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26  Awesomeware / AwesomeMod! / Re: load sim from bin w/ Awesome Mod on: 2009 August 19, 04:17:30
The sim to be bodysnatched just has to exist in the neighborhood. Easiest way to do it though, just go into CAS from edit town, mess with your sim until you're happy (just make sure he/she is the same age level as the sim that's gonna snatch, and give him an easy-to-type name). Then merge your new single family household containing the bodysnatch victim into the current household. Go into that household, select the sim you wanted to edit in the first place, open console, type 'bodysnatch <name of sim you just merged>' and boom, you're done.
27  TS3/TSM: The Pudding / Pudding Factory / Re: More Fun Activities For Sims 3 on: 2009 August 15, 19:26:03
While consolidating all of your fun choices into a single package would be efficient and lovely, it really wouldn't streamline the process that much. As long as your resource.cfg is set up the usual way, you have 4 levels of subfolders you can create in your mods folder. I organize them by creating a MOARFUN folder and just stick the ones I want in it, and swapping them around doesn't really take any more time than it would take to open a separate app and glue them all together that way.
28  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 15, 06:32:51
I'm also seeing a slightly disproportionate number of lesbian romance events versus gay events.  I made two YA Females and two YA Males and put them in my neighborhood, with pretty much the same traits (i.e. one of the girls has the same traits as one of the guys, and the other girl has the same traits as the other guy), and the first thing the two girls did was to get it on, while the two guys pretty much ignored each other.  The only thing I can think of is that I had "initialized" Lesbian interactions with two other females before I put the 4 new sims in the neighborhood, but I didn't do the same for gay interactions until after the sims were in already.

Yep, this is the opposite of what happened to me, but considering what people have said here, and the way the game seems to track gender preferences, I've concluded that you have to initiate same-sex romance for each gender separately. If awesomemod finds men who like men in the hood, storymode will initiate man-on-man action about as frequently as the percentage of such men existing in the neighborhood, same for women.

Also, what is the best set of traits to give to neighborhood pollinators?  I gave my sims Flirty and Hopeless Romantic to make them romance multiple sims, and then Charismatic to help them along, and I gave them Family-Oriented in the hopes of making them Try For Baby a lot, but it backfired because they got married almost immediately and don't seem to be pollinating sims other than their spouses.  I'm trying to shake up the genetics of my neighborhood a little so I'd like a bunch of sims to have kids with as many other sims as possible.  Is there any way to do this short of house-hopping around to prod my sims by hand?

I think that storymode only makes babies with couples in a committed relationship who live together. While I like the idea of neighborhood pollinators littering the neighborhood with their freaky bastard spawn, I'm guessing it's a bit of a nightmare to code for it. Plus, it removes the built-in limitations that keep ASM from turning into a neighborhood-crashing baby factory like ISM.
29  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits that matter on: 2009 August 15, 01:15:43
Yes, delicious life fruit cobbler. In fact, cobbler is always what he makes instead of whatever I actually told him to make, it's his favorite food. But this was the first time he used life fruit, he had some in his inventory he had just picked. And no, no extra days on the lifespan, apparently the life fruits lose their magic properties if you chop them up and apply heat.

I think I'm just going to ban him from the fridge before there's another incident. Deathfish roll sushi, anyone?
30  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits that matter on: 2009 August 14, 23:21:09
Something just happened for the third time with my Absent Minded sim, so I'm convinced it's the trait. I had never noticed any queue dropping either, just a bit of dopiness when I let him do his own thing, but he keeps cooking the wrong damn things. I never see him drop the cooking action, he just doesn't cook what I tell him to cook. Last night the fambly was in the mood for goopy carbonara, so I ordered him off to make some of that, and he made cobbler instead. With life fruit. GRR.
31  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 14, 00:40:57
You sir, rock.

Just to clarify, what I'm referring to as the 'hour until' warning is the 'hour until' carpool warning, so I'm guessing in the code that would be the TwoHoursBeforeWork alarm.

In any event, it sounds very EAxian to set up these alarms to go off sequentially, and then muff the variables so the sequence just dies.
32  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 13, 23:58:59
Quote
If it's not a particular object, then it's still a mystery as to why some of you still have the lag issue.  I've been playing my neighborhood since May, and it still runs pretty well (as long as the multitudes of CarLimo's are deleted each sim night).

