Title: Coconut Island BETA *Updated July 14th Pre-Final* Post by: ProfPlumbob on 2010 January 08, 15:15:31 (http://i6.photobucket.com/albums/y201/MINIggy03/CoconutIslandMap-7.jpg)
Sims3Pack: http://www.mediafire.com/?i803r4d37w761cw .World: http://www.mediafire.com/?y9gb9d8udr371f4 Requires WA/AM/LN. no stuff packs or CC. To remove the fog apocalypse, save and reload the world. You will only need to do this once. Title: Re: a new world, Coconut Island Post by: cefwyn on 2010 January 08, 15:31:37 Looks interesting. Interesting idea about the no jobs thing as well. I wonder if any of the available storymode mods can handle such a thing. I bet your island ends up to be another Easter Island within a week (ie. empty and dead but once full of life):P
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 08, 15:36:56 I've actually been surprised how awesomemod's story mode has been handling it. I too have been waiting for it to become deserted, but it's been doing an OK job. It definitely doesn't stock it with an abundance of sims, but it has kept at least 3-5 families living at once through a few generations already(in my current save there are 4 families that have lived on and currently have kids to seed...*chuckles*). They just love those dates at the mausoleum :P
Title: Re: a new world, Coconut Island Post by: AloeOwl on 2010 January 08, 16:28:02 Love the design and feel to this. Will test it later. ;)
Title: Re: a new world, Coconut Island Post by: J. M. Pescado on 2010 January 08, 16:32:08 Caveats to be aware of: AwesomeStory never generates immigrants. New inhabitants can be generated only via the work of EA's job and school engines. If jobs and schools do not exist on the island, then no new immigrants ever appear. This means that new famblies can only be generated by the fissioning of existing famblies, usually from kids growing up.
Title: Re: a new world, Coconut Island Post by: blackcat on 2010 January 08, 17:22:49 I looked at it in my game and it's absolutely gorgeous. Everything is very thought out, loved the community and reception hall. It has such a nice feeling of island life in it, kinda like in Lilo&Stich. Couldn't find the mausoleum, is it on the island or did you add it later? Also I think that anyone who wants rabbit holes can add them in the form of small signs, available on MTS I think.
Can you maybe upload resource files for it, so we could edit it, for lot sizes and such? Title: Re: a new world, Coconut Island Post by: ingeli on 2010 January 08, 18:14:00 It looks great! It is very interesting how you can vary the worlds with different sets of rabbitholes, and MelissaMels small ones are coming to a great use.
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 08, 18:43:29 I looked at it in my game and it's absolutely gorgeous. Everything is very thought out, loved the community and reception hall. It has such a nice feeling of island life in it, kinda like in Lilo&Stich. Couldn't find the mausoleum, is it on the island or did you add it later? Also I think that anyone who wants rabbit holes can add them in the form of small signs, available on MTS I think. Can you maybe upload resource files for it, so we could edit it, for lot sizes and such? the mausoleum is there, just keep searching. I threw in a few secret locations... ;) resource files? you mean the CAW save file? The rabbithole signs would be a great addition. Wanted to keep it custom content free, but it's definitely a perfect fit. Caveats to be aware of: AwesomeStory never generates immigrants. New inhabitants can be generated only via the work of EA's job and school engines. If jobs and schools do not exist on the island, then no new immigrants ever appear. This means that new famblies can only be generated by the fissioning of existing famblies, usually from kids growing up. I'm confused then, because it's been tossing in a few sims every now and then without my aid. Does the mausoleum count or is it just for full time jobs? I've also had the aging set to "long", so much more time has been spent on the island, if that has anything to do with it. I started with just one sim and it threw in 4 new sims from the get-go. They paired off and had kids, and later I noticed 3 more new arrivals. ??? I was very curious to see how quick the village would die off with awesomestory and while it doesn't fill the hood, it has added in a few homeless sims that pop up from time to time that have helped with populating the world. I was ready to shift+control/"addsim" the entire island generation after generation :P those rabbit hole signs are sounding pretty good right about now... Title: Re: a new world, Coconut Island Post by: cassblonde on 2010 January 08, 19:15:33 For what it's worth where nothing else has been installing through the launcher this installed just fine.
Title: Re: a new world, Coconut Island Post by: J. M. Pescado on 2010 January 08, 19:18:20 I'm confused then, because it's been tossing in a few sims every now and then without my aid. Does the mausoleum count or is it just for full time jobs? It's possible the mausoleum may count. If you're getting some anomalous new residents, check that they are real residents, and not service NPCs (who are inert and do nothing), and what jobs they may have. It's possible that the part-time slots may generate workers, although according to the XML, they don't have coworkers so nothing should be generating there. And make sure you're actually *USING* AwesomeStory.Title: Re: a new world, Coconut Island Post by: blackcat on 2010 January 08, 19:32:15 Can you maybe upload resource files for it, so we could edit it, for lot sizes and such? resource files? you mean the CAW save file? Yep, if you wouldn't mind, of course. Title: Re: a new world, Coconut Island Post by: Zazazu on 2010 January 08, 20:07:34 Absolutely gorgeous! I'm screwing around with my second WIP since I accidentally overwrote my game saves, but will snag this one for a much-needed break from creation. I never use other people's terrains and almost never their homes. I love how you were able to make the islands look separate while still keeping just enough terrain for sims to walk between them on.
Title: Re: a new world, Coconut Island Post by: saraswati on 2010 January 08, 20:37:33 :) Just brilliant! I really like how you've stretched what the tools are capable of.
Title: Re: a new world, Coconut Island Post by: Inge on 2010 January 08, 20:57:37 It does look very beautiful in those shots.
Title: Re: a new world, Coconut Island Post by: jolrei on 2010 January 08, 21:35:40 Caveats to be aware of: AwesomeStory never generates immigrants. New inhabitants can be generated only via the work of EA's job and school engines. If jobs and schools do not exist on the island, then no new immigrants ever appear. This means that new famblies can only be generated by the fissioning of existing famblies, usually from kids growing up. In some ways this could be a plus. I get so tired of notifications that some damn sim I never heard of is now skilling cookery. And it's not like sims NEED a job (or school) to make a living. If you can fish, write, garden, paint, or collect, you're set. The look of this is good. I'm assuming that one gets around via sandbar bridges. Title: Re: a new world, Coconut Island Post by: Aeschere on 2010 January 08, 23:25:13 It looks great! There isn't many well-made Worlds around but yours is awesome!
