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1  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 November 28, 03:21:29
Okay, sorry to be dense, but I am thoroughly confused. I can't figure out if I'm setting up AM right (in the right place). I just downloaded AM from the main thread. I've read through three other threads that address the issue of where to put it and it sounds like everyone has a difference answer. I also followed this link:

 
Quote
Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
« Reply #243 on: 2009 November 26, 20:16:55 »  
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There is a good and short explanation of these things (where to put stuff after WA) here:
http://www.the-isz.com/theisz/index.php?showtopic=3567

The writer instructs you to move your resource.cfg file from the TS3 folder into the WA folder, and the d3dx9_31.dll file into the WA Game\Bin. But I seem to already have the resource.cfg file in the stated location in my WA folder, as well as the d3dx9_31.dll file in the Bin. There's a difference of a day in terms of when the dll file was created, while the resource.cfg in my original TS3 folder seems to date back to June, versus the one I downloaded and extracted into WA, which is from like yesterday or something close to that. I deleted the resource file in my TS3 folder for fear of problems with having two; now, of course, I'm having second thoughts and fretting about doing that.

I don't want to start up the game until everything is where it should be. Help?

My guess is that the ones in the original TS3 folder are the older ones from when you played the game before installing the expansion.  The new ones are the ones you probably created with Delphy's Installer Monkey.  Now it's also possible that you didn't use Delphy's Installer Monkey and/or have a fresh install of the game.  If that's the case, I have no idea.  I could be wrong though; if I am, feel free to correct me and whack me with the newspaper.

Edit: I've heard that having your mods installed into the WA folder works, but have also heard the opposite.  I can't really give info on that, as I am confused myself.  I don't have WA yet, but I'll get it tomorrow!  I just lurk a lot. :3
2  Awesomeware / AwesomeMod! / Re: Awesomemod is not yet compatible with the expansion Pack on: 2009 November 22, 00:54:58
And why has EA not come to Pescado on bended knee, promising him anything necessary if only he'll head up their patch team?

Oh, because they suck.  Right.

I find it wildly amusing that someone who claims to be famously mean and nasty regularly makes thousands of strangers happy. Grin

Thanks for Awesomemod, without which I -- like so many others -- would not still be playing The Sims and thus would not have bought their expansion pack.



I kind of thought the same. Cheesy  I may not agree with everything that goes on here, but he definitely makes thousands, if not more, happy with his work.  He definitely makes my game worth playing!
3  TS3/TSM: The Pudding / The World Of Pudding / Re: I would like a Smoking Mod - Can it be done? on: 2009 July 09, 05:47:32
This is certainly ages away from being possible. I don't think a smoking mod for Sims 2 came out until at least after OFB. The one from 2 was a modified food (actually a glass) item. But I think there were only cigarettes and joints - I never found any usable pipe or cigars.

It would be great to have custom moodlet if smoking is made for the Sims 3. Soar Throat, and maybe some sort of Cigarette Addiction (like a negative moodlet that only goes away after a cigarette - and then comes back after a few hours. Smoking a cigarette would probably raise energy slightly and make the Sim a little less hungry. But maybe a (recolored gray) "stink" would stick around for a while - so that other Sims would think a smoker or recent smoker smelled bad. Also, it would be very cool if smoking shortened a Sim's lifespan! Maybe, if teens smoke on a public lot, the police would pick them up - like with curfews.

Personally, since I don't smoke cigarettes anymore, I'd rather see a pipe or joint - with negative and positive moodlets. Moodlets like the Munchies (a renamed clone of the hungry or really hungry moodlet), perhaps a High moodlet, which would give like an hour + to mood. Smoking a joint would cause a Sim to become very hungry. Maybe Sims could have a slight boost to gaining friendship and a faster social gain with other Sims that are High? And it would have to frequently trigger the Contemplate Surroundings and the Think Hard actions, while also having the random queue drop giving by the Absentminded trait temporarily.

But yeah, cracking into the animations of the game isn't going to be possible for some time. Perhaps also, someday, a grow-able tobacco plant and cannabis plant could be made. After someone figures out how the Sims 3 plants work at all stages. I wish I were helpful into such matters, but I really can't do much without a tutorial to tell me. I am not awesome.

When this does comes... I will be a happy camper.  I loved letting my sims in the Sims 2 smoke a joint.  Cool
4  TS3/TSM: The Pudding / Facts & Strategery / Re: Object upgrades - the real list on: 2009 July 08, 05:50:38

oh my god there's a sprinkler? I've been watering all my damn plants by hand >:c


I had the hardest time finding it at first.  If you're looking at objects grouped by room, it's under "Outdoors".  Then click on the football icon (Activities).  The water sprinkler is there.  I guess it's there because Sims can play in it, but it works perfectly well as a garden sprinkler.

Am I the ONLY person who cannot use the Upgrade option on the sprinklers?  I'm not even kidding.  I have had several sims, handy or not, up to level 10 handiness... and they have never had the option on the sprinklers to upgrade them. o.o  I really want to upgrade my sprinklers!  How come I can't?  I tried removing all my mods, but that didn't do anything. Sad  It boggles my mind.
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