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Tinxi

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Posted
9 hours ago, Tinxi said:

How to remove them ?

There are notifications settings in the main options menu. As for bad CC, you need to give a bit more info, such as, you use packages or sims3packs? Merged packages? All have different ways to find and remove. Some more tedious than others.

Posted
10 hours ago, Tinxi said:

Constant proprietor notification spam

 

The game generates NPC's for every 'station' in game that needs one (when needed / Seasons) and the Showtime Stages are what cause the game to generate the Proprietor assignment. Try replacing the stages. The screenshot with the notification didn't show anything concerning the world/location relevant to the 'issue' so I can't even tell if you have 'stages' in that save/world . . . .

 

Not sure how the Sims 3 handles NPC generation - concerning custom worlds. There is obviously some 'hidden marker' (multiple) where NPC's spawn and de-spawn. It would seem the game should place at least one marker in any world lacking them when a NEW GAME is begun, but that is only a guess. I bring this up since a 'request' for one to be generated to fill a 'need' would spam if there was no way for one to be generated and assigned to that location.

 

In essence: If you're using a custom world - you need to take it up with the creator.

 

 

10 hours ago, Tinxi said:

How to remove them ?

 

You put them in? Take them out the same way. Only use .sims3packs as a last resort or when a simple .package won't do.   When?   You'll need to read up on the differences and why. I spent over 10 years playing this and learning along the way - there are no short-cuts. Learn it or deal with issues as they appear.

Posted
14 hours ago, LadySmoks said:

There are notifications settings in the main options menu. As for bad CC, you need to give a bit more info, such as, you use packages or sims3packs? Merged packages? All have different ways to find and remove. Some more tedious than others.

 

They are all sims3packs. Any utility like Delphy's sims 3 dashboard to remove them ? they do not appear in corrupt cc list

 

Posted
13 hours ago, landess said:

 

The game generates NPC's for every 'station' in game that needs one (when needed / Seasons) and the Showtime Stages are what cause the game to generate the Proprietor assignment. Try replacing the stages. The screenshot with the notification didn't show anything concerning the world/location relevant to the 'issue' so I can't even tell if you have 'stages' in that save/world . . . .

 

Not sure how the Sims 3 handles NPC generation - concerning custom worlds. There is obviously some 'hidden marker' (multiple) where NPC's spawn and de-spawn. It would seem the game should place at least one marker in any world lacking them when a NEW GAME is begun, but that is only a guess. I bring this up since a 'request' for one to be generated to fill a 'need' would spam if there was no way for one to be generated and assigned to that location.

 

The world is Sunlit Tides. I have these mods  - rabbit hole replacement, zerbu careers and generic registers.

 

13 hours ago, landess said:

You put them in? Take them out the same way. Only use .sims3packs as a last resort or when a simple .package won't do.  

 

 

How to remove unknown cc ? i have a total of 369 cc installed.

Posted
4 hours ago, Tinxi said:

They are all sims3packs. Any utility like Delphy's sims 3 dashboard to remove them ? they do not appear in corrupt cc list

https://modthesims.info/t/389597

https://sims3.crinrict.com/en/2011/03/tutorial-remove-sims3packs.html

 

As for Sunlit Tides... remove the other mods to see if they create the problem, and decide whether you want them more than you are annoyed by the notices. After that, not sure, other than to disable notifications as I said before.

 

Individual CC that came with a world... Have fun. In DCBackup, is everything from those Sims3packs in package form, which is actually what your game reads. You can either go thru them and check the thumbnail or icon to see what that package contains, or while in CAS, right click the CC, which will generate a script error that has the reskey. Use s3pe to open them one package at a time. Either look at the thumb/ icon or copy and paste the instance ID from the error message to the window at the bottom of s3pe, click filter, then set, and if the CASP shows, that's the package. If it is a single package, delete it. If it is part of the world package, highlight the CASP. Click off filter. The CASP is still semi highlighted as light gray. Click on it. In top line of s3pe is "chunk offset". Click that. Now all parts of each package will be in order, with packages showing one after the other. CASP will be at top and thumb/ icon at the last in the package. 

 

2 options, and I strongly recommend option one, as you do not know what you are doing...

 

1) Click on CASP to highlight. Top left is menu. Click on Resource> Export> as package. This creates a package with only that CASP number. Now, delete that CASP number, and the package is disabled, although other parts remain. Then save package... done.

2) Same as above, only difference is to highlight the entire package, export as package, then delete. Riskier only as sometimes in merged packages, things get crossed and you may have something from a different package that got in line with parts from the one you want to dlete, and when that "out of line" part is deleted, the other package won't work.

 

The reason I said to export as package BEFORE deleting is that you can reimport the CASP or entire CC back at anytime, if you made a mistake.

 

Finally, go to MTS and get Multi-Pack Installer tool. This tool converts Sims3packs to packages BEFORE you add them to your game. Does not work well on world files. 

