Awesomod discussion/questions/helpful tips thread
J. M. Pescado:
Quote from: Claeric on 2010 January 13, 18:17:06
It takes more time to get across town and take a shower and get back than it does to just take a bath. :|
There are ton of variables in that, yes. I could add more detailed computation, but at the moment, the heuristic is simply to find a shower as Option 1. You should therefore design your houses accordingly. The alternative is that I have to code in a system to analyze exact values and yields and compute transit costs and delays based on the available transit modes available to every sim, blah, blah. computational expense, lag, etc.. Or...you know, just accept the superiority of showers and don't try to purposely create conditions designed to give bad performance.
Besides, once the sim leaves the house, there is no rule indicating he has to go back, so he will just continue to go about his business in town.
ciane:
Everytime one Sim plays the guitar, another appears in his inventory. At first, I couldn't take the guitar out into the physical world or sell it and I couldn't tell him to play it, but then he played an invisible one on his own one day. Everytime he plays, one more guitar shows in the stack. Now I can usually grab one of the guitars in the stack and drag it to the virtual world. (He currently has a dozen stacked in his inventory.) That lasts until he finishes playing and then one more guitar shows in the stack. Often, I just click on one of the guitars and tell him to play and he plays an invisible one. I think it's the cause of my current error 12 problem, so I will have to move him out with the guitar in his inventory and see if that solves my saving problems.
Jackathyn:
I had a similar issue show up when I error 12'd, except in my instance it was the most expensive camera. I'm fairly certain the cause was a corrupted Sim somewhere, and forcing the game to save after a 12 BFBVFS'd the whole thing. So if you've saved after this has started showing up, it might end up being new neighbourhood o'clock.
ciane:
When I get an error 12, I just exit without saving and start it up from the last save. This Sim almost has 200k lifetime points and is close to maxing his guitar skill. I don't need to boot him out of the legacy home to make room for another Sim, but I'll boot him out with the bad guitar if it'll stop the error 12 save problem (after he gets those extra 3k points that'll net another legacy point).
Titano:
Hello I'm new here.
Recently I've been using the Story Progression from Awesome mod for a custom neighborhood I created because EA's is not as good in my opinion. Since the neighborhood starts up with no sims, I created single young adults and placed them each in a separate house. In my first tries testing my neighborhood I started placing around 20 single sims and made them go one generation. Everything went well aside from the occasional "has no available romance victims." In my most resent try (that means starting the neighborhood from 0 again), I placed 34 single sims, and for the first time I've got the following message from Awesome mod:
I tried looking for a solution around here, since I always always try to find it before posting. I looked for something related to this error in here and even tried googling it but found nothing relevant.
In my first tries I've noticed that the sims in my neighborhood take a while before marring, and when they do they only have two children. Either way, should this message worry me about my sims not getting married or the Story Progression not working properly in my game?
By the way, the neighborhood that I created has all the rabbit-holes that a neighborhood is supposed to have. I mention this since I noticed that the sims usually use them for romance purposes.
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