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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 26, 21:18:07
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One small annoyance is that kids leave school and supposedly go to visit school mates or bring them home. The problem is that they initially don't know the kid they visit or be visited what should be the meaning for those visits, BUT they do not contact or be contacted by those kids while visiting. Most of the time they leave or be left without even be known with each other. Yeah, that's a short-coming in the EAxian code, I've observed that ever since I first installed the game.
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 25, 04:34:31
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@IreneDAdler: Those overalls weren't showing up for me at all in the launcher even in the full list tab. I did some digging and at least in the version of Riverview I have they are 4 separate package files of the type CAS part with hashed up jibberish names that are shoved into the Riverview sims3pack. Anyway, I will try yanking out Riverview into packages and loading them all except the damned overalls and see if that works. Ah yeah that's a good idea. Good luck
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 24, 21:52:11
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I have a child sim in my town whom I want to adopt into my household. When i go to adopt her using the awesomemod it says that she already has parents. Is there a way I can get around this and adopt her anyway? I have looked throughout the town for a household that now lists her as a part of their family to no avail. I figured the game must "pretend" she has parents so she cannot be adopted back into my family (accidental child neglect).
I would just track her down and, with Testing Cheats enabled, Shift-Click on her and select "Add to Active Household."
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Awesomeware / AwesomeMod! / Re: Caches
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on: 2009 August 24, 16:11:04
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It's not a folder, it's a file in the Docs/EA/Sims3 directory called ScriptCache. If you can't find it by browsing, try doing a search over your computer's files for the name.
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 24, 15:57:53
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I'm not sure uninstalling the neighborhood would take out the game items that came with the neighborhood (kind of like how uninstalling a house doesn't automatically uninstall all the furniture that came with the house, those always stay in the buy/build mode catalogues). But I'm sure it's possible to just uninstall the overalls themselves, either through the garbage can in the CAS outfit catalogue page, or by finding the entry in the EA Launcher "Installed Content" list.
As for my male sims, the Matrix coat was quite in vogue for a while, but it seems like the farmer aesthetic is the in thing now.
In January it will be Arab robes, trust me. But the overalls aren't a separate package, they came with the Riverview one I believe, so I don't think you can uninstall them individually but if someone found a way then let me know! This way is slightly tedious but the most direct way I can think of. Open up the EA launcher and go to Installed Content, and scroll through all the entries in the everything-under-the-sun tab (I have no idea why they didn't make a separate tab for CAS parts but oh wells) until you find it, and then click Uninstall. In theory this should make sims no longer wear the outfit. But I'm pretty sure "uninstall" just means "the game will forget where this package is, but the data is still there," so how complete a solution this is can only be seen through testing.
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 24, 02:57:17
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Well those overalls come with Riverview so if you absolutely don't need Riverview and don't really intend to play it ever then you could always just uninstall it.
I'm not sure uninstalling the neighborhood would take out the game items that came with the neighborhood (kind of like how uninstalling a house doesn't automatically uninstall all the furniture that came with the house, those always stay in the buy/build mode catalogues). But I'm sure it's possible to just uninstall the overalls themselves, either through the garbage can in the CAS outfit catalogue page, or by finding the entry in the EA Launcher "Installed Content" list. As for my male sims, the Matrix coat was quite in vogue for a while, but it seems like the farmer aesthetic is the in thing now.
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 23, 04:15:19
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On a related note, I've also been thinking that some autonomous/story driven adoptions would be a nice add to the neighborhood..
It would be a nice feature to have to add an extra dimension of social interaction in the neighborhood, but I think it is subject to the same implementation problems as general immigration, which is that these automatically-generated sims would most likely have to come from a bin, and so how do you prevent clones from being dropped in all the time?
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 22, 18:39:11
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Noticed a few sims romancing, but it definitely happens much less than before. It seems like the new skill gaining gets higher priority from most sims.