Title: Re: a new world, Coconut Island Post by: Mosquito on 2010 January 09, 14:00:10 Agreed, a perfect get-away location...if only Sims could actually SWIM in oceans...*sigh*
Title: Re: a new world, Coconut Island Post by: dilpill on 2010 January 09, 19:11:14 Amazing world. Everything feels like it fits in and I just love the whole tropical thing. I second Zazazu on the way you did the sand; it's perfect.
Baaaaa Title: Re: a new world, Coconut Island Post by: Jaeger on 2010 January 10, 03:52:50 Anyway to make this a destination like in WA? But with max visas to buy vacation homes.
Title: Re: a new world, Coconut Island Post by: Turd Ferguson on 2010 January 10, 04:18:45 A very nice looking world, until a Hurricane or just some nasty waves come along.
Title: Re: a new world, Coconut Island Post by: J. M. Pescado on 2010 January 10, 05:03:33 In some ways this could be a plus. I get so tired of notifications that some damn sim I never heard of is now skilling cookery. And it's not like sims NEED a job (or school) to make a living. If you can fish, write, garden, paint, or collect, you're set. Well, don't turn on Voice of God notification, then. Voice of God notification is intended for debugging purposes, not for the gratification of Jolreis. Just use the other in-game notification devices that don't inform you of minutiae.Title: Re: a new world, Coconut Island Post by: tea_and_blues on 2010 January 10, 08:27:06 Great work Prof, I'm going to play this now, it looks beautiful! Too stressed about my own, floundering project to continue it today. I'm just curious about the spawners? Can you get all the base-game stuff in a world this small? Cheers,
Kiwi_tea Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 10, 13:51:13 Anyway to make this a destination like in WA? But with max visas to buy vacation homes. I don't have WA yet, but is that possible? I plan on making Tomb of the Coco Nut when I get WA, and add onto the island. I would definitely love to make this a vacation island if we have the ability. I'm just curious about the spawners? Can you get all the base-game stuff in a world this small? I didn't include any freshwater fish, but all others are there. Rocks, bugs, saltwater fish, seeds, etc. I'll be revamping the spawners for my WA edition and include anything I left out. Title: Re: a new world, Coconut Island Post by: cassblonde on 2010 January 10, 13:52:33 Oh there are spawners all right - crazy bug/butterfly spawners are crazy although my homeless chick doesn't mind cleaning up the bugs for the money it gives her.
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 10, 14:09:35 Oh there are spawners all right - crazy bug/butterfly spawners are crazy although my homeless chick doesn't mind cleaning up the bugs for the money it gives her. lol. I put in a ton of "Lightning bugs" thinking they would be very pretty at night flying around glowing, until I realized they were some weird green slugish ground bugs. :P I kept them in out of the concept that there was some mass infestation and became the island bug, like a state flower. :-X but yea, omg, give it a few sim days of no one collecting and you don't have to be in a motorcycle traveling 50 mph to get them stuck in your teeth. Title: Re: a new world, Coconut Island Post by: Mosquito on 2010 January 10, 14:19:19 And for all of us who still hope EA will fix the borkage (coz I Gotta Have Faith) from the latest patch, and haven`t updated the game (i.e. running a 2.2.8 WA and 1.5/1.7 TS3) - is there a way to convert this into a .world file and which would be the weapon of choice?
Title: Re: a new world, Coconut Island Post by: cassblonde on 2010 January 10, 16:22:51 You should have read the thread - Coconut Island installed fine with me with the launcher.
Title: Re: a new world, Coconut Island Post by: Mosquito on 2010 January 10, 16:46:00 I DID read the thread. Re - downloaded, restarted the computer (for what is worth), and once I click install (through the launcher), I get a "Requires software update - please make sure your game has the latest software update" message. I`m running a 1.5/2.2.8 version.
Title: Re: a new world, Coconut Island Post by: Simsample on 2010 January 10, 18:00:58 It doesn't work for me either- but I managed to install it by using an older executable. Here's the world file:
http://www.mediafire.com/?mygzmzm3rkz It is a lovely world. Title: Re: a new world, Coconut Island Post by: Mosquito on 2010 January 10, 20:28:47 Worked like a charm, Simsample, thanks! As I already said - great work!
Title: Re: a new world, Coconut Island Post by: Zazazu on 2010 January 10, 21:10:45 lol. I put in a ton of "Lightning bugs" thinking they would be very pretty at night flying around glowing, until I realized they were some weird green slugish ground bugs. :P I kept them in out of the concept that there was some mass infestation and became the island bug, like a state flower. :-X The house that I had my first sim move into got the bug infestation move-in opportunity, too. It was madness!Title: Re: a new world, Coconut Island Post by: Lum on 2010 January 10, 22:09:35 Been testing this world; the underground cemetery was a stroke of genius. The only thing I would add is a bookshop to buy recipes, but I'll live.
Title: Re: a new world, Coconut Island Post by: TheSimsandwich on 2010 January 10, 22:59:23 The name makes me laugh. "Coconut" is a derogatory term for Pacific Island people in NZ.
Anyway, this is the most original neighbourhood I've ever played, including TS2. Very well done. Title: Re: a new world, Coconut Island Post by: Mosquito on 2010 January 10, 23:09:09 @ Lum - thought the same. I just opened a community lot and placed the bookstore cash register (found in build mode/community objects). Think you need WA though, and this mod - http://www.prettysims.com/index.php?action=downloads;sa=view;down=124
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 11, 02:01:10 yea it's a bummer not to have the book/grocery store, I've been using the debug/awesomemod option of shift+controling the bookshelves in the community center and adding in all the books/recipes that way. I would love to throw in a few rabbit holes but it would clash with the island vibe. And I'd love to throw in the rabbit hole signs from modthesims2 and/or the cash register you linked to, but I wanted to keep it custom content free. ;D
thanks guys! Had a lot of fun making it and I have a lot of ideas in store for the WA edition whenever I get around to getting it. Title: Re: a new world, Coconut Island Post by: aya_alexa on 2010 January 11, 03:29:28 The Island looks really nice. I would love to download it though i don't have the 1.8 patch.
Title: Re: a new world, Coconut Island Post by: J. M. Pescado on 2010 January 11, 03:55:42 That sounds like a personal problem to me, soldier. Why are you even here if you're clinging to an outdated version of the game supported by nothing here? You can't use anything from here that way.
