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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2011 January 23, 23:04:27
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Prof P, I had an opportunity to play a bit yesterday and so far all I found was that the house at 11 Palm Road has invisible appliances. The sims can use these items autonomously but players can't direct them to use them - when I try to click on them nothing is there, and when I tried to replace them I got a message that I can't intersect other items. It's the refrigerator, the sink in the bathroom on the upper floor, and the toilet on the lower floor. I have more to explore but so far love the additions you've made since the first version of Coconut Island, btw!
Replopping the lot will allow you to delete the objects. Then just replace them with fresh new ones. This problem seems to exist in these specific bungalows (there are 3 of them). Before it was the main trashcan, the upstairs toilet, and the mailbox. Is the trashcan also effected? I thought I had fixed it, but it looks like it jumped to other objects instead! I will probably have to start the lot over from scratch. Speaking of starting lots over, anyone want to take a stab at getting stairs into a basement at Coconut Castle? I wanted to make a lounge down there but I get the foundation error, even though there isn't a foundation!
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2011 January 23, 04:45:11
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I knew I was forgetting something! I don't want to give too much away...the "love nest" door opens without using the key, don't know if this is because of a broken trigger, or if you just haven't set it yet.
Yes, I forgot to mention that the tombs/hidden locations are a mess right now. It's best to just leave them be if you come across any! There will be two types of tombs on Coconut Island; Quest and Discovery. Discovery tombs are scattered all over the world, some small, some more involved. Some are extra hidden locations(like the "love nest") and some are small rewards. They require the "Key to Discovery" which are also hidden around the world. These keys can open any Discovery tomb, and there will be as many keys as there are locks for them. Quest tombs are three large tombs strung together by the Moon, Star and Heart key. The first key is hidden in the world, and you can't access the other two until you complete the first one. There are also hidden Discovery tombs within quests, for extra rewards or shortcuts.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2011 January 22, 18:49:59
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My short list of "oops!s", because I only played for a short time last night:
I chose to move my sim into the Stoney Heights apartment. The fridge is incorrectly placed and needs to be moved 1/2 tile over, the shower is blocked by the toilet in the main bath, and the laundry room door is showing up as an npc door. My only other "issues" so far were due to low population, so, nothing to report on really.
There will be sims in the final release, but in the meantime you could use "spawnmoreoverlords" from AM to get between 60-80 sims. Thanks for the heads up with Stoney Heights!
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2011 January 22, 02:16:08
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You know, the funny thing about that thread is that I never said that and none of it is true. It's EAxis Story Progression that's killing off sims impossibly and at random. People still use that shit? And what "censor"? That thread is a load of hooey.
That Reg lady has a thing for you. She'd bring your name up to prove her point in multiple threads at that forum, like you guys were best friends. Creepy... I have an update for the BETA in the first post, if anyone was checking it out/testing.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2011 January 17, 19:36:42
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I'm also curious about the caps. If what they said were true, that still doesn't answer for why I and others have more than 200 sims in our hood without the game knocking them off. It was like a barrage of "No" "NO" "NOO!" "Wah! Pescado says so!" "Wah! EA says so!" "Wah, I have friends and they say so too!" so I didn't get any real answer other than being told I'm wrong over and over and over again. I edited the links for the update btw. I fixed the major routing issues and removed the CC from HolySimoly. Also if you're seeing fog everywhere, save and reload the world. The fire flies and pigeons at Stoney Square will pop back into normal.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2011 January 12, 20:56:14
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I guess I do love stirring up drama! muahahahaha....ok not really, I actually don't. He is such an idiot.
I know you are but what am I? Coconut Island isn't dead, the file was deleted because I was in the process of updating the BETA and then all hell broke loose! It wasn't deleted because of what you think, you idiot. A new update is coming either tomorrow or Friday, I have routing issues that I've been trying to squash! This was beautiful btw, Quote from: Kiirkas: The overlords don't like their Stepford charges behaving in any manner other than permanent circle-jerk group affirmations and "creator" worship, and take action as required to elicit the desired behaviors. Can't have anyone being "direct" or "honest" over there, it makes the EA teat-suckers cry.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 December 01, 08:56:31
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You guys make me all grammatically nervous. I hate love you all. I heard he did it with a butler in the library using a candlestick.