NEEEEEERRRRRRDDDDDDDSSS!! I find that I am starting to understand the medieval notion that procreation is everyone's sacred duty. Could the current AwesomeStory drive same-sex pollination if we install a mod that allows same-sex pregnancy? I always feel kinda bad breaking up same-sex couples just to make them do their part towards maintaining the population
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Awesomeware / AwesomeMod! / Re: The Wrath of Pescado?
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on: 2009 August 21, 20:52:01
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I won't be able to try DiscoInferno until I get home to my "real" computer I did trogdor on a small starter cottage and that was already too much for my poor macbook to handle. RazzleDazzle didn't do anything for me :-/
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 21, 20:48:30
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I started a fresh Riverview and made Skip Broke sacred, but he is aging. I want to be able to marry him off to Brandi Broke, but He'll be a senior before they even meet at the rate he's going. Do I need to use a different code to stop him from aging (that won't affect everyone else in the hood)?
A code actually exists for this. Type "resetage [<target>]". This isn't a documented code, but I added it awhile back and it will reset the target sim to the beginning of their age duration, useful for countering CAS stagger on a sim you wanted as freshmeat. Oh thank god, no more having to make all the townies learn Ambrosia.
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Awesomeware / AwesomeMod! / Re: UseRabbitHoleEntrySystem
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on: 2009 August 18, 23:36:41
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What's so interesting about watching a sim watch TV or sit at a desk? They can do that at home.
I like the idea of being able to zoom in on an office building and peering in the windows at the sims working. Though it's highly possible I only like the idea because I can't do it.
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Awesomeware / AwesomeMod! / Re: Problem Deleting While Using the Color Palette
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on: 2009 August 18, 20:45:29
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I sell things from the inventory a lot, because I'm terribly anal about keeping sim inventories clean and organized, so being able to get rid of the "ZOMG R U SHOOREZ?!?!?!?" dialogue that pops up for every...single...thing... was a god-send. I personally can't imagine playing with confirmation dialogues on. At least, for 95% of the game.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 18, 18:53:53
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Urm, okay so Hi n_n Im new to this thread but have been using awesomemod since I got TS3, and love it. Buuut Im having a little trouble with the adult-to-12 romance, now the only reason I switched this on, was because my teen sim FINALLY found a decent guy, but then poof, he aged from a teen into an adult. so I went and switched this feature on because I didnt want to break them up, but didnt want to stop with the kissy smoochy stuff either, but every time they have a romantic interaction queued the game shuts down, for example a shy kiss, they go up to each other and BAM cockblocked. I decided to try again, same result, I tried playing as the adult, same thing, tried having them in the same household, still shut down. So i tried it with a random pair that had no romantic connection at all, and, finally it didnt close down, but I did make the NPC sim feel creeped out, no matter how high their relationship is, so Imjust wondering if there is anything to fix this, or if I need something else running with it awesomemod to make this work. <3 That exact thing happened to me. Maybe it has to do with a possible conflict where the action is supposed to be successful because their relationship is high enough and romantic already (because I noticed that Romantic Interest status didn't go away when one of the sims aged up to YA) and the hard-override has been abolished, but then the action isn't supposed to be successful because in general both sides of the interaction have to have the Pedophile/Pedobait traits, respectively. That is to say, if you took two unromantic Teen and Adult sims and tried to make them flirt with each other, the first attempt from either side will be unsuccessful because they will not have acquired the Pedophile/bait traits yet, but after they both flirt with the other once, they will both have the traits, and further flirtation/romance will be successful if the mood is right. I have no idea if this is really what's going on, just brainstorming.
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Awesomeware / AwesomeMod! / Re: UseRabbitHoleEntrySystem
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on: 2009 August 18, 18:42:37
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Aye, to at least see what's going on in there is enough. Boring or not, I still want to see.
Hell, it'd be awesome if your sim moved according to task.
