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Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie
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on: 2009 July 24, 14:59:12
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Don't the police come and toss you in jail for "loitering on school grounds", with AM installed now?
I think that's only if the Sim has the Pedophile trait. At least, those are the only Sims I've seen get arrested for being on school property.
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2
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Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie
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on: 2009 July 23, 18:07:36
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If you have no other hacks and have followed the installation instructions properly, it should work. Although, it clearly doesn't, which leads me to believe you've done something wrong when installing. Did you try reinstalling as earlier posters suggested?
Have you deleted your .cache files? That may or may not help, but there's no reason not to try it.
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Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie
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on: 2009 July 23, 15:59:20
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I posted about this same exact problem in the thread dedicated to the AM and ISM combo-deal, which is where you should have looked first for answers. After making changes that, arguably, weren't real changes at all, the notifications came on. If reinstalling doesn't work, just give it more time. Even on silly fast things are progressing fairly slowly in my game.
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Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness
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on: 2009 July 22, 19:03:51
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So, I don't know why it didn't work at first. I don't think any of my neurotic behavior could have impacted it that much... Ah well. At least it works now. ! My solution was shutting the game down and going to sleep: then when I turned it on today, voila, it works! (Strange, because I cleared the caches yesterday...) The usual Voodoo - at least I never got the mysterious crash, not even with conflicting core mods I accidentally left in the mods folder... Well, I did the same thing, without meaning to. I got very frustrated with the damn thing last night, so I closed down and didn't start it up until a few hours ago. It probably would have worked even if I didn't do anything. Who the hell knows.
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5
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Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness
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on: 2009 July 22, 18:00:27
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I installed ISM and AM as the instructions said, and both seem to be working. I have all AM functions working as they should. ISM commands show up on the cell phone.
However, I never get notifications (yes, they're supposed to be turned on) for anything. Is this a known glitch or is ISM not working?
Sometimes it takes a while for them to start but if you're playing for a really long time and get none then yes that is a problem. Make sure you have the latest versions of both Indie and Awesome, but just the Indie mod not the core. Also by default Indie only gives most of it's notifications for friends so if your sims don't have many friends you may not get much. You can set those notifications to everyone though. If none of that works try running the Indie Stone Mod compatibility checker in the programs and utils section at Mod the Sims. If it gives the all clear for mods (ignore anything it says about hair or objects) then not really sure what the issue is. I had been playing for awhile, so I have no idea why they didn't start coming up. For future reference for anyone who has the same problem: I deleted the .cache files, and then did ctrl+shift+c "setconfig indiestone on" just to be sure it was turned on. Then I set notifications to Off, then back to on. Then I configured them so everything was All, so I would see any notification. Nothing happened at first, so I was fooling around with the other settings. Right after I gassed the obnoxious homeless masses hiding in my neighborhood, I got the first notification. Some buffoon fell to his death. And then another! Some 12 got a job or something. So, I don't know why it didn't work at first. I don't think any of my neurotic behavior could have impacted it that much... Ah well. At least it works now. !
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Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness
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on: 2009 July 22, 01:49:04
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I installed ISM and AM as the instructions said, and both seem to be working. I have all AM functions working as they should. ISM commands show up on the cell phone.
However, I never get notifications (yes, they're supposed to be turned on) for anything. Is this a known glitch or is ISM not working?
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TS3/TSM: The Pudding / The World Of Pudding / Re: They just wont die!
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on: 2009 July 21, 15:10:46
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The aging thing is obnoxious like that. Apparently the game thinks its doing us a favor by having elder Sims live long past their expiration date, but I can't say I agree. I've noticed that most hand-reared Sims live well out into their 100's, for the 90-day life span, or 60's/70's for the 50-day life span. When Sims are only living to 50 elsewhere, it's obviously very frustrating to have the Sims on your home lot living to nearly 1.5 times the life span. As far as I know, it has nothing to do with how well-treated these Sims were, and making them Vegetarians/Marathon Runners doesn't seem to have much effect. I've found they outlive their welcome no matter their traits/hobbies. Use debug mode to drag their hunger all the way down. I did this to an unwanted boyfriend of a Sim, and he fell to the floor instantly, no countdown. Or, if you want an old age ghost, do what Georgette suggested. If a Sim who can't temporarily die by starvation has their hunger fall below this value, we assign set it to it. Example: Preganant Sims and Sims on the world lot. Value: -95.0 Forgive my stupidity. Do you mean to tell me that pregnant Sims cannot starve to death?
