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501  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 29, 04:09:09
Meh. When I get done the Windows 7 upgrade from hell that just won't end I will test this out myself.

I wonder if moving the mods all the way out of the Electronic Arts/The Sims 3/ etc tree would make a difference. Like if I made C:\Sims3mods and then pointed the resource.cfg to look there.
502  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 29, 04:00:13
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.

I don't understand this at all. It shouldn't be looking there or even know that directory exists. It sounds like voodoo to me. Until I hear from someone who has looked at the inner workings of the game and can give a reason for this I will continue to think so.
503  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 29, 02:30:22
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.

I figured. I love how one person does a dumb thing and blames something else completely else unrelated and suddenly it spreads around the whole community like wildfire.

I've already seen people running around telling everyone you need your library families restored on 5 different boards now.  Roll Eyes

I still think the sims3packs won't install if you have mods in a mods folder the game never installed in the first place and technically shouldn't even know is there thing is bs too.
504  TS3/TSM: The Pudding / Pudding Plots / Re: White recolor of town hall(Updated and non-replacement) on: 2009 July 29, 02:06:24
With the cloning does S3PE create a new id automatically (so it doesn't replace anything) or must I do that manually? Thanks I'm going to try it out.

I'm fairly certain the cloning thingamabob gives your new object a new id automatically, but I guess that's an Inge/Peter Jones question.

http://www.simlogical.com/Sims3ToolsForum/index.php?board=20.0
505  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.3 Released on: 2009 July 29, 02:00:23
I'm having the same problem. Route failures all over the place. Sims can't find their way to anything in another room. They will stand around complaining about it until they pass out.

Does anyone have a link to the 1.2.7 update so I can reinstall?

http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe

Which I believe is Razor/Euro. change the last digit on both version #s to 1 for US or 7 for Direct Download.
506  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 29, 01:56:27
Important

N99ers are reporting that you need to restore your LIBRARY FAMBLYS before patching. I guess the patch updates them as well.

Well a couple of us stuck them up on file sharing sites but then someone else just said they patched without them in place just fine.

There's a lot of conflicting reports going around and people yelling that the sky is falling bla bla.

I also think this claim that you can't install sims3pack files via the launcher if you have mods in the mods directory is rather suspect. That seems like a lot of effort for EA to go to and too odd for randomness.
507  Awesomeware / AwesomeMod! / Re: Install 1.3 update or not? on: 2009 July 29, 01:52:48
LMAO

There's no rest for the wicked.

The good die young.

Seeing as how your wicked good, could you just work on awesomemod working with the new patch first?  Then later you could get awesomemod to work with Indie and the new patches.  I wouldn't want your early death to muck up my Sims playing.   Tongue

Err, he already designed Awesomemod to separate out the story elements and let Indie Stone control them if its in place. Other than that there really isn't much else he can do. It's up to them to update their mod to work with the latest patch.
508  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.3 Released on: 2009 July 29, 00:28:58
Grazie Motoki Wink

So I'd have to replace the censor patch then if I decide to patch. It changes the file shader something? Can't remember at the top of my head. The nomosaic one didn't work for me. Bah! I'll wait till patch has been tested properly anyways. Usually new patches always bring a whole set of new headaches. So far EAxis has never disappointed us in that department. If there's something you can count on is them screwing something up.

Yep. Here is the original file if you need it:

http://www.mediafire.com/?yfbmymytmny
509  Awesomeware / AwesomeMod! / Re: Install 1.3 update or not? on: 2009 July 29, 00:23:14
It appears as if the patch will not instal if you have removed the premade families from the Library. I had to replace mine.
Ugh. How anal. Why is the patch worried about whether you have those damned families installed. *sigh* Good thing I backed them up.
Anyone know how to get these back if we weren't smart enough to back them up?

Well the should still bel on the CD, I believe in GameData\Shared\NonPackaged\Library but to make it simple here: http://www.megaupload.com/?d=LOILEQC0

It was just Baker, Funke, Glover-Wozny, Lum, Martinez and Williams I think. At least that's all I have.

I suspected EA treachery backed them up. Tongue

Edit: Ah nm Idjiit beat me to it. Oh well, there's a mirror now. Wink
510  TS3/TSM: The Pudding / The World Of Pudding / Re: Invisible Sims -- anyone know how to beat with a hammer? on: 2009 July 28, 22:43:37
Unrelated::: I reinstalled the game and awesomemod because I was having to many issues with the game crashing at the load screen and I deleted my old save games and started a new game. Havent had any problems yet and will prob wait until they update awesomemod before I install today's patch.

