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1  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 17, 03:23:00
I noticed the npcs too. I got rid of them all and in a short time I had over 40 again. I can't for the life of me understand why. I almost never interact with them except for one or two. The paper kids and mail people I understand since they always come around, but why do we need the others unless we do something that specifically requires their presence?

I seem to remember something along the lines of an NPC being created for each role for each household, which obviously leads to a ridiculous number of NPCs.

Also, none of the NPCs I've had seem to grow older. At least, my toddlers meet teen babysitters and are then able to catch up with them once they reach high school, which is weeeird and is just like TS2.

Actually NPCs do grow older, but I think at a slower rate.  My family had a newspaper girl who grew up to a teenager (becoming the babysitter), and then grew up to an adult and became the repairwoman.
2  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 16, 21:38:21
Inge, I don't like that idea at all! I prefer a new Sim popping into the hood to be a boss for my Sim. Some people don't play a lot of generations or the whole hood at once, so what fun would it be to have the Sim start a job and achieve their LTW right away?

Bosses are career level 5, and LTWs are 9 or 10, so that would never happen.


I like the idea, but you could add a bit of qualification to it... if the sim has some of the skills toward the job they could get *offered* to be promoted to level 5/boss, but at the cost of some sizable simolean investment (aka starting their 'own' business).  Otherwise the game would wrangle in a new sim to be the boss.  Seems like a reasonable middleground.
3  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 12, 23:00:03
Question about family splitting -- if one of the splitting sims has kids with a non splitting some (e.g. they remarried someone else), does the splitting sim always take the kids with them?  Or can there be custody battles?  Family-oriented wins and commitment issues loses etc?
4  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 08, 01:39:31
My game setup with AM and ISM is that I have all houses progressing but I have certain ones I want to keep from ageing up unless I play them. (So I put them in & out of stasis as I see fit). How can I achieve this same affect with AM if I remove ISM? I want houses I'm PLAYING to age, and some specific houses I SET to age, to age. But I don't want to play TS2 Style so that no one ages UNLESS I'm playing them.

If I set a household as Sacred, this exempts them from story progression, right? So I could basically achieve the effect I want by making houses sacred while I'm not playing them, and then not sacred when I am? But a sacred household still ages, whether I'm playing them or not, no?

AFAIK, Sacred doesn't do anything when you are playing the household.  The whole point is so that you can set the families you want to play as Sacred, which makes them immune to Story Mode when you aren't playing them.  You don't have to switch it on and off.
5  Awesomeware / AwesomeMod! / Re: 1.4 patch is now out on: 2009 August 07, 10:42:37
3 Patches for one edition of a game? I can't remember, is this a new record for them? I seem to only recall 2 patches maximum per expansion pack.

That's because there are degrees of broken and Sims 3 was pretty freakin broken when it released. Plus this last patch was just a patch to fix the patch.

If you think Sims 2 was 'freakin broken' when it was released you have no idea what you're talking about.

Quetzilla, they were talking about Sims 3, not Sims 2. 

As for Sims 2 being broken out of the box, yes it was.  For example: I had a family/family couple both with the 10 kids LTW.  After baby number 9 they were unable to try anymore, as they kept jumping out of woohoo interactions.  The process of woohooing, birthing & raising the 9 they had already (i.e. normal game play)  had given them too many memories to be able to woohoo for the last one.  Tracking down the solution led me to Pescado, who made the fix for that particular bug before EAxis were willing to admit the bug existed.

Minor typo, i meant sims 3 as well.

Even so, your example hardly qualifies as broken.  LTW's were only a miniscule portion of the gameplay in sims 2 and you could play the majority of the game without your example bug stopping your game cold.  An example of a game *actually* being broken would be Vampire the Masquerade: Bloodlines, which had a CTD for the majority of players preventing them from getting past the first half of the game.  That is broken.  Your LTW thing is a bug.
6  Awesomeware / AwesomeMod! / Re: 1.4 patch is now out on: 2009 August 07, 06:49:19
3 Patches for one edition of a game? I can't remember, is this a new record for them? I seem to only recall 2 patches maximum per expansion pack.

That's because there are degrees of broken and Sims 3 was pretty freakin broken when it released. Plus this last patch was just a patch to fix the patch.

If you think Sims 3 was 'freakin broken' when it was released you have no idea what you're talking about.
7  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 06, 08:22:33
I am still not getting the config file. I downloaded the latest Awesome mod and have the framework. For some reason I can't get the config file. I go to AwesomeMod Configuration Tool make my choices Click on the picture of the dinosaur to generate the config file and I still just get a config.htm. I don't get it. I shouldn't be getting an htm that takes me to a page I have just been to.

