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Author Topic: Awesomemod Request Thread  (Read 414181 times)
mistyk
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Re: Awesomemod Request Thread
« Reply #425 on: 2013 January 19, 22:04:24 »
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May I request a fix for outerwear, it is winter and NPC's are running around with only gloves as outerwear. Also could you add to AM to change out of formal wear the same as AM has for changing out of career outfits. If NPCs go to a LN bar that requires formal wear they spend the rest of the game in it, unless they change for work.
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Stitches
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Re: Awesomemod Request Thread
« Reply #426 on: 2013 January 21, 22:25:41 »
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Howdy folks,

sorry for making yet another noobish post. So, I've started to play the Ambitions careers again recently, and it's all messed up. Especially the Ghost Hunter career, as "Sim ghosts" (those medieval and stone age dudes) don't spawn at all anymore, effectively ruining the entire career since they're ... simply not there. I've also noticed a bug in the Firefighter career where the game wants me to rescue invisible Sims.
Since these bugs seem to be present since Supernatural and EA hasn't bothered to fix them ... I thought I'd ask the nice folks at MATY if there's a fix?

Thanks,
Rocki

I would like to second this request. I encountered the ghost hunter bug yesterday and looked into it. Dozens of similar reports since Supernatural came out and no official fix yet.
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Cyberdodo
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Re: Awesomemod Request Thread
« Reply #427 on: 2013 January 22, 21:03:39 »
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Requesting a re-tuning of the new attraction system. I want it to be more logical and selective, although I don't know how feasible some of these ideas are. There's already a similar mod available at MTS, which is fairly extensive, but the attraction scoring for that mod is too arbitrary. (Here's the mod if anyone's interested: http://modthesims.info/download.php?t=492102)

Anyway, here are some ideas of what the retuned attraction system could incorporate:

  • Opposites Attract: Sims with incompatible traits will be attracted to each other -- this is the main thing I'd like implemented, because it's already far too easy for trait-compatible sims to strike up a relationship, whereas sims who are incompatible take forever to get anywhere. The attraction system could be useful for balancing this out. And it could lead to interesting households, instead of just families with homogenized traits.
  • Body Types: Sims are more likely to be attracted to sims with the same body type
  • Lifetime Rewards: Sims with the 'Attractive' or 'Eye candy' LTR will be more likely to attract other sims
  • Interests: Sims are more likely to be attracted to each other if they have the same favourite music genre / food / colour
  • Tattoos/Accessories: Sims with tattoos, or sims who wear glasses, will be attracted to other sims who do the same (or the opposite could be true)
  • Skills: Sims with high proficiency in a skill (i.e. => 7 bars) will be attracted to other sims with the same proficiency
  • Moodlets: Having certain moodlets could contribute to attraction (e.g. Minty Breath, Attractive, In the Mood, Love is in the Air)...
  • Reputations: Having certain reputations could affect your chances of being attracted. (No effect for faithful reputations, positive chance for experienced reputations, negative chance for betrayal reputations)
  • Facial Hair: No idea how this could be implemented, since TS3 lacks a "turn-on" system, but it'd be nice if some sims could be attracted to sims with facial hair
  • Celebrity Status: High-ranking celebrity sims will be attracted to other high-ranking celebrities.
  • Age range: Sims will be more attracted to sims in their age range (YA-YA, A-A, etc). Alternatively there can be age discrimination, and sims will be more attracted to Young Adults than any other age


That's all I can think of for now.  Tongue

I'd add to this a request for a way to have a sim opt out of the attraction system altogether. A new 'Repulsive' trait seems like a logical way to do that.
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Re: Awesomemod Request Thread
« Reply #428 on: 2013 January 23, 12:34:25 »
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I would like to second this request. I encountered the ghost hunter bug yesterday and looked into it. Dozens of similar reports since Supernatural came out and no official fix yet.
Thirding.
Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.
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wizard_merlin
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Re: Awesomemod Request Thread
« Reply #429 on: 2013 January 23, 20:03:06 »
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I would like to second this request. I encountered the ghost hunter bug yesterday and looked into it. Dozens of similar reports since Supernatural came out and no official fix yet.
Thirding.
Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.

