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1  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sims 4 is out what's the scoop? on: 2014 September 14, 14:14:26
No, differing relationship levels exist already. It's just that well, if somebody hates you and reacts badly to your jokes all the time even the dumbest Sims will notice. The differing levels are probably going to be only in degree. You'd really have to work at that kind of oblivious like.

At least it exists already. It was my main annoyance with 3, it took all the drama out of the game. It was hardly realistic that when you were happily scaring/harrassing someone, BOTH of your relationship meters dropped, or cheating on someone meant two-way hatred. Which kinda means I'll have to get this game after all. Though I wonder with these restrictions I keep reading about, if it will be possible to create a medieval hood  Undecided
2  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sims 4 is out what's the scoop? on: 2014 September 12, 16:35:12
Can anyone tell me if relationships are the same as in 3 or back to being two-sided? You know, being able to like someone while they hate you or vice versa?
3  TS3/TSM: The Pudding / The World Of Pudding / Re: Funny named stuff in WA on: 2009 December 13, 20:07:25
Yes, I figured it was a corrupt install, so I reinstalled... five times so far. This last time I turned off everything before install, all windows security, avast, firewall, even firefox, everything. Even so, this last is even more corrupted: when I try to switch to windows with Alt+Tab or Windows button, or turn the game off, it goes to black screen, and I have to turn the computer off manually. My question is: WHAT could be still interfering with the install? And only the WA? I'm new to W7, I bought it only a week ago...

I see you had the same problem, did a simple reinstall fix it or what else did you do?

So, sixth reinstall, back to square one: black screen, manual reset. I think I'll go back to Morrowind for a while...  Angry
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Having Trouble Patching... on: 2009 December 13, 10:19:31
You can patch your game from any version to anything above that, but you have to get the correct version for what you have - if it's 1.0.631, then you look for xy_from_1.0.631 (and mind the ending, for instance 1.0.631.00002 you can patch to xy.00002). For patches from that, you can get them here, for example:

http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/sims3_1.3.24.00002_from_1.0.631.00002.exe

If yours is different, change the numbers in the link to what you have, and it will be there. Patching the Released version is slightly more complicated, you will have to google that one, because some files will need to be replaced, and the registry modified for it to work. Description and the files are still here somewhere, find it.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Great. No WA and no Sims 3. on: 2009 December 13, 09:14:32
Black screen in my case was a corrupt install caused by the firewall. I disabled it and the game installed (almost) fine, now I have codes displaying instead of names in all WA added items/sims. I still don't know what causes *that*, but the game is otherwise playable.
6  TS3/TSM: The Pudding / The World Of Pudding / Funny named stuff in WA on: 2009 December 12, 20:30:38
Anyone remember the Riverview borkedness when we had sims showing up with asterix names? I'm having that problem now with WA. It only affects WA items, everything else has correct names, but the new stuff and sims added by WA are all affected. Both the names and the descriptions of the items are codes. I have and ARRed Reloaded version. I tried reinstalling four times now, tried it with and without the latest patch, with and without the crack, no go. (Tried reinstalling Riverview, too, even though it didn't seem like the cause, but it did nothing) The game actually works, but is annoying like hell...

Specifics: Reloaded patched up to 1.7
WA Reloaded, patched or not
Windows 7 x64 - maybe that's the culprit, the previous 3 installs it said something about the exe not installing correctly, even though the installer said it was successfull and the patch went over fine, too...
Comodo Firewall already disabled, as I found that it was the cause of the first borked install (where launching the game would freeze up my comp with a black screen)

Any ideas?
7  TS3/TSM: The Pudding / The World Of Pudding / Re: Sim 3 Patch Notes Realeased 1.5/1.6 verison on: 2009 November 17, 10:00:53
I did find a DNW:
Quote
Sims can no longer perform mean socials to children.
I'm sure Pes will fix the fix though!

That was where I first went FTF!? Cheesy

Quote
o       Placing pillars near steep walls will no longer turn those walls to water.

And I'm sure this one will create quite an uproar in some circles, too... I haven't even got around to create a waterfall, either  Cry

Other than these and the fact that the whole thing seems bugged, this patch is rather too good to be EA.
8  TS3/TSM: The Pudding / Pudding Factory / Re: Adam and Eve Challenge on: 2009 November 03, 10:04:26
As for taxing: would it be possible to mod the game so the amount paid out for bills would go to  a chosen family (royals - or in this case, the family who collects funds to create the community lots)?
9  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 18, 08:44:55
While we're at it, can we have the rape mod back?   Roll Eyes

The what? I don't believe that was Pescado's.

