More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: Motoki on 2009 July 20, 14:16:44



Title: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 14:16:44
Well the versions of Indie Stone and Awesomemod that work together are out now. Grab both and make sure you do not use the Indie core file, just the Indie mod one.

Note that Lemmy posted a updated version of Indie Stone that (supposedly) fixes the popup issue with Wolfruns here: http://www.theindiestone.com/lemmyandbinky.com/Sims3Mods/IndieStoneMod.zip (http://www.theindiestone.com/lemmyandbinky.com/Sims3Mods/IndieStoneMod.zip).

As of this writing that version had not been uploaded to MTS yet, but you are probably safer always getting your file from that link as it's their site and will always have the latest.


Title: Re: Indie Stone Now with added Awesomeness
Post by: alia on 2009 July 20, 14:34:07
Well the versions of Indie Stone and Awesomemod that work together are out now. Grab both and make sure you do not use the Indie core file, just the Indie mod one.

Quoted for those who, like me, fail at reading comprehension.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Roxxy on 2009 July 20, 14:42:49
Well the versions of Indie Stone and Awesomemod that work together are out now. Grab both and make sure you do not use the Indie core file, just the Indie mod one.

Quoted for those who, like me, fail at reading comprehension.


Hooray for good news, in regards to being able to play an enjoyable game!

I don't believe I fail at reading comprehension, but I re-read the directions over at least 3 times.  No harm in being certain and not causing my computer to go up in a fiery ball and all the rest of the wrath. 



Title: Re: Indie Stone Now with added Awesomeness
Post by: imyourboy on 2009 July 20, 14:43:52
Well the versions of Indie Stone and Awesomemod that work together are out now. Grab both and make sure you do not use the Indie core file, just the Indie mod one.

Note that Lemmy posted a updated version of Indie Stone that (supposedly) fixes the popup issue with Wolfruns here: http://www.theindiestone.com/lemmyandbinky.com/Sims3Mods/IndieStoneMod.zip (http://www.theindiestone.com/lemmyandbinky.com/Sims3Mods/IndieStoneMod.zip).

As of this writing that version had not been uploaded to MTS yet, but you are probably safer always getting your file from that link as it's their site and will always have the latest.

Can't wait to go home from work so I can give this a try.  I've been waiting for this, at least until Pescado builds his own Story Progression Mod!


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 14:44:16
No harm in being certain and not causing my computer to go up in a fiery ball and all the rest of the wrath. 

Oh you have no idea how much fiery balls of wrath Pesacdo can conjure up.  :D


Title: Re: Indie Stone Now with added Awesomeness
Post by: Anach on 2009 July 20, 14:51:30
I prefer the sound of JM's progression ideas personally and havent had much interest in Indie, but I am tempted to give this a try now that it actually works with AM.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Lisen on 2009 July 20, 15:03:44
This is really awful! Two of the best additions for Sims3 now works together! And it works perfect, as far as I can see...


Title: Re: Indie Stone Now with added Awesomeness
Post by: Enelen on 2009 July 20, 15:06:00
Avast just knew when to CTD my game! :D Gonna grab the new mods and test them - at least this will end the constant hopping around to keep the neighbourhood living! Let's hope Indie will work this time, as the first time I installed AM was because I couldn't make Indie work. But I will switch to the Awesome story progression the moment it will be available!

*is positively giddy*

- I guess I'd better take out the awesomified teenwoohoomod now, though


Title: Re: Indie Stone Now with added Awesomeness
Post by: LoafCat on 2009 July 20, 15:08:01
I actually like the customization in Indie Stone. It is something that EA should have included in the game.

Also new AM has a new cheat that makes all the sims in the neighborhood dance: "discoinferno".


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 15:16:09
I actually like the customization in Indie Stone. It is something that EA should have included in the game.

Also new AM has a new cheat that makes all the sims in the neighborhood dance: "discoinferno".

I have seen it in action and I think I shall pass on that one. My home lot got a teaser last night. :P

- I guess I'd better take out the awesomified teenwoohoomod now, though

I have it in mine and seems to be working okay. Mind you I haven't actually used the functionality of it yet but getting teens to woohoo.


Title: Re: Indie Stone Now with added Awesomeness
Post by: ramseyazad on 2009 July 20, 15:20:00
I re-awesomed teenwoohoo and played for a couple hours without any issues.  Haven't seen if indie will marry off the teens yet, however.  I personally *loved* the other secret command we got. 


Title: Re: Indie Stone Now with added Awesomeness
Post by: Inge on 2009 July 20, 16:06:12
Where is the actual information about this, from Lemmy and Binky?   They don't seem to have mentioned it on MTS


Title: Re: Indie Stone Now with added Awesomeness
Post by: Enelen on 2009 July 20, 16:07:17
Where do you get these "secret commands" from? I can't see that discoinferno :), but while I see some new things, I'm not sure what comes from Indie and what's new. For instance purgegenetichair and genetics - what do they do?


Title: Re: Indie Stone Now with added Awesomeness
Post by: LoafCat on 2009 July 20, 16:12:28
Where do you get these "secret commands" from? I can't see that discoinferno :), but while I see some new things, I'm not sure what comes from Indie and what's new. For instance purgegenetichair and genetics - what do they do?

You type discoinferno into the cheat box. Its not on the help list. As for the other ones, I have no idea what they do.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 16:13:22
Where is the actual information about this, from Lemmy and Binky?   They don't seem to have mentioned it on MTS

There are rather short on that sort of thing. They actually put the new files up without telling anyone last night. I only knew because Pescado told me.  ::)

Ingeli started a thread about it on MTS and Lemmy was like 'It's not out yet' and she was like 'Uh, I'm already testing it'.  :D


Where do you get these "secret commands" from? I can't see that discoinferno :), but while I see some new things, I'm not sure what comes from Indie and what's new. For instance purgegenetichair and genetics - what do they do?

You type discoinferno into the cheat box. Its not on the help list. As for the other ones, I have no idea what they do.

Well another one is trogdorstrikesagain. ;)


Title: Re: Indie Stone Now with added Awesomeness
Post by: Inge on 2009 July 20, 16:19:31
Oh, so the lite version actually *requires* awesomemod in order to work?  That won't help me then.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 16:23:12
Oh, so the lite version actually *requires* awesomemod in order to work?  That won't help me then.

Yes if you want them to run together then you need both. They divided their file up into their core and the 'mod'. The mod one now runs with the Awesomemod core, but you can still run it just with the Indie core too although I don't see much point. It's not like their core does a heck of a lot extra outside the stuff that's in the mod file. *shrug* I guess that option exists mainly for people who want Indie but don't want Awesomemod.


Title: Re: Indie Stone Now with added Awesomeness
Post by: lemmy on 2009 July 20, 16:32:43

There are rather short on that sort of thing. They actually put the new files up without telling anyone last night. I only knew because Pescado told me.  ::)

Ingeli started a thread about it on MTS and Lemmy was like 'It's not out yet' and she was like 'Uh, I'm already testing it'.  :D

Er 'rather short on that sort of thing', considering I only found out through Ingeli's post that it had been released in the first place a few hours ago, we can hardly be criticised for lack of extensive documentation on it at that point, can we? ;)

And about the new files up without telling anybody, there hardly seemed any point in shouting about it when the Awesome mod that actually used the new version hadn't been released. :p


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 16:37:05
Er 'rather short on that sort of thing', considering I only found out through Ingeli's post that it had been released in the first place a few hours ago, we can hardly be criticised for lack of extensive documentation on it at that point, can we? ;)

And about the new files up without telling anybody, there hardly seemed any point in shouting about it when the Awesome mod that actually used the new version hadn't been released. :p

Well when you have a mod that initially came with one file and then suddenly upload a new version that comes with two without telling anyone, yeah, it might cause a bit of confusion. :P I mean this is ModTheSims we're talking about. Plus that kind of a big change to do and keep mum on, but that's just me I suppose.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Larku on 2009 July 20, 17:18:41
This has made my day.
With the time away from awesome mod, Alot has changed.
So I'm getting to explore alot of new features.

