Patch Slot 1 & 2

Comments

  1. What Does Patch Slot 1 And 2 Mean

Sep 23, 2019  The Elder Scrolls Online v5.2.1 adds the New Life Festival for testing this week, in addition to several fixes for Dragons and Southern Elsweyr quests (including the last step of the main quest). We’ve also made a few fixes affecting abilities and item.

  • This thread is the only thing that has been helping me try to understand whats wrong with my game, so I thank all of you that have responded. I am so upset that I cant play it, especially with University coming out. I think the limited bones is the problem, because when I took all cc tables and shelves out of my game, it worked. However, is there a way to check if the cc exceeds over 180 bones? Because I'm hoping some cc are still salvageable. Also does anyone know if The Sims Team has spoken out about this at all? I find it so unprofessional if they haven't.
  • Only recently I started adding new slots to various CC objects I've been working on. Never knew anything about bone limits. So where it's been mentioned here there's a limit of 180 slots/bones, is that per object? Effectively 180 new slots added on a single object, and going over this, - now more forcefully capped amount - makes that object crash the game? Or is it slots accumulating over a number of objects?
    Are we now to go back to OMSPs?
  • I'll be consolidating information into a single (locked) thread so information doesn't get lost among the discussion: https://forums.thesims.com/en_US/discussion/969550/
    Also, as of the patch that went out today, excessively large rigs will load without crashing and should be placeable/useable. There are caveats to what happens to slots that reference those missing bones:
    - In Build/Buy mode, objects can still be slotted into boneless slots, as slots have all the necessary positioning information to know where slotted objects should go. For purely decorative objects, i.e. objects without interactions, this appears to work fine.
    - Interactable objects, i.e. objects with interactions that require a Sim to route to before using, do not function correctly however. If a Sim tries interacting with objects in boneless slots, a Python exception will be thrown causing the Sim to T-pose and reset.
    - There may be other unknown side effects.
  • > @Asimi128 said:
    > This thread is the only thing that has been helping me try to understand whats wrong with my game, so I thank all of you that have responded. I am so upset that I cant play it, especially with University coming out. I think the limited bones is the problem, because when I took all cc tables and shelves out of my game, it worked. However, is there a way to check if the cc exceeds over 180 bones? Because I'm hoping some cc are still salvageable. Also does anyone know if The Sims Team has spoken out about this at all? I find it so unprofessional if they haven't.
    Sims4Studio has created a cheat to determine which of your cc items has too many bones and will crash your game. Any files that show up as unreadable should also be tested. They show up that way likely because they were created with TSRW instead of S4S.
    Read this link for the explanation of how to use the slot195 cheat:
    http://sims4studio.com/thread/19030/studio-update-discover-university-cheat
    ...and here for the actual latest version of sims4studio:
    http://sims4studio.com/thread/562/sims-studio-windows-wishes-open
  • Hi @SimGuruTwoLegs, thank you for this patch and the link to more information. Is there any reason for us to add a batch-fix to Sims 4 Studio that will remove bones that correspond to deco slots past the 180 limit? Going forward, should we stop adding a corresponding bone to deco slots?
    Our main goal throughout the cycle of Sims 4 has been to develop a tool (Sims 4 Studio) that makes game-safe custom content - packages that won't end up being non-compliant later on because they aren't in sync with the game's code conventions. Our secondary goal has been to help people make their content so it is compliant with the current version of the game and patch-proof. Your advice on how we can best work with the bone limitation is appreciated.
    3
  • Hey i'm not great with technical stuff but I know I have put my cc in the right folder I only use the mccc command centre and the UI cheats menu cause its fun to mess around with it, and i like the fact I can turn off the monster under the bed cause that thing is so annoying. but they won't even show up when I click the 'view custom content' none of them show up they are C:UsersaardvarkOneDriveDocumentsall other stuffElectronic ArtsThe Sims 4Mods which worked before but I don't know why since the update it stopped working even though I've got the most updated versions of these mods. or I've put them in the wrong section :/
