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 Coconut Island BETA 
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
:O

Work. For. EA.

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Tue May 31, 2011 3:57 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
I take too long. :P

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Tue May 31, 2011 4:18 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Plus, you're ridiculously good at what you do, you're extremely nice and you're perceptive to bugs and other issues.
Not EA material at all!

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Tue May 31, 2011 9:50 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
^ You are true, but I was not stooping him to EA's level either. I was saying that because he is much better than EA people! But time is true. But still. Some of the things they pull... you'd think they'd realize they need more time.

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Wed Jun 01, 2011 1:07 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Draik wrote:
Plus, you're ridiculously good at what you do, you're extremely nice and you're perceptive to bugs and other issues.
Not EA material at all!


I would say the Sims division of EA are nice in a, creepy robotic PR kind of way! :gig:

Just finishing up a Quest tomb and I think you guys are going to want to kill me when you come across it. 27 hidden tombs/locations and counting...

edit: another Quest tomb finished. Another one you guys are going to kill me over. And you won't even see it coming... :cheerup:

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Wed Jun 01, 2011 2:42 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Ok first off, I've been playing Coconut Island since installing Generation when the EP came out and I really haven't run into anything major that has caused any significant lag in this world. In fact, it runs much smoother than the EA worlds I've been playing :laugh: . It truly is a magnificent world, a work of art. It is my most favorite world, along side Coasterboi's Los Anigoes.

But I did run into just a few minor things:

1) Bungalow Pimple - a family I place in the lot "Bungalow Pimple" would get stuck within the U shape of the house located over shallow water. They seemed to be having routing issues and could not go into the house or anywhere else for that matter. They were not my active family, just a part of the population. I'll see if bulldozing the lot and replacing it might help.

2) Gym -there is a patch of greenery on the right side of the gym with a small palmfan tree that causes at least one sim to not be able to go past it. Every time I send my sim to the gym, there is a sim stomping their feet because they can't get past the tree and shrubbery. I've tried deleting some of it, but for some reason I can't delete the tree or some of shrubs. Maybe the tree and shrubs are stuck because it is on the very edge of the lot and I can't get to it.

3)Blue Moon Dance Club - I love your new layout, especially the aquarium behind the bar. But for some reason, the place behind the aquarium causes at least one sim to get stuck there right beside the table.

Well I guess one sim stuck is better than a lot of them, so really it's no big deal. I just reset them with Twallan's Master Control Mod and check later on to see if another one is stuck again :laugh: It really hasn't caused my game to slow down, but I just thought maybe I'd mention what I've come across so far.

Also, I wanted to ask if anyone else is having problems using the NPC subway Mod that you provided for us. I really liked that mod a lot but I had to take it out. It was causing some problems for my game.
First time I had it in the Mods folder, the game would not run. I took it out to see if the game would play and it did. I replaced it a second time in the Mods folder and started up my game but instead of not running, it crashed. So needless to say, I can't use it.

I don't know if it is conflicting with my other mods. I only have Twallan's Mods, Buzz Mood Fix, FasterElevator and the rest are skin default,makeup and clothes.
I only have 3.5 gb of files in my mods folder. But I made sure everything was up to date and compatible with Generations.

Oh well, I need to really trim down my mods and downloads folder anyway before PETS EP comes out. I have way too much Custom Content..


Mon Jun 06, 2011 10:05 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Thanks azara! How long have you been testing this version(sim days, a generation, etc)? I've been going at it for 3 generations now(about 120 days) and I'll go through what I've seen with your issues. I do use Awesomemod, so that might clean up the routing issues better. I should play this with zero mods. But that might make me cry a little...

1) I think I know what the problem is. I noticed the stairs are sunken into the ground. Remove the stairs and then replop them. Should fix it. I'll raise the lot in CAW so it's not sunken in water.

2) Sims really want to go to that specific spot when coming to the lot! I've deleted a lot of the flora since. Stupid sims.

3) I haven't had this problem yet. See if removing the table works. Why do sims love wedging themselves into places they can't get out of? :gig:

4) I haven't had any problems with my NPCSubway mod. Although, my game literally never crashes even after hours and hours of testing and leaving it on to run over many nights. :ton: I'm one of the lucky few...I would love to know if others are having any issues with that mod as well though, very important! I use the following mods:
AM, NRaas Register, NRaas Overwatch, NRaas Master Computer, NRaas Relativity, Walk/Don't run, Buzz_Moodfix_HarderMoodTuning_Painful
Maybe a problem with Generations/new update?

