AwesomeMod Bug Report Thread
J. M. Pescado:
Quote from: Cyron on 2012 December 09, 17:44:50
Does fixall or towderelicts remove UFOs from the inventory of uninstantiated aliens?
No. No vehicles will ever be removed from a sim's inventory, as you (probably) paid for them! However, uninstantiated characters in the game do not have inventory, and any items in the inventory of an NPC that gets unininstantiated will be lost. This isn't an AwesomeMod-specific behavior, this is standard.
Quote from: Soltis on 2012 December 09, 20:43:39
As of two days ago, there was an issue with AM where cross-world opportunities were being blocked.
To be more specific, the adventure stage (opportunity) "The Diary of Sin Pah" calls for a sim to "Travel to France"; when the sim arrives, they're supposed to get a few visa points or whatever and a subsequent task to talk to the nectar merchant.
With the EA story driver (or AM) the "Travel to France" stage completes as expected, but the subsequent step fails to appear. If one attempts to forcibly add it (China->EP1_Quest_France1, if I'm not mistaken) with twallan's DebugEnabler, the message "Unable to fulfil requirements for EP1_Quest_France1" appears; trying to add various other China opportunities while in France simply does nothing -- no idea if that's relevant or not
If one uses twallan's StoryProgression instead of AM or EA, it's possible to progress in the adventure and complete it normally.
I don't see why this would be related at ALL. AwesomeMod's story progression is a standalone module that has ZERO influence on Quests. However, I will look into this.
Quote from: Soltis on 2012 December 09, 20:43:39
Speaking of AM story brokenness, there seems to be a *serious* lack of consideration in AM code for sim traits and relationships; I had a "Good", "Proper" sim, married with an LTR of 100, who was flirting like crazy a while back; another time her spouse was flirting (or being flirted with) several other sims as well, while she was in the room, and, until the "rumour" got around, she didn't appear to notice -- she kept flirting with him in between him flirting with everyone else until that occurred.
That is not a behavior of Story Progression at all. That seems more like dumb Sim Autonomy at work. Story Progression doesn't manipulate sims that are presently within active viewing of the player: That's not what it's for. It seems to me that you're attributing everything to "Story Progression", when none of the phenomena described are actually part of Story Progression.
vorpal:
Quote from: J. M. Pescado on 2012 December 10, 05:31:53
Quote from: Cyron on 2012 December 09, 17:44:50
Does fixall or towderelicts remove UFOs from the inventory of uninstantiated aliens?
No. No vehicles will ever be removed from a sim's inventory, as you (probably) paid for them! However, uninstantiated characters in the game do not have inventory, and any items in the inventory of an NPC that gets unininstantiated will be lost. This isn't an AwesomeMod-specific behavior, this is standard.
But is it maybe possible that AwesomeMod prevents these UFOs from spawning in the first place? In my first test run of Seasons without Awesome my sim was abducted three times and almost reliably so after collecting space rocks during the night and analysing them straight away. Placing these rocks in the back yard then triggered the alien visits and befriending them and inviting them over resulted in an UFO landing instead of a car arriving. Since then and with AM I haven't had a single abduction in two different games and aliens were driving around in NPC motor pool vehicles and every alien that my sim had asked to move in joined the household empty-handed. I checked "listkills" regularaly during that time and there were never any SpaceCars listed among the kills but my suspicion is that they were never spawned right from the beginning because they are "free" cars in a way.
HomeschooledByTards:
Quote from: vorpal on 2012 December 10, 09:04:45
But is it maybe possible that AwesomeMod prevents these UFOs from spawning in the first place? In my first test run of Seasons without Awesome my sim was abducted three times and almost reliably so after collecting space rocks during the night and analysing them straight away. Placing these rocks in the back yard then triggered the alien visits and befriending them and inviting them over resulted in an UFO landing instead of a car arriving. Since then and with AM I haven't had a single abduction in two different games and aliens were driving around in NPC motor pool vehicles and every alien that my sim had asked to move in joined the household empty-handed. I checked "listkills" regularaly during that time and there were never any SpaceCars listed among the kills but my suspicion is that they were never spawned right from the beginning because they are "free" cars in a way.
Do we even know for a fact that UFOs show up in their inventory? My witches all have brooms that they ride around town, but no broom shows up in inventory.
Soltis:
Quote from: J. M. Pescado on 2012 December 10, 05:31:53
I don't see why this would be related at ALL. AwesomeMod's story progression is a standalone module that has ZERO influence on Quests. However, I will look into this.
That's why I said 'fails to fix EA' and not 'AM breaks' -- I believe EA managed to break cross-world quests, probably in 1.42, and StoryProgression does some kind of housekeeping which mitigates the problem.
Quote from: J. M. Pescado on 2012 December 10, 05:31:53
That is not a behavior of Story Progression at all. That seems more like dumb Sim Autonomy at work. Story Progression doesn't manipulate sims that are presently within active viewing of the player: That's not what it's for. It seems to me that you're attributing everything to "Story Progression", when none of the phenomena described are actually part of Story Progression.
Noted; it's new behaviour, so I figured it should be mentioned -- I also felt like being unnecessarily vulgar. <Witch_Hazel>Call it a weakness.</Witch_Hazel> (Also I don't know how much pushing/sim tampering your story driver does; I do know twallan's is very pushy indeed.)
Gwill:
I just noticed a minor annoyance: WA keystones no longer stack in a sims inventory. Also a small related request: Would it be too much to ask that big inventions stack? The Master Inventor Challenge gets very annoying when you have to get rid of the hundred floor hyginators in the inventory.
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