View Full Version : Pets Spawners Not in CAW?
bakafox
20th Oct 2011, 12:18 PM
Seems that none of the animal spawners now in buydebug/fishing are available in CAW... I've searched repeatedly with the filter- wanting to just check that it's not just me overlooking stuff, anyone else noticed the lack?
LeeMortis
20th Oct 2011, 12:28 PM
Nope... they're not there.
I'm a little peeved about that, since they are available in Buydebug in the game. I really need to place them outside of lots in CAW...
Hopefully some skilled modder will be able to unlock them (and other missing Pets stuff) for use in CAW.
Might be interesting to see if there are any hidden spawners for Wild Horses, Deer and Stray Dogs/Cats as well... although it appears those will appear at random. Causes me some trouble as I'm making a world with a big city area, and I wanted to restrict wildlife to the rural parts of the map... but I suppose I'll have to get used to wild horses trotting along the skyscrapers downtown as well...
bakafox
20th Oct 2011, 12:56 PM
Nope... they're not there.
I'm a little peeved about that, since they are available in Buydebug in the game. I really need to place them outside of lots in CAW...
Looks like also the 'ultimate spooky tree' isn't in CAW.
You'd think by now EA'd realize/care that people want to play with it ALL to create.
kiwi_tea
20th Oct 2011, 04:44 PM
I raised this with SimGuruGraham and he said it shouldn't be the case, so it may be fixed.
simsample
21st Oct 2011, 01:00 AM
That's good to know!
kiwi_tea
21st Oct 2011, 05:23 AM
The good news is we can transfer the Spawner_Pets layers from Appaloosa over to our worlds. I'm currently doing that and also nabbing the windmill effects and cat/mean eye effects that are meant to go in the mine entrance and hollow logs.
porphyria259
21st Oct 2011, 06:01 AM
The good news is we can transfer the Spawner_Pets layers from Appaloosa over to our worlds. I'm currently doing that and also nabbing the windmill effects and cat/mean eye effects that are meant to go in the mine entrance and hollow logs.
Kiwi_tea:
How exactly do we do that? Is there a tutorial somewhere I can check out?
kiwi_tea
21st Oct 2011, 06:12 AM
Yep, here you go: Importing objects from one world into another (http://www.modthesims.info/showthread.php?t=429946).
bakafox
21st Oct 2011, 10:50 AM
Glad it may be fixed by EA... fortunately current world is so far from done I can be a LITTLE patient.
porphyria259
21st Oct 2011, 03:51 PM
Thanks kiwi_tea!
I just re-downloaded CAW and don't see those spawners so I'm not sure it's fixed. :(
kiwi_tea
21st Oct 2011, 04:06 PM
Don't forget you can also create the animals anywhere in your world using Twallan's DebugEnabler and the "Create" command when you click the ground.
simsample
21st Oct 2011, 05:57 PM
The good news is we can transfer the Spawner_Pets layers from Appaloosa over to our worlds. I'm currently doing that and also nabbing the windmill effects and cat/mean eye effects that are meant to go in the mine entrance and hollow logs.
Good idea Kiwi- I take it this means you got appaloosa opened okay then? :)
The windmill effects were also used in Riverview, but the good thing is that this time you have an in-game Windmill Derrick instead of having to use the one from Riverview (which, just like the bridges and DT, have to be added as CC).
porphyria259
21st Oct 2011, 08:13 PM
I just decided to do something I know how to do and enabled them to show up in CAW (thanks to Simsamples tutorial!). It's just one file with all the minor pet spawners and the dog dig spot. Just slap em in the framework file for CAW and they should show up.
kiwi_tea
21st Oct 2011, 11:15 PM
Nice work, porphyria259!
@Simsample: Opened like charm, got the game yesterday so finally got to test method 2. Had to nuke the population to save as usual, though.
Jay290783
22nd Oct 2011, 09:40 AM
I just decided to do something I know how to do and enabled them to show up in CAW (thanks to Simsamples tutorial!). It's just one file with all the minor pet spawners and the dog dig spot. Just slap em in the framework file for CAW and they should show up.
This is great. I added them yesterday and showed up in CAW.
Is quite funny though, because I don't have Pets yet until either today or Monday, they just show up in the Object list with their HEX numbers.
Try and load them into a world and an error message comes up.
Quite funny actually lol :rofl:
J. M. Pescado
22nd Oct 2011, 01:20 PM
Causes me some trouble as I'm making a world with a big city area, and I wanted to restrict wildlife to the rural parts of the map...Stray dogs and cats definitely don't restrict themselves to the rural parts of the map in real life. This has been an interesting note in the past, where cities have decided that the presence of these stray cats and dogs is unsightly and has them wiped out, only to then be overrun by rats and have to reimport more stray cats and dogs.
Misty_2004
23rd Oct 2011, 02:04 AM
Yeah, I saw the same question posted elsewhere and thought, "Doesn't it just figure?" EA actually releases a new CAW right away and it's missing the spawners! I thought they were showing signs of just a little too much competence with a new CAW that fully works this soon.
Anyway, porphyria259, thanks so much for fixing those up! It may be a month before I get to install Pets but since EA probably won't have it fixed even by then I have them. :D
LeeMortis
23rd Oct 2011, 12:18 PM
I just decided to do something I know how to do and enabled them to show up in CAW (thanks to Simsamples tutorial!). It's just one file with all the minor pet spawners and the dog dig spot. Just slap em in the framework file for CAW and they should show up.
Great! Exactly what I was hoping someone would do.
Stray dogs and cats definitely don't restrict themselves to the rural parts of the map in real life. This has been an interesting note in the past, where cities have decided that the presence of these stray cats and dogs is unsightly and has them wiped out, only to then be overrun by rats and have to reimport more stray cats and dogs.
