Code Fix for inactive slacker sims

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Marhis:
I already had the lifetimehappiness code not working, without this modification, so I think it's due to something else too.

J. M. Pescado:
I am applying a more brute-force solution: I am just changing it so that instead of using frequently rubbish cached data, HoursUntilWork will always actually calculate the value, as the calculation doesn't look all that intensive anyway.

alphagirl:
Quote from: JBoat on 2009 July 26, 22:47:54

Quote from: twallan on 2009 July 26, 20:35:54

I too have turned the DynamicAvoidance to 0.0 on my game.

I simply cut the values in half (from defaults) which is quite realistic enough, and alleviates most of the traffic jams I see in-game.


Is there a chance you might share this in form of a mod? With nearly all other annoyances having been covered by now, this one still doesn't seem to have been covered, and kitchen crowds are driving me crazy.

Gastfyr:
Quote from: J. M. Pescado on 2009 July 28, 11:47:22

instead of using frequently rubbish cached data, HoursUntilWork will always actually calculate the value
Pes, is that why when I switch to my inactives it has been saying they are "missing work" but if I try to send them to work, it says "it is not your time to work come back in X hours?".

Motoki:
Quote from: alphagirl on 2009 July 28, 17:57:02

Quote from: JBoat on 2009 July 26, 22:47:54

Quote from: twallan on 2009 July 26, 20:35:54

I too have turned the DynamicAvoidance to 0.0 on my game.

I simply cut the values in half (from defaults) which is quite realistic enough, and alleviates most of the traffic jams I see in-game.


Is there a chance you might share this in form of a mod? With nearly all other annoyances having been covered by now, this one still doesn't seem to have been covered, and kitchen crowds are driving me crazy.


It's not necessary. You modify the "DynamicAvoidance*" settings yourself in file C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\Sims3.ini

Either half them from the defaults as JBoat did or just set them totally to 0 if you don't mind them completely walking through each other.

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