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Author Topic: Awesomod discussion/questions/helpful tips thread  (Read 1937993 times)
jezzer
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2850 on: 2010 December 22, 14:46:17 »
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After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?

You do realize 120 minutes is 2 hours, don't you?

Damn it, you ruined the surprise!
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2851 on: 2010 December 22, 17:43:14 »
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After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?
Turn off "higher precision time" in the Interface options. Just be warned that you will then be completely unable to distinguish between something that is going to last for an actual hour, and something that is going to last for 1 hour 59 minutes, which amounts to a margin of error of 100%. Such a margin of error in value reporting was deemed simply FAR TOO HIGH, which is why the feature was created in the first place. Since the display does not have enough space to display it as "1h 59m", especially if it gets lengthy, we decided to make it display in the smaller unit when displaying only the most significant unit resulted in an unacceptably high margin of granularity error. If you don't ilke it and things like "accuracy" and "precision" mean nothing to you, turn the feature off.
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firstcharmander
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2852 on: 2010 December 25, 02:43:49 »
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Anyone know what is causing my car Sloppy Joppy to be usable in China and how to prevent it from happening?  Everytime I go on vacation,my  sim drives that car out and it follows me to vacation.  I thought cars were not usable in vacation worlds.

Update: I was reading some sims 3 guides, and it states that cars are not supposed to be usable in vacation words and you have to buy a bike or moterbike to use there.
« Last Edit: 2010 December 25, 19:41:28 by firstcharmander » Logged
jezzer
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2853 on: 2010 December 25, 02:54:03 »
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If you have a vehicle in your inventory, you'll use it while on vacation.
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yade_steele
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2854 on: 2010 December 28, 16:51:08 »
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Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?
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threedeedino
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2855 on: 2010 December 28, 19:36:30 »
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I recently patched my game (on the Launcher it says that it is Version 1.18.9.009017, I don't know what it was before). Previously, AwesomeMod was working just fine; after, when I tried to install some Sims3Packs, an announcement came up that basically said that I had to update the Mod, which to my knowledge I did correctly following the installation instructions provided in the sticky. I downloaded and unzipped the mod into my Mods>Packages folder and into the appropriate subfolders. No dice. Then I tried reinstalling the framework into the main Sims 3 folder, which didn't work either. I have since been steadily trying everything that I come across, but I'm not really tech savvy at all, so I don't understand a lot of this. All I know is that at present, I can't get the mod to work, very little of my CC is showing up (seemingly everything that is in .package format) and I'm ready to throw things. Help?

One thing that I know I have to do is edit the Resource file, but I don't know how to do that.
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spockblock
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2856 on: 2010 December 28, 19:43:56 »
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Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?


They're both core mods, so no. Bad Things Will Probably Happen.
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Jeebus
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2857 on: 2010 December 28, 19:45:53 »
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Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?


They're both core mods, so no. Bad Things Will Probably Happen.
No, they're compatible; Twallan story isn't core.
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spockblock
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2858 on: 2010 December 28, 19:52:09 »
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Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?


They're both core mods, so no. Bad Things Will Probably Happen.
No, they're compatible; Twallan story isn't core.

I stand corrected.

They should work together as long as AM is turned off, then.
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Madame Mim
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2859 on: 2010 December 28, 21:17:05 »
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What gets me is that this info is written down in the info for both mods. Pescado definately says that turning off his story progression in the config is so that it is compatible with other, non-core, 3rd party story progressions. Taking the time to read the FRONT BLOODY PAGE of Twallen's mod gives you the specific info that it is compatible if you turn of Awesome story progression.

Read moar!
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jezzer
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2860 on: 2010 December 28, 22:14:44 »
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ZOUNDS!  Madame Mim is right!

Eat a bag of dicks, yade steele.
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2861 on: 2010 December 29, 10:58:00 »
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What gets me is that this info is written down in the info for both mods. Pescado definately says that turning off his story progression in the config is so that it is compatible with other, non-core, 3rd party story progressions. Taking the time to read the FRONT BLOODY PAGE of Twallen's mod gives you the specific info that it is compatible if you turn of Awesome story progression.
Strictly speaking, there's no "if". AwesomeMod refuses to run AwesomeStory and will ignore the setting if you have Twallanian Story installed, by design.
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Grimma
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2862 on: 2010 December 30, 06:33:03 »
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I recently patched my game (on the Launcher it says that it is Version 1.18.9.009017, I don't know what it was before). Previously, AwesomeMod was working just fine; after, when I tried to install some Sims3Packs, an announcement came up that basically said that I had to update the Mod, which to my knowledge I did correctly following the installation instructions provided in the sticky. I downloaded and unzipped the mod into my Mods>Packages folder and into the appropriate subfolders. No dice. Then I tried reinstalling the framework into the main Sims 3 folder, which didn't work either. I have since been steadily trying everything that I come across, but I'm not really tech savvy at all, so I don't understand a lot of this. All I know is that at present, I can't get the mod to work, very little of my CC is showing up (seemingly everything that is in .package format) and I'm ready to throw things. Help?

