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151
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Awesomeware / AwesomeMod! / Re: Story Mode
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on: 2009 July 16, 01:21:56
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Not once have I seen a notification that a household has moved. This is all I ever see. Literally half of my town plays musical houses almost every night. Me too. Also note that you won't actually see the notification that they moved unless you turn on the debug storymode notification messages, which are disabled by default. However if you get 1am pauses in your game you can rest assured that is what is causing it. I do have the notifications enabled. I see lots of antagonizing and befriending, some new jobs, and some new babies, but no promotions, demotions, firings, or moves. It's a new town, though. This will probably change over time.
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152
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TS3/TSM: The Pudding / The World Of Pudding / Re: Unoccupied House disappears with Story Progression?
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on: 2009 July 16, 00:29:55
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Being the paranoid person that I am, every time I go to Edit Town in order to save whatever lot I've been working on, I also save a copy of the unfinished lot to the Library (just in case). When I'm completely finished with the house, and all is satisfactory to me, I delete the earlier builds. This method has saved me a lot of work after game crashes that interrupted my building process.
Edited, because I knew I had a point in there somewhere. My point is that, perhaps it's a good idea to start saving lots, especially the finished ones, to the Library before moving in a family.
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153
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Awesomeware / AwesomeMod! / Re: Story Mode
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on: 2009 July 15, 23:21:44
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Story Mode has been working pretty well for me, with Awesomemod as my One core mod, but I started with a new town using an empty template, so maybe that has something to do with it. After the initial setup, I moved some of the premade sims from the Library into houses, as well as a few custom families. Some of the Library families already had children, or were pregnant already, but they've also been regularly popping out babbys. Some of the families never spawn, but the ones that do seem to make up for this, having 4 or 5 kids apiece. I've noticed a pattern with jobs. After I cheat the game-created sims into houses, one sim in each household gets a job after a few days to a week (sim time), but not immediately, and I've never seen more than one sim per household get a job. When I first started playing the neighborhood, Story Progression was creating a new family per night, some small, some OMGsixchildren!!! Now, it's every second or third night. Many of those are singles or couples, and I cheat them into houses. Some of the original Library sims have turned elderly, in the meantime, and I expect to see death notices for them soon, but the majority of story progression notices that I get are befriendings, antagonizations, and jobs, with a few "new baby" notices mixed in. Not once have I seen a notification that a household has moved. It's possible that the sims just aren't far enough along in their careers to afford new houses (yet). My town doesn't seem to be stagnating, at all, and is keeping a good balance. I must admit, though, that I'm surprised to see procreation from some of the households. I created a roommate situation with a few of the MATY self-sims. Typpi now has a perpetually spawning harem. ![Cheesy](/smf/Smileys/default/cheesy.gif)
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162
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 July 14, 03:18:16
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@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
Tried this, have yet to see the books show up in the bookstore's stock. Currently have AwesomeMod installed, figured I was doing something wrong and got sidetracked before testing on a new game without AM. I tried this a long time ago, pre-Awesomemod, and it didn't work. I was starting to wonder whether I was crazy or what, reading of people doing this successfully, so I'm relieved to find at least one person who has been unsuccessful. I just tried this, and it's broken for me, now, too. I suspect that the patch may have broken it. That, or my memory is phail. I could swear that it worked at one time, though.
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164
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TS3/TSM: The Pudding / The World Of Pudding / Re: No music what-so-ever
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on: 2009 July 13, 14:21:50
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In my game, the first song that should be playing when you first turn the stereo on, or in build/buy mode, never plays, but after that song ends, and the next song begins, I can always hear the music from then on. I've given up on trying to figure it out.
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167
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TS3/TSM: The Pudding / The World Of Pudding / Re: Important notice from the GRAMMAR POLICE. Plz read. This means you.
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on: 2009 July 13, 13:35:42
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Don't you know? It's just not "cool" to be smart, and commercial television caters to the masses, which are largely of the troglodyte variety. Not all Americans make these sorts of egregious errors. That privilege is reserved for the uneducated and the terminally stupid.
Actually I think it's 'masses, who are...." due to the fact that masses refers to people in this instance. ![Wink](/smf/Smileys/default/wink.gif) Even the supposedly erudite Americans on TV still make me cringe with this badly grammar. ![Wink](/smf/Smileys/default/wink.gif) You got me there.
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168
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 July 13, 13:34:08
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@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
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