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Nea

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Posts posted by Nea

  1. @dalemonhead  Yes, I can find it in your package - it's here:

    Quote

    <I c="Venue" i="venue" m="venues.venue_tuning" n="cool1_venue_Multipark" s="9664787471830158">

    So if I wanted to add the string from the Jungle bar venue mod Coolspear has made I have to check the venue tuning here:
     

    Quote

    <I c="Venue" i="venue" m="venues.venue_tuning" n="cool1_venue_JungleBar" s="68299933835670944">

    Is that correct?
    Do I just add a string like this:
     

    Quote

    <T type="TableSetReference">68299933835670944</T>

    What about the existing venues that Coolspear has modded, do I need to add their venue tuning string aswell - for instance the myshuno meadows mod?

  2. @dalemonhead As far as I understand it, I'd need to find two different numbers, one shorter and one longer, and then add them for every region tuning and sim data line in the mod? My question is how do I find these numbers?  I use pretty much all  World sim control mods, and the myshuno meadows and sixam venue mods, so that would be a lot of adding for you, so I don't expect that, plus I imagine the package would need updating again soon. I would love to be able to do it myself, but the XML confuses me ngl - I just need to learn to do it once, and then I can figure it out probably. lol

  3. Well guys, I've been testing this as much as I can at this point. The Sixam Embassy just isn't working for me, while I at least are getting sims spawned on the jungle bar now after the new residential mod. At least I've fixed it so it doesn't feel like my game is going to explode in a big fiery ball visible from space. The amount of sims on the lots are pretty small, and I don't know why. The Sixam embassy are spawning sims, but they leave. I'm lucky if the dj stays. Repairing the game helped a bit, and I also removed old saves, if that was clogging things up for me, although I don't know how that could possibly affect the sims spawning. The whole thing is weird. Anyway, I've got Selvadorada natives spawning, which is all I care about right now.  I might just give up on the Sixam embassy mod, or I may try to work around it, however that so few sims are spawning worries me. Oh well.

    @coolspear

  4. @coolspear I have an update for you! I might aswell continue this in this thread, but let me know if you want me to keep updating elsewhere. I think I've walked into an interesting bug - and it's entirely possibly it's Maxisian in origin - but either way, there seems to be a Time-of-the-day variable that comes into play if the sims spawn and stay correctly on the lot. Specifically, if it's early or not. Remember the little fanfare you hear after a certain hour on the myshno meadows lot? Well, if you go late enough- not sure if it's after 6pm or 7 pm - the spawned aliens stay, including the dj. But if you go earlier in the day, then they leave, as if to say 'this is not the time to party'! If you go earlier in the morning, the usual amount of aliens don't spawn at all, but rather one sim at a time, and they usually don't stay that long. On the nighclub lot, the same time issue happens - if I go later in the evening, more sims spawn, and they keep spawning. I've noticed that one rule is that if you go earlier the correct spawns don't happen even if you stay until later - so only if I go at a later time did the correct spawns happen. I also went later to the jungle bar, and this time the locals spawned as they should - as it was late no vendors though. So if it's the same rules for the jungle bar, then I have to go earlier in the day for the vendors, and if I want to meet locals, I have to go back to another lot, then travel back later in the afternoon. Keep in mind, I was testing out the new Jungle residential mod, and I hadn't properly set it up, but I think it works the same (don't worry I didn't save, and I've read the instructions more carefully now lol).

    Anyway, I thought it was an interesting find, and I would love your insight into how the time of day plays into the spawns - if this is a new Maxis bug, it's a doozy.

    I have repaired my game again and redwonloaded ALL the WSC mods again, to make sure I hadn't missed anything. Just need to make sure it kinda works now with MCC and other mods, so treading lightly and slowly for now. Jeez louise.

  5. I still have no idea what could be causing my game to behave this way. Putting the mods directly in the mods folder and not in a sub folder rendered the same results. I did get mixologists and vendors to spawn in the Jungle bar, but only after I removed the all-in-1 mods. But it's a ghost town as no locals spawn at all. In the other towns in nightclubs etc. sims spawn, but they are very few, like 3-5 sims. The Sixm embassy is a hit or miss, sometimes it works, but I loaded the lot several times in my last test, and every time the same thing happened  - the lots spawns the correct amount of sims (except I'm not sure how many mixologists are supposed to spawn - there are 2-3 spawned), but they are always tired and leave straight away - and the dj leave too - they spawn, walk to the room with the DJ, and then they all start getting thought bubbles with pillows or beds or cars above their heads and they leave - mixologists are the only sim that stay, other than some few sims that are spawned later, so you end up with the same amount as all the other lots  3-5 sims. Maybe I'm messing something up, but I don't see how. I don't think my save is the issue, since the new test save behaves the same way. I'm at the end of my rope here - at this point I'm leaning towards just cutting my losses and removing the mods altogether. It's really sad, because I was actually enjoying playing the game for the first time in ages. lol

    I should mention, the play sessions creates a lastexception.txt, but I have no idea what it means.


    @coolspear

  6. @Coolspear I took out ALL the mods except the ones I took a capture of - Then only thing in my mods folder right now is a folder called 'GameMods' and Resource.cfg and inside the folder is a folder called 'coolspear world sim control' with the mods above. That's it. I don't get either why it's doing what it's doing, it was working, and then BAM. At first I thought I had added some mods that was messing things up, but the only thing I had added was some CC, some mods by bienchen that had nothing do with traits or venues, and the newest mods by you.
    The next step that I can do is test the mods when they're directly in the mods folder, and see if that helps. The Resource.cfg is as it should be though, so I dunno.The next step after that would be if someone tests the exact mods that I have and test them in their game with no other mods and see if they get the same result - if they don't then something is wrong with my game. But I can't really ask that of anyone. This whole thing super weird though.
    Oh btw, the other thing I did was buy and install Strangerville - but that's even weirder why that would mess things up - especially since I repaired everything and made a new sims 4 folder. At least it would work in the new save, no?