Probably because EAxis don't know how to fix it.
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Re: Awesomemod Request Thread
« Reply #430 on: 2013 January 25, 04:17:03 »
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According to Hituro in this thread, EA wasn't even aware of the bug until two weeks ago. I don't know who he is, but it wouldn't surprise me for his claim to be true.
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jezzer
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Re: Awesomemod Request Thread
« Reply #431 on: 2013 January 25, 14:02:02 »
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From the threads I've read, it's been reported several times, and each time EA acted like it was the first they'd heard of it.
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jonas
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Re: Awesomemod Request Thread
« Reply #432 on: 2013 January 26, 08:50:36 »
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Another vote for the fixing of the ghost hunter profession. How they can let that go for half a year without addressing it is beyond irresponsible.

Also, I am interested in using this mod: http://www.modthesims.info/download.php?t=470349&c=1&ht=0&page=3&pp=25#startcomments, but as it's not compatible with the Awesome, there's just no way.
Is there a possibility for an incorporation of compatibility?
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AnnaM
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Re: Awesomemod Request Thread
« Reply #433 on: 2013 January 27, 19:10:53 »
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Another vote for the fixing of the ghost hunter profession.

AOL! AOL!

(Oh dear. Showing my age, I guess. That means "me too", from the mists of Ye Olde Internets 1.0)
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ivegothulk
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Re: Awesomemod Request Thread
« Reply #434 on: 2013 February 01, 00:24:24 »
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Is it possible to create one-way relationships between sims?  It seems crazy that there are no crushes on disinterested sims or misguided, unlucky sims who count someone as a best friend while the other sim thinks of them merely as an acquaintance.  I understand that this may be a huge undertaking, but it certainly would add a new dimension to gameplay.

Also, I can't be the only one who desperately wishes for the ability to select the day of the week or skip ahead by an hour/change time.
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J. M. Pescado
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Re: Awesomemod Request Thread
« Reply #435 on: 2013 February 01, 02:14:53 »
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Alas, no. One-way relationships ala TS2 appear to have been lost in the dumbening down.
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Re: Awesomemod Request Thread
« Reply #436 on: 2013 February 06, 18:00:44 »
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Better handling of umbrellas?  My Firefighter was trying to put out a fire, but kept getting out his damn umbrella because it was raining.  He looks like a retard running around with an umbrella when he should be putting out fires.
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Re: Awesomemod Request Thread
« Reply #437 on: 2013 February 06, 20:31:02 »
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Since it seems both intentional and stupid that supernatural sims cannot use the "Spin With..." interaction on roller rinks and ice skate rinks but witches (at the least) can do the interaction autonomously, would this be something AM can address?  I understand that a sim that can float or vampire-speed around aren't going to bother learning the skating skills of lesser mortals, but we should be able to command witches to do all the same skating interactions that human sims can.  It would amuse me for vampire and fairy sims to have to put their skate shoes on and fumble around like lesser mortals if they wanted to skate with someone though.
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Gwill
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Re: Awesomemod Request Thread
« Reply #438 on: 2013 February 14, 22:58:50 »
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Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.

OK, my Investigator just had to abandon all dignity and question a horse about a stolen car.
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Madame Mim
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Re: Awesomemod Request Thread
« Reply #439 on: 2013 February 15, 05:51:09 »
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Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.

OK, my Investigator just had to abandon all dignity and question a horse about a stolen car.

Maybe he thought the horse was one of the ones from under the hood?
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Gwill
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Re: Awesomemod Request Thread
« Reply #440 on: 2013 February 15, 11:56:19 »
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Surprisingly she managed to get some information out of it.  It took a couple of tries before the horse did some of that freaky body origami, and spilled the beans.
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Re: Awesomemod Request Thread
« Reply #441 on: 2013 February 15, 22:05:39 »
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Surprisingly she managed to get some information out of it.  It took a couple of tries before the horse did some of that freaky body origami, and spilled the beans.