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TS3/TSM: The Pudding / The World Of Pudding / Re: Frustrated with Sims just standing in place in droves whining about motives
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on: 2009 July 16, 22:12:27
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Start a new save file and see if the Sims are acting the same way in that game. I used to have a similar problem in my very first save file, but I didn't realize it was a problem until I started a new file and observed more active Sim behavior. Sims 3 Sims seem to have much lower autonomy than their TS2 counterparts. Back in TS2, my Sims would do anything to get to another Sim and start socializing. In TS3, they'd rather just... do nothing. Still, your problem seems a bit more severe than normal TS3 behavior. Like I said, I had the same sort of thing happen, but the problem only affected one save file.
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TS3/TSM: The Pudding / The World Of Pudding / Re: I think my game is FUBAR, but why?
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on: 2009 July 16, 22:07:14
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No moving, no schmoving. Whatever. Look at lot value and cash on hand. Add those together. Move family out. Move them elsewhere. Make sure that the new house value + cash on hand is the same amount, using familyfunds as necessary to adjust. You'll actually lose some money that way rebuilding, but who cares? Are you playing for some sort of cash prize? No.
The point of having that same starting lot is the amount of cash you have on hand. I hate big lots, so I chose a much smaller one and adjusted family funds.
This will be better for your game, anyway. If you're adhering to Legacy rules as strictly as you seem to be, your family is living on the biggest lot there is. Moving them to a smaller one might put off the BFBVFS, especially if your computer is old/slow/ornery. Did you try the old standby of deleting the cache files? EDIT: wrong game.
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TS3/TSM: The Pudding / The World Of Pudding / Re: 24/7 Ghost - Just will not return to gravestone
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on: 2009 July 14, 15:15:18
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I tried the "Ask Everyone to Leave" command and I thought it had worked, but now all four of the ghosts are acting strangely by sticking around through the day and eating food which they never did before. Thank goodness I have a large house. I guess if it gets to be too much I will put them in the cemetery, but I did not want to do that because I wanted the offspring through the generations to have a chance to get to know their grandparents and beyond. I am not sure what I have done to spur this on, but something is surely broken.
@originalhalf: I had not thought of using ResetSim since it was a ghost, but I will try that. I now need to reset all of them.
They've never done that before? Mine always stick around for breakfast, at the very least. I believe its been determined that ghosts stay out for a random period of six hours, beginning somewhere between twelve a.m. and six a.m. A ghost could come out at, for example, three a.m. and hang around until nine a.m., therefore having time to eat breakfast with the family. Mine have always done this, from about the third time I played the game. If something's broken, I've got the same problem. However, mine always do go back to their tombstones, eventually, even if it's nearly noon by the time they do so. No, this is really new for me. Mine never ate any food. I guess they always had stuff to do. They love the computers and the stereo and this kept them going through the night. However, now, they stay around day after day. It gets to be a PITA around the stairs or sometimes going in and out of rooms because they (ghosts and my sims) all do the 'stand, wait and tap foot routine' before moving an inch and then repeating. I took a break from playing, but I am going to try the reset sim command and see if that does not get them to return to their gravestones. Oh. Standing around for days on end doesn't sound like "normal" ghost behavior. I thought you just meant they were staying out into the daylight hours and then returning to their gravestones, eventually. That sounds pretty frustrating, but resetsim should work. It worked when I had a ghost of some townie who croaked on my lot get stuck when his tombstone evaporated. Good luck.
