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1  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 July 27, 01:37:08
People like you are the reason the rest of us Mac users get a reputation for being whiny and demanding. Do a little research and solve your own problems.

Thanks. I saw other people in this thread making requests, so I thought no one would mind if I did too. I'm not demanding anything. If you don't have the files or don't want to share them with me for whatever reason, fine.

For the record, I did try to solve my own problem, but this time I didn't manage to. I tried to find files that worked, but couldn't. Then I tried to find current information on how to clean them on a Mac, but only found instructions for people who have a second machine running Windows. If the information is there I haven't found it yet.
2  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 July 26, 19:30:47
Does anyone know where the link to the decrapified Steampunk sets is? And if not, can anyone upload them for me?

I downloaded these sets from MATY a long time ago, and it worked. Then I had to reinstall my game. Now I can't find working copies of the Steampunk sets. I downloaded one that was posted a long time ago but either it wasn't decrapified or the tool's now outdated, or something, because it didn't work.

I'm on a Mac so I need the decrapified files, unless that's also changed in the time since I last played Sims...
3  TS3/TSM: The Pudding / The World Of Pudding / Save cemetery lot including custom ghosts? on: 2009 October 19, 16:35:50
I deleted some of the worst-named and most-ugly ghosts from the town cemetery, and then killed some of my test sims and put their graves in the cemetery so that I would still have a lot of ghosts there. Then I decided I wanted to start a new town. I saved the cemetery lot so I wouldn't have to do the whole process over again, and then tried to place it in the new game.

It worked fine, but the only ghosts that show up are the "standard" ghosts. (The ones I deleted are still deleted.) My custom ghosts don't appear. Do I have to do something special to save them, or is this a part of the game that just doesn't work like I hoped it would?
4  TS3/TSM: The Pudding / Pudding Factory / Re: New rabbitholes on: 2009 October 04, 05:04:01
Registration only? Blah. I'd like them, because I like customizing how my town looks, but I don't want to register.
5  TS3/TSM: The Pudding / Pudding Plots / Re: Lot-flavored puddings from Krib on: 2009 August 25, 21:10:16
I don't have a use for this house as it is (no appropriate sims family yet), but I like how it looks a lot. I might download it and turn it into a duplex-style timeshare for some beach-combing types.
6  TS3/TSM: The Pudding / The World Of Pudding / Re: How do I make a ghost appear? on: 2009 August 22, 19:27:49
Do you mean on a residential lot?

I had an issue where, after remodeling the Riverview cemetery, the ghosts were not appearing even though that cemetery is full of graves with attached ghosts. They appeared the next time I booted the game though - might be worth trying to save and quit, and restart, if they're not appearing like they should.
7  TS3/TSM: The Pudding / The World Of Pudding / Re: Roof Issues "Base is uneven" on: 2009 August 22, 07:28:26
I have the same issue occasionally. Sometimes I can fix it using the tricks suggested above, but other times, the only thing I can do is demolish everything on the lot and start over. I also run into the same problem with stairs. One of the houses I built has no stairs for the patio because the things will. not. place.

The roof thing hasn't happened to me yet on a lot I remembered to flatten before I started to build on it. I don't know if that's luck or if it's the secret. Once there are buildings, flatten lot doesn't seem to entirely flatten the lot.
8  TS3/TSM: The Pudding / Pudding Plots / Re: THE Community Lot on: 2009 August 21, 06:28:03
If we could make mixed use lots with an appartment idea that would be even better.  Older big cities and even places way in the past (like Rome) are (or were) built as residential over retail.

Someone at MTS has uploaded "unlocked" versions of community objects that you can place on residential lots. The objects aren't any different otherwise, though, so no building an apartment over them unless you put them in a basement or something.
9  TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss on: 2009 August 20, 22:25:18
I'd also like to toggle aging for individual sims. I put a sim in Riverview that is luring townies to her house for parties and then locking them into basements to die, but I can't make her into an inter-generational horror if she ages with everyone else. (Unless I decide she should have kids to carry on her legacy, but I don't like the kids much.)

A rabbithole object that's just an archway or a door is a genius idea and would make redesigning the towns, which is so limited now, a lot easier.
10  TS3/TSM: The Pudding / The World Of Pudding / Re: Deadly Ghosts on: 2009 August 20, 22:19:28
Now in TS3 it's become even harder to kill our sims.  We've lost "remove the ladder" to drown our sims, instead we now have to wall the pool in.  Removing a ladder was much quicker. 

How do you even add walls around the pool? When I try, I get an error message telling me that I can't intersect the pool. The game insists that there be at least a 1-tile border around the pool, which my sims can use to climb out and save themselves. I've tried adding walls, adding fences instead, changing the order in which I do it, moveobjects on, etc... the only way I know to drown my sims is to either put a bunch of objects (like the pedestal) around the pool, or to use a cheat to drag their energy down while they're swimming (which I haven't tried yet).

This is way too much work to get the ghost I want on my lot.

Is there a trick to it? Or could it be that being on a Mac interferes with some stuff?
11  TS3/TSM: The Pudding / The World Of Pudding / Re: Can remodeling cemeteries kill ghosts? on: 2009 August 16, 18:27:09
I don't have any ghosts that died while I was playing yet, because it was a new game.

Maybe I'm misunderstanding how ghosts work? I thought that a new game would already have some ghosts in the graveyard, and then I could add ghosts over time by moving people's tombstones/urns to the graveyard when they died in game. If I haven't "added" any ghosts, are there no ghosts, or just so few that it's not as likely I'll see any?
12  TS3/TSM: The Pudding / The World Of Pudding / Can remodeling cemeteries kill ghosts? on: 2009 August 16, 03:24:24
I remodeled the cemetary in Riverview by sticking an old church on it. At first I thought I would have to build around the graves already on the lot, because I would get a "cannot move object in use" error message, but then, mysteriously, I was suddenly able to move graves around. I built my new cemetery and then sent a Sim there a little after midnight to test the lot, and kept her there until she passed out from exhaustion a few sim hours later. But I never saw a ghost.

My question is: Is it possible that I somehow killed the ghosts that live there? Or am I just really unlucky in catching a ghost? I didn't delete any of the graves, so the full Riverview cemetary set should be there, plus the Remingtons. The game also still recognizes it as the cemetery; I get the negative cemetery moodlet.

Possibly but probably not relevant: I'm not currently running any mods, but I do have frameworks installed and some custom content, none of which is on that lot. I installed 1.3 but not 1.4.
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