Quantcast
Channel: Nona's Sims
Viewing all 38 articles
Browse latest View live

What is the ccmerged?

$
0
0

This is a continuation, and explanation, of my very popular post: DCBackup, ccmerged.package and Your Premium Content Items.

There are many doubters out there about what the ccmerged is, how it works, and why people need it. Many people don’t feel comfortable or safe using somebody else’s ccmerged. All I can say is: Good for you. You have no reason to trust me, and that’s fine. In fact, from the very beginning I have advocated that people fix their ccmerged themselves (eventually I relented and started allowing people to download my own ccmerged). This is NOT because of any inherent danger in using somebody else’s ccmerged (there is no danger. I’ll get to that later). It’s because I think people ought to fix their own stuff. Once you’ve fixed the ccmerged for the first time, it should continue to work perfectly for every other install. On top of that, I really, really hate having to make sure that I update the ccmerged every time there is new premium content. It is extra work and responsibility that I’ve never wanted. But I’m a sucker for people who want their paid content to work. I understand, I really do. So I folded, and I let people download my ccmerged, because I know that my ccmerged will always work. At least until I stop updating it. Hopefully that won’t be any time soon.

Right, so let’s get to the point of this post.

What is the ccmerged.package?

I’ve seen a lot of people on the official forums trying to guess at what is in the ccmerged.package. They are skeptical about why it works because they don’t know what it actually is. I applaud this kind of skepticism. After all, it is what gets people thinking in the first place. However, if you’re one of those people, I have a question for you: Why have you never tried to find out? It’s very simple, really. Just download S3PE and open the ccmerged.package. You can see for yourself exactly what it is in there. Alternatively, you could have just asked me. I never went into much detail about it because for many users, it is not necessary. I try my best to answer (and help) everyone who posts comments on my blog and on my posts and tutorials at Simlogical. If you have a question, just ask it!

Back on the topic. First let me say that the ccmerged.package is NOT:

  • It is not a cache file. It is built once. If you delete it, the game will create an empty version of the package, with nothing in it and none of your content will work.
    • In computer science, a cache file is where a program will store data so that when it is needed again, the data is readily available and does not have to be re-computed or re-downloaded. The ccmerged IS NOT created for this purpose.
    • The data stored in the ccmerged.package is not created by the game itself: it is REQUIRED for the game to run the premium content.
    • For Advanced Users: If you have S3PE and you want to see what happens when you delete your ccmerged.package, you can re-name it to ccmerged.package.off and start your game (just go to the main menu, no need to load a save file or new game). A new ccmerged.package will be created. Close the game and open the new ccmerged.package in S3PE. You will see that it is empty.  When you’re done, delete the new package and rename ccmerged.package.off to ccmerged.package.
  • It is not pirated material. There is nothing in the ccmerged.package that will allow players who do not own and have installed premium content objects to suddenly have them in their game. That is, the ccmerged.package does not distribute any objects from the store. It is simply XML data.
  • It is not a Miracle Fix for all store-related problems. The ccmerged.package can only fix very specific problems relating ONLY to premium content. Some premium content may not appear to be premium content. Such as the party statue from University Life Limited Edition, or the Plants Vs. Zombies Peashooter from Supernatural Limited Edition. However, for all intents and purposes, those objects are premium content because they add new moodlets to the game and are installed via sims3pack (i.e. they are hot installs).

Ok, so what is the ccmerged.package then?

Simply put, it is a compacted file where the Sims 3 Store developers keep vital XML data that is required for hot installs, that is,  Sims 3 Store content.  You can consider it a sort of Sims 3 Store mod package. It contains all the data needed for the scripted premium objects to work. Here’s a screen shot of what the package looks like when you open it in S3PE.

ccmergedinside

The ccmerged.package contains actual game play data resources. Without these resources, most premium content objects will not work properly (some premium content objects do not need these resources, such as the massage chair and the wind chimes). Currently, the ccmerged.package can hold up to five critical resources for premium content:

  • Buffs XML (contains data regarding custom moodlets)
    • This includes: information about moodlet length, strength, whether the moodlet is positive or negative, moodlet name and description, etc.
  • Recipes XML (contains data for all premium content recipes)
    • Includes: recipe name, whether the food can be made a single and/or group serving, information about models used for the cooked food, how the food should be prepared, etc.
    • This XML is used for all premium content cooking appliances (including the Sauna, as it can cook veggies).
  • Skills XML (contains data for all store skills such as gambling and spell book skill)
    • Includes: number of levels require to max the skill, number of points required for each level, the name of the skill etc.
  • Plants XML (contains data for the store plants)
    • This XML stores information about the actual plants, such as how man harvestables they produce, how many skill points they provide, bonus for soil being watered and fertilized, what models to use for the plants, etc.
  • Ingredients XML (contains data for store ingredients — these are the objects that grow on the store plants, i.e. the lemons and purple eggplants that you use for recipes)
    • This XML contains data about the ingredients that are harvested from the plants, such as the model name of the harvestables, whether they can be purchased at the grocery store, price, value for nectar, etc.

