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TS3/TSM: The Pudding / The World Of Pudding / Re: Playing TS3 Supernatural without super-naturals
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on: 2013 April 20, 10:52:20
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So, the bee keeping isn't fun? Maybe because the Sims can get stung...
The stinging (and associated queue stomp) is annoying, but beyond the stinging, beekeeping is just really boring. Smoke-harvest-clean-feed, move on to the next box. Because of how the bee boxes are scripted to work, it's often better to just pick up honey from community lots/neighbors every few days, rather than having a box on your own lot.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2011 April 29, 04:34:40
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I assume that NPCs such as mailmen or firefighters do not get homes? If they do, then would another NPC spawn to replace them if they die?
Also, if you have aging off, but awesomemod story mode progression turned on, would other non-sacred, non-selected sims age? It says on the wiki that Awesome story mode does not affect aging, which, I assume means that they would age normally like in EA story mode? Normally I would think that having aging off would also turn off aging in story mode, but the config option for TS2aging leads me to believe otherwise.
Sorry if it seems like I have 1000 questions, but, well, I have 1000 questions!
It is correct that all service NPCs (including the burglar) are homeless, and due to their game critical nature, will be replaced if anything stops them from being service NPCs (such as moving in to a playable house or dying). If you turn aging off in the game settings, no one ages, regardless of other settings. If you leave aging turned on in the game settings, but use AwesomeMod's TS2 style aging, then only the currently selected household ages. Aging and story mode aren't strictly linked, one can be off while the other is still active.
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Awesomeware / AwesomeMod! / Re: n00b question! go get him :P
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on: 2011 April 18, 19:47:48
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You have the framework, but is it correctly placed, with no conflicts? (Example: You transitioned from the old way of installing CC to the new way; did you properly remove the old way before playing?)
Also, when you updated after the core mismatch, did you use the launcher (bad) or the patching utility/manual patch?
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TS3/TSM: The Pudding / The World Of Pudding / Re: Please help me fix this BS
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on: 2011 April 15, 20:43:11
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Since Windows 3.11 and all the way to 7 (well, ok, I did skip Vista) What's the trick? dunno... <shrug> I can only guess that it's because I have always used an over-sized swap file, instead of a system managed swap file. Same here, except I skipped 2k/Millenium (I went from 98 to NT until XP came out), and the failure that was Microsoft Bob. I did run Vista for a couple of years, but that was because an old system's hardware went into a string of catastrophic failures, and I had to have a replacement quickly, so in came a bargain PC that shipped with Vista. Even Vista didn't give me too much trouble, outside of whining about the "features" that I disabled.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Gardening and fertilizing
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on: 2011 April 12, 05:23:42
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I can't find a fixed value for what level the sprinkler waters to, but it's a safe assumption that it only waters to the default 100, similar to how self-cleaning objects only seem to clean to the default 0, versus the neat trait's "clean until pristine" (which is usually 30). However, since plants only update their growth state once a day, and the sprinkler starts watering an hour before the update and continues for two hours after, it should adequately keep most plants in the better growing "wet" state without additional watering. This may be a case of a low-level upgrade trumping a skill challenge, as sims don't seem to water a plant until the water level falls below a certain threshold (the -50 for dry, I think), while the sprinkler waters everything in range every day. As an example (I admit my knowledge of the scripts is severely lacking, so anyone with a better knowledge of the formula should feel free to correct and spork me): <PerfThresholdAvgToGood>95</PerfThresholdAvgToGood> <PerfThresholdGoodToGreat>105</PerfThresholdGoodToGreat> <PerfBonusDrySoil>-30</PerfBonusDrySoil> <PerfBonusNeutralSoil>45</PerfBonusNeutralSoil> <PerfBonusWetSoil>90</PerfBonusWetSoil> <WaterDecay>2</WaterDecay> <WeedProblem>0.1</WeedProblem> <HarvestStateDurationMin>3</HarvestStateDurationMin> <HarvestStateDurationMax>8</HarvestStateDurationMax> <NumLifetimeHarvestables>40</NumLifetimeHarvestables> <NumHarvestablesMin>3</NumHarvestablesMin> <NumHarvestablesMax>5</NumHarvestablesMax>
This is assuming no fertilizer or weeds and a sim that hasn't completed any skill challenges. The apple tree gains 45 performance in neutral soil, and 90 in wet soil. It loses 30 performance in dry soil. It consumes water at a rate of 2 (I'm assuming per sim-hour). All plants get a base performance of 10. It takes 25.5 hours for a freshly watered apple tree to go "neutral", and another 51 to go dry. Because the update occurs every 24 hours, the tree will grow best on the first update, less the second, and need watering on the fourth update to maintain its performance, which resets the cycle. By adding a perfect life fruit as fertilizer, an apple tree could potentially maintain positive (if only average) growth until it died of neglect from going 6 days without water. What I'm not sure of is how the thresholds work, although I assume that they determine how well a plant has to be doing to grow faster, and once mature, how much better the produce is at harvest time. Interestingly, while looking this part up, it seems that the tomato vine is the only common base game plant that requires fertilizer to achieve its optimal growth Common plants need any fertilizer of at least normal quality will do the trick. Exceeding their "great" growth threshold may be what pushes improvements in produce quality, but if all that matters is reaching the threshold, then exceeding it is wasting fertilizer better used on the more difficult plants. It also seems like it would be best to water plants later in the day (if you're not using a sprinkler upgraded to automatically water), so that they're guaranteed to have wet soil in their morning update. Eeyore: That's true for the botanical boss challenge which lets their plants survive until the performance reaches -175, which should be an extra 2 days for my apple tree example. As noted above, a sim that isn't a master farmer will only water to 100. I'm still trying to find the data for how the master planter challenge and super green thumb reward affect plants, so I can't provide better than anecdotal information on how they affect behavior. Edited twice because I'm a nimrod.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Gardening and fertilizing
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on: 2011 April 12, 02:44:00
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Edited for updates from Pets, Showtime, and Supernatural.