Anyway, playing evil sims (and heartbreakers, as I recently found out) isn't fun at all, unless someone manages to make the relationship meter two-way, like in TS2. But that's something only EA can do, right? This is actually the second on my list of the "most annoying things in TS3" - the first one was recently eliminated by AM, I believe - the 8 displayed sims limit.

edit: I hate those keyboard shortcuts - sent early.
10  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 17, 17:27:27
Speaking of whiny, cutting emos: would it be possible to get a negative moodlet for cancelling granted wishes? It's still disgustingly easy to keep them in the bubble, and this is somewhat realistic. Maybe add some permanent depression if they couldn't achieve their lifetime wishes by the time they turn elders...
11  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 15, 14:09:21
The problem with that is by the time you notice you are probably already well into BFBVFS territory. There's no set number you can code to look out for and not go over population wise either because it's completely system dependent.

Indie originally had emmigration turned on and sims would leave town if it "got too crowded" but people complained that families they wanted to go back to play or just wanted to stay around were leaving so he switched it off by default. It also was never really clear just what constituted "too crowded" anyway.

Well, then you just have to count the immigration notifications and quit at the desired number? Or, Pescado could add a configurable number instead of hard code for desired population, and leave it up for the user to set it to something sensible instead of, say, 1 million? There still would be people who set it too high, but then, there are people who think that if you have a dirty HD, you have to wash it with warm, soapy water...
12  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 15, 13:00:21
And this is perfectly fine IMHO. Randomly generated Sims are ugly, have weird trait combinations and wear ugly clothes that don't suit their characters. People who want randomly generated Sims can just randomly generate them in Create-a-Sim IMHO.

What's wrong with adding a switch to Enable/Disable Immigration? That way people, who want to populate their hoods can turn it on, and others, like me, who hate random townies can turn it off. Also, you can turn it off, if you notice your neighbourhood is starting to explode.

The only kind of immigration I would like is if townies (not homeless, but people with actual homes) would check the npc pool for possible mates if they can't find a suitable one between themselves. You could hunt for npc spawn with hidden special traits between your innocent looking neighbours  Smiley

Also, does the Ancestral Home system still work? What happens, when I turn it on for say, two families and they marry between each other?

Okay, I'm sorry to drag this on, but I don't think I have given you all of the facts.  I am not running AM's story mode, I know it sounded like I was because I said I was.  I looked up my config and realised it was disabled (I was a dumbass and thought it defaulted to enabled).  Anyways, I was running AM with default settings and using EA's story progression when my hood started to die out.  Could there be some clash there?  Or am I just completely retarded and the crib thing still applies? 
Whatever the matter is I ghetto-rigged it to work with ISM...

No, the default doesn't need cribs, but with immigration off (I think that's default, though I'm not sure) it will pretty much ghostify your town in no time. Try either IS or ASM, they are much better, even when bugged. IMHO ASM is already better than IS, WIP or no.
13  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 15, 12:48:22
I think that storymode only makes babies with couples in a committed relationship who live together. While I like the idea of neighborhood pollinators littering the neighborhood with their freaky bastard spawn, I'm guessing it's a bit of a nightmare to code for it. Plus, it removes the built-in limitations that keep ASM from turning into a neighborhood-crashing baby factory like ISM.

That's pretty much what I got, yes. But I think the accidental pollination should be simply accidental: give a very low percentage of TFB for rabbithole escapades, and do not check for cribs. You don't check your family background before you accidentally get knocked up, do you? Let them worry about the babies after.
14  Awesomeware / AwesomeMod! / Re: Awesomemod not working for me on: 2009 August 11, 19:23:24
Then what say you to the fact that one thing will work from the same location that other one won't? Like I lost some clothes from CAS because I moved them to the Clothes directory? But the problem is mostly with mods, so now I simply put all of them in the Packages folder. Almost everything else is in their own folders. The resource.cfg is the first one from the Pudding Factory that allowed override. It's correct as far as I can tell, and if it wasn't, then nothing would work from the subfolders.

Bobcaticus: put the Resource.cfg right in the Sims3 folder. But the Install Helper should have put it there. Also, check the Sims3\Game\Bin folder for the d3dx9_31.dll, that should be installed, too. Maybe it's a bad installation in your case, and not my sort of Voodoo Wink Still, I'm still confused about my issue and tend to jump on everyone experiencing similar problems Grin
15  Awesomeware / AwesomeMod! / Re: Awesomemod not working for me on: 2009 August 11, 18:58:39
... and done the same with the framework.

Seems like he did. Still, for some reason AM and ISM and some other hacks won't work for me from the Hacks folder. Also, some custom content won't show up from sub-folders. Try putting them in the Packages folder?

