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Video Games: The Sims 4: Official Vampires Trailer
Member Since: 4/26/2012
Posts: 33,881
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Quote:
Originally posted by MCMXCVIl
It did
It did, I extracted that thing and the mods folder appeared... But my custom content **** won't show up on the game
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Is there a ccmerged file? Cause if not then mods you put in the folder won't show up, it happened to me once.
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Member Since: 1/12/2012
Posts: 18,340
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Quote:
Originally posted by MCMXCVIl
How can I delete my cache
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Delete CASPartCache.package, compositorCache.package, scriptCache.package & simCompositorCache.package from your Sims 3 folder in your Documents.
Quote:
Originally posted by JayEl
Is there a ccmerged file? Cause if not then mods you put in the folder won't show up, it happened to me once.
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That goes in DCBackup though, and has nothing to do with Mods  It's an essential file for the EA Store Premium Content objects' actions to work well in game.
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Member Since: 4/26/2012
Posts: 33,881
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Sorry I meant the resource.cfg file.

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Member Since: 4/3/2014
Posts: 5,516
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Quote:
Originally posted by JayEl
Sorry I meant the resource.cfg file.

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Yeah I downloaded one ".cfg_eng"
I also deleted the original one, was that right ?
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Member Since: 1/12/2012
Posts: 18,340
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Quote:
Originally posted by JayEl
Sorry I meant the resource.cfg file.

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Yeah, you definitely need that file, otherwise the game won't read your mods.
Quote:
Originally posted by MCMXCVIl
Yeah I downloaded one ".cfg_eng"
I also deleted the original one, was that right ?
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Maybe that's why  , try using the one you can download from the guide: http://www.modthesims.info/wiki.php?...etup_and_Files
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Member Since: 1/6/2014
Posts: 29,555
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How the hell do you get rid of the notifications for story progression  they're so annoying
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Member Since: 1/1/2013
Posts: 13,978
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Member Since: 3/15/2013
Posts: 8,969
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Quote:
Originally posted by Bitchcraft
How the hell do you get rid of the notifications for story progression  they're so annoying
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I uninstalled the mod for this very reason  Well, that and because it slowed down the game's running.
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ATRL Contributor
Member Since: 5/28/2011
Posts: 39,615
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Wooo, Graham right now. 
Quote:
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I don't have the power to add or cut features. I have good autonomy when it comes to the specific features I own and can add/cut portions of them (within reason) to make the feature the best it can be. While I ran our Change Review process, all decisions made in there are by a committee of senior producers and designers. A year ago I ran the same process for Island Paradise, and Seasons before that. I try my damnedest to influence the game in directions that I know the community is particularly interested in, but I've still made the argument to cut things before that you all would surely be unhappy about. When we do cut things, it's because there's something even more integral that needs that development time and takes priority for getting in the game. Producers have to manage the schedule and budget that we're given to ensure we're hitting our milestones at the expected quality bar, so yeah... producers frequently end up being the bad guys who have to make difficult decisions; we're the gatekeepers.
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Member Since: 1/1/2014
Posts: 59,596
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Quote:
Originally posted by X/O/X/O
Wooo, Graham right now. 
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He sounds like a toddler.
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Member Since: 1/12/2012
Posts: 18,340
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Quote:
Originally posted by Meowster
He sounds like a toddler.
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How ironic 
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Member Since: 8/31/2013
Posts: 4,266
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Quote:
Originally posted by Meowster
He sounds like a toddler.
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And salty like dry chlorine from a pool.
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Member Since: 8/1/2012
Posts: 11,608
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Quote:
Originally posted by #JC
How ironic 
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ATRL Contributor
Member Since: 5/28/2011
Posts: 39,615
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Welp!
I asked him this:
Quote:
Graham, can you explain why there was time to add the decoration transport things (such as the tram and the boat), along with a rocket and a cupcake machine, but couldn't manage to fit in toddlers or pools over those things? Wouldn't a life stage or a classic element take priority over those trivial things? I understand you said you don't have the control to add or remove things, but was the reasoning behind any of this explained to you?
Now, I know Toddlers weren't loved a lot, but I think there was a lot of potential in the Sims 4 for Toddlers; they could've been improved upon, but it comes off as the team just make a quick fix and removed them because of complaints about them rather than actually making something of them.
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And he responded with this:
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You can't weigh features by how much you want them in the game, you have to consider how many development resources it takes to create them. The tram? A couple of days from one of our FX guys and it's finished... very low risk, very low complexity (using entirely existing tech), and adds a nice visual punch to the neighborhood. I can't recall ever scoping against FX... they always have time to be adding more stuff. Our FX folks submitted their own long list of things they wanted to work on because there wasn't enough for them to do. Now, you can't take the FX team and ask them to add pools to the game. They don't have the work skills to do it; neither do I. Pools, toddlers... they're extremely complex features that require months of man hours of work across multiple disciplines and introduce significant risk. If we were to have added one of those to the game, there would have been two choices for us... cut many small features, or cut one other significantly large feature. And again, it isn't equivalent - you can't just cut a large feature and expect it to line up; you have to cut enough to get all the numbers for each discipline in the green, which means cutting extra to get to the point where the hardest hit discpline has enough time to do their necessary work for it. Now you've created free time for other disciplines who previously had work, but are left twiddling their thumbs... so you need to find work for them to do that only impacts the areas that you have time to spend in. If you look at one weird aspect of the game and wonder why it took priority over something that seemed important to you, it's entirely possible it was something that the right people had time to work on without disrupting the busy people. Game development is a constant puzzle where you're matching headcount and skill sets against features, schedule, and budget, and you're trying to make everything fit just right with as few gaps as possible. Unfortunately time isn't like money; you can't go into debt on time and pay it back later.
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Banned
Member Since: 11/7/2011
Posts: 36,781
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woo i wanna punch that Pillsbury dough boy looking ******
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Member Since: 1/1/2014
Posts: 59,596
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Quote:
Originally posted by X/O/X/O
Welp!
I asked him this:
And he responded with this:
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Wait. So not only is he saying his team is lazy but that they aren't actually talented enough to make a pool of water?
Not to mention him confirming how mismanaged they are! So unprofessional! 
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ATRL Senior Member
Member Since: 6/23/2008
Posts: 14,330
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At this point, it'd be best for the Gurus to just stfu. Yes, they're on the recieving end of a lot of (mostly justified) abuse, but Graham and company are only fanning the flames by going on the defensive and attempting to educate us regarding the specifics of game production. You don't fight with your biggest supporters and dismiss their criticisms, and if you can't figure out a way to address said criticisms in a non-inflammatory manner, you should probably just pretend not to hear them.
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Member Since: 12/1/2010
Posts: 23,572
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So then it's true, this is a rushed ass mess 
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ATRL Senior Member
Member Since: 6/23/2008
Posts: 14,330
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Life without an open world just isn't worth living. 
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Member Since: 1/12/2012
Posts: 18,340
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Quote:
Originally posted by Meowster
Wait. So not only is he saying his team is lazy but that they aren't actually talented enough to make a pool of water?
Not to mention him confirming how mismanaged they are! So unprofessional! 
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Right!
X/O/X/O, sis, you HAVE to expose him!
Quote:
Originally posted by Vertigo Stick
So then it's true, this is a rushed ass mess 
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A Britney Jean sized mess 
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