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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2012 May 16, 17:03:59
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1. Disappearing butler
Played a family and hired and butler for the first time. Butler stuck around for a few Sim days, doing butler things. Then all of a sudden, Butler disappeared. Tracked Butler down using Radar. Butler was standing the middle of a park on the opposite side of the world. Couldn't call it, couldn't resetsim it, couldn't fire/dismiss it/rehire. Eventually had to delete it. Searched around for some answers, saw it was a common bug, but associated with relationships, like if your Sims didn't have a high enough relationship with the Butler, the Butler will leave. Rehired a butler, made them friends. Same thing - standing frozen in the middle of a park on the opposite side of the world. Any chance of figuring out what is happening and squashing it since EA refuses to do so?
2. Appropriate flags not triggering a. Free Vacation! The Teens can take care of themselves!
Whenever this opportunity comes up, I'll usually accept. Adults come back, and then none of their previously promised opportunities work. It keeps saying "Return home to complete this opportunity" like a flag didn't get triggered that they are in their home world. Also, their bed's lose ownership, or at least they start talking in third person. Adult Abby goes on vacation, comes home, goes to sleep in HER bed, except the bed options are "Sleep in Abby's bed." I saw this mentioned earlier in the thread as well with child/teens going to boarding school, which I assume is offworld (but I've never played with boarding schools). Appears to be the same thing.
b. Field Trips
So Field Trip excuses them from their afterschool activity for that day, I get it. The next day, they go to school, but won't go to their afterschool activity because it says they are on a field trip. But they aren't. To correct this, I have to pull them out of afterschool activities, then sign them up again. Which sucks because they never get their useless ugly trophies and recitals. I've been refusing field trips since. Looks like the field trip flag is staying triggered or something. Fix please?
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Awesomeware / AwesomeMod! / Did I find an Undiscovered Shiny?
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on: 2010 October 26, 02:24:04
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While in China and using SC, I came across a new option: Skill: I Wanna Be The Guy. When hovered over it, it says "ARE YOU READY FOR A CHALLENGE?" I've searched the forums for this shiny, but no luck. What does this skill/option do?
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 September 18, 20:11:37
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No. The produce in your sim's inventory is being sold because it is of substandard quality. Since Kewian-based produce that is below store quality offers no value, it is automatically disposed of as it is probably some garbage you fished out of the trash can during a rummage. If it isn't, it still doesn't answer the question of why you planted that.
Is this why my paintings keep getting automatically sold?
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 July 03, 02:51:26
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To be fair, the poster is clearly ESL; 6 < 12 but .6 > .12 usually, because .6 > .1, so 1.6 should be a version number higher than 1.12, except EA treats them like two separate cardinal numbers instead of a single decimal number.
Anyway, the problem is that 1.6 is an older version than 1.12.
Yeah, because the first number indicates the game, and the second number usually indicates the number of the patch in precession. It's not meant to be read a decimal number. Anyway, the problem still exists. OP needs to patch the game to either 1.12 or 1.11 to use AwesomeMod.
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Awesomeware / AwesomeMod! / Re: Incompatible with WA 2.7.7.006002
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on: 2010 June 06, 04:57:56
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Well kinda. He has to figure out what EA has touched with the patches and EP and make adjustments because AwesomeMod doesn't have its own inappropriate touching doll with anatomically correct bits (yet).
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 April 10, 16:43:31
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You should have separate directories for your expansions and base. If you've found it in one Game>Bin, copy it from that location into the other Game>Bin so that it is in all directories.