It's true. subways hidden in docks for faster travel(bummer that NPC's don't use them)
Look for kNPCSubwayUseChance in the SimRoutingComponent resource in the Late Night gameplayData.package; that controls the NPC subway usage. Thank you! I tested it out last night and it worked perfectly. Sims get around so much quicker now. I'm starting to think Professor Plumbob is not a real professor.
Shh, don't ruin the twist. Bottle-o-Tryhard notwithstanding, learn how to use a shift key. You have TWO. Imagine the hours of fun you can have alternating between them!
But the pinkies... Think of the Pinkies!
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 November 30, 03:29:06
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aww you're cute. You deleted your post so no one would know you asked a stupid question(if it required WA, which I answered twice in this thread - for those who want context). I bet you felt all warm and fuzzy correcting my grammarz after your fail of a question. "Yea? YEA? Well...your grammar SUCKS!" man I love this site. Grammar bots are so adorable.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 November 29, 06:36:39
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hmmm...let's see what I can find out in my own thread to help you answer this difficult-to-find question... oh look! 2.0 It does not require World Adventures and it has a few items from the Riverview world. Most recent patch is needed(i would assume at least, as basements were used). Let me know if you come across any issues.
3.0 needs all three expansions, no stuff packs
but of course you could always try and see if your computer explodes.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 November 28, 12:45:57
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woh that was one long week... 3.0 preview, just a quick rundown, needs all three expansions, no stuff packs 40+ residential lots (don't have an exact total yet, still adding in more) 18+ venues most ambitions/LN/WA venues are included there will be at most 3 WA tombs to solve plus more secret locations subways hidden in docks for faster travel(bummer that NPC's don't use them) Bug plague be gone! All spawners revamped so no more annoying route failures! There is still much to do, but I plan on getting this out by New Years the latest. and for those who want it as a vacation island here is the how to, http://www.modthesims.info/showthread.php?t=421319it will replace one of the existing ones though!
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Awesomeware / AwesomeMod! / Re: Whats the difference between awesomemod and ea story progression?
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on: 2010 October 27, 08:13:59
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I had the same question a while ago and it took several searches to find the answer I was looking for, when really, it should have been as simple as reading the manual and reading how Awesome Story Progression is superior to EA Story Aggression. If there isn't going to be any sort of addendum to the manual regarding how Awesome Story works and why it is superior to the default, then perhaps a stickied thread or something somewhere so that people don't have to dig through piles of crap (namely, posts just like this one) to find the answer they're looking for would be a good idea. AwesomeMod FAQ maybe? I dunno, but it certainly is frustrating when you have a question about something, so you do searches and can't really find anything but the same question being asked by someone else and the asker getting flamed by everyone else.
after spending way too much time complaining about how unhelpful people are here, you couldn't even help the guy yourself with the answer you found.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 30, 02:21:16
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You said on another forum you are working on Version 3, which would be out in a week, any updates on that?
Well you are fantastic at what you've done so far, I for the life of me, can't even edit an existing town.
week or two life is getting a little in the way right now(damn you!) so I've only been able to pick at it an hour or so here and there.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 25, 02:20:24
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Don't classify it as a park. Mark it as "No Visitors Allowed".
I'll have to experiment with that. The reason they latch to Point Pleasant Like honey bees is because of the mausoleum, and if you're using awesomemod, that's their #1 mating destination. What DO they do in there...there's some funky necrophilia goinon up in there! I've also revamped the spawners, it will be updated with the next version. I've also been tackling the demands for bigger lots. Two new islands have been added that are the same size as the mainland, but more secluded(not so tight knit) so you'll have more space and variety with more elbow room and arm room Thanks guys so much for all the feedback, I'm definitely listening and learning
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 16, 20:58:56
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hmmm, I used the phantom staircase method and it works on my end. Anyone else having this problem? Although the stairs should be on the ground, not that high up, weird! I can upload just the lot itself to replace it.