Yay for Two brains working together to please all!


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 20, 17:33:39
I don't know if it is IndieStone or general improvements in Awesomemod, but my saving times are finally back to normal now with this new version./me is happy.
That's one of the documented changes in this version, yes. We found an EAxian bug that was causing massive spammage and pruned it.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Brick_town on 2009 July 20, 17:44:21
Sorry just wanted to ask this, what is entailed in the indiestone mod?
I know it has alot to do with adjusting story mode, I did type this in google and nothing came up so i just wanted to know what the indiestone mod brings to the game.

Ps. Anyone know what extra commands it brings to the game.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 17:52:32
Sorry just wanted to ask this, what is entailed in the indiestone mod?
I know it has alot to do with adjusting story mode, I did type this in google and nothing came up so i just wanted to know what the indiestone mod brings to the game.

Ps. Anyone know what extra commands it brings to the game.

Uh try taking out the space between indie and stone. Might want to add sims in there too and viola you should come up with something. :P


Title: Re: Indie Stone Now with added Awesomeness
Post by: zolabee on 2009 July 20, 18:34:33
Sorry just wanted to ask this, what is entailed in the indiestone mod?
I know it has alot to do with adjusting story mode, I did type this in google and nothing came up so i just wanted to know what the indiestone mod brings to the game.

Ps. Anyone know what extra commands it brings to the game.

http://www.modthesims.info/download.php?t=356632    Here's the address, not linked.  Go read all about it.


Title: Re: Indie Stone Now with added Awesomeness
Post by: dowens on 2009 July 20, 19:09:01
I am very excited for this! I had the Indie stone installed, but just the mod package. I never installed t he core and it worked without the core. However I did update my Indie stone from the link given. Now just reading through what the awesome mod does.

Just a question: I've been reading about the Awesome mod and someone mentioned somewhere that sims on maternity leave can go back to work with the awesome mod. However I do not see this listed? Maybe I missed it between everything else! Also if true can they go while they are pregnant as well? Thx in advance!


Title: Re: Indie Stone Now with added Awesomeness
Post by: Georgette on 2009 July 20, 19:14:34
Apparently typing backtowork into the cheat bar as soon as they've given birth works. I had (I've gone back to the sims 2) the awesome mod though and this command didn't work for me.


Title: Re: Indie Stone Now with added Awesomeness
Post by: caitlyn on 2009 July 20, 20:20:52
Apparently typing backtowork into the cheat bar as soon as they've given birth works. I had (I've gone back to the sims 2) the awesome mod though and this command didn't work for me.

I type this as soon as they have the first baby bump.  No reason why they can't work while pregnant.


Title: Re: Indie Stone Now with added Awesomeness
Post by: BobDob on 2009 July 20, 20:33:40
I'm intrigued.  Would someone be so kind as to list what these undocumented commands are and what they do?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 20:57:08
One one of them is trogdorstrikesagain, the other supposedly is discoinferno, though I am not sure if the latter one has been implemented yet.

As for what they do, well that is half the fun. Find out for yourself. ;)


Title: Re: Indie Stone Now with added Awesomeness
Post by: Darth_Diclonius on 2009 July 20, 21:01:27
"discoinferno" works awesome and is a hilarious surprise. XD I won't ruin what it does because it caught me by surprise. Lol.

I just have one question, if I use awesomemod with indie stone do I get all Indie Stone features or only select ones? I'm guessing some features overlap but I'm curious because I noticed some Indie features (such as story updates and Wolfrun) aren't working. I'm just wondering if these can't/weren't implemented.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Nepheris on 2009 July 20, 21:11:20
How do you only use one of them?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 21:14:53
How do you only use one of them?

Just disable it in the awesome config.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Nepheris on 2009 July 20, 21:24:37
Aha. Being slow, I could've thought that one up myself -_-


Title: Re: Indie Stone Now with added Awesomeness
Post by: twoftmama on 2009 July 20, 21:29:20
This is Supremely Awesome! Thank you so much for all your hard work!  ;D


Title: Re: Indie Stone Now with added Awesomeness
Post by: jrcaporal on 2009 July 20, 21:40:54
This is Awesome!  :P


Title: Re: Indie Stone Now with added Awesomeness
Post by: Darth_Diclonius on 2009 July 20, 21:56:40
Thanks jordi, I had downloaded the .5b the first time but it didn't work. I tried readding awesomemod and Indie Stone and for whatever reason it fixed my missing features. Definitely am going to enjoy this setup. Finally the town feels alive!


Title: Re: Indie Stone Now with added Awesomeness
Post by: Wolfeyes on 2009 July 20, 22:17:43
This is a great collaboration... and it's so awesome that some of the finest minds in our simming community can work together and come up with an almost total fix to EAxis' failed programming of a seamless neighborhood with a story progression...! ! !   ;D   8)   :-*

Huge thanks to Pescado and the Indie Stone Team ! ! !   ;D


Title: Re: Indie Stone Now with added Awesomeness
Post by: lemmy on 2009 July 20, 22:20:10
Mainly Pescado tbh, don't want to take too much credit for the compatibility stuff. ;D


Title: Re: Indie Stone Now with added Awesomeness
Post by: Gelina on 2009 July 20, 22:22:39
I'm not sure if I should post this here or in the buggedness thread, so apologies if I guessed wrong.  I'm having some problems getting both mods to work.

Background:  I had a saved game that I was playing with AM, everything worked fine.  This weekend, I switched to Indie and everything still worked fine.  Today I installed the 7-20-09 21:51:26 AwesomeMod and the ISM from the link on page 1.  I then went an updated my aweconf.package using the More Stupid Than You website.  These are the values in my aweconf.package (with extraneous stuff removed for ease of reading):

    <RoboticHandOfGod value="True">
    <NoNudityCensorM value="True">
    <NoNudityCensorF value="True">
    <SupremeCommander value="True">
    <NoPsychicCurfewPolice value="True">
    <NPCWorkUniformRemovalChance value="50">
    <MarriagePostMortem value="True">
    <TestingCheatsEnabled value="True">
    <EnableDebugCommands value="True">
    <EnableDebugInteractions value="True">
    <InformOnStoryAction value="True">
    <AllowOverstuffedHouses value="True">
    <CASSliderScaleIncreased value="True">
    <AwesomeDebug value="True">

Problem: When I load the game, it doesn't seem to be reading my awesome.conf package anymore.  I know awesome mod is working because I can do "showconfig" and I can manually flip the values that are wrong.  However, I can't seem to get the ISM options to come up on the phone no matter what I do (I've set the ISM config to "true").

As you can see from the screenshot, there are other values that are not matching my awesome.conf package (Hand of God, Nudity Censors).


Ignore me, I are fail today.  I downloaded the correct ISM file, I just didn't install it.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 20, 22:27:14
Gelina which Indie file or files are you using? You should only be using the Indie Stone mod. Do not use the Indie stone core if you are also using awesomemod.

If you don't have two Indie Stone packages then you have an old version and need to update.

The correct version should be a file named "IndieStoneMod.package" and be about 181kb in file size.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Gelina on 2009 July 20, 22:37:43
Thanks Motoki.  I realized about 3 minutes after posting that I may not have completed the "copy & paste" step for ISM.


Title: Re: Indie Stone Now with added Awesomeness
Post by: earthshoes on 2009 July 20, 22:40:46
Wow! What a huge difference! Thank you very much.


Title: Re: Indie Stone Now with added Awesomeness
Post by: gethane on 2009 July 20, 23:16:11
Lest people think its all trouble when trying to get this going, I installed the new awesome mod. I overwrote the old Indie Stone. I removed the .core Indie Stone. I deleted my scriptcache, and loaded everything up and its been working flawlessly. I'm so excited! I'm going to start a new game to see how that whole wolfrun thing works. I initially installed IS (removing my beloved AM) because I was suffering from elder overload. Now I have a vibrant community of multiple ages again as a backdrop for my legacy family in its 4th generation.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Cedia on 2009 July 21, 01:59:15
I'm both excited and confused!

