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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2016 December 10, 05:14:43
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When trying to use awesomemod's story progression on the newest uploaded version (2016/08/20 14:05:09), the game displays the following errors with a variety of households: FamilyName failed executing FindHome FindHome: Couldn't find house to move FamilyName into! This is on Sunset Valley without any mods other than awesomemod. For reference, here is an older version with a working story progression, for the same patch level (upload time: 2016/03/17 02:47, might not be accurate due to timezone differences): LINK
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2014 June 06, 02:24:45
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Hmm, how odd. Never seen that one before. Does it always happen? Don't save after that happens. It should be noted that test and debug commands like that are not meant to be regularly used.
It's an irregular error, it sometimes happens.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Accidental Immortality
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on: 2012 December 27, 16:30:00
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One of the main appeals of the Sims 3, in comparison to its predecessors, is the ability for the entire community to age collectively. Except, not so much. I don't know if the good ol' "testingcheatsenabled" cheat tripped up my game, but nobody in my town ages. I have confirmed numerous times that aging is indeed turned on. I have reset my Sims and moved them in and out of different houses. I have messed around with different lifespans. Nothing works. My Sims' aging bars are stagnant. I can only manually usher them into the next life phase through cheats.
I recognize that Twallan's Story Progression Mod will take care of the aging problem, but I'm hesitant to download it. My game has crashed in the past, and I hate to screw around with it by introducing foreign mods. I'd appreciate any thoughts on how to address this aging issue without having to resort to downloads.
You may not be using Twallan's SP, but are you using any other mods? If so, remove them. Does it still happen? If not, one or more of them is outdated and is causing conflicts.
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Awesomeware / AwesomeMod! / Re: AwesomeMod for 1.42/Seasons?
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on: 2012 December 26, 18:04:44
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After I installed my arred copy of Seasons I was forced to use sub-standard Twallian products to enjoy my game. Perhaps I should have enclosed the word enjoy in quotation marks; the game was still unplayable, there being no substitute for Awesomeness.
Since then I've quit playing. Ten weeks and counting. I drop by here every week or three, but, well, there is no obvious indication concerning the version history (either of the official awesome package, or of the beta version). If that wasn't bad enough, I am getting the impression that el Presidente is taking less interest in this forum than before.
It amounts to a major admission of defeat for me to admit that I am no longer pinning my hopes of Flying Fish Systems to fix my game, but that I am instead waiting on the EAxian patch in the hope that Twallan may be able to warp around the inevitable fuck-ups and make the game actually both playable and stable.
It'd have taken less time to download the newest awesome file and test it yourself instead of posting this crap. Less mockery, too.
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Awesomeware / AwesomeMod! / Re: Do I have to put the download in all the expansion folders?
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on: 2012 December 21, 02:35:23
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The old method, which Pescado still uses and obviously Jolrei does too, requires a .dll in each game/bin. I find this method works and have never seen the need to change. The new method uses the Microsoftian garbage pit known as 'My Documents'.
Actually, ever since the patching method changed to updating the base game only, using the old method on the base game folder is enough for mods to work, there's no need to "install" the framework on every EP/SP folder anymore.
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Awesomeware / AwesomeMod! / Re: Expiry notice.
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on: 2011 December 11, 01:26:17
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"But honestly, if you really had half a brain, it's really easy to mod the expiration date considering it's an XML tuning right there in the mod...and if you can't find it, you're not smart enough to keep using it. It's really more an anti-dumbass feature than something intended to really stop you. No, I won't tell you how. If you can't figure it out, you're too stupid."
Guess who posted this.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2011 December 02, 00:10:00
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The feature added to AWESOMEMOD that brings about a paused game following an ULTRA speed setting of "4" can be disabled when customizing AWESOMEMOD for yourself in the configuration menu. I luxuriate in this facet of the diamond that is AWESOMEMOD, whilst my daughter lamented that the game had somehow "messed up" her 4th speed. That is why we are utilizing two separate, personalized config files, swapping one out for the other depending on who is Simming. It has worked well for us. You may want to investigate the options available, and design your own experience accordingly! You are the king of your keep, as they say.
You could always "setconfig PauseAfterSkipSpeed true" on your save and avoid switching config packages back and forth.
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2011 November 15, 21:02:23
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Is there any way that awesome can give more information about the Job Progress, similar to the greater information about moodlets and items? I'd much rather know a percentage of how close my sim is to getting a promotion than guessing just by looking at a silly green bar. It'd be even greater if I knew how much progress the sim was gaining, too.
ctrl shift c, jobinfo
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2011 November 06, 00:38:10
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Pop cap 0 (disabled), lots were furnished with AwesomeStory in mind (link here). It used to work pre-Pets with the very same setup and neighborhood files. It says absolutely nothing when running the command, tried with AwesomeDebug on and it said nothing either.
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