Awesome Story Driver Beta-Testing reports

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Rosehrt:
I have noticed since taking out Indie story mode and using awesome story mod that the little bit of drama that was in the game has disappeared. My flirty sims flirts are not accepted anymore from sims with partners, even if they are at 100% friendship.  They just throw up their hands and that is it. All the fun is gone for my flirty sims steeling other sims partners. No more fun in my flirty sims getting caught partner stealing and getting snubs from sims offend by it. No more the option to say I feel sorry for so and so. I just loved it with Indie mode when I got a popup that said who ever just cheated on who ever I feel sorry for them, and then they gave the cheating sim the cold shoulder.

It just is not fair that flirty townie sims can flirt with sims with partners in the rabbit holes. But my playable flirty sims are left out in the cold.

One other thing this would really mess up game play for those sims having the life time wish of having 10 boy friends.

 I don't want to put Indie mod back in. Can't stand all those babies being born and opportunities being broken each time I changed households. And the opportunities would play really havoc with the game, if they were associated to any rabbit hole. If I forgot to cancel them out before changing households. Sims would loose options like taking a class of some kind with what ever rabbit hole the opportunity was associated with.

Havelock:
Quote from: tea_and_blues on 2009 August 31, 19:28:56

Even following the latest AM build, all my NPC school kids are failing, even though they are also all doing their homework now. Only the family I am managing at the time are able to maintain school performance, so I've getting a lot of insane/evil/clumsy sims appearing. Is this a known issue? Have I implemented something wrong?


I have the same happen NPC Kids dont get the Shoolbus there is only one for my playable Sims, but the other Kids stay at home in low level mode. The Parents go to Work and skill if needed but Kids do nothing exept Homework if its not finished at this point.

Dr. Strangelove:
Quote from: J. M. Pescado on 2009 August 30, 11:16:27

Quote from: Cocomama on 2009 August 30, 10:57:42

-I have no idea what the purple-coloured car/bike means, they are not abandoned, but in use/moving around? After a while they dissappeared.
Purple car/bikes are those which are derelict. If they are on the road and not moving, this is a bad sign. If they appear only briefly, that's probably because the tracker spotted them right when they spawned, before the sim popped into it. They may subsequently change color or start moving, which means they are fine again. Those that AREN'T moving, if they are on the road, were abandoned because a sim was ejected from them while driving, and now they are stuck on the road. Placing the owners on Supreme Commander will cause them to reclaim their vehicle. I may also include a "Dude! Where's My Car" action that will let you order it immediately later.


In my game, using AMS 8/30/2009 09:50 AM, placing the owners on Supreme Commander doesn't result in the owners reclaiming derelict bikes, and 'towderelicts' doesn't seem to work for bikes.

My game froze going from Buy/Build Mode to Live Mode (on any lot) and having to kill the game with Process Explorer (task manager). In this thread that problem is described without mentioning AwesomeMod. Deleting the cache files (in \My Documents\Electronic Arts\The Sims 3) and using 'Save As' as suggested there only work (for me) when not using AMS. The moment AMS is used again the freeze is back.

The reason I'm posting in this thread is that derelict bikes apparently can cause this Buy/Build Mode freeze when using AwesomeMod. Getting rid off the derelict bikes using NRaas Computer (Master Controller - Maintanance - Objects Stats - All - find/select/purge the bikes) could solve the problem for AMS users, it did for me.

Naples:
With the 9/3 4:21 a.m. update I am seeing married sims cheating on their spouses again, none of them have the flirty or commitment issues trait.

edited for spelling

Buzzler:
Quote from: J. M. Pescado on 2009 August 27, 14:48:53

Eviction due to inability to pay bills is likely the reason that will eventually be instituted.
But households are already moving to cheaper houses if they become unable to pay the bills for their place, right? You are invoicing the non-active households directly, without actual bills, correct? Is it possible for a household to get negative funds? With familyfunds being a signed int, there should be no technical issue about it, but I assume it would be an irregular state for the game?

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