Excited because we all know how awesome awesomemod is by itself and now new and improved with the goodness of Indy Stone story progression!

Confused because I'm still not sure what features are where.  An example would be awesome's "ancestral home" feature.  I've been running ISM by itself because... well, because I'm a really old roleplayer and I just can't give up storylines, and I've had the Altos, the Landgraabs, the Goths with their ISM households set to no moves at all.  No moves out, but also no moves in if say, Holly marries a guy -- they'll continue to live in separate households.

With this team up, can I safely turn on household moves now if the lot name has the family name in it?  In the above example, will Holly move into her new husband's house while Nick and Vita stay put in their ancestral home?

Also, what about using editsim?  Will it conflict with ISM's "genetic reconfabulator" or whatever command from the phone?

One thing I'm ecstatic about is being able to nuke clones and homeless people without having to switch mods.   ;D  Bless you for that!


Title: Re: Indie Stone Now with added Awesomeness
Post by: smokeverbs on 2009 July 21, 02:05:15
The only part of ISM that I'm interested in is the part that makes the game move people into town from you sim bin, instead of creating them on the fly.


Title: Re: Indie Stone Now with added Awesomeness
Post by: OpiumGirl on 2009 July 21, 02:37:20
I jumped when I saw this thread because I've been really wishing for a better Story Mode.  For some reason, my game absolutely will not load with the two most recent versions of awesomemod and indiestonemod (Just the mod, not the core). It does the whole "loads blue screen some" and then crashes.  The differences between this and the "usual" loading ctd are:

 1. It always crashes in the same place with Indiestone.
 2. It never, never loads....not ever. (unlike the usual ctd which eventually starts up after multiple tries)
 3. My game loads normally without Indiestone mod

Has anyone been able to use the two most recent successfully? 


Title: Re: Indie Stone Now with added Awesomeness
Post by: gethane on 2009 July 21, 02:41:41
I posted, just 3 posts up, about how I was running great this morning, no troubles, with both installed. Am I misunderstanding your question?


Title: Re: Indie Stone Now with added Awesomeness
Post by: OpiumGirl on 2009 July 21, 02:53:54
As I said, I was wondering about the newest versions and I couldn't be sure by your post, though the timing seemed appropriate. Good to know.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Darth_Diclonius on 2009 July 21, 02:59:02
I've been playing around with Wolfrun. All I can say is awesome! :D It's cool to progress a few generations and see which of my created sims have hooked up. Now the problem I'm having is that the bills aren't being paid automatically. Anyone else running into this mini problem?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Kerryee on 2009 July 21, 03:15:53
I jumped when I saw this thread because I've been really wishing for a better Story Mode.  For some reason, my game absolutely will not load with the two most recent versions of awesomemod and indiestonemod (Just the mod, not the core). It does the whole "loads blue screen some" and then crashes.  The differences between this and the "usual" loading ctd are:

 1. It always crashes in the same place with Indiestone.
 2. It never, never loads....not ever. (unlike the usual ctd which eventually starts up after multiple tries)
 3. My game loads normally without Indiestone mod

Has anyone been able to use the two most recent successfully? 

Just installed the latest versions of both about two hours ago, deleted all cashes, and I've been playing wonderfully.  So good to have my AM possibilities back, with the IndieStone progression.


Title: Re: Indie Stone Now with added Awesomeness
Post by: OpiumGirl on 2009 July 21, 03:17:49
Just as an update, I was able to get my game started and running with Indiestone  by (oddly) generating a new config file for AwesomeMod.  After doing so, I have started it multiple times without a problem.


Title: Re: Indie Stone Now with added Awesomeness
Post by: twoftmama on 2009 July 21, 03:25:14
I've been playing around with Wolfrun. All I can say is awesome! :D It's cool to progress a few generations and see which of my created sims have hooked up. Now the problem I'm having is that the bills aren't being paid automatically. Anyone else running into this mini problem?

Yes I am having the same problem, but that's part of ISM not Awesomemod, so you should report it there.  :)


Title: Re: Indie Stone Now with added Awesomeness
Post by: Darth_Diclonius on 2009 July 21, 03:33:56
I've been playing around with Wolfrun. All I can say is awesome! :D It's cool to progress a few generations and see which of my created sims have hooked up. Now the problem I'm having is that the bills aren't being paid automatically. Anyone else running into this mini problem?

Yes I am having the same problem, but that's part of ISM not Awesomemod, so you should report it there.  :)

I wasn't sure if it was a indie mod issue or an awesomemod computability issue. I'll go ask over there.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Doc Doofus on 2009 July 21, 05:14:59
Dude, it's like the Berlin Wall coming down!  Dazed Germans crossing the border, passing by each other east and west, all slack-jawed, looking left and right for the attack dogs and sharpshooters, seeing none, and wondering if they are still asleep.  We need Pink Floyd!

I'm going to stick with AM alone for now (although I would like a solution to the musical houses problem).  After my current fambly metastasizes, I'll give the combo a shot.


Title: Re: Indie Stone Now with added Awesomeness
Post by: moondance on 2009 July 21, 05:20:45
I'm very happy now, no more switching a mod in, switching a mod out, and trying to remember what I've just done, or why.  I could wish that it was possible to set all my Indie options via the Awesome configuration page, or something like it,  but that would just be wishing for way too much. It's close enough to perfect as it is.


Title: Re: Indie Stone Now with added Awesomeness
Post by: ZeKat on 2009 July 21, 10:53:41
Just in case anyone else gets this problem: When starting the game, I got bitched at for not having the CD in the drive. But removing aweconf.package fixed it, it started up fine now with no bitching.


Title: Re: Indie Stone Now with added Awesomeness
Post by: asciident on 2009 July 21, 10:57:53
Just in case anyone else gets this problem: When starting the game, I got bitched at for not having the CD in the drive. But removing aweconf.package fixed it, it started up fine now with no bitching.

Create a new config that ensures you have the CD check-disabler enabled?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Selene on 2009 July 21, 15:41:27
Okay, I've had IS for a week or so now. If I download the new .5b file and install do I only need the awesome.package to make it work? I just want to do it right the first time...

Thanks in advance.


Title: Re: Indie Stone Now with added Awesomeness
Post by: dowens on 2009 July 21, 15:53:06
yes update your Indie Stone and install Awesome mod. Make sure you do not have the core indie stone.
I know the older versions DID NOT have the core package as well. So I jsut updated my IS and then added the AM.


Title: Eh? Aging?
Post by: kittie on 2009 July 21, 19:04:58
I downloaded the indiestone mod (not the core package) with awesomemod and updated and such and the game was running fantastically. I switched from household to household, playing until I got bored with one to switch to another . I had stasis on all of the households I play with aging on and everyone seemed to be doing fine.... until I switched to a specific household. The same settings applied, but for some reason Nobody in this household is aging. I have a young adult, baby (who I forced to toddler) and child that aren't ageing day after day. I can't seem to figure out why, any help?

I tried turning aging off then back on with no luck. I'm wondering if there's a setting i'm missing somewhere? I didn't know whether to put this here or in the buggedness, or in the questions threads.
Edit: Could it be that sims don't age while stasis is on and I just hadn't noticed with the previous households?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Swiftgold on 2009 July 21, 19:08:37
Awesomemod's "sacredness" is totally seperate from the Indie Stone features and gets disabled when the driver is on, correct? Because so far so good, except I just got a popup notification that one of my "sacred" Sims just got married, and not only does she have commitment issues but her husband was already married at the time. He's the one who was subject to the early story-mode moveout that left him married on his wife's side but not on his. I thought I'd fixed it, but I guess not. Both his original wife and my playable showed the rings icon in his list. He's met with his accident now; too bad I didn't remember to do it earlier. I suppose the only way to prevent this is to turn off marriage with Indie Stone on all my sacred families and do it manually if I want to...