Title: Re: a new world, Coconut Island Post by: knightguy on 2010 January 11, 14:34:15 It doesn't work for me either- but I managed to install it by using an older executable. Here's the world file: http://www.mediafire.com/?mygzmzm3rkz It is a lovely world. The Island looks really nice. I would love to download it though i don't have the 1.8 patch. download the world file from mediafire link an install in My Documents\Electronic Arts\The Sims 3\InstalledWorld Title: Re: a new world, Coconut Island Post by: Soneen on 2010 January 11, 16:22:00 Thanks for making this, it's really nice and I am fully enjoying it.
-B Title: Re: a new world, Coconut Island Post by: jrcaporal on 2010 January 11, 17:59:59 This world looks awesome, thanks for the effort :D
Title: Re: a new world, Coconut Island Post by: girlfromverona on 2010 January 12, 06:00:25 Going to try this right away! This is definitely the best custom world I've seen so far. Well done. :)
Title: Re: a new world, Coconut Island Post by: pday on 2010 January 15, 22:31:35 I'm playing it right now and It's great. Thanks!
Title: Re: a new world, Coconut Island Post by: ajidivine on 2010 January 16, 01:56:32 I installed the island last night and played for a while. I'm liking it so far.
Title: Re: a new world, Coconut Island Post by: hussy on 2010 January 16, 05:15:43 I love this world. It's so tranquil and cute. I can't wait to populate it.
Title: Re: a new world, Coconut Island Post by: Rayea on 2010 January 16, 12:35:37 Just grabbed myself the medifire version for un-updated noobies myself.
Ya do realise that some of us (me included) just arent Awesome enough to be confident to use the workaround for installing / keeping all the fantastic Arr'd items, right? and I for one, cannot live without my Arr'd EAcrap, which just about makes the game playable, once i had to remove all my .package files (to be safe from Blue-Lot-Of-Doom) So, i just have to throw hug's or cookies (whichever is prefered) at SimSample (I think it was) for making an obsolete version of this place. (I always kept a vanilla version of morrowind and oblivion on my offline PC, so I could make my mods work with any version of the game hehe..so I understand how often those of us UnAwesome folks ask for help from the Awesome crowd) Title: Re: a new world, Coconut Island Post by: pbox on 2010 January 16, 19:54:28 This is the only world I've seen so far that actually works (presumably because it's made without WA). Shame that so many of the lots aren't flat, though, and have such odd sizes. But at least *some* are useful, which is better than nothing. Thank you.
Title: Re: a new world, Coconut Island Post by: Greyform on 2010 January 16, 20:11:58 I don't know if I'm just missing some CC or what, but I'm having a problem with floating stairs as seen here:
(http://i49.tinypic.com/a5ksa1.jpg) This is "The Old Grain Silo" lot unmodified. I haven't yet checked if any other lots have the same problem, since I only installed it last night. Needless to say, the stairs don't work. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 16, 20:43:53 hmmm, I used the stealth staircase method and it works on my end. Anyone else having this problem? Although the stairs should be on the ground, not that high up, weird! I can upload just the lot itself to replace it.
Title: Re: a new world, Coconut Island Post by: Greyform on 2010 January 16, 20:52:28 hmmm, I used the phantom staircase method and it works on my end. Anyone else having this problem? Although the stairs should be on the ground, not that high up, weird! I can upload just the lot itself to replace it. What is the "phantom staircase method"? Maybe if I did it myself, it would work on my end. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 16, 20:58:56 hmmm, I used the phantom staircase method and it works on my end. Anyone else having this problem? Although the stairs should be on the ground, not that high up, weird! I can upload just the lot itself to replace it. What is the "phantom staircase method"? Maybe if I did it myself, it would work on my end. sorry, I meant stealth stairs. ;D It's the way they made "elevators" in Sims 2. It's building stairs with constrainfloorelevation false and it creates 1 tile staircases. I'm going to have to google it myself again to find the tutorial I used. Title: Re: a new world, Coconut Island Post by: witch on 2010 January 16, 21:33:47 I think there are stair glitches as a result of WA. Last night I put in some of my old starter lots; each and every one of them had a spawner box at the foot of each set of stairs on the outside of the house. I had to delete the stairs, then replace them. Outside stairs can no longer be placed right next to a wall. There was a yellow outline of a room at ground level, despite these lots having no basements. This was in the original base game world, so I reckon the stair glitch in this thread is not necessarily because of stealth stairs but because stair properties have been modified for WA.
Title: Re: a new world, Coconut Island Post by: Zazazu on 2010 January 17, 07:02:03 Outside stairs can no longer be placed right next to a wall. What do you mean by "outside" in this context? Do you have an example? I haven't had problems with stair placement, except that it won't allow you to place next to windows. You have to do the stairs first, then place the windows. Of course, I build with moveobjects on for the most part.Title: Re: a new world, Coconut Island Post by: witch on 2010 January 17, 08:21:05 Oh, OK, it's windows and not walls then. Ta for that. I just changed the stair config because I was in a hurry. I don't know what the white spawner boxes were doing at the base of the stairs though; I still reckon there's a link to ProfPlumbob's issue.
Title: Re: a new world, Coconut Island Post by: Zazazu on 2010 January 17, 19:45:46 Oh, that's just weird as hell. I haven't seen it, but I don't have pre-WA games and don't touch the EAxis library or 'hoods.
Title: Re: a new world, Coconut Island Post by: pbox on 2010 January 17, 20:03:59 Oh, OK, it's windows and not walls then. Ta for that. I just changed the stair config because I was in a hurry. I don't know what the white spawner boxes were doing at the base of the stairs though; I still reckon there's a link to ProfPlumbob's issue. Re. "windows and not walls": I can confirm what Zazazu said - stairs have become more picky and annoying with 1.7 or 1.8 (whichever one it was that introduced WA behaviour for stairs, recolourability and all). Windows, paintings, wall lights, doors on the upstairs(!) floor are all considered to be "intersecting" now. It is now possible to stack stairs, but they hardly ever work when stacked, which makes that feature kinda useless. Re. "changed the stair config": what exactly did you do there? What stair config? That sounds extremely interesting. Re. white spawner boxes: in my experience that's purely a visual glitch - I have that too in all houses I built pre-1.7. Nuking and rebuilding the stairs fixes it. It might even work with nuke + undo, not sure atm. My personal theory is that the boxes are the portals from one level to the next that EA accidentially un-hid when messing with the stair code. Title: Re: a new world, Coconut Island Post by: witch on 2010 January 17, 21:35:20 Re. "changed the stair config": what exactly did you do there? What stair config? That sounds extremely interesting. Sorry, nothing so interesting. I merely removed the existing stairs and put them where there were no conflicts. 'Configuration' in this case refers purely to placement. Re. white spawner boxes: in my experience that's purely a visual glitch - I have that too in all houses I built pre-1.7. Nuking and rebuilding the stairs fixes it. It might even work with nuke + undo, not sure atm. My personal theory is that the boxes are the portals from one level to the next that EA accidentially un-hid when messing with the stair code. Now that's interesting. I made an assumption it was something to do with the new basement building. Title: Re: a new world, Coconut Island Post by: sheep_plushi on 2010 January 18, 08:49:15 Is there any way to edit the spawners? I am enjoying playing this world but there's a few spawners that can't be reached and they're driving my sims crazy.