So good luck.

Err, the crashing on startup is a known issue when using mods. Reinstalling will not solve it.

See here and here.
511  Awesomeware / AwesomeMod! / Re: Install 1.3 update or not? on: 2009 July 28, 22:07:18
All in all, it's a good change, though I think a command to "unlock" a Sim family would be useful.  I know some people may switch to a non-played family for just a few seconds to see what's going on, but don't really care if that family later gets manipulated by the story engine if necessary.

Yeah, sometimes I just want to change their hair or clothes or something stupid like that but am not particularly interested in playing them and don't necessarily need all their wants and inventory etc etc data tracked like I would a sim I want to play.

I guess a way to select whether we want a townie to act like a 'virgin' one that we never touched or one that we do want to lock and come back to would be nice.

It appears as if the patch will not instal if you have removed the premade families from the Library. I had to replace mine.

Ugh. How anal. Why is the patch worried about whether you have those damned families installed. *sigh* Good thing I backed them up.

Still taking their asses back out again. It causes trouble with Indie to have them in there, possibly with just the game itself as it tends to like to create new sims and families based on them.

Since "beautiful vista" is not a "collectable spawner", I'm going to say: no, this statement has nothing to do with beautiful vistas.

True, but I suspect it may work in a somewhat similar manner. I think it's an object, a hidden one. Perhaps they've jiggered a way to keep it on the lot after it gets bulldozed too? I can hope.

I suppose we'll find out soon enough when someone reports back.
512  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.3 Released on: 2009 July 28, 21:51:21
I guess I'll go search for the first patch then Smiley

Here: http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe

or here: http://www.simprograms.com/the-sims-3-patches/patches-the-sims-3/

It's up on torrent sites too.

And for all you tards saying you are removing mods so you can install the patch even after Pescado told your asses it serves no god damned purpose you are idiots performing voodoo that does nothing.

99% of "mods" are package files that reside in the Mods subdirectory that you created. You. Not the game. The game has nothing to do with that and it will never look there.

Now if by "mod" you mean an ini or shader package or else something that does not normally reside in the Mods directory or one of its subdirectories then yes, you will need to remove that but not just remove it you will need to restore the original file that you replaced or modified.

Now it's possible there may be some conflicts with certain mods, particularly core ones, and the patch, but that in and of itself will not prevent the game from patching.
513  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 28, 18:46:36
That's great, and sounds easy enough. However there are several DynamicAvoidance entries. Do I set the Field Radius to 0.06 (if I want it halfed), or do I have to half all values?

Yep. Just change all of them. Make a backup copy before you do just so you have the original values and in case the patch decides to get picky about modified files.
514  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 28, 18:02:33
I too have turned the DynamicAvoidance to 0.0 on my game.
I simply cut the values in half (from defaults) which is quite realistic enough, and alleviates most of the traffic jams I see in-game.

Is there a chance you might share this in form of a mod? With nearly all other annoyances having been covered by now, this one still doesn't seem to have been covered, and kitchen crowds are driving me crazy.

It's not necessary. You modify the "DynamicAvoidance*" settings yourself in file C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\Sims3.ini

Either half them from the defaults as JBoat did or just set them totally to 0 if you don't mind them completely walking through each other.
515  TS3/TSM: The Pudding / The World Of Pudding / Re: Removing Those Horrid Suspenders on: 2009 July 28, 16:41:49
Well couldn't you do a quick fix to disable full body outfits from generating on townies for everyday outfits? The game really heavily biases toward them and there's not very many or very appropriate ones.
I don't think you understand what a disaster you're about to unleash if such a thing were to be done.

Mismatched tops and bottoms for all?  Grin
516  TS3/TSM: The Pudding / The World Of Pudding / Re: Removing Those Horrid Suspenders on: 2009 July 28, 15:41:46
Riverview's "downloads" are installed into the regular DCCache files as well. Incinerating Riverview the WORLD has no effect on them. Ultimately, though, nothing you do HELPS. Did you REALLY expect sims to have ANY idea how to dress tastefully? Even REAL people cannot manage this well.

Well couldn't you do a quick fix to disable full body outfits from generating on townies for everyday outfits? The game really heavily biases toward them and there's not very many or very appropriate ones.

Besides the damned overalls, I'm also getting that women's full body suit with the asymmetrical belt showing up a lot.