Title: Re: Indie Stone Now with added Awesomeness
Post by: Enelen on 2009 July 21, 19:34:56
Is it just me, or the discoinferno and the trogdor cheats really do the same? I just got around to actually fire up the game (literally) :D and had several minutes of LOL, especially as my Cloud Strife in testing I forgot I had in the hood and never met before charged in and saved the day while all the professionals were busy saving each other. Go figure! :D The stuff creates a horrible lag, though...

Hmm, I might actually save here... Nobody died, I got all the firemen in one place and I was just looking for a way to make them appear so that they could knock my sim up with awesome genes ;)

Any more secret how-to-fubar-my-legacy(ish)-neighborhood stuff?

A little more in-topic: does anybody know if Indie comes with all storymode actions enabled or disabled? I went over it several times, and disabled this, enabled that, but I'm not sure I covered all I wanted and I have no idea where to check the actual settings. The problem is, I ceased to have notifications days ago, and then noticed I only enabled certain of them for friends, so I made that for all hood, got a notification of somebody doing something, then again nothing. I didn't disable anything I *want* to see, so if something is disabled, it's by default. I got several "this-and-this got a job" notifications, but nobody married or had a kid thus far for example... I'm sure marriage is enabled, socialization is enabled, but that mod is a maze and I always get lost in it. I never thought I'll like Pescado's commandline mods better than a shiny visual interface, but there you have it  :-[


Title: Re: Eh? Aging?
Post by: twoftmama on 2009 July 21, 21:26:23
I downloaded the indiestone mod (not the core package) with awesomemod and updated and such and the game was running fantastically. I switched from household to household, playing until I got bored with one to switch to another . I had stasis on all of the households I play with aging on and everyone seemed to be doing fine.... until I switched to a specific household. The same settings applied, but for some reason Nobody in this household is aging. I have a young adult, baby (who I forced to toddler) and child that aren't ageing day after day. I can't seem to figure out why, any help?

I tried turning aging off then back on with no luck. I'm wondering if there's a setting i'm missing somewhere? I didn't know whether to put this here or in the buggedness, or in the questions threads.
Edit: Could it be that sims don't age while stasis is on and I just hadn't noticed with the previous households?

Sims do not age when stasis is on.


Title: Re: Indie Stone Now with added Awesomeness
Post by: kittie on 2009 July 21, 21:47:15
Ok thank you. I'll just turn it off when i'm playing a household then turn it back on before leaving that household.


Title: Re: Indie Stone Now with added Awesomeness
Post by: uknortherner on 2009 July 21, 23:02:06
Is it just me, or the discoinferno and the trogdor cheats really do the same? I just got around to actually fire up the game (literally) :D and had several minutes of LOL, especially as my Cloud Strife in testing I forgot I had in the hood and never met before charged in and saved the day while all the professionals were busy saving each other. Go figure! :D The stuff creates a horrible lag, though...


Discoinferno's brilliant, even if it does grind my PC to a halt for five minutes beforehand! I haven't tried the Trogdor one yet because I need to go back a couple of pages to find the code.


Title: Re: Indie Stone Now with added Awesomeness
Post by: BobDob on 2009 July 21, 23:42:31
One one of them is trogdorstrikesagain, the other supposedly is discoinferno, though I am not sure if the latter one has been implemented yet.

As for what they do, well that is half the fun. Find out for yourself. ;)
Hmm...I tried both of those and got unknown command errors.  Is there a command you need in front of it?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Orange Indigo on 2009 July 22, 01:49:04
I installed ISM and AM as the instructions said, and both seem to be working.
I have all AM functions working as they should.
ISM commands show up on the cell phone.

However, I never get notifications (yes, they're supposed to be turned on) for anything. Is this a known glitch or is ISM not working?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 22, 02:25:35
One one of them is trogdorstrikesagain, the other supposedly is discoinferno, though I am not sure if the latter one has been implemented yet.

As for what they do, well that is half the fun. Find out for yourself. ;)
Hmm...I tried both of those and got unknown command errors.  Is there a command you need in front of it?

You need to be using the latest version of awesomemod. If you are then it should work.

I installed ISM and AM as the instructions said, and both seem to be working.
I have all AM functions working as they should.
ISM commands show up on the cell phone.

However, I never get notifications (yes, they're supposed to be turned on) for anything. Is this a known glitch or is ISM not working?

Sometimes it takes a while for them to start but if you're playing for a really long time and get none then yes that is a problem. Make sure you have the latest versions of both Indie and Awesome, but just the Indie mod not the core. Also by default Indie only gives most of it's notifications for friends so if your sims don't have many friends you may not get much. You can set those notifications to everyone though.

If none of that works try running the Indie Stone Mod compatibility checker in the programs and utils section at Mod the Sims. If it gives the all clear for mods (ignore anything it says about hair or objects) then not really sure what the issue is.  :-\


Title: Re: Indie Stone Now with added Awesomeness
Post by: nekochanpurr on 2009 July 22, 02:40:17
This is quite awesome! Thank you so much for making this possible! :)


Title: Re: Indie Stone Now with added Awesomeness
Post by: Driskoll Xun on 2009 July 22, 04:41:20
ISM still does a couple things that I don't want in a neighborhood that I care about, but at least it is easier to switch to it when my wife wants to play!


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 22, 04:49:27
ISM still does a couple things that I don't want in a neighborhood that I care about, but at least it is easier to switch to it when my wife wants to play!
You should be able to turn the engine on and off simply using "setconfig indiestone on/off" from inside the game. You will have to wait a bit longer if you want the Random Toad Machine.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Driskoll Xun on 2009 July 22, 04:54:44
Well, that's a godsend.  I didn't think you could ignore the file entirely. 

Edit: If you are playing with immigration from your bin and considering turning ISM on and off in the same neighborhood, be sure to delete your townies as you go from ISM to AM.  I don't know what AM would do with all the archetypes ISM saves as homeless.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Imbrii on 2009 July 22, 06:55:59
I don't know what AM would do with all the archetypes ISM saves as homeless.

As I'm not very familiar with ISM and just started using it with AM, I wanted to clarify. Does it store something important in the homeless bin/that shows up under listhomeless? Mine seemed to explode in size, with families I'd already moved in listed in triplicate and I didn't know why so I nuked them all, but they seem to be creeping back. Is this intentional on the part of ISM?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Imbrii on 2009 July 22, 07:29:34
Yeah, ISM will create personalities such as the neighbourhood hussy which it stores as a homeless family. It also will create families based on how many houses are available: in my 'hood I started with 12 empty houses, and ISM filled up 8 of them within a Sim-week with new families.
Since I put a few blue-, green-, and redskinned Sims in the bin along with nice face archetypes, I now have a nice and varied 'hood.

Thank you, that explains the mysterious homeless. I was confused that they appeared but never moved into a house or were announced entering the neighborhood. I assume that what seemed to be duplicates of current houses were just bases for the imports instead of random weirdness. I'll have to not kill them all off this time, heh. And read up more on ISM.


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 22, 07:36:29
Edit: If you are playing with immigration from your bin and considering turning ISM on and off in the same neighborhood, be sure to delete your townies as you go from ISM to AM.  I don't know what AM would do with all the archetypes ISM saves as homeless.
Shouldn't be necessary: I imagine ISM is equipped to deal with them normally in the event that they are slain or moved in by player actions, so the same would apply if AwesomeMod were to do the same.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 22, 08:18:14
Besides which, Awesomemod is extremely unforgiving with homeless. It just basically lets them live out of a box somewhere off screen on a bus forever. I have never in all of my time using AM had it have a homeless person get housing. I either had to forcibly move them in with cheats or gas their ass.

I think whichever personalities Indie stashies in the off screen homeless nexus are perfectly safe, at least until and unless the random toad machine has some plans for them.


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 22, 09:06:22
The random toad machine does indeed have plans for them, yes. Homeless sims have an elevated chance of starving to death on the streets. :P A homeless sim will aggressively seek to become non-homeless. If all his efforts to become non-homeless fail, and he runs out of money, his chances of starving to death on the streets start climbing rapidly.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Marhis on 2009 July 22, 09:25:31
If all his efforts to become non-homeless fail, and he runs out of money, his chances of starving to death on the streets start climbing rapidly.

