Mod The Sims
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Posted 14th Jul 2010 at 11:42 PM - Updated 18th Nov 2012 at 12:34 PM by Buzzler - Viewed 116687 times. Direct link to this thread
178 Comments / replies (Who?) , 158 times favourited , 1641 times thanked
2012-11-18 - Compatible with 1.42. No changes.
2012-09-16 - Compatible with 1.38. No changes.
2012-07-16 - Compatible with 1.36. No changes.
2012-06-10 - Ensured compatibility with game version 1.34.
2012-03-12 - Updated to game version 1.32.
2012-03-02 - Updated to game version 1.31.
2011-12-15 - Updated to game version 1.29.
2011-10-26 - Since the routing issues are fixed, but the inventory issues aren't - causing sims to be reset when the found treasures are added to their inventory - I've updated this mod to game version 1.26 after all. Status: Testers wanted.
2011-07-26 - Updated to game version 1.24. I think I said once (or twice) that if the devs wouldn't fix this bug with the next patch, that would prove that they are lobotomized monkeys. That must have been at least four ago. Hmm...
2011-06-01 - Updated version header to game version 1.22/2.16/3.12/4.9/5.7/6.4/7.2/8.0. No code changes. And yes, they still didn't fix this one.
Heads up: I've seen quite a few reports of people having issues with the previous version of this mod and the Generations patch. If that's the case download the updated version as it doesn't seem to cause these issues. I have no idea what's going on there, as this shouldn't be possible in a world that makes sense. Something doesn't seem to be giving a damn about making sense.
2011-04-01 - Attempted to trap and silence an EAxian bug reported by remiller66 that resets sims when it occurs. Mind you, this is not an actual fix or even workaround! When this particular error occurs, the related sim hopefully still gets the excavated treasure without getting reset, but the sim's adventure journal will probably not be updated. I'm guessing here, though, because I have never seen that bug in action. If somebody has a savegame in which the error definitely occurs, I'd appreciate if they'd upload it for me. Only savegames with EAxian homeworlds, please!
2011-03-07 - Got rid of that alarm crap. The fix now works always and immediately. Well, except for the digsite(s) it never worked with to begin with.
2011-02-01 - Version header changed to current code version. No code changes were needed, thus classifying this update as facultative.
2011-01-31 - Yet another attempt to make the interaction localized.
2010-12-01 - Version header changed to current version. No code changes.
2010-11-11 - It was brought to my attention that the excavate interaction was still not localized. This update should finally resolve this issue. I also made the mod more
2010-10-27 - Updated to game version 1.17/2.12/3.8/4.5/5.2/6.0. Update is mandatory. The changed the EAxian Excavate interactions, although it doesn't look like they actually fixed stuff. Feedback on this issue is appreciated.
2010-09-07 - Updated version header to game version 1.15/2.10/3.6/4.3/5.0. No code changes were necessary.
2010-08-08 - Added an Activate/Deactivate interaction. Activate the testing and click on the ground to find it. It's in the 2BTech submenu.
Update 2010-07-23 - I'm pretty sure I forgot to switch off the debugging stuff in the last update. If you have two excavate interactions, one named "Excavate Test", please update. The localization stuff is hurting my head with this one. The original interaction uses an obscure method to construct the localization key and I can't really figure it out. I even looked through the whole stbl resource to find it. Twice. I think I broke a brain cell. It's either localized now or it's not. I quit.
Update 2010-07-20 - Hopefully, the interaction name is localized now. As it should have been the whole time.
Update 2010-07-15/2 - Third time is the charm. Seems like the excavation sites get destroyed and respawned on a regular basis. This version looks for new excavation sites every hour. If you happen to encounter a site that isn't already taken care of and don't want to wait, enable the testing cheats, click on the ground and choose 2BTech->Fix All Excavation Sites. That should handle it. BTW: It seems that the workaround doesn't work for every excavation site. I found a resistant one in Egypt, the only one out of ~30 I tested, but there might be more.
Update 2010-07-15/2 - Squished a bug. The initial version would fail to correctly replace the excavate interaction if you load a savegame in your sims' homeworld and transition to the vacation world from there.
Update 2010-07-15 - Just a minor change: I you activate the testing cheats, the interaction will be named "Excavate - 2BTech Version". If this fix doesn't work for you, please activate the testing first and check the interaction name. If it doesn't say the "2BTech Version" stuff, then this fix simply wasn't loaded and therefore obviously cannot work.
Supported for game version 1.42. Should work with game versions 1.31 through 1.38 as well, though.
This mod replaces the excavate interaction with a custom interaction. Said custom interaction traps errors that may occur when treasure is added to sims' inventory. If such an error occurs, the affected sim should still get the treasure without being reset. The sim's journal won't be updated, though.
Just put it in your mods folder. This mod will snap right in, and you won't notice any differences except that the excavate interaction should work now. There are no testing or debugging interactions this time. Well, actually there are, but they're deactivated and the switch is hardcoded.
Not needed as I only used the original localized strings.
Other non-core mods that replace the excavate interaction will tangle with this mod, i.e. whichever mod replaces the interaction last will be functional. This will never cause any issues beyond non-functionality.
Before you remove this mod, please make sure that no sim is currently using the excavate interaction.
Might lead to a serious case of squished brain. Your game should be safe, though.
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