Importar personaje de One a Series Fc25
Hola! Tengo un problema el cual es que yo estuve jugando Fc25 clubes pro en la versión de one, pero ahora todos nos pasamos a Series, hay alguna forma de poder importar el personaje? Ya que una amiga si logro hacerlo pero los demás no, espero me puedan ayudar La Imagen del Personaje es en la versión de One La imagen donde pide importar es la versión de Series Espero contar con su ayuda para lograr importarloSolvedEA SPORTS™ WRC: Car sounds do not match experienced RPM
Product: EA SPORTS™ WRC Platform:PC Summarize your bug Car engine sounds do not always match experienced RPM How often does the bug occur? Every time (100%) Steps: How can we find the bug ourselves? Drive any of the affected cars What happens when the bug occurs? Affected car engines sound like they are either revving higher or lower than experienced/displayed RPM What do you expect to see? These bugs not to occur I'm very impressed with how the game is coming along so far (especially post-V1.6) but I think there's a few things that could be done to several cars to make it even better. I'm of the belief that sound is as important as anything in creating immersion - and I've found some of the cars' sounds ingame don't quite match the experienced RPM. H1 (FWD) Mini Cooper: sound about 500rpm too high at redline (Vauxhall Nova has higher pitch sound for same RPM) Lancia Fulvia: sound about 500rpm too high at redline (The Mini should rev to this pitch; the Fulvia should match the Nova) H2 (FWD) Peugeot 309: sound about 1000rpm too low at redline (Peugeot 205 has the correct pitch for 7000rpm, this car should match that) H2 (RWD) Alpine A110: sound about 750rpm too low at redline (Ford Sierra RS Cosworth has higher pitch at 500rpm lower redline) Opel Kadett GT/E: sound about 500rpm too low at redline (Pitch should match Seat Ibiza Kit Car) Talbot Sunbeam Lotus: sound about 1000rpm too low at redline (Peugeot 205 has same pitch at 1000rpm lower redline) H3 (RWD) BMW M3 Evo: sound about 1000rpm too low at redline (Pitch should match Seat Ibiza Kit Car) Renault 5 Turbo: sound about 1000rpm too low at redline (Peugeot 205 has same pitch at 1000rpm lower redline) Lancia Stratos: sound about 750rpm too low at redline (This video illustrates correct pitch) Opel Ascona: sound about 500rpm too low at redline (Hillman Avenger has higher pitch at 250rpm lower redline) Group B (RWD) BMW M1 Procar: sound about 750rpm too low at redline (This video illustrates correct pitch) Lancia 037 Evo 2: sound about 1000rpm too low at redline (Ford Escort RS Cosworth has same pitch at 1000rpm lower redline) Opel Manta 400: sound about 500rpm too low at redline (Same issue as Ascona) Group B (4WD) MG Metro 6R4: sound about 750rpm too low at redline (This video illustrates correct pitch) Peugeot 205 T16: sound about 500rpm too low at redline Group A Mitsubishi Galant VR4: Pitch rises inconsistently with RPM after 4250rpm - up to this point the pitch is correct, but at redline, engine has the same pitch as the 7000rpm Peugeot 205. The pitch from 4250rpm+ needs to scale linearly up to 8000rpm. F2 Kit Car Citroën Xsara Kit Car - Telemetry indicates 9,750 rpm redline for this car. I believe this may be a physics error, as I have not seen any footage of Xsaras running at 9,750 rpm - and I believe the sound was recorded with a 9000 rpm redline - but if this is not the case, the sound is about 750 rpm too low for the redline. Ford Escort Maxi - sound about 500rpm too low at redline (Pitch should match the Vauxhall Astra) Peugeot 306 Maxi - Telemetry indicates 11,000 rpm redline for this car. I believe this may be a physics error, as I have not seen any footage of 306 Maxis running at 11,000 rpm - and I believe the sound was recorded with a 9750rpm redline - but if this is not the case, the sound is about 1500rpm too low for the redline. Renault Megane Maxi - sound about 500rpm too low at redline (Pitch should match the Seat Ibiza) Volkswagen Golf IV - sound about 500rpm too low at redline (This video illustrates correct pitch) WRC 1997-2011 Citroen Xsara WRC: sound about 1000rpm too high at redline (C4 has the same pitch but redline is 1000rpm higher) Ford Focus RS 2001: sound about 600rpm too high at redline (Pitch should match 2007 Focus) Mitsubishi Lancer Evo VI: sound about 1000rpm too high at redline (Pitch should match Peugeot 205) Seat Cordoba: sound about 500rpm too low at redline (Peugeot 205 has same pitch for 500rpm lower redline) NR4/R4 Mitsubishi Lancer Evo X: sound about 500rpm too high at redline (Pitch should match the Subaru Impreza NR4) Rally4 Peugeot 208 Rally4: sound about 750rpm too high at redline (This video illustrates correct pitch)1.1KViews1like4Comments[COLLECTION] Issues with Categorization/Filters (Build Mode)