Oh, I definitely agree. I was referring to the wildlife animals, meaning wild horses and deer. Stray cats and dogs aren't wildlife per se. I'm pretty sure you'll never see a pack of wild horses running down Broadway, NY.
simsample
23rd Oct 2011, 02:30 PM
Thanks for those, porphyria259!
My question is- do we need the spawners?
For example, people with pre-pets custom worlds are having wild animals show up just fine, without having placed spawners. So what I'd like to know is, do we really need to place spawners in a world? Perhaps they just allow us to control what animals show up where. Appaloosa has lots of spawners so surely they wouldn't have been placed if unnecessary? If we place spawners in Bridgeport will the wild animals spawn there, in a city? Hmm, I need more free time to find out! :lol:
bakafox
23rd Oct 2011, 03:04 PM
Thanks for those, porphyria259!
My question is- do we need the spawners?
For example, people with pre-pets custom worlds are having wild animals show up just fine, without having placed spawners. So what I'd like to know is, do we really need to place spawners in a world? Perhaps they just allow us to control what animals show up where. Appaloosa has lots of spawners so surely they wouldn't have been placed if unnecessary? If we place spawners in Bridgeport will the wild animals spawn there, in a city? Hmm, I need more free time to find out! :lol:
I think the spawners are for pets to hunt with/people to watch rarer animals/catch them. Not entirely positive on this though.
Inge Jones
23rd Oct 2011, 03:25 PM
I do NOT want deer in Bridgeport, thank you :)
bakafox
23rd Oct 2011, 05:34 PM
You mean Bridgeport has enough routing errors without Sims hitting deer with their cars all the time? NONSENSE!
porphyria259
23rd Oct 2011, 08:39 PM
The spawners are for the 'minor' pets like lizards and snakes and stuff. I don't know if those populate automatically in those pre-pets worlds. I thought having them would be neat for custom worlds to place specifically like snake spawners near a rock outcropping or bird spawners in a forest. ;)
I don't think I like the idea of deer in my city either. I don't mind the other animals I suppose because that's more true to life. But deer in a city? :P
Hopefully someone finds out how to edit where they show up at. That'd be cool.
simsample
26th Oct 2011, 09:57 PM
bakafox and porphyria259, thanks for the clarification! You can tell how much I've managed to play pets so far! :D
Jay290783
26th Oct 2011, 10:02 PM
Anyone have any ideas what the spawners are called in CAW comparable to the names in-game?
I can't figure out which spawner is which.
Same goes for the dig point for dogs. Which one is that in CAW?
Any ideas? :help:
bakafox
26th Oct 2011, 11:08 PM
Anyone have any ideas what the spawners are called in CAW comparable to the names in-game?
I can't figure out which spawner is which.
Same goes for the dig point for dogs. Which one is that in CAW?
Any ideas? :help:
If you installed the framework and unlocked stuff from post 13 successfully they are called the same thing exactly in CAW as in game.. dog dig site, lizard spawner, turtle spawner, etc. A search for any of those in filter will lead you right to them.
SimSample:
I've barely played Pets myself.. did for about 3 hours I think and then started working on CAW projects with the new lots and such.
Jay290783
26th Oct 2011, 11:18 PM
If you installed the framework and unlocked stuff from post 13 successfully they are called the same thing exactly in CAW as in game.. dog dig site, lizard spawner, turtle spawner, etc. A search for any of those in filter will lead you right to them.
Really? In that case something went wrong.
I don't have them in CAW as original names.
I know they ended up in CAW though because of my previous post (http://www.modthesims.info/showthread.php?p=3674269#post3674269).
I don't get where they disappeared to then.
I have lots of spawners but none named like Lizard Spawner or Snake Spawner etc else I would've found those names and put them in my world straight away on last sunday.
I don't get what's happened. Why won't they show up properly with their names? :cry:
Tahera
27th Oct 2011, 03:41 PM
I wanted to know exactly if animals (and which ones) spawn in a fresh new world so I made a tiny island with two larger community lots (nothing was build on them except of a few plants and a fence, one lot has a lake) and 1 residential lot for my testing Sim.
I played about one Sims week and I`ve got deer (2), wild horses (3), differents birds (5) and a raccoon. It was fun to see that the deer and horses were eating the plants I placed at the community lots and the deer was drinking water from the lake.
I didn`t get any of the small pets (lizzards, snakes, turtles etc.) during the week.
I also tried to get some straying dogs and cats by placing the new garden gnome at the residential lot but it didn`t work.
I hope that this info will be useful to some of you.
BTW: I`m working on a large world and I`ll test this one too, to see if there will be more / other animals in a larger world.
Edit: Skeleton mesh (http://www.modthesims.info/download.php?t=395831) by EsmeraldaF
porphyria259
27th Oct 2011, 05:50 PM
I wanted to know exactly if animals (and which ones) spawn in a fresh new world so I made a tiny island with two larger community lots (nothing was build on them except of a few plants and a fence, one lot has a lake) and 1 residential lot for my testing Sim.
I played about one Sims week and I`ve got deer (2), wild horses (3), differents birds (5) and a raccoon. It was fun to see that the deer and horses were eating the plants I placed at the community lots and the deer was drinking water from the lake.
I didn`t get any of the small pets (lizzards, snakes, turtles etc.) during the week.
I also tried to get some straying dogs and cats by placing the new garden gnome at the residential lot but it didn`t work.
I hope that this info will be useful to some of you.
BTW: I`m working on a large world and I`ll test this one too, to see if there will be more / other animals in a larger world.
Haha! I love your skeleton. :D Thanks for the info!
So I guess there must be something separate that dictates if strays show up? I'm gonna double check to see if I missed something.
