Anyone having issues with a conflict between MCCC and Turbodriver since their latest updates? I've emptied all my mods and left 🐸🐸🐸🐸 in place and the game works. Added only MCCC and game crashes every 15 minutes.
No, it's OK. Meanwhile I talked with Deaderpool. 'Flag Freeze Physics' is an independent setting, which does exactly what it says: freeze fat-/fitness as long as the flag is active on that sim.
Still doesn't work for me, and I have no idea why. Same with Flag Freeze Career I guess it is.
MC Pregnancy is also giving me only error messages whenever I try to change the settings. Does anybody know what could cause this, or why the flagging doesn't work for me?
Origin ID: puderosasims | Simblr
English isn't my first language, so please excuse any mistakes.
I'm getting a security alert from McAfee also and i've never had this problem before till this update to the mod!!!
Deaderpool recently changed the download locations several times, because he wasn't statisfied with their performance. Guess that's the reason why you get these alerts as of late.
Bonxie: Great Skua, stercorarius skua. Meet me on Fair Isle.
This release has been tested to be working with (but does not require) GTW, OR, Get Together, Dine Out, City Life, Vampires, Parenthood, Cats & Dogs and the patch released January 11, 2018 PC 1.38.49.1020 / Mac 1.38.49.1220.
Versions before this most likely will not work, so don’t be surprised if that’s the case!
The mod folder will look more or less like this after MCCC 4.1.1 installation/update.
(please note the european date/time format dd/mm/yyyy)
✘ Check the CC and Mods in your game and use current versions only. Be careful when using outdated or orphaned DLC.
If you get an orange error message referring to a Last Exception, the most probably reason is broken 3rd party stuff.
As proof of installation the welcome screen of MCCC 4.1.1 looks like this:
If you have any questions, please ask.
☆☆☆ Have Fun! ☆☆☆
#MCCC #Patch #Update
Bonxie: Great Skua, stercorarius skua. Meet me on Fair Isle.
MCCC v4.1.2 for Sims 4 game version 1.38.49 is out now!
This version has a couple of small syntax-error fixes in the mod code,
that were causing mc_cmd_center.log error messages when opening the MC Pregnancy dialog on Sims. If you don’t use the MC Pregnancy dialog on Sims, you don’t have to have this update.
MCCC v4.1.2 for Sims 4 game version 1.38.49 is out now!
This version has a couple of small syntax-error fixes in the mod code,
that were causing mc_cmd_center.log error messages when opening the MC Pregnancy dialog on Sims. If you don’t use the MC Pregnancy dialog on Sims, you don’t have to have this update.
MCCC v4.1.2 for Sims 4 game version 1.38.49 is out now!
This version has a couple of small syntax-error fixes in the mod code,
that were causing mc_cmd_center.log error messages when opening the MC Pregnancy dialog on Sims. If you don’t use the MC Pregnancy dialog on Sims, you don’t have to have this update.
I've been thinking of adding this mod set to my games, but I don't have much of an idea where to start! I have the site saved and everything, I just wouldn't know exactly what is best for my games..? Can anyone help?
Me again. Help needed. I had turned the mod on to enable ghost cleaning. It's been fine, but the family ghosts seem to be coming back to life on their own and are moving into various houses and apartments getting married to live sims. I see there's a new version of MC Command Center so maybe that will fix it, but if there's something I'm doing wrong, I'd love some guidance.
I've been thinking of adding this mod set to my games, but I don't have much of an idea where to start! I have the site saved and everything, I just wouldn't know exactly what is best for my games..? Can anyone help?
This is a terrific mod! I never used mods with Sims2 (where I started) but Sims3 had all kinds of problems. I lost my singer Sim and his new wife after I sent them to San Shingla (the China destination from WA). Every time I tried to have them come home the game would crash. I came to the forums for help. Twallen, himself, answered my thread. He had a mod Travler that corrects the errors with WA and the base game. I went ahead, for the love of my singer Sim, and installed that mod. Got my singer Sim back! I also heard about all kinds of mods by Twallen (who created NRaas, Industries) and decided to give them a go, too. MCCC is closely created to mirror the Master Controller mod. This MCCC mod gives you more control over your Sims. For instance, I can set relationships, if I desire. I can decide the number and gender of babies in a pregnancy. (Much easier and far more reliable than having the pregnant Sim eat carrots or strawberries and/or listen to Alternative or pop music.) I've barely scratched the surface on this mod. I'm sure others will give you a more complete rundown on it.
I've been thinking of adding this mod set to my games, but I don't have much of an idea where to start! I have the site saved and everything, I just wouldn't know exactly what is best for my games..? Can anyone help?