Title: Re: a new world, Coconut Island Post by: Heinel on 2010 January 19, 01:56:25 Is there any way to edit the spawners? I am enjoying playing this world but there's a few spawners that can't be reached and they're driving my sims crazy. Yeah, near that observatory lot there are few bug spawners that would get sims on SC bug collection stuck. Title: Re: a new world, Coconut Island Post by: J. M. Pescado on 2010 January 22, 02:36:27 The newest version of Supreme Commander should blacklist inaccessible items after a dozen attempts or so.
Title: Re: a new world, Coconut Island Post by: jolrei on 2010 January 22, 02:43:06 The newest version of Supreme Commander should blacklist inaccessible items after a dozen attempts or so. If only something like this existed for IRL problems. Title: Re: a new world, Coconut Island Post by: missaaliyah on 2010 January 23, 00:20:01 It's a fantastic island and concept thank you.
What I would ask is that there be a few more lots, there are a few parts of the island that could have a lot on it. But it doesnt. There are lots of bugs, just flying everywhere. About 10 of my lots have families occupying them. they congregate at strange places like on one of the small sandy rifts which take you from each of the smaller islands. Have you thought about posting the CAW files just for us to have a look at, mess around with. ;D Title: Re: a new world, Coconut Island Post by: kattenijin on 2010 January 24, 10:12:34 Have you thought about posting the CAW files just for us to have a look at, mess around with. ;D There's a post on the S3 BBS to the effect of "not while there's a breath in my body" lol! I have one teeny-tiny issue with the world, there is one secret lot in particular that seems to draw my sims like bees to honey. It's a tad annoying when 15+ sims all want to be in the same...hmmm...4x7??? space. Maybe 5x8ish, in that range. Go home! You have a TV there!!! Title: Re: a new world, Coconut Island Post by: J. M. Pescado on 2010 January 24, 11:07:51 Don't classify it as a park. Mark it as "No Visitors Allowed".
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 25, 02:20:24 Don't classify it as a park. Mark it as "No Visitors Allowed". I'll have to experiment with that. The reason they latch to Point Pleasant Like honey bees is because of the mausoleum, and if you're using awesomemod, that's their #1 mating destination. What DO they do in there...there's some funky necrophilia goinon up in there!I've also revamped the spawners, it will be updated with the next version. I've also been tackling the demands for bigger lots. Two new islands have been added that are the same size as the mainland, but more secluded(not so tight knit) so you'll have more space and variety with more elbow room and arm room :P Thanks guys so much for all the feedback, I'm definitely listening and learning :) Title: Re: a new world, Coconut Island Post by: missaaliyah on 2010 January 29, 13:24:07 You said on another forum you are working on Version 3, which would be out in a week, any updates on that?
Well you are fantastic at what you've done so far, I for the life of me, can't even edit an existing town. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 January 30, 02:21:16 You said on another forum you are working on Version 3, which would be out in a week, any updates on that? Well you are fantastic at what you've done so far, I for the life of me, can't even edit an existing town. week or two ;) life is getting a little in the way right now(damn you!) so I've only been able to pick at it an hour or so here and there. Title: Re: a new world, Coconut Island Post by: kattenijin on 2010 January 31, 13:24:33 Don't classify it as a park. Mark it as "No Visitors Allowed". I'll have to experiment with that. The reason they latch to Point Pleasant Like honey bees is because of the mausoleum, and if you're using awesomemod, that's their #1 mating destination. What DO they do in there...there's some funky necrophilia goinon up in there!Actually, the lot I have issues with is the outhouse lot. My sims LOVE the tv room. If I leave a playable sim to it's own devices while concentrating on another sim's tasks, invariably it scurries over to watch tv, even though there is a perfectly good tv at home. And of course, every other sim on the island swarms over to join in. Title: Re: a new world, Coconut Island Post by: missaaliyah on 2010 February 04, 00:43:41 You said on another forum you are working on Version 3, which would be out in a week, any updates on that? Well you are fantastic at what you've done so far, I for the life of me, can't even edit an existing town. week or two ;) life is getting a little in the way right now(damn you!) so I've only been able to pick at it an hour or so here and there. LOL, looking forward to it. Loving everything about your island right now, can't wait to see moar ;) Title: Re: a new world, Coconut Island Post by: The_Goddess on 2010 February 05, 08:45:59 I think there are stair glitches as a result of WA. Last night I put in some of my old starter lots; each and every one of them had a spawner box at the foot of each set of stairs on the outside of the house. These are not spawner boxes. They are routing data cubes. It is best to leave them were they are. When I removed a pair of them, by moving them to a far corner of the lot, my Sims began entering and exiting in strange ways. Like walking to the corner before going into the house. Title: Re: a new world, Coconut Island Post by: Melba on 2010 February 06, 07:08:32 Coconut Island is GREAT! My barefoot sims are having so much fun discovering all the hidden places you put in this, I'm jealous. Thanks for a great place to play.
Title: Re: a new world, Coconut Island Post by: Rejka on 2010 February 07, 14:37:40 It doesn't work for me either- but I managed to install it by using an older executable. Here's the world file: http://www.mediafire.com/?mygzmzm3rkz I can't install this beautiful World :( when I click on .sim3pack file on launcher it's showing message "Requires software update - please make sure your game has the latest software update" And I've got WA and all patches update :( so I've download this world. file from Simsample and put it to InstalledWorlds folder but it's still not working :( ( I've try with that world. file on first page too ) don't known what I'm doing wrong :'( I've got installed Riverview and Victorian Bay Neighborhood by ruthless_kk and they work... maybe three worlds is too many? Can anyone please give some advice? :( Title: Re: a new world, Coconut Island Post by: Simsample on 2010 February 07, 15:01:38 Try putting it in Program Files\ Electronic Arts\ The Sims 3\ GameData\ Shared\ NonPackaged\ Worlds or your equivalent install directory.
