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Lab Assistant
Original Poster
#51 Old 9th Jul 2018 at 8:31 PM
Quote: Originally posted by Norn
I guess I should have attached a screenshot for the Williamson. I don't mean the chimneys that are attached to a house, I meant it shows through the floor in front of the laundry room (attached a screenshot this time).

LN apartments are generally buggy. Sims tend to get stuck in those hidden rooms, not sure if there is a definitive "how to build stuck-free apartments" guide. Some say that it happens if you place them on the ground floor, others say it's the doors. It happens in Bridgeport too, it's not that you did something wrong with your apartments. Maybe make it a known issue, too.


Exactly, so the issue orose had with the stadium doesn't seem to be an issue.


I said this as a general tip for next building projects. Of course you can't rebuild everyting now. Sims tend to walk along the edges of the lots. If there are fences (or objects) they get stuck easily. See the attached screenshot of how I mean it. You see a 10x10 lot, I marked the outer tiles with red X. Leave those tiles free. No fences, no dense plant decor, no big rocks. The green area (the remaining 8x8) is the area you can build on.


Thanks for explaining, I'm not sure how to fix that chimney showing though...I tried before and it just won't go away. I can delete the brick part of the chimney, that's all I can do though...dunno if that would be okay so I left it. I'll leave the doors as regular doors...of course I have to high rise apartments that have npc doors so I guess I need to unmake those too...one is ea made.
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Lab Assistant
Original Poster
#52 Old 16th Jul 2018 at 9:22 PM
Hey guys, just letting you know I updated the OP with the latest update to the world. Have yet to do screenshots, but will do that soon. The update fixes include the train tracks being extended and adding tunnels, ending the road out of town in a tunnel, several homes have been fixed and added terrain painting and such, routing is smoother. Let me know what you guys think if you have time!
Lab Assistant
Original Poster
#53 Old 19th Jul 2018 at 1:01 AM
Ok, new screenshots are up, please let me know what ya'll think!
Top Secret Researcher
#54 Old 19th Jul 2018 at 6:56 AM
Great work, I will try to have a look at it at the weekend!
dodgy builder
#55 Old 19th Jul 2018 at 2:29 PM
I'm a bit confused, where did you put the picturs? It would be easier to follow on if you post the new pictures in the new post. Do you have a beta for me perhaps, it would be interesting to see.
Top Secret Researcher
#56 Old 19th Jul 2018 at 2:56 PM
@Volvenom, you'll find everything in the first post! The first post is always updated.
dodgy builder
#57 Old 19th Jul 2018 at 3:39 PM
Quote: Originally posted by Norn
@Volvenom, you'll find everything in the first post! The first post is always updated.


Yes, I downloaded the worldfile, but I don't know what pictures are new or not.
Top Secret Researcher
#58 Old 19th Jul 2018 at 3:47 PM
They are all either still valid or updated to show the newest version. So whatever you see in the pictures in the first post you should find in the world.
dodgy builder
#59 Old 19th Jul 2018 at 3:51 PM Last edited by Volvenom : 19th Jul 2018 at 4:15 PM.
Quote: Originally posted by Norn
They are all either still valid or updated to show the newest version. So whatever you see in the pictures in the first post you should find in the world.


Ok. I'm starting it up now, and have to read som previous comments.

Edit: does the downloader need to download the caw items from simminginmagnificent style? I didn't think it was needed.
dodgy builder
#60 Old 19th Jul 2018 at 5:30 PM Last edited by Volvenom : 19th Jul 2018 at 6:49 PM.
I wasn't planning on coming back this fast, but I stumbled on a problem I think I should report now.

I tried making my sim go to work, but she just could not access the building. I'm wondering about the plattform you have infront of the rabbithole. It's not a part of the rabbithole itself is it?


I moved her closer to the "door", but it didn't help much.


Here are pictures from the karaoke bar.





Edit: I removed the plattform and now the rabbithole works.
Edit2: I also have quite a few stuck sims and some cars with overwatch, but I have to set up for following the sims, to find the problems. I don't remember how to do it now, I have to google for it. I read it just a few days ago. I have to get on with work now, will continue later. I can send you the pictures I took without my logo if you like?
Screenshots
Lab Assistant
Original Poster
#61 Old 20th Jul 2018 at 5:18 PM
Quote: Originally posted by Volvenom
I wasn't planning on coming back this fast, but I stumbled on a problem I think I should report now.