Normally, most people do not all have the same ccmerged.package. This is because the launcher can only read what you install. The Launcher does not download information from EA when it creates the ccmerged.package. It uses the data available in the Sims3pack. So, if you install only the Lemon Tree and Purple Eggplant from the store, and nothing else, you will find only the Plants and Ingredients XMLs in your ccmerged.package.

Is it bad to use a ccmerged.package that has data for content I don’t have?

Having these resources in your game, even if you have not installed all of the content, will not do any harm at all to your game. The only concern is that it will add a miniscule amount of extra loading time as the game parses unnecessary XMLs (since you do not have the objects installed) when you load. In fact, this happens to everyone who does not have every single EP and SP installed, as all XML data is included for every EP and SP as long as your base game is updated to the most recent patch. For example, even if you do not have Katy Perry Sweet Treats, you still have all XML data for Katy Perry Sweet Treats objects in your Sims 3 install if you have patched your game.

Actually, I originally included in my DCBackup, ccmerged.package and Your Premium Content Items post that it is safe to use somebody else’s ccmerged even if you don’t have all content they have, but it seems that in the many updates where I tried to clarify and be more succinct, I somehow managed to remove it without noticing.

How does this ccmerged.package actually work?

Simply put, when the game starts, it will load all of these resources if they are present. If they are not present, the resource is not loaded. Now, if the resource is not loaded, but you have an object that requires this resource, you will have a problem.

For example, when you click on the Wood Oven, the game will immediately generate all available interactions. The available interactions are determined by the recipes available. If there are no available recipes for the wood Oven, then the Wood Oven will have No Interactions available. The store developers did not hard code all recipes for the Wood Oven. This would be a serious waste of time and resources. Instead, they created an XML with a list of all recipes and included it in the sims3pack with the Wood Oven. The Launcher is supposed to merge this XML into the recipes XML in the ccmerged.package.

Now, for some reason, some people have a problem with their Launcher merging these XMLs. I do not know why this happens. In fact, I have said this before in the comments in DCBackup, ccmerged.package and Your Premium Content Items. It would be nice if the Sims 3 team could perhaps come up with a “Repair” button, that would look for all valid store XMLs and rebuild the ccmerged.package that way. Then, people wouldn’t have to play the re-install game, or use somebody else’s ccmerged.

More questions?

Post them. If you want to go into more detail about how the game parses these XMLs, feel free to ask at the Simlogical forums. I can show you the code the game uses to parse the various XMLs.



New Mod Index: Nona’s Wiki!

$
0
0

Do you remember my Things to do list? No? Well, don’t worry, neither did I!

In any case, I have finally found the motivation to move my Mod Index over to a wiki, and I have to say, it’s a vast improvement to the old Mod Index page (which has been destroyed, forever!). I have also created a Recent Updates page, so you can even get notifications when I update a mod.

Check it out at when you have the time: Nona’s Wiki at Wikispaces


Round of Mod Updates

$
0
0

Custom Food Script

  • Added new scriptclass: NonaDriedFoodSushi. This scriptclass also has a new custom moodlet.
  • Updated OBJK Overrides at my blog for the new scriptclass. Download the OBJK overrides at my blog.
  • Plant sims can now gain Water motive for eating Raw Meat! Let your plant sims embrace their ancient roots with the carnivorous cow plant by buying them some delicious raw meat foods.
  • Fixed a typo in one of the raw meat moodlets.

feedme

Breastfeeding Mod V9

  • Vampire Thirst motive is now reduced when using the HungryNurser tuning.
  • Plant Sim Water motive is now reduced when using the HungryNurser tuning.

 

[WA/UL] Adventure Boards/Job Board for your towns

  • WA Adventure Boards have received some coding updates to bring them in line with SN & UL.
  • NEW: I have added the Job Board from University Life to the collection. When placed in Egypt/France/China, the job board will work the same way as the other boards.

