More Awesome Than You!
Welcome, Guest. Please login or register.
2024 June 30, 23:35:22

Login with username, password and session length
Search:     Advanced search
540275 Posts in 18066 Topics by 6519 Members
Latest Member: Gegahex
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 12 13 [14] 15 16 ... 120
326  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 16, 17:16:29
That's fine but I guess I just feel like since there's a finite amount of sims you can have in your neighborhood before it starts getting all slow and wonky, I'd rather save those slots. Especially if I'm not calling the babysitter and there may be other sims in town who could be used for paper delivery people.
327  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 16, 16:19:01
I noticed the npcs too. I got rid of them all and in a short time I had over 40 again. I can't for the life of me understand why. I almost never interact with them except for one or two. The paper kids and mail people I understand since they always come around, but why do we need the others unless we do something that specifically requires their presence?

Also they don't need to rotate the paper kids or mail people. I am perfectly content to have the same one every day. I think that's fairly normal anyway.

I suppose they could get replaced every so many sim days or whatever to simulate growing up/retiring but eh, I'm not even too worried about that.

Actually, I wouldn't mind if adult neigbhorhood sims in level 1 of the Journalism career ended up being the paper delivery person instead of the kid because level 1 journalism is a paper deliverer. Wink
328  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 16, 15:14:32
It would, not to mention it would be uninteresting. At this point, half the point of  the thing is the experiment! If you wanted a system where sims robotically pop out the exact same number of kids and had no response whatosever to the environment you created, you could probably go back to ISM.

It's not about that. I think things happening in some sort of sensible order with controls in place is a good thing I just don't want to be forced into some Sim City style of gameplay to manage the whole damned town.

The problem with Indie Stone mod is it overpopulates. I simply refuse to believe there is no way impose some sort of overpopulation limit without this crib stuff.

I know you want to play the game in a control freak style where you can control all aspects of the neighborhood but I don't want that. To me that's not what story mode is about. It's about the game running everything for the town behind the scenes itself so that your family can live and interact in a changing town where your family's further generations will meet further generations of town's people. Not like TS2 where the founding sim knew Goopy and his great great great great great great great grandson knew Goopy too. That's basically what it's for.

To me being forced to manage the town is a hassle I don't want and it discourages me from wanting to play the game. Admittedly I've been on that streak lately anyway but this isn't helping.

In any case, for the pro-crib people I highly encourage you to do wolfuns on fast speed and let the game run for a while and create progressive generations with these cribs in place and see what happens. It hasn't been tested long term and I am curious to see if the outcome will be what was intended.
329  Awesomeware / AwesomeMod! / Re: crashes and conflicts on: 2009 August 16, 06:26:54
That conflict checker may need to be updated, it says all of my files conflict with themselves.

Quote from: Delphy (on MTS)
This program only appears to check the Instance ID of a ResourceKey to see if it conflicts, which is going to cause major problems on packages that have multiple ResourceKeys that use the same Instance ID (as in the case of hair, and, in fact, a lot of the game files, as well as Store items).

I would seriously suggest that it be updated to check the Type and Group IDs as well as Instance, because otherwise, the report has a lot of false positives and people, as can be seen from the comments, can get very confused.

So it may not be the best thing to use it to check for conflicts.

It is still okay for mods, you just have to ignore what it says for everything else.
330  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 15, 19:10:24
I have about 110 cribs in my neighborhood and even more beds. So far the game still runs fine, as well as can be expected on my not-so-good pc (RAM shortage, mucho cache file access). But I think a BFBVFS will be inevitable in the near future.

Yeah, that's kind of why although I don't want to be bothered placing all the damned cribs myself, I'm also not especially keen to download a save that puts cribs everywhere because it seems like that might eventually lead to Indie Stone style over population.

Quote
Some sims seem te get left out in the cold by AwsomeStory, but I guess it's trait-related. One single woman occasionaly gets involved in romantic interactions, but she can't or won't get a husband. I wish an accidental pregnancy could result in such cases.

In theory it's an interesting feature I just don't know how it could be coded to not get totally out of control. I don't know, maybe you could make it a very small chance or something. I wouldn't mind a few unwed pregnancies but I also do not want a neighborhood full of bastard children and twisted family trees where every kid in a family has a different dad like they were all born to some trashy mom who keeps churning out kids with different men. Tongue
331  Awesomeware / AwesomeMod! / Re: questions on: 2009 August 15, 18:53:13
I'm not sure why its not working. I checked the resource thing(its in the right place) and I've moved the files around (in hacks, just in packages etc). I even took the config out and had just the mod. I delete the cache everytime I change but still no go. Its a mystery.

What's not working, Awesomemod in general or just the blur removal?

If the latter, very obvious and stupid question but I will ask it anyway Tongue you definitely have the censorblur removal settings enabled for both male and female in the awesomeconfig, correct?

