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TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror
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on: 2011 March 17, 05:08:41
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Is the Birth Control Mirror still available for download? Every time I try to download I get the following error message: "The file link that you requested is not valid."
Seems like 4shared scrambled the file or something. I'll reupload it tomorrow - today's busy. ETA: Try now.
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TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror
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on: 2011 January 30, 12:24:05
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Will the birth control mirror be updated for the latest patch? It has been compatible with the latest patch the whole time. Or are you talking about the garden thingy release patch that's probably gonna be released soon? I had people asking for an update about five minutes after a patch got released, but asking before it got released, is a new one.
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5
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 December 07, 19:14:42
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But yes, as one of the responses to population pressure in AwesomeStory, marriage rates decline as sims no longer have a need to pursue romances all the way to the conclusion. Why? And how exactly do you calculate population pressure? AwesomeStory's goal is basically just to help sims accomplish things they would otherwise be too brainless to do on their own, but if that thing doesn't need doing, then why help them do it? Well, if you put it that way, marriage never needs doing, does it? There isn't really a quantifiable income from it. That's where AwesomeStory is a bit lacking IMHO. I see job-related stuff and couples visiting rabbit holes and that's basically it. Couples just visiting a community lot together would be nice. Or inactive sims forming a band (should be a rare thing, though) and regularly visiting bars to jam there. Also a LARGE part of the problem IS your use of Buzzler's mirror, which introduces a very strong distortion into AwesomeStory's progression rules by derailing the sequence. How does it do that? Does it really matter that much if a sim already has a bastard child? I hardly see any marriages with or without the mirror being active BTW. I still see lots and lots of mostly unreasonable promiscuity, though.
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TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror
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on: 2010 November 18, 15:56:46
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This just started happening to me this evening, hope this can come in handy for you...
How unpleasant. The only way how this seems possible is if the SimDescription in question doesn't reference a household. This should never happen in the first place, especially since the SimDescriptions that get passed to that method get fetched from a household's list of SimDescriptions immediately beforehand. Seems like you have a dangling reference there. I've added a check that should stop the error from occuring and show a notification about it. Tell me if you get that notification.
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7
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TS3/TSM: The Pudding / Pudding Factory / Re: Various Mods aka Random Crap (was: Event Notifiers)
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on: 2010 November 16, 14:46:31
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Will the event notifiers (births, deaths, etc) work will LN? It doesn't say so elsewhere in the post or its threads. Yes, the event notifiers are very simple mods so they didn't get borked by the patch. I just didn't add the 6.0 to the compatibility listing, because I only look for code compatibility directly after a patch. I also didn't know the version number of LN yet. And yes, I'm fully aware that all EPs/SPs had x.0 for their release version, but that doesn't mean it's necessarily the case for the next EP/SP.
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TS3/TSM: The Pudding / Pudding Factory / Re: The Aging Manager
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on: 2010 November 11, 22:20:13
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I can't find your outdated on 4shared. It's kinda hard to find. If you open the link in the OP, there will be My 4shared button (or something, stupid page is automatically localized) beneath the Register link. Don't expect anything. I don't actually maintain an outdated mods database or something like that. I have HELS,WA,AMB my updates go 1.17/3.8/4.0 does it matter if the updates don't go as you listed. Yes, it does matter. You have patch fail and are doomed if you go on playing your game like that.
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TS3/TSM: The Pudding / Pudding Factory / Re: The Aging Manager
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on: 2010 November 06, 05:53:59
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and sims just don't die of old age; they keep on living! Not sure if ths is related to your mod, or something else is causing it. Elders dropping dead is handled by pure chance. Tell me if you have a sim that doesn't transition into the next aging state; that is more conclusive. Or don't; since I'm not responsible for it anyway. The aging of the game is still or again buggy. I've noticed it for the second (and third) childs of multi births: At least in some cases they don't age whether the aging flippy bit is set or not. Seems like their whole AgingState is bugged. I haven't really investigated the issue, though. Buzzler: the mixologists seem to age even though I have ageing disabled for everyone. It's not the mixologists, it's the homeless. This mod had a check to leave the homeless alone to limit the number of choices in the menus. I always considered homeless sims to be insignificant and to be annihilated. Now LN spawns an awful lot of homeless sims to fill the new roles. Checks are removed now.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 September 04, 11:30:28
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Click how? I've tried shift-click, ctr-shift-click, and ctr-click, in the center of an inhabited residential lot. What am I doing wrong? (Yes, debug interactions is enabled, I did a showconfig before I started just to be sure.) It's ctrl-shift-click and the interaction shows up no problem for me, right on the first "page" of the pie menu.