 


Dragon Valley Problem: Dragon Eggs won’t hatch

$
0
0

Help! I bought Dragon Valley from the Sims 3 Store, but my dragon eggs won’t hatch. When the timer says 0 minutes, I get a notice saying the egg will hatch soon but nothing ever happens!

This is a very common issue that is, fortunately, easily fixed.

The reason the dragon egg does not hatch is because the game cannot find the resources for the baby dragon, so the baby dragon cannot be created. This happens when the dragon has not been installed correctly through the Launcher. It’s not something you’ve done wrong. For some reason, the Launcher did not properly install the dragon for you. Please take note that this is not related to the ccmerged.package, but you should still make sure your ccmerged.package is updated because the dragons provide custom moodlets.

Solution

  • Re-install Dragon Valley until the egg hatches.

Do not uninstall Dragon Valley first. Just re-install it right on top of your previous installation. It could take several tries for the baby dragon to be properly install, so fee free to just install the sim3spack say, 3 times in a  row, and then check your game.

Related Reading


Recommendation: Load your game lightning fast! Worlds that help with testing, building or using CAS.

$
0
0

If you spend a lot of your time in the Sims 3 building houses, creating Sims in CAS, or even just testing out objects or mods, then you might be sick of loading times by now. I have first hand experience with this, because I always have to test my mods before I release them. Especially when testing script mods, it gets to the point where the loading time becomes more of a hassle than actually making any changes to the mod itself.

So, how can you speed up loading times when you just want to build a house or play around in CAS? Disabling custom content does speed up loading times, but it means you won’t be able to use your CC while creating. Actually, the best way to speed up your loading time is to use a really small world! Small, empty worlds have next to nothing for the game to load, which means your neighborhood will load lightning fast! Here’s a list of small, empty worlds that can really help you out when it comes to testing, building and using CAS.

If you find any other small, empty worlds, that are great for testing because they have nothing in them, be sure to share the links in the comments.


Violin Compositions

$
0
0

It appears that it was EA’s intention for the user not to be able to choose the first 6 songs for the new store Violin. They are more like learning curve songs, and the sims don’t play them very well.  For example, the level 0 song is played very poorly, and you wouldn’t expect a sim with skill level of 6 or higher to play so poorly.

It seems more likely that the description in the violin User Manual at the store is actually just not 100% accurate. The violin does provide all of these new compositions, but your sim can’t choose to play all of them.

UPDATE:  It has been confirmed that the description at the store is wrong. There are only 5 compositions for the violin. See: http://forum.thesims3.com/jforum/posts/list/682018.page#10879852   (plus three medieval compositions).

5compositions


Problem: The violin skill bar doesn’t show while my sim is playing. It only flashes when my sim finishes.

$
0
0

Help! I purchased the Duke of Bows Renaissance Fair from the Sime 3 Store, but when my sim plays the Violin the skill bar doesn’t show up.

There are two separate issues with the violin, although the firts is not really an “issue,” as it means the violin skill is working correctly.

1. The skill bar doesn’t show while my sim is playing. It only flashes briefly when my sim finishes. 

This is not a bug. In this case, the violin skill is working correctly. The violin skill is not calculated continuously while the sim is playing the violin. Instead, the skill gain is calculated at the end of the interaction (either because you canceled the interaction, or because the sim finished playing), based on how long your sim was playing. Your sim gains 800 skill points per sim hour spent playing the violin. The advantage to coding the violin this way is that your sim will not reset if your ccmerged.package is corrupt or incomplete. Instead, the sim will play the violin like normal, but will not gain any skill.

2. My sim plays the violin for hours but never gains any skill.

If your sim does not gain skill points when you cancel the interaction, or when the interaction finishes (see point 1 above), this means the actual violin skill is not installed properly in your game. Your ccmerged.package is either incomplete or corrupt. To fix the issue, please read: DCBackup, ccmerged.package and Your Premium Content Items

Related Reading:


Build and Save Crash: Crash to Desktop when adding another floor to lot

$
0
0

Problem: The game crashes to desktop while saving after adding another floor to the lot.

Cause: This issue is related to the Sims 3 Seasons Expansion Pack, though it is unclear what exactly causes the problem. It seems that the lot somehow becomes corrupt after changing seasons, and this causes the crash.