I tried making my sim go to work, but she just could not access the building. I'm wondering about the plattform you have infront of the rabbithole. It's not a part of the rabbithole itself is it?


I moved her closer to the "door", but it didn't help much.


Here are pictures from the karaoke bar.





Edit: I removed the plattform and now the rabbithole works.
Edit2: I also have quite a few stuck sims and some cars with overwatch, but I have to set up for following the sims, to find the problems. I don't remember how to do it now, I have to google for it. I read it just a few days ago. I have to get on with work now, will continue later. I can send you the pictures I took without my logo if you like?


Hey, thanks for downloading and trying it out! I did not add that platform, that's the stage for the coffeehouse gigs. I've had other complaints that that area is inaccessible and couldn't figure out why. It's weird that the platform would be the issue because that's a premade lot that has worked everytime I've used it, so not sure what to do to fix it in the future. Also, if you want to keep testing I can PM you the CC for this world if you like. Just let me know. And Norn was correct about the original post. It is updated with the current world and screenshots. That's typically the way it's done so there's not pages of posts with the same info. I just want feedback on the current iteration. I'm concerned about all the stuck sims...I've edited the routing paint in a LOT to keep this from happening...if you see where they are please let me know. Thanks!
Lab Assistant
Original Poster
#62 Old 20th Jul 2018 at 5:20 PM
Quote: Originally posted by Volvenom
Ok. I'm starting it up now, and have to read som previous comments.

Edit: does the downloader need to download the caw items from simminginmagnificent style? I didn't think it was needed.


I don't have items from there in the world...I thought about it but ended up just using the regular stuff in CAW.
Instructor
#63 Old 3rd Aug 2018 at 1:01 AM
@darkflwrs I think I figured out your Flying V's issue, there's not enough space on the lot as configured for sims to route into the door. I went into build mode on the lot and moved the rabbithole half a grid square backwards on the side where the door is and now my sims can get in and out. So I think it's at least partially an issue of the lot size not allowing for enough space to route to the door.
Screenshots
Lab Assistant
Original Poster
#64 Old 4th Aug 2018 at 7:41 PM
Quote: Originally posted by orose
@darkflwrs I think I figured out your Flying V's issue, there's not enough space on the lot as configured for sims to route into the door. I went into build mode on the lot and moved the rabbithole half a grid square backwards on the side where the door is and now my sims can get in and out. So I think it's at least partially an issue of the lot size not allowing for enough space to route to the door.


Okay, thanks! I can definitely fix that. Is that screenshot after you fixed it? I realized I also forgot to put those crossing objects at the road/train intersections. Waiting for a bit more to do before I upload a new update though. I mean, at this point, surely I'm close to done!
Instructor
#65 Old 5th Aug 2018 at 1:29 AM
Yeah, the screenshot is after edits, I'd forgotten to take one before I changed it, LOL. I'm going back in game tonight to play with things some more, and yeah, you're absolutely right, it doesn't make sense to do a whole new update for two things. I think it's definitely close to finished so if you allow for a bit more time maybe this next update will be the last one it needs. 😄
Lab Assistant
Original Poster
#66 Old 5th Aug 2018 at 1:49 AM
@Norn, @Volvenom let me know if you guys every found anything! @Orose so those two things are done. Now it's just a waiting game. If no one finds anything else soon I'll probably try to upload it again.
Top Secret Researcher
#67 Old 5th Aug 2018 at 3:10 PM
Sorry it took so long, but it's either too busy or too hot to start the game. Here are my findings so far:

The creators (EA?) for community lots are still missing

The world thumbnail pic is missing

Festival lot:
- lot doesn't have a name
- tree clips into restrooms (see attached screenshot)
- swings on festival lots are known to be bugged, but there is no real solution other than to rebuild from scratch and not place the swings. Just removing them won't help. Somehow the seasonal lot marker messes up with their script and produces "ghost swings" in different seasons. Not sure what to suggest here. I understand that you don't want to rebuild it. So maybe leave it as be and just add a note under "known issues"? It's an EA bug after all.
- stage area worked fine

LN venue at 720 Burgundy Street (I think it's called The Prosper Room?): stairs are buggy. I found this with this building in other worlds too. Replacing the stairs helped usually (see attached screenshot)

Fire Station
- main entrance is not set, sims will go through the yard and the back door to enter the lot
- if you want to, add one or two athletic skill building objects as the athletic skill is required for the career (if I just miss an item because I don't have all store sets ignore please)

Casino lot at the beach doesn't have a name (but maybe that's because I don't own that store set)

Windmill Creek Apartments
- the gym and leisure rooms don't have public room markers, nor does the pool area. Sims got stuck there in my game. So maybe add them?

