AwesomeMod Bug Report Thread
Nalia:
Quote from: Voyeur on 2013 January 14, 10:16:52
Quote from: J. M. Pescado on 2013 January 14, 09:05:27
Can you directly observe the aging? Does it happen with only specific ages, such as elders dying, or is it acting as if the setting is being ignored?
In my case it stopped working after patch 1.39.
Same here. It was that bloody patch that brought the plague in my game and messed with TS2 aging feature of AM.
Expansion and Stuff packs installed: WA, Late Night, Ambitions, High-End Loft stuff, Town Life Stuff, Generations, Seasons.
Mods installed: AM and Twallan's: Error Trap, Master Controller, Overwatch, Woohooer, Portrait Panel.
Running the latest patch and all mods updated to their latest version.
Pescado,
It doesn't happen with specific ages, but rather as if the setting is not present at all. I run tests in freshly-created world and new Sims with the same results. The game notifies me of Sims' birthdays and also asks me to choose a trait, if said Sim lives in a household marked as "Sacred".
wizard_merlin:
Quote from: cwieberdink on 2013 February 06, 21:22:21
Quote from: kissing_toast on 2013 February 06, 19:30:38
Quote from: cwieberdink on 2013 February 06, 18:03:20
Update: I removed AM to see if that was causing the issue of no partner, and still none spawned, so it's not AM. Also, my firefighter met coworkers on his first day, but since then, the firehouse is ALWAYS empty. No one else ever shows up there. Is this expected behavior?
Are you sure you have story progression on, within the game? It's got to be on in the first place for the AM story stuff to work, AM SP makes sims actually do things not just in pop ups.
Ah, nope. Story progression was turned off in the game, as I thought AM took over that function.
You need the in game story progression option enabled for AM story progression to work. With story progression disabled might explain why the game isn't generating the extra sims for you.
youarehome:
Quote from: jezzer on 2013 February 06, 17:54:17
Your entire post BLAH BLAH BLAH BLAH
What was that? Oh, must have been the wind.
jezzer:
Quote from: youarehome on 2013 February 10, 08:12:17
Quote from: jezzer on 2013 February 06, 17:54:17
Your entire post BLAH BLAH BLAH BLAH
What was that? Oh, must have been the wind.
Wasn't aimed at you, precious. The person who posted after you deleted their post.
Nancy:
Quote from: J. M. Pescado on 2013 February 03, 05:53:06
Working as intended. Compendium added to more compendium does not count the value of the compendium for compoundment, because otherwise, it takes only about 100 transformations to blow out int64, and math issues will start appearing well before then when you blow out int32. Therefore, ONLY the value of the non-compendium/supernovium metals are increased. Otherwise you've got a huge unlimited money exploit to the point where it will physically bork the game, and only the idiots at EAxis who failed math couldn't see that.
Creating a single item worth several quadrillion is BAD JUJU.
I wonder if you could let this be OUR decision, in the configuration, as to how we want compendium to calculate, since clearly the game does use ALL the input ingots (compendium and supernovium no exception) to calculate the value of the output when you run with no mods at all.
I mean, I was having my sims spend forever transfiguring, now I have to decide when to stop being greedy and just sell the compendium already, before the bank breaks. I have sold a 22 million compendium and have another 67 million one sitting around, and I don't think they are really going to break the math, I can always just start another piece....
Nancy
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