Show Posts
|
Pages: [1] 2
|
1
|
TS3/TSM: The Pudding / The World Of Pudding / Re: Freeze on move out
|
on: 2010 January 19, 11:09:04
|
I had this happen to the legacy family that I was playing. The game would hang if I tried to move out some of the spares however I did it whether I tied to move them out via the phone, tried to split them up in the edit screen or switched to another household and got the residents to invite them to move in. The only way to get them out of the househld was while I had switched to another household I turned on testingcheatsenabled true and added them to the household using the cheat.
After I had done this once or twice I was able to move sims out of the legacy household normally but one of the families I used the cheat to add members to got infected with the bug.
|
|
|
2
|
TS3/TSM: The Pudding / The World Of Pudding / Re: What could've caused this?
|
on: 2009 December 10, 05:05:44
|
You don't need WA to have the blue(black) lot problem. I got it when I installed the 1.6 patch (WA wasn't released in my country until the 20th) as well as that my game was very laggy and slow . To cut a very long story short I ended doing a fresh install of the game with no CC and loaded the backup game. The game was much much faster than even before the patch so my CC had been slowing things down before the patch (but the patch made it a lot lot worse.) I installed the 1.7 patch and had no problems either with the blue/black lots or lagging and then installed WA and still had no problems. I am cautiously adding back in my CC.
I really do suggest that you read that thread I linked to as there is a lot of useful information in it.
You may not need to start a new neighbourhood, look for a file in your save folder ending with .legacy rename that by removing the .legacy and remove the folder created in your last save.
|
|
|
4
|
TS3/TSM: The Pudding / The World Of Pudding / Re: Bugs in WA
|
on: 2009 December 09, 06:44:21
|
I've been having a problem with homework resetting. There are two children in this house, and every day they come home and do their homework to 100%. The next day they get on the school bus, and all is well, the bus does its u-turn ... then suddenly the two children are somehow booted off the bus and end up standing back at the front door of their house, with homework now at zero completion. I have to manually send them to school, where they have to re-do last night's homework.
It's happened several times now. The previous generation of kids that lived in this house didn't have this problem. It's incredibly frustrating.
I had this problem way before the patch and WA. One time the kids managed to get to school before the reset and every kid in the school was reset! What mods do you have in your game? I had Twallan's super computer, careers and story progression mods (the smoking gun was sitting by the careers mod) once I updated all of those the bug went away.
|
|
|
5
|
TS3/TSM: The Pudding / The World Of Pudding / Re: Lifetime Rewards and Food Spoiling
|
on: 2009 December 05, 16:03:47
|
I have found that the food spoiling bug depends on what fridge you have. The cheapest and most expensives fridges have the bug while the two midrange fridges do not.
So another solution is to upgrade (or downgrade) to one of the midrange fridges while we wait for a fix for the problem.
|
|
|
6
|
TS3/TSM: The Pudding / Pudding Factory / Re: Absimiliard's Realistic Aging Mod
|
on: 2009 September 24, 05:51:57
|
I like the idea of this modI find the age ranges far more realistic than what is currently offered in the Sims 3. I see that I am not the only person who is bored with the exaggerated length of time for the teen years. But at least in the Sims 3 you can age them up early with the birthday cake whereas with the Sims 2 all you could do was send them to Uni which added a whole new dimension of boredom. I think the reason Eaxis make the teen age span so long is they think that is the age of the people playing the sims because all they see on the BBS is 12s being well 12s, not realising that anyone older has fled the inanity of the BBS and found oases of sanity elsewhere. The only thing I don't like about this mod is that the overall lifespan is reduced to 80 days I would rather it had been kept at 90 days. The thing about those life expectancy tables that someone linked is that they are lefe expectancy at birth and include the possibility that the person could die prematurely as an infant, child or adult. Which is why the figures for the third world countries suck so much because they have much higher infant mortality rates. Even in western countries such as Canada and New Zealand there is the change you could die young because of a motor vehicle accident or cancer. The actual life expectancy of someone who reaches the age of 70 in a western is higher than you would expect from those tables. Maybe you could make three versions of this mod with the life expectancies for the medium life span set to 74, 80, or 90 days.
|
|
|
7
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 November 07, 08:19:47
|
I'm sorry! I forgot to mention previously that to fit the drive, obstacle course, and stairs under the house (with moveobjects on) requires a house on pillars (or stilts or whatever you call them). I think the obstacle course is great, too, because the kids learn so quickly from it and are able to leave the house when they become teens because their body is maxed. I like to unlock military as one of my first two careers so I can get it.
