One of the more common questions I see about game crashes is:
“My crash log says ‘DasmX86Dll.dll not found.’ What is DasmX86Dll.dll? Where can I get it?”
DasmX86Dll.dll is not the reason for your crash. You can see here where a SimGuru explains what DasmX86Dll.dll is:
The most common causes of crashing issues are:
- Outdated Mods, or Bad Mods
- Bad CC (including poorly created objects, hairs, clothes etc.)
- Not Enough Memory
- Overheated Graphics card (you may need an FPS Limiter)
You might find the following pages useful:
The last of my mods requiring an update for 1.50 has FINALLY been updated:
I did get some University playtime in for a couple of days, and I really enjoyed it. I don’t plan to release any University-specific mods right now, so I hope you’re not hoping for any. Tomorrow, Heart of the Swarm comes out and I will likely be busy with that for some time. I’ve also been playing Sim City and catching up on some Aion. As you can see, I’ve got a lot of games going on and there really isn’t enough time for them all!
As always, if you have an issue with one of my mods or some other question, please let me know. I prefer that you do this on the Simlogical forums, as it is easier there to have a proper discussion, and it’s always better if the discussion is public
Many changes in patch 1.50. Please see the following post at Simlogical for more information:
There’s a lot coming up! If EA sticks to the recent schedule they’ve been keeping, we should be expecting the University Life patch pretty soon. At that point, I will be updating my mods and making them compatible with University Life. I don’t expect most of them to require an update, but there are a handful which always do.
On March 12, a week after University Life release, Blizzard will release StarCraft II Heart of the Swarm. I am very much looking forward to this, and have even been playing the beta. So I will probably be busy with Heart of the Swarm for at least a few weeks.
If you have any requests for flavors or tweaks to any of my existing mods, now is the time to let me know (preferably by posting in the download thread of the mod at Simlogical), as it will be convenient for me to get all the updates and requests done at the same time.
Please remember that I always make a list of the changes in the patch, and a list of mods that are incompatible and must be removed. Check for the list at Simlogical before you run the game with any of my mods.
There are NO significant changes in patch 1.48. All mods that were compatible with patch 1.47 are compatible with patch 1.48.
I have a rather large list of things I’d like to do, but my motivation to complete theses tasks is entirely absent.
- Finish project with Zed
- Finish project with Bloom (car-related)
- Really try to finish cat’s latest request (rabbithole-related)
- Finally look into overhauling the custom food script and maybe go with JT’s suggestions at MTS
- Look into that whole blanket thing (intentionally vague to avoid getting anyone’s hopes up)
- Add some touch ups to the CC Magic tutorial
- Add touch ups to the InvalidParts Tuning tutorial at the NRaas Wiki
- Possibly overhaul the custom moodlet tutorial
- New tutorial: Using ILSpy to browse the core libraries? (for non-script modders)
- I need a better Mod Index that’s easier to update and maintain.
- Inge suggested putting my ModIndex on a Wiki, so that’s something to look into
- Would like to transfer the last few mods hosted only on this blog to Simlogical
- At least this one is mainly a copy/paste job with some formatting & linking involved
- Possibly clean up the folder where I keep all my mods on my computer, and re-organize
- Finally make a VS template so starting a new mod is half the work
- Possibly create a standardized mod framework for my mods, for more efficiency
- Finally finish the blender tutorial so I can make some objects
See! So much to do! And I’ve actually been working on this project with bloom for a really long time, we just always got side tracked by one thing or another. And Zed was probably hoping I’d be done with her stuff by now too. But I’m just entirely unmotivated when it’s coming to any sims-related stuff right now.
All of my mods are compatible with patch 1.47. You do not need to re-download them.
I have a number of new mods out so I’ll just list them up.
Extra Credit Homework - If your sim’s kids are stuck bored at home all day due to snow days, sick days, or even holidays, give them something productive to do! With this mod, your sim kids can make up on missed school time by doing extra credit homework when they’re not in school. This mod adds a “Do Extra Credit Homework” interaction to all computers (including laptops) and MultiTabs in your game.
Store Dried Food - This mod adds a set of interactions to all treasure chests that will allow you to easily move custom edible food (dried food) to and from chests.
No Unfinished Room moodlet - This mod effectively removes the unfinished room moodlet. Under EA tuning, if a room has 0.2% missing wall or floor covering, the sim will have the unfinished room moodlet. With this mod, the room must have 99% missing wall or floor covering for the sim to receive the moodlet.
I’ve been on a roll recently writing tutorials of all kinds! Here are some links for you
- This is tutorial is intended for beginniners, and during the tutorial we will actually make a mod: increasing the energy multiplier (faster slepeeping) on the FairyHouse. The tutorial also includes of a number useful Tips for beginners, such as opening a file as read only, using XML comments, and searching with S3PE and Notepad++
- Not a tutorial in the truest sense of the word, this thread explains the different fields in an ITUN resource, and how you can alter them to create the interaction tuning you want.
- This tutorial is geared towards script modders who want to apply interactions to sims, objects or terrain without creating a new object. I don’t cover how to create an interaction, I only demonstrate how to get an interaction loaded into the game.
- This is a really short how-to for people who need to create an ITUN for a custom interaction.