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126
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TS3/TSM: The Pudding / Pudding Plots / Re: Fambly starter - colour challenge.
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on: 2010 June 15, 23:35:45
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Yeah, I like it much better with the more muted tones, Tangie.
The houses I have my playable/sacred sims live in are color coded to them and given whatever design style it seems like the adults would want. The other houses, those I build to wait for townies to move into, are internally in boring creams, whites, and grays. My playables don't visit in townie homes that often, preferring to associate with other playables who have nicely decorated pads. Externals, I pick one premade swatch and then do the other finishes in complementary or contrasting tones.
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129
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Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
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on: 2010 June 14, 03:58:30
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It is a dumb 12 that can't search and censors itself because it is afraid mommy and daddy will find it is in an adult forum. Don't bother with it. I have done considerable editing of lots.
I have never seen the school lot be assigned to "Chinese Garden". Most often, it gets set to "Small Park". Maybe it does not matter what the lot type is set to for school lots and we are wasting a lot of time thinking it is important. With WA, before Ambitions, my school lot was set to "Visitors Allowed" and was a shared lot with the science facility. I had no issues using either rabbit hole. The rabbit hole itself should always trump whatever you have the lot set as as far as functionality goes. The exceptions are Graveyard, which will give a moodlet at night, and perhaps "No Visitors Allowed", though I haven't ever actually tested that. Side note, not really applicable to this test AM/Ambitions problem: accessibility issues are generally the fault of placing the rabbit hole building too close to the lot edges or having an object that lies in the path of the door, even though it doesn't block the door. Rabbit hole routing can be stupid as fuck.
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131
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TS3/TSM: The Pudding / The World Of Pudding / Re: Strange names
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on: 2010 June 12, 16:59:56
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The paper girl is named Dee Liver. It's a good neighborhood, and I love the swampy area, but it's much too big for my taste. Once CAW gets updated for Ambitions I plan on making my own little swampy hovel to contrast with my tropical city.
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133
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Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
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on: 2010 June 12, 03:57:37
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There are tons of posts stating that students can't go to existing schools. Also, if you edit a lot and try to place a school, even with moveobjects on, it will remain unplacable. I was rebuilding my neighborhood, Abelline, in order to start with a fresh version, and found that if you try to place a community lot from the library that contains a school, the school disappears.
Schools with Ambitions and no Awesomemod test version = functioning Schools with Ambitions and Awesomemod test version = thoroughly borked, excepting career options. Schools without Ambitions and Awesomemod test version = ?
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134
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Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD
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on: 2010 June 11, 18:19:44
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Dude, we know what an issue tracking system is. It's not that complicated. It pretty much is what it sounds like. The point is, Pescado obviously likes it set up this way. He's had this site since...what?...the beginning of time? And he is well versed in all things web-codey. If he wanted one, he would make one.
'Sides, it's more fun to yell at people for failing to search or grok the forum environment.
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137
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Avian Valley Project (Good Builders Requested!) Now Fixed!
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on: 2010 May 16, 21:20:33
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Note that this neighborhood is in pre-alpha stage at the moment, and any glitches you encounter (especially road flickering) will most likely be fixed after testing.
This sort of thing absolutely has to be fixed before you start building or otherwise placing built lots will warp the roads even worse. Make sure everything is smooth. Add your blank lots. Slowly view your roads close up from all four cardinal directions in Edit in Game/CAW. Then export and load into TS3 and again, view roads close up from all four cardinal directions. If you see no errors there, you are golden. Then build up only one home lot and test every career to make sure there are no carpooling issues. Last, build up another home lot on the other side of the 'hood and test every career. If all runs well, then you should be okay and have a smoothly-running 'hood. It took me until my third attempt to get it right.
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138
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Awesomeware / AwesomeMod! / Re: Quick question about updating
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on: 2010 May 06, 03:03:40
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G:\Dokumente und Einstellungen\snabul\Eigene Dateien\Electronic Arts\Die Sims 3
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C:\Documents and Settings\*account name*\My Documents\Electronic Arts\The Sims 3
It's not required to delete scriptcache, but I always do after an update, too.
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140
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TS3/TSM: The Pudding / The World Of Pudding / Re: Deleting CC in-game?
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on: 2010 April 21, 21:22:01
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Simple solution is to check Rose's site, find the stupid dress, and redownload it. Then find that file name in your package files and delete it. Remake your merged file (I'm assuming you are using a super-file).
Rose is notorious for putting her stuff in every category. She did it for TS2, too.
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141
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TS3/TSM: The Pudding / The World Of Pudding / Re: Dimming in gameplay
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on: 2010 April 21, 06:56:06
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Claeric is new to MATY and kind of an ass (as in, even for MATY), so don't worry about him, itz_kukuchka.
I still say there might be some sort of power issue. Yeah, the graphics card isn't listed as supported. However, I ran TS2 and three expansions on a machine that didn't have a supported video card and I didn't have issues with graphics. You never posted full specs.
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148
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TS3/TSM: The Pudding / The World Of Pudding / Re: Deleting CC in-game?
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on: 2010 April 09, 04:18:48
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Yeah, no. And unfortunately, since most cc creators don't put their names on the descriptions of their creations or at least do a HugeLunatic and put some sort of signature icon on the preview, it's a pain in the ass trying to find what it is you don't like.
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149
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2010 April 05, 23:34:03
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I'd rather have a popup akshully, my sims never get the time to read the paper.
Mine don't even get the newspaper due to the lot I'm playing currently receiving no mailperson or newspaper child. They show up elsewhere, they just seem to have missed this lot on their route. I have a feeling it has to do with the mailbox placement but due to size constraints, it's stuck where it is. That said, new issue: for some reason my graveyard isn't receiving tombstones. I witnessed a death and neither my controllable family or the family of the deceased had the option to manage graves. Using debug commands to view mausoleum inventory showed that nothing was in there, despite there being at least two deaths I'm aware of. I'm using the eqyptian mausoleum, but that shouldn't change anything. Have others been having issues with this? I'm running up to current patches and the current version of awesomemod, but first death occurred before last patch and again, no mausoleum inventory back then. Is there a way to spawn tombstones for the deceased?
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