Seems I recall that being able to get information out of horses is intended Awesome behavior, given that sometimes investigators have to question them.
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Menaceman
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Re: Awesomemod Request Thread
« Reply #442 on: 2013 February 21, 19:23:21 »
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As I understand it, currently, AM ignores anything to do with the official population demographic options that were introduced with Supernatural overriding them with a "don't create any creatures at all" type rule.
I would like to request that since we now have these options available to us, that AM take note of them and react accordingly. That way, if players using AM don't want any supernatural creatures then they can simply untick all the options. If I want certain creatures such as vampires and werewolves to to be created by the game then I can do so by checking the relevant options.
As we have these options in game now I don't see why it would be unreasonable to ask that AM actually takes those settings into account.
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J. M. Pescado
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Re: Awesomemod Request Thread
« Reply #443 on: 2013 February 22, 05:00:17 »
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The official population demographic options are a function of EAxian story progression. If you are using AwesomeStory, EAxian Story Progression "demographics" don't exist, as AwesomeStory does not use demographics: It simply runs it as a simulation, and you get what you get. There is no hamfisted railroad attempt to enforce a specific distribution. Since the mechanism which does this is simply not present in AwesomeMod and never will be, the EAxian demographic options don't apply.

Thus, no one just spontaneously becomes so: They have to become so as a result of action that occurs in-game. As for whether I should include such behavior into AwesomeStory, if I ever find it necessary to actually do so, it will, of course, follow the options set in your game, just as Story Progression on/off does, because I don't really care for creating redundant and clunky controls when I can integrate with the existing options.
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Re: Awesomemod Request Thread
« Reply #444 on: 2013 February 22, 22:12:52 »
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Tiny annoyance: Could awesomemod do something to prevent normal, sensible sims from pulling a drum set out of their ass in the bedroom and start playing, waking up their spouse?
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Re: Awesomemod Request Thread
« Reply #445 on: 2013 February 23, 07:02:03 »
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Why do your sims even HAVE a drumset in their ass, and how do they even FIT it in the standard 6x4 bedroom? In any event, removing the autonomy from an item is usually an XML thing and falls outside of AwesomeMod's scope.
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Re: Awesomemod Request Thread
« Reply #446 on: 2013 February 23, 11:49:26 »
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Twoftmama has musical instruments as a non-autonomous object by instrument.
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Re: Awesomemod Request Thread
« Reply #447 on: 2013 February 23, 19:25:53 »
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Would it be possible to see some information about the books *before* pulling them out of the shelf (or ass/shop). The page count would be my topmost interest, but maybe also the Genre (it is not always obvious by foreign books) and of course whether the active Sim has already read it (at least "reread" appearing already in the command queue icon, not post factum, allowing one to cancel the command in time). Maybe it's not possible to display this info in a Buy-mode style, but what about when hovering over the relevant command row icon, or by some other, more elegant solution?

Another thing wished since ever: an option to prevent all monetary extra-bonuses and rewards (at work, by opportunities etc.), or to scale their percentage. In fact any and every option that'd add at least some financial challenge to the game would be greatly appreciated. (I know how to pulverise the money fast and ongoingly through Object - Delete It, but I'm not sure if this doesn't produce crap to the game, and anyway, after a while it starts to taste so... hypocrite. I want to be really poor with no prospects!)
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Gwill
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Re: Awesomemod Request Thread
« Reply #448 on: 2013 February 24, 20:29:32 »
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I don't really want the autonomy removed, just in bedrooms.
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Re: Awesomemod Request Thread
« Reply #449 on: 2013 March 08, 03:29:53 »
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Will SC be updated for the new (oldnew?) skills and professions?
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