Awesomod discussion/questions/helpful tips thread

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Buzzler:
Quote from: J. M. Pescado on 2010 December 07, 07:14:15

But yes, as one of the responses to population pressure in AwesomeStory, marriage rates decline as sims no longer have a need to pursue romances all the way to the conclusion.
Why? And how exactly do you calculate population pressure?
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AwesomeStory's goal is basically just to help sims accomplish things they would otherwise be too brainless to do on their own, but if that thing doesn't need doing, then why help them do it?
Well, if you put it that way, marriage never needs doing, does it? There isn't really a quantifiable income from it. That's where AwesomeStory is a bit lacking IMHO. I see job-related stuff and couples visiting rabbit holes and that's basically it. Couples just visiting a community lot together would be nice. Or inactive sims forming a band (should be a rare thing, though) and regularly visiting bars to jam there.
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Also a LARGE part of the problem IS your use of Buzzler's mirror, which introduces a very strong distortion into AwesomeStory's progression rules by derailing the sequence.
How does it do that? Does it really matter that much if a sim already has a bastard child? I hardly see any marriages with or without the mirror being active BTW. I still see lots and lots of mostly unreasonable promiscuity, though.

J. M. Pescado:
Quote from: Buzzler on 2010 December 07, 19:14:42

Why? And how exactly do you calculate population pressure?
Population pressure is determined by factors like housing available and population cap. Population pressure increases if you have very little in the way of available housing, such as if you placed very few residential lots, or because all your residential lots are far too expensive or low-density, or if you have set a population cap very low.

Quote from: Buzzler on 2010 December 07, 19:14:42

Well, if you put it that way, marriage never needs doing, does it? There isn't really a quantifiable income from it.
Marriage is done in the game because it functionally results in a tax break in the form of lower bills paid in a merged household, as larger households tend to benefit more from economies of scale and don't pay double taxes on the kitchen. It also reduces population pressure to merge famblies together, as this frees up houses for other sims. Without marriages, you'd get a LOT of single-sim households. But if population pressure already so intense that there is no NEED to merge households together to free up space, because the game will not permit sims to reproduce or expand, then there is no reason to waste CPU calculating these combinations.

Quote from: Buzzler on 2010 December 07, 19:14:42

That's where AwesomeStory is a bit lacking IMHO. I see job-related stuff and couples visiting rabbit holes and that's basically it. Couples just visiting a community lot together would be nice.
Sims already visit community lots. Microscopic actions like this are irrelevant in the "big picture" level that Story Progression concerns itself with. Even EAxis story doesn't bother with this. In fact, EAxis story doesn't care about creating observable, consistent phenomena at all. At least AwesomeStory makes an effort to show rather than simply tell, but most stuff is simply below the level of what is needed in "Story Progression". Sims are capable of socializing, interacting, and otherwise doing stuff observably without any overhead prodding, and these actions do nothing to advance the "story", so are handled by things other than Story Progression. What you're looking for in terms of visiting community lots is handled by "Meta Autonomy", not story progression.

Quote from: Buzzler on 2010 December 07, 19:14:42

Or inactive sims forming a band (should be a rare thing, though) and regularly visiting bars to jam there.
Visitation of bars is microscoping. Forming of bands...possible. There are a huge number of prerequisites involved in forming a band, though: You need an entire group of sims, each with high instrument skills in a specific instrument. With only two traits that provide a sim with musical inclination, most of your neighborhood is simply not going to be musically inclined. Plus, a HUGE amount of very fussy computer coordination is needed to get sims to do anything together.

Quote from: Buzzler on 2010 December 07, 19:14:42

How does it do that? Does it really matter that much if a sim already has a bastard child? I hardly see any marriages with or without the mirror being active BTW. I still see lots and lots of mostly unreasonable promiscuity, though.
By running the engine off the rails, you're distorting the progress of the "story". Story Progression assumes a certain progression, and if you've run the system so far off the rails that Story Progression can no longer determine what the present life stage of the sim is, and what it should be doing, the sim's life falls apart and they simply get stuck there...sort of like in real life, really. It is also possible that your neighborhood has simply rolled a really bad combination of traits.

Claeric:
Can anyone tell me the setoutfit command? I can't find it anywhere and it would be pretty useful.

I thought it was setoutfit everyday.1 sleepwear.1 or something like that, but it doesn't work.

I also seem to remember a code that put all clothing in all categories, but I can't find that one either.

michelou:
I have a question about AM Story Mode. Absolutely nothing happens when I have it enabled and have EA's story mode disabled in the options panel. I have inform on story action enabled in the config, and with that set up I get literately nothing. When I have AM's story mode enabled and EA's story mode enabled I do get popups telling of romances, people going to work, people skilling, the odd "so and so has learned a trait of so and so."  I get no marriages, no spawn, with any configuration. I am currently playing in Bridgeport.

My question is, do they both have to be enabled to have any progression? I could not find any info in the rtfm or through searching the site. I am also wondering how to get marriages and spawn. I have placed a few cribs in the city but it hasn't made any difference.

Sundoll:
Quote from: Claeric on 2010 December 11, 03:32:11

I also seem to remember a code that put all clothing in all categories, but I can't find that one either.


I think the code you're talking about is "disableclothingfilter on/off".

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