I was reading somewhere else that the wild animals (deer, raccoons etc) don't even show up in the city. I played for a few days in Bridgeport and didn't see any wild animals either so I'm afraid that it may be true. Can any one else confirm? I'd really like to keep my world a city but not at the expense of losing the animals. :(
Tahera
28th Oct 2011, 08:02 AM
I played another game with the tiny island and this time I`ve got lizzards (instead of birds), a cat, horses, deer and the unicorn.
bakafox
28th Oct 2011, 11:40 AM
Really? In that case something went wrong.
I don't have them in CAW as original names.
I know they ended up in CAW though because of my previous post (http://www.modthesims.info/showthread.php?p=3674269#post3674269).
I don't get where they disappeared to then.
I have lots of spawners but none named like Lizard Spawner or Snake Spawner etc else I would've found those names and put them in my world straight away on last sunday.
I don't get what's happened. Why won't they show up properly with their names? :cry:
Did you try just searching with one word? like "Lizard" "turtle" "bird" "rodent"?
That's how I generally plug it in and they pop right up, maybe I was wrong and they don't actually say spawner in CAW? I dunno, I just typed in the type of critter and plunked them down without reading more.
Jay290783
28th Oct 2011, 12:16 PM
Did you try just searching with one word? like "Lizard" "turtle" "bird" "rodent"?
That's how I generally plug it in and they pop right up, maybe I was wrong and they don't actually say spawner in CAW? I dunno, I just typed in the type of critter and plunked them down without reading more.
Yup. Looked for Lizard and Turtle. I must admit that I didn't look for Rodent or Bird though.
I just don't get why they're not showing up in my CAW. I even redownloaded the file and put it in my CAW Packages Folder like I did with the files to get the Hidden Springs DT and the Food Truck and Parking Spot (which show up in CAW by the way) so just don't get why those Spawners aren't showing up :wtf:
What file did you use with S3Pi to get the Spawners so I can make the package myself?
simsample
28th Oct 2011, 12:31 PM
In my game, they show up as:
Lizard Spawner [number]
Large Bird Spawner [number]
Rodent Spawner [number]
Small Bird Spawner [number]
Snake Spawner [number]
Turtle Spawner [number]
If they don't show up for you Jay, it could mean that your CAW isn't reading the Pets file data, or perhaps you have some other CC interfering with this. Do you see any objects with a string of numbers like this?
http://thumbs2.modthesims2.com/img/5/2/8/4/8/MTS_simsample-1225738-TreesError.jpg
Jay290783
28th Oct 2011, 12:53 PM
I had that before I got Pets. Once I installed Pets they disappeared making me assume that they had gained their proper names and moved into the list of Game Objects alphabetically correct.
Those names definitely don't appear in my CAW though. I would've noticed the word Lizard for instance as I went down the list slowly and it all done alphabetically of course.
I'm stumped as to what the problem is :blink:
simsample
28th Oct 2011, 04:05 PM
Did you try it with all other CC removed? I had some in-game CC interfere with CAW before- someone cloned an object I wanted and after a game update it caused trees to disappear from my metadata. So it's worth trying, just in case.
porphyria259
28th Oct 2011, 07:28 PM
Yup. Looked for Lizard and Turtle. I must admit that I didn't look for Rodent or Bird though.
I just don't get why they're not showing up in my CAW. I even redownloaded the file and put it in my CAW Packages Folder like I did with the files to get the Hidden Springs DT and the Food Truck and Parking Spot (which show up in CAW by the way) so just don't get why those Spawners aren't showing up :wtf:
What file did you use with S3Pi to get the Spawners so I can make the package myself?
They are in the fullbuild0_p10 package for Pets; the description says 'minor...spawner'.
lindawing
29th Oct 2011, 01:26 AM
The minor animals, as well as the major ones, all show up in pre-pet worlds, within a few minutes of playing in any world you've already saved. You do not need spawners.
kiwi_tea
29th Oct 2011, 02:23 AM
They have a much lower incidence without the spawners, though, as they're only spawning from base game gem spawners at very low rates.
simsample
29th Oct 2011, 04:20 PM
Thanks for the information, lindawing and kiwi_tea- that's good to know!
Jay290783
30th Oct 2011, 08:15 PM
Did you try it with all other CC removed? I had some in-game CC interfere with CAW before- someone cloned an object I wanted and after a game update it caused trees to disappear from my metadata. So it's worth trying, just in case.
Right, remind me how to do that, please?
I actually renamed my Sims 3 folder and deleted the WorldCache folder from my caw usertooldata folder and still i end up with them not showing up.
Thought I'd try doing it with my own file.
Used the method you posted here (http://www.modthesims.info/showthread.php?p=3627600#post3627600) and still I don't get anything to show up in CAW.
I just don't get why nothing is appearing :blink:
simsample
2nd Nov 2011, 11:56 AM
Jay, if you have all custom content installed to your Mods folder (or installed by Launcher), then renaming your Documents\ Electronic Arts\ The Sims 3 folder should do it. But if you've been playing Sims 3 since the basegame, also check that you don't have any files installed 'the old way':
http://simswiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Old_Way_to_New_Way
Do the 'remove the old way' bit.
Otherwise, I'm baffled as to why these aren't showing for you. Is your game and CAW fully up to date? You mentioned that you have the food truck showing up in CAW- do you mean my modded food truck? If so, that one is for the game mods folder, and is not modded to show up in CAW. The Appaloosa Plains DT is also a game item- you do not need a mod to have that show up.
Make sure your CAW framework is installed correctly.
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
tangie0906
2nd Nov 2011, 08:33 PM
Are you sure it's just gem spawners that produce the collectible pets? Seems to me that I have also seen them near seed spawners. Maybe other spawners too, that would beworth experimenting to see.
bakafox
3rd Nov 2011, 12:08 AM
The fact they'll spawn off gem spawners has me a bit upset... working on desert world at the moment, and it has a LOT of gem/metal spawners... but as it is a very hostile environment I do NOT want critters spawning off them all O_o Would much rather they just spawned in this world off the applicable spawners!