I had great luck bringing back 2 snapdragons from college and unlocking natural science first. I just can't seem to keep the family happy once kids join because all they do is complain about being stinky (slow promotions, poor skill building...). A snapdragon strategically placed in a bedroom shared by everyone works wonders.
I didn't have great luck with a woman founder as I couldn't seem to produce enough children by the time she hit the top of her career. I've done well with a male founder and a strategically selected townie for the first spouse. The car doesn't just help if you are late for work, it also allows you to send your pregnant sim to work. If she's due to have the baby while she's gone, she won't leave, but as soon as she has it, you can send her off and still not miss work. The bar that counts her time at work toward the next promotion doesn't increase this way, but you don't have to schedule the pregnancies or miss work.
Good luck with the challenge.... I find this one enjoyable, and I actually like all of the restrictions and things to remember because it adds to the challenge! :-)
If you have lifted NS you can replace the pillars/stilts with walls just making sure you keep the ends of the obstacle course and driveway free. The best place for the staircase is on the right hand side. It will block the passenger door of the two door cars. What happens is that any passengers will stand at the back of the car and do a weird hop into the car. I'm sort of cool on that, in reallife my sister's car has way more junk around it (she's staying at home after her marriage broke up and my step dad is a real pack rat) standard stragedy for anybody wanting to sit in the passenger seat next to the driver is to stand to the side and back of the car while she gets in the car and backs it out two metres and when she has backed it out hop into the car. As to getting snapdragons into a house once NS is lifted and business hasn't remember that the founders inventory is not the only inventory contributing items to the household, the psouse has one too. Pinstar is agnostic as far as to how other households of playable sims should be treated in the Apocalypse neighbourhood, the only comment fromt he creators on the topicis that not having neighbours seems rather silly. So having other playable sims in the neighbourhood is alright. what I did was while my founder was in college I got one of the Bluewater playables (Florence Delarosa) up to a gold badge in Floristry. She and her husband (I married her off to Chester Gieke) checked out all the townies and downtownies and sold snapdragons to the high flyers. After all this intelligence gathering I was going to get Florence to introduce my founder to the most likely candidate but he run into her on his first trip into downtown. They turned out to be a three bolt couple... With the aspiration boost my founder got from dating her he only slept once while he was in college. She had three snagdragons in her inventory when she married my founder
|
|
|
8
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 October 17, 07:41:09
|
I've restarted this challenge for the third time (last time I made it through in 66 days) but this time I'm going to play my founder household as a Legacy family (with the additional handicaps of Patriachy, Strict Family Values and True Love for that particular family) and I have also added some additional families: The Larsons (from OFB) The Jacquets (also from OFB, the household also includes Gilbert's employee/girlfriend from the bakery - They escaped from Big Shit Happening together) The Dantes (downloaded from this site - http://www.jennthesimmergirl.com/fellowship2.php) The Burtons (downloaded from the same site) The Vegas (The second Vega family on the site) Malcolm Landgraab IV (zombified and stripped of his wealth) I will be playing those families by Prosperity Challenge rules (including playing a strict rotation of those households, the Legacy family and any other spin off households from those households) and any apocalypse restrictions not already lifted by the legacy family will apply to the other households in the neighbourhood. So in other words I am playing a combined Apocalypse/Legacy/Prosperity Challenge. I must say that playing the other families have changed my priorites for what order to lift the restrictions. My founder was going to lift Natural Science and his wife to be was going to lift military but having played the other household under the full list of restrictions I might have gone for a medical/culinary combo instead. However the OFB sims all have snapdragons in their inventories all ready to pull out when NS is lifted (and so does my founder's future wife) and the downloaded families are going to acquire some once NS is lifted. Law and Paranormal are also much higher on the list. The downloaded families are all rather, um, interesting families to play even in a normal hood. I challenge you to add them to your Apocalypse hood!
|
|
|
9
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 October 11, 04:37:24
|
Which is yet another piece of evidence that this challenge is really not that difficult as long as you are willing to do monotonous repetitive tasks ad infinitum. As long as there is caffination and a bathroom on a lot decorated with snapdragons, you can essentially do this forever, or until you have as much money as you want.
