More Awesome Than You!
Welcome, Guest. Please login or register.
2024 June 30, 23:28:19

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 ... 13 14 [15] 16 17 ... 120
351  TS3/TSM: The Pudding / Pudding Factory / Re: Awesomized Neighborhoods With Cribs on: 2009 August 14, 01:33:19
@chann: Even if you destroy all humans the game will start to generate at least some new ones. How many depends on which story mode you are using. With ASM and EA you'll get minimal ones but still get some, particularly when needed like coworkers and such, but also just some townies. With Indie stone new sims will be making a run for the border to your town like crazy.
352  Awesomeware / AwesomeMod! / Re: Is this for real? on: 2009 August 13, 14:31:31
This is incorrect. The enablescripterror package was originally designed by RICK. Because it modifies a lower-level DLL, SimIFace, which AwesomeMod did not and presently does not modify, it is not intrinsically incompatible and both were used to debug issues in the past. However, the version currently in circulation is believed to be the Old Version, pre-1.3, that is reported to cause issues and malfunctions in the post-1.3 game. Because it is a third-party product, we do not support it here. It is possible to update it to 1.3, but this would serve no real purpose as it has been superceded by the Flagrant System Error, and the remaining functionality is only of interest to modders.

And yet I continue to see a large number of extremely NON technically inclined people using it in spite of Rick explicitly telling them it is meant for debugging purposes only and not for the average end user.

Which just goes to show that if you put a shiny out there tards will use it even if they don't know what the hell it does or why they are using it. They will get it and use it just because. 'Oh someone posted something. Must download! Mmmmm brains'.
353  TS3/TSM: The Pudding / The World Of Pudding / Re: Random Deaths in TS3 on: 2009 August 13, 05:55:16

No, the crib issue isn't settled, we still need cribs unfortunately.  I wasn't keen on the crib thing initially, although I'm discovering that having different types of lots in my game (e.g. some 1 single bed only, some double bed only, some double bed + single beds, some double bed + crib, some double bed + crib + single beds) allows me to set up a neighbourhood to ensure I have a steady supply of cheap housing for poorer sims.

Most of my houses in this neighborhood are furnished already due to the fact that I've kept some of the EAxis houses.  So, I don't really have to worry about the cribs issue.  But, when I want to build a house of my own in a given neighborhood for a specific family, I really don't want be forced to build a nursery each time.  I would really like to design the houses for my families on a case-by-case basis.  That's why I hope that there is a workaround.

I'll keep my fingers crossed on that aspect. Smiley

I have complained loudly and many, many times about the issue but he is stubborn.

However I still encourage others to complain about the cribnaziism. Tongue

I understand what Kyna is saying about allowing her to set up her neighborhood but the problem I have is that it forces me to do that and engage in Sim City style play which I don't particularly care to do. I don't want to mess with my neighborhood. That's why I wanted story mode in the first place. For it to deal with all that and just let me play my one family.
354  Awesomeware / AwesomeMod! / Re: Problem with co-workers only spawning if you interact (I think). on: 2009 August 13, 05:44:00
I could tie it "meet coworkers", so you meet both at once, but the real problem with spawning them CONSTANTLY is that if they are generated for every worker and every superfluous position,

Which is really only an issue if you play multiple families for any significant length of time. Many of us don't. The game was also not designed to switch back and forth between multiple families so from EA's standpoint it was never really an issue either.

Quote
keep in mind that every time you do this, the game is going to vomit forth another fambly. This was actually the original cause of the massive numbers of homeless sims spawning, which in turn created tons more lag and spam and bloat. It's mostly a bad thing. You don't really want to do this.

Why can't they be forced to spawn as single sims? They don't need to come with a family. They can find their own through story mode. Just doing that cuts down on a lot of superfluous sim spammage. I had one boss spawn once with 4 kids. Tongue
355  TS3/TSM: The Pudding / The World Of Pudding / Re: Random Deaths in TS3 on: 2009 August 13, 05:20:06
I think if there is no tombstone it would be hard to retrieve such a character.

You might be able to finagle something by playing around with the neighborhood workshop. Maybe there's an 'Is Dead?' flag or something you can switch off.

Even then I'm not sure where they'd end up. Probably they'd be assigned to lot zero which means homeless. Only they'd be off everyone's contact list so you'd probably have to cheat some sim to know everyone in order to call them over.

