Title: Run, sim, run Post by: redShoes on 2010 January 11, 09:32:40 I have posted about this before, but as I have still got the problem, and it's totally ruining the game, I thought I would post it again.
I'm running the base game only (as there is no way on God's green Earth I'm giving EA another penny for this rubbish), patched up and with the latest AM (I re-download before each play). I have some store CC, but no other mods at all. With AM story progression enabled, there is a 'thing' (?) called one-shot commander that sends my Sims off to build skills while I'm playing another household. As soon as this appears in their action queue, they are hit with this running everywhere syndrome. Example: I'm playing A.Nother household. Across the street, Harry is sleeping in his bed. A story action notification appears telling me Harry is going to skill logic. So I switch to Harry's house, and Harry's asleep. The one-shot commander is queued up. I cancel it, wait for Harry to wake up... When he does, he makes his side of the bed, runs round to make the other side, runs two tiles to reach the dresser, and etc etc. Harry will never walk again, unless I evict him and move him back in, which isn't really a fix as the same thing will just happen again as soon as this fucking commander launches. It isn't just Harry though - it's every single sim that is left to it's own devices for a bit. As soon as it triggers, they become victims. I've tried so many different things; new neighbourhoods, clean installs, no CC, poisonous gasses, default config. The same thing happens over and over, be it with the premades, or my own sims. Just for the record, this didn't used to happen. It started after the 1.8 patch. And yes, I have tried running it without AM installed... I have no running sims then. Just alot of other crap, instead. ::) So what is going on here? I seem to be the only person who has reported this, which I wouldn't mind, if only I could find a way to fix it/ get rid of this evil commander. Help? Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 January 11, 09:57:33 Although we are unclear why it is a bad thing, given that GETTING THERE FASTER can, in my view, NEVER be a bad thing, you could try getting the latest version and using "resetwalk".
Title: Re: Run, sim, run Post by: redShoes on 2010 January 11, 13:23:11 Although we are unclear why it is a bad thing, given that GETTING THERE FASTER can, in my view, NEVER be a bad thing, you could try getting the latest version and using "resetwalk". It is a bad thing because it looks fucking stupid, Pescado! Would you run round a bed? But anyway, I have tried that - it doesn't appear to be having any effect. One sim stopped running using that command... then she went off to build her charisma skill! Argh! I have also tried resetsim, no luck there either. I'm now going to try banging my head on the bloody desk. Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 January 11, 13:31:49 It is a bad thing because it looks fucking stupid, Pescado! Would you run round a bed? Hell no. The wife would laugh at me if I did that. I'd go over it. Are you using the latest version?Title: Re: Run, sim, run Post by: redShoes on 2010 January 11, 13:36:33 It is a bad thing because it looks fucking stupid, Pescado! Would you run round a bed? Hell no. The wife would laugh at me if I did that. I'd go over it. Are you using the latest version?Exactly ;) And yes, I'm using the latest version. I'm always using the latest version. Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 January 11, 15:39:20 Well, if it WASN'T possible to simply leap over it, then yes, the only remaining option would be to run around. Other than that, we are looking into this issue, but it can't be reliably reproduced in the time I have to look for it. And because I'm used to having to order them to navigate manually anyway.
Title: Re: Run, sim, run Post by: redShoes on 2010 January 11, 15:54:40 Well, if it WASN'T possible to simply leap over it, then yes, the only remaining option would be to run around. Other than that, we are looking into this issue, but it can't be reliably reproduced in the time I have to look for it. And because I'm used to having to order them to navigate manually anyway. If only I could say the same thing! Thanks anyway, in advance ;) Title: Re: Run, sim, run Post by: Claeric on 2010 January 12, 04:11:24 So are you saying supreme commander breaks their movement type and they only run?
I have a suspicion that this is why my sims never just walk anywhere. I thought the game was idiotic by default...I should try that resetwalk thing. All this time I figured it was dumb EA programming saying "RUN IF SOMETHING IS MORE THAN 2 INCHES AWAY UNLESS YOU ARE CARRYING SOMETHING" Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 January 12, 04:37:48 Dumb EA programming? Hell no. That's smart AWESOME programming. EA programming is "limp at snail-like pace to object 300 feet away, taking 3 hours to reach a destination that could have been reached in 3 minutes". Any rocket scientist can tell you that in any situation where fuel is not a constraint, the minimum-time brachistochrone trajectory is to accelerate at the target at maximum power until the halfway mark, then turn and decelerate for the remainder. Since sims do not consume fuel in order to move, this is pretty much the only trajectory profile that makes any sense, as the only resource in the game is time.