Or until boredom sets in... But if my loophole works the way I think it does the process of earning as much money as you want should be a lot shorter...
|
|
|
10
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 October 11, 03:44:29
|
Not strictly true, completed items only go into the owner's inventory if the "make many" interaction is selected. If the "make one" interaction is selected or if a sim is completing a partly completed it is left on the bench when completed and must be manually moved into the owner's inventory, moved to a location on the lot or sold. If a visiting playable sim does the latter the money goes into their household funds (Believe me I have tried this, it works). A visiting playable cannot enter buy mode without cheating. There's no need to enter buy mode, a visiting playable can click on the completed item on the workbench and select "sell it". Running away to get my Prima guide... a couple of paragraphs are relevant here. "When a playable sim makes a single product, it appears on the bench, not in inventory. To get it off the station and make the bench usable again, the product can be moved with the Hand Tool in build/buy mode as a regular object, sold for the Average Price level with the product's sell interaction or placed for sale with the For Sale Tool." "If your sims travel to a community lot and use crafting stations, they neither receive badge level increases nor any products they produce on the station. They can, however, sell the items from the station for their standard resale amount." Basically selling the item is the only thing the visiting playable can do with the item to make the bench usable again and is the only point of using the bench at a community lot anyway since they get no other benefit from it.
|
|
|
11
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 October 11, 02:26:57
|
Visiting employees can use a workbench, not have to pay for raw materials, get the full price of the item if it is sold, and work towards their next badge level.
Visiting non-employees can use a workbench, have to pay for raw materials, get the full price of if it is sold but the time spent on the bench doesn't go towards their next badge level (at least according to the Prima guide).
But what happens if the business owner left a partially completed item on the bench the last time he was on the lot?
That's something I must tryout the next time I fire up the game. (of course to be really profitable for the YA founder he/she has to get a gold or silver robotics badge on top of everything else.)
|
|
|
12
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 October 11, 02:01:32
|
There's also a money loophole if the YA employee returns to the lot as a playable sim. If she/he uses a workbench the costs for the raw materials comes out of the owner's pocket but if they sell the items after they are completed it goes into the playable sims pockets... Completed items go into the owner's inventory, not the employee's. Not strictly true, completed items only go into the owner's inventory if the "make many" interaction is selected. If the "make one" interaction is selected or if a sim is completing a partly completed it is left on the bench when completed and must be manually moved into the owner's inventory, moved to a location on the lot or sold. If a visiting playable sim does the latter the money goes into their household funds (Believe me I have tried this, it works). Has anybody else realised how a visiting non-employee could take advantage of this loophole?
|
|
|
13
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 October 11, 01:33:00
|
Silly me. I should know by now that just because a sim rolls up a certain want doesn't mean the want can actually be satisfied.
Well, quite. Denise Jacquet regularly rolls up the fear of catching her husband cheating. That's her DEAD husband, ladies and gentlemen. Denise is still married to her husband. Very annoying. I tried to pair her up with Malcolm Landgraab in one of my hoods and kept wondering why I was getting this weird reaction from Gilbert and why Malcolm only had the option to move her in not get engaged to her... As for the hack that allows you to hire YAs, doesn't that fall into the category of hacks that allow an unfair advantage over players that don't have them? I mean your YA founder can get all their badge,cooking,and body skilling done on their employers time not in their valuable Uni time. (can you get body and cooking skills on a business lot you don't own and aren't employed at?) There's also a money loophole if the YA employee returns to the lot as a playable sim. If she/he uses a workbench the costs for the raw materials comes out of the owner's pocket but if they sell the items after they are completed it goes into the playable sims pockets... But apart from this challenge my opnions are pretty close to the rest to you on hiring YAs.
|
|
|
14
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 October 10, 13:54:29
|
I made a zombie family in the main hood. They run a florist shop, and they might just happen to hire a promising undergrad as a part-time flower-arranger. Err, I tried that on my second run through the challenge. Doesn't work, business owners can't hire young adults. However,playable business owners can very useful in other respects. I mean why fill up your founders valuable inventory slots with fripperies like snapdragons, munchiebots and cheesecakes of doom? When you can sell said items to the potential spouses of the founder and fill their inventories. At least the cheesecake will be fresher...
|
|
|
15
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 26, 06:21:22
|
Very sneaky, Alvaron, very sneaky that business with the satellite, at least I lifted alien technology honestly!
Did you use elixer to accelerate the aging of the first bunch of teens? (before you lifted military and could send the younger teens to college.)
I found science (combined with the ability to send kids to college) to have a really dramatic effect on the speed that restrictions were lifted. Most of the kids sent to college graduated summa cum laude with a major that would help them with their chosen career and maxed out in the skills needed for that career, once science was unlocked they got level nine jobs in their careers via the computer. Hope, Aroha and Astra were only back in the household for a day before getting the big promotion. Faith took a bit longer, she missed promotion on the first day and had to wait for the weekend to be over before she had another go. After that I made certain that the returnees were platinum when they returned and sent them to meditate in a circle of snapdragons until their carpool arrived.