Solution: There are at least 4 possible solutions, but nothing that seems to work for everyone. Crinrict has highlighted three of them (suggested by others) in her post at the official forums: Crashing on Saving – An Analysis

The fourth solution is by another user, 8NiSci8:

8nisci8-buildsavecrash

I recently came across this problem in my game, and tried all three solutions provided in Crashing on Saving – An Analysis, however, it was the fourth, by 8NiSci8, that helped me.  It is possible that there are several different ways the lot can become corrupt, so while Solution A works for Simmer X, Simmer Y may need to use some other solution. I was actually able to cut 8NiSci8′s solution down a few steps by skipping steps 5 and 6.

Many thanks to Crin for organizing the thread at the official forums (and the EA forums!), and also to everyone who shared their possible solutions.

Update: Another solution that worked for me was going to edit town and using the Move Lot tool (hand icon) to move the entire lot to another lot. I wanted to move my lot anyhow so this was a better solution for me.

 

Related Reading:

Crash To Desktop: DasmX86Dll.dll not found



Island Paradise Patch

$
0
0

If EA keeps to the schedule they’ve been using for the last several expansions, we can expect the Island Paradise patch very soon, possibly even Sunday or Monday. As usual, in preparation for the patch, I recommend Crinrict’s What to do before patching advice.

Unfortunately, I am not able to predict which of my mods will require updating and which will not. However, some of my mods are 100% certain to require an update:

I will do my best to get incompatible mods updated as quickly as possible.


Problem: My Baby Dragon is frozen.

$
0
0

Help! My Baby Dragon is frozen, with its wings spread.

Problem: Baby Dragon freezes with its wings open. This issue can sometimes occur when a sim is interrupted while interacting with a dragon, or when you purchase a Baby Dragon from the BuyDebug menu.

Solution: There are Two different ways to fix this issue.

Option 1: When your dragon is frozen, have your sim interact with it anyhow. The dragon will be invisible while the sim carries it (you will still see the frozen dragon on the floor), but once the sim puts the dragon in its inventory, it will not be frozen any more (and the dragon will no longer be on the floor). Your sim may also freeze while trying to interact with the frozen dragon. In this case, cancel the interaction, and both the sim and the dragon should unfreeze.

Option 2: If option 1 does not help, your next option is to use a mod to reset the dragon.

    • You can use NRaas DebugEnabler to reset the frozen baby dragon. Simply click on the dragon and go to: NRaas > DebugEnabler > Options: Baby Dragon > Object… > Reset
    • If you use AwesomeMod, enable debug interactions and reset the object that way.

Related Reading:


Off for the weekend

$
0
0

Hubby and I are taking a weekend trip to the family lake house in France, so I won’t be around. We’ll probably be back Sunday evening, so I’ll catch up then :) Have a nice weekend!


Back and refreshed :)

$
0
0

Back from the weekend trip to France. It was lovely as usual :) Many thanks to Dee & Crin for their well wishes. I’m feeling nice and refreshed for the upcoming patch update madness.

 

You can find some pictures at my personal tumblr blog, if you’re interested :)


ABOUT PATCH 1.55

Quick Update (I’m not dead, yet)

$
0
0

This month has been really rough on me. I’ve been sick through most of it, but with different stuff! The worst was a stomach virus that left me unable to eat for like 5 days. Actually, I still can’t eat properly, and even ice cream makes me feel awful. Ice Cream is my favorite thing EVER so I’m really, really bummed about. Then a week after the stomach virus thing I went off for a weekend in France with my darling husband and my allergies went haywire. I didn’t remember to bring allergy meds with me so I basically incapacitated for the entire weekend.

So yeah, that’s why some updates were slow, I think even the ccmerged update was slow. I have really been feeling like junk for basically a month, but I think I’m back on track now so hooray for that. I’ve been on something on a Sim hiatus again while I play some Guild Wars 2 and Minecraft, though. I miss my simmies so I’ll hopefully pay them a visit soon.

That’s all for the update. Riveting, I know ;)


Patch 1.57 – No damage!

$
0
0

As far as Patch 1.57 goes, you’re excused from downloading any updates for my mods. Patch 1.57 was a very minor patch. All of my mods were compatible with the patch and no updates were required. This is true for most mods. There are a handful of mods out there (core mods, Overwatch, and some Stereo XML mods) that require an update, but most of your mods will work fine with the patch.

Also, the ccmerged has been updated for the latest Premium Content, as well as my Spell Book buff mods.

 

Happy Simming!



Don’t Put the Baby Down (Changing Table Mod)

$
0
0

nobabyonfloor

This mod replaces the Give Bath and Change Clothes interactions on the Dirty No More Changing and Bathing Station with versions of the interactions that do not put the baby on the floor when the interaction is finished.  After using the Give Bath or Change Clothes interactions, your sim will continue holding the baby or toddler and will not place the baby/toddler on the floor.