Thing is, I don't have lag problems anymore with all the limos cleaned up and such. Even with this mod pushing many sims to work at certain hours of the day the lag is barely noticeable, and everyone's getting into the rabbitholes. It's just that at some point, everyone stops going to work autonomously, and this always coincides with the disappearance of the 'hour until' warning. It's not that they're getting bounced, they just don't go. Carpools still show up at the active household, just no hour warning. This has happened to me in several save games even after the advent of derelict-towing. Fresh hoods will send inactives off to their daily duties autonomously, then, as the weeks wear on, they just stop.

But like I said, as long as this mod gets them going again, I really don't care that the early alarm notification isn't going off. Still a bit of a mystery what's causing it to stop firing and why its disappearance suddenly makes the inactive households blow off work and school, but some mysteries I can live with.
33  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 13, 23:04:02
Quick question, how long does it take for "town personalities" to be chosen?

Town personalities are an Indie Stone feature, Awesomemod has nothing to do with them.
34  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 13, 21:24:06
Quote
My observations; a gay couple moved into my neighborhood.  Wasn't sure if EA or AM had included a chance of this occurring, guess so!

In my neighborhood where I had previously initiated romance between two males, it seems storymode has decided that all the men in town are bisexual-- there is hot man-on-man action in the rabbitholes on a regular basis, often followed a couple days later by one of the participants wooing one of the local ladies. Not that there's anything wrong with that. It was pretty hilarious actually, old lady Goth croaked, and Gunther immediately paired up with one of the gay guys and moved in with him. Should have chosen Gold Digger for his LTW, eh?

I remember reading that in TS3, once you initiated same-sex lovin', it basically made the whole neighborhood potentially bisexual. I didn't realize it was gender specific though, but it seems to be, because there are no lesbian couplings happening at all. If I wanted to get the ladies in on the gay action, would I just need to initiate some female-to-female romance on my own and that would bring on the lesbianisms?
35  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 13, 19:34:35
Twallan to the rescue again. First the limos, now this. I've been ranting and spreading my conspiracy theories about inactive households and work/school attendance for weeks now, and after a one-sim-week test run, as suggested, this has restored a proper work ethic to my neighborhood. Debug messages show it's having to slap just about every sim in the neighborhood. It hasn't restored the 'hour until' alarms -- as my neighborhoods age, this gradually disappears, and that's when the inactives decide to stop attending work/school autonomously. So I still wonder what the hell is up with that, but this mod is a much-appreciated corrective measure. I'm also running it with Awesomemod and can confirm that they appear to play fine together.

Er, on preview, pretty much what TrueLou said, thanks for nagging twallan to create this.   Tongue
36  TS3/TSM: The Pudding / The World Of Pudding / Re: School/Work Perfomance Problem is Making Me Sick on: 2009 August 11, 04:44:08
I'm having the same problem, but it doesn't start right away. In a new neighborhood, all the kids go to school and everyone seems to go to work. I'm also using Awesomemod. As the neighborhood ages, however, they just stop. I noticed that it seems to be directly related to whether I get the warning popup for 'hour until work/school.' If that warning fires in my active household, then inactive households all seem to go to work and school. If it doesn't fire, they blow it off. And as my neighborhood ages, the warnings stop firing and I haven't found any way to bring them back. I've been trying various things with my backup saves, but no dice, so if anyone has a way to get these warnings to start firing again, I'd love to hear about it. 

So I'm stuck switching households every morning to manually send kids to school, or just letting them fail. Ultimately I don't care, it just means the failing little jerks get crappy traits, and I can always change these later if I want, but for the sake of realism I'd love to find a way to get them going on their own again.
37  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 08, 20:50:53
Ok, small update. My 'hour until' school and work alarms have gone away completely, nothing I have tried will bring them back. And, like I noticed before, since the firing of this notification seems directly tied to whether inactive households actually go to work/school, no one is going. I'm switching to a couple other households I play sometimes to manually send the kids to school, the rest of the little fuckers are just failing. I have been running AM storymode, and it seems to have a fallback 'go to work you idiots' as it catches many of the slackers a few hours into their shift and I get a debug message that they're going to work. School, however, is not happening.

So, does anyone with a better knowledge of the codebase know what might be making the 'hour until' alarms fail? Is there a way to retrigger them, and if so, would this start sending kids back to school as I suspect? Or am I the only one for whom these alarms just stop going off at some point?