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TS3/TSM: The Pudding / The World Of Pudding / Re: 24/7 Ghost - Just will not return to gravestone
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on: 2009 July 13, 22:42:52
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I tried the "Ask Everyone to Leave" command and I thought it had worked, but now all four of the ghosts are acting strangely by sticking around through the day and eating food which they never did before. Thank goodness I have a large house. I guess if it gets to be too much I will put them in the cemetery, but I did not want to do that because I wanted the offspring through the generations to have a chance to get to know their grandparents and beyond. I am not sure what I have done to spur this on, but something is surely broken.
@originalhalf: I had not thought of using ResetSim since it was a ghost, but I will try that. I now need to reset all of them.
They've never done that before? Mine always stick around for breakfast, at the very least. I believe its been determined that ghosts stay out for a random period of six hours, beginning somewhere between twelve a.m. and six a.m. A ghost could come out at, for example, three a.m. and hang around until nine a.m., therefore having time to eat breakfast with the family. Mine have always done this, from about the third time I played the game. If something's broken, I've got the same problem. However, mine always do go back to their tombstones, eventually, even if it's nearly noon by the time they do so.
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TS3/TSM: The Pudding / The World Of Pudding / Re: No music what-so-ever
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on: 2009 July 13, 22:23:38
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In my game, the first song that should be playing when you first turn the stereo on, or in build/buy mode, never plays, but after that song ends, and the next song begins, I can always hear the music from then on. I've given up on trying to figure it out.
Hah. In one of my games, half the songs play, and half don't. It's literally every other song. If I leave build/buy on, it'll play the first song, but not the next. After the silence that the second song should occupy, it plays the third song. It goes on like that until it hits the first song. I thought my speakers were fucking up, until I realized that that happened to everyone. The stereo songs mostly work... I think. To be honest, I'm almost glad. That first fucking Salsa song from TS2 haunts my dreams.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Medics predicting gender of larvae?
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on: 2009 July 13, 22:20:19
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It must not work in every circumstance. My sim reached the top of the Medical career, but she was never able to predict the outcome of her own pregnancies or her daughter's pregnancies. The majorities of my non-active sims are decidedly childfree, so I never saw the option to predict gender.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Pregnant neighbour
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on: 2009 July 13, 22:16:49
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Does "wasn't there at all" mean that it wasn't listed with the family? Does the mystery larvae show up in the family tree? Do family members have it in their relationship tab?
For starters, I would try "resetsim simname" simname clearly being the first and last name of the baby, with a space in the middle.
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TS2: Burnination / The Podium / Re: Apocalypse! How many are left?
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on: 2009 July 12, 17:21:29
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That's part of my complaint. It feels like collectibles should do something more than what they do, which is fill trivial wants and little else. If there was a real purpose, I wouldn't find it to be so completely pointless and aggravating. It could be a good idea; it just isn't in the form it is now.
The rocks, butterflies and insects don't seem to fill anything other than a promised wish (although the rocks can get you money), but the seeds do have a purpose imo. They are part of the gardening skill and its associated challenges and opportunities. This may not be the style of gameplay you want, but they do lead to further interactions in the game, and directly to fulfilling one of the LTWs if you give this to one of your sims. I was mainly referring to the insects and rocks collectibles. My sims hardly roll wants for rocks, and have NEVER rolled wants for insects. So, like I said, those collectibles don't have a purpose. The seeds are all right. The method of obtaining them makes more sense than TS2, but I can't tell if that's a good thing.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Does the Vegetarian Trait affect anything besides food choices?
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on: 2009 July 11, 20:57:23
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I wish the bookstore could sell the ones written by sims.
You can have your sims can sell their novels to the bookstore, and then the bookstore will sell them, but your sims lose their original copies, in the process, and would have to buy new ones, if you want them to have their own books. Sounds like a scam to me. My Sims sold a bunch of books to the bookstore, but I can't remember them showing up for sale. Of course, I never look at all the options at the bookstore, I just click on the Music/Fishing/Recipes/Skills tab depending on what I want. I can't be bothered to scroll through all those other books.