? 1) Are you getting random Sims popping up next to your households at all kinds of random times?

? 2) When you go into Edit Town, do you have any access to the subway lots or the temples on the little islands by Coconut Village?

? 3) Is the Red Baron playing really loud music? Mine just drowns out all nearby sound.

? 4) Do strollers work on the paths?

? 5) any other Generation's related content issues or feedback? I haven't installed it yet.

Thanks again Azara! I need more feedback everyone! Must. Make it. Perfect! :happy:

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Tue Jun 07, 2011 3:31 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Ahhhh, I see....you haven't installed Generations yet? That may be why the NPCuseSubway works for you. Before I installed Generations, you're Mod worked perfect for me. I had no problems until I installed the latest EP as well as the latest patch. Then that's when my game would either stop playing or crash to desktop.

I thought maybe it was conflicting with my other mods, so I took everything out of my Mods folder and left only the NPCuseSubway. Sure enough, it crashed on me :wha: . I took it out and replaced all my other mods back into the folder and ran my game again and this time it played alright. So maybe it's not compatible with Generations and the latest patch.

For The Bungalow Pimple Lot, I'll try your suggestion and see if that helps clear that issue up.

I can't really do much for the flora around the Gym. I deleted what I could around that corner, but I just can't delete that palmfan tree and a few of the shrubbery located at the edge of the lot.

I did delete that Table and Palm plant behind the aquarium at The Blue Moon Club. The sims still can't seem to get around it ><. I think maybe I'll try leveling that area behind the bar. I notice that their feet seem buried in the sand and they are not on leveled ground. Hopefully that might do it :smile:

Oh and another place that sims seem determined to get stuck at is at Stoney Square, right behind the food merchant hut where the small fence is located with all the pretty flora. I just deleted the small fence and the flora and that seemed to clear that up...

.............

As for your questions,

1) yep even before installing Generations, there were Sims popping up next to my house and most of the time they would just hang out there. Sometimes they would leave, but most of the time they would just be standing there all day and all night until I would reset them. But they would always come back :ton: I just got tired of the reseting and just ignored them. Maybe it has to do with the last patch...I don't know.

2)as for edit in town, I cannot access any of the subway lots or the temples. There is no tab to allow access like on the residential and community lots.

3)I never really paid attention to it, but yes, every time I go by Red Baron the Music is really loud. LOL! I just assumed it was supposed to be that way because it was a sports bar and they're supposed to be rawdy (hope that's spelled right) and loud :laugh:

4)yep, the strollers do work on the paths. But only on the flattened parts. When my sim took their little one for a stroll to the splash park (love that park by the way), they would use the stroller until they came to a part that was bumpy or uneven. Then they would just carry the baby until they came to another smooth part and place the baby right back into the stroller. :smile: That was such a neat thing to see. I hope with the Pets EP coming out that the sims will be able to ride the horses all over the place. That would be so AWESOME! I'm so excited for the next EP to come out...

Anyways, I really have not come across anything else yet. When I do, I'll let you know. Thanks again Iggy for such a wonderful world. And yea...3.5 GB of files in my Mods folder is alot, but that's only in my Mods folder. My downloads folder has another 4 GB in it! LOL! :laugh:


Wed Jun 08, 2011 9:41 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Out of curiosity, where did you get the NPCs use subways mod? I plan on installing Sims 3 for a friend, but I'm only gonna install it up to Late Night (possibly also Outdoor Living), without Generations. And it might be helpful. A link, pretty please?


Wed Jun 08, 2011 9:07 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
I made it. Although I think the recent patch regardless of not having Generations will still interfere with the mod. Let me know!

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Wed Jun 08, 2011 10:16 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Profplumbob wrote:
I made it.


*in awe* Woooow! :shy: I have no idea how mods are made, but the creators seem exceptional people for the simple fact that they make the game usable with their work. You included. This mod is really helpful. :love:


Wed Jun 08, 2011 10:26 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
OH my god... is that the problem? I've been sifting through my hacks endlessly and haven't found the problem yet.

