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1  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 24, 22:54:04
I think I got my thing working!

hmm I thought about what you said and decided to use monkey installer instead of manual installation and I started getting popup notifications.  ( I dont have a boss though ) Is that a bug within my game?
2  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 24, 20:10:34
If you have no other hacks and have followed the installation instructions properly, it should work. Although, it clearly doesn't, which leads me to believe you've done something wrong when installing. Did you try reinstalling as earlier posters suggested?

Have you deleted your .cache files? That may or may not help, but there's no reason not to try it.

Ya. I took out all of my other mods and left only those two in there. I tried reinstalling (i have 5 awesomemod on my destop) I deleted the cache files. Hmmm I'll tinker with it some more
3  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 23, 17:38:25
I did look...  Sad which was why I did some of the other things posted in the other threads.

Sometimes it loads.  Sometimes in 3 sim day I get one notification. most of the time its dead.
4  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 23, 01:18:30
I messed with the setconfig turning it off/on notification off/on. I turned it up on silly fast and it started appearing.  I restarted and its the same.  I have been searching for the answers on forum the methods doesn't apply to my situation some reason = (
5  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 23, 00:51:12
sigh nvvvm.

showconfig shows me that inform is on.  Indie story driver is being used. indie has the box checked for notification of neighborhoods. I don't know what I'm doing wrong  Angry Aside from all of this, even though the notifications aren't popping I can't tell if the functions are working are not  Angry
6  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 23, 00:43:36
Ohh I see the informed box disabled.  Thanks that might solve it I'm going to run it now.  I thought those popup would be controled by Indie so I didn't check  Embarrassed
7  Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie on: 2009 July 23, 00:24:26
OOoooh ok. But I'm not using framework or install helper i'm just extracting it into the folder myself.  Do you really need the aweconfig? It goes into the same packaged folder right?

I've already modified the fundinit rules to initialize them with more funds to simulate their pre-moving-to-your-neighborhood existences, so that older sims and larger households receive a larger chunk of starting funds, making it more likely they can afford an appropriate home, but THERE WILL BE NO HANDOUTS. Additional tweaks when I rewrite storymode will make it so the spawned sims will have a composition that better fits the neighborhood they are being spawned into...but again, I will never, ever, ever, give anyone a handout, as this is against my religion. I am taking an opposite approach to how EA and IndieMod are implementing story mode, however. Instead of the "Story" being driven by a heavy-handed top-down autobalancer that attempts to force the story to conform to a prebuilt image, I am writing it as a "ground-up" motivator, where sims function as active actors that CAUSE events to happen, rather than passive victims upon whom events are inflicted. The EAxis Progressor, for instance, arbitrarily decides a number of random events, then picks similarly random victims upon which to inflict them. Of course, this provides no sense of direction because the sims themselves are not steering their fates in any way, they are simply passive victims of an uncaring random toad machine. IndieMod takes a somewhat more advanced approach, in that it attempts to pay somewhat more attention to their traits, but ultimately is still a top-down driven model in which a dictatorial machine forces the sims and neighborhood to conform to a preordained average composition. IndieMod leans heavily towards the "Story" part of Story Progression, so will very visibly create a sense of STORY, if by "story", you mean "something you can be notified about in a dialog box". It also does a much better job, apparently, in maintaining viable neighborhoods over the long term, presumably because it is essentially a top-down driven balancer, cramming characters into predefined "stock roles" like "town bully", "slut", etc. The prototype driver for AwesomeMod, however, will not incorporate any such driving mechanisms, nor will it include a colorful and verbose headline generator: We focus on the "Progression" aspect, where sims progress according to their goals as determined by their wants and personalities, aimed at "show, don't tell" style where possible (for obvious reasons, this is not always possible simply because giving sims micro-directions is massively computationally intensive), but superfluous "random toadings" are to be avoided. A side effect of this is that I need more test victims, because without a top-down driven balancing system, there is no guarantee the results will be "stable": Your neighborhood could explode into overcrowdedness, or it could die off as a ghost town...and this will all occur likely because of the conditions you build.

according to that does that mean the text won't be displayed for us to see?
8  Awesomeware / AwesomeMod! / Problem with Awesome and Indie on: 2009 July 23, 00:16:38
I have both Awesome and Indie.  Before I installed Awesome Indie was working fine but now that I have both (I removed Indie core) only Awesome seems to work.  Indie is still there ex I can tweak and change my traits and stuff but I don't get any notification of any kind.
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