Forum Discussion

jcgurango's avatar
11 years ago

@SimGuruModSquad Bugs that prevent mods from running?

I don't know if @SimGuruModSquad will work for me, as even though I've had my account for a while, I've not made any posts on this forum. However, I'm just curious what this bug is, and why it is it's preventing the example mods, and any mods for that matter, from running out of the box? It's peculiar to me that this wasn't picked up during playtesting. Was the mod system not tested out before release?
  • The bugs are my fault, I made a few test mods but the scripts were overrides (not new script) and the packaged tuning files I inadvertently used were binary tuning file (which work out of .package files) and not xml tuning (which have the bug). So our testing department gave them the thumbs up even though the examples I gave did not fully test the feature.

    Subsequently we discovered the bugs, but it was too late to get those fixes into the game for launch.

    There is nothing special about the bugs, they were relatively straightforward to fix - we just missed them.

    We did not want to hold up providing the documentation to you guys, so chose to provide the workarounds until we can get the fixes out to you.
  • "jcman772;12601480" wrote:
    > @simfeetunder said:

    > It isn't based on time or number of posts so much as "points", you can see how many points you have on your profile. You need 50 before @ works as well as links and images.

    >

    > SimGuruModSquad

    Oh, thanks for that.



    > @SimGuruModSquad said:

    > The bugs are my fault, I made a few test mods but the scripts were overrides (not new script) and the packaged tuning files I inadvertently used were binary tuning file (which work out of .package files) and not xml tuning (which have the bug). So our testing department gave them the thumbs up even though the examples I gave did not fully test the feature.

    >

    > Subsequently we discovered the bugs, but it was too late to get those fixes into the game for launch.

    >

    > There is nothing special about the bugs, they were relatively straightforward to fix - we just missed them.

    >

    > We did not want to hold up providing the documentation to you guys, so chose to provide the workarounds until we can get the fixes out to you.

    Ah, I see. Out of curiosity, are you just one person or a "Mod Squad" as your name presumes?


    They have confirmed that there are more than one with access to the account. =)
  • "KitOnlyHuman;12604745" wrote:

    They have confirmed that there are more than one with access to the account. =)


    Probably the person who produced the most bugs got volunteered into dealing with the angry mob as a result .. =p



  • It isn't based on time or number of posts so much as "points", you can see how many points you have on your profile. You need 50 before @ works as well as links and images.

    @SimGuruModSquad
  • > @simfeetunder said:
    > It isn't based on time or number of posts so much as "points", you can see how many points you have on your profile. You need 50 before @ works as well as links and images.
    >
    > SimGuruModSquad
    Oh, thanks for that.

    > @SimGuruModSquad said:
    > The bugs are my fault, I made a few test mods but the scripts were overrides (not new script) and the packaged tuning files I inadvertently used were binary tuning file (which work out of .package files) and not xml tuning (which have the bug). So our testing department gave them the thumbs up even though the examples I gave did not fully test the feature.
    >
    > Subsequently we discovered the bugs, but it was too late to get those fixes into the game for launch.
    >
    > There is nothing special about the bugs, they were relatively straightforward to fix - we just missed them.
    >
    > We did not want to hold up providing the documentation to you guys, so chose to provide the workarounds until we can get the fixes out to you.
    Ah, I see. Out of curiosity, are you just one person or a "Mod Squad" as your name presumes?