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1  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 07, 13:37:32
I've been thinking about this a lot and I'm getting close to wanting to try the Awesome story driver.  The whole charity system thing is what is pushing me over the edge.  However, I don't want to have to go around placing cribs and doing other things to households that I have no intention of playing just to keep the town's population balanced.

Mr. Pescado, could you please make a version for single family players, or at least have settings where we can disable this crib annoyance and anything else like it?

And I'm not really sure if I should be posting this in this thread or in the requests thread.
2  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 04:12:00
Without something DRIVING the system under the hood, without a system of RULES of WHY THINGS CAN HAPPEN, what you have is a chess game where the pieces are moved at random by a toddler with no understanding of how the game is supposed to play.

Maybe my life has been unusually picturesque, but honestly, it does feel like whatever supreme being is placing those pieces is indeed a toddler.  I would have never guessed that the love of my life would be nineteen years younger than myself, just as an example.  Smiley
3  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 03:55:27
I also agree with Motoki.  I only play one family, unless you consider nudging along a couple other top breeding stock couples to time birthings for future romance options, and I personally love ISM's randomness.  It's amusing and reminds me of how real life can be so strange sometimes.  But doesn't it just figure that Victoria Andrews finally kicked that deadbeat Beau out after giving her six children in a 1 BR 1 Bath house?  Hehe.

The problems I had with "ancestral" families moving around I solved by simply going into the options and setting it so that they can't move in or out anywhere.  Then if I got the message that they had married, I'd decide which generation needed to move out of the ancestral home if there was no room.

The problem with immigration I solved by simply turning it off completely.  I play on epic lifespan, so, so far, this has not affected my town's population.  There are plenty of births happening all the time, however, and I like that.

The problem with homeless townies is still an issue, but that is an EA issue.  When my game starts to take longer and longer to save, I just destroyalltownies and it goes back to normal.  My one family doesn't really run into these legions of homeless clones, and if so, how would they know one from another?  It's a nonissue to cull them, just a minor annoyance at at this point.

It is a sad day for me, and I hope that ISM just keeps working like it has been hand in hand with Awesome.  I like ISM over what Mr. Pescado is working on for story progression, no offense to him, just because I don't want to futz with all these rules and regulations.  I micromanage my own life, I don't want to do that for my sims.  I just want to see them live out their random and sometimes weird life stories.
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Story Progression, Lies and Propaganda from EA on: 2009 July 23, 17:53:56
It's funny you should mention that, because I think many people have now come to the conclusion that error 13 is caused by EA's catass code cloning and homeless functions.  It seems the game will continually do both until your save file is too big for itself to handle.  (As evidenced by this thread on the ISM forum:  http://www.modthesims.info/showthread.php?t=357023.  I'm sure there are similar threads here.)

This is completely unacceptable in a retail version.

EDIT:  I think regularly scheduled "nukimpostors" and "destroyalltownies" sweeps would help, though they do grind your game to a halt and that would freak out many people who are not familiar with these things.

EDIT AGAIN BECAUSE MY MEMORY IS NOT WHAT IT USED TO BE:  Also, right after destroying townies, my Rock Star had an autograph session, and only three people showed up.  His performances indicator was at the very highest level and it was held at 4pm on a Saturday.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Story Progression, Lies and Propaganda from EA on: 2009 July 23, 02:40:20
My biggest problem came when I decided to populate the town with sims of my own making to try to get them together.  I popped in John Shepard the Astronaut (yeah, I know, but he's cute) and then one of my single gals across the street.

So I play her for awhile, then switch to him.  He's got two babies with no mothers just lying on the floor.  Then I switch back to her, and she's got three strangers living with her in her 1 BR 1 Bath house.  Yay.

Needless to say the game got no more playtime from me until I discovered this site.
6  TS3/TSM: The Pudding / The World Of Pudding / Re: Story Progression, Lies and Propaganda from EA on: 2009 July 22, 17:32:35
*sighs*  I really hope they aren't that clueless.  I'm no coder or computer guru, but even I can see that what happens in the vanilla game is totally fuxxored.  Hm... pretty telling that they didn't even mention the presto babies, now that I think about it.

I guess it really is just blatant lies in the form of marketing spin.  Terrible.  If Dragon Age, ME2, and SW:TOR weren't being made by BioWare/EA, I'd boycott the EA fuckers.
7  TS3/TSM: The Pudding / The World Of Pudding / Re: How can ghosts be forced to eat Ambrosia? on: 2009 July 22, 16:28:00
After you can make ambrosia, retrieve the ghost's gravestone, and make sure you have a relationship with the ghost. Then, wait for the oppertunity to "revive" your ghost at the science center, which will give you a playable ghost. Then, you can make the ghost eat the ambrosia and bring it back to life.

Thank you!  I assume that having a relationship with a ghost happens the same way as with live people?  Does the ghost have to be best friend or is friend okay?

You're going to laugh, but the reason I know nothing about ghosts in the game is because they just creep me out and I can't even go to the graveyard at night.  I think it's the floating and the music.
8  TS3/TSM: The Pudding / The World Of Pudding / Re: How can ghosts be forced to eat Ambrosia? on: 2009 July 22, 11:34:09
 A few basic questions here.

