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1  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 March 17, 00:01:54
This version is making all needs and moodlets freeze. Some needs will increase, but they never decrease and moodlets are applied indefinitely without counting down. Every so often, all needs are maxed automatically. The map tag fix did the trick though, thanks.
2  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 March 12, 19:03:19
Debugenabler tells me it is called: Sims3.Store.Objects.GalleryShopParkingSpace. I don't see a "What's This?" option, only "Nuke" and "Object>Delete." Anyway, it appears the cars are being detected as derelict vehicles.

I haven't used ITF in a while, so I'm not sure if the future pedestals exhibit the same behavior.
3  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 March 05, 14:32:37
Awesome creates a map tag for every car that is placed on a Savvy Seller parking space. Is it possible to have it ignore these vehicles? I have quite a few for sell, so the tags take up a good portion of the screen.
4  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2015 August 07, 21:14:07
I have an idea what may be causing this. Babysitters, for example, do not have a uniform, but the Showtime EP added a career outfit category to all Sims. When a career doesn't have a specific uniform (brown check shirt and jeans are the uniform of the consignment clerk) the game rolls a random one, and the babysitter does wear a career outfit when they come to your house. Usually the career outfit for these was then just a copy of their Everyday1, and I think that AM made sure that it was indeed so.
Now recently there was the change for outerwear, because AM also simply copied Everyday1 for that, too. With that fixed, my guess is that career outfits that don't have a specific uniform are now randomised (again), too. And almost everything in CAS is enabled for career by default.
I remember that in the past, maybe shortly after installing Showtime, my babysitters arrived in weird clothing. They didn't anymore for a while, but now they do it again in fresh games and the timing coincides with the changes made to outerwear assignment in AM.

Ahhhh. I think you just cleared up a bug I was having with another mod. I'm using the KinkyWorld mod from Loverslab and it sometimes gives sims a naked outfit to wear while engaging. I'm seeing a lot of sims running around naked for no reason. So I checked their outfits to find that career and outerwear are now also naked.
5  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2015 August 04, 22:56:48
Confirm this:

IKEA clerks have all mutated into - something escaped from a circus? They all wear the same outfit (not the hat, that's his own personal touch!) and did not - before last AM.

I'm seeing this a lot, too. Clerks, mixologists, etc. being assigned a Showtime career. So they arrive to work in a Showtime outfit. I have no clue if this is EA behavior or not.
6  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2015 July 13, 18:38:07
Custom hairs that are flagged for female sims are also showing up for males in CAS. I noticed the manual mentions A/YA parts showing for both, but these are adult hairs that were made compatible with toddlers. So the female hairs are appearing on male toddlers. Even though they are listed in CAS, half of them do nothing when clicked. It just scrolls back to the top. Is there any way I can disable this behavior in Awesome?
7  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2015 June 11, 04:36:18
No, I tried a few different families/lots in my main save and it affected all of them. So I started a new game and tried again with an EA household and it still wouldn't work. I couldn't place any households until I removed Awesome. I suppose it could be a conflict with another mod. I'll test further when I get time.

ETA: Just to clarify, I can move families in for the first time just fine. The problem only occurs when I try to evict or split the household.

Well, I didn't realize that Awesome had another update and am no longer having this issue with the newest version. The version I had was from February.
8  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2015 June 11, 01:26:33
I'm having trouble placing evicted families with Awesome installed. Once evicted, I cannot place them in the original home or any other home for that matter. The "Purchase" screen never appears. The family icon just remains stuck to the pointer.

If I attempt a split, the evictees simply disappear instead of appearing on the clipboard and the remaining members still cannot be placed anywhere.
Someone reported this at Nraas, thinking it was related to traveler: http://nraas.wikispaces.com/share/view/73888954
They also reported the inability to switch to certain households. I normally use a different mod for switching and it works, so I can't confirm that symptom.
9  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2015 February 26, 10:08:35
I thought I'd read somewhere that the shower in a can has a small chance of making a sim pee? It happens every single time in my game, making the can useless. Is there a way to reduce this feature or disable it altogether?
10  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2015 February 13, 02:14:41
I'm having two problems with Awesomemod that I just can't sort out.

1. I cannot get a genie to spawn with it installed. The interaction will just quietly disappear each time I tell them to rub the lamp. If I add Twallan's ErrorTrap, the sim is reset and it generates the following:  "System.NullReferenceException: A null value was found where an object instance was required" and "#0: 0x00004 callvirt   in Awesome.Helpers.Awesome.Helpers.Genetics:MakeCoherent." I tested this in a new game, deleted caches and removed all other mods to make sure there were no conflicts.

2. No coworkers are generated for my sim's career, even when I choose the "Meet Coworkers" option. The tone automatically switches back to "Business as Usual" after a few seconds.

I mainly use Awesome for novanillapudding. Most of the other options are disabled, including story progression.
11  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sims 4 Annoyance & Problem Thread. on: 2014 September 08, 13:33:52
That makes me want a way to set played households to no longer be considered played. That way, I can return a family to the townie pool when I tire of it, instead of having it sit around forever.

Well, when you go to "Manage Households" you can use "Transfer Sims Between Households." Move the family into an unplayed household in town or even "Not in the World." That way you might still see them around town but they don't live in any of the houses.

