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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2012 November 04, 02:28:34
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With the 1.42 patch and no other content except for the test Awesome mod (which I download just before opening the game) and its config file game immediately crashes in CAS when you click the change traits button when creating a sim. I tried both creating a new sim in existing and new world just to check that it wasn't just a neighborhood gone bad but in both the second you touch the change traits button the game simply crashes to desktop. Without awesome mod you can choose traits just fine, though there is a short pause before the panel pops up. Randomizing the traits worked just fine also. I still have to test if it happens without the config file too, but I'll edit that info here then.
I am having this issue as well, and have tried without a config file to no avail. Still crashes when I click the choose traits button.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2012 September 07, 20:25:46
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As far as I know, I'm fully patched. Installed Supernatural, ran the launcher, installed any patches that came up... which I think was none. (Had to patch before it let me install Supernatural.) So, I'm pretty sure I'm good there. Then closed the launcher, and used basbas' AwesomeMod Updater to install the current test version, which it usually yells at me if the versions aren't the same.
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2012 September 07, 20:03:12
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Awesomemod: all neigbourhoods (brand new or saved) don't open, the loading screen freezes at +/- 99%. Tried several times with no other CC, after deleting caches. All packages, including Supernatural, installed. Tried the last test version, at least the last I was able to find.
Loading screen that never finishes is patch fail/mismatch. I had a similar issue. With AM and my other mods (no other core,mind you), it would freeze on loading neighborhoods. With AM alone, it loaded just. With my other mods (some I find as awesome as AM, and wont live without), but no AM, it loaded just fine. I dont seem to have an other issues. I am using the same mods as before the latest patch/ep, and they played nice together before. If this is a patch fail/mismatch issue, how does one fix that? (I know y'all aren't here to handhold noobs like me, but a point in the right direction would be appreciated.)
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2012 July 17, 18:25:50
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When was that? Late 70s? Early 80s? By now they'd be the middle-aged mutant ninja turtles, and that pizza can't be good for their cholesterol. Although I hear turtles *ARE* apparently putatively immortal, so perhaps not. Still, didn't they brutally murder their putative foe already?
More like since the mid 80s. They are still insanely popular, even though there is currently, to my knowledge, no show running. There have been several over the years, however, and then of course movies, which there are rumors of another one upcoming. Ironically, something most fans don't know, the idea originated from a post apocalyptic, much darker and not very kid friendly comic series, aimed more towards a mature audience. There was also a pen and paper RPG, published by Palladium.
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2012 July 16, 12:57:56
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Heh, I have days like that... though usually it's my depression talking. Other days, I cant seem to get away from the game. Must say, pretty awesome work you do for a game you hardly play.
On a side note, if you look at the turtle terrarium (sure I spelled that wrong, but the spell check agrees with it,) there is a shelf under the case (for food and such.) On the shelf is a half eaten piece of pizza. When I first saw it, I was thinking, "Why the hell is there pizza under the turtle case..?" Then I facepalmed, as the obvious, yet humorous, answer occurred to me.
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2012 July 16, 10:03:27
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You can train Dogs and Cats to hunt.
Cats can train themselves, actually, by clicking on a toy and choosing practice stalking. Once they learn how to hunt (hunting skill 1), you can click on the ground outside and choose "Stalk for prey" which causes them to sniff around and find insects and critters. these are ones that spawn specifically for the cat, rather than ones that are already spawned. I get all of my minor pets (except big birds like falcons) from my cat. I keep one of each of the rare quality ones. They only find beetle class insects, not butterflies, but it is still a source of income. In my current family, my cat has brought in more money, selling minor pets and beetles, than my Sim... who is a photographer, so I'll let it slide.
Dogs have to be trained by Sims. Once they learn (again, hunting 1), they can dig up space rocks, gems, metals, and unique buildables, like the dive well, sarcophagus, etc. from World Adventures, but different ones(fire hydrant statue, skeleton of a person, dino skeleton, and a dog statue). The clickable for them is called "Sniff out collectable." My dog has earned his weight and then some by finding Tiberium, which i then cut, let grow, and sell for a ginormous wad of cash.
Once they are high enough in Hunting, they can find specific types, but it puts a waypoint on the map that you have to click on with them, so just the standard "Stalk.."/"Sniff out..." functions would be best to automate.
There are also dig spots that spawn around town similar to the excavation points in WA that the dog can dig at, and automating that would be nice as well, but not as important in my opinion.
So if you could work it out to automate that, it would be great... Not expecting miracles. I'm sure if you take the time at all that it will take a while to figure out and script, so no worries.
And, no offense... How did you not know about that?
Thanks again for your hard work.
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Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread
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on: 2012 July 15, 17:22:30
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The problem is that I don't always want the properties of a light to be copied to new lights. Sometimes I want to change one light, or one room, then move on to another room, and have the lights I put out have default settings without having to change them myself. If there were a way to disable Light Cloning, I would appreciate it. Through a command preferably, as I do like it sometimes.
There is another lighting issue I've had, though I don't know if it is caused by the Light Cloning or not. Sometimes when I add lights, they wont work. As is, they provide no light at all. No changes to brightness/color/etc, or even turning them off and on again, will fix it. The only way I've found to fix them is turning black light on and off. This may just be an EAxis bug/fault, and totally unrelated, however.
Another suggestion I had, if it isn't too much trouble, is to add hunting to the Supreme Commander for pets. That's pretty much all I do with the pets usually, and it would be nice to be able to automate it.
Also, thanks for all your work. Despite the minor irritations I've come across, your mod really is a game changer for me. It makes the game much more enjoyable.
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Awesomeware / AwesomeMod! / Disabling Light Cloning
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on: 2012 July 15, 02:24:58
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Is there a way to disable Light Cloning? And if not, could a way be added? I love most of the features of AwesomeMod, and of those I don't care for, this is by far the most annoying, and the only one I cant seem to disable. I don't want to have to stop using the mod just because of something as silly as this, but I've gotten to the point where that is likely to be the case if I cant disable it.
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