Anyone seen if they still spawn off 'normal game' spawners if the real ones are in? If no one beats me to it, I'll try testing it next time I do a route-check export..
Jay290783
3rd Nov 2011, 01:44 PM
Jay, if you have all custom content installed to your Mods folder (or installed by Launcher), then renaming your Documents\ Electronic Arts\ The Sims 3 folder should do it. But if you've been playing Sims 3 since the basegame, also check that you don't have any files installed 'the old way':
http://simswiki.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Old_Way_to_New_Way
Do the 'remove the old way' bit.
Otherwise, I'm baffled as to why these aren't showing for you. Is your game and CAW fully up to date? You mentioned that you have the food truck showing up in CAW- do you mean my modded food truck? If so, that one is for the game mods folder, and is not modded to show up in CAW. The Appaloosa Plains DT is also a game item- you do not need a mod to have that show up.
Make sure your CAW framework is installed correctly.
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
Sorry. Slight confusion there.
The Food Truck does not show up in CAW.
I meant that it showed up in game and in EIG.
The DTs show up in CAW properly and they're in the correct folder to do that just like the pet spawners are in the correct folder alongside the DT packages but the pet spawners do NOT show up in CAW for some bizarre reason :wtf:
I've moved mods into a different none mod folder. I renamed my Sims 3 folder as well.
I've wiped my cache clean.
I just don't get what's up :cry:
Anything else anyone can recommend I do or can think of what the problem might be?
What's extra annoying is that, like I've already mentioned, they showed up in CAW as those letters as numbers BEFORE I installed Pets.
So they WERE working but obviously didn't work in the sense of putting them in my world because CAW didn't recognise them because the applicable Pets files weren't on my computer.
Also, on a side note, my games are all up to date and so is CAW. You have to update CAW anyway because it won't open otherwise with Pets installed.
On a secondary sidenote, not sure if this should matter, but I've got the limited edition of Pets and have downloaded the Pet Shop.
I'm pretty sure that shouldn't matter, but could that be the problem?
I opened the applicable Pets game package myself and got the spawners so even if the files are different (which they shouldn't be) I have the ones applicable to my game
I'm truly stumped :help:
Edit 1: I've just suddenly had a Eureka Moment http://static-files3.modthesims2.com/images/icons/icon3.gif
I remember editing that Resource.cfg file a bit ago. I bet that's the reason.
Only problem is, I can't remember which one I altered and where it is.
I edited the one that was recommended a bit ago I think on one of these threads or by one of the pages on the wiki.
Anyone remember about that? Anyone remember which copy it was and wheere it should be?
Could that actually be what's causing this problem?
Would that stop normal pets objects from showing up in CAW as well though? because I've got like the pet giant signs like advertising the pet food and the vets as well as other standard pets objects that EA allows for CAW automatically.
I'm probably wrong but hopefully it is just that file.
Do you think that could be the problem? :blink:
simsample
3rd Nov 2011, 03:30 PM
Just check your resource.cfg Jay, to see if it is correct. Although, if other items are showing up in CAW, I don't see how that could be a problem (unless you have things subfoldered?)
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
Jay290783
3rd Nov 2011, 08:45 PM
Just check your resource.cfg Jay, to see if it is correct. Although, if other items are showing up in CAW, I don't see how that could be a problem (unless you have things subfoldered?)
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
Wasn't the resource file afterall.
It was the default.ini file.
But they seem to be fine.
[Version]
languages=en-us,fr-fr,es-es,es-mx,de-de,it-it,nl-nl,sv-se,da-dk,no-no,fi-fi,pl-pl,pt-pt,hu-hu,cs-cz,pt-br,el-gr,ru-ru,ko-kr,zh-hk,ja-jp
GameVersion = 10.0.96.013001
CompatVersion = 13
WorldBuilderCompatibilityVersion = 10
So that seems fine. So I genuinely don't get it now.
Why me? :cry:
simsample
3rd Nov 2011, 10:38 PM
Do your basegame and EP default ini files match? Check the one in Pets as well as the basegame, perhaps CAW isn't picking up your pets install?
tangie0906
4th Nov 2011, 04:01 AM
I did a little experiementing this evening. I played a small world which already had base game spawners only. I went around to community lots and added gem and seed spawners.
By 8am on the second day I had a turtle show up at the school where I placed a gem high spawner. That was the only critter that showed up in the first few days on a commercial lot. At 8 am I also saw a squirrel on an empty lot next to some bug spawners (ladybug to be exact - these were 'in the world' and not on a lot), and a crow near some bug spawners. There are probably about 20 bug spawners in this world (my sim has a collection helper so I could count them).
By 11:30 on the second day there were several varieties of McCaws near some gem and seed spawners (again these were out in the world and since I was not in CAW I don't know the spawner type), an Iguana (seeds), and a blue bird (gem aqua?). Finally saw another turtle on a commercial lot that I had placed Seed Special 2. Week 1 Day 3, I think?
Results are definitely tentative but it appears so far that gem spawners have a better chance at generating critters when on lots, but I definitely saw critters on a lot the other day that had 7 seed spawners on it and as mentioned above I saw a turtle near a special seed on a commercial lot. It also appeared that the bug spawners may have also spawned a critter or two in the world. If I have time I'm going to test this further.
Jay290783
4th Nov 2011, 10:38 AM
Do your basegame and EP default ini files match? Check the one in Pets as well as the basegame, perhaps CAW isn't picking up your pets install?
They don't all match because, for example, Adventures is something like version=2 I think.