  7. Allright, so I moved the folders I wanted to save and regenerated the sims 4 folders, then repaired the game. I loaded the most recent save, with the same result as before. Then I wondered if maybe the save was corrupt, so I loaded another earlier save - this time the sixam embassy loaded all the sims fine and worked as it should, everyone stayed etc. I traveled to a nightclub and checked it out, and there wasn't a lot of sims, so about the same as before I repaired - the Dj says 'DJ' on the tag, a couple of dancers, maybe 3-4, and then about 5 random sims. The selvadorada bar was still empty, so as it was before.

    I tried also with a new save, and I actually got worse results - the sixam embassy didn't get a DJ at all, and two mixologists, but there was a ton of aliens spawned that lost their 'partygoer' tag after a while. The mixologists still had their tag. They all stayed on the lot at least. I then loaded a nightclub, a bar and the sevadorada bar - I hadn't set up the allinone's so no npc's loaded, but not many other sims loaded at all. I did forget to set the selvadorada venue to 'jungle bar', so I have to go back and test that again - still empty though.

    All in all, I'm very confused. Not sure if reinstalling would even help at this point. It seems the combination of the mods I have messes something up - that's the only thing I can think of, unless the game install itself is corrupt on my computer - but wouldn't a repair actually help? Would it help to repair again? I can't help but laugh - this is beyond mysterious.

    @coolspear

  8. @coolspear Unfortunately I have bad news, it wasn't MCCC. I'm not sure what happened, but I first realized something was wrong when I went to vacation to Selvadorada and the Jungle bar was empty. Going to other WSC affected venues I get some super weird behavior. I removed ALL mods, and only downloaded the WSC mods that I use, newly downloaded all of them in case I had old versions somewhere. Removed cache and all that jazz. The Sixam Embassy is loading sims, but they walk weird routes, and then leave after a couple of minutes, including the DJ. I'm not sure how many mixologists that are supposed to spawn, but it's half of what used to spawn when the mod worked. I also loaded a nightclub and sims spawned but not at all the number of them that usually does, and I'm not sure if I get the WSC dj or just the default one - it just says 'dj' on the tag. I then went to the jungle and loaded the jungle bar, and it was completely empty.

    I honestly don't know if I had old versions before, and that's why it worked, but I did redownload the ALLinone mods again, because I had issues before of not having the newest versions, so I was trying to be clever and make sure they were up to date. It's the only thing I can think of that is different, since I removed all the other cc and mods from the mods folder just to be sure. The question is, am I doing something wrong? I am completely stumped, I don't even know what and how to test this further. Could the save file be corrupt? The only thing I haven't tested is with a new safe file. Everything was working fine, with the exact same mods, a couple of days ago. I'm so confused.

    I attached a capture of the mods I loaded the game with, in case that helps. You can get the save here, if you're interested.

    Edit: I was thinking of recording in-game what happens so you can see it, do you think that would help?

     

    coolwscmodtest.thumb.JPG.ff0df2f55b80f5d

     

  9. Ah I see. Ugh something is probably conflicting with another mod in my game then, because when I traveled to the jungle bar, no sims came, not even the trusty allinone's. I dunno wtf happened tbh. MCC has been doing some weird stuff lately, so that might be it.  It was weird, because the entire jungle was empty, and who surprised me but Judith fricken Ward. Don't stalk me all the way into the jungle, Ward! :hehhehheh:

  10. @coolspear Ah look at that, for some reason I hadn't updated the sixam party mod! Well, I think we solved it, I'm just gonna confirm real quick. As I always make sure to update the mods when you post new versions, I'm surprised it had fallen through the cracks.  I had already changed the MCCC settings to default, since I hadn't changed it when I should have upon downloading the WSC mods with the 300 Zone mod - it's one of those things where I read something and go 'I have to remember to change that', but then forget it as the genius as I am. lol

    Edit: Ah so this is embarrassing, I had not one but two different older versions of the sixam party mod installed. LMAO Now everything works just fine. Thanks for helping me figure it out. I enjoy playing the embassy very much - it doubles as a wedding venue for my nerdier sims aswell, which I think fits. :hehhehheh:

  11. Allright so I realized I didn't have the MCCC settings for sims in zone set on default, which I now have, and that fixed the issue with the alien sims not spawning on the lot - however they still leave right away. It's possible I have some outdated mod of yours @coolspear but I'm not sure what mod would actually do that, so I'll have to do some testing. I'm considering just going with a clean slate and re-downloading everything. LOL

  12. Allright, so I am encountering some issues - aliens are spawning now, since I have them in my game, but they are leaving instantly, including the alien dj. The mixologist stay fine, and some aliens are staying, but most just leave a couple of moments after loading the lot. I tested this with all mods except yours taken out - which means I had both mods in this thread and most of your other ones, as my thinking is they should be working together. The dj is spawned at the dj booth as normal, but then leaves. The sixam scientists are spawned aswell fine and usually stays, at least for a while. Funnily enough more aliens spawned once I took out MCCC, so there must be some setting that is messing with the mod somehow that I don't understand. @coolspear do you use MCCC? Which setting do you use for sims in zone etc? I must be missing something here. And why aren't the aliens staying? They have everything they possibly could need on the lot, accessible to them aswell. btw I'm not using your lot, but a lot I edited from the gallery and then turned into an embassy.

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