1.  When Gunther Goth dies, and if I am not playing his household, will his tombstone go into Mortimer's inventory?  The same for Cornelia?  And if I then have Mortimer place the graves around the house will they haunt it like the rest of the Goth ancestors?

2.  I had Jon Lessen put Destry's grave into the graveyard a pretty long time ago.  I've checked recently and it's still there.  I'm thinking maybe he'd like to revive the old coot someday and have him live in the household (alive) but doesn't want the ghost around for now.  What are the steps I need to take after either he or his wife is capable of making Ambrosia?

Thanks!
9  Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness on: 2009 July 22, 11:23:21
Quote
It also creates new families to keep the neighbourhood populated, according to the same rules for existing families. One interesting feature is that you can set it so that new townies are created using DNA from Sims in the Library.

I can't find this anywhere in the menu. Under what overhead option can I find this?

Under Immigration > Genetically Create from Bin (or something similar).  It's the bottom menu in the Immigration menu.
10  Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness on: 2009 July 21, 01:59:15
I'm both excited and confused!

Excited because we all know how awesome awesomemod is by itself and now new and improved with the goodness of Indy Stone story progression!

Confused because I'm still not sure what features are where.  An example would be awesome's "ancestral home" feature.  I've been running ISM by itself because... well, because I'm a really old roleplayer and I just can't give up storylines, and I've had the Altos, the Landgraabs, the Goths with their ISM households set to no moves at all.  No moves out, but also no moves in if say, Holly marries a guy -- they'll continue to live in separate households.

With this team up, can I safely turn on household moves now if the lot name has the family name in it?  In the above example, will Holly move into her new husband's house while Nick and Vita stay put in their ancestral home?

Also, what about using editsim?  Will it conflict with ISM's "genetic reconfabulator" or whatever command from the phone?

One thing I'm ecstatic about is being able to nuke clones and homeless people without having to switch mods.   Grin  Bless you for that!
11  TS3/TSM: The Pudding / The World Of Pudding / Re: What did you do with the Wolff family? on: 2009 July 10, 22:19:12
I moved them into the other modern beach house and bulldozed theirs so that Mr. Anthony Edward Stark could build a smaller version of his Malibu house on that lot and begin his hostile takeover of Doo Peas and Landgraab, thereby transforming the town into Stark Valley.  (shameless plug for his house that my husband built and I decorated - http://www.thesims3.com/assetDetail.html?assetId=541616)
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Error codes 12 and 13 along with crashing. on: 2009 July 10, 22:12:20
I started having these problems intermittedly a few days ago, and then they started ramping up.  I also noticed that I'd get weird texturing on some sims - Vita Alto's face was the same color as her hair.  I'm playing in Sunset Valley, but I have imported all the single male households along with their houses from Riverview into it (I know, tease all you want - I want choices for my main sim).  Anyway, I've also got some of the purchasable clothing and a furniture set.

This morning I tried dragging all the .package files from both the Downloads and Library folders onto Mr. Pescado's s3rc.exe file, and I haven't had that error since.  Perhaps it his just the placebo effect, I'll keep let you know if that error comes up again.  I'm not running Vista 64, I am running Vista Home Premium 32.
13  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 08, 14:39:58
All that said, the odds that anyone who IS subjected to story agression - which are all sims not in your active family and that are not tagged as sacred - would actually marry and have children appears to be extremely small, also according to a previous JMP post. So if I were you, I would not take off the sacred status unless you really don't care what happens to them anymore, but that's just my opinion.




Yes, but with the default story mode features enabled with awesomemod, a lot of those things should not happen, right?  I've found that if I turn Sacred off, they actually go to work now!  This is the one thing that is non-negotiable for me.  I don't want them all standing around losing their careers because I'm not babysitting them.

Maybe if I explain what I'd like to do you can help me some more.  Basically I want to put in a bunch of sims that I made (Tony Stark & his beach house for one  Grin), get each one an entry job (or buy out/rename Doo Whatsit in the case of Tony), and then just play one household while letting the others just do their thing.
14  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 07, 16:00:59
So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.

I was under the impression that Sacred prevents those sims from switching jobs randomly, or getting married to random sims, or having children without your direction. It also appears to make their motives a little more static as rather then nuking their motives like the game does to everyone else my sacred sims tend to be pretty much the same as when I switched away from them.

Thank you very much for the clarification!  I will now take the Sacred tag off a few of mine because I'd like them to randomly marry and breed just to see what weird combinations they come up with.

So there is no option for job security?  A pity...
15  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 07, 14:19:32
That seems to be mostly normal behavior, actually. The game is rather lax about simulating the activities of "inactive" households.

So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.
16  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 05, 02:31:29
TS3 is my first Sims game, so please be gentle.  Smiley

I have a question about marking my households Sacred.  My one guy I worked hard to get to Astronaut, and I really want to keep him that way while I play other households.  Will simply marking his household Sacred prevent him from being downranked, or do I need to have other settings enabled/disabled besides the default ones?  FYI the military progression rests upon relationship with superior officer, so that's why he gets downranked normally.
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