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Author Topic: Story Mode  (Read 96956 times)
Motoki
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Re: Story Mode
« Reply #100 on: 2009 July 19, 01:42:58 »
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Gah! I started a new default Riverview and, like clockwork, at 1 AM I see moves, moves, and more moves. I've only recently started playing with storymode reporting enabled, and I now understand what everyone's been complaining about. I see reports for anywhere from 5 to a dozen famblies moving out of their houses EVERY SINGLE NIGHT, and it causes lag, especially when I'm playing the family with the large haunted house (Jones, I believe). It's just plain weird.

Okay weird question, but is anyone getting the 1am moves in Sunset Valley? Just curious because I seem not to be getting it when I play there. *shrug*
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Re: Story Mode
« Reply #101 on: 2009 July 19, 01:50:32 »
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Yes, I am getting moves in Sunset Valley, but it seems to be settling to a smaller subset each night. Last night was only 5-7 moves, as opposed to 20-30 moves at the height of it.
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Kyna
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Re: Story Mode
« Reply #102 on: 2009 July 19, 01:53:24 »
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That, or sitting back while taking potshots at random kittens crossing the road.

Pescado does not take potshots at kittens.

Who doesn't like kitties? KITTIES! They're cute! They're fuzzy!
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<br />Declared \\\\\\\"Male\\\\\\\" by Pescado on 8th April, 2009
Madame Mim
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Re: Story Mode
« Reply #103 on: 2009 July 19, 02:43:42 »
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Plus they make soothing noises to lure us into a false sense of security and eat our faces off if we die without refilling the cat food bowl - what's not to like?
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chaos
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Re: Story Mode
« Reply #104 on: 2009 July 19, 05:24:30 »
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Madame Mim, your statement is more accurate than you realize. My cat tried to kill me when she was a kitten. She'd lie on my neck, squashing my windpipe, and then cover my mouth and nostrils with her paws. I kid you not. I had to start sleeping under the covers, to avoid suffocation by cat. She eventually grew out of it, obviously, since I'm still alive.
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Madame Mim
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Re: Story Mode
« Reply #105 on: 2009 July 19, 05:51:58 »
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It's not uncommon - she was looking for a warm place - why do you think they always recommend keeping cats out of new babies rooms?
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ForkInToaster
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Re: Story Mode
« Reply #106 on: 2009 July 19, 08:21:25 »
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I'm getting a lot less moving around and messages about antagonizing and a lot more useful stuff happening at 1 AM. Townies seem to be breeding and going to work. I haven't seen couples pair off in the wild yet, but I assume that's going to happen soon.
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Daimon
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Re: Story Mode
« Reply #107 on: 2009 July 19, 11:39:10 »
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Agreed -- I am seeing about one storymode action per night in Sunset Valley now, usually friending or antagonising. Lagburst is about 10 seconds.

Oh, and if Pescado doesn't shoot kittens then clearly he is not as evil as he's cracked up to be! True evil hates kittens, for kittens are the most powerful manifestation of adorable in the multiverse.
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J. M. Pescado
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Re: Story Mode
« Reply #108 on: 2009 July 19, 11:49:30 »
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Nonsense. Even bad guys like cats. Just look at Doctor Evil, or the Capital One Emperor.
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Re: Story Mode
« Reply #109 on: 2009 July 19, 19:50:01 »
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Inuland, go to simlogical.com.  

Aww, what did Inge do to you, to deserve such a punishnment?  Cheesy

More seriously; for code/xml dig beginners, definitely Inge&Peter's - Sims3Tools - at Simlogical and wes_h's Custom Sims 3.
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Re: Story Mode
« Reply #110 on: 2009 July 21, 19:35:42 »
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And don't forget (the archetype?,) Ernst Stavro Blofeld of SPECTRE.

Don't forget Doctor Claw from Inspector Gadget, you see more of the cat than you ever see of Dr Claw.

