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1  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 26, 04:31:58
If amod's story progression is turned off, and you have all of EA's story mode options enabled in the amod config, but play with EA's story progression turned off, are the options still in effect? Or does the EA story progression have to be turned on? Just curious

My game also decided to assign a foreigner from China as a boss to one of the careers, who was currently a tourist in the neighborhood. This kind of smells like an EA bug, but thought I'd mention it just in case
2  TS3/TSM: The Pudding / The World Of Pudding / Re: It Are A Trap - what affects your chances of success? on: 2009 November 24, 17:52:38
I believe disarming traps is based on handiness, seeing that a sim got a handisness skillup after disarming one. Some traps are impossible to disarm by your sim alone, even with max skill. The hidden doors and statues are based on athletic (speed at which you move them). I'm not entirely sure which skill is used to cross a trap, but it might be athletic or logic. One of my sims I took through a tomb just happened to have all 3 of these skills very high or maxed. Instead of crossing over one of the traps, he praticially flipped over it Shocked so it made me believe it might be linked to athletic (no he did not have martial art skills, but he sure could have fooled me)

It would make sense that logic 'should' be used for something, but since when has EA ever been logcial?
3  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 02:55:34
The latest version seems to have fixed the ctrl+shift click on tomb objects. My sims however are still running around like hyper active children. They seem to move at normal speeds until you direct them to move somewhere by clicking on the ground to tell them to go to that spot. They then automatically decide to run to that spot. From there on, it's like they're stuck on run when doing anything. The patch for WA makes it so that sims no longer run indoors (stated in the patch notes). I noticed this right away as a sim came home from work, ran to the front door, and the moment he hit the inside, he went to a walk, where as before they would continue running (this is only if amod is not installed)

So something with amod is causing it, but I'm not sure which setting might be doing it, if it's one of the options to enable/disable, or not. Not sure if anyone else is having this issue, as I haven't seen any others say anything about it. That or perhaps they don't mind thier sims running around doing thier tasks as if thier life depended on getting to thier destination as quickly as possible
4  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 01:37:08
It doesn't work unless testingcheats is enabled. Otherwise it gives a "invalid command" error. If amod is installed, testingcheats enabled is automatically turned on by default. "buydebug" is also not shown in the "help" list until testingcheats is enabled as well

This is how it is for my game, and if it's any different for others, I'd find it abit odd, but wont rule out the possability
5  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 01:15:52
The 2nd, which I'm not sure you're already aware of or not, but I am unable configure any tomb objects while trying to tomb create. These tomb creation options are linked to shift+ctrl click. Nothing shows up but "Nuke". So I decided to re-configure amod to allow debugging, but this only brings up debugging options with the tomb objects, and not the options you need for tomb creation. Without amod installed, the tomb objects have shift+ctrl click options turned on by default with no cheats required (aside from buydebug to allow access to the tomb objects). So I suspect the whole "nuke" thing with amod is overwriting these options
How does one access Tomb Creation normally? Provide full details, as I don't actually get to play. I can't see any obvious references to CRTL-Shfit anywhere, although I tried rearranging things a bit.

Basically, you enter a lot (let's say a sims home for example). Then create a basement where you may want to make into a tomb. You enter "testingcheatsenabled true" and then "buydebug" (buydebug apparently doesn't work without testingcheats enabled). In the normal buy menu, a new "?" icon will appear. When you select it, it will list various tomb objects, and even item spawners such as gems, seeds, fish and so on. Buydebug only enables the ability to buy these special items and nothing else. So you go to the tomb tab, and select your tomb objects. For example, you place a rotating door you want to be hidden from the sim

After placing the door on a wall, you must then shift+ctrl click on it to tell it what you want the door to do. If you want it to be locked, hidden, to close automatically after you walk through it, as well as setup trigger settings (if the door should be linked to some sort of switch). All tomb objects are placed, and then shift+ctrl clicked on to setup thier options

No debugging cheats need to be entered to use this (aside from the one already mentioned). With amods debugging enabled, actual debugging options show up that would probably be used for dev testing that are no use to any normal player. None of these debugging options enable the ability to setup the objects to act like tomb objects (can't link triggers and so on)

To go into further detail, when shift+ctrl clicking on a "Torch Lever" (without amod) it will list: "Activated behavers..." , "Link triggers..." , "Triggers" , "Disable (or enable) Lever" , as well as a few others. With Amod installed, nothing is there but "Nuke". With debugging turned on, none of the above options are listed either, instead seperate debugging type ones are (and Nuke still shows up as well). Don't know if you want a list of the debugging options listed or not. Hopefully this helps some
6  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 00:07:56
Hello, I'm a long time lurker, first time poster. I decided to try out the beta of this build of awsomemod with WA

With my current configuration of awsomemod, things seem to be running smoothly. I don't experience random crashes like anyone else, and over all it seems to run as it used to. There are a couple issues I'm having though. The first noticeable one is that my sims run everywhere like they're on some surger high. I thought maybe it was linked with auto athletic selector, but even with it disabled, they continue to run everywhere, doing any action. Even if it's just a small distance in the same room. This only happens with amod installed

The 2nd, which I'm not sure you're already aware of or not, but I am unable configure any tomb objects while trying to tomb create. These tomb creation options are linked to shift+ctrl click. Nothing shows up but "Nuke". So I decided to re-configure amod to allow debugging, but this only brings up debugging options with the tomb objects, and not the options you need for tomb creation. Without amod installed, the tomb objects have shift+ctrl click options turned on by default with no cheats required (aside from buydebug to allow access to the tomb objects). So I suspect the whole "nuke" thing with amod is overwriting these options
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