  • @SimGuruTwoLegs - What about counters? Those are the main furniture object that people add custom deco slots to it. Does the 180 limit counts for the whole 10 counter shapes or can each shape have 179 deco slots? The limit is a bit confusing when it comes to kitchen counters or island counters with more shapes in one package.
    „ - Criticism may not be agreeable, but it is necessary (be polite) - “
  • Hi @SimGuruTwoLegs, thank you for this patch and the link to more information. Is there any reason for us to add a batch-fix to Sims 4 Studio that will remove bones that correspond to deco slots past the 180 limit? Going forward, should we stop adding a corresponding bone to deco slots?
    Our main goal throughout the cycle of Sims 4 has been to develop a tool (Sims 4 Studio) that makes game-safe custom content - packages that won't end up being non-compliant later on because they aren't in sync with the game's code conventions. Our secondary goal has been to help people make their content so it is compliant with the current version of the game and patch-proof. Your advice on how we can best work with the bone limitation is appreciated.
    My recommendation would be to adhere to the 180 bone limit with slots all having a corresponding bone in the rig. This is future proof and mimics our internal tools that only allows creating a slot that has an associated bone. Exceeding 180 walks into the caveats that I've mentioned above -- it works if slotted objects are decorative and have no interactions but otherwise start causing some gameplay behavior mishaps.
    > @SimGuruTwoLegs said:
    > The bone limit for a rig is 180
    Hi @SimGuruTwoLegs . I don't think I will get a better opportunity to talk to you in the future so I'm taking a last shot
    I have been trying to figure out about this 180 bones limit for a long time.
    Maybe you saw the message I sent you on Scumbumbo Werld's discord in May or even the ticket I opened (https://answers.ea.com/t5/Technical-Issues-PC/Crash-to-desktop-upon-sims-rendering/td-p/7927298) to the developpers' attention in June.
    I am very eager to know more about this limitation and the technical reason behind it.
    Getting rid of it would lead to amazing new possibilities so I'm crossing my fingers for a good news on your side !
    Cheers!
    Sorry, there are no plans to raise the limit, as doing so would impact performance for everyone. This is a bit different from, say, increasing max instantiated Sim count where only players that opted into using mods to doing so would be impacted.
    @SimGuruTwoLegs - What about counters? Those are the main furniture object that people add custom deco slots to it. Does the 180 limit counts for the whole 10 counter shapes or can each shape have 179 deco slots? The limit is a bit confusing when it comes to kitchen counters or island counters with more shapes in one package.
    If I'm not mistaken, each individual shape has its own rig, so each should be able to have 180 bones. Though to be clear, bones are used for more than deco slots. For example, counterModIn_rig (inside corner for the modern counter I think) uses 18 bones for non-deco slot purposes, leaving 162 bones available for deco slots or other purposes.
  • > @SimGuruTwoLegs said:
    > Sorry, there are no plans to raise the limit, as doing so would impact performance for everyone. This is a bit different from, say, increasing max instantiated Sim count where only players that opted into using mods to doing so would be impacted.
    Thank you for being honest @SimGuruTwoLegs
    So there is nothing we can change in the game files to raise this value at our own risks ?
  • I removed everything from the mods folder and reset game options to default- still experiencing a lot of glitches...
  • @SimGuruTwoLegs - What about counters? Those are the main furniture object that people add custom deco slots to it. Does the 180 limit counts for the whole 10 counter shapes or can each shape have 179 deco slots? The limit is a bit confusing when it comes to kitchen counters or island counters with more shapes in one package.
    If I'm not mistaken, each individual shape has its own rig, so each should be able to have 180 bones. Though to be clear, bones are used for more than deco slots. For example, counterModIn_rig (inside corner for the modern counter I think) uses 18 bones for non-deco slot purposes, leaving 162 bones available for deco slots or other purposes.