That is awesome  :D (you already know, but still).
You know also what would be funny? Linking their survival chances (and their money) to the charity donations/charity underrmining amounts. In this way, those tasks would do something actually useful, apart of a moodlet.


Title: Re: Indie Stone Now with added Awesomeness
Post by: witch on 2009 July 22, 09:29:27
If all his efforts to become non-homeless fail, and he runs out of money, his chances of starving to death on the streets start climbing rapidly.

That is awesome  :D (you already know, but still).
You know also what would be funny? Linking their survival chances (and their money) to the charity donations/charity underrmining amounts. In this way, those tasks would do something actually useful, apart of a moodlet.

Now THAT would be perfectly awesome.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Nepheris on 2009 July 22, 11:05:32
Quote
It also creates new families to keep the neighbourhood populated, according to the same rules for existing families. One interesting feature is that you can set it so that new townies are created using DNA from Sims in the Library.

I can't find this anywhere in the menu. Under what overhead option can I find this?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Cedia on 2009 July 22, 11:23:21
Quote
It also creates new families to keep the neighbourhood populated, according to the same rules for existing families. One interesting feature is that you can set it so that new townies are created using DNA from Sims in the Library.

I can't find this anywhere in the menu. Under what overhead option can I find this?

Under Immigration > Genetically Create from Bin (or something similar).  It's the bottom menu in the Immigration menu.


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 22, 11:31:28
You know also what would be funny? Linking their survival chances (and their money) to the charity donations/charity underrmining amounts. In this way, those tasks would do something actually useful, apart of a moodlet.
Yeah, see, I already thought of that. :P


Title: Re: Indie Stone Now with added Awesomeness
Post by: Daimon on 2009 July 22, 14:00:51
While making money is... not exactly a problem... in S3, I'd love to see donations of either kind affecting the homeless sims, nice ones helping them out and evil ones doing the opposite. It's not that my Good sim can't afford donating 1k a day -- it's just that there is no point for me to remember to make her. The moodlet? She already waltzes around in permanent euphoria because of the beautiful house and her painting obsession.


Title: Re: Indie Stone Now with added Awesomeness
Post by: BobDob on 2009 July 22, 16:15:51
You need to be using the latest version of awesomemod. If you are then it should work.
I'm definitely using the latest version, since I'm using the version that works with IndieMod.  I'm not sure why the commands aren't being recognized, but I'm certain AwesomeMod is running.  :(


Title: Re: Indie Stone Now with added Awesomeness
Post by: Driskoll Xun on 2009 July 22, 17:54:52
Yeah, ISM will create personalities such as the neighbourhood hussy which it stores as a homeless family. It also will create families based on how many houses are available: in my 'hood I started with 12 empty houses, and ISM filled up 8 of them within a Sim-week with new families.
Since I put a few blue-, green-, and redskinned Sims in the bin along with nice face archetypes, I now have a nice and varied 'hood.
 

ISM also saves a list of all your library bin sims as homeless.  Somehow they don't move into town, like service npc's, nor age.  Apparently they're just there as breeding stock.  My library happens to contain archetypes that I've made personally, top level bosses for each career to prevent fewer unqualified promotions.  Since they're homeless in ISM, AM uses them as bosses in those test neighborhoods.

On another note, ISM may be counting lifetime reward traits as regular traits.  I'll actually play a "backstory" of some families, then place them in the bin to incorporate into my main town.  These sims tend to have purchased traits.  All of my immigrants in ISM start with seven regular traits.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Orange Indigo on 2009 July 22, 18:00:27
I installed ISM and AM as the instructions said, and both seem to be working.
I have all AM functions working as they should.
ISM commands show up on the cell phone.

However, I never get notifications (yes, they're supposed to be turned on) for anything. Is this a known glitch or is ISM not working?

Sometimes it takes a while for them to start but if you're playing for a really long time and get none then yes that is a problem. Make sure you have the latest versions of both Indie and Awesome, but just the Indie mod not the core. Also by default Indie only gives most of it's notifications for friends so if your sims don't have many friends you may not get much. You can set those notifications to everyone though.

If none of that works try running the Indie Stone Mod compatibility checker in the programs and utils section at Mod the Sims. If it gives the all clear for mods (ignore anything it says about hair or objects) then not really sure what the issue is.  :-\

I had been playing for awhile, so I have no idea why they didn't start coming up.

For future reference for anyone who has the same problem:
I deleted the .cache files, and then did ctrl+shift+c "setconfig indiestone on" just to be sure it was turned on.
Then I set notifications to Off, then back to on. Then I configured them so everything was All, so I would see any notification.
Nothing happened at first, so I was fooling around with the other settings. Right after I gassed the obnoxious homeless masses hiding in my neighborhood, I got the first notification.
Some buffoon fell to his death. And then another! Some 12 got a job or something.

So, I don't know why it didn't work at first. I don't think any of my neurotic behavior could have impacted it that much...
Ah well. At least it works now.
 ;D!


Title: Re: Indie Stone Now with added Awesomeness
Post by: myskaal on 2009 July 22, 18:00:36
I need "Sim Bin" clarification. ISM pulls from pre-mades in the CAS bin or from sims sitting in the Library bin?

Nevermind. Reading comprehension ftw


Title: Re: Indie Stone Now with added Awesomeness
Post by: Enelen on 2009 July 22, 18:08:58
So, I don't know why it didn't work at first. I don't think any of my neurotic behavior could have impacted it that much...
Ah well. At least it works now.
 ;D!

My solution was shutting the game down and going to sleep: then when I turned it on today, voila, it works! (Strange, because I cleared the caches yesterday...) The usual Voodoo - at least I never got the mysterious crash, not even with conflicting core mods I accidentally left in the mods folder...


Title: Re: Indie Stone Now with added Awesomeness
Post by: Driskoll Xun on 2009 July 22, 18:28:33
Edit: If you are playing with immigration from your bin and considering turning ISM on and off in the same neighborhood, be sure to delete your townies as you go from ISM to AM.  I don't know what AM would do with all the archetypes ISM saves as homeless.
Shouldn't be necessary: I imagine ISM is equipped to deal with them normally in the event that they are slain or moved in by player actions, so the same would apply if AwesomeMod were to do the same.

Before the two mods were combined, I don't recall ever having access to, I'll call them, breeding stock (BS) sims.  I'm not concerned about ISM's normal homeless.  In a normal ISM game BS sims would never have interaction with playables.  AM uses BS sims as bosses; will it ignore them in other regards?

Edit: Apparently, ISM only places those BS sims during its setup then doesn't clean up after itself.  I destroyed all townies; ISM immigration continued as normal without any further homeless being created.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Orange Indigo on 2009 July 22, 19:03:51
So, I don't know why it didn't work at first. I don't think any of my neurotic behavior could have impacted it that much...
Ah well. At least it works now.
 ;D!

My solution was shutting the game down and going to sleep: then when I turned it on today, voila, it works! (Strange, because I cleared the caches yesterday...) The usual Voodoo - at least I never got the mysterious crash, not even with conflicting core mods I accidentally left in the mods folder...
Well, I did the same thing, without meaning to. I got very frustrated with the damn thing last night, so I closed down and didn't start it up until a few hours ago.
It probably would have worked even if I didn't do anything. Who the hell knows.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Writin_Reg on 2009 July 22, 20:01:34
Has anyone edited their Sims and not have changed traits or lifetime wish stick?

After installing both mods last night I wanted to get rid of two traits my Sim had which were fun until she gave birth to my first Sims 3 twins, and likewise i did not want her having the heartbreaker lifetime wish, so in order to use her acquired points on something else instead of wasting it on the "change Lifetime wish" I did it in edit. To my dismay the lifetime wish of heartbreaker was still there, and although the traits appeared to be the new ones I implimented, she still has the actions of the original traits. Like she always would wake up minutes after she went to bed to tromp through the entire house and to the downstairs kitchen to check the stove and check the kitchen faucet in the sink. Even if I cancelled it out, a few minutes later she would pop up again and want to do the same thing over again. Each time I stopped her it adds to the bad moodlet she gets (times 2) from not letting her check it.

