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Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
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on: 2010 June 14, 06:53:20
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I was having trouble with the firetruck disappearing also, didn't realise it was related to the long driveway. I managed to place the personal firetruck on a long driveway at the sim's house by rotating around to face the front of the driveway then I could place the truck on it, haven't had any problems since but it's only been one work day since the sim got to fire chief.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Someone is going to yell at me for posting this...but it must be done.
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on: 2010 February 05, 21:29:49
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I can only say what worked for me, on windows. Get the TS3 Recompressor from http://www.moreawesomethanyou.com/smf/index.php/topic,15129.0.html and extract to a new folder. Extract or COPY your sims3packs into that folder. Drag and drop onto the "decrappify" and "s3rc", if you have a lot do so in groups of around 10. Move the modified sims3packs into My Documents/Electronic Arts/The Sims 3/Downloads. Disconnect from the internet. Open up the launcher and go into downloads. Select all the items you want to install and click install. For me it didn't appear to work but when I checked in DCCache I noticed that there were new *.dbc's that were larger than 1KB in size. When I went into game the items were there with only minor hiccups, like the gothic bed had only numbers in the name and desciption but works fine and the steampunk telescope still won't show up but it didn't show up with any other method either so I'm beginning to suspect they broke that somehow.
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TS3/TSM: The Pudding / The World Of Pudding / Re: problem with custom world
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on: 2010 January 17, 09:48:13
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Ok, finally managed to track it down. Turns out that the launcher, broken thing that it is, did get some stuff mixed up with the normal packages and I only managed to get it out when I completely removed all the store stuff that was installed at around the same time.
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TS3/TSM: The Pudding / The World Of Pudding / Re: problem with custom world
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on: 2010 January 16, 19:10:33
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I didn't put it in there deliberately but I went and checked the store packages I'd put in there just in case it had got mixed up in there by the launcher stupidly sticking it in the DCBackup along with normal package files but it's not there that I could find. Though I did remove a fairly large file just in case. It didn't make any difference.
I've also tried, again, deleting the cache files to see if it changed anything but it didn't.
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TS3/TSM: The Pudding / The World Of Pudding / Re: problem with custom world
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on: 2010 January 16, 18:30:09
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Done that. And, since my launcher is slightly broken (thank you EA) I manually deleted it from installed worlds, world caches and C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\NonPackaged\Worlds. It is still over-riding the landscape of all the other worlds.
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10
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TS3/TSM: The Pudding / The World Of Pudding / problem with custom world
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on: 2010 January 16, 13:37:13
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I installed a custom world and it seems to have over-ridden the landscape of all other neighbourhoods, Pleasant View and Riverview included and affected saved games also. I've tried removing the custom world but it's still occuring. I've tried to find all the traces of the world but I think I've missed something somewhere. I half remember seeing a post from someone detailing the various places the worlds put bits and pieces but I've been unable to locate it using the search.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Choosing Sex of Babies
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on: 2009 June 16, 10:51:05
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I'll definitely grant the Prima guides aren't the final word on these things, but how about EA's own coding? Here's what I found while poking around in the gameplay packages:
<kGenderOffsetPerFoodEaten value="0.15"> <!--Offset provided to gender random per food eaten (watermelon & apple).--> </kGenderOffsetPerFoodEaten> <kMaxGenderOffset value="0.5"> <!--(0-.5) Maximum offset from .5 allowed to be achieved.--> </kMaxGenderOffset>
So...if I'm reading that correctly; if the initial random number for gender is high enough it doesn't matter how many apples or watermelons are eaten. That certainly explains the odd instances of the pregnant sim subsisting solely on apples/watermelons and getting the wrong gender.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Traits Cheat Sheet - Work in Progress
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on: 2009 June 09, 08:48:31
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Whether or not it triggers at work depends on how many other sims are sharing the rabbit hole at the time. If there are not enough people in your career track that share your work hours, you will not get it. It is even possible to be the only person and get the Alone moodlet, if nobody else has your work hours because you have a graveyard shift.