NoteYou MUST have the Dirty No More Changing and Bathing Station from the Sims 3 Store in order for this mod to work. It will NOT add the item to your game. 

Requirements:

  • Again, this requires the Dirty No More Changing and Bathing Station Premium Content Item from the Sims 3 Store to be installed in your game, or it will do absolutely nothing.
  • No other Expansion or Stuff Packs are required for this mod, ONLY the store item.
  • Built with patch 1.57, but will likely work for any patch level that can run the Changing Station.

Conflicts

  • This is a pure script mod, and the chance of a conflict is slim to none. The only possibility of conflict would be with another script mod that replaces the interactions on the changing table.
  • This mod will not conflict with any tuning (XML or ITUN) mod. You can use any changing table tuning mod alongside this mod, including autonomy mods.
  • This mod has no known conflicts.

Installation

  • Place in your Mods\Packages folder.

Download Now Available at Simlogical

This mod will be available on Simlogical once Simlogical is back up and running.


Simlogical Forums Down Until Wednesday

$
0
0

Peter and Inge are currently experience issues with their landline, which has caused them to have no internet. An engineer won’t be able to fix the problem until Wednesday, so the forums will be down during this time.

Simlogical.com is still up and running, and from there you can access the downloads index. You’ll be able to view most of the downloads available on Simlogical forums.

Helpful links:

You can also find mirrors of my mods on my box account.

 


Simlogical Forums are back!

Patch 1.63

$
0
0

Patch 1.63 is a major patch, and many tuning mods will require an update.

The good news is: All of my script mods are compatible with patch 1.63.

The following tuning mods will require an update:

  • Buyable Culinary Career Rewards: MinusOne Kelvin Fridge – Updated
  • No Limos, NoLimos Careers Plus - Updated
  • No Unfinished Room Moodlet - Updated
  • No Celebrity Level requirements for Film (Acting/Director) Career - Updated
  • No Autonomous Wishing Well interactions - Updated
  • No or Less Autonomous Ice Cream Maker and Deep Fryer - Updated
  • No/Less Autonomous Teppanyaki Grill - Updated
  • No Autonomous Exit Box Stall, slower motive decay - Updated
  • Improved Beloved Pet, and other Animal-Related Traits - Updated
  • No/Slower Social and Exercise Decay for Pets - Updated
  • More Seasons Interactions for Pregnant Sims - Updated
  • No Autonomous Eat Poisoned Apple - Updated
  • No Academic Performance Decay - Updated

My MTS mods that need an update:

  • More or Less Gigs for Bands and Music Opportunities for your Sims (Late Night) –  - Updated. Only Nona_gigsandmusicopps flavor required an update.
  • Cow Plant Tweaks, with multiple flavors – Updated. The changes here are minimal, and the mods are safe to use with 1.63, you will just be missing some restrictions with plumbots.

Any mod not on this list does not require an update for 1.63, and is safe to use with the patch.

For more information about patch 1.63, and to get a list of all altered XMLs in the patch, please see my ABOUT PATCH 1.63 post at Simlogical.


Windows 8.1 and CC Magic

$
0
0

If you update to Windows 8.1 and start having trouble with your CC Magic launching, re-install your graphics drivers.

After Installing Windows 8.1, my graphics driver decided to turn on Stereoscopic 3D as default. For some reason, I didn’t think much of this and just turned off the setting and my games looked normal and everything was fine. Then I tried to launch CC Magic, and that’s where fine ended. CC Magic would start launching, but immediately shut down. I never saw the window or anything. I tried all kinds of voodoo, like uninstalling and re-installing the C++ redistributables, adding CCM to my anti-virus, seeing if a DEP exception would help. Nothing worked.

Anyhow, after going through the logs generated by CCM, and combing through a bunch of different logs posted on the CCM forums, I noticed my log looked incomplete. Something was shutting down the program before it could finish launching. So finally I went to the event information viewer in Admin Tools, and found that d3d9.dll was listed as an issue with CCM. That’s the DirectX driver. So, I uninstalled my Nvidia drivers and CCM launched fine. Then I reinstalled the drivers and CCM is still doing fine.

While I was trying to find out what Windows 8.1 could have done to my computer, I found many articles where people were having issues with drivers after updating to 8.1. It seems that many drivers have some compatibility issues with 8.1, including some mouse/keyboard drivers. So if you update to 8.1, be ready to re-install your graphics drivers, at the very least.


Viewing all 38 articles
Browse latest View live