Title: Re: Run, sim, run Post by: Claeric on 2010 January 12, 04:53:34 I like the game to be...a game. I prefer the challenge of "UGH RUN YOU ARE WASTING TIME" and having to make upf or it. It's easy enough for the poorest of sims to live a constantly-in-best-mood-ever life as it is, with the weakest and most useless of furniture, and a simple change like walking instead of running makes that much more difficult. Running everywhere? Convenient...but it makes things too easy.
Title: Re: Run, sim, run Post by: SonnetCeles on 2010 January 12, 11:08:46 Wait... so you are implying that the vacations to never never lands are absolutely efficient in terms of traveling? If so, my god this game was made for you because I cannot stand the fact we have to run from point a to point b when there are perfectly fine dirt roads for bikes or mopeds to travel on. If you think it is stupid for them to walk then this new expansion was made for you.
Title: Re: Run, sim, run Post by: redShoes on 2010 January 14, 10:54:27 Well, well.... they seem to have stopped running everywhere?!
I'm now gonna grab the latest AM, and keep my fingers crossed it doesn't get broked again. Happy bunny at the minute though, oh yes I am. Title: Re: Run, sim, run Post by: Claeric on 2010 January 15, 06:07:43 Wait... so you are implying that the vacations to never never lands are absolutely efficient in terms of traveling? If so, my god this game was made for you because I cannot stand the fact we have to run from point a to point b when there are perfectly fine dirt roads for bikes or mopeds to travel on. If you think it is stupid for them to walk then this new expansion was made for you. SPOILERS: Being at home and being 500 miles from your non-road-to destination are two entirely different situations. Amazingly enough, disliking that they run around the house DOES NOT imply i dislike that they run when appropriate! Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 January 15, 06:12:32 Why would you NOT run around the house? How else do you expect to get anywhere?
Title: Re: Run, sim, run Post by: inkysparrow on 2010 January 17, 03:32:02 I had this problem before. It was fixed when I deleted the old NRaas computer I had and installed the new one that Twallan made. I haven't had the problem since.
Title: Re: Run, sim, run Post by: Menaceman on 2010 January 17, 21:40:27 Today I finally decided to activate and use AwesomeStory. My Sims have now started running everywhere! I updated AM about 5 hours prior to posting this very message. At first it was just the one Sim who my playable sim had a lot of contact with. Then I noticed all of her household running and now most of the neighbourhood choose to move that way.
I used NRaas computer once a few months ago and then removed it. I've reinstalled the game since then anyway. Anything I can try to stop it? Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 January 18, 00:55:59 I can't reproduce this. Since the last fix, there has rather been a shortage of this and everything moves too slowly.
Title: Re: Run, sim, run Post by: sheep_plushi on 2010 January 18, 12:37:24 My sims don't run around the house but that sounds rather awesome. I hate them leisurely walking to the toilet when waking up in the morning. Personally, I haul ass. Lazy sims.
Title: Re: Run, sim, run Post by: egon_weber on 2010 June 29, 21:57:19 My sim have started running, instead of walking. I hate it, why cant he wlak normal around his household?? :-\
Title: Re: Run, sim, run Post by: TheCatMeow on 2010 June 30, 01:02:31 I really don't think this is an AM bug. People who have no mods installed say they have the running bug too. I figured sims started doing it if they were required to run. I.e., on the treadmill, jobs that have running, playing tag. Some people even said their sims started running after exiting the time machine.
Title: Re: Run, sim, run Post by: jezzer on 2010 June 30, 01:25:24 Yeah, definitely not an Awesomemod issue. I had the same issue on vanilla Ambitions.
Title: Re: Run, sim, run Post by: redwards on 2010 June 30, 02:31:25 My only complaint about running is that sims can't run down the stairs, too. We really need a banister-sliding animation.
Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 June 30, 06:25:21 My only complaint about running is that sims can't run down the stairs, too. We really need a banister-sliding animation. Stairs have become much more of a bottleneck compared to TS2, since in TS2, they COULD run up and down stairs.Title: Re: Run, sim, run Post by: YoungOldPrude on 2010 June 30, 07:49:20 Stairs have become much more of a bottleneck compared to TS2, since in TS2, they COULD run up and down stairs. But didn't they steal pretty much all of the animations from TS2? Why did they have to leave that out? Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 June 30, 08:26:41 To be annoying and bland, like everything else, duh.
Title: Re: Run, sim, run Post by: borsco on 2010 June 30, 11:35:37 Twallan has a debugenabler mod which has a reset walk option, this cures the running bug.
Title: Re: Run, sim, run Post by: jezzer on 2010 June 30, 14:31:08 MTS just posted a mod to disable autonomous tag-playing. This will keep the running bug from happening again.
Title: Re: Run, sim, run Post by: SJActress on 2010 June 30, 18:02:52 MTS just posted a mod to disable autonomous tag-playing. This will keep the running bug from happening again. Unless your Sim gets on a treadmill, which is how one of mine caught the bug. Fortunately, it doesn't bother me. Title: Re: Run, sim, run Post by: egon_weber on 2010 June 30, 22:38:09 MTS just posted a mod to disable autonomous tag-playing. This will keep the running bug from happening again. Thx, that was just what i needed.Title: Re: Run, sim, run Post by: YoungOldPrude on 2010 July 01, 01:49:51 To be annoying and bland, like everything else, duh. Maybe they'll pop it into another expan$ion pack. Title: Re: Run, sim, run Post by: Tempo on 2010 July 01, 02:40:59 I've since fixed this using the mod, but before it was fixed it irked me to no end. Sometimes I like to watch them do stuff and the running just pissed me off.
Title: Re: Run, sim, run Post by: Spaz on 2010 July 07, 16:46:15 My firefighter has caught the "running bug" and I've heard people say their Private Investigators are getting a "sneaking bug," so this bug seems to be everywhere. :\
Title: Re: Run, sim, run Post by: vincemw on 2010 July 10, 09:11:54 Try this mod: http://ts3.tscexchange.com/index.php?topic=3907.0
I've been using that mod since before the running disease started, but in my experience when my sims start running everywhere, soon or soon-ish later they will stop. Honestly I'm not sure if their stopping is from the mod or not, since as I said I haven't fully experienced the issue, but I think it's worth a shot. Title: Re: Run, sim, run Post by: Annan on 2010 July 10, 10:49:42 Try this mod: http://ts3.tscexchange.com/index.php?topic=3907.0 I've been using that mod since before the running disease started, but in my experience when my sims start running everywhere, soon or soon-ish later they will stop. Honestly I'm not sure if their stopping is from the mod or not, since as I said I haven't fully experienced the issue, but I think it's worth a shot. Are you aspiring to be the next Unreliavole? DO NOT GUESS. Know or STFU. Title: Re: Run, sim, run Post by: J. M. Pescado on 2010 July 10, 10:57:39 If you are getting weird running, try "resetwalk".
Title: Re: Run, sim, run Post by: vincemw on 2010 July 10, 11:54:22 Sorry guys, didn't mean to guess. Just that people made it sound like once sims start running they never stop, and for me they don't run for very long before walking again. So I thought it might be worth it to get other people to try out the walking mod as a temporary solution because it would be better than nothing. Just trying to help out, man.
Title: Re: Run, sim, run Post by: Annan on 2010 July 10, 11:59:04 Sorry guys, didn't mean to guess. Just that people made it sound like once sims start running they never stop, and for me they don't run for very long before walking again. So I thought it might be worth it to get other people to try out the walking mod as a temporary solution because it would be better than nothing. Just trying to help out, man. "Helping" is not actually helpful unless you provide accurate information. Title: Re: Run, sim, run Post by: jezzer on 2010 July 10, 13:47:32 Sorry guys, didn't mean to guess. Just that people made it sound like once sims start running they never stop, and for me they don't run for very long before walking again. So I thought it might be worth it to get other people to try out the walking mod as a temporary solution because it would be better than nothing. Just trying to help out, man. "Helping" is not actually helpful unless you provide accurate information. Title: Re: Run, sim, run Post by: vincemw on 2010 July 10, 19:42:58 Don't know if you guys came across this yet, but this appears to be a temp solution, if an aggressive one.
http://modthesims.info/download.php?t=411351 Title: Re: Run, sim, run Post by: uknortherner on 2010 July 12, 12:37:02 I'm surprised (well, not really) that EA didn't do anything about this running bug. It would now appear that any sim can be inflicted by this running bug, even if they have done no activity that requires the actual act of running. For instance, one sim I had my stylist work on immediately set about running everywhere after I gave him a new outfit using the stylist mirror.