Even though the trait itself changed, she still gets the action where she jumps up from bed, briefly pictures the sink, then goes back to sleep. I don't see the bad moodlet, but I have noticed that any good moodlets seem to take a hit and pop off. As I said earlier here though the lifetime wish won't change, it's still showing heartbreaker and I wanted to change it to News Anchor, as she is a journalist.

The other trait I changed was inappropiate which I changed to charistmatic, and i think that one took because she is no longer changing her clothes to weird stuff or doing things like taking the babies outside and leaving them in the yard instead of putting them back in their cribs.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Nepheris on 2009 July 22, 20:06:25
I think there's a warning in Awesomemod against using editsim to change traits and such. If you shift-click the sim, you get the option to change their traits. Try doing it that way?


Title: Re: Indie Stone Now with added Awesomeness
Post by: FrickinIdjit on 2009 July 22, 20:12:18
"Modify Traits" won't change the LTW in my game either, nor does purchasing the "Mid-life Crisis" reward.  Be glad you didn't waste those points, Writin_Reg.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Nepheris on 2009 July 22, 20:16:11
It won't change the LTW, but it might fix the 'still stuck as neurotic' thing he/she/it has going on. Stress is on 'might' though.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Tenjho on 2009 July 22, 20:16:57
I think there's a warning in Awesomemod against using editsim to change traits and such. If you shift-click the sim, you get the option to change their traits. Try doing it that way?

In awesome, you can use droptrait "trait", and addtrait "trait" to remove and add traits on selected sim as you see fit. Much easier imo.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Writin_Reg on 2009 July 23, 00:09:59
I'm a she - at least the last I looked anyway.

Yeah, I knew AM wouldn't - someone else mentioned I shouldn't try it, which is why I use the Indiestone/cell phone Edit feature as I didn't see a warning on that - unless I missed it in reading the info. Anything is possible around here when the hubby has his band mates over for a jam session. I'm lucky to hear myself think.

That's good to know about the ingame phail as well, as this Sim really stinks at building up her happiness points which was why I was aiming for the "learn faster" and then maybe i can do something with her. I guess I am lucky I only have one (so far) that I can't seem to get to finish anything in a respectable amount of time. I don't know what propells her to keep going out of que every five minutes - but if I take my eyes off of her a minute she's off dancing to the stereo or radio. Actually there is an EA Sim with the same traits and the same kind of behavior, that Ruby... Broke I think it was. When the game first came out I played an EA family from each hood to learn the hood and the game, and I'm quite sure I played the Brokes. What a disaster that family is.
 This couple I downloaded from a friend of mine, she said they were fourth generation newlyweds from her two legacy families and had good genes.
But anyway, thanks for the heads up and I will try again.



Title: Re: Indie Stone Now with added Awesomeness
Post by: Simius on 2009 July 23, 06:01:21
@Writen_Reg

I had a sim who wore her bathing suit in the bathtub.  She didn't have the never-nude trait... And I couldn't figure out why she was doing it.  But then it occurred to me that her father did have that trait...  So maybe she got it from him through some weird EA genetics thing.  I couldn't get rid of it, but at least I had a reason for why she might be having that behavior.

My guess is that one of your sim's parents (or grandparents?) had the neurotic trait.... And that is why your sim is still exhibiting that behavior after removing the neurotic trait.  Like my sim, she might have some genetic/hidden/weird EA thing that passed the neurotic gene down to her from a parent/grandparent.

That doesn't really help you get rid of the problem/trait.  But assuming I am right, it would at least explain why it is there.  (And no, I'm not 100% sure that traits can get passed down that way... But it is my best guess)



Title: Re: Indie Stone Now with added Awesomeness
Post by: tedw on 2009 July 23, 09:03:57
Did you ever change your sim's age via editsim?  I ask because doing so seems to cause Sims to wear random clothes into the shower, rather than going nude.


Title: Re: Indie Stone Now with added Awesomeness
Post by: BobDob on 2009 July 23, 15:44:08
One one of them is trogdorstrikesagain, the other supposedly is discoinferno, though I am not sure if the latter one has been implemented yet.

As for what they do, well that is half the fun. Find out for yourself. ;)
Hmm...I tried both of those and got unknown command errors.  Is there a command you need in front of it?

You need to be using the latest version of awesomemod. If you are then it should work.

OK, something is definitely weird.  I'm using the version posted today, and AM is definitely running.  Of the custom commands I've tried, the only one that worked is "destroyalltownies", which then gave me a Pescado'ish message about gassing 115 sams.  "nukeimposters", "discoinferno" and "trogdorstrikesagain" all give me unrecognized command errors.  Is there anything else that could possibly conflict with those commands?  Do any of the awesomemode config settings potentially disable commands?


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 23, 16:04:19
Try turning on testingcheatsenabled or the debug commands. Some commands are classified as testingcheats or debug commands and are not intended for casual use by peasants.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Writin_Reg on 2009 July 23, 17:00:38
Just wondering with the new build for AM today, do I have to do anything else besides remove the old AM and replace with the new one now that I'm using it with Indie stone? Like do I need to remove any scriptcache or take out IS - then replace it or anything?



Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 23, 17:17:35
I'm a she - at least the last I looked anyway.

Yeah, I knew AM wouldn't - someone else mentioned I shouldn't try it, which is why I use the Indiestone/cell phone Edit feature as I didn't see a warning on that - unless I missed it in reading the info. Anything is possible around here when the hubby has his band mates over for a jam session. I'm lucky to hear myself think.

That's good to know about the ingame phail as well, as this Sim really stinks at building up her happiness points which was why I was aiming for the "learn faster" and then maybe i can do something with her. I guess I am lucky I only have one (so far) that I can't seem to get to finish anything in a respectable amount of time. I don't know what propells her to keep going out of que every five minutes - but if I take my eyes off of her a minute she's off dancing to the stereo or radio. Actually there is an EA Sim with the same traits and the same kind of behavior, that Ruby... Broke I think it was. When the game first came out I played an EA family from each hood to learn the hood and the game, and I'm quite sure I played the Brokes. What a disaster that family is.
 This couple I downloaded from a friend of mine, she said they were fourth generation newlyweds from her two legacy families and had good genes.
But anyway, thanks for the heads up and I will try again.


That is funny because in my game Ruby Broke is an elder rock star. She is a real Tina Turner or something. She's actually pretty much the only townie to be successful and make something of herself. Still lives in a trailer though.  :D
Mind you I have also never tried playing her.

For some reason she excelled under the iron fisted dictatorship of Pescado rules where many many others have failed and fallen through the cracks staying at low level jobs and repeatedly getting fired.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Writin_Reg on 2009 July 23, 18:28:10
Motoki,

When I played the Brokes she was a young adult living with her parents and some other family members in three trailors on one lot. Granted that whole game is long gone, as I did a complete (manual) uninstall/reinstall about 2 weeks later when I could actually "SEE" the game. I had eye surgery on the 3rd of June, so I couldn't do much but install the game Vanilla and let it do it's own thing. Once I was able to see well enough to "fix" my game (thanks to Pes) I started the whole thing anew.

I just remember that Ruby and her mother just about drove me nuts dancing all the time. Even deleting all the radios in all 3 trailers and the ones EA had decided these Sims needed in their inventories (like the 3 on the lot were not enough) did not stop the dancing marathon nor the "enjoying the music" moodlet they both seemed to have - as there was no music or any other music source as I had deleted the one tv too to try and make these pixels LEARN something. I do know Ruby had a guitar but she was not very skilled at using it, as did her Uncle who was barely much better until I started getting him to work on the skill. But no matter what I told Ruby or her mother to do, if i clicked on other Sims on the lot to do things, I always found the mother and Ruby not doing what I left them doing and just dancing together.