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Wed Jun 08, 2011 11:10 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
I don't see it causing any harm, azara just reported that it was crashing his game and taking it out fixed it. So if that's the same case you're having, it's a good thing I removed it and HEY you found the problem! :ton:

I'm doing a round of testing with only one mod: NRaas Master Controller(to keep tabs on what's going on). I'm also using the School, City Hall and Science Center rabbit hole rugs to see how well they function.

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Thu Jun 09, 2011 12:24 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
That actually wasn't the problem! All is well :)

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Thu Jun 09, 2011 1:54 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Azara and those testing, *doing this may lock up your game, so save before attempting! (it won't ruin your save)

Move a Sim into the 2 bedroom 2 bathroom apartment on Stoney Port. Go into build/buy mode and move some stuff around. Does it lock up when going back into live mode? If no, go back into build/buy, type in these two cheats, "Testingcheatsenabled true" and "restrictbuildbuyinbuildings off" and then move stuff around that you weren't able to before, change some tiles/walls, etc. Then go back into live mode. Does it lock up in an endless load? And last but not least, while in that apartment, go into "Edit Town" and again, see if it never stops loading.

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Fri Jun 10, 2011 12:25 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Is it the one located at 1 Stoney Castle ct, called Stoney Heights Apt.? I moved my sim there and did go into build/buy mode with no lock up going back to live mode.

I then typed the two cheats "TestingCheats... and RestrictBuildBuy..." and did some changes to the floors, changed wall paper and even deleted a wall before going back to live mode. Nothing happened, just went right back to my sim in live mode with no endless loading. I even went into edit town while in the apt. and back again to live mode without any problems.

Unless I'm in the wrong apt., I'm not having any problems at all.


Fri Jun 10, 2011 12:11 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
Yeah, that's the right apartment. Very strange. I can't make any edits to it without it locking up when going back into live mode. I'll try replopping the lot.

so after installing CAW and getting Coconut Island up and running again, now when I go to "Edit in Game" it loads up the launcher, but not the game...this can't be right.

edit: reinstalled Sims 3 + expansions up to Late Night & patched the game to 1.22. Downloaded and reinstalled a fresh copy of CAW...still the same problem. EIG loads the launcher, not the game(once the launcher is loaded, CAW loads back up as if I exited EIG). I tried Sunset and Riverview Lite to see if it was a Coconut Island issue, but they have the same problem. What gives? Never heard of this problem before. :mad:

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Fri Jun 10, 2011 8:30 pm
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Post Re: Coconut Island 3.0 BETA! *Up1) Initiate or stardated May
It's not the same problem exactly, but this is from MTS
http://www.modthesims.info/showthread.php?t=444202

1) Initiate or start CAW, or it's otherwise running.
2) Start up EIG. (If launcher opens,does pressing play button get you into game?)
3) Alt-Tab out of TS3/EIG.
4) Close CAW. Keep TS3/EIG running.
5) Change whatever you want in EIG.
6) Save in EIG.
7) Close TS3.
8) Open the world in CAW to work on it more, if desired.

There's a topic on it here too
http://forum.thesims3.com/jforum/posts/list/390422.page


Sun Jun 12, 2011 12:06 pm
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
IggyJD03 wrote:
Gobo and effect machines can't be changed in CAW. Choose to your liking!

Ooh, ooh, ooh! They can! You have to Ctrl+Shift+click on them in buy or build mode when you're running Edit in Game. Works for all the other clickable things as well as tomb objects to set up triggers and everything.

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Mon Jun 13, 2011 11:27 am
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Post Re: Coconut Island 3.0 BETA! *Updated May 23*
They reset back to default once you export the world. :mad: I even tried saving lots to the bin in the actual game with all the effects/gobos set up, and plopping them down in EIG but it always resets after exporting unfortunately. I think the only chance of having my setup is if I upload a save file. No biggie though, people will want to have them their way. :ton: That's actually why I took out the effects machines on the roof of The Keep and replaced them with fire traps! You haz to hav fire!

Tiz, I have read that the newest update causes EIG to stop working in CAW if you don't have Generations installed. So I either, A: Have to wait until EA fixes this problem(IF they do). or B: Require Generations for the release of Coconut Island 3.0, which I really don't want to do. Generations just doesn't offer enough content that's worth requiring Generation's to play 3.0. I really hope EA fixes this.

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Mon Jun 13, 2011 7:36 pm
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