The Rev: The residental wall speakers don't work well on community lots. There are special wall speakers in build mode in community objects. With the chosen variant the sims will not be able to dance (see attached screenshot)

Flying V
The proprietor at the Flying V would throw one routing tantrum after the other in my game. So I revisited it, too. Orose's suggestion fixed the unroutable RH for me, too, even just lifting it a bit, it seem to have been sunk into the ground.
But I also found that the chairs are not usable either (this is what caused the routing failures). It seems that EA really messed this lot up... Resetting everything didn't work, so I manually replaced the showtime hidden areas for tables. You can find them in the debug buy catalogue. Unfortunately the ones on the lot remain hidden, but the ones you place will be visible in buy/build mode. Let me know if you need further instructions how to do so! It might be a bit confusing if you have never built a showtime stage lot.

I will try to find more time next week but I can't promise anything. The church lot worked fine now. Your screenshots are much better. Again, I wouldn't show so many single lots. Which residentals will you feature in your upload thread? And which community lots?
Screenshots
Lab Assistant
Original Poster
#68 Old 5th Aug 2018 at 8:09 PM
Quote: Originally posted by Norn
Sorry it took so long, but it's either too busy or too hot to start the game. Here are my findings so far:

The creators (EA?) for community lots are still missing

The world thumbnail pic is missing

Festival lot:
- lot doesn't have a name
- tree clips into restrooms (see attached screenshot)
- swings on festival lots are known to be bugged, but there is no real solution other than to rebuild from scratch and not place the swings. Just removing them won't help. Somehow the seasonal lot marker messes up with their script and produces "ghost swings" in different seasons. Not sure what to suggest here. I understand that you don't want to rebuild it. So maybe leave it as be and just add a note under "known issues"? It's an EA bug after all.
- stage area worked fine

LN venue at 720 Burgundy Street (I think it's called The Prosper Room?): stairs are buggy. I found this with this building in other worlds too. Replacing the stairs helped usually (see attached screenshot)

Fire Station
- main entrance is not set, sims will go through the yard and the back door to enter the lot
- if you want to, add one or two athletic skill building objects as the athletic skill is required for the career (if I just miss an item because I don't have all store sets ignore please)

Casino lot at the beach doesn't have a name (but maybe that's because I don't own that store set)

Windmill Creek Apartments
- the gym and leisure rooms don't have public room markers, nor does the pool area. Sims got stuck there in my game. So maybe add them?

The Rev: The residental wall speakers don't work well on community lots. There are special wall speakers in build mode in community objects. With the chosen variant the sims will not be able to dance (see attached screenshot)

Flying V
The proprietor at the Flying V would throw one routing tantrum after the other in my game. So I revisited it, too. Orose's suggestion fixed the unroutable RH for me, too, even just lifting it a bit, it seem to have been sunk into the ground.
But I also found that the chairs are not usable either (this is what caused the routing failures). It seems that EA really messed this lot up... Resetting everything didn't work, so I manually replaced the showtime hidden areas for tables. You can find them in the debug buy catalogue. Unfortunately the ones on the lot remain hidden, but the ones you place will be visible in buy/build mode. Let me know if you need further instructions how to do so! It might be a bit confusing if you have never built a showtime stage lot.

I will try to find more time next week but I can't promise anything. The church lot worked fine now. Your screenshots are much better. Again, I wouldn't show so many single lots. Which residentals will you feature in your upload thread? And which community lots?


Ok, I will go through and fix these issues. I think I understand what you mean with flying V's. I actually tried to edit the showtime hidden objects but couldn't see them. Just adding new ones should work if I'm understand you correctly. I'm assuming I need to reset the proprietor one as well.