Title: Re: a new world, Coconut Island Post by: Rejka on 2010 February 07, 15:31:11 Try putting it in Program Files\ Electronic Arts\ The Sims 3\ GameData\ Shared\ NonPackaged\ Worlds or your equivalent install directory. thank you! Thank you very much ^__^ It's working! You just totally save my day :D ( and sorry for being such a silly histerical technophobe :-[ ) and wow this island is truly great! indeed a tropical paradise :) Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 November 28, 12:45:57 woh that was one long week...
3.0 preview, (http://i6.photobucket.com/albums/y201/MINIggy03/CoconutIsland3map.jpg) just a quick rundown, needs all three expansions, no stuff packs 40+ residential lots (don't have an exact total yet, still adding in more) 18+ venues most ambitions/LN/WA venues are included there will be at most 3 WA tombs to solve plus more secret locations subways hidden in docks for faster travel(bummer that NPC's don't use them) Bug plague be gone! All spawners revamped so no more annoying route failures! There is still much to do, but I plan on getting this out by New Years the latest. and for those who want it as a vacation island here is the how to, http://www.modthesims.info/showthread.php?t=421319 it will replace one of the existing ones though! Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 November 28, 13:13:21 Why are you quoting yourself and double posting? Is this going to help attract people more to the stuff you wrote about your island? it was a mistake. Do you need a hug? Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 November 29, 06:36:39 hmmm...let's see what I can find out in my own thread to help you answer this difficult-to-find question...
oh look! 2.0 It does not require World Adventures and it has a few items from the Riverview world. Most recent patch is needed(i would assume at least, as basements were used). Let me know if you come across any issues. 3.0 needs all three expansions, no stuff packs :-* but of course you could always try and see if your computer explodes. ;) Title: Re: a new world, Coconut Island Post by: Bottle-O-Cunt on 2010 November 29, 18:19:00 Hmmm... let's see what I can find out in my own thread to help you answer this difficult-to-find* question... Fixed. Go on with your schizophrenia.Oh, look! 2.0 It does not require World Adventures and it has a few items from the Riverview world. Most recent patch is needed(I would assume at least, as basements were used). Let me know if you come across any issues. 3.0 needs all three expansions, no stuff packs :-* But of course, you could always try and see if your computer explodes. ;) * Fragment, consider revising. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 November 30, 03:29:06 aww you're cute. You deleted your post so no one would know you asked a stupid question(if it required WA, which I answered twice in this thread - for those who want context). I bet you felt all warm and fuzzy correcting my grammarz after your fail of a question. "Yea? YEA? Well...your grammar SUCKS!"
man I love this site. Grammar bots are so adorable. :'( Title: Re: a new world, Coconut Island Post by: jezzer on 2010 November 30, 05:38:32 Bottle-o-Tryhard notwithstanding, learn how to use a shift key. You have TWO. Imagine the hours of fun you can have alternating between them!
Title: Re: a new world, Coconut Island Post by: Vispre on 2010 November 30, 06:14:57 subways hidden in docks for faster travel(bummer that NPC's don't use them) Look for kNPCSubwayUseChance in the SimRoutingComponent resource in the Late Night gameplayData.package; that controls the NPC subway usage.Title: Re: a new world, Coconut Island Post by: Bottle-O-Cunt on 2010 November 30, 20:22:55 aww you're cute. You deleted your post so no one would know you asked a stupid question(if it required WA, which I answered twice in this thread - for those who want context). I bet you felt all warm and fuzzy correcting my grammarz after your fail of a question. "Yea? YEA? Well...your grammar SUCKS!" man I love this site. Grammar bots are so adorable. :'( Post, what post? I don't see a post. Anyone else see a post? Paranoid delusions: check. Title: Re: a new world, Coconut Island Post by: Assmitten on 2010 November 30, 21:42:43 I'm starting to think Professor Plumbob is not a real professor.
Title: Re: a new world, Coconut Island Post by: jezzer on 2010 November 30, 22:40:10 I'm starting to think Professor Plumbob is not a real professor. I heard he did it in the library with a candlestick. Title: Re: a new world, Coconut Island Post by: Chaavik on 2010 December 01, 01:47:19 I heard he did it with a butler in the library using a candlestick.
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2010 December 01, 08:56:31 You guys make me all grammatically nervous. I
I heard he did it with a butler in the library using a candlestick. It's true. subways hidden in docks for faster travel(bummer that NPC's don't use them) Look for kNPCSubwayUseChance in the SimRoutingComponent resource in the Late Night gameplayData.package; that controls the NPC subway usage.Thank you! I tested it out last night and it worked perfectly. ;D Sims get around so much quicker now. I'm starting to think Professor Plumbob is not a real professor. Shh, don't ruin the twist. Bottle-o-Tryhard notwithstanding, learn how to use a shift key. You have TWO. Imagine the hours of fun you can have alternating between them! But the pinkies... :( Think of the Pinkies! Title: Re: a new world, Coconut Island Post by: Assmitten on 2010 December 01, 16:27:03 I'm starting to think Professor Plumbob is not a real professor. Shh, don't ruin the twist. Do you teach under the name Professor Professorson? I am on to you. Title: Re: a new world, Coconut Island Post by: Kiirkas on 2011 January 10, 00:16:53 Anyone happen to have a copy of Coconut Island 3.0 from the Dec 31st update?
Title: Re: a new world, Coconut Island Post by: JEthel on 2011 January 11, 15:28:17 Prof Plumbob is active at Snooty sims too, and he has a thread for Coconut there (link here (http://www.snootysims.com/forums/viewtopic.php?f=38&t=32581)).