 

You can make a backup of your mods folder and DCBackups folder, rename them and move to desktop. Use Multi-Pack Installer to convert ALL of those Sims3packs to package (except worlds). Place the new packages in your Mods> Packages folder. You may need to reload the world file, do not remember. Try without first. Clear caches http://simswiki.info/wiki.php%3Ftitle%3DGame_Help:Sims_3_Delete_Cache_Files. Start your game. 

 

If all is ok, play it for a while to be sure, then use your search engine to find "How to merge packages Sims 3". I believe I posted a link on my page in tech help section.

Posted

At this point just reinstall the game and be more careful.

 

 

 

Search for changing a sims3pack to a package - once you have changed them (before putting them in), then you can just take the files out - no problem if they aren't wanted.

 

 

Posted
36 minutes ago, landess said:

At this point just reinstall the game and be more careful.

 

 

 

Search for changing a sims3pack to a package - once you have changed them (before putting them in), then you can just take the files out - no problem if they aren't wanted.

Actually, I guess if nothing cared about that much, might be the easiest way to go! @Tinxi, just move your Saves and SavedSims folders. Can't remember they they get overwritten, and should work in the reboot. If any of the things saved in those folders used CC that you delete, it will be replaced by the game with something from the same category.

 

Also would be good time to be sure that you have "Test" folder, where you can put new CC and make sure it works before adding to your main Packages folder, or a merged package.

Posted
7 hours ago, Tinxi said:

They are all sims3packs

If you installed them by opening the sims3pack with the launcher and installing them in the launcher, then you should be able to remove them from within CAS. To be frank, I have never uninstalled CC that way, so I don't know exactly what it does.

 

To delete from with CAS, click on the item, then at the bottom of the clothing panel, there is a trashcan icon. Click on that, and it should delete the item.

77338025_Sims3Screenshot2022_02.06-10_45_07.11(2)_LI.jpg.f19ad4f0d75f88710785bf4856580e08.jpg

Posted
1 hour ago, Tinxi said:

Thanks everyone! the error is finally fixed ^^

YOUR TURN!!! To share, and help others, what fixed your problem!!!!!!! ))))

Posted
3 hours ago, FreakyRufus said:

sims3pack with the launcher and installing them in the launcher

 

There is a situation with that.

 

Once the Default EA file folder/merged file reaches a certain size a new one is created - so on and so forth.

 

The Launcher only reads the first file. This is why one needs to go on a renaming spree to get them all to appear in the launcher for removal - one file at a time. The more Sims3packs installed - the more of these default EA merged packages you get.

 

 

1608046777_Launcherfiles.png.3fff85623f24e20b1167cb46c2b27049.png

Posted
47 minutes ago, landess said:

The Launcher only reads the first file. This is why one needs to go on a renaming spree to get them all to appear in the launcher for removal - one file at a time. The more Sims3packs installed - the more of these default EA merged packages you get.

I don't follow here. Are you saying that you rename, e.g., dcdb0.dbc to dcdb17.dbc, then rename dcdb1.dbc to dcdb0.dbc and look at it with the launcher, then if you don't find what you are looking for there, name dcdb1.dbc back and then rename dcdb2.dbc to dcdb0.dbc and check it, and so on?

 

Personally, I use CC Magic for everything but store content, and I use it for some of that, too. All my mods are not through CC Magic, but in my scripting and tuning mods folder as separate package files. I use CC Magic for clothes and build/buy stuff. It handles package files and sims3packs, and merges stuff together for you automatically. I currently only have these files in my DCCache:

image.png.3a6c736943ac62eeca7aaed47a3bcff8.png

Posted
4 hours ago, FreakyRufus said:

rename, e.g., dcdb0.dbc to dcdb17.dbc, then rename dcdb1.dbc to dcdb0.dbc and look at it with the launcher,

 

Yep , except I just move 0 to the desktop and then rename 1 as 0 - once cleaned - name it back to original and repeat with each file.

 

This is why I mention often not to use sims3pack unless needed (custom worlds and any CC that has multiple file types) instead opting to use the tool to change them to .packages.

 

I did this once - changing the file names and clearing a shitload of old CC I never used anymore and afterwards followed the advice I gave.

 

 

It sounds like CC magic is a bit like a mod manager which is common for the Bethesda games (Skyrim/Fallout/etc.)

 

 

 

>>> Players must remember although we use mods like candy - the game was designed by EA for EA. We just figured out how to do the same 'thing' better. This is why after a few years EA patched the game to properly recognize player CC/package files. Still - the issue with sims3packs tells me they never really planned for players to 'remove stuff'.

 

Once I wanted to remove this old CC I had to figure why it didn't work like it 'should of'. Afterwards I made a downloadable text file with the instructions I followed - pain in the ass!

 

 

 

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