AWESOMEMOD 4.0.87 (AMB) TEST THREAD

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Alidai:
Quote from: Aventurine on 2010 June 20, 22:59:55

Quote from: Azazel on 2010 June 20, 18:23:43


EDIT: Upon further inspection, it seems that the framework needs to be installed in a different way now, due to the way AMB is set up? Is that right? Something about the framework or AM having to be placed in the Packages folder in the World Adventures directory, rather than the base Sims 3 one? I'm utterly confused.


Check out the "Awesome Mod Just Isn't Working" thread to see Simius and morriganrant's visual tute and explanation of framework placement for Ambitions.



I don't have Ambitions,and i'm having the exact same problem.After the video,the bar just freezes and the music to.I've tried downloading and deleting it several times,and it doesn't solve the problem.So what do I do next?

PolecatEZ:
Quote from: The_Goddess on 2010 June 21, 16:38:16

This is just a guess, but I think the game is adding Sims to the neighborhood in order to man the cash register at the consignment store and work at the salon.  I'm wondering if this will continue to happen if you bulldoze the salon, consignment store, and fire station.  You can add them back in after you have populated your town and no longer need the game to provide them.  In one of the games I tested the expansion pack in, the jobs were populated by unemployed Sims that already lived in my town.  No EA generated Sims were added. 


I raptured my neighborhood and replanted my seed famblies and found the issue.  Every time one of my sims gets a job, a random fambly is also moved in to be his/her boss.  This may also happen if they happen to get promoted, the game moves in more sims instead of promoting or drafting someone that already exists.  Theoretically, these sims should be "non-instanced", but they are indeed physically living in my hood.  I would rather have the game draft or promote non-sacred unemployed sims for this purpose.

My two cash registers (consignment and nectary) were manned by draftees from my original gene pool.  This also resulted in a string of "XXX wants to get a job in YYYY" messages popping up that wouldn't quit until I nuked the nectary register.

BlueSoup:
Flagrant system error while my Sim was gardening:

(removed image)

phnxflyng:
Quote from: PolecatEZ on 2010 June 21, 15:01:09

I'm having a similar issue, I created 8 famblies of 6 sims each for genetic seeding and moved them in.  The storymode still insisted on creating another 7 famiblies of various sizes over the course of the next 3 game days, pretty much trashing my carefully crafted gene pool.  Is there any way to block immigration or at least limit it to when its really needed.  Smashing these illegal immigrants does nothing, the game just makes new ones almost immediately.


A work-around that comes to mind is to create ancestral homes (by putting the fambly last name into the name of the estate) without cribs for the famblies you don't want breeding, and moving them into them.

This won't stop the sims you aren't controlling from dating the immigrants, though.

Edited to add in a rather crucial word I left out the first time round.  ::)

Lorina:
I'm still having that problem related to co-workers. I was playing and I put my sim to go to work. Then I changed the household (chosen) where lives a co-worker. I tried to make him go to work, but it said those weren't my work hours. The two sims have the same job. So... I don't know what it is, that may not be related to AM... somebody know?  ???

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