He said there that the final version should be ready within the next 2 weeks. Just a little bit of patience from now on! Anyhow, the last updates on the official forums were very nice, and I'm much looking forward this world too. Title: Re: a new world, Coconut Island Post by: Kiirkas on 2011 January 11, 16:48:51 Prof Plumbob is active at Snooty sims too, and he has a thread for Coconut there (link here (http://www.snootysims.com/forums/viewtopic.php?f=38&t=32581)). He said there that the final version should be ready within the next 2 weeks. Just a little bit of patience from now on! Anyhow, the last updates on the official forums were very nice, and I'm much looking forward this world too. You must be unaware of this (http://forum.thesims3.com/jforum/posts/list/310555.page) then. ProfPlumbob souped from the official forums and took down the Mediafire download for Coconut Island three days ago - the only download of version 3.0, by the way. Once again, members of the "official" community are/were acting like juvenile asshats. Title: Re: a new world, Coconut Island Post by: Clifford on 2011 January 11, 19:54:43 He is such an idiot. He deletes a world - no, many months of bloody hard work - only because someone said something 'unpolite'. For me, that is a lack of selfconfidence. Ouh. How bad fot the world. I liked it.
Title: Re: a new world, Coconut Island Post by: Jeebus on 2011 January 11, 23:02:44 The offending thread is right here (http://forum.thesims3.com/jforum/posts/list/225/322680.page). Basically, he made an offhand joke about EA and someone else told him to stop "starting drama." The BBSers were decidedly immature, but it was a great overreaction to soup from the community and take down his neighborhood.
Title: Re: a new world, Coconut Island Post by: spockblock on 2011 January 11, 23:17:09 The offending thread is right here (http://forum.thesims3.com/jforum/posts/list/225/322680.page). Basically, he made an offhand joke about EA and someone else told him to stop "starting drama." The BBSers were decidedly immature, but it was a great overreaction to soup from the community and take down his neighborhood. I think if you're gonna soup, soup big. Title: Re: a new world, Coconut Island Post by: jezzer on 2011 January 11, 23:18:39 Ugh. Thanks a lot, jeebus. My soul is all tarnished after wading through the buttery bullshit of the BBS. God, those people are twinkly and vile.
Title: Re: a new world, Coconut Island Post by: spockblock on 2011 January 11, 23:29:17 Ugh. Thanks a lot, jeebus. My soul is all tarnished after wading through the buttery bullshit of the BBS. God, those people are twinkly and vile. Here, some helpful advice from a stranger will fix you right up. (http://i.imgur.com/5VcZ8.jpg) Title: Re: a new world, Coconut Island Post by: jezzer on 2011 January 11, 23:30:40 AUGH!
Title: Re: a new world, Coconut Island Post by: soozelwoozel on 2011 January 12, 00:29:47 I want to know what this Other Site is, it sounds naughty.
Anyone else struggling to see why this month's flavour of soup is Coconut Milk? I am at a bit of a loss as to what ACTUALLY happon. So, the "professor" said something about buggy releases, Agger's rival says "don't start", and then suddenly there is Soup? WTF? Where is the dramaz, the intrigue, the OHNOSHEDIN'T? Pah, this is a Soup in a teacup. I WANT TO SEE THE SHIT HITTING THE FAN DAMMIT. Title: Re: a new world, Coconut Island Post by: Kiirkas on 2011 January 12, 00:40:10 I want to know what this Other Site is, it sounds naughty. Anyone else struggling to see why this month's flavour of soup is Coconut Milk? I am at a bit of a loss as to what ACTUALLY happon. So, the "professor" said something about buggy releases, Agger's rival says "don't start", and then suddenly there is Soup? WTF? Where is the dramaz, the intrigue, the OHNOSHEDIN'T? Pah, this is a Soup in a teacup. I WANT TO SEE THE SHIT HITTING THE FAN DAMMIT. Squealy BBS bobble-heads will invariably fail to provide the level of shit-flinging your entertainment needs demand. The overlords don't like their Stepford charges behaving in any manner other than permanent circle-jerk group affirmations and "creator" worship, and take action as required to elicit the desired behaviors. Can't have anyone being "direct" or "honest" over there, it makes the EA teat-suckers cry. Title: Re: a new world, Coconut Island Post by: JEthel on 2011 January 12, 10:01:10 You must be unaware of this (http://forum.thesims3.com/jforum/posts/list/310555.page) then. Nope, I had seen the big soupage and drama too. But good news is coming from Snooty Sims (http://www.snootysims.com/forums/viewtopic.php?f=38&t=32581&start=60):Quote from: Iggyjd03@snootysims aka ProfPlumbob Ah! I see you've been to the official forums. I'm not discontinuing it, I just left that community. I probably should go back there and clear up that I meant the thread and my involvement at that community is *dead* not Coconut Island. After all, Coconut 1.0 was released a year ago, and the guy has been updating it ever since. So the chance that he would completely discard his work was pretty low.There were several individuals that were starting to spread around that I like to stir up drama and trouble and I just didn't feel like being apart of that atmosphere anymore. It started when months ago I got into a heated discussion and called someone arrogant and stubborn because they were being stuck in their ways. I didn't really care about that incident and didn't take it personally, until I noticed individual(s) were going around questioning my age, the friends I have, my maturity, my "literary circle", I hold grudges, saying I should be avoided and that I love stirring up drama and targeting people. It turned into character assaults against me and it started influencing how people viewed me there. No point in wasting time having to explain that I wasn't trying to start drama over and over again to people that were influenced by what others were saying. I really liked mingling/helping people there, but it will get to the point of exhaustion if I have to keep explaining that I'm not doing what they're saying. They have a good community, the good far outweighing the bad, but since I seem to be in the "bad" category, it was best that I just left. There are dozens of communities and places to go to, so it's no real biggie. People will find Coconut Island elsewhere, like here! Anyway! It's still alive and kicking, don't worry! But this is indeed one of the nicest and biggest dramatic soupage on the EA asylum's forum for a long time, a complete success in fact. And I must confess that somehow, he has all my support and respect on the matter. That got me laughing hard. Quote from: jeebuschrist The offending thread is right here (http://forum.thesims3.com/jforum/posts/list/225/322680.page). Basically, he made an offhand joke about EA and someone else told him to stop "starting drama." The BBSers were decidedly immature, but it was a great overreaction to soup from the community and take down his neighborhood. Actually, I