Rather than returning sims from college the same day I had the opposite situation I had to wait until a slot was freed up in the household, either by sending a younger sibling to college or by a older sibling lifting their retriction and moving out, before I could sent a sim home from college. When that happened I waited fro the returnee's chosen career was listed on the computer before they were returned.
How did your teens skill downtown? You might need to check your downloads folder, apart from the uni lots I didn't think you could skill on a community lot without a hack.
|
|
|
16
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 25, 06:19:20
|
I've nearly finished this challenge, I have 1 restriction still to lift (paranormal). I sort of lost count of the days but I think it's been about 80 days so far.
The restrictions were lifted by: 1 Janet Keen (founder) - Natural Science (and of course hopelessness) 2 Leonid Keen (founder's spouse) - medical 3 Leonid Keen (founder's spouse) - alien technology 4 Joshua Keen (2nd gen) - military 5 David Keen (2nd gen) - politics 6 Jonathon Keen (2nd gen) - slacker 7 Daniel Keen (2nd gen) - Science 8 Matthew Keen (2nd gen heir) - crime 9 Robin Keen (2 gen spouse) - business 10 Hope Keen (2 gen) - Show Business 11 Nathan Keen (2 gen) - culinary 12 Aroha Keen (2 gen) - Athletics 13 Faith Keen (2nd gen) - Law 14 Astra Keen (3rd gen - Daniel's alien abduction daughter) -art
Which leave either Michael Keen (3rd gen - Matthew and Robin's son) or Epiphany (2nd gen) to lift the final restriction. I think for poetic reasons it will be Epiphany.
Just had to crow.
|
|
|
17
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 21, 09:48:43
|
It just doesn't make sense to play the other households in the neighbourhood without the restrictions!
Do you mean you apply all the restrictions to these other lots and they have to lift them for themselves? My reading of the 'rules' was that the lifting of the restrictions are presented as global so I would imagine that the new households would only have to abide by the restrictions the main household hasn't lifted. I haven't actually started this challenge yet so I'm simply explaining my interpretation of the scenario as described in Pinstar's original charter. No, like you I interpret the restrictions as being global. If they are lifted they are lifted for all the playable sims the neighbourhood and if they haven't all the playable sims have to abide by them They are played with any restrictions not yet lifted by the main household. So when I played Meadow at college, NS, medical, alien technology, military and politics had lifted by the main household but all the rest still stood so I played her by the remaining restriction. So Meadow could actually go to college, build her 2x3 shack on the ground, have a shower, put her items we ever she wanted on the lot and use the energiser but all the rest still applied. Now science, slacker and business have been unlocked at the main household the other playable are free to use technology etc.
|
|
|
18
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 21, 09:12:27
|
Having been in a situation where there were no showers or bath I can tell you that we would all be having spongebaths irrespective of all our neat levels are. Actually, having a private bathroom in our homes where we could take a shower or bath everyday is a relatively recent phenomenon Once upon a time public baths were pricisely just that, a place that people would go to to not have a swim but also have a bath. Maybe in a realife disastor they would bring back public washing facilites.
|
|
|
19
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 20, 03:12:45
|
four households founded by the sons that moved out after lifting their restriction (Joshua, David, Daniel and Jonathon).
Are you playing these, and if so how? By that I mean, do they found their households with the original challenge restrictions, a subset or none at all? It doesn't matter to the challenge, of course... just curious. I haven't really started playing them yet but I intend to (been too interested in developments in the original house ). Leonid, their father, is a family sim and he shall get his 20 grandkids IW. (For the same reason Janet, my founder is pregnant with her tenth child and will give birth a day after her daughter in law does. Joshua fell in love with Brandi Le Tourneau (a downtownie in the military career path he brought home from work.) They moved into a prebuilt house on a 2x3 lot but aside from that they be following all the restrictions. David fell in love with Meadow Thayer while he was in high school so when Joshua lifted military I sent her to college. She moved into a bare 1x3 lot, built herself a 2x3 house to put her bed and a toilet. Apart from using familyfunds (to give her the scholarship money she would have got if she was originally a playable sim) and the education adjuster from the insiminator (to shorten her semesters) all existing restrictions appiled to her. It was harder playing her without snapdragons but fortunately she had enough romantic visits (can't really call them dates) from David to keep her aspiration high enough to use the energiser (alien technolgy was the third restriction lifted) She graduated magna cum laude and since she was a SS member I moved her into the shotgun shack where she moved in David after he lifted politics. The shotgun shack got extended... Both Jonathon and Daniel were SS members so I moved them into the other two ss lots. They moved in and married their college sweethearts. It's going to be interesting playing these lots with the restrictions since they don't have the plethora of snapdragons the main lot has. Joshua's and David's lots have 2 each while the other two have none. Culinary is the next on my list (after crime) but I can't lift that one until Aroha goes to college. It just doesn't make sense to play the other households in the neighbourhood without the restrictions!