Buzzler's fix that vincemw links to it pretty good at keeping this running arsefuckery down to a minimum though. Title: Re: Run, sim, run Post by: BlackMoons on 2010 August 17, 09:15:41 lol.. Oddly enough, a couple of my sims are affected by the run 'bug' (before installing AM even!).. but... I like it! but only on those sims.. I consider them my athletic energetic sims! It would suck if more of my sims caught it though.. Really is nice for some tasks like cleaning up dead plants or doing laundry.
Title: Re: Run, sim, run Post by: uknortherner on 2010 August 18, 10:04:42 Necromancers should be burned with the fire of a thousand suns.
Title: Re: Run, sim, run Post by: jezzer on 2010 August 18, 16:20:18 Necromancers should be burned with the fire of a thousand suns. Eh. It was a few days shy of necromancy. Still, a convincing argument could be made for fiery sun burning based on its post's content. Title: Re: Run, sim, run Post by: snowbawl on 2010 August 18, 17:40:05 My beloved ellipsis, what has this, this ruffian done to you?! A thousand more suns to burn the abuser of ellipsis! BURN...and then BURN AGAIN!
Fucker. Title: Re: Run, sim, run Post by: BlackMoons on 2010 August 18, 22:05:43 Fine, If it pleases you. *jumps into www.geekologie.com/2010/04/22/sun-1.jpg (http://www.geekologie.com/2010/04/22/sun-1.jpg) and dies a horrible firey death*
Title: Re: Run, sim, run Post by: almostawesome on 2010 August 18, 22:40:48 You're still 999 suns short.
Title: Re: Run, sim, run Post by: linolino on 2011 April 02, 07:05:44 I'm sorry about the necromancy thing but i just had to revive this: the thread has ended with no solution reply, and i haven't been able to find any other info about this. i can't even use resetwalk because it says unknown command... sims 3 + WA + 1.19/2.14 patch + awesome mod
Been doing a little more experiments, and.. really, here's the deal: they'll walk if i tell them to interact with an object; they'll walk if i choose "go here" and the distance is like 2 steps away; they'll run if i choose "go here" with the option on automatic and the distance is more than 2 steps away. without awesomemod this doesn't happen, the'll just walk normally it seems like the mod was deliberately made this way, seeing that pescado just love to look at them running. so please, could you make this optional? ---------------------- Actually, more testing revealed that if i disable manual navigation the problem goes away. if i click "go here" somewhere nearby they'll walk. However the options for walk, run, automatic, won't make any difference Title: Re: Run, sim, run Post by: spockblock on 2011 April 03, 09:02:49 I'm sorry about the necromancy thing but i just had to revive this I think you should maybe check your math and try again. Title: Re: Run, sim, run Post by: J. M. Pescado on 2011 April 04, 01:41:31 1. It already is optional.
2. There's really no good reason why you would not want your sims to actually DO WHAT THEY ARE TOLD instead of dragging their feet forever. If you actually want them to shuffle slowly for some reason, you could just pick that option: Automatic should automatically choose the best option. Title: Re: Run, sim, run Post by: Narmy on 2011 April 04, 05:15:43 My only complaint about running is that sims can't run down the stairs, too. We really need a banister-sliding animation. Or the teleporters from TS1.Title: Re: Run, sim, run Post by: J. M. Pescado on 2011 April 04, 06:40:00 There already are teleporters. They do a lot more than simply take you down the stairs.
Title: Re: Run, sim, run Post by: linolino on 2011 April 04, 07:58:53 If you actually want them to shuffle slowly for some reason, you could just pick that option: Automatic should automatically choose the best option. but that's what i'm saying: with manual navigation enabled, the options automatic/walk/run don't work. sims will just run anyway.I like manual navigation, so i wanted we could turn off the "always run" but leave manual navigation on. Title: Re: Run, sim, run Post by: J. M. Pescado on 2011 April 04, 08:01:22 Okay, you're saying walk doesn't work? Even after you've done the resetwalk stuff?