The pets and CAW ones match though and so does the Base Game but pet spawners still will not show up.
It seems every possible angle has been exhausted and no progress has been made.
I just don't get it.
What would happen if I added the pet spawners files directly to my world file?
Then again, even if that fixes it, it would only be relevant for the one world. I need a global fix not just a local one.
Still stumped :help:
SharaRose
4th Nov 2011, 04:37 PM
I have the same issue and will be doing the troubleshooting dance later today. I'll post what works if I find it. Other Pets items are available, but wildlife spawners are missing in CAW.
In the meantime, if you want a temporary solution, check in EIG/World Editor. My spawners were visible there. Once placed, they can be moved around in CAW.
simsample
4th Nov 2011, 09:35 PM
They don't all match because, for example, Adventures is something like version=2 I think.
That could be significant- what are your gameversions for each EP and SP?
http://simswiki.info/wiki.php?title=Game_Help:TS3_Patching_Find_Gameversion
Can't remember if I asked you that before.
SharaRose, perhaps you could check your gameversions too?
Jay290783
5th Nov 2011, 08:52 PM
That could be significant- what are your gameversions for each EP and SP?
http://simswiki.info/wiki.php?title=Game_Help:TS3_Patching_Find_Gameversion
Can't remember if I asked you that before.
SharaRose, perhaps you could check your gameversions too?
Will give what each skuversion.txt file says:
The Sims 3 Base Game
GameVersion = 1.26.89.013017
Code:0.RL-2.0.164
Asset:1.Content.rl.52
Thumbnails:1.Thumbnail.dl.933
TCC:1.TCC.dl.1209
The Sims 3 World Adventures
GameVersion = 2.0.86.002017
Code:0.RL-2.0.56
Asset:1.ep1-0.rl.8
Thumbnails:1.Thumbnailep1.dl.281
TCC:1.TCC.ep1.175
CiderVersion#003051
The Sims 3 High-End Loft Stuff
GameVersion = 3.0.38.004017
Code:0.RL-2.0.84
Asset:1.sbsp1-0.sb.65
Thumbnails:1.Thumbnailsp1.sb.6
TCC:Unknown
CiderVersion#003374
The Sims 3 Ambitions
GameVersion = 4.10.1.011037
Code:Unknown
Asset:Unknown
Thumbnails:Unknown
TCC:Unknown
CiderVersion#000000
The Sims 3 Fast Lane Stuff
GameVersion = 5.0.44.008017
Code:0.RL-2.0.113
Asset:1.sp2-0.rl.3
Thumbnails:1.Thumbnailsp2.sb.34
TCC:Unknown
CiderVersion#004348
The Sims 3 Late Night
GameVersion = 6.0.81.009001
Code:0.RL-2.0.125
Asset:1.ep3-0.rl.7
Thumbnails:1.Thumbnailep3.dl.265
TCC:1.TCC.ep03.104
CiderVersion#004571
The Sims 3 Outdoor Living Stuff
GameVersion = 7.0.55.010017
Code:0.ML-1.0.1089
Asset:1.sp3-0.ml.20
Thumbnails:1.Thumbnailsp3.sb.35
CiderVersion#004938
The Sims 3 Generations
GameVersion = 8.0.152.011001
Code:0.RL-2.0.148
Asset:1.ep4-0.rl.2
Thumbnails:1.Thumbnailep4.dl.338
CiderVersion#005777
The Sims 3 Town Life Stuff
GameVersion = 9.0.73.012001
Code:0.sbSP-430.0.521
Asset:1.sbsp4-0.sb.163
Thumbnails:1.Thumbnailsp4.sb.85
CiderVersion#006481
The Sims 3 Pets
GameVersion = 10.0.96.013001
Code:0.RL-2.0.164
Asset:1.ep5-0.rl.4
Thumbnails:1.Thumbnailep5.dl.437
TCC:1.TCC.ep05.120
CiderVersion#007042
Now if you can understand what's what in those files then you're a lot better than me :wtf:
simsample
6th Nov 2011, 01:42 AM
Okay, forget Pets, Town Life and Generations as they haven't had patches released for them. And obviously the basegame is fully patched. But look at the others and you'll see that only Ambitions is patched:
http://simswiki.info/wiki.php?title=Game_Help:Patch_Table
What you're looking at on that table is patch level 11; most of your EPs/ SPs aren't patched at all. For the game and most game mods, this seems to not matter, as the game runs from the TS3W executable now so patching the EPs/SPs is not necessary for proper game function. However, I've seen several cases where people have had strange glitches or crashing with CAW/ EIG which has been resolved by fully patching all EPs and SPs. So it's worth a go!
Backup all of your CAW and Sims 3 user data and fully patch each expansion. The archived patches can be accessed here:
http://simswiki.info/wiki.php?title=Game_Help:TS3_Patching:Patch_Download/Archived
Most of them had a combo patch so you only need to download the one file.
Further help:
http://simswiki.info/wiki.php?title=Game_Help:TS3_Patching:Before_You_Begin
Then give CAW a go to see if the spawners show. It won't break anything (provided you backup) so it's worth a try.
Jay290783
6th Nov 2011, 12:41 PM
Okay, forget Pets, Town Life and Generations as they haven't had patches released for them. And obviously the basegame is fully patched. But look at the others and you'll see that only Ambitions is patched:
http://simswiki.info/wiki.php?title=Game_Help:Patch_Table
What you're looking at on that table is patch level 11; most of your EPs/ SPs aren't patched at all.
But my game says it's up to date? It was meant to autopatch before every new EP/SP install.
The launcher says my game is up to date.
Very confusing :wtf:
Edit 1: OK. I have uninstalled ALL EPs and SPs and have now started reinstalling them.
World Adventures is reinstalled and fully patched to correct number.