You are looking at them in the shower and not while on the toilet for the blur to be removed but it's still showing?
332  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 15, 18:44:58
Okay well then when one of ya'll figures out the perfect mathematical ratio for cribs and beds in a neighborhood then place them all and put up a save for us to download because I don't want to deal with that sort of micromanagement headache. Tongue
333  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 15, 18:39:55
ISM was supposed to assign jobs based on traits, not at random.  However, the huge flaw with that system was assigning my sim who had the want to max the Cooking Career to Science because she was a Genius and my sim who wanted to max Medical to Millitary because she was Brave.  ASM is far supperior.

Ah okay, I didn't know that. I would notice things like a sim getting fired from his job and then joining a different one and neither was the career he actually wanted for his LTW so it just seemed random to me.
334  Awesomeware / AwesomeMod! / Re: Problem with co-workers only spawning if you interact (I think). on: 2009 August 15, 17:31:54
I believe (and Pescado correct me if I am wrong on this) that Aweseomemod already does that.

ie if you sim is in the journalism career, for example, and neighborhood sims exist that are also in the journalism career your sim will meet them rather than the game creating new journalism sims etc.

I think it only creates new sims to meet if none of the ones in town meet the criteria.

Keep in mind that bosses are level dependent (in awesomemod) so if you have a level 7 journalism sim and the others in town are levels 3, 4 and 5 Journalism, it will still have a create a new sim to be the boss since none are above the current sim's level, if that makes sense.
335  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 15, 16:54:03
I don't understand why people are so confused about this. It does the same thing the EA Story Mode does more or less or Indie Stone. It just does it with more logic based rules instead of completely random (ie ISM assigns a sim a random job while ASM has them go get one based on their lifetime want etc).

And what is this no crib hack business? Are there hacks for hacks now? If such a thing does really exist though I want it. Tongue
336  Awesomeware / AwesomeMod! / Re: questions on: 2009 August 15, 16:28:28
I want them to be naked in the bath etc. I don't think I did download the mod and the config choices. I just pushed the link to the tool and made my choices. I thought it was something simple on my part.

That config creates a new file, the aweconf.package. Depending on what browser you are using and what settings you may or may not be prompted to browse for the directory you want to download that file into. It may just get saved to whatever default directory downloads are saved to.

If you don't have aweconf.package in the same directory as awesome.package then you aren't getting the config settings you chose, including the removal of the censor blur, just the defaults.
337  Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution. on: 2009 August 15, 14:06:36
I don't have any CC. I have literally just reinstalled the the sims 3 and put the very latest AwesomeMod in as I have only just returned to the sims 3 have a month return to TS2.

Did patch? Please tell me you patched. It's all over this thread that running awesomemod not patching or having a borked patch install will crash the damned game and I will be forced to beat you upside the head with a fish if you read this thread and still did not patch.

Also, if you did make sure the patch took. I have no clue what version the Mac exe file patched is, but you could try checking the game version in the launcher at least.

Honestly there is a lot of talk and suggestions about what to do if you get crashes and I even started a whole thread about it. I suggest you try all those various suggestions and if you still are having issues, well then report back and we'll see what we can do.
338  Awesomeware / AwesomeMod! / Re: questions on: 2009 August 15, 14:01:43
Did you download the Awesomemod and the Config? You need both.

Well you don't need the config per say but most people will want it since without it everything runs on the default settings.
339  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 15, 13:58:45
There is currently no population generator in AwesomeStory. Population is generated purely by the EA Job System. The reason there is no immigrant generator is simply because I have no idea what are good rules to use that will not tend up being displeasing to a significant number of people. If I try to populate every single house, people are going to complain that there is now a massive housing crisis worse than there already is. If I don't populate houses, people will complain that there aren't enough. There is, unfortunately, not a good answer in a situation where neighborhood space is nearly cripplingly finite. I have some ideas for how to resolve this, but for this, I require a mesher, someone who is able to produce the results I require within the fast-moving timespan I require. We also have to get this done in time so I can declare a final release before the next expansion comes out, as once the expansion is out, I will have to upgrade the code to support it and it may become completely untenable to thus support an obsolete version.

Hmm, what sort of meshes are we talking about here?

And now you see why cribs are part of the equation: Without some kind of bounds check, the population would explode.

I still think it's an annoyingly tedious and manual solution to something that could be configured in other ways. It's also something that the default EAoid neighborhoods were not set up for. I'm sorry but when it starts getting to the point where you have to jump through hoops to setup your game to work with a mod it just becomes a huge pain in the ass.

What's wrong with adding a switch to Enable/Disable Immigration? That way people, who want to populate their hoods can turn it on, and others, like me, who hate random townies can turn it off. Also, you can turn it off, if you notice your neighbourhood is starting to explode.

The problem with that is by the time you notice you are probably already well into BFBVFS territory. There's no set number you can code to look out for and not go over population wise either because it's completely system dependent.

Indie originally had emmigration turned on and sims would leave town if it "got too crowded" but people complained that families they wanted to go back to play or just wanted to stay around were leaving so he switched it off by default. It also was never really clear just what constituted "too crowded" anyway.
340  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 14, 14:41:37
So why is it that I am seeing "Romance" events firing btwn two women quite often in my games ever since I started using ASM?  I have never, ever directed any sims in these saves (or any of my saves for that matter) to do any same sex romantic actions.  Not that I have a problem with these parings showing up.  Just that what I am seeing in my game does not seem to match up with what you are saying here.