This is a terrific mod! I never used mods with Sims2 (where I started) but Sims3 had all kinds of problems. I lost my singer Sim and his new wife after I sent them to San Shingla (the China destination from WA). Every time I tried to have them come home the game would crash. I came to the forums for help. Twallen, himself, answered my thread. He had a mod Travler that corrects the errors with WA and the base game. I went ahead, for the love of my singer Sim, and installed that mod. Got my singer Sim back! I also heard about all kinds of mods by Twallen (who created NRaas, Industries) and decided to give them a go, too. MCCC is closely created to mirror the Master Controller mod. This MCCC mod gives you more control over your Sims. For instance, I can set relationships, if I desire. I can decide the number and gender of babies in a pregnancy. (Much easier and far more reliable than having the pregnant Sim eat carrots or strawberries and/or listen to Alternative or pop music.) I've barely scratched the surface on this mod. I'm sure others will give you a more complete rundown on it.
Thanks for the insight! I'm mainly interested in this mod so I don't have to micro-manage all the townies and NPCs that I don't play, but at the same time I also want it to leave my played households relatively alone. The townie generation structure has been relatively the same, compiled with singles with the same CL names over and over, and also lots of elders and single parents with one child. My game does still generate other household types from time to time, but they've become quite rare in my games and I generally tend to save them from the cull. I also want some progression for the townies so that they're all not bland and as well for the clubs too!
<?xml version="1.0" ?><root>
<report><version>2</version><sessionid>b89a8aa811045d7d5a7220f5</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2018-01-31 15:17:35</createtime><buildsignature>Local.Unknown.Unknown.1.38.49.1020-1.200.000.320.Release</buildsignature><categoryid>terrain.py:314</categoryid><desyncid>b89a8aa811045d7d5a7220f5</desyncid><systemconfig/><screenshot/><desyncdata>Exception during call to test method on <class 'sims4.tuning.instances.terrain-gonear'> (AttributeError: 'PathPlanContextWrapper' object has no attribute 'object_footprint_id')
Traceback (most recent call last):
File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 195, in wrapper
File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 203, in c_api_server_tick
File "T:\InGame\Gameplay\Scripts\Server\zone.py", line 436, in update
File "T:\InGame\Gameplay\Scripts\Server\time_service.py", line 112, in update
File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 217, in simulate
File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 385, in _resume
File "T:\InGame\Gameplay\Scripts\Server\postures\transition_sequence.py", line 4003, in do_transition_single
File "T:\InGame\Gameplay\Scripts\Server\postures\transition_sequence.py", line 3959, in _create_transition_interaction
File "T:\InGame\Gameplay\Scripts\Server\postures\transition_sequence.py", line 3852, in run_super_interaction
File "T:\InGame\Gameplay\Scripts\Server\interactions\base\super_interaction.py", line 3637, in run_direct_gen
File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 570, in run_interaction_gen
File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2734, in test
File ".\mc_utils.py", line 114, in _wrapper_function
File "T:\InGame\Gameplay\Scripts\Server\objects\terrain.py", line 309, in _test
AttributeError: 'PathPlanContextWrapper' object has no attribute 'object_footprint_id'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2622, in test
File "T:\InGame\Gameplay\Scripts\Server\objects\terrain.py", line 314, in _test
AttributeError: 'PathPlanContextWrapper' object has no attribute 'object_footprint_id'
</desyncdata></report>
</root>
Comments
No, aging does not need to be activated. Neither for pregnancies nor for the MCCC settings.
I have exhibited aging for my Active Household.
I don't think that this does matter at all.
iwas just checking,
i got it. i think macfee was acting up but i clicked ignore and its all fine. and working.
I have McAfee too. That must be the problem. Odd because that program doesn't really care about viruses or not :P
Just vibing...
Check out my stories The Diversity Club and Lost Pride here on the forums!
English isn't my first language, so please excuse any mistakes.
Add me on Origin ID: Amanda3024
i think its just a percaution i also use macafee downloade and everything works like normal.
Deaderpool recently changed the download locations several times, because he wasn't statisfied with their performance. Guess that's the reason why you get these alerts as of late.
This version has a couple of small syntax-error fixes in the mod code,
that were causing mc_cmd_center.log error messages.
Find the download link on this page:
https://deaderpoolmc.tumblr.com/tagged/mcccrelease
An installation guide can be found here:
https://deaderpool-mccc.com/?installation#Top
Find the complete change log here (intentionally still v4.1.0 - no functional change):
https://deaderpoolmc.tumblr.com/private/169600822671/tumblr_p2f7yskrC21w6igb0
Find the FAQ and the answers to fix your MCCC related issues here:
https://deaderpool-mccc.com/?faq#Top
This release has been tested to be working with (but does not require) GTW, OR, Get Together, Dine Out, City Life, Vampires, Parenthood, Cats & Dogs and the patch released January 11, 2018 PC 1.38.49.1020 / Mac 1.38.49.1220.
Versions before this most likely will not work, so don’t be surprised if that’s the case!
The mod folder will look more or less like this after MCCC 4.1.1 installation/update.
(please note the european date/time format dd/mm/yyyy)
✘ Check the CC and Mods in your game and use current versions only. Be careful when using outdated or orphaned DLC.
If you get an orange error message referring to a Last Exception, the most probably reason is broken 3rd party stuff.
As proof of installation the welcome screen of MCCC 4.1.1 looks like this:
If you have any questions, please ask.