Am installing first SP now. Will fully patch and then install Ambitions and carry on until everything is fully patched and installed.
You reckon doing that will make the spawners show up correctly? Well we shall see *fingers crossed*
simsample
6th Nov 2011, 02:10 PM
Nono, you don't need to uninstall, just patch. The Launcher says it's up to date because it only checks the basegame and latest EP/SP. But the SKU versions you posted say otherwise.
If you read the links I gave you, you will see that we describe in detail how to manually patch, including links to download the patches from EA and tips on backing up your files.
Jay290783
6th Nov 2011, 02:34 PM
Nono, you don't need to uninstall, just patch. The Launcher says it's up to date because it only checks the basegame and latest EP/SP. But the SKU versions you posted say otherwise.
If you read the links I gave you, you will see that we describe in detail how to manually patch, including links to download the patches from EA and tips on backing up your files.
Too late now.
I'm not that overly bothered. I prefer to auto-patch anyway so doing it this way takes longer granted but it updates them fully.
Just have to wait a bit longer doing it this way :)
5 down, 4 to go :)
simsample
6th Nov 2011, 02:49 PM
:lol: Don't panic, you'll get the same result! :)
Just be sure to check your SKU versions once finished, just to make sure it really did update fully.
I hope it works after all this!
Jay290783
6th Nov 2011, 03:07 PM
:lol: Don't panic, you'll get the same result! :)
Just be sure to check your SKU versions once finished, just to make sure it really did update fully.
I hope it works after all this!
Knowing my luck it'll update fully. Everything will be as it should be and the pet spawners STILL won't work :cry:
Jay290783
6th Nov 2011, 03:46 PM
Knowing my luck it'll update fully. Everything will be as it should be and the pet spawners STILL won't work :cry:
This is what each skuversion.txt file now says:
The Sims 3 Base Game
GameVersion = 1.26.89.013017
Code:0.RL-2.0.164
Asset:1.Content.rl.52
Thumbnails:1.Thumbnail.dl.933
TCC:1.TCC.dl.1209
The Sims 3 World Adventures
GameVersion = 2.17.2.011032
Code:Unknown
Asset:Unknown
Thumbnails:Unknown
TCC:Unknown
CiderVersion#000000
The Sims 3 High-End Loft Stuff
GameVersion = 3.13.1.011031
Code:Unknown
Asset:Unknown
Thumbnails:Unknown
TCC:Unknown
CiderVersion#000000
The Sims 3 Ambitions
GameVersion = 4.10.1.011031
Code:Unknown
Asset:Unknown
Thumbnails:Unknown
TCC:Unknown
CiderVersion#000000
The Sims 3 Fast Lane Stuff
GameVersion = 5.8.1.011031
Code:Unknown
Asset:Unknown
Thumbnails:Unknown
TCC:Unknown
CiderVersion#000000
The Sims 3 Late Night
GameVersion = 6.5.1.011031
Code:Unknown
Asset:Unknown
Thumbnails:Unknown
TCC:Unknown
CiderVersion#000000
The Sims 3 Outdoor Living Stuff
GameVersion = 7.3.2.011031
Code:Unknown
Asset:Unknown
Thumbnails:Unknown
CiderVersion#000000
The Sims 3 Generations
GameVersion = 8.0.152.011001
Code:0.RL-2.0.148
Asset:1.ep4-0.rl.2
Thumbnails:1.Thumbnailep4.dl.338
CiderVersion#005777
The Sims 3 Town Life Stuff
GameVersion = 9.0.73.012001
Code:0.sbSP-430.0.521
Asset:1.sbsp4-0.sb.163
Thumbnails:1.Thumbnailsp4.sb.85
CiderVersion#006481
The Sims 3 Pets
GameVersion = 10.0.96.013001
Code:0.RL-2.0.164
Asset:1.ep5-0.rl.4
Thumbnails:1.Thumbnailep5.dl.437
TCC:1.TCC.ep05.120
CiderVersion#007042
Just checked and still no pet spawners.
Got all the other normal EA enabled items though like the Unicorn Crossing sign.
What to do now? :help:
simsample
6th Nov 2011, 04:08 PM
Oh drat, that's annoying. All of your games are definitely up to date, it might be worth redownloading and reinstalling CAW again but apart from that I'm stumped. :(
Jay290783
6th Nov 2011, 04:10 PM
Oh drat, that's annoying. All of your games are definitely up to date, it might be worth redownloading and reinstalling CAW again but apart from that I'm stumped. :(
Already ahead of you.
I uninstalled CAW, downloaded it again, and reinstalled CAW.
Still no luck.
I did keep my saves/settings whatever it asks you to keep or delete because I didn't want to lose my world after all work I've done on it.
I'm glad I'm not the only one who's stumped :blink:
simsample
6th Nov 2011, 04:12 PM
Ah, it might be worth testing with a clean set of CAW user data then, just to test. Also, are any other custom objects showing? Just so that we know your Packages folder is working since you reinstalled.
Jay290783
6th Nov 2011, 04:16 PM
Ah, it might be worth testing with a clean set of CAW user data then, just to test. Also, are any other custom objects showing? Just so that we know your Packages folder is working since you reinstalled.
OK. The DT for HS in CAW is named what again?
If it's Terrain - Distant then my packages folder is working correctly.
Edit 1: Right I've copied my UserToolData/Worlds folder to my desktop, uninstalled CAW (including saves and settings), deleted my CAW folder from my documents EA folder, and am about to reinstall CAW and see what happens.
*fingers crossed*
simsample
6th Nov 2011, 05:02 PM
OK. The DT for HS in CAW is named what again?
If it's Terrain - Distant then my packages folder is working correctly.
No idea, I don't have HS. But Sunset Valley DT is called Terrain - Distant.