Possibly they acquired a preference for the same gender either through some you did directly or indirectly? Otherwise I don't know. In theory that shouldn't happen the way the game is currently setup if you do nothing to bring it about. Not that it's so bad. I would personally prefer some of that in my game without me having to micromanage it. Tongue
341  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 14, 07:01:49
Meh, it's a CYA don't ask don't tell-ist policy on EA's part so as to not have to deal with the issue and people flipping out over it, no doubt.

Personally, I'd like the option to set the percentage of which way they will go if at neutral in the config, but I'm not going to hold my breath for it. Tongue
342  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 14, 06:25:08
What exactly determines whether someone is going to be gay/lesbian/bi? So far I have not seen anything like that in default Sunset Valley. Interestingly enough, Gobias Koffi who is "strongly hinted at" being gay always happily marries and produces tons of kids in my games.
Basically, the odds of it happening are the same as the present percentage of it in the game, if not set, or the same internal markers apparently used in TS2. Despite the strong hints in the bio, Gobias Koffi doesn't actually have any attributes set and could therefore go either way.

I haven't really looked extensively at the pre-created sims in the neighborhood, but I believe newly rolls sims and those born in the game start out at neutral gender preference.

The thing is though I have tried all 3 available story mode drivers (EA, ISM, ASM) and with sims at neutral gender preference the story mode will 100% of the time push them into engaging in romantic behavior with sims of the opposite gender.

I have never had any story mode driver push a sim into romantic behavior with a sim of the same gender unless I have previously directly intervened to swing that sim in that direction.
343  Awesomeware / AwesomeMod! / Re: The Wrath of Pescado? on: 2009 August 14, 03:58:28
I might add the Incontinent trait to another sim  Grin

Oh I love that one. All my nannies get it. They really aren't true TS2 style nannies without it!
344  TS3/TSM: The Pudding / The World Of Pudding / Re: Not allowed to install Sims3Packs :( on: 2009 August 14, 03:42:15
Sort of, but not necessarily. Not in the same way as that loading crash. I just find that the more files you give it to install all at the same time the greater the chance it will choke on them and crap out. I've never had it do it once when I only install a few at a time but it frequently does it when I try to install many at once. There's a definite correlation.
345  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 14, 03:02:51
Are you kidding me?  In order for my story progression to work properly I must have cribs in all the houses?  I can't believe that would actually be the problem. Huh

Unfortunately, it is not a jest but relentlessly stubborn Pescadoist rules in action.  Grin
346  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 14, 02:50:58
For those sims who are getting the repeated push message you're right, it's a good idea to go snoop and see what the heck is going on with them.

I was telling Pescado I noticed one a little while back and when I went to check on her and see what was going on she was at a park with a toddler when she got the call to go to work repeatedly. She seemed to get very conflicted with on the one hand feeling that she has to drop the kid off at home first while on the other being told to get her ass to work NOW.

After much confusiong and confliction she eventually did go home, dropped the kid off, left, kid went *poof* (this is normal EA behavior for babies and toddlers in non selected homes when the adult leaves rather than have a bunch of babysitters come to every house in town when the player will never see them) and then she went to work. Late of course.
347  TS3/TSM: The Pudding / Pudding Factory / Re: Awesomized Neighborhoods With Cribs on: 2009 August 14, 02:46:34
I'm using ASM now and things have been quiet on the immigration front. With the new co-worker system it only seems to check if the active household needs new acquaintances, which makes it almost impossible to populate an empty town with a single Sim.

Yep. It's pretty bad at populating an empty town unless you switch between a bunch of sim households and have them all in different jobs meeting coworkers and bosses. It won't do it on it's own. I tried for several sim weeks and gave up and seeded the damned town myself after a while so that's another thing to consider when deciding to nuke everyone or download an empty hood.
348  Awesomeware / AwesomeMod! / Re: Problem with co-workers only spawning if you interact (I think). on: 2009 August 14, 02:36:21
Okay somehow the thought of "making friends" in jail disturbs me.
349  TS3/TSM: The Pudding / The World Of Pudding / Re: Share pix / vidz of THE HORROR here on: 2009 August 14, 02:16:39
Sophia is the victim of a tragic cupping accident. She went to grab a cup of coffee and got completely distracted by something else mid stream and the cup just got stuck to her hand and never went away.



She's learned to live with it and I rather like it myself.
350  TS3/TSM: The Pudding / The World Of Pudding / Re: Not allowed to install Sims3Packs :( on: 2009 August 14, 02:07:17
How many things are you guys trying to install at once? I find that it will almost always do 1 or a small amount (like 5 or less) of items at once without issue but that when I try to install a shit ton all at once it frequently craps out and takes many tries to go through.

If you are trying to install a ton of crap I would say try doing it in smaller bunches at a time.
Pages: 1 ... 12 13 [14] 15 16 ... 120
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.089 seconds with 19 queries.