I love your worlds. Thanks for them. I played the old version of Mesa Valley and enjoyed it. I am on a brain drain mode now...from building...so I will download and test. Need some play time...and this will fill that need. Thanks again.
Would edit first comment but there seems to be no edit button.
I really like Mesa Valley II. I like the motel, and the little hermits cottage out in the crater, as well as both apartments.
I loved the one called the Old House...and you catch the southwest flavor in all of your housing. Loving it.
One thing I noticed, and maybe it is just my game, but you have many yards fenced in, with either no gate or just single gates.
Problem...I've had horses spawn inside a fenced yard, and if there is no double gate, they can't get out...they remain stuck. Also, I've had my own horses decide to go for runs, and they end up inside a fenced yard, who knows why, and once again if there isn't a double gate, they seem not to be able to get out.
Just a tip...and as I said it may be just my game. This did not happen in Mesa Valley II, but I've had it happen in my own worlds, and Appaloosa. It happened in the Berryville Empty world, and in Sunset Valley 2 empty world. Maybe it's my builds, however it did happen in Appaloosa, in an EA house I set down just to test.
Been playing most of the morning and having Linc take over the town as he usually does Its playing perfectly for me. I've not had a hiccup yet, and it all looks wonderful - downtrodden, bare and grungy. I love it and I am so happy to have the original back. Thank you SO much
Edit - My post is in regards to your new version of the original Mesa Valley, not the new lush one. I haven't looked at that one yet, but I will.
Got all overexcited there for a minute
This message was edited 1 time. Last update was at 03/16/12 02:15 AM
I've been playing in MVII for quite a bit today. No hesitations and no routing problems encountered so far. It's really smooth running.
I did find 2 houses without lot descriptions: 1) 1 Butte Rd. and 2) 400 Sedona. The Sedona house is completely unfurnished and I almost dropped a sim in there from edit town when placing some families. Wow, they would have had a miserable experience, LOL.
I have ST installed but haven't tried to put in any of the venues. I wanted to be sure there weren't any problems encountered with the way you have it now. I would like to have ST venues in MV but I'm not sure the architecture of those from the EP will look right.
Like MV...more like love MV, LOL. I tested all evening. I've got sims in the medical; law enforcement; business and science careers. I've been to almost every park and all the clubs, library, grocery store, mall etc.. I haven't played as any of the Ambitions professions, though.
The world continues to run smooth as can be and I don't have a ton more area to cover. I saw one strange routing thing but it's probably not the world but the way EA routes sims. I had a sim eat at the mall. When she was done, she stood up and proceeded to walk down the stairs and out the door. Getting to a corner of the bldg., she turned around, went back inside, walked back up the stairs and over to the sink area that was only a few feet from her to begin with. I just shook my head. She is the only sim I've had eat there so far, so I don't know yet if that is a one time thing, or will reoccur. I'll try with a different sim tomorrow.
I've got one more family I want to change to for a few sim days and need to take a trip to test the exit from and return to MV goes smoothly. Then, if all is still running smoothly, I would like to add the ST venues to see how MV behaves with them in place.
I feel like any type of severe routing issue would have reared its head by now. I feel confident enough with MV's integrity to try with those venues in. I think now it's just finding the small things for polish, like lot descriptions and the unfinished wall Rukaya found. I will most certainly keep checking for all those little details. If you prefer that I don't add the ST venues for a bit longer, or until you're ready to release, just lmk.
I don't mean to jump the gun but I've had some minor lag in SS, which I think is caused from sims getting stuck until they work out the problem and it unfreezes. It could be just NPC's all trying to exit from somewhere at the same time. There is no pattern that I can discern, i.e. always at the same time, or, freezing of the same length of time. I'm very curious as to how a larger, smooth running world is going to respond with those venues added. DM's GFH revamp of Longview and MVII are the two worlds I now have installed that I want to play hard and see what happens as population builds.
LOL, this post is longer than I inteneded. *Face Palm*, "wordy" DD seems to have returned
I'm not sure the tomb is working correctly. After literally trying on multiple occasions for hours, in the room entered via dive well, I could not find how to turn off the trap. Attempt to cross option is grayed out, no disarm option, only jump in. I finally went into build/buy mode to take a look at it. I see where the statue needs to be on the hidden floor switch but even if the statue is on it, the trap does not shut off. You can't get around the statue to see if a disarm option appears but it didn't take but a minute to figure out to move it forward, get behind it and pull it back onto the switch. However, the trap still doesn't turn off, nor a disarm option become present.
Does the sim have to have a certain handiness skill option for a disarm option to appear? If not, then I don't think something is set right but don't know what to do to fix it because I know nothing about tomb building. I'm about to the point of just pulling the darned chest out where it can be reached, LOL.
If I've missed something, lmk, you don't have to spell it out and give anything away. I didn't see anything with the colored lines that lead me to believe I did but I am not the best in the West with tombs.