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TS2: Burnination / The Podium / Re: Apocalypse! How many are left?
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on: 2009 July 10, 18:28:15
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I must be alone in that part. I think the collectables were a good idea, and it's not written in stone anywhere (that I know of) that one must do it in order to play the game. It's just an option.
In fact, I would have liked more in that aspect. But I'm wondering if that's also what part of the bane is for me.
TS3 strikes me as half-assed. It seems, to me, that the team tried to cram too much into the base game without giving any of it any real direction.
That's part of my complaint. It feels like collectibles should do something more than what they do, which is fill trivial wants and little else. If there was a real purpose, I wouldn't find it to be so completely pointless and aggravating. It could be a good idea; it just isn't in the form it is now.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 10, 18:22:32
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For some reason I had forgotten completely that there was a Fishing skill in the game. My Sims never fish.
I've edited my list to reflect your changes. I'm not entirely sure I ever saw 8 for the fishbowl one. I think I had that confused with 8 plants. I try to ignore that fishbowl one; it just seems unbelievably tedious. You're probably right. I've changed it to 13, at least for now.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 10, 17:49:12
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I just counted them up from the Prima Guide .pdf and there are, in fact, 32. Of course, that means fuck-all; it is Prima.
Anyway, here is my list. It's nearly the same as Zazazu's, if we don't include the second instance of Star News Anchor.
There are 15 career-related lifetime wishes: - Athletics (Superstar Athlete) - Business (CEO of a Mega-Corporation) - Criminal - Evil (Emperor of Evil) - Criminal - Thief (Master Thief) - Culinary (Celebrated Five-Star Chef) - Journalism (Sims News Anchor) - Law Enforcement - Forensics (Dynamic DNA Profiler) - Law Enforcement - Special Agent (International Super Spy) - Medicine (World-Renowned Surgeon) - Military (Astronaut) - Music - Rock (Rock Star) - Music - Symphonic (Hit Movie Composer) - Politics (Leader of the Free World) - Science (Creature-Robot Cross Breeder)
- Jack of All Trades (Reach Level 5 in 4 Different Careers)
There are 11 lifetime wishes based on skills: - Illustrious Author (Writing and Painting) - Perfect Mind, Perfect Body (Athletic and Logic) - Master of the Arts (Guitar and Painting) - The Tinkerer (Logic and Handiness) - Golden Tongue, Golden Fingers (Guitar and Charisma)
- The Perfect Garden (Grow Perfect Plants of 8 Species)* - Professional Author (Make $4,000 a Week in Royalties)* - The Culinary Librarian (Know Every Recipe) - Become a Grand Master in Chess (Reach Chess Legend and Have Logic 10) - Renaissance Sim (Reach Level 10 in 3 Skills) - Presenting the Perfect Private Aquarium (Have 13 Different Species of Perfect Fish in Fishbowls)*
There are 4 lifetime wishes based off of relationships with other sims: - Super Popular (Have 20 Friends)* - Gold Digger (See Ghost of Wealthy Spouse) - Surrounded by Family (Raise 5 Children from Baby to Teenager)* - Heartbreaker (Be the Girlfriend/Boyfriend of 10 Sims)*
There are 2 wealth-related lifetime wishes that I didn't have any place for elsewhere: - Swimming in Cash (Have $200,000 in Family Funds)* - Living in the Lap of Luxury (Have Household Net Worth of $200,000)
Wishes marked with * have variables which supposedly change. I included the variables that I have experienced through playing, but my memory isn't always perfect. tl;dr: YMMV.
If you add all of those up, it's 32. I've looked around a number of sites, including this one, and I have no idea what the mysterious 33rd lifetime wish is. In conclusion, there are probably only 32.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 10, 15:30:12
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I have some questions on a part of the rules that isn't clearly defined. I didn't notice it until my current generation where I have the heir's brother living in the house and his wife just gave birth.
