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26
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TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.3 Released
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on: 2009 July 29, 16:28:34
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For those who are having troubles due to overwritten game files, try making a habit of keeping the original files in the original location with a .off extension so they can be easily searched and swapped back. It's simpler than trying to remember changes and hunt down original files later on.
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27
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TS3/TSM: The Pudding / Pudding Plots / Re: Modern Wood
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on: 2009 July 17, 05:31:45
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Snagged!
I haven't caught the building bug for TS3 yet, and don't like building with budgets anyway, so a cute, well-organized starter is much appreciated.
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31
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TS3/TSM: The Pudding / The World Of Pudding / Re: what to do with these tombstones?
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on: 2009 July 12, 02:01:04
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My family museum and graveyard is working out well. The only playable ghost in my game owns that lot, giving it a permanent caretaker. Family members visit to get to know their ancestors by visiting the regular ghosts there, and once in a while I temporarily move in a YA to drop off grave markers and portraits on their way to their new house. The last one, being insane, was oddly at home in great-grandmother's creepy haunted house, so she now lives in a tiny closet in the attic.
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35
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TS3/TSM: The Pudding / The World Of Pudding / Re: I like ghosts
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on: 2009 June 18, 17:15:27
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I'm not sure I want them in my playables' homes, but I rather enjoy watching their shenanigans in the graveyard. My original sim is a ghost living alone in her original house, and the grandkids I'm playing pop in now and then for lunch. The plan is to temporarily move in future generations to drop off family portraits and any new gravestones and throw family reunion parties. It should be quite the kickin' place in a few generations. So far, so fun, though the occasional "your ghost isn't going to live forever" crying-wolf messages are going to add up over time.
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36
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TS3/TSM: The Pudding / The World Of Pudding / Re: Important notice from the GRAMMAR POLICE. Plz read. This means you.
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on: 2009 June 17, 06:15:41
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Wouldn't that depend upon what kind of blindness your student had, and how profoundly blind he or she was, and why he or she wanted to take Art History? There are blind artists. I even recently heard of an exhibition entirely made up of the work of blind photographers. Most of these people were "legally blind": they could still see, but needed a lot of help. In fact, one said that he used a camera as a sight aide: he took photographs of things and *then* he could see them. Blindness and Arts I'd want to be very careful before I ruled an entire field of knowledge off-limits to everyone with a certain disability. Part of my job was once to make musical performances relevant for deaf students. It's actually rather fascinating to pull apart all the facets of music other than the actual tonal experience and see that it's still an interesting subject. We went into visual representations of rhythm, experiencing the effect of sound waves by holding a balloon, demonstrating the mathematical relationships between notes with vibrating rubber bands, etc. I'm not quite sure the bureaucracy was as helpful... having to hire a sign-language interpreter for a 100% musical performance is just a fancy way to give the translator's arms a rest and create a ton of questions about why that person sitting on the edge of the stage never did anything.
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40
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TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss
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on: 2009 June 10, 15:16:54
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The objects themselves aren't as big a deal for me as other things I miss. I wish the influence system had been enhanced rather than dropped. The only way to get other sims to interact with each other seems to be to invite one of them to join a conversation, which doesn't seem to function very well. Arranging group activities doesn't do much - I switched households to follow a daughter's family, and even though Mom had just picked up a romantic interest, getting them in the same room never spurred any type of interaction whatsoever.
Playing one family through generations works for me, but what good are townspeople if you can't manipulate them and bend the entire town to your will? Shouldn't the point of a seamless neighborhood be to affect what happens in the neighborhood? If the game is going to be more goal-oriented, my goal is to start a neighborhood WOAR... with actual WOAR, plus WINNING.
My sims also miss building shrines to themselves. I used to purchase a community lot, bring all the family portraits there, and either pass it down to the next generation or create a family of Servo caretakers. Everyone would "gift" their paintings, and every so often I'd switch to the caretaker household for setup. Now, the paintings can still be passed on, but it's a pain to move them from house to house. Maybe the designated heir has to move into the founder-ghost's place once a generation for an inventory transfer... hmm, that might work.
I also haven't figured out how to establish an underground with SEKRIT LEET training facilities like I had in Part Deux with a core group of sims enticed into back rooms for poker and counterfeiting, though admittedly that functionality was due to Inge's key set, not the game itself. Setting up a household for the purpose might serve for training, but the membership aspect is still missing.
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45
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TS3/TSM: The Pudding / The World Of Pudding / Re: Missing Sim
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on: 2009 May 31, 16:13:44
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Try resetSim first, but even if the toddler's icon is gone, you may be able to evict it from the town edit screen and re-merge. If you have to take an adult out with it, move their inventory to someone else in the house first.
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46
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Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
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on: 2009 April 24, 02:17:23
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Can anyone make a recolor of the lot debugger that makes it fit better in a normal house. Currently mine is in the basement closet with a genie, some aspiration rewards, and the camera. Even with the weird closet stuff, it still doesn't quite fit in. It would be nice if someone could make a recolor that makes it look like a normal cardboard box (Not the ugly EAxian one, spawnable from debug mode.) Just to keep the idea of the Batbox, maybe put a bat symbol stamp on one side.
Please don't kill me for suggesting change Mr. Pescado.
Jonesi made some half-wall shelving that works nicely to hide the batbox. I usually leave the sides open, but I believe the shelving is click-through, so you can finish off the sides and still access the batbox functions. Search for recolors - there are some stone textures out there somewhere that are very useful. It would be great to have a recolorable (or repository) cover that was click-through to use over any testing box. If someone had an end table that fit well, would it be possible just to make it click-through in SimPe?
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TS2: Burnination / The Podium / Re: CC in use. What can be removed without exploding stuff?
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on: 2009 April 15, 17:19:39
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Whoever figures out how to make a tool that identifies the CC your game actually accesses in each neighborhood will be the hero of TS2 Community.
Sometimes you want to cull CC, but have forgotten which Sim or lot is using what. If a tool could scan the whole game for "stuff that loads up in this hood" and include non-occupied lots and not-selected Sims, people will kiss their toes in gratitude.
Removing something vital just because you don't recognize its name and then having custom architectural elements or wallpaper or plants or outfits or terrains or accessories or whatever flashing blue / reverting to Maxis fug or the game refusing to cooperate at all is a PAIN IN THE REAR.
Hear, hear! It would be great to build a neighborhood with all CC in, and then play it without having to load the whole deal. I do something like that with 4GB of Bodyshop CC - leave it in while using Bodyshop, and then take it out so installing packaged sims only adds what is actually in use to the game. It would be nice to do the same with neighborhoods, and have building sessions vs. quick-loading play sessions. It would also make it much easier to share a game, make a version of your 'hood for a less powerful computer, or set up themed AnyGames.
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