Normal efficiency - Sit at the desk/whatever. Hard Work - Watch him be stressed (Running from order to order) Slack - Watch TV in the lounge Sleep - Takes a nap on the lounge's couch.
And yeah, I know this is quite impossible to make. But if EAxis were to do this, I'd maybe care more.
I really like this idea! That would really enhance the ant-farm entertainment aspect. Though it'll probably be awesome for a few hours and then I'll get tired of it, like I tend to do with shinies.
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Awesomeware / AwesomeMod! / Re: The Wrath of Pescado?
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on: 2009 August 18, 08:08:56
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My knickers are just fine thanks. I am just trying to comprehend how someone can be literally scared to type a command in a game where you can save your progress at any time. It is a mind bending exercise and well beyond my comprehension to understand such a thing, but if you want to be a BBS-esque pussy that is certainly your prerogative.
Well, for me personally, I'm playing on a Macbook with 1GB RAM and no discrete graphics, so loading the game literally takes 10 minutes. It definitely makes me more hesitant to do things that I know would result in me having to reload. Besides, maybe some people get attached to their sims and don't want to set them on fire, even if it's only temporary
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 17, 16:55:05
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Question, I have two sims who are endlessly spawing copies of themselves all over my hood.... Every time I evict one and delete him, story mode moves another one in. Help! If they were content to just exist and not spawn endless copies of themselves, I'd let them live. I've even tracked them down in my files to remove their saved sim data. What is causing this and how do I stop it?
You mentioned in another thread that you have two sims getting jobs then being fired then going to get jobs again, is it possible that these clones are the result of boss spam for each time your sims get a job again?
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Awesomeware / AwesomeMod! / Re: The Wrath of Pescado?
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on: 2009 August 17, 05:05:54
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Pretty much all the console commands are explained if you type in "help" in the console in game. The exact usage of some of the ones that take arguments are not clearly described in "help," but I think are in the RTFM. The only console command I know of that I can't remember seeing in the "help" list is "trogdorstrikesagain." Which I'm going to have to try sometime just to see if it's physically possible to put out. Probably not but I'll get some new ghosts for trying My simicide MO is very boring, I just drag their Hunger bar all the way down, so almost all my ghosts are purple.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 16, 18:26:58
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I was wondering if anyone has any experience with how AwesomeStory handles the dead. I haven't had any playable ghosts made through storymode actions but I also haven't bothered doing the Oh My Ghost opportunity yet. Does storymode exert any sort of control over the ghost population?
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Awesomeware / AwesomeMod! / Re: questions
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on: 2009 August 16, 04:20:34
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I looked at the Framework file that I got from MATY again today and I noticed that there are actually two copies of Resouce.cfg included in it, the usual one that goes in the game directory, and another that goes in Mods/Files. I opened both with a text editor and they seemed to be identical. Are both necessary for AwesomeMod? I don't remember whether Delphy's Monkey installs the second copy, but the directions on MTS3 definitely do not tell you to put a second copy in Mods/Files.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 16, 03:52:11
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Some sims seem te get left out in the cold by AwsomeStory, but I guess it's trait-related. One single woman occasionaly gets involved in romantic interactions, but she can't or won't get a husband. I wish an accidental pregnancy could result in such cases.
In theory it's an interesting feature I just don't know how it could be coded to not get totally out of control. I don't know, maybe you could make it a very small chance or something. I wouldn't mind a few unwed pregnancies but I also do not want a neighborhood full of bastard children and twisted family trees where every kid in a family has a different dad like they were all born to some trashy mom who keeps churning out kids with different men. That's actually exactly what I'm trying to achieve. The way EA genetics works right now, monogamous families turn out an army of clones. So boring. As for the crib system, I had approached it with some wariness, since it does sound rather tedious to set up, but I'm actually having a lot of fun doing it. I guess your experience depends on how you go about doing it. I was trying to rescue my town from ghost-town-dom, so I ctrl-clicked around to houses with sims in them and set them up with 2 cribs each. While I was there, I fiddled with the sims in those houses, getting them jobs, skills, grabbing some romance for some of them, and I had a lot of fun dabbling around in different households. I'm normally very myopic, and tend to over-focus on one particular household, and this crib business forces me to shift my focus around, and I think helps me enjoy the game more. But I can imagine if you're building a neighborhood from scratch, going into build mode for empty house after empty house to plop cribs down would get quite boring quite fast. I agree that the population management is fine without a separate immigration system. Randomly generated sims would probably have to come from the bin, which means that you're likely to get duplicates. Personally, I'd much rather my town was populated by products of breeding rather than random cookie-cutter droppings, and if I felt like my gene pool needs stirring up, I could add my own from CAS.