But it would be nice if there was a way to just unset a played household so you can keep them in the same house.
12  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sims 4 Annoyance & Problem Thread. on: 2014 September 08, 12:29:56
In order of importance:

1) Cut out universal time, and allow for rotational play (the good way).

I'm not sure if this is what you mean, but there's already rotational play in the game. Under the gameplay options, just change "Auto Age (Played Sims) to "Only Active Household." Any families made in CAS will be recognized as "Played Sims" and they will no longer age when inactive.

According to EA, there is no story progression in the game so they will not change jobs, get married, etc. when you are not playing them.
13  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.02.2013) on: 2014 July 11, 07:44:35
Install the Bakery Set (or at least the oven) as Sim3Packs. Then the toast option will appear. Can't help with rest, sorry.

I have the Bakery Set (from freesims-3) and the Mill Set. So far I have noticed the following:
-Cucumbers and corn are harvestable, and functional, but as such do not have a picture in the tab.
-Toast option not available
-Other than that, everything is functioning. Corn and Cucumber still suffering same effects as previous Corn and Orange, where if planted from BuyDebug menu, does not grow or plant properly.

I have Nona's current CCmerged, all fixes pertaining to Mill set from this thread. Any ideas?
14  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.02.2013) on: 2014 July 06, 18:20:29
Well, I can finally make toast.

Please clarify what you did differently this time to make it work; I'm not sure that I understand.

I moved everything in my Sims 3 folder to a different location and only left behind the mill set, fixes and options.ini. The game recreated everything else and I started a new game. Still no toast option.
15  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.02.2013) on: 2014 July 05, 07:29:47
I read on the official forum that the cucumbers are missing language strings, and that makes them un-harvestable (for all languages other than English.)

This fix worked for the person who had this problem: http://www.mediafire.com/download/9yha4bp2okvdpi8/CucumberPlantStrings.package
16  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.02.2013) on: 2014 July 05, 04:08:08
Still no toast. I give up lol no one else seems to be missing the option so I just dont get why I am.


You're not alone. I can't make toast either, but I've been sitting back and hoping someone figures it out.
17  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.02.2013) on: 2014 April 11, 18:25:03
I've been testing this for a while and the bohemian recipes just do not appear as options on the new oven. I have the set installed as decrapped packages, with the items under "Packages" and the fixes in "Overrides." I even get the recipes for the other store content, but no chocolate pie, pecan pie, etc. The new desserts do appear randomly, however, when using the Nraas cupcake mod.

I've seen at least two other people mention this, but does anyone know why or have a solution?
18  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2012 June 30, 04:12:54
The launcher installed it as an object for me, but it works fine. Try it.
19  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2011 October 20, 01:28:08
I installed the Pet Store from the Downloads thread and it doesn't look like the images I've seen. The decorations, rugs, windows, etc. are missing and so is the cash register. I tried removing and reinstalling the sims3pack and now it won't show up in the library at all. I have it installed on another computer with the same problem. How do I get the register to show in the game?
20  TS3/TSM: The Pudding / The World Of Pudding / Re: Broken Radio, anyone? on: 2009 June 10, 22:21:00
All of my music stopped working shortly after it was installed.  No buy/build mode or even the little tunes that play when a big event happens.  

I read that someone fixed theirs by starting a new game.  Since I hadn't played very long, I packaged up my home, started a new 'hood and plopped my family into it.  Have had no problems since.  

I also read somewhere that this was caused by the music being paused while alt-tabbing.  Try unchecking "defocus mute" in the options menu and restart the game.
21  TS3/TSM: The Pudding / The World Of Pudding / Re: Quick question about having babies with neighbors/townies... on: 2009 June 09, 00:17:36
Hey good people, I have a question...

One of my playables had a baby with some random townie chick, and I looked to see if she was on the map, and I couldn't find her house, therefore I guess she lives who the hell knows. With that said, how is he supposed to see his newborn child?? It's not like he can invite the child over. I tried inviting the mother over but she only brings herself. Ideas? Thanks.

What bklileforyou said may work, although it can be very difficult to follow without losing them.  If the baby is a newborn, the mother will usually bring it with them.  If it's a toddler, they will bring it occasionally.  I suggest inviting her over a couple more times.

as a challenge I had to deliver food I cooked to someone and I wasnt sure where he lived, so what I did was call him over, then asked him to leave.  I followed him home after he got into his car.  I had to keep pausing the game to make sure I didnt lose him, and sure enough I found his house.  you could try that.

When you receive a challenge, all you have to do is zoom out by clicking the magnifying glass.  You will see a colored icon showing you exactly where that person is.  Much easier than the pause-follow-pause method.  Wink
22  TS3/TSM: The Pudding / The World Of Pudding / Re: Extreme difficulty in killing sims by fire? on: 2009 June 05, 18:19:26
I've seen so many people say this. I guess I was born with the unlucky trait because my favorite sim died in my first fire.  I was having a party, and my party animal sim was attempting to bake his first turkey.  Most of the guests brought food, so he walked away from the oven and I somehow forgot he was cooking.  Flames were everywhere with 20 guests shouting and flapping around, but none smart enough to run outside.  The firefighter couldn't get to the fire because the guests were in the way, but when he finally did, I saw my sim in the center of the mob, on fire and collapsing to the ground...  Cry
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