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426  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 06, 06:19:11
It means that particular sim did not go to work as normal like they should have so ASM is trying to force their ass to work, sometimes repeatedly. Actually, you can click on that message and it will take you over to said sim and you can watch them being forced to go to work.

I had one who was at a park with a toddler and I watched as ASM had to make several tries to get her to go to work. She ended calling a cab back home and then dropped the kid on the floor and finally left and went to work but it took several tries (messages) to get her to do it.

The toddler went *poof* when she left but that is normal EAxis behavior for babies and toddlers left home alone in a house that is not the selected house. I suppose the went into an off site daycare rabbit hole or something. Tongue
427  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 04:19:30
Yeah, see, that's the thing. Without a system of motivation that WORKS, there are NO BRAKES ON THE SYSTEM. Without a clear sense of WHY things happen, the computer can do nothing except spew out random crap utterly devoid of context or bounding. Which is why you GET utterly nonsensical behavior. Without something DRIVING the system under the hood, without a system of RULES of WHY THINGS CAN HAPPEN, what you have is a chess game where the pieces are moved at random by a toddler with no understanding of how the game is supposed to play.

Well I think it depends on what you are talking about. Some things need rules to operate on to make sense. Like sim families generally shouldn't be moving to a cheaper home unless there is some good reason. That is a very blatant and noticeable thing.

But other things like romance to me is fine being random. I don't think it matters if they are compatible or not. In fact, it's kind of realistic if some couples weren't so compatible.

And how do I know that some townie sim who just got a promotion wasn't sucking up to the boss and then asked for a promotion while at work away in a rabbit hole? I don't. It doesn't matter as long as the amount of promotions in town is tweaked to not seem excessive.

I don't know, maybe I just don't have a very logic and mathmetical oriented mind and maybe I just feel like the end justifies the means as long as the town seems alive and runs itself okay.

Maybe my life has been unusually picturesque, but honestly, it does feel like whatever supreme being is placing those pieces is indeed a toddler.  I would have never guessed that the love of my life would be nineteen years younger than myself, just as an example.  Smiley

Haha I was totally thinking that too, that sometimes life does seem like some toddler is just moving pieces around randomly.
428  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 06, 04:05:56
On the baby issue, I've been adding one crib + several extra beds to lots.  Sometimes in the main bedroom, sometimes in the hallway or on a balcony, and sometimes out on the lawn - I'm not going to play those households, so I'm not particularly fussed where I dump the cribs and beds.  I'm wondering if one crib + beds is sufficient, or if AM requires at least two cribs + beds in case of twins.

See what sort of environment your fascist insistence on cribs is creating Pescado?   Wink Cheesy

Quote
I am also getting lots of attempted match failings - but I note that those are often with sims who had no problems finding a match previously and who later find a match for a date, so I assume the message means there is nobody currently available - i.e. their likely targets are all currently at work or in a rabbithole on a date with someone else.

Yeah, I'm getting a lot of romance fails too. I'm assuming, like you said, it's just normal spammage that it tried but no one was available at that particular time.
429  TS3/TSM: The Pudding / The World Of Pudding / Re: Crash, crash and crash, again on: 2009 August 06, 03:29:55
Death Owner I ran your game through the neighborhood workshop and resaved it (no idea if that helped or not), then I loaded it in my game and it loaded so I resaved. I'll upload the save file I resaved, only thing is if you had any custom content it might be reverted back to defaults if it's something I don't have, but everything looked normal to me and there's not a lot of custom content out right now anyway.

Will post the file once it uploads.

Edit: Okay here it is: http://www.mediafire.com/?mzzcymxramz
430  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 03:14:05
ISM should operate on the basis of making things that COULD happen DO happen, but just without the necessity of playing out all the behind-the-scenes details.

Yeah, that's how I feel. I don't necessarily need events to really happen but I want them to seem reasonable to me as an outside observer and I also want those events to happen on their own and the neighborhood to take care of itself without any input from me other than indirectly when my sims interact with other sims.

Here's the thing, I'm not opposed to those behind the scenes events really happening or the math adding up etc. Again, I don't see it so it doesn't matter to me how it happens just that it happens.

