402
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 07, 17:05:47
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Gastfyr: I am curious how many sims you have in your neighborhood including homeless. I tend to notice the more sims I have in the neighborhood the more I tend to start seeing such behavior. I would bet that if you started a new clean neighborhood everyone would be fine. destroying all homeless might help. If it doesn't you could try destroy all npcs and then it should just generate more as needed (imo the game generates way too many of them to start off with). If that still doesn't work it might be BFBVFS territory for your hood. ![Sad](/smf/Smileys/default/sad.gif)
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403
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Awesomeware / AwesomeMod! / Re: 1.4 patch is now out
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on: 2009 August 07, 17:02:23
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Uh, men don't get pregnant in the base game. Also toddlers and children, in theory, should not be doing things they don't have animations for in the base unmodded game.
I will happily blame EA for many things, but having things not work right when people mod the game to do things it was never supposed to do in the first place is not one of them.
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404
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Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance
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on: 2009 August 07, 16:58:12
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I have never actually looked at the school to see if they're getting stuck. If you don't actually look, you don't have problems. The game was not designed to have an entire neigborhood of kids get in the school building in a short time frame. It will all happen "off camera" as long as you don't peek!
I have to disagree on this point. I am experiencing school zergswarm clusterfucking and intentionally avoid viewing the school while it's happening. When I click the portraits of my school-age sims, the dropdown progress bar advances normally once 9AM hits. Their actual performance bar(in the "job" tab) doesn't actually start moving until around noon, when it finally shows them as "Learning!" instead of "going to school." (They take no school performance hits as long as they make it onto the bus and into the crowd at the gates). Even though the game should just teleport them into the building if you're not looking - hell, even if you are, I mean, what an arbitrary place to suddenly demand realism- I think it still insists on stuffing them in there one by one.Is this AM forcing the issue for the sake of realism though or default game behavior? I've never noticed such things on the default EAxis story mode, they just sort of go and I never see them actually walk in.
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405
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Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9
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on: 2009 August 07, 16:54:04
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I've been thinking about this a lot and I'm getting close to wanting to try the Awesome story driver. The whole charity system thing is what is pushing me over the edge. However, I don't want to have to go around placing cribs and doing other things to households that I have no intention of playing just to keep the town's population balanced.
Mr. Pescado, could you please make a version for single family players, or at least have settings where we can disable this crib annoyance and anything else like it?
Seconded. ![Tongue](/smf/Smileys/default/tongue.gif)
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406
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Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution.
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on: 2009 August 07, 16:34:45
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What version info is it giving? Where are you getting the patch from, the launcher/EA updater or direct download? If the latter, which link/file are you using? If you run the launcher, what version of the game does it say you have in the lower left corner?
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407
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Awesomeware / AwesomeMod! / Re: 1.4 patch is now out
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on: 2009 August 07, 07:38:33
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Ah yes, the infamous jump bug. Wasn't that ultimately tied to the memories and once your sims started accumulating too many it ended up in a BFBVFS?
No wonder they ditched the memories feature.
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409
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Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution.
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on: 2009 August 07, 06:12:26
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Be absolutely certain you updated. That behavior is symptom of running an old version of the game with the current version of awesomemod.
Look at the images above and check your TS3.exe in the C:\Program Files\Electronic Arts\The Sims 3\Game\Bin directory and be sure the properties on it match those in the picture. If you aren't showing File Version 0.2.0.18, DEBUG version 2009-07-23-1859 (by codebuilder on SIMS-BUILD124) then your patch did not take and you need to patch again and make sure it goes through this time.
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411
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Awesomeware / AwesomeMod! / Re: 1.4 patch is now out
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on: 2009 August 07, 03:16:49
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You open the Launcher? Why?
Meh, the store crap. I know there's some back end ways you can avoid it using the JFade tool or some such to extract them to package, but it's too many hoops for me to jump through. And actually, I will confess though I don't at all care for the launcher itself, I prefer the way it installs custom content because they are clearly noted as such and I can view and delete them in the CAS or buy/build mode. The Delphy method of installing custom content frequently leaves me going. Wait, did that come with that game or did I download that somewhere? ![Tongue](/smf/Smileys/default/tongue.gif)
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412
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TS3/TSM: The Pudding / The World Of Pudding / Re: Share pix / vidz of THE HORROR here
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on: 2009 August 07, 01:24:26
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Ugh, my sim will be Porky Piggin' it through everyone's hoods now. Yikes. ![Shocked](/smf/Smileys/default/shocked.gif) I noticed those damned patterns didn't take, same for the nanny ones when I did a reinstall. It's silly because they're just recolors of EAxis defaults anyway. Maybe it was because I tried to extract them to a package instead of the dreaded sims3pack and the game didn't like that. Ah well.
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413
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TS3/TSM: The Pudding / The World Of Pudding / Re: Crash, crash and crash, again
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on: 2009 August 06, 22:20:28
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Yep that's all I did so either something the neighborhood workshop does when it saves or else something particular to my configuration vs hers fixed it. *shrug* To be honest I have no clue how it worked I just had a hunch it might.
This game is screwy sometimes.