On a funny note, now that I think about it I decided to move Ruby out and into a male Sims house that she apparently considered her boyfriend, to try and stop the endless dancing, I recall the mom suddenly decided she hated Ruby and kept refusing to talk to her on the phone or even on a community lot. When i reinstalled the game I did not save any of my previous games and I really don't have any idea what's going on with Ruby or even if she is still in the game. My Sim has ran into her younger brother Skip a great deal and the little girl - her cousin I believe who are both adults in my present game, but I haven't seen any of the others from that lot that I can recall.


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 23, 18:29:27
That is funny because in my game Ruby Broke is an elder rock star. She is a real Tina Turner or something. She's actually pretty much the only townie to be successful and make something of herself. Still lives in a trailer though.  :D
Mind you I have also never tried playing her.
Rockstar is a really easy career for the game to autonomously advance in because once a sim has a guitar in their inventory, they are OBSESSED with it, and therefore, will skill up rapidly.


Title: Re: Indie Stone Now with added Awesomeness
Post by: BobDob on 2009 July 23, 21:12:56
Try turning on testingcheatsenabled or the debug commands. Some commands are classified as testingcheats or debug commands and are not intended for casual use by peasants.
Yep, that was it.

Evil, evil man.  Oh, those poor toddlers!  :o


Title: Re: Indie Stone Now with added Awesomeness
Post by: Simius on 2009 July 25, 02:06:52
Did you ever change your sim's age via editsim?  I ask because doing so seems to cause Sims to wear random clothes into the shower, rather than going nude.
No, I didn't.

I have another family I am currently playing and the 12 daughter is doing the same thing.  But neither of her parents have the nevernude trait so obviously I was wrong about that causing it.  Then again, the dad is a slob and he randomly throws the newspapers in the trash every couple of days... I haven't seen a slob do that before.  So I guess I have no idea what is up with that or why they seem to have some traits they shouldn't.


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 25, 04:00:14
Evil, evil man.  Oh, those poor toddlers!  :o
(http://beta.moreawesomethanyou.com/crapola/hugemanatee.jpg)


Title: Re: Indie Stone Now with added Awesomeness
Post by: Chocolate Milk on 2009 July 27, 11:10:28
I have another family I am currently playing and the 12 daughter is doing the same thing.  But neither of her parents have the nevernude trait so obviously I was wrong about that causing it.  Then again, the dad is a slob and he randomly throws the newspapers in the trash every couple of days... I haven't seen a slob do that before.  So I guess I have no idea what is up with that or why they seem to have some traits they shouldn't.

Does she, perhaps, have the 'insane' trait...? I know you might've already thought of this, but it hasn't been mentioned. The 'insane' trait does cause people to wear inappropriate clothing.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Simius on 2009 July 27, 18:59:34
Does she, perhaps, have the 'insane' trait...? I know you might've already thought of this, but it hasn't been mentioned. The 'insane' trait does cause people to wear inappropriate clothing.
No, she has the neurotic trait though.  I don't think the insane trait causes them to wear a bathing suit in the bath... It just kind of makes them wear random outfits when doing things.  (like swimming in clothes or jogging in formal wear.) 

On further inspection the bathing suit she wears in the bath isn't even one of her outfits... it is a purple one instead of her pink swimsuit.  But whatever.  There probably isn't a rational explanation for this EA oddity.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Krisan Thyme on 2009 July 27, 19:09:47
Sims actually appear to have their "Naked" outfits randomized for them when they're first generated. Usually they'll just be naked as normal, while other times I've noticed the game likes to add needless accessories or other things to them (like the males will occasionally be wearing a necklace or a pendant, even if they otherwise never wear these things), but I believe rarely (relatively speaking) they'll just get some completely unexplainable outfit which isn't even remotely close to being nude. I have no idea why the game insists on doing this, but it isn't that hard to manually fix\change either. (Just one reference needs to be altered in the savegame for that Sims Naked outfit, and you're set.)


Title: Re: Indie Stone Now with added Awesomeness
Post by: brownlustgirl on 2009 July 27, 23:59:35
Hmm, how can you change that in the saved games? I am having a problem with the hairstyles randomly changing while bathing. My EA buzz cut sims randomly have long hair when they bathe or long haired female sims have the short afro when they bathe.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 28, 00:06:39
Hmm, how can you change that in the saved games? I am having a problem with the hairstyles randomly changing while bathing. My EA buzz cut sims randomly have long hair when they bathe or long haired female sims have the short afro when they bathe.

Possibly in the Neighborhood Workshop (http://www.modthesims.info/showthread.php?t=350770)? I know you can modify some settings of an individual sim in your savegame, but I haven't really messed with outfit settings yet.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Krisan Thyme on 2009 July 28, 02:10:50
Hmm, how can you change that in the saved games? I am having a problem with the hairstyles randomly changing while bathing. My EA buzz cut sims randomly have long hair when they bathe or long haired female sims have the short afro when they bathe.

Basically, do this:

1) Download Neighborhood Workshop. (Motoki kindly linked it above.)
2) Start up your game and load your desired savegame. Go the household with the Sim that's inappropriately dressed when nude..
3) Use "disableclothingfilter on" in the console.
4) Select your trouble Sim and either send them to the Mirror to plan their outfits, or simply use the "Editsim" command on them.
5) Change one of the outfits on the Sim to whatever you want your nude Sim to look like. (I recommend Sleepwear or Swimwear) Since you have the clothing filter off, you should be able to select the nude top and bottom pieces for your Sim here.. Make any other fine adjustments you want, like hair, accessories, etc..
6) Save your outfit, return to the game, then save your game to a new savefile. Exit the game too if you wish. (though it isn't necessary)
7) Open up Neighborhood Workshop and load the savefile you just created.
8) Go into the advanced editor, then make sure you have your Active Household selected in the dropdown window above.
9) Open the "mMembers" tree, "mSimDescriptions" tree, and then whichever numbered tree corresponds with the Sim you're editing.
10) Scroll down and open the "mOutfits" tree, then open tree "0" and either tree "4" or "5" (this assumes your Sim only has the default 5 outfits and not anymore you've added, otherwise it might be some other number), 4 being Swimwear, and 5 being Sleepwear - whichever of the two you made Nude.
11) Copy the "Instance" value from your Nude Swimwear\Sleepwear outfit and replace the Instance value found inside tree "0" with it. (Simply paste over it.)
12) Go up to File and hit Save. You'll have to give the edited savefile you just made a new name, so go ahead and name it whatever you want.
13) Open up the game anew and load your edited savefile. You're nearly done now.. All you really need to do is fix your Sleepwear or Swimwear, whichever you made nude. Go ahead and use the Mirror or the Editsim command to do this, then save yet another new savefile.
14) Go and send your Sim to the shower or bathtub and see if it worked! (if you followed all of this correctly, it should have.)


This might all seem a bit more complicated than it needs to be, but due to the way the game saves things there really isn't any faster way to accomplish this. (I've tried several times over now, and failed.) Luckily this outfit shouldn't ever need to be changed more than once per Sim, so it's not that bad.


Title: Re: Indie Stone Now with added Awesomeness
Post by: brownlustgirl on 2009 July 28, 07:16:02
Darn, missed that one, Sims 3 Neighborhood Workshop.

Thanks Motoki and Krisan Thyme.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Silverdrake on 2009 July 31, 14:44:06
Possibly in the Neighborhood Workshop (http://www.modthesims.info/showthread.php?t=350770)? I know you can modify some settings of an individual sim in your savegame, but I haven't really messed with outfit settings yet.

Thank you so much for this link! I hadn't seen it before. I can finally get in there and fix the gender preference - yay! I have some gay sims, and if I turn relationships on with Indiestone, they *still* hook up with women, even after only flirting with men. I'm going to use NW to modify the preference and see if it fixes that issue.

Now, if only I could get IS to stop remarrying my sims after I rename them back to their original names. I prefer to keep their names, but the only options are to pick either, male, or female.

I also have a teen who went steady with his gf listed as married! Is that a bug? Or just the way it works? It even says that her family are his in-laws now, which is kind of weird for a teenager.