All I know is with ISM I had a population explosion and it was really out of control and my game started to slow down and get really laggy after a while with so many sims in town. Sims were moving to town like crazy and breeding like rabbits.

ASM is the other end of the spectrum for me. It hasn't generated many sims (admittedly I started a new game and nuked everyone and started from an empty hood) and quite frankly I have not has a single birth in this neighborhood that I didn't initiate.

I feel like I have really had to do a lot of nudging and switching households and forcing things to happen and creating new sims etc to really get this neighborhood going and I'm still doing it and it's still not what I would consider stabilized and self sufficient.
431  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 02:53:52
Well, you could actually show up and make suggestions, but I'm not really certain how you can have a "middle" path. Either you take character motivations for actions seriously, or you don't. One results in "demand for realism", as you put it. Other just spews forth totally random shit that happens without any apparent explanation. You really can't have it both ways: Either something happens for a reason, meaning it has to have underlying realistic motivation, or shit just happens for absolutely no reason, because it said so. There's no middle ground to this.

Yes but the point I tried to make to you many times is I don't play the whole neighborhood and thus things like how Joe Schmoe gets a promotion doesn't matter to me. I don't know if he actually went to the library and read up on skill books when I wasn't looking or the game just upped his skill level or it promoted him without the skill level. Furthermore, I don't care. Same with cribs. I don't give a shit if some house I will never look at has a crib. Who cares? It just creates more tedious work for me because then I have to go 'Oh damn, I wonder if they aren't breeding because I don't have enough cribs in town. Better go look in all the houses *heavy sigh*'.

I also don't really care if sims who are paired off are a good match for each other or not. You know what? I know plenty of bad matches in real life and some have mind boggling stayed together for a very long time.

I feel like some degree of random stuff that happens that I don't see is okay. Random shit happens in life. I just want the neighborhood to be alive and running itself without a lot of input from me.

The thing is though that Indie Stone ruins the suspension of disbelief because the degree of promotions is excessive and it has sims do obvious nonsensical things like have Goths move from their 300k home to a 100k one. I may not play those houses, but those are the kind of things that hit you in the face and you can't help but notice.

A facade is perfectly fine with me as long as it looks reasonable on the outside to the observer. I don't ever intend to go inside. It's like the rabbit holes. Who the hell knows what's in there. Who the hell cares? In reality we all know it's nothing at all, but the outside of the building and sound effects give the illusion there is something inside. It ultimately doesn't matter that there is not. The game is just about making you believe what's going on and keeping your suspension of disbelief up. I don't care at all about the numbers or what goes on behind the scenes as long as gives the appearance of normal neighborhood activity and I don't have to go chasing after all the houses and organizing the whole town. This isn't Sim City and I don't want to play Sim City.
432  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 06, 02:44:40
That's because she's Flirty.  Apparently Flirty=Slutty (who knew?).
Well, the non-slutty version is "Hopeless Romantic". At one point in the dev process, there was a "wanton" trait, which specifically covered slutty without anything else, but prior to the release of the game, EAxis dropped it. The actual trait icon is still apparently present in the game.

I'm sure it was deemed not PG13 enough and they were afraid the BBS kiddies might ask their parents what wanton meant. Tongue
433  TS3/TSM: The Pudding / The World Of Pudding / Re: Crash, crash and crash, again on: 2009 August 06, 00:59:42
Maybe you could salvage some piece of them, their looks at least, with the neighborhood workshop but I'm not really sure it would help. Maybe try resaving with it?

*Thinking*

Want to post the save file to megaupload or mediafire or something so that maybe some of us could play around with it and see if we can get it to run?
434  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 00:23:01
Quote
...and screw you all the people who were unneccessarily rude about the lack of an update, like you were paying us or anything.

That part sounded sincere!

Have they put their source up for download?  I'd like to get in on this.  I've been playing ISM+AM for a week now, and I have a lot of good ideas about tweaks I would like to make to it. 

People can be demanding and ungrateful for sure, but when they leave a project unfinished for a significant length of time, especially when it becomes unusable due to a patch, then people are going to grumble. I think a lot of us are kind of spoiled too with Pescado's constant toiling away and frequent updates.

