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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2014 January 29, 20:18:27
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Would making big inventions stack in a sim's inventory be doable? I'm working on the master inventor challenge and ~100 floor hygienators is making the inventory rather cluttered.
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5
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2013 November 07, 14:45:31
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I've got some small request: Could the supreme commander please not insist on curing away moodlets with no negative mood effect? Some of those (effects of potions and dreaming) actually do useful stuff. I don't mind them being sacrifised when something bad needs to be cured, but the way it is now the supreme commander wipes them even when there's nothing else to get rid of. Yes, if you specify which moodlets are being harmed, I will add them the exception list. However, due to the way things work, the game views all moodlets that do not have a +mood effect as things to nuke, and the scan code thus reflects this, with a growing list of manual exceptions. Here are some neutral moodlets with positive effects: Invigorated Potently Invigorated Hive Mind! Imminent Nemesis (You wouldn't wan to twart this, would you?) In Bliss In Ecstasy Immunity Imminent Romance Feeling Fertile A Twinkle in the Eye Instant Handiness Enlightened Pure Enlightenment Animal Familiar Mosquito Defense Jobtastic! Stolen Test Answers Cheat Sheet Unusual Blemish Botanitis Minorous Aura of Creativity Aura of Body and Mind Ensorcelled Heart of Gold Wish Master Liquid Energy On an unrelated note: The "Stylin'" (from reaching the top of the stylist profession) and "Eternal Joy" (genie wish) moodlets disappear when a sim is uprooted and moved to another game (or similar). To re-gain eternal joy I've had to use droptrait to purge it before asking the genie for happiness again. Stylin' might be lost forever; I haven't experimented with it.
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7
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2013 October 31, 12:14:49
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Intentionally or not, Nanites are collected when using the bug macro.
I've got some small request: Could the supreme commander please not insist on curing away moodlets with no negative mood effect? Some of those (effects of potions and dreaming) actually do useful stuff. I don't mind them being sacrifised when something bad needs to be cured, but the way it is now the supreme commander wipes them even when there's nothing else to get rid of.
Would it be possible to select preferred vehicle directly from a sims inventory (you can with boats). (And if possible, somehow FORCE sims to use the damn motive mobile if that's their preferred vehicle even if they have a limo ride to work.)
Seashell collecting? Never mind the dive sites, just beach combing would go a long way.
There was something else I thought was important, but I forgot. Will edit if/when I remember. Ah! Yes, this has annoyed me for a long time: Whenever a sim travels or moves between neighbourhoods, their bug collection forgets all about fireflies. It gets re-set after every adventure, every uni visit, every trip to the future. This drives my gotta-catch-them-all mentality absolutely bonkers! Can it be fixed?
Another little annoyance I just noticed: When a sim with the Natural Cook trait tries to "Kick up a notch" a synthesized meal, it decreases food quality. I'm pretty sure that's not supposed to happen. Adding honey or herbs seems to do the same thing.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2013 September 13, 17:46:56
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Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.
I reported this way back when, but I didn't follow up. They get the pop-up to choose a new trait, but the trait just doesn't get added.
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9
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2013 August 29, 02:16:29
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I've always assumed it would be useful for stuff like allowing playable Sims to decorate community lots with personal paintings, sketches and photos by making the game believe they belong to the lot and not the Sim but I don't know seeing as how I've never got it to function.
Those can be placed on any lot straight from the inventory, can't they?
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2013 June 24, 11:19:55
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Would it be possible to prevent sims to drop everything they're doing to run off to play ping pong? I wouldn't mind if it was just autonomous actions, but sims stop doing stuff they were manually directed to do. I think kickybag and football has the same problem.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Everlasting Pool Party
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on: 2013 June 14, 15:28:23
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If you haven't already, have you tried reset world?
I've tried resetworld. I've tried fixall. I've tried resetting every single sim in the household individually. I've tried without CC. I've tried moving the family. I've tried moving the lot. I've even tried turning my fucking computer off and on again. Moving the household to a new clean neighbourhood seems to have worked, but I fucking hate doing that. It takes forever to get things back to the way I like them. Edit: The everlasting pool party is gone, but my ultimate sim has gone invisible/stuck underground and none of the usual tricks work. I suspect that the game just can't handle an immortal sim trying to excel at every skill, job and profession in the game.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Everlasting Pool Party
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on: 2013 June 13, 10:30:17
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Mine aren't actually using the pool, but they are drawn to the sprinklers (but if I remember correctly AM prevents sims from autonomously playing in sprinklers unless they are in swimwear, so that's normal). They change into swimwear and they do so on all lots. My fire-fighter decided to do his job in a speedo.
I'm giving up. It looks like the entire game has cone completely corrupt. NRaas couldn't do anything for it either.
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TS3/TSM: The Pudding / The World Of Pudding / Everlasting Pool Party
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on: 2013 June 12, 12:24:35
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My entire household seems to be under the misapprehension that they are enjoying a never ending pool party. Every chance they get they change into swimwear. If I try to throw a new party I'm told that "you can only be at one party at a time". I have no idea how this started, because I've never thrown a pool party, ever. I've tried to move them out and back in, but that causes a CtD.
Why? Why is it I'm completely unable to play the game beyond a generation or two without the whole neighbourhood going corrupt? I don't even have CC beyond store crap and some very simple xml-mods.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2013 May 10, 07:12:12
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I've been having a problem with this. If my sim gets a NEW job, say at 10 AM, and the job starts at 3 PM, the game will say work "starts tomorrow" but my sim's work performance will start plummeting when work hours kick in with the warning that my sim is "Missing Work!" However, if I try to instruct the sim to go to work manually, I get an error: "It's not your work hours. Come back in (hours to next work day) hours."
I don't believe this is an AM issue, but I'm posting here since this was the only hit I got when SEARCHING MOAR. Feel free to split. I'm having "It's not your work hours. Come back in 1 hour." problems. It's affecting two sims, and happens every day. Once the time comes for work actually to start, it changes to "Come back in 1 day." I'm not getting any missing work message, nor any penalty (but both sims have Vacationer and ProfessionalSlacker). backtowork does not fix it, nor does quitting their job and taking up a new career. It's not the good old "custom uniform" issue. I'm pretty damn sure it's got to do with travel. The first time I encountered it was after a sim returned from university. Moving the whole family to a new neighbourhood fixed it, but is not an acceptable solution. The second time it happened (and this time to two sims) was after another member of the household returned from China. There must be something about my lifestyle that EA doesn't approve of, because no matter how loose my pants are, I never get to play beyond a generation or two before my game fucks up and becomes unplayable.
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2013 May 01, 18:46:56
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Is there anyway you could stompinate the autonomous "berate ignorance" for sims who aren't mean or evil? Not all nerds are ass-holes. Someone over at MTS did a mod, but it hogs the whole of SocialData_EP9 ITUN, which is more than 6500 lines of XML. There must be a better way.
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TS3/TSM: The Pudding / Pudding Factory / Re: CAS Hat Hiders - *Updated* All expansions and stuff packs
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on: 2013 April 27, 22:14:10
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INateYou: I have some hiders I've made for my own use that removes just the superfluous presets. They were made for my own use only, and some of the unlocked career hats are still in testing, but I can share if there's any interest for it. I've also hidden duplicates of hairstyles that aren't hats. Edit: Uploaded. Sorry for hijacking your thread, jesslla. And sorry for lack of documentation, I wasn't making these with the intention to share: Files marked HatHider hides hats, SuperfluousPresetHider hides hairs with accessories. In addition a lot of hats have been made unavailable for random. I really hate it when my maid shows up in a bee keeper hat. Pics.
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