    Yes I know about the non deco bones which also have to be taken into count. Thanks for the clarification.
    „ - Criticism may not be agreeable, but it is necessary (be polite) - “
  • @SimGuruTwoLegs do you mind telling us if there is a resource we can edit to raise this limit on our end at our own risks ?
  • I'm having the same issue with my Sims 4 after the update. Every time I play a household it crashes, its unplayable.
    But I don't have ANY mods, and I've never had any mods on this game. What should I do?
    I have a MacBook Air.
  • I'm having the same issue with my Sims 4 after the update. Every time I play a household it crashes, its unplayable.
    But I don't have ANY mods, and I've never had any mods on this game. What should I do?
    I have a MacBook Air.

    If you are not playing with any Mods or CC you can report your error here:
    https://answers.ea.com/t5/The-Sims-4/ct-p/the-sims-4-en

SPECIFIC CHANGES AND IMPROVEMENTS

Installation now supports verification of Reforged pre-purchase or legacy keys

Added a filter for lobby name

Added a filter for map name (prefix with @)

Maps will now be uploaded and downloaded from the cloud

All custom games from all gateways are now visible in the lobby browser

Port forwarding is no longer required to host your favorite map for custom games

Network traffic encrypted

Updated custom game listing to have all games (for filtering) but list still shows the first 100 games

Added region filter to custom game filter

Added auto refresh of game information if less than 100 games on list

Custom games that are full or cannot be joined are grayed out on games list (refresh to remove)

Added kick and ban to player menu

Limited color menu to selectable colors

For arranged forces, changing player color will change player slot in game list

Hosts have * next to their name

Latency is shown on the right side of player list

Improved peer-to-peer map transfer to increase download speed

Game lobby is hosted in the cloud in closest supported data center to host

Host leaving will not end game

HOST COMMANDS

!ban [name|slot]

!unban [name|slot]

!closeall

!openall

What does patch slot 1 and 2 mean

!hold [name]

!holds [name] [slot]

!swap [x] [y]

!abort

!kick [name|slot]

PLAYER COMMANDS

!mute [name|slot]

!unmute [name|slot]

BUG FIXES

Desyncs with certain custom maps resolved

Observer API outputting accurate information

Custom sound files with meta data play again

Breath of Fire translated in Italian

JASS Mouse Event IDs reverted to pre-1.30.0 order

KNOWN ISSUES

A host leaving a LAN game sometimes removes other players

Custom Hero Survival has a desync with random ability related to legacy code

!ban command is not functioning when typed but does function from the drop down menu

Instantly joining a custom game after it is created will cause errors and prevent the game from being listed for a period of time

If the host leaves a LAN game all remaining players will instantly be taken to the score screen

Leaving and rejoining a lobby with full observers can cause a crash if at least one player is on a Mac

Players may become desynchronized when a custom game starts using The Third War Reborn

BALANCE UPDATES

Hero Balance Changes

Archmage

What Does Patch Slot 1 And 2 Mean

Brilliance Aura

Level 3 mana regeneration increased from 1.75 to 2.00 per second

Blood Mage

Flamestrike

Reduced casting delay from 1.33 to .9 on all levels

Keeper of the Grove

Force of Nature

Treant damage reduced from 16 to 15

Entangling Roots

Level 2: Duration reduced from 5 to 4 seconds

Level 3: Duration reduced from 7 to 6 seconds

Warden

Base Stats

+1 Intelligence

Pit Lord

Base Stats

+1 Agility

Slot

Orc Balance Changes

Tauren Totem

Base Stats

HP reduced from 1200 to 900

Human Balance Changes

Priest

Base Stats

Mana regeneration increased from .67 to .72

Spell Breaker

Tech Tree

Control Magic now requires Keep instead of Castle

Control Magic

Control Magic mana requirement reduced from 45% of enemy HP to 35% of enemy HP

Cannon Tower

Base Stats

Build time reduced from 75 to 65

Gold cost reduced from 200 to 150

Night Elf Balance Changes

Huntress

Base Stats

Decreased base damage from 16 to 15 (17-19 to 16-18)

Sentinel

Is an upgrade again. 100/100 cost, 20 second research, on Ancient of War, requires Hunters Hall, no longer requires Tree of Ages

Duration increased from 3 minutes to 5 minutes

Druid of the Talon

Base Stats

Gold cost reduced from 150 to 145

Glaive Thrower

Base Stats

Base damage decreased from 50 to 44

Undead Balance Changes

Acolyte

Base Stats

Movement speed reduced from 250 to 235

Items

Wand of Lightning Shield

Duration reduced from 20 seconds to 10 seconds

This reduces total damage from 400 to 200

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