Of course this is all my hypothetical thought, I haven't tried such a thing mind you. I'm not even sure if Indie leaves a residue of that character in the save or completely shredderizes them, but I suspect the former so it's worth a look. If it's possible you'll have to jump through a bunch of hoops though unless someone else can think of an easier way.
356  TS3/TSM: The Pudding / The World Of Pudding / Re: Blank Inventory Item Messing Things Up? on: 2009 August 13, 04:58:47
Try moving them out via edit neighborhood, chose evict on their house then sell all furniture, then move them into a new place. I seem to recall it fixing the borked up inventory item preventing sims from doing certain actions that I had a while back.

If that doesn't work a more drastic solution is to go into neighborhood mode, copy that family (and the house if you want) to the library. Delete the family, place the copy of them in the library, then delete that library copy once you know for sure your family is placed and working correctly.

Doing the second option will delete ALL relationships those in the household have with anyone outside of it as well as yank anyone on the family tree who isn't in the household off. That's why it's preferable to just do the first option if you can get away with it.
357  TS3/TSM: The Pudding / The World Of Pudding / Re: Random Deaths in TS3 on: 2009 August 13, 04:52:29
If I recall correctly (and someone correct me if I am wrong here), sacred doesn't do squat with Indie Stone on but give a cute little halo. If you run Indie Stone then you must go in and select their household and set it to stasis, which is more or less the Indie equivalent of sacred.

Running Indie will supercede awesomemod for all story mode features. If you chose to run Indie Stone you must configure all story mode settings within Indie Stone (the cell phone). Awesomemod will not touch any story mode features while Indie is running.
358  TS3/TSM: The Pudding / The World Of Pudding / Re: Phoned Home on: 2009 August 13, 03:24:43
Edit: Mire beat me to it.  Grin

From C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\TS3.exe

You can create a shortcut to it on your desktop.

Also, while the launcher won't do squat but be slow and bloated, if you are really that worried you can block it in your firewall (one comes with Windows as of XP on) or just take the low tech route and unplug the modem when you run it. Tongue
359  TS3/TSM: The Pudding / The World Of Pudding / Re: Phoned Home on: 2009 August 13, 02:56:58
You're paranoid. That crash is quirk of the game most of us have dealt with at some point or other when using mods. It's not EA intentionally doing anything. It's EA half assery.

Access Violation is Geekanese for oh shit something that shouldn't have happened happened. That's it. It's nothing to do with you.

Also, you do know that you don't have to run the game from the launcher, right?
360  TS3/TSM: The Pudding / The World Of Pudding / Re: 1:00am Delay in Awesome Mod. on: 2009 August 13, 02:44:29
You can:

Enable Awesome Story Mode (it's in the config)

Use the Indie Stone mod

Not use Awesomemod

Grab a cup of coffee when it hits 1am sim time. Tongue

Take your pick.

It only happens in Awesomemod with the default EA story mode running.
361  TS3/TSM: The Pudding / The World Of Pudding / Re: 1:00am Delay in Awesome Mod. on: 2009 August 13, 02:28:02
Nin do you know what mirror means? If something is 'mirrored' just think on that for a second and what the relationship between those two objects, or in this case files, would be.
362  TS3/TSM: The Pudding / The World Of Pudding / Re: BREAKING NEWS: TSR INSTALLS SPYWARE! on: 2009 August 13, 02:26:42
Do you only get this Spyware installed if you pay for something there? Or does this apply to the free stuff as well? Because I downloaded a bunch of their free stuff.  Huh

That would be the worst marketing plan in history. Infect your paying customers while leaving those who leech off of you completely free and immune.
363  TS3/TSM: The Pudding / Pudding Factory / Re: Official Sims 3 Patch on: 2009 August 13, 02:08:11
Seeing patch 1.4 is just a fixed 1.3 patch, do i need to install the 1.3 patch before installing 1.4? or can i just skip 1.3 all together & just install the 1.4 from 1.27?

Yes you need to install 1.27, 1.3.24 and 1.4.6 in order to get it working. I have not had any performance issues with the patch in fact everything seems much faster for me what are your system specs. I may not be a good judge because I have a Quad core with 8GBs of RAM etc. etc. But my saving times were about 3 to 4 minutes before I used this patch and now they are about 30 seconds.