Try a different web browser.
8  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 03:27:42
I had a notification that a female sim who I knew to be married was meeting up for romance with someone I knew wasn't her husband. I checked in on her, and I was correct. It was her nephew-by-marriage. I let it go because I thought it was funny--she has the "family oriented" trait, and she'd certainly oriented on family for cheating purposes.  Grin 

Non-story mode related, one of my sims wanted to get it on with her father in law.  Kinda weird.
9  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 03, 01:10:26
In AwesomeConfig, the feature "scale job performance gain to age lengths":  what will happen if aging is off?  Will the sims just never gain work performance, or will they continue to gain based on the age length they would have if aging was on?

It will be based on the currently selected age lengths, exactly as it says.
10  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 30, 04:46:38
I also have no problem with using launcher for sims3pack files -- the one thing I can think of is that I have the EA store digital download version (which has a slightly different launcher .exe i believe).  Wonder if the people having trouble are DVD users...
11  Awesomeware / AwesomeMod! / Re: Can it be Wed 2pm at this house and last Friday 3am at that house? on: 2009 July 22, 02:07:34
The game has only uniform time for the town.  There is no other option and it's nigh unlikely that there ever will be as it would be a lot of work just to make it do something that people mostly bought sims 3 for it to not do Tongue.
12  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 21, 19:35:42
And don't forget (the archetype?,) Ernst Stavro Blofeld of SPECTRE.

Don't forget Doctor Claw from Inspector Gadget, you see more of the cat than you ever see of Dr Claw.

Face it people, cats are our Evil Overlords and dogs are stupid.
13  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 21, 02:01:14
Speaking of the pedo option -- will non-active sims ever autonomously initiate a pedo interaction if they're loaded on a visible lot?  I don't particularly plan to have my sims go pedo, but I wouldn't mind if the parents had to teach kids not to take candy from strangers so to speak.
14  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 15, 21:12:43
My townies seem to socialize fun when they show up on lots I visit.  Eating at picnic baskets together, swimming, etc.
15  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 15, 02:50:56
I don't even necessarily think it needs some method of 'maintaining an overall balance'.  If we're going to take a theoretical view of this, I think the best way is to make an engine that produces behavior that is both chaotic and interesting (those tend to go hand in hand).  You start the town off at relative equilibrium and as more and more things happen to the sims living their it *will* get more complicated, as marriages lead to jealousy and fights divorces, people being fired, houses being robbed, etc.  Then, once you have an engine that can successfully do that, you build in feedback mechanisms that pull the chaos back towards order.  So if the engine leads to everyone being angry at each other until every sim is fighting in the street with every other sim, you put in a police force that locks up sims who get in too many fights etc (this is sort of like how real society works).  The point is that you make it able to generate interesting *first*, and only then can you attempt to make it not go out of control.  Otherwise you fall into the trap of trying to make interestingness happen within a narrow set of constraints, not all of which everyone will agree on.
16  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 15, 00:16:19
There are some things on modthesims I didn't mention on the Indie Stone thread, because they are less about how the mod works and more about my personal tastes vs. the creators.   But here are some of my observations from it.

I ran in wolfing mode and kept the camera on the central park in the city. I figured out really quickly how Indie Stone worked by doing this. The first thing I noticed was that I saw two sims talking to each other near the swingset, and then one vanished and the other sim walked off. I got some random message that a sim had an untimely death.  It was a bit creepy and funny at the same time. Less funny but more common, I remember watching a sim sit at a picnic basket in the park and while she was eating and seemingly minding her own business, she got married and concieved a baby! This happened a quite frequently.

Hmm, that kind of stuff should really be staying behind the curtain. There should be a check to make sure it is not happening while said sim is being observed.

The untimely death thing seems fine for me as long as we see the sim die and the sim they were talking to has the appropriate reaction.  The marriage is something that should be schedule ahead of time rather than randomly decided.  Player sims get engaged first, so story mode should follow the same progression - have two sims get engaged and when they do set a date for the wedding.  On that date they get sent to a wedding venue and have the wedding.  But you should be able to go and see it if you want to.  I don't want things happening behind the curtain at all, they should be happening so you can see them (this is what Pescado means with 'Show, Don't Tell').
17  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 14, 19:41:55
Relationships I'm fine with as random pairing method. Relationships are arbitrary anyway. I guess you could match traits but then how many couples do we all know that are opposites and end up together anyway? I think the only thing there is maybe the people with committment issues shouldn't be settling down so easily, or maybe not until they get older. And likewise those who hate kids shouldn't be having 4 or 5. But other than that, I think random pairings is fair game. There just need to be pairings period. If you get too stringent and picky everyone dies an old spinster and the town is dead.