☆☆☆ Have Fun! ☆☆☆
#MCCC #Patch #Update
This version has a couple of small syntax-error fixes in the mod code,
that were causing mc_cmd_center.log error messages when opening the MC Pregnancy dialog on Sims.
If you don’t use the MC Pregnancy dialog on Sims, you don’t have to have this update.
Find the download link on this page:
https://deaderpoolmc.tumblr.com/tagged/mcccrelease
As proof of installation the welcome screen of MCCC 4.1.2 looks like this:
If you have any questions, please ask.
☆☆☆ Have Fun! ☆☆☆
#MCCC #Patch #Update[/quote]
[/quote]
is that a updated version?
is that a updated version? [/quote]
nevermind i found the date.
I cannot find anymore the command "Pregnancy Start Use Active" under MC Pregnancy... Is it normal?
-Cars Update
-Spiral/Diagonal Stairs Update
-Hotel Pack
-Romance Pack (possibly combined with Hotel Pack)
-Bands Pack
-Royalty Pack
-Fashion Design Pack
-Fairies Pack
-Werewolf Pack
-France-inspired World
I've been thinking of adding this mod set to my games, but I don't have much of an idea where to start! I have the site saved and everything, I just wouldn't know exactly what is best for my games..? Can anyone help?
did you enable custom content?
This is a terrific mod! I never used mods with Sims2 (where I started) but Sims3 had all kinds of problems. I lost my singer Sim and his new wife after I sent them to San Shingla (the China destination from WA). Every time I tried to have them come home the game would crash. I came to the forums for help. Twallen, himself, answered my thread. He had a mod Travler that corrects the errors with WA and the base game. I went ahead, for the love of my singer Sim, and installed that mod. Got my singer Sim back! I also heard about all kinds of mods by Twallen (who created NRaas, Industries) and decided to give them a go, too. MCCC is closely created to mirror the Master Controller mod. This MCCC mod gives you more control over your Sims. For instance, I can set relationships, if I desire. I can decide the number and gender of babies in a pregnancy. (Much easier and far more reliable than having the pregnant Sim eat carrots or strawberries and/or listen to Alternative or pop music.) I've barely scratched the surface on this mod. I'm sure others will give you a more complete rundown on it.
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
Yeah both mods and cc are enabled
-Cars Update
-Spiral/Diagonal Stairs Update
-Hotel Pack
-Romance Pack (possibly combined with Hotel Pack)
-Bands Pack
-Royalty Pack
-Fashion Design Pack
-Fairies Pack
-Werewolf Pack
-France-inspired World
> Hi!
> I cannot find anymore the command "Pregnancy Start Use Active" under MC Pregnancy... Is it normal?
Does anybody else have the same problem?
Thanks for your help! :smile:
Thanks for the insight! I'm mainly interested in this mod so I don't have to micro-manage all the townies and NPCs that I don't play, but at the same time I also want it to leave my played households relatively alone. The townie generation structure has been relatively the same, compiled with singles with the same CL names over and over, and also lots of elders and single parents with one child. My game does still generate other household types from time to time, but they've become quite rare in my games and I generally tend to save them from the cull. I also want some progression for the townies so that they're all not bland and as well for the clubs too!
<?xml version="1.0" ?><root>
<report><version>2</version><sessionid>b89a8aa811045d7d5a7220f5</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2018-01-31 15:17:35</createtime><buildsignature>Local.Unknown.Unknown.1.38.49.1020-1.200.000.320.Release</buildsignature><categoryid>terrain.py:314</categoryid><desyncid>b89a8aa811045d7d5a7220f5</desyncid><systemconfig/><screenshot/><desyncdata>Exception during call to test method on <class 'sims4.tuning.instances.terrain-gonear'> (AttributeError: 'PathPlanContextWrapper' object has no attribute 'object_footprint_id') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 195, in wrapper File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 203, in c_api_server_tick File "T:\InGame\Gameplay\Scripts\Server\zone.py", line 436, in update File "T:\InGame\Gameplay\Scripts\Server\time_service.py", line 112, in update File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 217, in simulate File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 385, in _resume File "T:\InGame\Gameplay\Scripts\Server\postures\transition_sequence.py", line 4003, in do_transition_single File "T:\InGame\Gameplay\Scripts\Server\postures\transition_sequence.py", line 3959, in _create_transition_interaction File "T:\InGame\Gameplay\Scripts\Server\postures\transition_sequence.py", line 3852, in run_super_interaction File "T:\InGame\Gameplay\Scripts\Server\interactions\base\super_interaction.py", line 3637, in run_direct_gen File "T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py", line 570, in run_interaction_gen File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2734, in test File ".\mc_utils.py", line 114, in _wrapper_function File "T:\InGame\Gameplay\Scripts\Server\objects\terrain.py", line 309, in _test AttributeError: 'PathPlanContextWrapper' object has no attribute 'object_footprint_id' During handling of the above exception, another exception occurred: Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2622, in test File "T:\InGame\Gameplay\Scripts\Server\objects\terrain.py", line 314, in _test AttributeError: 'PathPlanContextWrapper' object has no attribute 'object_footprint_id' </desyncdata></report>
</root>
Am I too lost?