Otherwise I guess I can try and hunt for the damned file settings and see if I can remove or reclassify it, but it would have been nice had they made it a separate sims3pack and not quietly slipped it in with Riverview.

Thanks for your advice. I'll delete everything from the DCCache folder too.

Err, that will delete all your custom content, or at least everything installed via the sims3pack and not the Delphy way. Seems rather extreme to get rid of one outfit but if you're fine with that. *shrug*
517  TS3/TSM: The Pudding / Pudding Factory / Re: Maid Hair without Cap on: 2009 July 28, 15:31:58
Quote
Funny has made this hair for free and not as default replacement:
It seems to have the maid hat still on at farther zooms.  Otherwise it's perfect - free, non-replacement, etc.

Yeah, the 'pineapple-less' hair does that too. Seems he didn't change the alpha on the LOD meshes.
518  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 July 28, 04:35:24
This disables the 'lifetimehappiness' cheat for more reward points.

I never used that one but you can still left click on the happiness points screen next to the treasure box to add more points as long as you have testingcheatsenabled set on in the awesomeconfig.
519  TS3/TSM: The Pudding / The World Of Pudding / Re: Hard-to-find conversational options on: 2009 July 28, 00:10:09
I agree that it is very frustrating when a lvl 10 cook rolls a want to boast about cooking and it is entirely impossible to actually fulfill the want.  Should be easy points, but no.  Undecided

Seems to me they should be able to after cooking a high quality meal, like perfect and maybe outstanding and excellent. That makes more sense than boasting about supposed cooking skill from reading a book or watching a TV show.  Roll Eyes
520  Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness on: 2009 July 28, 00:06:39
Hmm, how can you change that in the saved games? I am having a problem with the hairstyles randomly changing while bathing. My EA buzz cut sims randomly have long hair when they bathe or long haired female sims have the short afro when they bathe.

Possibly in the Neighborhood Workshop? I know you can modify some settings of an individual sim in your savegame, but I haven't really messed with outfit settings yet.
521  TS3/TSM: The Pudding / The World Of Pudding / Re: New peggy hairs. They doesn't replace anything on: 2009 July 27, 23:57:46
Oh by the way, I peeked at the Peggy and SAU hairs in Milkshape. Besides the rather high-ish poly counts, which quite frankly I expected, they didn't even bother to make new LOD meshes. They just pasted the same damned high poly one in 4 times over. It seriously takes like like 5 seconds to run a mesh through a filter to reduce the poly count.

Oh and she also has them marked to spawn on new randomly generated townies. So what this means is you could end up with multiple sims running around town with high poly hair that is being rendered even when the camera is very far away from them and you can't make out any detail anyway.
522  TS3/TSM: The Pudding / Pudding Factory / Re: New objects starting to turn up on: 2009 July 27, 19:28:14
Payshit from Wintermute? WHODATHUNKIT.

He did? Ugh, I didn't look so I didn't even notice. Shame on him!  Angry

Anyway, he's got a free alien truck here: http://sims3tinkers.com/smf/index.php?topic=314.0

Some other new objects there too.
523  TS3/TSM: The Pudding / Facts & Strategery / Re: Work Performance Facts on: 2009 July 27, 19:01:19
Few questions.

Is there a way to tell which jobs and modes of working within those jobs are 'social' in groups vs not? Loner sims get negative moodlets from being around groups of people, but I notice sometimes if I switch modes it will go away. Some are obvious, like independent research, but I'm just curious if it's known which modes are group work vs individual and which careers are better suited to loners.

How efficient is sleeping at work/school vs the bed? Would it make sense for a tired sim to arrive at work early as possible and sleep until work starts?

Does "Going to work" incur any bonus or penalty or is it keeping the bar from neither going up nor down.
524  TS3/TSM: The Pudding / The World Of Pudding / Re: A graphical glitch with adaptive anti-aliasing on: 2009 July 27, 18:25:36
I'm doing 1680x1050 windowed. It's my flat screen's native resolution.
525  TS3/TSM: The Pudding / The World Of Pudding / Re: Cooking career fridge implemented incorrectly on: 2009 July 27, 18:22:44
Hmm, odd. I know if a 'perform experiment on' succeeds you can get effects like that, but in this case you're right, clearly it should be after eating the food.

As an aside, I suspect the mysterious and much discussed "Beautiful Vista" is probably emanating from a hidden object emitter like this and is not inherent to the lot.
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