Face it people, cats are our Evil Overlords and dogs are stupid.
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J. M. Pescado
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Re: Story Mode
« Reply #111 on: 2009 July 25, 04:26:28 »
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So, anyway, even though nobody probably cares anymore now that they can have IndieStone with AwesomeMod, the Awesome Story Driver is still in development and almost operational. Anyone who wants to participate in the process should report to #grah.
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smokeverbs
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Re: Story Mode
« Reply #112 on: 2009 July 25, 04:37:42 »
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Hell yeah.
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twoftmama
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Re: Story Mode
« Reply #113 on: 2009 July 25, 04:40:15 »
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I care. I like your ideas for story progression. Indie works for now, but there are many things about it I don't like.
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fatkitty
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Re: Story Mode
« Reply #114 on: 2009 July 25, 04:40:45 »
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So, anyway, even though nobody probably cares anymore now that they can have IndieStone with AwesomeMod, the Awesome Story Driver is still in development and almost operational.

While reading that, I just got the mental image of you standing, with your head down, hands clasped behind your back while your foot kicks at the dirt. Cheesy
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Re: Story Mode
« Reply #115 on: 2009 July 25, 04:47:44 »
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@fatkitty -- Have you seen Pescado's shark tank?
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chaos
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Re: Story Mode
« Reply #116 on: 2009 July 25, 04:52:30 »
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I care. I like your ideas for story progression. Indie works for now, but there are many things about it I don't like.

Same here. I'd much prefer an Awesome version of story progression that, you know, actually makes sense.
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twoftmama
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Re: Story Mode
« Reply #117 on: 2009 July 25, 22:56:00 »
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Where can I watch for the Awesome Story Mode? Will it be here in the Awesomemod section, the Pudding Factory, or elsewhere? Don't wanna miss it.  Cheesy
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J. M. Pescado
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Re: Story Mode
« Reply #118 on: 2009 July 25, 23:01:22 »
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It's in development, which tends to occur mostly in #grah, although I got sidetracked by a new discovery which allows AwesomeMod to withdraw from two previous XMLs it was using: AwesomeMod will no longer touch the traits or socializing XMLs, and thus will no longer conflict with anything that modifies them.
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Re: Story Mode
« Reply #119 on: 2009 July 25, 23:49:11 »
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So, anyway, even though nobody probably cares anymore now that they can have IndieStone with AwesomeMod, the Awesome Story Driver is still in development and almost operational. Anyone who wants to participate in the process should report to #grah.

I'm sure there are many who will prefer AwesomeMod story progression to Indie, myself included.  I've been experiencing lots of strange things, none of which I like.  Can't wait to see what you come up with!
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twoftmama
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Re: Story Mode
« Reply #120 on: 2009 July 26, 01:36:41 »
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It's in development, which tends to occur mostly in #grah, although I got sidetracked by a new discovery which allows AwesomeMod to withdraw from two previous XMLs it was using: AwesomeMod will no longer touch the traits or socializing XMLs, and thus will no longer conflict with anything that modifies them.

If awesomemod doesn't touch the socializing XML's anymore, does that mean we will need a separate XML mod for teens to get the romantic interactions? Will we still be able to give our sims more than 5 traits if it doesn't touch the traits XML?
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J. M. Pescado
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Re: Story Mode
« Reply #121 on: 2009 July 26, 02:27:56 »
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If awesomemod doesn't touch the socializing XML's anymore, does that mean we will need a separate XML mod for teens to get the romantic interactions? Will we still be able to give our sims more than 5 traits if it doesn't touch the traits XML?
Yes, and yes. Nothing changes, but the files involved are no longer conflicting as AwesomeMod no longer uses them.
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twoftmama
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Re: Story Mode
« Reply #122 on: 2009 July 26, 03:59:08 »
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Ok I get it, thank you for the clarification. Smiley
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Nepheris
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Re: Story Mode
« Reply #123 on: 2009 July 26, 11:01:31 »
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I just use Indiemod cause there's no alternative right now. I'm quite sure when awesomemod includes storymod, many will follow me in switching to that instead.
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JBoat
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Re: Story Mode
« Reply #124 on: 2009 July 26, 18:28:12 »
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It's in development, which tends to occur mostly in #grah, although I got sidetracked by a new discovery which allows AwesomeMod to withdraw from two previous XMLs it was using: AwesomeMod will no longer touch the traits or socializing XMLs, and thus will no longer conflict with anything that modifies them.
That's awesome news Pes (pun intended).  Very worth the time-to-sidetrack.
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