As for a continuation, you know, I like aspects of both ISM and ASM and in other areas I feel like they go to two different extremes (ie too much obvious arbitrary and random events that don't always make sense vs too much of a demand for realism for events I'm never going to see and don't care about; too much spawning and updates vs not enough etc).

We've got a top down and bottom up approach, but what about a middle path or a hybrid?
435  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 06, 00:16:35
While I am not much of a builder unless the mood really hits me, I would love it if someone took it upon themselves to redesign the whole neighborhood and yank out all the EAxis houses and put better ones in.

The only thing would that is they couldn't bulldoze the Beautiful Vista lots, but you can still go into them, knock everything down and then build a new house from scratch. If you did that and then uploaded the new cleaned up neighborhood save file it should still retain it.
436  Awesomeware / AwesomeMod! / Re: If the 1.3.24 patch is saying that your TSLHost.dll file is invalid... on: 2009 August 06, 00:13:26
Just uninstall and reinstall. (It will give you an option to keep your saves) Then don't touch anything and just go straight to the patch.

For US English get this one: http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/sims3_1.3.24.00001_from_1.0.631.00001.exe

For Worldwide/Razor get this one: http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/sims3_1.3.24.00002_from_1.0.631.00002.exe

If you are unable to uninstall for some reason follow the guide here.
437  TS3/TSM: The Pudding / The World Of Pudding / Re: Crash, crash and crash, again on: 2009 August 06, 00:11:50
May I suggest the hairs by Hairs at Modthesims? http://www.modthesims.info/browse.php?f=372&showType=1&gs=2

They aren't anime or froofy doofy hoochie cutesy like the Peggy's stuff, but I have them all in my game and they all work well. Their creators have done a good job with them and were mindful that they were created the correct way so as to not cause problems, unlike, ahem, certain other creators.  Roll Eyes
438  TS3/TSM: The Pudding / The World Of Pudding / Re: Stuck at help_updates.html on: 2009 August 06, 00:00:19
See here.

It probably would have been simpler to just download the Razor version in the first place.

Also you don't even need to patch to 1.27 you can just go straight to 1.34 from the base install: http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/sims3_1.3.24.00002_from_1.0.631.00002.exe
439  Awesomeware / AwesomeMod! / Re: Question about the mod on: 2009 August 05, 23:57:35
Any of the commands that can be enabled with the config file can also be enabled/disabled in game via the console box (control shift c) but you will have to re-set them every time you load the game since without the config file those options will not stick and awesomemod will revert to its defaults.
440  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 21:15:51
It seems the very latest version fixed the "too picky" problem for me. I've been running another test in an empty hood with two family-oriented sims who wouldn't boink each other despite having four traits in common and living next door to each other. After installing the updated version, they got hitched immediately. I'll give these two a crib and add more singles to the hood to see if it takes them a little longer.

Okay I will try it. He is damned fast with those hidden updates, heh.
441  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 20:32:04
@Kyna: He fixed the mass infidelity and romancing in the latest (latest as is not an officially announced update but a reuploaded fix) version. Maybe a little too well because no one is finding a partner in my game now. I'm just getting a bunch of attempted match failings. *Shrug*
442  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 05, 20:01:10
Well, to be fair, Lemmy and Binky are drawing fire on two fronts here. On the one hand, EA's latest patch won't install for them (which makes any further mod development pointless and obsolete if they're still running from 1.2.7) and on the other, you have a lot of ungrateful arseholes lining up to bitch and moan about the lack of updates.

Do they have the Mac digital download for which there isn't a patch available yet or can they just not figure out how to get the patch to work? I really hope it's the former and that people who can code for a fairly complex mod would actually be able to problem solve and figure out a way to patch.
443  Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution. on: 2009 August 05, 18:34:07
Daz: What version of the game do you have? US English or Worldwide?

0.0.011195 is the base unpatched game so your attempt at patching definitely didn't take.