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416
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TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names
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on: 2009 August 06, 20:39:38
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It is possible now to just change the namelist. I'm working on an update, should be able to upload it within the next two hours testing permitted ![Smiley](/smf/Smileys/default/smiley.gif) Oh good news! If you get a chance can you explain how you did it? I'd rather not have to include a whole string table just to change the name of one radio station. ![Undecided](/smf/Smileys/default/undecided.gif)
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417
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TS3/TSM: The Pudding / The World Of Pudding / Re: File that decides Maxis "townies"' names
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on: 2009 August 06, 20:31:50
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If you think that is bad I switched away from my main house for a bit and when I came back the one sim had dropped her kid and named it Kermit. Well, he's a toddler now and does do a lot of flailing. ![Tongue](/smf/Smileys/default/tongue.gif) On a semirelated not to modding the names, it's not possible to replace some of the default string table values without replacing all of them is it? I ask because I have tweaked a couple of things like changed the name of the "custom" radio station and changed the babysitter to nanny to match the elder babysitter mod I am running, but when I tried to yank out just those values and put a string table in with them I lose all my other strings. I guess it's an all or nothing situation.
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420
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Awesomeware / AwesomeMod! / Re: AWM causes infinite loop on start screen.
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on: 2009 August 06, 19:49:41
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Do you have: d3dx9_31.dll in this directory C:\Program Files\Electronic Arts\The Sims 3\Game\Bin resource.cfg in this directory C:\Program Files\Electronic Arts\The Sims 3 A mods\packages\hacks bla bla folder also in this directoryC:\Program Files\Electronic Arts\The Sims 3 The latest version of awesome mod in either C:\Program Files\Electronic Arts\The Sims 3\mods\packages or C:\Program Files\Electronic Arts\The Sims 3\mods\packages\hacks The 1.34 patch installed. (Don't assume, check your version see here
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421
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Awesomeware / AwesomeMod! / Re: crash crash crash help me, somebody, please
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on: 2009 August 06, 19:44:54
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Okay get Delphy's Installer Monkey tool from Mod The Sims http://www.modthesims.info/download.php?t=344611 and install it. It will set up your game to use mods. Get Pescado's 3booter tool or just keep trying to reload if it crashes on the load screen. It's a known issue, as he pointed out on that page. Eventually it will load. You just have to keep trying. IF you installed the installer monkey program and it set up your game to use mods (ie you have a resource.cfg, mods directory, d3dx9_31.dll in the game directory and IF you have been continually reloading the game like 20 times or more and it always crashes and never loads, then come back and we'll talk.
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423
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 06, 15:39:42
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They don't. A baby or toddler requires only a crib, not a bed as well. However, when the toddler becomes a 6, the house will then become unsuitable and overpopulated. At that point, the sims will automatically seek to rectify this problem by moving.
I considered this idea, but I figured you people would whine that I was being way too strict.
We would. :p It would be much easier to add all those cribs if you could edit the houses without having to evict the family first... any way AM could disable that check?
Yes, it could be added. CRTL-Click, Select?
Or you could just, you know, add a config option to turn the crib check off. ![Roll Eyes](/smf/Smileys/default/rolleyes.gif) Anyway, doesn't going to all their houses force them into high detail mode? Or are all the townies in ASM running in high detail anyway? I know it forces them to roll wants they didn't previously have and then save and track them all.
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424
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Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9
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on: 2009 August 06, 08:41:27
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I am glad it runs! ![Grin](/smf/Smileys/default/grin.gif) I'm just worried everyone is going to grow old and die and not have enough damned kids to keep the hood going. ![Undecided](/smf/Smileys/default/undecided.gif) The wolfrun thing is really more for testing the long term viability of a story mode driver than for actually playing it, so I think right now it would be useful. Later on down the line probably not as much. So far what I found is this: No Bills is one of the Cyberops mods http://www.customsims3.com/forum1/YaBB.pl?num=1247107086If you shift click on the mailbox you can select make needs static (for just that house) Veezee has an xml hack to stop opportunities and phone calls (not sure if it's even needed for a sim with no job that doesn't know anyone) http://www.moreawesomethanyou.com/smf/index.php/topic,15908.0.htmlThe one thing I couldn't find was a way to turn off aging just for an individual sim or household. You can turn it off in the options of course, but that turns it off for the whole town so it's all or nothing. Indie must have finagled something so that any sim with the last name "Wolfrun" wouldn't age, but everyone else would, but I'm not sure what they did. Their source is public domain now though. Anyway I'm turred and off to bed, was hoping to set something up and let the game run ASM all night and see what happens but I'll do it another day. I'll poke into chat tomorrow.
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425
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Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9
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on: 2009 August 06, 07:16:55
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Yeah, see, "unless there is some good reason". Pretty soon there is a pile of reasons and exceptions that makes the code to FAKE the reason longer and slower than ACTUALLY HAVING THE REASON. Witness the original EAxis moving-around code. This is the original code, with no sanity brakes. Then witness the resulting 0100 lag that occurred when sanity checks were then imposed on a top-down system. This is top-down driven logic at work: The game has decided it WILL DO THIS ACTION, and does not want to take NO for an answer. The bottom up action is that it decides WHO will do the action, and then decides WHAT to do afterwards.
You know, what you say makes a lot of sense in theory, but in practice here is my experience with top down vs bottom up: Top down: Pros: Stuff gets done. Neighborhood will run on its own mostly. Cons: Things sometimes appear to not make sense or have a good reason. Sometimes too much gets done. Bottom up: Pros: Everything that happens makes sense and has a reason. You can watch some of the events happen. Cons: Because of all the rules not much happens. Progression is slow. Neighborhood may require some maintenance and editing. At the end of the day, if nothing else at least with top down stuff gets done. I need to try and figure out a way to do a wolfrun on the fastest speed with ASM and see what happens long term. Hmm, got to think about this. I know there's a no bill mod. And there's ways to keep an individual sim/selected household with again off and static motives while the rest of the town functions as normal, right?
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