EA>The Sims 3>Game>Bin EA>The Sims 3 WA>Game>Bin EA>The Sims 3 HELS>Game>Bin
You should originally find it in your base game Game>Bin. You don't have to move your Mods folder.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 March 18, 01:38:06
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The question wasn't about what the Gatherings in twallan's mod entails, but rather if inctive Sim parties was something part of AwesomeMod. Seeing as Pescado answered that it isn't in AwesomeMod by way of pointing the finger at Twallan, the question is answered. I don't care what Gatherings do, just wondering where the parties are coming from by process of elimination.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 March 17, 23:01:26
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I get notices from inactive Sims that are friends talking about "The first guest has arrived to the party. Better make sure everything is in order!" or similar. But the thumbnail isn't part of my active Family. So I clicked on the thumbnail in the notification, camera zoomed to the inactive Sim having a party, and sure enough, people were arriving with food and swarming the host. I brought one of my Sims to the party (they weren't invited), party carried on, people started leaving, and then when my Sim was the last one to leave, I got another notification about the party being a modest success. This is the second time I've had inactive Sim parties in maybe 3-4 days since installing WA. The first time, I didn't check it out, but still got the notification of the party results. I also use twallan's Story Progression mod, but I didn't anything about parties. "Gatherings," sure, but this party didn't fit any of the gathering scenarios - Campaign Gathering Chance Specifies the chance each cycle of a Campaign Gathering scenario firing Default: 10 Family Gathering Chance Specifies the chance each cycle of a Family Gathering scenario firing Default: 10 Family Visitor Chance Specifies the chance each cycle of a Family Visitor scenario firing Default: 20 Friendly Outing Chance Specifies the chance each cycle of a Friendly Outing scenario firing Default: 20 Friendly Visitor Chance Specifies the chance each cycle of a Friendly Visitor scenario firing Default: 20 Funeral Gathering When enabled, the system allowed to call funeral gatherings when a sim passes on Default: True Marriage Gathering When enabled, the system allowed to call marriage gatherings when two sims are wed Default: True Maximum Gather Size Specifies the maximum number of sims to call for a gathering scenario Default: 10 The host Sim is not in Politics career to use Campaign parties, the guests were not related to the host, it was not an outing, no one died or got married. I don't think the SP mod is responsible for the parties, but simply providing notifications as I've set the stories to show for Blood or Friends of active family. If this is not your doing (or twallan's, as those are the only two mods I use), then perhaps EA got something right.
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Awesomeware / AwesomeMod! / Re: Loading Bar loads all the way, then nothing
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on: 2010 March 15, 17:41:15
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How many mod folders do you have? I only play with NRAAS Story Progression and AM, and I keep them in the The Sims 3/Mods/Packages folder only and it works fine. Double check to make sure you don't have two copies of AM lurking.
Make sure to copy the d3dx9_31.dll from Program Files/EA/The Sims 3/Game/Bin into WA/Game/Bin.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Exit Stage Left, Please.
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on: 2010 March 12, 01:28:18
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I don't use the FPSlimiter (though I used to - I forgot to reinstall).
Today while playing in the first vacation world (this is my first time playing WA), halfway through a French tomb, it froze/stopped. I waited a bit, and it took ages for it to recognize a change - changing speeds, pause/unpause, etc. And then as soon as it changed, it would progress for a second and then freeze again. I found that minimizing and restoring made it snap to again, but like before, it was only for a second. Fed up, I just saved while it was paused (as I could actually click and scroll and view stats and all that without the freezing while on pause, but not on normal play).
I'm pulling this theory out of my ass, so if its completely illogical and have no background, its because I'm not a programmer and didn't test it - but I have the setting on AM to autosave while paused, and to leave it unpaused after saving. If the other people who are experiencing this have similar settings, then perhaps it is AM waiting for the game to go in pause to autosave at the same intervals of which it lags up (i.e. mine is set to autosave every 15 minutes). I don't know, but maybe I'm just seeing some correlation that isn't there.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Exit Stage Left, Please.
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on: 2010 March 11, 17:18:30
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Mine did it yesterday, though it was only when I first booted up the game after patching and updating AM and deleting appropriate caches. It didn't last long (5 minutes as compared to an hour/half hour as reported by the OP), but I, too, couldn't scroll, but time did stop. Fountain still ran and the tree leaves blew and the music kept playing, but my sims and time were frozen.
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Awesomeware / AwesomeMod! / Re: Sims Not Aging
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on: 2009 November 07, 19:42:24
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Well considering it was discontinued months ago, I would say that is a safe assumption. Why are you still using ISM anyway?
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