Thread necro to update Rothchild's easy to read list for WA and LN. Other information I found but isn't definitively posted here follows.
It's worthwhile to note that with LN installed, Plasma Fruit replaces Lobster as the highest strength fertilizer available from the grocery store. With Supernatural installed, Truffles join Plasma Fruit as the new best from your grocer fertilizer.
The numbers stand for "Fertilizer_Value"-"Fertilizer_Days": 25-6 = Lifefruit* 25-4 = Angelfish*, Sea Sludge (LN)* 25-3 = Vampirefish*, Dragonfish (WA:C), Mummyfish (WA:E) 20-6 = Glow Orbs (SN-M)# 20-4 = Shark*, Plasma Fruit (LN)$, Truffles (SN-M), Ninja Starfish (ST)* 20-3 = Lobster 15-6 = Garlic 15-4 = Steak, Bell Pepper, Flame Fruit*, Blowfish*, Piranha*, Red Herring*, Siamese Catfish*, Tragic Clownfish*, Cherries (WA:C), Spotlight Mushrooms (SN-M)# 15-3 = Renoit (WA:F)+, Meloire (WA:F), Sewer Trilobite (LN)*, Ghost Chili (SN), Purple starfish (ST)* 12-5 = Pomelo (WA:C), Mycenas (SN-M)# 12-3 = Black Goldfish, Salmon, Swordfish 10-6 = Red Toadstool (SN-M)* 10-5 = Watermelon 10-4 = Jellyfish*, Minnow*, Porcinis (SN-M), Fairy Damsel (SN)* 10-3 = Tuna, Cranerlet Nuala (WA:F)+, Cherimola Blan (WA:F)+, Wolfsbane (SN)#, Horse Fertilizer (Pets)*?, Orange Starfish (ST) 8-3 = Rainbow Trout, Plum (WA:C) 7-3 = Pomegranate (WA:E) 5-6 = Lime, Onion, White Caps (SN-M), Banana (ST), Carrot (Pets) 5-5 = Potato 5-4 = Burger Patty, Cheese, Egg, Apple, Lettuce, Tomato 5-3 = Grapes, Alley Catfish, Anchovy, Goldfish, Gralladina Fran (WA:F), Avornalino (WA:F), Snails (WA:F), Kissing Gourami (LN), Koi (All) (WA:C), Frogs (WA:F), Crawfish (WA:F), Crocodile (WA:E), Red Valerian (SN)#, Mandrake (SN)#, Luminous Salamander (SN)*, Toad (SN)* -200-4 = Deathfish*
Expansion Pack info should be self-explanatory. * = Can not be purchased from a store. @ = Growing Plasma Fruit for fertilizer is inefficient as the plants yield only two single fruit harvests before going barren. + = Can be purchased from the Special Merchant; while everyone knows this by now, I've included it for accuracy. # = May appear in alchemy consignment shop. ? = This is base value for a horse without the reward Gardener's Delight, for which I can't find the information. However, the box stall's XML indicates that additional weight is given towards producing nice, very nice, and great quality fertilizers.
For Supernatural, mushrooms are noted as (SN-M). I have made this distinction because of how mushrooms restart their growth cycle when harvested, which makes them poor choices to grow for use as fertilizer.
My apologies if I have the names of the starfish from Showtime wrong, I don't have it installed, so I was simply working from the lines in the gameplaydata.package.
Other useful gardening information I found in the Gameplaydata.package while updating the list:
The "Revive Plant" interaction has a 70% chance of success, and is available at gardening skill 5.
The gardening XML doesn't indicate that weeds actually kill plants, they reduce the performance by 50%. This can contribute to the wilting state (particularly for plants that suffer in neutral soil), but if weeds affect plant neglect in the scripting, I can't find it. In other words, if growth time/quality isn't an issue, you can neglect weeding plants so long as they get watered.
Provided this holds true, the state of the soil (dry, neutral, wet) is all that really matters for plant neglect:
Soil is Dry at -50 and lower. Soil is Neutral from -49 to 49. Soil is Wet from 50 to 100
Additionally, most plants grow faster in wet soil over neutral, and take a growth penalty in dry soil. The amount varies by plant, and I'm not compiling it into something easy to read without others expressing an interest.
