Business As Unusual Bistro Original Menu Missing

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janyses
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Original Menu Missing

Post by janyses » November 13th, 2015, 3:52 am

I've never been able to get the EA menu to show up alongside Ani's menu. Both ovens show up, however. Does anyone know if Ani's menu automatically overrides EA's?

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Sarah_Sims
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Post by Sarah_Sims » November 13th, 2015, 6:38 am

Ani has cloned (made a copy of) the original oven and changed it's scripting code to hers so no, you won't get both menus on either the original or Ani's modded version. You have to use either the original oven with the original menus (EA's version) or use Ani's modded oven with her modded menus. Does that help explain it? :-)

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janyses
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Post by janyses » November 13th, 2015, 6:43 am

Sorry, I should have explained myself better. What I mean is that the EA menu does not even show up in Buy Mode when Ani's mod is installed. There are times I prefer to use the original oven, but can't because there is no menu for it.

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J4Ks
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Post by J4Ks » November 13th, 2015, 7:22 am

The same answer applies how Sarah explained it. Ani has cloned the Bistro Objects (Oven / Menu) and her code runs through those clones, so the originals are still usable with their own EA interactions. Though:
1.- You should not mix and match the objects
2.- Don't run both on the same lot

If the menu card is missing within your Buy/Build mode, try removing Ani's Mod and see if your Store Content is installed properly (test run it in a new game for 2 sims days).

Buy & Build mode:
Image

Ani Bistro Interactions:
<img src="http://i898.photobucket.com/albums/ac18 ... Bistro.png" alt="external image AniBistro.png" title="external image AniBistro.png" style="width: 300px;" />

EA Bistro Interactions:
<img src="http://i898.photobucket.com/albums/ac18 ... Bistro.png" alt="external image EABistro.png" title="external image EABistro.png" style="width: 300px;" />

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janyses
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Post by janyses » November 13th, 2015, 7:38 am

I'm still not sure I understand how Sarah's answer applies to what I'm asking. I can clearly see in your screenshot that both menus are available. In my game they are not. In my buy mode, I see EA's oven and Ani's oven, but ONLY Ani's menu. When I take her mod out, the EA menu returns. I was only trying to figure out why EA's menu disappears when I install the mod. It's been that way for me ever since the mod was first released. But it seems that I am the only one with this problem. :-\

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J4Ks
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Post by J4Ks » November 13th, 2015, 7:49 am

Since its Cloned, they are separate objects within the game and should both be available within buy mode all 4 of them. So they should be usable with their own coding that of Ani and the original of EA.

How have you installed the Bistro Store Content? Decrapified and converted it into packages or CC Magic? You may want to consider installing the Store Content through your Launcher, having the modded and the original through CCMagic or Packages, might give some issues on loading.

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janyses
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Post by janyses » November 13th, 2015, 8:02 am

I don't use CC Magic, I use Delphy's Multi-Extractor. I was just about to say that the only difference I see is that my Bistro was installed as a package instead of Sims3pack. I know that EA's menus are loading in the game, because when I go to a lot where I've used them, they are still there and I can use the eyedropper to clone them. They're just not purchasable directly in Buy Mode.

Most of my content is installed through the launcher, so I guess I'll have to try that. If that is the problem, it does make me wonder why the menus conflict, but not the ovens.

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janyses
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Post by janyses » November 13th, 2015, 8:07 am

I see what you meant, now, about the cloning. I thought you were explaining that that is why the EA menu doesn't appear.

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Post by J4Ks » November 13th, 2015, 8:19 am

Yeah, that something you also need to keep in mind. When something is cloned from a Store Object, texture, meshes the object uses, might be the same as within the Cloned object.

When the Store Object is installed through packages and you have also a modded version installed (Cloned), the one can overwrite those textures/meshes in one of the mods (it depends in which mod gets loaded first) making only one available of those objects.

Moving the Store Object from package to Launcher installment and the modded version in packages, keeps their own textures/meshes with them making them both separate objects.

In this case some of the textures/meshes in the menu card are ID'ed the same which while loading one will drop out of sight in B&B mode, if the original and cloned versions are loaded both as packages.

Best practices is, if you have a modded Store Content, have the original installed through the launcher and the cloned one in packages so, there is no issue on loading order.

A bit complex to explain but, that's how it basically works for me. Though hope its understandable ;-)

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Post by Sarah_Sims » November 13th, 2015, 1:43 pm

@janyses: Sorry I misunderstood you. I can see now, there are two types of menu being discussed here. The interactions menu available when clicking on an object and then the menu object itself. Hope you've got it all sorted by now. :-)

@J4Ks: That's a good point about the order of loading for the objects. I was thinking, I have the original EA objects converted to package files and obviously the mod is a package file also but I don't have these problems. Then I realised - it's because I use CC Magic. The original objects are installed in the Default folder and the mod (with it's modded objects) is installed in the Legacy folder. Silly me lol! ;-)

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