Edit: oooh, there's a key for zodiac on NW - wonder if the game actually does *anything* with that? Most are all set to Aries, although some of those born in game have a different sign.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Krisan Thyme on 2009 July 31, 16:17:11
Darn, missed that one, Sims 3 Neighborhood Workshop.

Thanks Motoki and Krisan Thyme.

I'm sure you've already gotten this done, but I neglected to mention two things.
One, you can just use the "dresser" or "mirror" commands in the console to change their planned outfits, rather than unpausing your game and manually going to one of these objects. And two, you can just use an extra planned outfit in any category, dress that one up as "Naked", and use that as a base instead. This might actually save you a tiny bit of time, since I personally always give all of my Sims an alternative nude Sleepwear and Swimwear outfit anyway, and as such one wouldn't need to fix anything after modifying the save itself. (And even if you don't want the extra outfit, you can just delete it. Which might be a little simpler than recreating whatever outfit you overwrote using the method I described before.)

I also have a teen who went steady with his gf listed as married! Is that a bug? Or just the way it works? It even says that her family are his in-laws now, which is kind of weird for a teenager.

Yes, there is an Indie bug (or two) that's related to marriage.. it seems a bit iffy sometimes about its logic in marrying odd Sim couples off without you even noticing it. (Not that two teens getting married is that odd, but it's not suppose to happen autonomously that I know of.)

Edit: oooh, there's a key for zodiac on NW - wonder if the game actually does *anything* with that? Most are all set to Aries, although some of those born in game have a different sign.

This isn't used at all as far as I can tell, it's just a remnant of a feature never finished by EAxis.
Of note, all CAS created Sims are Aries, while various Townies and the like could be set as literally anything.. However, you CAN change the value, and it "will" stay saved on that Sim. Furthermore, you can even export the Sim to your bin and that Zodiac value will remain as whatever you set it as even after processing them through CAS again.

So while it is completely useless a variable, it might rear its head again in a future expansion.. In the meantime you can set these however you like without fear of it hurting anything. (I did with most of my Sims, just for the hell of it.)


Title: Re: Indie Stone Now with added Awesomeness
Post by: Motoki on 2009 July 31, 16:21:32
Thank you so much for this link! I hadn't seen it before. I can finally get in there and fix the gender preference - yay! I have some gay sims, and if I turn relationships on with Indiestone, they *still* hook up with women, even after only flirting with men. I'm going to use NW to modify the preference and see if it fixes that issue.

Now, if only I could get IS to stop remarrying my sims after I rename them back to their original names. I prefer to keep their names, but the only options are to pick either, male, or female.

I also have a teen who went steady with his gf listed as married! Is that a bug? Or just the way it works? It even says that her family are his in-laws now, which is kind of weird for a teenager.

Indie seems hell bent on forcing sims to be hetero no matter what in my experience. Somehow I doubt the gender preference thing will help because I think it ignores it. I know I have had sims who have flirted with the same sex more than the opposite which should set that preference value, but Indie has paired them with the opposite sex regardless. Let me know if it works for you.

Quote
Edit: oooh, there's a key for zodiac on NW - wonder if the game actually does *anything* with that? Most are all set to Aries, although some of those born in game have a different sign.

This, like the "Species" value is likely something for an expansion. :P


Title: Re: Indie Stone Now with added Awesomeness
Post by: Krisan Thyme on 2009 July 31, 16:40:06
Indie seems hell bent on forcing sims to be hetero no matter what in my experience. Somehow I doubt the gender preference thing will help because I think it ignores it. I know I have had sims who have flirted with the same sex more than the opposite which should set that preference value, but Indie has paired them with the opposite sex regardless. Let me know if it works for you.

I haven't really played much of the game since AwesomeMod supported Indie (I've been too busy creating new Sims, homes for them, and setting up the appropriate relationships between them in my new neighborhood to really get in any serious playtime), but I don't like the sound of this at all.. I don't want my Gay Sims to wander off and start hitting on those of the opposite gender when I've specifically setup their preference against that kind of behavior. I may just have to remove Indie completely if this is how it's going to be. (I was going to wait until Pescado had his Story Progression going before I got rid of Indie, but meh.. I've gone to lengths to ensure my neighborhood stays diverse and interesting, so I don't need something like this to impede my progress.)


Title: Re: Indie Stone Now with added Awesomeness
Post by: J. M. Pescado on 2009 July 31, 16:56:21
AwesomeStoryMode will retain the gender preferences of your sims. Isn't that awesome? What's more, it will use the existing preference ratios of your actual neighborhood as the seed to determine the preferences of an uninitialized sim. So if your neighborhood is, say, 10% gay, then a random sim will have a 10% gay chance. If your neighborhood seems to be entirely gay, well, then, that's what you get. They will then presumably all go slowly extinct.


Title: Re: Indie Stone Now with added Awesomeness
Post by: FrickinIdjit on 2009 July 31, 17:53:09
Quote
AwesomeStoryMode will retain the gender preferences of your sims. Isn't that awesome?
Yes!  It would be extremely awesome if there was some way to tell the game to randomize gender preferences.  And a pony for the furries. :P


Title: Re: Indie Stone Now with added Awesomeness
Post by: LVRugger on 2009 July 31, 19:38:20
AwesomeStoryMode will retain the gender preferences of your sims. Isn't that awesome? What's more, it will use the existing preference ratios of your actual neighborhood as the seed to determine the preferences of an uninitialized sim. So if your neighborhood is, say, 10% gay, then a random sim will have a 10% gay chance. If your neighborhood seems to be entirely gay, well, then, that's what you get. They will then presumably all go slowly extinct.

But they won't go extinct thanks to the JMP Same Sex Baby Factory at the Landgraab Science Center!

"For just $29.95 you too can have a genetic child with your same-sex love interest! Coming soon to a Mod near you!"

Edited to add: I'd actually like that for my legacy family - I'm playing a commitment issues centered family (among other issues with them) where almost every sproglet has been conceived at the science center. On the 4th generation and or the roughly 25 kids, about 20 have been from "try from baby in test chamber." It would be great to have a popup "order child with..." for this fambly instead of the current method.


Title: Re: Indie Stone Now with added Awesomeness
Post by: simwit on 2009 July 31, 21:20:33
Couldn't gay couples simply adopt children? I wouldn't mind that at all. Of course it should be completely optional.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Silverdrake on 2009 July 31, 22:30:12
You know... maybe they all want to be senators or something. That's why they're getting into these sham marriages.


Title: Re: Indie Stone Now with added Awesomeness
Post by: OpiumGirl on 2009 August 01, 00:21:06
I don't know if this has to do with either one of these or the mix of them, but has anyone else noticed that custom sims almost never come out into town?  It's almost as if I used the old TwoJeffs Painting (from Sims 2) to block out all custom Sims and allow only Townies...I'm assuming it's one of these mods since I used to see my sims in town prior to using them but I'm just not sure which is doing it. Anyone have a similar experience?


Title: Re: Indie Stone Now with added Awesomeness
Post by: Solmyr on 2009 August 01, 11:18:18
Indie does tend to make some weird pairings... in two separate games Holly Alto decided to marry Iqbal Alvi and Geoffrey Landgraab, both elders at the time. I guess she's into older men. I'm sure Nick Alto was pissing blood over that one.


Title: Re: Indie Stone Now with added Awesomeness
Post by: Enelen on 2009 August 01, 12:04:19
Indie does tend to make some weird pairings... in two separate games Holly Alto decided to marry Iqbal Alvi and Geoffrey Landgraab, both elders at the time. I guess she's into older men. I'm sure Nick Alto was pissing blood over that one.


On my only Wolfrun, for about three generations, I followed the happenings closely, and most of the population tended to marry/have children when elder... Some of the couples died right after giving birth and left the children to the gypsies :(


Title: Re: Indie Stone Now with added Awesomeness
Post by: twoftmama on 2009 August 01, 21:16:05
That's just bizarre....Elders can't get pregnant/give birth. If a sim gets pregnant right before aging to elder, the game postpones aging them up until after the birth.