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Awesomeware / AwesomeMod! / Re: help please?
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on: 2009 August 15, 05:33:16
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and the problem is solved. i actually forgot there was a second file. thanks for bringing that up. after downloading that, i did everything as i had done it before, and it worked. strange that putting both the files provided in a Mods/Packages file wouldnt work, but oh well. thank you for your help. That sounds like the dll file that is needed for the Framework didn't install correctly the first time. Without that file, the game completely ignores what's in the Mods/Packages folder.
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 15, 05:25:47
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Using the latest AM, 8-14-09 1:50am, my married sims still have multiple romantic interests/girlfriends or boyfriends. I thought they couldn't do that if they were commited. Am I wrong? I tried to take a screenshot, but either my print screen button doesn't work or my PC ate the pic, cause I can't find the damn thing on my HD.
I think multiple Romantic Interests are ok, but I think the game doesn't allow you to have more than one Boyfriend/Fiance/Husband. I don't suppose you have other mods installed that allow polygamy? I personally have not seen this happen at all through the last few weeks of AwesomeMod updates. I'm also seeing a slightly disproportionate number of lesbian romance events versus gay events. I made two YA Females and two YA Males and put them in my neighborhood, with pretty much the same traits (i.e. one of the girls has the same traits as one of the guys, and the other girl has the same traits as the other guy), and the first thing the two girls did was to get it on, while the two guys pretty much ignored each other. The only thing I can think of is that I had "initialized" Lesbian interactions with two other females before I put the 4 new sims in the neighborhood, but I didn't do the same for gay interactions until after the sims were in already. Also, what is the best set of traits to give to neighborhood pollinators? I gave my sims Flirty and Hopeless Romantic to make them romance multiple sims, and then Charismatic to help them along, and I gave them Family-Oriented in the hopes of making them Try For Baby a lot, but it backfired because they got married almost immediately and don't seem to be pollinating sims other than their spouses. I'm trying to shake up the genetics of my neighborhood a little so I'd like a bunch of sims to have kids with as many other sims as possible. Is there any way to do this short of house-hopping around to prod my sims by hand?
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Awesomeware / AwesomeMod! / Re: The Wrath of Pescado?
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on: 2009 August 13, 21:53:39
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I just made a family of weirdness. Eight sims. They all had Pedophile, Continent, Narcolepsy and Tealdeer. You "made" a family of 8 sims? As in, they ROLLED that? Because those aren't supposed to be rollable. Or did you MAKE it that way? I've got at least 2 born-in-game sims in my neighborhood with the tealdeer trait. I did not choose the trait for either of them, they just lucked into it on their own. That's the only odd trait I've seen, but I've definitely seen it at least twice. Personally I like it, it's right up there with the night that everyone rode tiny bicycles. . . Yeah, I've had a couple game-made sims turn up with Tealdeer too. At first I thought it was a hidden trait because I didn't see it on the trait list in the game. I guess Tealdeer showing up without being manually-added is a bug? Is there any way to make it so we can toggle whether we want these traits to be "rollable?" I have no idea how you implemented these traits so I have no idea whether that would be a monumental undertaking or a simple parameter tweak. I wouldn't want the pedophile trait to start turning up randomly though.
You're no fun.
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