think it's only the very last chapter of a longer history of heated discussions with some of the 'resident posters' of the CAW forums. From what I've witnessed from time to time during the last months, ProfPlumbob bravely tried to fight the huge mass of irrationnal beliefs, lies & propaganda, rumors that always float all over the official forum. That was a bit naive and utterly pointless, yet brave. And Kiirkas put it better that I could ever express it:Quote from: Kiirkas The overlords don't like their Stepford charges behaving in any manner other than permanent circle-jerk group affirmations and "creator" worship, and take action as required to elicit the desired behaviors. Can't have anyone being "direct" or "honest" over there, it makes the EA teat-suckers cry. Title: Re: a new world, Coconut Island Post by: Kiirkas on 2011 January 12, 18:26:20 <snip> From what appears to be your post in the SnootySims forums: Quote @Iggy: your 'soupage' from the official forum was noticed at maty (you know them, they love drama and 'lulz'). I allowed myself to post there a copy of the explanations you gave here above. Feel free to burn me and send me to hell if you don't agree (and here is the perfect place for a little laughing icon). The next time you want to be "helpful" or slag MATY, just fuck off. You are officially included in the "squealy BBS bobble-head" category I mentioned. Title: Re: a new world, Coconut Island Post by: JEthel on 2011 January 12, 19:59:24 Quote from: Kiirkas You are officially included in the "squealy BBS bobble-head" category I mentioned. If Your Highness says so, I guess I just have to bow before such an enlightened opinion!Concerning my comment at SnootySims, I didn't 'slag' Maty as in 'to say cruel or critical things about sb' (I had to look this up in dictionary). My choice of words was maybe not the best one, but I can assure you there was not a hint of critic in my mind. Quite the opposite, it was an affectionate comment for me. Well, obviously I failed! For the rest, I don't see what was so offensive in my post there. Soupage there was, noticed here it was too. You are the one who revived this thread if I don't mistake. I don't see how copy-pasting here the explanations he gave at SnootySims, and telling him I had, is 'squealy'. Speculations were going on here, and I just added a new piece of information. I told him as a polite gesture. But that's probably what eludes you. *bobble-head fucks off* Title: Re: a new world, Coconut Island Post by: spockblock on 2011 January 12, 20:03:13 (http://i.imgur.com/mpZr4.jpg)
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 12, 20:56:14 I guess I do love stirring up drama! :o
muahahahaha....ok not really, I actually don't. He is such an idiot. I know you are but what am I? ;) :-* Coconut Island isn't dead, the file was deleted because I was in the process of updating the BETA and then all hell broke loose! It wasn't deleted because of what you think, you idiot. ;) A new update is coming either tomorrow or Friday, I have routing issues that I've been trying to squash! This was beautiful btw, :'( Quote Quote from: Kiirkas: The overlords don't like their Stepford charges behaving in any manner other than permanent circle-jerk group affirmations and "creator" worship, and take action as required to elicit the desired behaviors. Can't have anyone being "direct" or "honest" over there, it makes the EA teat-suckers cry. Title: Re: a new world, Coconut Island Post by: jezzer on 2011 January 12, 22:29:31 That DimMirage guy came across as an uptight cock, anyway. BBSers tend to run in glompy cliques and are worse than Anonymous for "NEVAR FORGIVE; NEVAR FORGET".
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 14, 23:07:01 Here's the latest update if you're interested in checking it out,
sims3pack: http://www.mediafire.com/?ybt04mdtb3vlto4 .world: http://www.mediafire.com/?f68fncj2brpx74k Title: Re: a new world, Coconut Island Post by: Tangie on 2011 January 15, 16:06:07 The offending thread is right here (http://forum.thesims3.com/jforum/posts/list/225/322680.page). Basically, he made an offhand joke about EA and someone else told him to stop "starting drama." The BBSers were decidedly immature, but it was a great overreaction to soup from the community and take down his neighborhood. Ah, but did you not see the thread that allegedly started the whole thing? A heated discussion about the population limits of TS3. Pescado even gets a mention in it. http://forum.thesims3.com/jforum/posts/list/312570.page ETA: Downloaded CI 3.0, Prof, and will check it out. Title: Re: a new world, Coconut Island Post by: jezzer on 2011 January 15, 17:32:35 Ah, but did you not see the thread that allegedly started the whole thing? A heated discussion about the population limits of TS3. Pescado even gets a mention in it. http://forum.thesims3.com/jforum/posts/list/312570.page I learned my lesson looking at the dimwits in the first thread. I don't need to touch every burner on the stove. Title: Re: a new world, Coconut Island Post by: Tangie on 2011 January 17, 15:58:49 Ah, but did you not see the thread that allegedly started the whole thing? A heated discussion about the population limits of TS3. Pescado even gets a mention in it. http://forum.thesims3.com/jforum/posts/list/312570.page I learned my lesson looking at the dimwits in the first thread. I don't need to touch every burner on the stove. OK you are excused! I was really hoping someone with tech/game knowledge would take a look at it anyway, since I'm interested on info on this population cap crap. Prof P I haven't had much time to play your world yet but so far so good. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 17, 19:36:42 I'm also curious about the caps. If what they said were true, that still doesn't answer for why I and others have more than 200 sims in our hood without the game knocking them off. It was like a barrage of "No" "NO" "NOO!" "Wah! Pescado says so!" "Wah! EA says so!" "Wah, I have friends and they say so too!" so I didn't get any real answer other than being told I'm wrong over and over and over again. :-X
I edited the links for the update btw. I fixed the major routing issues and removed the CC from HolySimoly. Also if you're seeing fog everywhere, save and reload the world. The fire flies and pigeons at Stoney Square will pop back into normal. Title: Re: a new world, Coconut Island Post by: J. M. Pescado on 2011 January 20, 00:08:10 You know, the funny thing about that thread is that I never said that and none of it is true. It's EAxis Story Progression that's killing off sims impossibly and at random. People still use that shit? And what "censor"? That thread is a load of hooey.
Title: Re: a new world, Coconut Island Post by: Tangie on 2011 January 20, 01:05:28 Yeah, I can't say I'm surprised; I saw no real credible evidence mentioned other than hearsay and the quotes of some EA hack. I don't even think deleting your sims while playing the game is a big deal since there are no memories now, if I remember correctly.