This thread is for all issues with categories and filters in Buy/Build When posting here, please create one post per object. Provide a screenshot of the issue and make sure to encircle the problem in question. Index [OPEN] Benches Not Counted as Benches on Parks/Cemeteries Missing in certain categories Kitchen Appliance: [RRK] On a Silver Platter" Drinks Tray Kitchen Appliance: [SSK] Arcane Aroma Tea Tray30Views0likes3Comments[COLLECTION] Shirts/Pants that don't show tucked in
This thread is a collection for all shirts that should be tucked in but aren't. Please add a picture of the asset to your post. Remark: There is currently an issue where all shirts appear not tucked in when you apply to many layers of details (accessory, tattoos, etc). Please test on a Sim without anything to make sure it's not that isssue: Tucked buttoned shirts become 'untucked' when adding too many skin details | EA Forums - 5032080 The following shirts should be tucked in [CL] yftop_EP03JacketTie (both versions) [HR] ymTop_EP14VestFancy [CCK] ymTop_SP60Vest The following pants untuck shirts ymBottom_EP06PantsVinyl59Views1like2Comments[CoL] Animals not coming out of Shed/Empty Shed
My animals won’t come out of their shed. The sheds appear empty, and I don’t have the option to call anything out but it says it’s occupied by an animal. sb: The shed gets dirty and the feed can be refilled as if there’s a cow/llama living in there but there’s no animal assigned.51Views1like5Comments[BG] Update 7/23/2024 broke our bodies!
The OP for this is now in an "Archived" sub-forum. It can be found here - [OPEN] Spine distortion on male Sims with female frame | EA Forums - 11727014 Update 7/23/2024 broke EIGHTEEN (18) Deformer Maps that control the shape of our bodies, resulting in our spines deforming horribly. I fixed it SEVEN (7) days later and shared the fix in the OP on Answers HQ. I have shared this fix in multiple places over the past SEVEN (7) MONTHS that this issue has remained unresolved, including Bluesky, CurseForge, Mod The Sims, Nexus Mods, Sim4Studio, Steam, and Tumblr. You can grab it directly from my SimFileShare or my Google Drive if you need it: 🎁 SFS Folder - http://simfileshare.net/folder/233883 🎁 Google Drive Folder - https://../drive/folders/BUGFIX_DeformerMaps After fixing it, I explained - in that selfsame Answers HQ OP - what was broken and what I did to fix it, including listing the IDENTIFIERS for each of the EIGHTEEN (18) broken Deformer Maps, which I will do again, but in alphanumerical order this time: 101650B262FE738B 1AF522D560596299 27FE2BD7D11FDE65 45CC622AC4706E43 5472A8F447E6776B 622376C44D6A33D1 6F306F593F92A62A 73290F92433C9DCC 7A9D44AB67D00802 847834034BBDA32C 8ABEBBC4544AAE5B 98FC19AECA266806 A11BC331702BCD88 A1A3F64ED26BCED8 BD2A4BDE5C973977 C80F9ABC687746FF D4DCBF3A9F19D170 FDFEC8AB37A7CCC8 Fixing it required overriding these EIGHTEEN (18) broken Deformer Maps with the corresponding EIGHTEEN (18) working Deformer Maps from Update 6/6/2024, which I was able to get from my simmer friends who, at the time, held off on updating because of the numerous bugs that were introduced with Update 7/23/2024. In that OP, I said I'd do a thing - I said I'd upload the raw Deformer Map resources from Update 6/6/2024, in case EAxis had misplaced theirs. I finally did it. In the following Google Drive folder, you will find: https://drive.google.com/drive/folders/194hO3heyyMuz92jlyM6xU8cAhfYHFgOD?usp=drive_link The EIGHT (8) screenshots I embedded and attached to this Bug Report. ONE (1) additional screenshot of the "reminder" I posted recently in the official "The Sims" Discord, which was linked in the most recent Update Notes. Thank you! ONE (1) PACKAGE file in a "PACKAGE" sub-folder. This is the same BUGFIX, just not in an ARCHIVE. EIGHTEEN (18) Deformer Map resources in a "RESOURCES" sub-folder. These EIGHTEEN (18) Deformer Maps were exported using Sims4Studio. By my count, since Update 7/23/2024, we have had: TWELVE (12) Updates FOUR (4) Kits THREE (3) Creator Kits + FOUR (4) more coming soon! TWO (2) FOMO Live Events TWO (2) Expansion Packs And we crossed SIX (6) MONTHS and have entered SEVEN (7) MONTHS of this being unresolved, and it's also a new year! Happy 25-Year Anniversary! Happy New Year! I look forward to the day this issue is officially resolved for all simmers on all platforms. I'm off to continue trying to BAND-AID a different, and arguably more serious and more evasive "bug" that was introduced in Update 10/22/2024 that also has not been fixed yet. Cheers!41Views4likes1Comment[CL] [DU] [FR] [ECO] Objects cluttering worlds