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TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here
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on: 2010 September 01, 21:50:47
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Alternatively, if someone moar experienced than me knows the difficulty level of something like this, I'd love to know if this could be a DIY project for a beginner. It's in no way a beginner's project. You will need custom scripts for something like that, and even if you have some coding skills, in the beginning, when you don't know the code base, every little thing becomes very difficult. You'll have to invest hours of investigating the code base for every couple lines of your own code.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 September 01, 21:43:10
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Well, sure. But Unreliavole doesn't mean ALWAYS wrong. Just unreliable, right? I figured I'd test it to see where this particular instance landed. And the label was, in fact, confirmed. The shouty one is right, though. It's a debug interaction labeled "Make Sim" that gets added to the terrain. You probably need to click on terrain belonging to a residential lot, or at least you shouldn't use it on anything else but that (otherwise the created sim won't be added to a household). If we were talking bottles of poison, I'd be dead now. Probably just an upset stomach.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 August 06, 18:08:25
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All the bookshelves and all the books in my 'hood vanished again. This is a different 'hood than the last one this happened in. It happened twice now and both times with AwesomeMod running; I know twice isn't really a strong indicator, though. Anyone else ever had something like this?
I don't know if it happened at the exact same time, but also all relationships in the 'hood were suddenly gone. I usually don't look often at the relationships panel and only noticed when a sim suddenly rolled the wish to meet her daughter. Again: Anyone ever had something like this?
Like stated, I don't know if these occurances are AM-related, although they happened with AM running. Since the issue is vanished data, I wouldn't even know where to begin investigating it. I rolled back to a previous savegame for now.
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TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror
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on: 2010 July 22, 05:55:49
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Updated to experimental Version 11Hint: For all I know, Sustain-o-Mat might be completely fucked up now. I have a few questions. In the Maintain-O-Mat mode, is the number of current pregnancies used when calculating the neighborhood's total population? It was; I fixed it in version 11. Sorry about the experimental status. I was in the process of finally implementing real pollinations instead of the "Boom, you're pregnant!" stuff and didn't want to go back to the old code. Also, would it be possible to implement a super-smooth mode where a target population is set and the BCM tries to maintain a pre-calculated number of pregnancies? For example, if lifespan was set to 80, pregnancies lasted for 3 days, and a user wanted a population of 120, the BCM would keep the number of pregancies around 4.5 every day. This would make all of the numbers in the "Demographic's Deviance" table in the "Raw Data" function close to 0. In a closed loop system you can only have one feedback value. Target population and target number of pregnancies would make it two values. I've added something to cap the number of simultaneous pregnancies according to your description though. Plus one to give Sustain-o-Mat something to work with. Capping it at the exact number would have the effect that the population could never reach the target population. Don't overestimate the deviance stuff. It's nice if the values are close to zero, but having exactly zero deviance will probably never happen except by pure chance. That's because sims don't age smoothly but in fixed steps and all at the same time.
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TS3/TSM: The Pudding / Pudding Factory / Re: Various Mods aka Random Crap (was: Event Notifiers)
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on: 2010 July 17, 08:41:04
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Carpool Disabler and Clean House For Everyone have been relocated to MTS.Changes since the last 4shared versions - Carpool Disabler is localizable - Clean House is improved and contains fixes for EAxian bugs First, a minor annoyance, but due to where my mail box is, it would be really nice to have the carpool disable function on the phone or other object rather than the mail box as I like to highlight the mailbox from distance to see if there is mail by how the interaction icon changes. You can now change the package to make the interactions show up on the active sim by changing the tunable values in the XML resource in the package. That's probably no big deal for you. Second, while most notifications are covered, I'm wondering if we could get a notification for pregnancies as I'd like to see who is going to spawn babies, rather than who has already spawned them. Done. As stated it's not really tested. I don't expect problems though, because most of it is the same as in the other event notifiers. The actual functionality depends on the code instantiating the pregnacies, i.e. whether the pregnancies get "accounced". I don't send these events in the BCM code for example. Finally something unrelated to your current mods, but for future consideration, I've been hoping a talented person could create a mod that sets a town wide speed limit for all vehicles, rather than editing each vehicle file manually. It kinda looks like Tron at the moment. Don't look at me, I won't make anything like that. IMHO making all cars drive at the same speed, would destroy the one advantage expensive cars have. Although I find it kinda lame, that cars go around corners at full speed, but there's probably nothing that can be done about that. ETA: It is also worth noting that if the washer is taken, and the hamper is full (or if you dont have one), the sim will be stuck in an endless loop of picking up the clothes and dropping them on the floor again while set to clean house.. 99% sure this is an EAxian bug though. It is and it's fixed in the version on MTS.