But EA SP aside, which we all know is an even bigger load of hooey, those of us who use AM or NRass have seen things like towns that seem to stagnate over time without player intervention. Is that basically related to what your PC can handle? Or will the sims keep multiplying until your PC melts? Or rather, your game becomes a BFBVFS? I'm assuming the pop cap that was added to AM is a way to keep things from getting to that point? Title: Re: a new world, Coconut Island Post by: jfade on 2011 January 20, 03:54:57 But EA SP aside, which we all know is an even bigger load of hooey, those of us who use AM or NRass have seen things like towns that seem to stagnate over time without player intervention. Is that basically related to what your PC can handle? Or will the sims keep multiplying until your PC melts? Or rather, your game becomes a BFBVFS? I'm assuming the pop cap that was added to AM is a way to keep things from getting to that point? I am curious about this too. Before my current save got borked (a baby disappeared from the house. Resetsim didn't work, his picture was still in the family list and everything, but he wasn't present. I tried some things that I found via search to fix it but nothing seemed to work. I'd grown bored of the hood anyhow and deemed it a good time to start over.) the town seemed to not really be making anyone get married. Old sims were dying off (the first gen) but none of the second generation were hooking up. Only a new, married couple I added to the game started to have kids. Otherwise, the only kids present in the game were the ones from the house I controlled, and the ones I forcibly made in other houses. So I am curious if it was my computer or what. I didn't have a population maximum set in AM. I have more RAM now and a better video card, so I'm curious to see if I'll hit the same problem in my "reset" hood. Title: Re: a new world, Coconut Island Post by: Tangie on 2011 January 21, 22:50:43 I restarted what was essentially the same 'hood twice and got the same results. First gen consisted of about 10 couples and were active; most of them had children. The second gen was a different story. I mainly controlled one sim who I married off but only two of the second gen got married autonomously and they had one child. None of the second gen'ers moved out of their parents' house, not even the two who married. I'm just starting to see my second gen age up to YA in the second hood but so far I'm seeing the same pattern.
Needless to say it would be a drag to have to go around hooking them up with someone and moving them out. Could it be the lack of housing that occurs as a result of too many EA sims moving in? Or the EA sims needed to support jobs, etc.? I'm going to experiment and see if I evict some of the sims that I don't care about so that more housing is available and see if that makes any difference, but I would be interested in any insight you have about this. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 22, 02:16:08 You know, the funny thing about that thread is that I never said that and none of it is true. It's EAxis Story Progression that's killing off sims impossibly and at random. People still use that shit? And what "censor"? That thread is a load of hooey. That Reg lady has a thing for you. ;) She'd bring your name up to prove her point in multiple threads at that forum, like you guys were best friends. Creepy... I have an update for the BETA in the first post, if anyone was checking it out/testing. Title: Re: a new world, Coconut Island Post by: kattenijin on 2011 January 22, 18:28:20 My short list of "oops!s", because I only played for a short time last night:
I chose to move my sim into the Stoney Heights apartment. The fridge is incorrectly placed and needs to be moved 1/2 tile over, the shower is blocked by the toilet in the main bath, and the laundry room door is showing up as an npc door. My only other "issues" so far were due to low population, so, nothing to report on really. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 22, 18:49:59 My short list of "oops!s", because I only played for a short time last night: I chose to move my sim into the Stoney Heights apartment. The fridge is incorrectly placed and needs to be moved 1/2 tile over, the shower is blocked by the toilet in the main bath, and the laundry room door is showing up as an npc door. My only other "issues" so far were due to low population, so, nothing to report on really. There will be sims in the final release, but in the meantime you could use "spawnmoreoverlords" from AM to get between 60-80 sims. Thanks for the heads up with Stoney Heights! Title: Re: a new world, Coconut Island Post by: kattenijin on 2011 January 23, 03:40:05 I knew I was forgetting something! I don't want to give too much away...the "love nest" door opens without using the key, don't know if this is because of a broken trigger, or if you just haven't set it yet.
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 23, 04:45:11 I knew I was forgetting something! I don't want to give too much away...the "love nest" door opens without using the key, don't know if this is because of a broken trigger, or if you just haven't set it yet. Yes, I forgot to mention that the tombs/hidden locations are a mess right now. ;) It's best to just leave them be if you come across any! ;D There will be two types of tombs on Coconut Island; Quest and Discovery. Discovery tombs are scattered all over the world, some small, some more involved. Some are extra hidden locations(like the "love nest") and some are small rewards. They require the "Key to Discovery" which are also hidden around the world. These keys can open any Discovery tomb, and there will be as many keys as there are locks for them. Quest tombs are three large tombs strung together by the Moon, Star and Heart key. The first key is hidden in the world, and you can't access the other two until you complete the first one. There are also hidden Discovery tombs within quests, for extra rewards or shortcuts. Title: Re: a new world, Coconut Island Post by: Tangie on 2011 January 23, 15:40:56 Prof P, I had an opportunity to play a bit yesterday and so far all I found was that the house at 11 Palm Road has invisible appliances. The sims can use these items autonomously but players can't direct them to use them - when I try to click on them nothing is there, and when I tried to replace them I got a message that I can't intersect other items. It's the refrigerator, the sink in the bathroom on the upper floor, and the toilet on the lower floor. I have more to explore but so far love the additions you've made since the first version of Coconut Island, btw!
Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 23, 23:04:27 Prof P, I had an opportunity to play a bit yesterday and so far all I found was that the house at 11 Palm Road has invisible appliances. The sims can use these items autonomously but players can't direct them to use them - when I try to click on them nothing is there, and when I tried to replace them I got a message that I can't intersect other items. It's the refrigerator, the sink in the bathroom on the upper floor, and the toilet on the lower floor. I have more to explore but so far love the additions you've made since the first version of Coconut Island, btw! Replopping the lot will allow you to delete the objects. Then just replace them with fresh new ones. This problem seems to exist in these specific bungalows (there are 3 of them). Before it was the main trashcan, the upstairs toilet, and the mailbox. Is the trashcan also effected? I thought I had fixed it, but it looks like it jumped to other objects instead! I will probably have to start the lot over from scratch. Speaking of starting lots over, anyone want to take a stab at getting stairs into a basement at Coconut Castle? I wanted to make a lounge down there but I get the foundation error, even though there isn't a foundation! Title: Re: a new world, Coconut Island Post by: kattenijin on 2011 January 24, 05:07:13 Speaking of starting lots over, anyone want to take a stab at getting stairs into a basement at Coconut Castle? I wanted to make a lounge down there but I get the foundation error, even though there isn't a foundation! Try this: http://www.4shared.com/file/Ifdd5Lnx/Coconut_Castle.html I think I got everything I destroyed back into the right places. Didn't know how much space you wanted, so I gave you quite a bit. Title: Re: a new world, Coconut Island Post by: ProfPlumbob on 2011 January 25, 01:10:49 Try this: http://www.4shared.com/file/Ifdd5Lnx/Coconut_Castle.html I think I got everything I destroyed back into the right places. Didn't know how much space you wanted, so I gave you quite a bit. Thank you for doing that, much appreciated! ;D |