Get this file for Worldwide:

http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/sims3_1.3.24.00002_from_1.0.631.00002.exe

Or this one for US English:

http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/sims3_1.3.24.00001_from_1.0.631.00001.exe

Watch the patching program carefully to see if it errors out and if so look for a log to see what file is the problem or just use Delphy's patch log viewer

Remember, if you changed or removed any file from the original base game install the patch may complain and refuse to install. This includes but not limited to, no-cd cracks, some versions of the censor blur removal, camera changes, possibly even removing default library families or mp3s or any of that.
444  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 18:27:14
Maybe could they buy crips if they meet the requirements for baby and have extra income?

Well then that brings the issue of placement. Autonomous sims really can't place furniture in any sort of reasonable manner. I suppose they could shove it in the family inventory, but I am sure to have a baby in the house and have the crib stashed away in the family inventory would fail the Pescado test of realism. Tongue
445  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 17:42:17
- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

I argued with Pescado until I was blue in the face over this and I didn't get anywhere. I'm tired. Your turn. Tongue

Sometimes his insistence on realism is too much imo. I am not playing those houses so I don't care. I'd just rather not be arsed with tedious neighborhood 'crib management'. Besides, it is possible to have and raise a child completely without a crib. I know people who have.

I hope Awesome Story Mode will eventually create a reasonably populated, but not overpopulated neighborhood, without too much input from me, or preferably without any input from me at all. There's no rush, though.

This is exactly what I want as well. I just want the neighborhood to run itself in a reasonable fashion and not implode due to over or underpopulation. If the townies actually did stuff besides breed it would be nice too but that's the bare minimum.

Indie Stone is rather overzealous and capricious in it's events, but AM in some cases is too picky or too cautious to me.

There's a fundamental design difference too, not just top down/bottom up, but Pescado and others play multiple houses at the same time so they are more concerned with what goes on in those other houses because they will see it later. I just play one house. I just want them to be townies and do stuff, have kids, simulate a neighborhood but I don't want to run the neighborhood. I think some people who play this game do want to run the neighborhood.
446  Awesomeware / AwesomeMod! / Re: New Build of awsome mod causes my game to crash to desktop. NOT THE DON"T RE on: 2009 August 05, 17:25:18
Info from snootysims.com. I trust this site.

Snootysims has long been known to posts rumors and unsubstantiated information. What is their hard evidence that the patch is causing problems other than conflicts with various custom content and mods that have not been updated to work with the patch or just plain user error?

Quote
I'm sure that patch compartible awesome will crash my game. I'm just SURE. I'm unlucky.

That's fine. Some people are born with the unlucky trait. Tongue
447  Awesomeware / AwesomeMod! / Re: Weird Crash --- can't find any sort of solution. on: 2009 August 05, 17:01:31
The only other things I can think of are Daz thought the patch went through but it actually errored out on something and didn't, there's some lingering conflicting file still somewhere, or there's something particular about Daz's specific configuration that the rest of us don't have that is causing the problem. Thing is, we can't solve something we can't reproduce.

To Daz or anyone else having this issue and who has patched check your TS3.exe file located here C:\Program Files\Electronic Arts\The Sims 3\Game\Bin. Right click on it, select properties (the last option on the menu) and then look and see if the file and date information match this:



Then go to the Version tab at the top and see if your version info matches this:



If you patched successfully all that info should match.
448  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 15:43:35
I'm also getting a bunch of tries that come up lack of romance victim in the latest build and I have lots of singles in town.
449  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 04, 21:32:26
By the way falconpuch is implemented as a real command in the latest build.
450  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 04, 19:13:25
Excellent, thanks for the clarification.

I just last night started a new neighborhood to check out the new Awesome story mode.  I started by gassing the neighborhood and then adding my single custom sim.  The neighborhood is completely empty except for her right now.  No one has moved in as of yet, so tonight I'm going to try "seeding" the neighborhood with half a dozen or so custom sim families to see if I can kick-start some life into the place.  I wish I wasn't at work.

In my experience it is no so good at seeding a new blank neighborhood so either like you said seed it yourself with some of your own sims or run Indie Stone for a little bit and let it generate some. You have more control with the former option though.
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