Home | Download | Discussion | Help | Site Map | New Posts | Sign in

Latest Site News

New Rubrics coming - we need your help! - posted on Yesterday at 3:24 PM
Replies: 32 (Who?), Viewed: 28353 times.
Page 2 of 2
Theorist
#26 Old 24th Dec 2013 at 3:19 AM
I know its 3 months since last post but I currently also have the 15 numbers only -problem. I have tried making several test worlds but everytime the global layer comes out with 15 numbers. Has anyone found the solution to this or what is causing it?

The New Home of the Mass Effect and Dragon Age Fans: http://bsn.boards.net/ Are you there yet?
My Homepage: Shadow City Sims 3
My Music Videos: PolarDove's Channel
In the Arena
retired moderator
#27 Old 24th Dec 2013 at 5:17 AM
This is the Global layer's HEX ID and filename? What is the impact of this 16char-long versus a 15char-long name, if any? Any issues that arose from this "mis-naming"? Any differences in gameplay in worlds with the 16char-long versus a 15char-long one?
Theorist
#28 Old 24th Dec 2013 at 3:54 PM
Quote:
Originally Posted by ellacharmed
This is the Global layer's HEX ID and filename? What is the impact of this 16char-long versus a 15char-long name, if any? Any issues that arose from this "mis-naming"? Any differences in gameplay in worlds with the 16char-long versus a 15char-long one?


Yes, it is. When I opened the hex editor to change the numbers, the test worlds filename only had 15 char. Everytime. I didn't go any further than that because I was afraid to mess something up. I would also like to know if it could be done with only 15?

The New Home of the Mass Effect and Dragon Age Fans: http://bsn.boards.net/ Are you there yet?
My Homepage: Shadow City Sims 3
My Music Videos: PolarDove's Channel
dodgy builder
#29 Old 8th Jan 2014 at 12:41 PM
Quote:
Originally Posted by varpunen
I know its 3 months since last post but I currently also have the 15 numbers only -problem. I have tried making several test worlds but everytime the global layer comes out with 15 numbers. Has anyone found the solution to this or what is causing it?


I'm trying this now, and reading through the thread. What did Simsample do? Can one of those files solve the problem?

Quote:
Originally Posted by chuckles_82
I have used this method successfully in the past with no problems - I run error trap in the game once I've installed the exported world, and get no errors (as opposed to numerous errors due to messy global layer).

Now, with Island Paradise, if I use this method, my houseboat does not stay connected to the port. I find that I need to enter EIG one more time, reassign the boat to the port, then save and exit. There are only a few objects left in the Global Layer this way. This was done with a fresh sims 3 folder with no mods.

I did also encounter some problems with trees/shrubs/flowers disappearing from only the resort (no other lots), but I suspect that may have been mod related, as with no mods, this problem does not repeat.


This is very useful, as it ties in very nicely with my experience of visible stuck and unremovable objects, such as boathulls, sea weeds and pocket boats.
Theorist
#30 Old 9th Jan 2014 at 8:05 PM
Quote:
Originally Posted by Volvenom
I'm trying this now, and reading through the thread. What did Simsample do? Can one of those files solve the problem?


In the post 9... I was hesitant to try but I guess I have no choice, since I keep getting 15 characters only. Though, now that the CAW is messed up again by EA... oh well, we'll see.

The New Home of the Mass Effect and Dragon Age Fans: http://bsn.boards.net/ Are you there yet?
My Homepage: Shadow City Sims 3
My Music Videos: PolarDove's Channel
Test Subject
#31 Old 31st May 2014 at 5:00 AM
work for me, thanks
Lab Assistant
#32 Old 20th Apr 2015 at 1:44 PM
I haven't tried this method yet and have a question: Will it get rid of objects in the global layer _permanetly_? Or will they reappear?

To clarify, I am working on a world that I had to salvage from an old .world file using s3pe. There are 204 objects in the global layer (they are all of the small-invisible-block-twenty-thousand-leagues-under-the-sea variety, except one flower spawner that maintained its coordinates). I manually deleted all of them several times, but they are recreated every time I save.
I remember that the spawner was originally on a lot that was then deleted (don't remember if in CAW or EIG), which is why I suspect that the objects all stem from this lot and were moved to the global layer because of a botched up deletion process, and that they are somehow still connected to some kind of dodgy lot residue in the global layer.

So if I use the method presented in this thread, will this clear _all_ of the global layer, or only the objects in it (like manual deletion)? I understand that it restores a nice and clean fresh layer from a virgin world file, so, that should do the trick, right?
It worries me that CAW insists on restoring these objects each time I save, so maybe they are somehow important to the structural integrity of my world's fabric of reality or summin..I really don't want to risk completely effing up my world

English is my second language. Please don't be a douche about my mistakes, thank you!
Field Researcher
#33 Old 14th Sep 2017 at 8:00 PM
Ok so I have a small question about this: 1) Open CAW. Create a new world of the same height and size as your existing world. So, for my Large 300 high world, I made a new 300 height world.

What if you dont know the height of your map, is there anyway to find out?
Page 2 of 2
Back to top