I don't think straight up random relationships is a good idea at all.  Best I can think of is semi-random based on who the sim knows and is friends with.  If a sim doesn't know many viable partners then Awesome can sort of queue that sim up to be more likely to visit a community lot when your sims go there, or maybe even stop by your house to visit so that they DO meet people, etc.  Rather than force sims into totally arbitrary relationships, arbitrarily force the sim to make semi-arbitrary relationships Tongue.
18  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 14, 19:36:50
Ah, yes, the promotions. Indie apparently hands them out like candy. Me? My plan is a bit more basic: I tell them to get a job. I set them to skill at work, and prod them to occasionally do something skilly when their personality and circumstances warrants it, like a low-intensity version of SupCom Work/School. From there? They are on their own! Show, don't telll.

I use Indie Mod right now because I like it better than default and I've heard many people complain about too many Elders with AwesomeMod, but I'll probably switch back to awesome once Awesome has story mode fixed etc.  However, using the latest Indie Mod, I definitely don't see promotions being handed out like candy -- in fact I probably see more messages about people being demoted.  What IS lacking is any sense that the promotion or demotions mean anything -- there is no why they got fired (a.k.a. maybe they skipped work to adulterate with their boss's wife,etc!).

So here's a vision of how I'd like to see AwesomeStoryMode as it interacts with the player vs. just the under the hood mentality.  Basically things should weave into the player's experience without hitting them over the head with the idea that what just happened is a result of Story Mode.  For example, say your sim Alice is friends with Bob.  Bob is a couch potato so one day he skips work to stay home and watch TV and then gets fired.  Since Bob is friends with Alice, maybe later that day he calls up
Alice to complain about getting fired, which would happen just like a regular phone call, and perhaps you don't even answer the phone with Alice so you never know anything happened.  Maybe if y6ou do answer you got a pop up option (sort of like Sims 2 job challenges) where you can either try to make Bob feel better, or maybe you tell him he should stop being such a lazy shit.  Then again, maybe that optional stuff is a little much for version 1, but I'd definitely like to see story mode events have player interactivity.

Another example would be say Alice is distant friends with Karen, and Karen decides to get married with her boyfriend.  So then Karen sends Alice a wedding invitation (via the mailbox since they're distant, or by phone if theyre good friends, in person if they are best friends etc), which sets up the date and time the wedding will happen at.  So then you can either have Alice show up at the wedding, or maybe you dont and then Karen gets mad at Alice, etc.

I'm pretty sure this is probably already a lot of what Pescado has in mind for this, but figured I'd throw in my 2 cents...
19  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 12, 21:28:41
Is there any means of handling this outside of jumping through hoops and doing a bunch of console commands and town editing? Because if so that's a pain in the butt and I think I will institute a Chinese still one child policy from now on to not have to go through all that.

I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.
Select an actual HOUSE to move into. Don't choose "kick out". Pick the "House" button and buy them a nice, or not so nice, house. Kick Out is for people you don't like very much, and thus you boot them out onto the street with nothing but the clothes on their back, and leave them to earn their own way up from total and utter poverty. Or, you know, if you don't care, you could just let them Kev and Alice it on their own. Up to you.

My problem is I couldn't select a house. The menu said $0 were available and I wasn't finding any way to change that. It wants to put ALL the funds in the playable household and does not seem to give me an option to put a portion of the household funds over to the sim or sims moving out, but who will not be the main playable household for the time being.

Or am I doing something wrong here? I'm just not seeing where I have the ability to give the party moving out any money at all. It seems stuck on zero, so obviously I can't select a house.

You're doing something wrong.  You're thinking, 'I don't want to make them my active house'.  The active house gets the money.  So you move out some sims, select them as the active house, then they get the funds in the move out menu so then yes you *can* buy them a house.  And once you move them out you just switch back to the family you were playing before.
20  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 12, 10:22:13
Is it possible? and how can it be done? To configure the mod in an active internet computer that doesn't run TS and transfer the configured mod to other computers that run TS but don't have internet access?


It's possible.  You just do it.  Have you tried doing it?
21  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 12, 02:32:44
I'm running with awesomemod without TS3 patch.  I'll probably patch sometime soon.  I just like to let you guys beta test the new EA patches for me.

Your point in posting this is?

The patch has been tested... patch your game.
22  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 09, 03:52:42
I use Firefox, and experience occasional page load errors, but they're rare, except when there's a memorial service for Michael Jackson, and everyone and their dog feels the need to tweet about it.

I also use Firefox and I have zero problems loading this site, and I'm a compulsive refresher with 4 different forum threads open at once...
23  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 05, 23:12:08
Just curious what the status is as far as the No Parthenogensis option and towns keeping a stable population.  I'd heard that having that option enabled basically meant that very few kids end up being born but that it was being worked on so I was wondering what the situation is...
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