Those lot names...for some reason I have renamed them multiple times and it keeps resetting on the festival grounds....the other lot I left the name the same and have had no issue so maybe it is that you don't have it.

I'm confused about the world thumbnail pic, you mean the description pic I set in CAW because that's there...when I play the game I have a thumbnail in world selection screen so I'm confused.

Thanks for the info! I'll do what I can and post when I have a question or some updates.
Top Secret Researcher
#69 Old 5th Aug 2018 at 10:22 PM
I would recommend to remove the old audience markers on the Flying V. I did so by using NRAAS Mastercontroller, the one that has only : in the name, not the circle. There you have the option to "delete in radius". It gives you a list with all objects within the radius so you can delete those speficially. The new ones have to face the stage. You have to assemble table and chairs outside the markers, and then put the ensemble on it - if you put it in the right space, it will snap to the audience marker.

Hm, no, I really only had the default thumbnail picture. Yes, the one you assign in CAW, that shows when you open the town selection in game. I will take a screenshot next time I'm in game.

The lot name for the festival should stick if you add it regularly in edit town (and save). The specific names given with the seasonal markers seem not always to stick.
Lab Assistant
Original Poster
#70 Old 6th Aug 2018 at 7:36 PM
Quote: Originally posted by Norn
I would recommend to remove the old audience markers on the Flying V. I did so by using NRAAS Mastercontroller, the one that has only : in the name, not the circle. There you have the option to "delete in radius". It gives you a list with all objects within the radius so you can delete those speficially. The new ones have to face the stage. You have to assemble table and chairs outside the markers, and then put the ensemble on it - if you put it in the right space, it will snap to the audience marker.

Hm, no, I really only had the default thumbnail picture. Yes, the one you assign in CAW, that shows when you open the town selection in game. I will take a screenshot next time I'm in game.

The lot name for the festival should stick if you add it regularly in edit town (and save). The specific names given with the seasonal markers seem not always to stick.


So I'm guessing I can only do this if I'm playing the game, not in EIG mode...cause I have mastercontroller and I can't get the interaction. Not sure what to do.
Lab Assistant
Original Poster
#71 Old 6th Aug 2018 at 8:35 PM
Quote: Originally posted by Norn
I would recommend to remove the old audience markers on the Flying V. I did so by using NRAAS Mastercontroller, the one that has only : in the name, not the circle. There you have the option to "delete in radius". It gives you a list with all objects within the radius so you can delete those speficially. The new ones have to face the stage. You have to assemble table and chairs outside the markers, and then put the ensemble on it - if you put it in the right space, it will snap to the audience marker.

Hm, no, I really only had the default thumbnail picture. Yes, the one you assign in CAW, that shows when you open the town selection in game. I will take a screenshot next time I'm in game.

The lot name for the festival should stick if you add it regularly in edit town (and save). The specific names given with the seasonal markers seem not always to stick.


I got it to work...only way I knew was to upload world to game and edit it, save lot, and replace it in eig. let me know if there was an easier way lol
Top Secret Researcher
#72 Old 6th Aug 2018 at 8:43 PM
Yes, MasterController needs live mode, and in CAW/EIG you don't have that, so all the NRAAS mods don't work there. I would recommend you start the world and playtest a bit too, there are many things you can test yourself. Also you can fix lots, save them to the bin and just replace them in EIG which is the better way because it won't clutter up your global layer again.
Lab Assistant
Original Poster
#73 Old 6th Aug 2018 at 10:51 PM
Quote: Originally posted by Norn
Yes, MasterController needs live mode, and in CAW/EIG you don't have that, so all the NRAAS mods don't work there. I would recommend you start the world and playtest a bit too, there are many things you can test yourself. Also you can fix lots, save them to the bin and just replace them in EIG which is the better way because it won't clutter up your global layer again.


I plan on using a clean global layer before the final upload anyway, but that is a good tip on how to avoid that clutter. I fixed everything you listed except the swings. I'm gonna play test when I have time. Can be a bit tricky with an 8 month old around!
Lab Assistant
Original Poster
#74 Old 12th Aug 2018 at 8:29 PM
Had forgotten to fix the info to show who made each lot, just did that. Added some known issues as well.
 
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