Try testing with the haystack from this thread, since I wrote what it is called in metadata.
http://www.modthesims.info/showthread.php?t=427515
It's a pets object also.
Try the Twinbrook Ruins Station too, as that's from a different EP.
Jay290783
6th Nov 2011, 05:45 PM
No idea, I don't have HS. But Sunset Valley DT is called Terrain - Distant.
Try testing with the haystack from this thread, since I wrote what it is called in metadata.
http://www.modthesims.info/showthread.php?t=427515
It's a pets object also.
Try the Twinbrook Ruins Station too, as that's from a different EP.
I think something has gone wrong with my Packages folder because niether DT for either HS or Riverview is showing up.
Any ideas how to sort out my packages folder so it works?
I bet that's the problem. Does the version of CAW for Pets detect the Packages folder somewhere else instead of the main installed CAW directory? :wtf:
simsample
6th Nov 2011, 05:53 PM
So when you said:
The Food Truck does not show up in CAW.
I meant that it showed up in game and in EIG.
The DTs show up in CAW properly and they're in the correct folder to do that just like the pet spawners are in the correct folder alongside the DT packages but the pet spawners do NOT show up in CAW for some bizarre reason :wtf:
You did not mean that custom DTs were showing up? My apologies, I thought that this post indicated that your framework was working correctly.
Note that the HS DT and Riverview DT require for the corresponding worlds to be installed to be visible in CAW.
This should help:
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
Jay290783
6th Nov 2011, 06:33 PM
So when you said:
You did not mean that custom DTs were showing up? My apologies, I thought that this post indicated that your framework was working correctly.
Note that the HS DT and Riverview DT require for the corresponding worlds to be installed to be visible in CAW.
This should help:
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
No I DID mean they were showing up originally. But since Pets I've just realised that even they're not showing up either.
I do have both worlds installed as well so as far as CAW should be concerned, the DTs do exist.
So that now leads me to thinking that the newest version of CAW (which you have to install when you've installed Pets) somehow breaks the Package folder or ignores it or something because they won't show up now.
Anyone else having this problem?
simsample
6th Nov 2011, 10:21 PM
Not me- everything works fine for me including the spawners, and I have all the same gameversions as you with the latest CAW.
Although, I just noticed that you have the digital version of the basegame, so maybe that's significant?
Jay290783
6th Nov 2011, 10:26 PM
Not me- everything works fine for me including the spawners, and I have all the same gameversions as you with the latest CAW.
Although, I just noticed that you have the digital version of the basegame, so maybe that's significant?
Perhaps. I was wondering that myself.
It's just that I didn't want to uninstall the base game if it meant having to uninstall the EPs and SPS as well.
I do have them all on disk and the EPs and SPs I've installed from disk instead of the downloaded versions I had.
Will I be able to uninstall just the Base game and then reinstall it using the disk without having to uninstall the EPs and SPs? And will they work still when I've reinstalled the Base game?
simsample
6th Nov 2011, 10:36 PM
No, you'd have to reinstall the whole lot if you remove the basegame. But you had the CC working with that version before (just not the spawners)?
Jay290783
7th Nov 2011, 12:46 AM
No, you'd have to reinstall the whole lot if you remove the basegame. But you had the CC working with that version before (just not the spawners)?
Figures :(
Well everything worked fine before I installed Pets and new version of CAW.
So if those EPs and SPs you mentioned obviously weren't patched, it didn't affect the DTs from HS and Riverview appearing in CAW.
The spawners were showing in CAW as well (as I've already said) it's just that they were just hex names because I obviously didn't have Pets yet.
Once I installed Pets I tried using CAW but got that error message about it not being compatible or whatever and to download the new version.
After downloading (and installing) the new CAW, everything went downhill from there.
So that's the life story of the impossibleness of getting the Spawners to show up correctly (and now the 2 DTs as well).
So what now? :blink:
Oh and on a sidenote, what is the name of the DT for Appaloosa Plains? See if that's showing up or not. I presume it should be as it's enabled by default by EA (supposedly) but knowing my luck it probably won't be there :blink:
simsample
7th Nov 2011, 05:33 PM
So is other CC showing up in CAW for you now? If not, post a copy of your resource.cfg, as it's most likely that.
The Appaloosa Plains DT is just called 'Distant Terrain':
http://pasimficandbeyond.wikia.com/wiki/Aligning_Distant_Terrain
Jay290783
7th Nov 2011, 08:08 PM
So is other CC showing up in CAW for you now? If not, post a copy of your resource.cfg, as it's most likely that.
The Appaloosa Plains DT is just called 'Distant Terrain':
http://pasimficandbeyond.wikia.com/wiki/Aligning_Distant_Terrain
Ah right. I think that is in my CAW objects list. Will have to double check though.
Will post a copy of my resource.cfg file.
Which one do I need? The 1 in the CAW installation directory? Or 1 of the game installation folders?
Just want to be sure I post the correct version for you to have a nosey at :lol:
Recently I've been thinking. The reason why nothing is showing up in CAW I think probably IS because of my Resource.cfg file in my cAW directory.
I vaguely remember having to edit it to make it realise the Packages folder actually exists. When I reinstalled the new version of CAW, after installing Pets, the file would have been overwrote. Correct?
Anyway, this is what's in the file. I forget what I need to add to it to make CAW realise the package folder exists.