|
|
|
20
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 19, 08:56:51
|
With the unlimited life span of a vampire now you have all the time in the world then to pop out spawn to unlock whatever other restrictions in whatever order you wish, as Frankenbeasely first stated so eloquently back on Sept 6th. Said spouse/spawn can be vampires too, making it necessary to only get to the 2nd generation to get all 14 careers unlocked. Death is a part of life eventually, after all...even for vampires...
This does take some planning and work and a little bit of luck on the part of those chance cards...not to mention, you are still limited to 8 sims in a household at a time, which is more planning and yes work coordinating that many at once.
Actually you may not need vampirism to unlock all restrictions in two generations. One of reasons why I started with NS first wasn't snapdragons (because at the time I didn't realise they would have the effect they did have) but was that since alien abductions were such a random thing the sooner the stargazing started the better. As it happened it was the third restriction unlocked and my founder has been living on elixer since then. She could have produced enough 2nd generation sims to unlock all the restrictions (her ninth born has just become a child) except the third generation made a surprise arrival when one of her sons arriving home from college decided to do some stargazing... Which delayed the return of his younger brother until his sister Hope could go to Uni. Sometimes the game delights in throwing our careful planning and coordination out the window!. Currently there are seven sims in the main household (my founder and her husband, her son Matthew, daughters Faith and Aroha, granddaughter Astra and daughter in law Robin), two kids in college (Nathan and Hope) and four households founded by the sons that moved out after lifting their restriction (Joshua, David, Daniel and Jonathon).
|
|
|
21
|
TS2: Burnination / Planet K 20X6 / Re: The Apocalypse Challenge: Possible change to Life of Crime restriction
|
on: 2006 September 10, 02:44:26
|
Not anybody has the cheat that allow you to send money orders.
There is no way of implementing this rule for everybody without people having to introduces hacks into the game. Familyfunds is limited to those players who have nightlife installed and even then only works if there is only one household of that name. Once family members are able to move out/go to uni it will only work with the last established household or last sim to move out/go to uni(if they are still sittin in the sim/student bin. I speak from experience. There is some strategising around the problem but since this glitch benefits the original household is anybody going to bother?
My view is don't introduce new rules, especially ones that rely on hacks or glitchy cheats.
|
|
|
23
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 10, 01:20:08
|
I don't mind the male hair as much as the female hair. I really loathe the female pixie hair. That hair is the reason I downloaded toddler hairs ages ago - so I NEVER have to see it on my playables. The first three born into my challenge were males, but now there's a female born into the family I'm seriously lifting the show biz restriction earlier than I planned to just to be able to change the hair. I was going to leave that one until near the end.
One way around that would have been to create a female founder with custom hair (look for one that has it for toddlers to elders). All of her daughters will have the custom hair and half of their daughters will have the custom hair. But then again if your game is as contrary as mine she'll have all boys and her heir will have all girls - all with the pixie cut....
|
|
|
24
|
TS2: Burnination / Planet K 20X6 / Re: Pinstar's new Apocalypse challenge
|
on: 2006 September 09, 23:19:22
|
(I made a careful note of the occupations of all the guys Janet met but it's all gone out the window because she had all boys! - grrr)
Are you sure one of them isn't gay? Joined spouses can't contribute to the next generation. If anyone was gay they would have to be one of the ones moved out so he could find true love. I'm keeping the male high flyers for Janet's granddaughters.
|
|
|
25
|
TS2: Burnination / Planet K 20X6 / Re: The Apocalypse Challenge: Possible change to Life of Crime restriction
|
on: 2006 September 09, 23:10:12
|
Another thing about familyfunds Is that it deduct the money from the last establishedn household with that name. For example my founder had six sons; Joshua, David, Jonathon, Daniel, Matthew and Nathan. If the five eldest move out after lifting their restriction there will be six householdwith the same name. Whatever household I use the cheat in it will take it from Matthew's (assuming he's the last to move out) even if he is in the sim bin.
|
|
|
|
|