The Botanical Boss and Master Farmer challenges have the following effects on watering and fertilizing:
Master Farmer adds 2 days to fertilizer duration. Master Farmer waters plants to 175 instead of the normal 100.
Botanical Boss allows plants to survive until their performance reaches -175 (normally they die at -100).
Note that while completing both skill challenges effectively nearly doubles the amount of water in the soil, plants "consume" water at different rates, so YMMV.
When digging up the new numbers, I noticed a reference in the GameplayData.package file for an EAxis store Lemon Tree, but since I don't have the tree, I don't have the information for where it falls in the list.
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TS3/TSM: The Pudding / The World Of Pudding / Re: More Awful Than You - March
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on: 2011 April 09, 16:15:12
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Real hair could probably be held back like that with some kind of support structure and the generous use of adhesives. Of course, the added weight pulling on the skin would probably make the person wearing the hair look like they'd just gotten a bad face lift.
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Awesomeware / AwesomeMod! / Re: Installing Awesomemod - the simple explanation
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on: 2011 April 02, 21:53:43
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K fixed the issue(I think) and the 'fix' baffles me.
I basically just reinstalled LN, then patched again. After that it seems to run fine.
( I Have no blithering clue why it worked THIS time and not last, since Absolutely nothing was changed, just fired disk in and 'uninstalled' when it asked, and reinstalled, patched.)
Did you patch via the launcher?
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Awesomeware / AwesomeMod! / Re: Installing Awesomemod - the simple explanation
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on: 2011 April 02, 18:20:53
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Bit of a question based on this tutorial. Awsomemod worked fine for me until I got late night, then just wouldn't work at all. So i did fresh install, and followed your instructions here(even though I normally place it in TS3 or the newest expansion pack) and it gives me a pop up now 'non core mismatch' but the game WILL continue to load. Once loaded and IN a game, as long as im paused, i can use most of the mod, but the second I unpause the game freezes up(music continues to play, etc) I have 2 questions, Why, first off, is it detecting a 'core mismatch' when awsomemod is the ONLY thing I have installed(following your precise instructions ) and 2: Why is it locking up on unpause. I have no idea on the second item, but the first sounds like a patching issue. Are all of your stuff/expansion packs fully patched?
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Awesomeware / Armoire of Invincibility / Re: TOOL: 3Booter, the Incooperative Game Kicker
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on: 2011 April 01, 15:52:22
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its not working very well for for me for medival it cuts down the framerates etc fine but i keep geetinga green icon on the left hand side??? is it something im doing???
Yes, yes it is. Or maybe it isn't. Try searching a little, I'm sure I've seen that issue mentioned before. Protip: The locals like it when you use proper spelling and grammar.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Some Store objects revert to original colors
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on: 2011 April 01, 07:31:30
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Well, the only other thing I can think of offhand (other than purging everything and starting over) is to decrapify the contents of your DCCache folder (where the shitty evil launcher installs the files). If that doesn't work, you'll have to hope someone more knowledgeable than I helps you (and points out what a useless nimrod I am).
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TS3/TSM: The Pudding / The World Of Pudding / Re: Some Store objects revert to original colors
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on: 2011 April 01, 06:30:53
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I really hate having to register and ask a question, because I've solved most of the issues I've had using the search function, and I doubly hate having to necrobump, especially a thread where the issue is apparently resolved, but I'm having this problem even with decrappifying.
I've decrapped the sims3pack files, or whatever the original files are called, and, when that didn't work, I decrapped the package files that are extracted from Delphy's Multi-Installer, but that too produced no results. I even got so desperate I tried installing my decrappified sims3pack via the launcher, and when that didn't work, decrappified the packages the Launcher extracted. Each time I retry, I delete all the cache files in the Documents/EA/Sims3. I'm using the latest version of s3rc.
I'm not sure if I'm decrappifying wrong, if I'm missing some other thread on here with a solution to the problem, or if these store objects are just irredeemably broken. Any help would be appreciated.
Did you decrapify the contents of your Saves folders or see if things behave properly in a new game? EA's crapified content doesn't play well with decrapified files.
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TS3/TSM: The Pudding / Pudding Factory / Trenchmouth's crapsack tuning mods.
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on: 2011 March 16, 23:37:32
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Here they are: use them and abuse them. Inventor's Workbench Fix: This is a small tuning mod to enable building Simbots on the inventor's workbench in Bridgeport. This obviously requires Ambitions, and is pointless if you don't have Late Night. It may or may not require World Adventures, I'm not mucking about with my install to test it. May be deprecated by future patches or core mods]. Will only be updated if a future patch breaks it without fixing the relevant code. - Untested - Opportunity History Hack: This changes the opportunity history XML so that rejected opportunities should be fully suppressed for 14 game days, versus having a reduced chance of showing up for five days before going back to normal. Because some people don't want to dance at The Grind three nights a week and can't stand having unfinished opportunities in their list. 4/15/11: Edited to link to workbench fix at MTS, which I should have done weeks ago. Workbench tuning removed as attached file.
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