No you don't. The launcher will automatically update you to the latest patch from any version in one patch. There's direct links to those base game or 1.27 to 1.4 patches too. I don't feel like hunting them down again but they are in The incoming patch thread at The Horror The Horror and probably at MTS also.
364  TS3/TSM: The Pudding / Pudding Factory / Re: Converting the Custom Radio Station to a new station / old TS2 Station on: 2009 August 13, 00:50:41
Nope, just put them in the existing custom music folder and take out the mp3s that were there. Back them up someplace though in case some future patch or expansion complains about them not being there. Tongue

But no need to create a new folder, just use C:\Documents and Settings\Default User\My Documents\Electronic Arts\The Sims 3\Custom Music\
365  TS3/TSM: The Pudding / Pudding Factory / Re: Converting the Custom Radio Station to a new station / old TS2 Station on: 2009 August 12, 07:15:29
Reserved
366  TS3/TSM: The Pudding / Pudding Factory / Re: Converting the Custom Radio Station to a new station / old TS2 Station on: 2009 August 12, 07:15:12
JAZZ


BIG BAND
Partially because I got lazy but mostly because I couldn't think of what other icon symbol to use I gave both Jazz and Big Band the sax icon pictured above

*****

And this last one is something I did for myself. I played sims in a island style beach house and the TS2 Surf channel was kind of Beach Boys-ish and not exactly what I wanted so I made a channel for Hawaiian slack guitar music called the Aloha Channel.

I found a pretty good torrent for instrumental Hawaiian music here: http://thepiratebay.org/torrent/4972882/Hawaiian_Paradise_Record_One (again, not many seeds).

It's part of a collection from Reader's Digest in the 60s so it's a little loungy/kitschy, but it's decent and easy to listen to (in my opinion) while playing. All encoded in 320kbps so high quality. Of course it's again just a suggestion.

ALOHA


If anyone wants to use these icons to add completely new stations (that don't replace custom) or otherwise use them in any other way go right ahead. They are just icons and images I found on the net, though I did modify most in some way.

I may add more over time if I can decide on what sorts of icons and channels to add.

It's really easy to do yourself too, just open one of these packages in S3PE, change the string to whatever you want to call the station, replace the 54x54 icon and its smaller 24x24 version and you're done.
367  TS3/TSM: The Pudding / Pudding Factory / Converting the Custom Radio Station to a new station / old TS2 Station on: 2009 August 12, 07:14:54
These files will convert the "Custom" music station to a new name complete with matching icon.

Note: ONLY USE ONE OF THESE FILES

I'm not sure how to add a new radio station so for now what these do is change the name and associated icon of the "Custom" music station. You then put whatever matching mp3s you want in the C:\Documents and Settings\Default User\My Documents\Electronic Arts\The Sims 3\Custom Music directory.

Most of these are based on TS2 channels. If you don't already have the TS2 music mp3s you can get it here:

http://thepiratebay.org/torrent/4183399/The_Sims_2_Soundtrack (Note: Does not currently have many seeds)

Of course this is just a suggestion and you can always put whatever mp3s you want in the directory.

The files are attached to the bottom of the post. Just drop one of these in your mods/packages directory or one of its subdirectories. You can only use one at a time but you can change up and swap them out.

OLDIES


HIP HOP


WORLD


SURF
368  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 11, 02:35:57
Or no god damned cribs at all! Tongue
369  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 11, 02:34:21
Nothing. You wait. That feature hasn't been implemented yet. In the meantime you either manually make them do it or you can run Indie for a while then you will plenty of babies, trust me. Tongue
Actually, it SHOULD be in there.

Well when I complained to you in chat no one was breeding and the town was going to go extinct you said those features hadn't been implemented yet. And it's also been mentioned a number of times by multiple people that they weren't spawning, which you ignored, but whatever Tongue I'm just glad they are actually having kids now. Err, if they really are. I have to test it out.
370  Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution. on: 2009 August 10, 04:33:08
Hm.
I'm in a really fun and amazing situation. Today I:

Uninstalled from PC (RZR version).
Re-installed on PC (RZR version).
Patched to 1.4 (using a single patcher) <---------GUH??!!!?
Re-installed Delphy's Monkey Thing.
Played the tutorial.
Switched around houses all while being warned I'd lose things.
Saved and Quit.
Added AwesomeMod from TODAY 8/9/2009 @ 11pm...

