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Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread
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on: 2009 October 19, 05:41:58
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A good percentage of the sims in my towns are starting to get fat, including the naturally athletic ones, even though I have the "no random bus mutilations" aspect of AwesomeMod enabled.
I have one clue regarding what MIGHT be happening: I switched to one of my old slender sims last night and found her walking around in formal attire, apparently having just finished dining out. She had the "stuffed" moodlet. Apparently she had stuffed herself to the gills at the restaurant.
Any way to prevent sims from autonomously stuffing themselves? Especially if it's not in their nature, i.e., if they're naturally slender and/or naturally athletic? It's really disconcerting to see an entire town of people getting fatter and fatter...
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Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread
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on: 2009 October 09, 05:44:09
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Thank you!! It's a start. My knowledge of programming is limited to an undergraduate course in FORTRAN IV that I took in 1980, so I'm really rusty, but I haven't forgotten the basic logical structure. Thanks to Chann as well for the constructive help offered.
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Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread
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on: 2009 October 08, 16:40:09
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Your answer is in this thread. Make an override mod of the Careers XML and delete the MOH tags, or just open awesome.package in a package editor and delete the relevant XML (the instance ends in CE302). The feature is effectively optional already. My answer to your comment is already in this thread. I don't know how (yet) to do XML coding. I've made some really, really simple tuning mods using Morgade's Sim customizer tool (eliminated magic gnomes from gems and metals and eliminated the kid/teenager curfew), and I've tried some cloned objects, some of which have worked and some of which have not, for reasons I have yet to understand, but I've yet to delve into actual XML coding. While I really enjoy simming, I also have a life! I may have to figure out the coding to keep interest and enjoyment in the game, though.
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Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread
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on: 2009 October 08, 16:17:24
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As for "diplomatic cities"...no, that explanation is still stupid, just like you. Do you take stupid pills so you can be this stupid, or is this something that you achieve naturally? Gee, thanks. You have a nice day too, now, y'hear?
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Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread
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on: 2009 October 08, 07:25:28
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Previously, NPC bosses stayed in their original jobs and played characters got promoted above them, game logic be damned (and that was just fine with me, thank you very much). Yeah, well, since you're not the one writing the game logic, I can guess we can all be thankful for that. Hey, if I WROTE the game logic, the issues wouldn't arise. I don't like the illogic any better than anyone else; I just don't like it that with the mod, multiple folks can't arise to the top of the career path. A suggestion: instead of going to the trouble of making these odd ill-designed EA/Maxis careers so that only one person can reach the top, why not just tweak the language of the scripts so that they're not illogical if multiple sims reach the top? For example, if we assume that Sunset Valley and Riverview and any other future Sim Cities are diplomatic hubs, such as New York, Washington, London, Geneva, etc., it would make sense to have high level politicians in these cities from multiple countries. Every patriot thinks his/her country is at the top of the "free world", so "leader of the free world" could be consistent with president or diplomat of one's own country, etc. With some creativity, one could rewrite the descriptions for the political career track so that it wouldn't be illogical to have multiple sims in the same city with the same job description at high level jobs. Same goes for the criminal track if one assumes that there are multiple crime families and one gets promoted to head of the family. What do you think? And, barring that, for those of us willing to play "let's pretend" we're in such a diplomatic city, how about making the "There can be only one" mode optional? :-)
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Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread
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on: 2009 October 08, 06:27:02
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You could have killed her, or just watied for her to die of old age. Or, you could have been *better than* her. Just because a sim is already Leader of the Free World for example, doesn't mean they will always have that job. If your sim was outperforming her, your sim would have been promoted and that sim demoted. I'm not sure how she got promoted to the job to begin with, since I have awesomemod configured to forbid nonactive characters from getting promotions and she started out with a midlevel job. Previously, NPC bosses stayed in their original jobs and played characters got promoted above them, game logic be damned (and that was just fine with me, thank you very much). And no one can die, because I have aging off. This is MY world, and I don't much like death, so no one dies or ages, and no one breeds (don't like kids either!), and my sims all max out all their skills at their leisure. I've run up against this issue before, and no one EVER outperformed anyone previously in the top job.
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Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread
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on: 2009 October 08, 00:00:15
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Would it be possible to make the MaxOfficeHolders function optional? I'm not particularly interested in trying to support utterly retarded behavior, so no. This behavior surely isn't nearly as "retarded" as pedophilia, is it? As subsequent posts show, lots of people are clearly interested in it. I tried (without success, I might add; my game crashed) to uninstall awesomemod today to try to get someone's lifetime wish to reach a level ten career met when the game was trying to prevent it because his boss (an NPC game-generated to fill the spot) was already there. I finally managed a work-around by using developer-mode cheats to demote the boss by inviting her over and clicking on her to demote her to level nine, but it shouldn't have been that hard. And unlike most folks here, I haven't (yet) learned to code and write my own core mods, and would REALLY appreciate the ability to make this behavior optional. It's a real pity when one chooses to play characters already in existence with already-chosen LTWs to have to change them just because awesomemod has decided that There Can Be Only One...
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