Awesomod discussion/questions/helpful tips thread

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Madame Mim:
As I understand it making a family or sim sacred turns off some of the aspects of story mode when the family is unselected. They can continue in their job progression but they don't make babies. I think they can still involve themselves in other romance actions around the hood.

Capitaine Marie:
So the entire 'hood is affected in that way?  I wonder if that will also affect the pet adoption pool, or being able to breed horses at the Equestrian Center.

J. M. Pescado:
Quote from: Capitaine Marie on 2011 November 09, 20:49:29

Correct me if I'm wrong, but does making a family sacred turn off story progression?  Though I only play one family, I don't want that to happen. 
If I don't make my family sacred, will my 'hood end up being a BFBVFS?
Making a fambly sacred makes them immune to any story progression events. They will have to live out their lives completely manually, without any prodding from the game engine: No being dragooned into careers, no being the actor or target of an EA or AwesomeStory event, etc. It is completely optional and nothing will happen if you do or don't do it. Especailly if you do. Which is sort of the point.

At this point in the time, nothing is known to explode as it has been fixed.

Quote from: twallan on 2011 November 09, 19:25:40

The ACTUAL issue is that Traveler replaces the InWorldState:Startup() function
Wait, what? You can do that? Is there some property about that particular function that enables you to do such a thing, or is there some newfound facility for overwriting any function without a core mod now?

Anyway, I moved the hook to another spot to avoid the conflict.

Madame Mim:
At least one of Twallens mods is core.

Neowulf:
Quote from: Madame Mim on 2011 November 12, 21:24:06

At least one of Twallens mods is core.

He has two core mods, but he clearly states which ones are. Traveller is not.

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