And finally, my game crashes when attempting to select a neighborhood.
I have nothing else in my game (no Mods and no CC because I haven't been able to get that far).

Also, looking into the Versions of the EXE's, I found another problem: I am patched to 1.4.6.00002 but, my EXE version is still 0.0.0.11195. Can someone send me their EXE version 0.2.0.18? Maybe that will kick something in the nuts. The Launcher is the correct current version. I just tried installing patches, but of course I get a message stating patches are already installed.

At this point, I just want to try getting a EXE version 0.2.0.18 and see if that remedies things. If not, then I'll start that sick cycle again.

Did the patch definitely say it went through or did it give some sort of error? It seems the problem some people are having is that they think they patched when in fact they have not or have not all the way. Your exe should definitely not be 11195 if you patched successfully, but I am not sure that just replacing the exe is good enough since the patch modifies other files as well.

What version of the game does the launcher say you have if you look in the lower left hand corner?
371  Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution. on: 2009 August 10, 02:04:38
It's probably voodoo, but hell if it works who cares?

Just keep a backup copy of your original TS2.exe or any future patches or expansions will refuse to install.
372  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 10, 02:00:12
I simply cannot coax any of my non-played sim families to breed.  Nothing I do makes any babies happen.

I even created a new married couple, both with the "Family-oriented" trait, and both with the "Surrounded by Family LTWs.  I put them in a house together with spare bedrooms and a crib and a kid bed in it, and so far they have gone though all of Young Adult and about 20 days of Adult without having a baby.

I haven't had a single baby born in my neighborhood.  What can I do to make this happen, short of jumping into all my families and forcing Try for Babies everywhere?

Nothing. You wait. That feature hasn't been implemented yet. In the meantime you either manually make them do it or you can run Indie for a while then you will plenty of babies, trust me. Tongue
373  Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution. on: 2009 August 09, 23:43:54
Some stuff to try:

Check the version in the launcher and/or on the ts3.exe. Make sure the patch really did take. In the launcher the version in the lower left corner should be listed as 1.3.24.00001, 1.3.24.00002, 1.4.6.00001 , or 1.4.6.00002. The TS3.exe version should read 0.2.0.18.

Take all other mods and custom content besides awesomemod out and see if it still happens.

Keep trying. How many times is every time? The standard crash on loading screen has been known to happen 5 or 6 times in a row for me, but if you're loading 20+ times and still no dice then definitely something is wrong.

Make sure you have the very latest version of awesomemod (updates that provide fixes but aren't a full new version are frequently posted without being announced)

Make sure your framework installed correctly when you reinstalled the game. Be sure you have d3dx9_31.dll in C:\Program Files\Electronic Arts\The Sims 3\Game\Bin, a resource.cfg in C:\Program Files\Electronic Arts\The Sims 3. A mods\packages\hacks bla bla folder directoryC:\Program Files\Electronic Arts\The Sims 3. awesomemod.package in either C:\Program Files\Electronic Arts\The Sims 3\mods\packages or C:\Program Files\Electronic Arts\The Sims 3\mods\packages\hacks

Check here for more troubleshooting tips.
374  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 09, 19:52:41
To me it is a big deal. It's forcing people to play in a manner which they don't want to play the game. I don't want to mess with the other houses. If someone wants to make a redux neighborhood with cribs (and while they're at it, just better houses in general) I will happily download it, but it's not something I want to be bothered with. He's modifying the game in way that really should have the neighborhood set up in a different way and I don't want to be the one to have to set it up.

If it means dingoes eat some of the damned babies so I don't have to be arsed with this crib nonsense then fine. Have it at dingoes. I support you. I just want the neighborhood to take care of itself while I play the one family and not have to run around playing Sim City mayor.
375  Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution. on: 2009 August 09, 19:48:37
Same problem here!

I'm playing with the unpatched version of the game (no cc except Riverview and two cars/two sets from the store, so no other mods) and it works pretty fine but when i use AwesomeMod it crashes to desktop.
Since July 20th the game always crashed when i tried to use the mod - but it worked fine with the mod of July 15th.

As we've said several times, awesomemod does not work with the unpatched game. Done. Period. End of story. Thank you drive thru.
Pages: 1 ... 13 14 [15] 16 17 ... 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 0.135 seconds with 19 queries.