One thing that I know I have to do is edit the Resource file, but I don't know how to do that.

Search moar, little noob. You are on the right track. The answer is on the boards.
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firstcharmander
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2863 on: 2010 December 31, 07:27:49 »
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I've been wondering about a few functions of awesomemod.... and some other things....

1.  With Unified Billing on, what happens if the NPC household has insufficient funds?  Doesn't look like it's getting repo --- does it get added to next bill?

2.  Do special jobs that are assigned to NPC such as Consignment Specialist give any pay?  If they don't, then NPC that get chosen gets screwed over and keep losing funds over time from unified billing.  If special jobs does pay, anyone know if they give more over time?  My game keeps assigning NPC from inactive households instead of the homeless service NPC pool so I've been concerned.
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spockblock
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2864 on: 2010 December 31, 21:57:31 »
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http://www.grassrootsdesign.com/intro/

Hope this helps!
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OmegaStarr
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2865 on: 2011 January 01, 00:51:21 »
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 ...I don't know all those technical terms like numbers and such....

Are you fucking serious? Turn the computer off and walk away, I'd say run but you might hurt yourself.
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Jeebus
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2866 on: 2011 January 01, 01:19:45 »
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Mr. Vulcan is so nice to link that.  Instead of posting things like that, how about you try and answer my previous question? =)

*makes the Vulcan hand sign* **Live long and prosper**

Wait yer turn.  You are not entitled to an immediate answer.
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spockblock
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2867 on: 2011 January 01, 01:45:57 »
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Mr. Vulcan is so nice to link that.  Instead of posting things like that, how about you try and answer my previous question? =)

Your request was not deemed amusing enough for immediate sporkage, therefore it was shunted to the back of the queue for inspection and eventual deportation to an AwesomeMod Warehouse in Urbandale, Iowa, located conveniently across the street from the exciting sports bar/casual dining emporium Tailgators (formerly Wild Dingo, and before that known as Autographs) (currently under new management).

Your question is important to us, however, and is currently being analyzed by a highly trained team of mildly autistic former action movie stars. None of whom is Lou Ferrigno.

When your response arrives, please allow 3-4 hours cooling time before opening. Thank you, and come again.
« Last Edit: 2011 January 01, 01:51:08 by spockblock » Logged

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spockblock
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2868 on: 2011 January 01, 02:48:59 »
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I didn't realize anyone would take that comment seriously.

Clearly you didn't reconnoiter before delurking on MATY.
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OmegaStarr
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2869 on: 2011 January 01, 05:19:14 »
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 ...I don't know all those technical terms like numbers and such....

Are you fucking serious? Turn the computer off and walk away, I'd say run but you might hurt yourself.

I didn't realize anyone would take that comment seriously.  My apologies. 

Well you are asking about how to install framework, asking how numbers work isn't that far off.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2870 on: 2011 January 08, 00:35:39 »
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As for the relics, in buydebug, there are relic spawners. In build mode, there should be an option to ctrl+shift+click treasure chests to spawn relics as well, either one-time or regularly spawning. The ones you can buy outright are not collectible common relics, just decoration. It also takes a while for the treasure chest to respawn the treasure. but I haven't tested that out as thoroughly.
Here's a guide to make tombs if you really need it: http://www.carls-sims-3-guide.com/worldadventures/tombbuilding.php

Also, nobody cares about you rebooting your computer or your conclusions about how Awesomemod works. Once you figure it out, great. Most people have probably figured it out too and didn't go around posting rhetorical statements.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2871 on: 2011 January 10, 03:23:06 »
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the wand here command deprecates money values of objects on lot, making the lot cheaper as if you have had a family living on lot before.   
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2872 on: 2011 January 10, 12:53:26 »
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Sorry if this has been asked already, but...Is AwesomeMod backwards-compatible? I mean, I have the basegame, Ambitions, and Late Night patched only to 1.17(and the respective versions for the respective expansions), and I really don't want to patch to the newest patch, so if I download the most recent version of AM will it still work, or do I have to patch for it to work? I don't want to patch because I have sliderhacks, and I'm unsure if they're compatible with the latest patch. Plus, my game's a little borked as it is (tends to crash, gives me a "Launcher has stopped working" error, but launches the game fine, stupid junk like that), and I'm afraid the latest patch may break it more.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2873 on: 2011 January 10, 13:03:21 »
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Is AwesomeMod backwards-compatible?

No.
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CatalystToChange
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #2874 on: 2011 January 10, 13:04:47 »
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Is AwesomeMod backwards-compatible?

No.
Oh...So I have to patch? Crap...Is there any way to find like, past versions of AwesomeMod? I tried searching, but if i didn't look hard enough, I'll try again. I didn't see anything that seemed like a way to get a past version.
Edit: Nevermind...I guess I do have to patch...Oh well, I hope it doesn't break my game.
« Last Edit: 2011 January 10, 13:13:54 by CatalystToChange » Logged
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