EDIT/UPDATE: The NRaas Standalone WorkPusher has corrected this for me. It hasn't brought back the 'hour until' alarms, but whatever, as long as it makes the sims go to work/school I'll live without them.
38  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 06, 03:08:05
Tangie, have you tried the 'towderelicts' console command in the newest builds of AM? I find it hard to believe that you had no cars to clean up in an old neighborhood, the experience of others in that situation was a huge pileup of vehicle objects. And cleaning them up is the main thing that improved my performance. If you're still getting clock stutters and the vehicles really are cleaned up, then I would guess that yes, it's just the size of your neighborhood and your computer can't handle all of it.

On another note, does anyone know what it is that controls whether the 'hour til carpool' alarm goes off? Because I've noticed that in the case of the school bus, this alarm matters a lot. Basically, if I see it go off in the household I'm playing, all the school-aged kids in my neighborhood will end up getting pushed to school. Often, however, it doesn't fire. The bus still arrives and the kids I'm actively playing get to school, but when I check the neighborhood, none of the other kids have bothered to go that day. And whether the hour warning goes off or not seems completely random. I've saved a game at 4 in the sim-morning and run it over and over and over to check the alarms, and half the time it goes off, half the time it doesn't, even if I perform the same sequence of actions on the same clock speed. Weird.

I guess I might just have to make the leap to SC so I can get my control freak on with these damn kids since it's probably better than obsessing over whether or not the warning alarm has fired and whether I want to bother to hop around and force some kids to school if it hasn't.
39  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 17:23:02
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.
40  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 21:54:01
So, yeah. Turns out that having a metric assload of ghost vehicle objects littering your town can make your game performance suffer. I just flushed over 1000 of the things and the difference is amazing. Thanks, twallan.

I do still think that there are some issues to be ironed out with squeezing sims into and out of their rabbitholes - I think it's related to the vehicle issue since those are the times of day when all the car objects are firing up, but the solution is probably a separate one. Thanks to JBoat for looking at that.

Stopping now before I get a reputation for asskissery.
41  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 01, 01:43:33
How many sims do you have in your neighborhood?

My town has 33 households with 121 resident sims.  Of which 27 are school age children/teens.

Pre-rapture I had around 36 households, 200 sims, with 35 or so school-aged. Post-rapture I'm running around 25 households, 100 sims with 19 or so school aged. I should add that everyone seems to be making it into the rabbithole post-rapture without clusterfucking, but the slowdowns still happen at the same times, which is mostly what I'm concerned about. If I could play through the day without the crazy lag and stuttering clock I wouldn't care if half the school-aged population stood in front of the school and passed out or starved. My computer is decent, I have 3GB of RAM and a top-end dual core processor with a good GPU, it really should be able to handle it. Maybe it has something to do with the 'loss of performance if you play too many active households' thing? I've actively screwed around in probably 15 or more of these households, and maybe I just need to limit that or get used to playing smaller neighborhoods.
42  Awesomeware / AwesomeMod! / Work/school zergswarms and game performance on: 2009 August 01, 00:13:20
I'm running a 1.3 patched game with the latest 1.3-compatible AM (and running crash-free, don't worry, this isn't gonna turn into another OMGCTD flail). I remember Pescado posting something about a 'brute force' solution to make sims go to work/school, and that seems to have been implemented with the latest awesome, because my sims are now dutifully attending both.

Or rather, trying to attend. The zergswarm at the school is so crazy that some of the kids never make it in, leading to a congested cluster of freaked-out teens and children in front of the school, and I've seen a couple reports on these boards of people having the same issue. Furthermore, at the times of day when the game is trying to squeeze everyone into their rabbitholes or poop them back out, my game performance takes a divebomb. From 8-9 am and then again in the afternoon from 2-5 pm, normal speed starts moving in 5 or 10 minute chunks and the sims take hours and hours to complete tasks that should take 30 minutes or less. So, while I was one of the people who wanted the work and school problems fixed, I now am having that "watch out what you wish for" feeling. I'm confident that the performance hit is caused by pushing everyone to their rabbitholes, because the same thing happened to me pre-patch when I tested twallan's modified AM from the 'inactive slacker sims' thread.

Changing graphics settings seems to have no impact on the issue. Setting dynamic avoidance to 0 didn't help either. Thinking that maybe my neighborhood was just too freaking crowded, I raptured half the town and this actually helped some, but the performance hit at rabbithole time still made things hair-pullingly slow. Is anyone else experiencing these issues? Is there any solution short of running a less populated neighborhood? I don't want to be forced to choose between the game being unplayable half the sim-day and having unemployed, failing sims, but still, could the 'force to work/school' feature be made configurable for large neighborhoods where having it on causes these problems?
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