In the meantime, I would really like to know why is this the case with me (while I know people are using subfolders for mods). I have the framework that uses Overrides  Undecided  Voodoo?
16  Awesomeware / AwesomeMod! / Re: No parthogenesis = no births at all? on: 2009 August 11, 18:48:19
...maybe try using one of the custom story modes: Indie Stone - the Baby Apocalypse or Awesome Story Mode - now with MOAR Babyz (apparently, I haven't got around to try it yet).
17  Awesomeware / AwesomeMod! / Re: Co-Worker spawning problem not fixed, related to locked topic, clarifying action on: 2009 August 11, 15:45:05
Is the time stamp different on the version you downloaded? If not, try cleaning your browser's caches before downloading. I had this problem once.
18  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 09, 18:09:18
Could someone clue me in, if the spawning actually works in the latest-newest AM, or not? I don't get spawning messages, but I get freezes, so that can mean anything Smiley I tried to switch to IS in game, but what I got was IS enabled: true, ASM enabled: true, and Any Story Mode working: false Sad I've read that the spawning is not coded in, then I've read that it's working with cribs, but I haven't seen any baby action yet. So: yes or no?
19  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 09, 09:52:26
What I would like to know is where the "overpopulated" is for TS3. I know the hard-coded cap is waaay up, but how many families is "too much"? I always nuke the homeless, and just nuked a lot of pre-made families, too (replaced with mine, but fewer), but the original, populated hood is still going noticeably slower than the empty one. Does that mean that in the near future my town will go so slow that it will stop working properly? Granted, my computer is just so-so... still, I have 2 Gigs of RAM. I will buy a new, *high-end* one around Christmas, but not sooner.
20  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 08, 07:43:13
Maybe instead of  the cribs, the births should be controlled by traits, so that the family oriented will have more children, the ones who hate children will have less... I don't know, maybe give all the traits a number of desired children and draw an average... It would be more realistic, too, because if a family wants kids and they don't have cribs for it, but have the money, they will buy one, no? I know sims cannot buy things on their own, but we don't have to know what they do in their homes, do we? We can just assume, that they bought that crib, if they have so many children...

I was all for the crib control, too, until I actually went to play with the ASM and after two hours of placing cribs, still haven't finished with the hood  Shocked Still, if someone created a cribbed hood, that would be fine, too.
21  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 06, 18:23:11
From the getgo, anyone who has responded to my posts has not helped me in any way. Use the search function, browse through the 43+ pages to find an answer that we could tell you in 8 seconds, etc. etc. I ended up searching through most of the topic and found very little about my subject, after people claimed it had been answered so often. Regardless, maybe you are right. I'm sorry if I ignored you or insulted you in any way, but you can understand some members were a bit less polite than you or Motoki, and I was a tad frustrated.

Because it's not frustrating to tell the same thing over and over and over to every newcomer who could just search for it instead of making a new thread each. Yes, it's easier to tell the answer, but then you would just ask for more answers. If we can teach you to use the search function, then next time you will use that. You don't like reading 43 pages, but now the next person will have to search 44, because you just added a page on your own.
22  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 16:09:07
Maybe romance sims should be able to flirt with any other sim, not just another romance one? Say, the unflirty and family oriented sims would be safe, but the others not?

Also, is there a way to see updates for things like births and deaths, that were not caused by story mode? I only played for 4 sim days yesterday, but all I saw was "XY has no available romance victims." while 3 families had babies - but they were not story driven, I made them myself  Grin

I also had a LOL moment when I first got that message, after the sugary "Is there no one in town for poor single XY" by Indie Stone Cheesy

23  TS3/TSM: The Pudding / The World Of Pudding / Re: Hex values for favorite colors on: 2009 August 04, 16:42:54
I have not noticed any effect. A Sim with red as favourite colour placed in a completely red room, with red furniture, while wearing red clothes, gets no buff or moodlet that the same Sim with other clothes in another room does not.

Red is actually my (current) favourite colour, but placed in a red room, with red furniture, wearing red clothes, I think I would quickly get an "insane" trait, not just buff. So maybe it's not that bad that they didn't finish that code...
24  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 04, 16:22:49
I'd like to know how (if at all) Awesome story mode allocates traits. I'm asking because until now it seems to me that traits aren't even assigned on a random basis. Some sim weeks ago I made a couple of families, made them try for baby directly after moving them in and then left them on their own (not blessed/sacred or anything). Now my hood is almost overflowing with anti-social freaks, not one of them turned out to be without a bad trait.

That's an EA feature, not AM's fault.

And here I was hoping Pescado actually managed to emulate the MATY forum Sad  That would have been cool.

Still, I don't know about you, but from where I stand, it seems like RL... Who would like all nice sims? They still don't fight enough, though I still haven't tried the new mod.
25  TS3/TSM: The Pudding / Facts & Strategery / Re: Stuff I would have noticed earlier if I weren't so stupid. on: 2009 August 02, 11:13:37
The Sore moodlet gets interesting when you start messing with the listed cause.

Would you? Please?  Grin
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