Story Mode

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Doc Doofus:
Quote

Is it possible that the default EA Story Mode may be adequate for those of us who actually play Only One Fambly?

No.  The first time an important non-fambly sim moves out of town forever with no way to recover them, you'll be frantic to abandon EA Story Mode.  As for the other miscellaneous bugs, you might be able to live with them

I had the geriatric community problem before using AwesomeMod.  I had to run vanilla for the first two or three weeks because of a recurring VooDoo Crash using the older versions of AwesomeMod.  That's gone away, and I'm strictly AwesomeMod now.  But even when I ran vanilla, I still had the geriatric problem.  I think it stems from the fact that almost all the starter families in a new game are YA's, and they all reach elderhood at the same time without yet dying to make space for the vanilla game to generate new townies.

chaos:
Story Progression likes to report fake babbys. I moved a custom fambly that I made, but never intended to play, into a random house that happens to have a crib in it. All three sims are unrelated and single. Two nights in a row, Story Progression reported a babby with an unknown name being spawned on that lot. The next day, I went to check it out. No babby. All three of the single sims were home. I removed the crib from the lot, and have had no more fake babby reports. Apparently, Story Progression senses a crib on a lot and tries to create a story around it, but without actually implementing the story action. This is lame.

J. M. Pescado:
There are several reasons why the Baby action may produce no visible results:
1. The action makes a sim pregnant. It takes a bit longer for the baby to actually pop.
2. On closer examination, there are no valid parents. Because parthenogenesis is not allowed, the baby fails to spawn on account of a lack of proper parents. Detecting this failure condition is much more expensive at ActionGen than it is to simply fail at Execution, so this invalid condition passes without note until the action is chosen attempts to run, whereupon it fails. This is all brought about by the incredibly bass-ackwards method of generating events, where the directive comes from the top-down without any regards for validity, instead of being launched from a sim deciding to do so after satisfying the conditions.
3. Aging is off. The game will not fire the baby-spawner while aging is off because otherwise the babies cannot advance.

Mootilda:
Quote from: inuland on 2009 July 18, 09:33:33

Pescado would you care to explain how the jeebers hell did you hack the story progression part of the game pescado? Im not getting rid of awesomemod i just want to get better at it if i do once decide to become a semi professional modder


Here's the answer to your question:

There are various tutorials for creating core mods.  Read them to understand the process.  Then, use that process to do the following:

Extract and disassemble the DLLs in the vanilla game.  Extract and disassemble the DLLs in the AwesomeMod.  Optionally decompile both sets to Mono or C#.  Diff.  Examine the differences and try to understand what they do.

Honestly, if you want to understand, this is your best option.  It's a lot of work, but well worth it if you want to become a "semi professional modder".

chaos:
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.

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