CodeVersion>BaseGame</CodeVersion>
  <AgeSpeciesVisible>T,Y,A,E</AgeSpeciesVisible>
  <CommodityName></CommodityName>
  <Predicate>IsAsexual</Predicate>
  <CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
  <IntimacyLevel>80</IntimacyLevel>
  <ActiveTopic>Asexual Trait</ActiveTopic>
  <ThumbFilename>trait_asexual</ThumbFilename>
  <ThumbPieMenu>trait_asexual_s</ThumbPieMenu>
  <ThumbDislikePieMenu>trait_asexual_s_crossed_out</ThumbDislikePieMenu>
  <TraitToolTipText0>AsexualToolTipText0</TraitToolTipText0>
  <TraitToolTipText1>AsexualToolTipText1</TraitToolTipText1>
  <TraitToolTipText2>AsexualToolTipText2</TraitToolTipText2>
 </TraitList>
</traits>
...but, when I check to see if the trait exists, Awesome reports that it does not.  I believe that Awesome is reading the XML because it was throwing FSEs at me involving Awesome.Traits.Awesome.Traits.Manager:Load for a few attempts when there was an apparent gremlin in the XML.  The assembly loads fine, though as I understand it, at this point, it's just there to let Awesome know to look for an XML.  My question is, why won't this load?  What am I doing wrong?
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3142 on: 2011 October 30, 04:48:37 »
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This method is long obsolete. With the EAxis adding the ability to inject traits via the store, AwesomeMod has altered its own system to hijack this syntax. See the "AwesomeTraits.xml" file inside AwesomeMod for the new syntax.
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Koriandr
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3143 on: 2011 October 31, 02:05:30 »
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ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ you can see AM and it's current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.

This is not the only time we have noted this error. Consider this an official warning.

Signed, the Grammar Police.

Skadi used the correct its/it's. The current timestamp belongs to 'it'.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3144 on: 2011 October 31, 02:12:53 »
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ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ you can see AM and it's current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.

This is not the only time we have noted this error. Consider this an official warning.

Signed, the Grammar Police.

Skadi used the correct its/it's. The current timestamp belongs to 'it'.

You're kidding, right?
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Koriandr
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3145 on: 2011 October 31, 02:16:47 »
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I was always taught that one only uses "it's" as an abbreviation for "it is", and never for when something belongs to "it".
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3146 on: 2011 October 31, 02:22:16 »
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So you didn't notice that the post was edited after it was pointed out to correct the error?
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Koriandr
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3147 on: 2011 October 31, 03:00:33 »
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Obviously not. Next time I won't be so hasty. My apologies.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3148 on: 2011 November 01, 04:53:12 »
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Will Awesomemod's "Make Sacred" command exempt the targeted fambly from Twallanian SP, or must I use SP's "stasis" mode?
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3149 on: 2011 November 01, 08:36:06 »
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Twallanian Story's behavior is not known to be influenced by any AwesomeMod feature, so you're on your own there.
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