1. Would the offspring of spares count for points? 2. Would the mate of a spare count for points as the rule says mates count as soon as they bring in the next generation? (This is generation 4 it just isn't from the heir).
I've seen differing views so I'm just asking for clarity.
From my understanding of the rules, offspring and mates of spares do NOT count for points. Sims must be directly related to the founder through birth or adoption, though adopted Sims cannot be heirs, to be eligible for points. The one and only exception to this is the spouse of the heir, and he/she only counts if he/she produces the next generation. So, hypothetical situation: Sim A is heir and married to spouse Sim B. Sim A has a child with Sim C, unrelated to legacy family and living off-lot. If the child of Sim A and Sim C is the heir, does Sim B count for points? I think he/she does, assuming he/she also produced a child with the heir. Right? That's the only way it would be "fair", i.e. you wouldn't be sacrificing possible points for better genetics.
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TS3/TSM: The Pudding / The World Of Pudding / Re: What did you do with the Wolff family?
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on: 2009 July 10, 15:25:03
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I believe I stole the wife for a Sim of mine, but she was almost elder by that point. Because I am a moron, I didn't realize AFs can spawn right up until their elder transition (nor did I realize the idiocy of starting with a single male Sim). So, I used the "Kick Out" function, and married my founder off to someone else. A little while later, I got the "Morgana Wolff is getting old and doesn't have much time left..." message. Predictably, she died a few days later.
I never even really looked at the premade families, so I can't say which ones do and don't interest me. However, iirc, the Wolffs are a childless couple. Those are the sorts of families that would intrigue me the most. EA-made kids are just bothersome.
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TS3/TSM: The Pudding / The World Of Pudding / Re: No steak plants for me?!
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on: 2009 July 10, 15:20:17
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I've had two Gardening Level 10 Sims get the cheese and egg opportunity, but so far none of my gardeners have received the opportunity/ies for burgers/steak/omni.
However, since some of you have had the opportunities regardless of having Gardening skill above the required level, I'm not too worried. My Sims will likely be gardeners for many generations to come (or at least until they get extremely wealthy and I'm sick of them), so I'll probably end up with meat plants eventually. Of course, I play on Medium lifespan, so my Sims might all die waiting. In fact, I've run through about three generations of waiting, already. Maybe I'll play a Gardener on Epic and see how long it takes to get these particular opportunities, if I remember.
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TS3/TSM: The Pudding / The World Of Pudding / Re: I'll have some a what Yumi Sekemoto's smoking
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on: 2009 July 10, 15:14:16
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In my game (Awsomemodded w/ S2-style aging on) Yumi Sekemoto has this permanent, positive moodlet for listening to music whiich seems kinda odd because the stereo iis never on because they don't have a stereo. I have the same problem. A few of my player-made Sims always have the music moodlet, without fail, regardless of whether there is music in the vicinity. I don't know what causes it, perhaps they came across a stereo/music on a community lot and the moodlet got stuck. It doesn't seem to be harmful, so hopefully this isn't an early symptom of some game-destroying problem (though, from looking at the evolution of past glitches, it probably is).
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TS3/TSM: The Pudding / The World Of Pudding / Re: Moodlets + Six Bars vs. Eight Bars
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on: 2009 July 10, 15:10:10
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The game just makes them seem that way to make the sheeple feel better about how they're doing That what I thought. It seems like the Moodlet system was create to make inefficient players feel better about their playing ability. My Sims are constantly "very happy", when it's clear to me that they have some motives that are dropping, and they haven't had any wishes fulfilled recently. The mood indicator at work is often not the grinning bright green emoticon at this level, as you said. I guess there must have been a barrage of complaints that The Sims 2 was too hard, or something. Now it seems extraordinarily simple to keep your Sims content enough to work on skills/friends/collections/whatever nearly nonstop for their entire lives. Thank God there's an option for shorter lifespans.
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