What is the "phantom staircase method"? Maybe if I did it myself, it would work on my end. sorry, I meant stealth stairs. It's the way they made "elevators" in Sims 2. It's building stairs with constrainfloorelevation false and it creates 1 tile staircases. I'm going to have to google it myself again to find the tutorial I used.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 11, 02:01:10
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yea it's a bummer not to have the book/grocery store, I've been using the debug/awesomemod option of shift+controling the bookshelves in the community center and adding in all the books/recipes that way. I would love to throw in a few rabbit holes but it would clash with the island vibe. And I'd love to throw in the rabbit hole signs from modthesims2 and/or the cash register you linked to, but I wanted to keep it custom content free. thanks guys! Had a lot of fun making it and I have a lot of ideas in store for the WA edition whenever I get around to getting it.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 10, 14:09:35
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Oh there are spawners all right - crazy bug/butterfly spawners are crazy although my homeless chick doesn't mind cleaning up the bugs for the money it gives her.
lol. I put in a ton of "Lightning bugs" thinking they would be very pretty at night flying around glowing, until I realized they were some weird green slugish ground bugs. I kept them in out of the concept that there was some mass infestation and became the island bug, like a state flower. but yea, omg, give it a few sim days of no one collecting and you don't have to be in a motorcycle traveling 50 mph to get them stuck in your teeth.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 10, 13:51:13
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Anyway to make this a destination like in WA? But with max visas to buy vacation homes.
I don't have WA yet, but is that possible? I plan on making Tomb of the Coco Nut when I get WA, and add onto the island. I would definitely love to make this a vacation island if we have the ability. I'm just curious about the spawners? Can you get all the base-game stuff in a world this small?
I didn't include any freshwater fish, but all others are there. Rocks, bugs, saltwater fish, seeds, etc. I'll be revamping the spawners for my WA edition and include anything I left out.
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 08, 18:43:29
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I looked at it in my game and it's absolutely gorgeous. Everything is very thought out, loved the community and reception hall. It has such a nice feeling of island life in it, kinda like in Lilo&Stich. Couldn't find the mausoleum, is it on the island or did you add it later? Also I think that anyone who wants rabbit holes can add them in the form of small signs, available on MTS I think.
Can you maybe upload resource files for it, so we could edit it, for lot sizes and such?
the mausoleum is there, just keep searching. I threw in a few secret locations... resource files? you mean the CAW save file? The rabbithole signs would be a great addition. Wanted to keep it custom content free, but it's definitely a perfect fit. Caveats to be aware of: AwesomeStory never generates immigrants. New inhabitants can be generated only via the work of EA's job and school engines. If jobs and schools do not exist on the island, then no new immigrants ever appear. This means that new famblies can only be generated by the fissioning of existing famblies, usually from kids growing up.
I'm confused then, because it's been tossing in a few sims every now and then without my aid. Does the mausoleum count or is it just for full time jobs? I've also had the aging set to "long", so much more time has been spent on the island, if that has anything to do with it. I started with just one sim and it threw in 4 new sims from the get-go. They paired off and had kids, and later I noticed 3 more new arrivals. I was very curious to see how quick the village would die off with awesomestory and while it doesn't fill the hood, it has added in a few homeless sims that pop up from time to time that have helped with populating the world. I was ready to shift+control/"addsim" the entire island generation after generation those rabbit hole signs are sounding pretty good right about now...
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TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island
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on: 2010 January 08, 15:36:56
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I've actually been surprised how awesomemod's story mode has been handling it. I too have been waiting for it to become deserted, but it's been doing an OK job. It definitely doesn't stock it with an abundance of sims, but it has kept at least 3-5 families living at once through a few generations already(in my current save there are 4 families that have lived on and currently have kids to seed...*chuckles*). They just love those dates at the mausoleum
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