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TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror
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on: 2010 July 08, 15:18:26
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What about situations where I played a family and left them with a want to have a baby before I switched to another family? Does that affect their score at all? No, it doesn't. I'm aware that this is AwesomeMod's home turf, but I don't take it for granted that everyone uses AwesomeMod. So to me inactive sims having wishes at all is a special case. Inactive sims having the wish to breed is an even more special case. The result is a very special case, that really is too rare to be taken into account. Plus, IMHO the spawning of wishes isn't really that sensible anyway, so there's not much of point.
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TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror
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on: 2010 July 07, 15:12:50
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For instance does a higher overall number mean the person is more or less likely to be pollinated? It appears that the individual numbers being higher increases the odds of pollination, but the overall score being lower increases the odds of pollination. In all cases higher score means higher chance of pollination. If a sims' overall number is at or below 50, is that person considered a redneck (assuming I'm using the default settings)? The other way around: If a person is considered a redneck, the redneck score (50 by default) will be applied. Only rednecks get that specific score. After that there's no special treatment for rednecks. Job Score (JS) - based on level of job Level and income, the latter probably being inaccurate for the new career types. Plus, there's a little malus for part-timers. Financial Score (FiS) - based on total value for household, including house, lot, stuff and cash on hand divided by the number of sims belonging to the household. Family Score (FaS) - based on single/married, number of kids already have Plus mali/boni if the sim or her partner are polyamorous, live in the same household, are overstuffed, have a free crib. ReS - I have no clue what this is. Is this the raw Redneck score? That is the Relationship Score. Kinda sneaked in unannounced with either the update for the Ambitions patch or the bugfix. It's a measurement for the age and trait compability of the couple in question. Age Score/Compressed Age Score (AS) - first number gets higher as you age, the second one is bell-curve-ish Age score is already bell-curve-ish and with the default age shifting it's a pretty good approximation of the RL distribution of the age at which women give birth (in the so-called First World nations). Since this score is actually multiplied with the sum of the other scores and not just added, there's the possibility to lessen it's influence with compression. That simply means all age scores will be shifted in direction of the middle, i.e. 500. Wish Score (WS) - higher if family oriented or showing want to have babies There's no wish to have babies, not for inactive sims. It's entirely trait-based with a whole lot of randomness for insane sims. Wish score alone is actually pretty crude, but I think together with the other scores it gives a pretty good assumption of the overall situation of a sim and the likelihood of him/her developing the wish to breed. Risk Score (RiS) - higher if flirty, hopeless romantic, great kisser, party animal Basically yes, as it is also entirely trait-based. The only trait taken into account of the ones you stated is flirty (and unflirty). The others are more like indicators for the question whether or not the sim is likely to omit contraceptions or fuck up at using it. Like genius, absent-minded, dumb (if AM is present), daredevil, loser, lucky/unlucky and a few more.
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TS3/TSM: The Pudding / Pudding Factory / Re: Various Mods aka Random Crap (was: Event Notifiers)
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on: 2010 July 02, 16:43:14
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Inform About Marriages, Inform About Deaths and Carpool Disabler updated.
Like you probably noticed (get your head examined if you didn't), the Ambitions patch changed the way notifications work. I couldn't figure out how to bypass the thumbnail creation, so everything is back to notifications without thumbnails if no actual sim is found for an event.
The marriage notifier works as supposed again.
The carpool disabler lets you disable/enable the schoolbus now.
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TS3/TSM: The Pudding / Pudding Factory / Re: Various Mods aka Random Crap (was: Event Notifiers)
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on: 2010 June 13, 11:37:22
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Thanks for the "Clean House for Everyone", and it'll be great if you could make a " Clip Coupons for everyone" too. Maybe sometime in the future, but right now I'm working on other stuff. And I still need to know if the Clean House interaction shows up when there are only clean clothes on a clothesline or in a dryer. And if neat sims handle that in their clean house interaction.
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