# ResourceConfig file for platform-independent resources
#
# See ResourceConfig/doc/ResourceConfig.htm for details on format.
# Intranet link as of this moment:
# http://ears-wiki/ctg/_docs/depot/UTF/HTML/UTFApp/Resource/ResourceConfig/doc/ResourceConfig.htm
#
# UI
#
Priority -29
PackedFile UI/UI.package
PackedFile Automation/AutomationData.package
PackedFile Jazz/JazzData.package
PackedFile Misc/fallback.package
#
# Folder associations using Group IDs
#
#Group 0x001407ec Audio
#Group 0x0051185b EffectsBinary
#
# File associations using FileType IDs. Put them here instead of in a DDFMap.txt
#
#FileType 0x0175e5cd script
#FileType 0x0175e5d9 scriptsym
#FileType 0x8eaf13de rig
#FileType 0x6b20c4f3 clip
#FileType 0x00b2d882 dds
#FileType 0x025ed6f4 simoutfit
#FileType 0xd55f7caf lightrigs
FileType 0xf0ff5598 triggers
#FileType 0x11c258c0 ctriggers
FileType 0x0333406c xml
FileType 0x1a3201cd mod
#FileType 0xd3044521 slot
#FileType 0x00b552ea spt
#FileType 0x021d7e8c spt2
#FileType 0x1f886ead ini
FileType 0x025c95b6 layout
FileType 0x025c90a6 css
FileType 0x062e9ee0 ttf
FileType 0x062e9ee0 otf
FileType 0x062e9ee0 ttc
#FileType 0x2f7d0006 tga
#FileType 0x2f7d0004 png
#FileType 0x2f7d0002 jpg
#FileType 0x2f7d0002 jpeg
#FileType 0x03b4c61d lightingdata
#FileType 0xea5118b0 swb
#Audio files
#FileType 0x02b9f662 prop
#FileType 0x010077c4 wav
#FileType 0x010077bb mp3
#FileType 0x010077ca xa
#FileType 0x01a527db snr
#FileType 0x01eef63a sns
#FileType 0x0181b0d2 abk
#FileType 0x02c9eff2 submix
#FileType 0x029e333b voice
FileType 0x03b33ddf mod
FileType 0x0604abda dreamtree
Thanks in advance,
Jay
simsample
9th Nov 2011, 09:38 AM
Jay, I linked this twice already:
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
Read that, and do as it says- your resource.cfg is wrong.
Jay290783
9th Nov 2011, 10:15 PM
Jay, I linked this twice already:
http://simswiki.info/wiki.php?title=Game_Help:CAW_Framework
Read that, and do as it says- your resource.cfg is wrong.
Sorry. I could've sworn I'd opened that and it wasn't what I was looking for. I guess I can't have looked at that. Sorry :(
Edit 1: It's working now.
Thanks again. Sorry for all the confusion and messing around when it was something so simple. I feel a right fool now :jest:
simsample
11th Nov 2011, 11:43 AM
Sorry. I could've sworn I'd opened that and it wasn't what I was looking for. I guess I can't have looked at that. Sorry :(
Edit 1: It's working now.
Thanks again. Sorry for all the confusion and messing around when it was something so simple. I feel a right fool now :jest:
:lol: No worries, I think my post read as being stern, but I didn't mean it that way! I should have put a :faceslap: :anime: in, sorry for that. Don't feel a fool, we all get frustrated with this game!
So, are the pet spawners working for you too? *Fingers crossed*
Jay290783
11th Nov 2011, 04:21 PM
:lol: No worries, I think my post read as being stern, but I didn't mean it that way! I should have put a :faceslap: :anime: in, sorry for that. Don't feel a fool, we all get frustrated with this game!
So, are the pet spawners working for you too? *Fingers crossed*
Sorry did I not say? Thought I did. Duh! :faceslap: lol.
Yeah they're showing up now.
It's frustrating that it was something so simple. You'd think EA would allow CAW to auto-detect a Package folder if it exists.
Surely they realise by now that people are doing that?
They're just awkward.
At least they're not as harsh as Activision. Got my copy of COD: MW3 for my PS3 on Tuesday and wasn't allowed to use student discount on it because Activision had banned it being used on that game.
Money grabbing bugars! lol
simsample
13th Nov 2011, 11:26 PM
I'm glad it's working now, Jay! *Phew*
fluttereyes
4th Aug 2012, 11:59 PM
I just decided to do something I know how to do and enabled them to show up in CAW (thanks to Simsamples tutorial!). It's just one file with all the minor pet spawners and the dog dig spot. Just slap em in the framework file for CAW and they should show up.
Thank you for this, very much appreciated. It worked a charm. I was fed up with putting all the spawners inside lots.
LadyGreenEyes649
22nd Apr 2013, 06:37 AM
Know this is old, but it wasn't till recently that I thought about looking for a method to place the small pet spawners in CAW, instead of on lots in game. I located the download on the first page, and have that, but am unsure where to place it. Does it go into a package file in the CAW folder? If so, in the program one or the documents one? Can I place it in the package folder in the Sims 3, as with other custom content? Do I need a new package folder for this? I can follow the steps, if detailed, just not sure what is needed in this case. Thanks.
auntielynds
22nd Apr 2013, 07:38 AM
Here's a tutorial http://www.modthesims.info/showthread.php?t=481967
LadyGreenEyes649
22nd Apr 2013, 03:59 PM
Here's a tutorial http://www.modthesims.info/showthread.php?t=481967
Much simpler explanation, thanks! For the package folder, do I place it in the program folder, same location as the resource file is located? I did find that one easily. Much appreciated!
Never mind - just made the package file, and the spawners are there! WOOT! HUGE help, many thanks! Really didn't want them ONLY on lots, and really didn't want to have to make little lots all over the place, only for small animal spawners. MANY thanks.
Quick question - once I update CAW for Seasons and University, is it safe to assume I will have to do this again?
auntielynds
22nd Apr 2013, 07:47 PM
Quick question - once I update CAW for Seasons and University, is it safe to assume I will have to do this again?
I pull my packages folder, and resource.cfg file before uninstalling, then just replace after the new installation.
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