Odd, it seemed nearly random to me. She wasn't on graveyard shift and I thought her co-workers had roughly the same hours. I'll have to record the work times of the various levels and double check when I get a chance.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Traits Cheat Sheet - Work in Progress
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on: 2009 June 08, 21:11:10
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Trait: Loner CAS Description: Needs less social interaction. Features: Slower social decay, Gets a positive moodlet when alone, Gets a negative moodlet when in crowded places, which includes school and possibly work. Associated Interactions: Other Notes: Definitely includes work; Loner Sims will generally get a negative moodlet at any workplace, although specific courses of action (Relax in Specimen Closet was one, in Science, and there's at least one more) will alleviate it. Pretty much anything where they'd be alone, so all of the options at the bottom of the list that are some variant of "fuck about on your own to try and RNG some Opportunities" seem to work. Doesn't always trigger at work, at least in the Science career. A 'crowd' is apparently 3 other sims or more.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Gardening and fertilizing
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on: 2009 June 06, 22:15:26
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Death flowers are only supposed to get one harvest, unless your Sim has the green thumb trait (whatever it's actually called), and then they can revive it once more.
This is what I noticed happened; though I was unsure why. Revival also seems to have a 50% success rate, though I've only been given the option to use it on Death Flowers. My sim has the super green thumb trait but hasn't got an option to revive the now dead Death Flower, does it have to be planted after the sim aquires the trait? Or is there something else I should be clicking on?
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Serious Business / Spore Discussions / Re: graphics issues
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on: 2008 November 03, 23:28:30
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It's an ATI. I'll have to go play with the graphics settings and see if that helps. 800x600 a good size? I'd hate to go smaller...
edit: nope, that doesn't work for me. And 800x600 is the smallest available (I always seem to default to playing games in that size...not sure why...) Guess I'll just have to put up with the exit, delete, restart routine until some future patch/expansion pack/stuff pack renders it unplayable.
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Serious Business / Spore Discussions / graphics issues
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on: 2008 November 03, 05:39:07
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Patch 2 and it's wreaking havoc with my graphics driver in Space stage. I updated the driver but it's still happening. Are there any solutions other than save, quit, delete graphicscache.package and restart, which is what solves it for a while, available? I do have mods in the game, but this was happening without them in. I'm guessing it's some form of corruption in the graphicscache that then mucks up the driver.
Oh, and I have Vista, didn't get a choice about that.
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TS2: Burnination / The Podium / Re: EA are idiots (95 bard boulevard, Veronaville)
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on: 2008 September 17, 15:43:19
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I decided to take a look at it in my game to see what happens. Found a solution that works in my game. First get the stuck object remover and install it. Move a sim in and remove stairs. Open up the cheat console, ctrl-alt-c, and type in MoveObjects on. Then put the stuck object remover all over the space on the upper floor where the stairs were and go back to play. Unpause if need be. You should then be able to place flooring.
Hope this helps.
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TS2: Burnination / The Podium / Re: Feed yourselves, already!
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on: 2008 May 25, 12:13:59
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Sooner or later, I'll make a SANDWICH EATS YOU for kitchen-control.
OOH!!! I really really want that one...with APO I keep forgetting to make them walk out of the kitchen after they've finished...so they keep getting stuck in there...and then raid the dang fridge before I realise I've forgotten to move them out *glares at said sims who don't have the decency to look contrite*
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TS2: Burnination / Oops! You Broke It! / Re: Is it Curtains?
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on: 2008 April 28, 09:05:25
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Uh, no, you're on a wild goose chase, because the error message doesn't say anything about a curtain controller. Eventually, the people having this error are going to have to do a binary search to find the actual error.
Uh...that's what I did...and found it was caused by my majorly out of date LotFullofSims...silly me hadn't thought to update it since Pets. "Curtain pull down" is referring to dropping the loading screen if I recall correctly...
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TS2: Burnination / Oops! You Broke It! / Re: Is it Curtains?
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on: 2008 April 25, 09:37:55
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Not sure if this will help or not, but I tracked down what it was causing my problems (which produced error logs that look the same). It was my LotFullOfSims hack, obviously it needed to be updated and I didn't realise it...
Hope this helps.
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