Title: Re: Run, sim, run Post by: Regina on 2011 April 04, 15:53:06 My only complaint about running is that sims can't run down the stairs, too. We really need a banister-sliding animation. Or the teleporters from TS1.testingcheatsenabled true Shift-click the ground. Choose Teleport to Here. Title: Re: Run, sim, run Post by: Narmy on 2011 April 04, 16:33:13 There already are teleporters. They do a lot more than simply take you down the stairs. Aren't those one-way only? Never bought it since I'd rather spend my points on other rewards.testingcheatsenabled true Shift-click the ground. Choose Teleport to Here. Sims can't autonomously do that.Title: Re: Run, sim, run Post by: linolino on 2011 April 04, 17:24:27 There already are teleporters. They do a lot more than simply take you down the stairs. Aren't those one-way only? Never bought it since I'd rather spend my points on other rewards.Okay, you're saying walk doesn't work? Even after you've done the resetwalk stuff? Oh, I see. I don't think resetwalk is related to this. (oh and resetwalk returns 'unknown command' when i type)It's not a walkstyle stuck to my sims. choosing walk works, i just tested. it's just that manual navigation makes automatic = run. they never walk if the 'go here' option is on automatic, and they normally would if the distance was within 20 steps or so. Title: Re: Run, sim, run Post by: J. M. Pescado on 2011 April 04, 17:43:46 Oh, I see. I don't think resetwalk is related to this. (oh and resetwalk returns 'unknown command' when i type) Working as designed, then.It's not a walkstyle stuck to my sims. choosing walk works, i just tested. it's just that manual navigation makes automatic = run. they never walk if the 'go here' option is on automatic, and they normally would if the distance was within 20 steps or so. Automatic is made to choose the smartest navigation mode, meaning, the one which will get you to actually GO HERE. This is thus working as designed: Automatic should actually choose the correct thing to do, not the dumbest thing to do and force you to override it every time.Title: Re: Run, sim, run Post by: Narmy on 2011 April 04, 18:01:15 If they walk as normal when interacting with objects, then what's the problem? I thought "go here" was if you wanted them to actually go somewhere, not just move around the house.
Title: Re: Run, sim, run Post by: jezzer on 2011 April 04, 21:49:08 If I'm reading this correctly, I think he wants manual navigation to default to "walk" instead of "run". If that's correct, you're probably S.O.L., little snowflake.
Title: Re: Run, sim, run Post by: linolino on 2011 April 05, 03:45:24 Working as designed, then. I figured now you made it that way on purpose.If they walk as normal when interacting with objects, then what's the problem? I thought "go here" was if you wanted them to actually go somewhere, not just move around the house. If I'm reading this correctly, I think he wants manual navigation to default to "walk" instead of "run". If that's correct, you're probably S.O.L., little snowflake. I use 'go here' a lot, especially on parties, just to move sims from the yard to the living room or to move 2 sims to another room prior to interacting, etc, so i found manual navigation usefull.You see, there's no information about the 'running aspect' of the manual navigation on the config tool. it just says it allows you to queue more than 1 'go here' command. So naturally i though it was a bug because they started running all around, everytime, and that just looked weird. The default Automatic makes them run if the distance is something more than 30-40 steps away. if its nearer they'll walk. Automatic from Manual Navigation makes them run if the distance is more than 3 steps away. Title: Re: Run, sim, run Post by: J. M. Pescado on 2011 April 05, 18:17:36 Yes, because unlike EAxis, who apparently halfassed it, I actually took a stopwatch and timed it to determine the breakpoint at which the speed gain was offset by the warp drive powerup, and experimentally determined that this occurred around the 3 tile mark.
Title: Re: Run, sim, run Post by: Hitch on 2011 April 05, 19:17:30 Yes, because unlike EAxis, who apparently halfassed it, I actually took a stopwatch and timed it to determine the breakpoint at which the speed gain was offset by the warp drive powerup, and experimentally determined that this occurred around the 3 tile mark. I can't believe you accuse EAxis of half-assedly tuning behaviors in Sims games. You're giving them too much credit. |