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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2012 September 23, 22:52:12
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If AllVampiresAreVampires seems like a good option for the configuration file, then CarnivorousZombies might be as well. I'd rather the zombie horde eat all my Sims' brains than all of their plants. It would be really great if there were a way to edit new Werewolves in game. It is (obviously) easy to edit werewolves in CAS when you make a new family, but if a Sim is bitten in game there doesn't seem to be any way to edit their werewolf form. The mirror doesn't work, and Shift/Clicking to send one to CAS doesn't seem to ever pop up with the second form icon over the Sim icon in the bar. I need to get rid of the horrible werewolf hair, which doesn't match my Sim's normal look at all.
Though having werewolves keep most of their features, as previously asked for, would probably solve this for me.
Good news, everyone! The improved CAS of Twallan's Master Controller features a werewolf transform button while editing existing Sims.
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2012 September 14, 21:09:33
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I was playing The Sims 3's very own generic Edward Cullen and realized that he does not burn up in the sun, nor does he get a vampiric vigor from the moonlight. It seems that vampires under 18 are VINOs (vampires in name only). It'd be great if vampires below YA could heat up in the sun.
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TS3/TSM: The Pudding / Pudding Factory / Re: SimCity from TS1
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on: 2012 August 29, 06:56:26
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This is getting pretty close to the ultimate recreation of the Sims 1 neighborhood. I like it. Now I will immediately compare it to CTNutmegger's Simsville: I love that you chose two different bridges into Old Town, and I also like the tunnel up there. I like that Old Town looks similar to how it does in Unleashed instead of suddenly being a crowded downtown area. The landscape seems a lot truer to the original.
There seems to be a scale issue, though; some lots that should be adjacent are down the street from each other. I understand how difficult it is getting the scale correct while also having everything fit together.
I also think that CTNutmegger had the right idea when she expanded the neighborhood and added the rabbit holes necessary for employment. If I were making my own Sims 1 ultimate recreation, I'd include a replica of Hot Date's downtown area as well. Maybe I'll try my hand at this someday.
Overall, is tasty. Keep up the good work.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 November 20, 00:22:57
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Has anything been done with the racist trait yet? Perhaps making sims with said trait react to those on other skin sliders or of different general skin shades as they would react to a ghost? I think that sims react to ghosts with disgust more often than fear. I assume it's because ghosts continue to need to eat and digest food, but their bodies are fully transparent.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances
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on: 2010 November 03, 21:39:09
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I probably have plenty of bugs and CC incompatibilities, but I'd be annoyed with LN anyway. There was no cheat added to build higher than the standard maximum number of floors (the high-rising buildings are just aesthetic tricks) and the apartment "system" is totally half-arsed. These are things that probably won't be fixed in any future expansion packs, so so much for hoping that time would turn TS3 into something that's not a corner-cutting disappointment.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 January 07, 04:58:16
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"I Wanna Be The Guy": Supreme Commander Kung Fu will now automatically summon tournament opponents and complete the skill challenges.
I could have sworn that said "I Wanna Be A Guy" when I first glanced at it. That abortion@hospital mod should totally add a gender reassignment surgery feature.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 December 28, 22:02:07
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Why do my child Sim is forced to go home after 12am? I enabled the NoPsychicCurfewPolice configuration but my child Sim is still psychicly-controlled to go home and I can't even cancel that action.
The psychic police are only concerned with teenagers. If you're talking about children and their zombie-like trek home at exactly a certain time, you need to modify kChildStartCurfewHour and kChildEndCurfewHour in XML Sim_0xa29571c6f77aa18d. OR: use this attached tweak.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss
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on: 2009 August 13, 11:29:21
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Does this mean that anyone hoping for custom neighborhoods can abandon all hope? This was going to be the ultimate deciding factor for me in purchasing future expansion packs.
I'm certain that they could have made neighborhoods customizable even with the lack of borders, but they designed the system stupidly and lazily, sacrificing user customization for superficially pleasing curvy roads. Making these neighborhoods customizable would require a lot of effort; it isn't worth the effort because they figure most players won't give a crap, and they are probably right, so go them!
I think I'm getting it through my thick skull that complaining to/about a large company makes about as much of a difference as voting.
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Awesomeware / AwesomeMod! / Re: Install 1.3 update or not?
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on: 2009 August 01, 02:31:54
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Isn't it common for any large company to pretend their inadequacies don't exist? It makes me question capitalism.
I finally got my patch installed, but I'm crashing as soon as I try to open a neighborhood (even vanilla neighborhoods I haven't been screwing with). So, I went into my mods directory and used my mod troubleshooting method (remove half of your packages and run the game until you narrow it down to the culprit), but it seems the problem is there being any package in my mods directory at all. I tried reinstalling the framework monkey, but no go.
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Awesomeware / AwesomeMod! / Re: Install 1.3 update or not?
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on: 2009 July 29, 07:50:07
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Since awesomemod is not yet updated for 1.3, I'm kind of glad that the updater failed me multiple times. But, for when I do want to install the patch, is there anything confirmed to get it to work? I took out my mods folder, restored my ini files to their backed up versions, and I never deleted the premade families. I figured my problem was my horrible, slow connection these past few days corrupting the update files. Oddly enough, over on Facebook (because I haven't ventured over to 3Tardland today), I noticed quite a number of people kermitflailing over the patch and how they can no longer play with mods in the game.
It's just their core mods, right? Maxoids and pigheaded EAdiots seem less than enthusiastic about custom content that isn't just recolored CAST crap, so I wouldn't be surprised if they "fixed" our ability to add real CC. I imagine the reason would be that they want this series to die a quick, humiliating death.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 July 25, 01:36:02
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I made a tweak to 0xA29571C6F77AA18D, but it only works if I put the package I made in my override folder. Indie Stone Compatibility Checker didn't find any incompatibility with my other packages, but it seems likely that awesomemod would modify this file. Does it happen to?
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TS3/TSM: The Pudding / Facts & Strategery / Re: Traits that matter
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on: 2009 July 18, 09:37:38
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I have an evil sim who reached the top of the Criminal career, and he has an Aura of Evil (which must come from the career and not the trait, but maybe he rose faster because of the trait), and he scares the townies just by being near them. It can sometimes be annoying, because they all start running around like headless chickens.
I was rather disappointed when my "brave" sim ran away from the emperor of evil like a pussy.
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