Update 2025/01/30 EA has implemented a non-fix for this. This means that the items are no invisible (most of them) but still there. The overlapping festivals seem fixed but the objects are not. Same steps apply. Problem Objects in worlds start to clutter the world. These are items such as bikes, collectibles, plants, food and drinks. They can't be deleted as they are outside of a lot and even spawn on top of each other. These objects are left behind by NPCs or active Sims while actively playing either of these lot types Apartments (San Myshuno, Evergreen Harbor) Penthouses (Ciudad Enamorada, San Myshuno) Residential Rentals Dorms I believe there's currently two different issues going on. One has to do with overlapping festivals (and also rinks and food stalls) and the other has to do with the world littering with stuff (this thread). What happens is that consumable objects/gardening fruits/collectibles/.. get added to the shared space of the affected lots instead of staying in the streets. This prevents the game from cleaning them up and they stay although they sometimes only become visible if you switch back and forth between lots. Some items will stay invisible for ever. I believe some error happens when you switch back to an affected lot type and then the game doesn't know anymore where the items in the street belong too and attaches them to the shared space of the affected lot type instead of the streets. Known affected objects Food/Drink (Festival) Garden Plants Flea Market Furniture Flea Market Collectibles (all of them) Canvases from Easels in the world Snow Globes Bikes Snowmen & -angles possibly snow drifts Pile of leaves Rainbow Spawner Boats Poop Puddles Repro Steps The same can be replicated with snow globe boxes and drinks/food but it's easiest with the flea market Wait for the flea market to appear. Travel with any Sim to a not affected lot in the the spice market Travel to an affected lot (such as an apartment) while the festival is going on in the spice market Notice that all furniture, collectibles on sales table (and probably picture wall) are gone Travel back to another lot in the spice market. Notice the furniture reappear. The collectibles and lamps on the tables won't reappear as the game doesn't know what to do with them. Wait for the festival to end Notice how the furniture doesn't despawn when the rest of the festival does. Solution There's currently no known solution other than cleaning the neighborhoods up with either mods that give you options to delete objects outside of lots or using S4Studio. Mods are a bit unclear cause the objects become unselectable at some point. Cleaning up with S4Studio is actually quite easy to do. although it can be very time consuming and slow. You can find detailed instructions here: Objects in neighborhoods are not getting cleaned up. (Method 2) The method is based on what Scorpio1959 posted in the German SimForum There is no solution on Console other than disabling the pack and saving it without. Depending on how widespread, that might not be an option at all but it may help with the festivals Cleaning up is a lot of work and the litter just comes back if you switch from any lot to an affected lot within the same hood Prevent When living in San Myshuno, don't switch lots during a festival When living elsewhere, don't travel to an apartment to attend a festival after travelling to non-apartment. Always wait for the festival to completely despawn before switching lots, leaving the game or going to CAS. Always close down the game before trying another save. Collect all the snowglobe boxes before switching to and from an apartment (tedious I know) Scanning all the hood for possible litter and clean it up before switching to affected lot types (REALLY tedious) Related Threads [NEEDS SAVES] Objects flying in the sky: Now on ground or still in sky Objects stuck when placed in world after loading a r-rental [NEEDS SAVES] [CL] [DU] San Myshuno/Brichester full of Litter/Bikes [S] Leaf Piles Not Disappearing (Patch 1.71/1.38) Bicycles not returning to sims inventories, coffee cups and festivals left out | EA Forums - 5012701 Possibly also related Haunted House Moodlet on normal residential | EA Forums - 50066222.4KViews46likes40CommentsRecompensa errónea en sobre de 3 jugadores FUTTIES 95+ de rivales
Recompensa incorrecto de sobre de 3 jugadores FUTTIES 95+ de las recompensas semanales de rivals division elite, me salieron 1 FUTTIES y 2 oro d que son Eduardo Gabriel Aquino Cossa de 80 y Edinson Cavani de 79, reclamo y dicen que recibí bien las recompensas (recibí bien los sobres pero el contenido no) y que no Tienen forma de solucionarme el problema., necesito una solución al problema, ya que solo me dicen que en el foro deje el problema a ver si es posible una solución. !!!!