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Posts posted by Nea
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@dalemonhead Cool, how do you add venue types? I'd love to be able to add new types as Coolspear has more mods with venues, a lot of them actually. I assume it doesn't work as intended unless you add all the venue types for all the mods you want to use?
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@coolspear If you get any ideas I'm happy to hear them, but honestly I don't want you to worry too much about my game, as you have enough things on your mind. As you said, lets see where the chips fall after the patch. Maybe it will shake something loose.
Appreciate you. <3
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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 -
AH nevermind, the testing continues. This is literally driving me nuts, there is seemingly NO logic whatsoever.
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@coolspear I tried adding MCCC back in - with default settings for maximum sims in zone and on lot - and the aliens and sims aren't spawning as they should - what setting in MCCC am I missing? Again, sorry that I'm not posting this in the correct thread - I can move it to the sixam embassy thread if you want.
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@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. -
@coolspear Yes, that's good to know. I don't really notice it in game though, it just appeared in the LE. I kinda have bigger problems right now. LOL Seeing LE's generated kinda freaks me out, but I guess this one wasn't more than a nuisance.
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So, I got help with the LE and it's just an error from sims carrying umbrellas - shouldn't interfere with the mods or be anything dangerous.
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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.
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@RedMallie Thank you, I appreciate that.
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@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? -
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 -
@Kimi I apologize, I will remember that in the future, thank you for the help.
@Coolspear That actually makes sense that it could be a corrupt sims 4 folder. I will get right on that. I'm hoping, because I don't know what else it could be. -
@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?
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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!
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I'm curious about this mod, how does the natives function, do you have to make the natives yourself in CAS and give them the native trait? How do you give them that trait? Is these mods reliant on any other mods? @coolspear
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Awesome, thank you so much! This will be very useful.
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@Fern48 I always delete the thumbnailcache before playing if I've added or changed something in the mods folder - or the changes won't take effect anyway. I got so used to deleting cache since my Sims 2 days, that I do it almost without thinking before playing even Sims 4. I probably do it more than I need to at this point - I have to remind myself when I haven't changed anything that I don't need to delete the cache. LOL
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These witty and hilarious replies to the troll gives me life. Absolutely delightful way to deal with drama, unfortunate as it is. Cheers folks, have a wonderful day everyone!
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@coolspearI can confirm that using an unlocker mod is the culprit for the maid not wearing her uniform. I removed the base game part of fogity's unlocker mod, and violá the maid turned up in her uniform. It's this mod here: https://fogity.wordpress.com/mods/unlocked-cas-parts/
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@coolspear I'm not sure if it's available as default or not, but I have the mod that unlocks all the clothes though - I'm pretty sure I don't have any recolours of the maid outfit, but I could be wrong. Hmm, interesting!
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I've been meaning to ask, is there someone else here that have issues with the maids not wearing their uniforms? Maxis has completely messed them up for me - It's definitely kinda weird that the maid comes to work in a full length formal dress(!).
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@tgdry6If you saved the household to the library, then they should be there, otherwise if you only transferred your save files, the household will be in that save only. Go into your previous save file and save the household if you haven't already - although I'm not sure if a household saved to the library will retain their npc status, I haven't tried to do that myself - if they don't retain their npc status, you either have to go back to the save where they are npc's, or make a new allinone household. @coolspear can probably answer if an allinone household saved to the library retains their npc status if you plop them back into a new save.
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Update: I tested the constructor and it works fine. @coolspear
World Sim Control 14 - MultiPark Venue
in TS4 General Mods
Posted
@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