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1  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.02.2013) on: 2014 May 25, 05:04:50
I'm aware of the crashing issue and I'm really sorry about it. I just don't have the time to look into it right now. I haven't even started my game in a really long time.

I was able to work around the issue by using SimsMX's Batch Resource Editor to re-categorize BuyDebug objects so they're available in the regular catalog. I'm now using the following:

  • SimsMX Recategorizer: his Batch Resource Editor example combines and updates his Recategorizer and Globalization mods, including making the various World Adventures objects available
  • Invisible Light Recategorizer: makes the six invisible ceiling lights available in Lights/Ceiling
  • Buyable Celebrity Gifts: makes the four exclusive celebrity gifts available in their respective function categories
2  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 11.02.2013) on: 2014 May 05, 03:45:18
I've encountered an interesting problem: when I place one of the BuyDebug lights, the game hangs the next time I try to save. (The "Saving..." indicator keeps spinning indefinitely.) If I'm placing the light on a lot while in Edit Town, the game hangs the next time I try to return to Live Mode.

I'm pretty sure that it's somehow related to my store fixes. When I remove the fixes the problem does not persist and I can place and use the buydebug lights and save normally. KT_StoreFix_DecrapFixes.package is installed in the Overrides subfolder of my Mods folder; the decrapped .package store content is in the Packages subfolder in the Mods folder.

The only store content that I am using is the Greenhouse Set, the Quantum Power Pack, and the Ultimate Career Bundle.
3  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2014 April 20, 04:03:32
I have enabled TS2-style aging in AwesomeConfig, but some of the sims outside of the active household are aging according to unmodded TS3 behavior - i.e. they are getting older and dying of old age.
Define "some". Not "all"? What properties do these "some" have?
Good question. Currently unsure, as some sims are becoming gray-hairs and throwing "X is becoming older" notifications while others are not. I can investigate further but I am not sure what to look for, exactly, as there is not an apparent pattern.

Edit: I can add that one of the neighbors is a SimBot and is aging as well, which is doubly odd given that I have AwesomeMod configured to prevent robots from aging. I will admit for the sake of disclosure that I am using Overwatch in conjunction with AwesomeMod (Overwatch has some features, like catching unroutable sims, that AwesomeMod lacks), which may or may not be a PEBKAC-style failure in judgment.
I cannot find any particular reason for why you are getting odd sims randomly aging, short of the presence of a third-party aging controller. I grepped throughly and could only find references to aging that pass through the gate-check function. I am further unable to reproduce this behavior in-game. The only answer I can think of is that you have some sort of third-party aging controller replacement, or that these transitions were already queued prior to enabling the option.

Alternatively, these sims aren't even part of the world and exist in Vacationlandia.

I think I've found the source of this issue. As much as I doubt anyone was waiting with bated breath to find out what was going on, I'll record this here on the off chance that it helps anyone else's troubleshooting.

Pescado, predictably, was correct. The documentation for Overwatch notes that the aging manager may interfere with AwesomeMod's features. (Though this may have been a RTFM failure on my part, I prefer to believe that the docs were updated sometime after I read through them.)

I think that I've resolved the issue by using NRaas' StoryProgression to disable aging for non-active families. The only downside of this workaround is having to choose between using Overwatch and using AwesomeMod's story progression, since Awesome's progression is disabled when Nraas' progression is present.
4  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 August 09, 14:29:15
I have enabled TS2-style aging in AwesomeConfig, but some of the sims outside of the active household are aging according to unmodded TS3 behavior - i.e. they are getting older and dying of old age.
Define "some". Not "all"? What properties do these "some" have?
Good question. Currently unsure, as some sims are becoming gray-hairs and throwing "X is becoming older" notifications while others are not. I can investigate further but I am not sure what to look for, exactly, as there is not an apparent pattern.

Edit: I can add that one of the neighbors is a SimBot and is aging as well, which is doubly odd given that I have AwesomeMod configured to prevent robots from aging. I will admit for the sake of disclosure that I am using Overwatch in conjunction with AwesomeMod (Overwatch has some features, like catching unroutable sims, that AwesomeMod lacks), which may or may not be a PEBKAC-style failure in judgment.
5  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 August 08, 18:34:38
I have enabled TS2-style aging in AwesomeConfig, but some of the sims outside of the active household are aging according to unmodded TS3 behavior - i.e. they are getting older and dying of old age.
6  Awesomeware / AwesomeMod! / Re: EXPERIMENTAL: Foreignia Removal and Reset Procedure w/ AwesomeMod on: 2013 July 23, 23:52:59
Any chance that this works for the University sub-hood? If so, what effect (if any) does it have on social group standing?

I'm trying to reduce the size of my save files to reduce the frequency of Type 12 Errors, which strike with alarming regularity in OS X. (At some point, running TS3 without resorting to Boot Camp became a world of pain; I was able to reduce random CTDs by turning down my graphics settings, but whenever the game runs for too long, a Type 12 causes game-save attempts to fail.)
7  Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread on: 2012 July 09, 15:44:25
I've been having issues with fish in my Sims' inventory disappearing whenever the Sims travel between neighborhoods (e.g. to return from vacation, which means the WA fish are unobtainable legitimately). My searching  around the internets suggest that this may be related to Pets (EAxis introduced bugs that are somehow related to cats hunting for fish, or something.)

Any chance that this could be fixed through AwesomeMod?
8  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 August 11, 19:11:24
It seemed to work fine the last time I did it - the Montalcino car appeared in the catalog when I installed that, for example.

Ah...

Now that I've tried installing quite a bit more store CC (up to "May 2010" according to this particular torrent), it seems that the game's launch time is noticeably slowed by its presence, to the point that it doesn't get past the initial splash screen when I installed all 292 files.

I divided my content into three batches of 100 sims3packs each, and the game launched, albeit slowly, with any one of the three batches, so I think the issue is not a particular borked CC. More experimentation may be called for. (Of course maybe this is a known issue that I have forgotten about.)
9  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 August 11, 18:19:20
I've been away from the game for a long time, but this may be of help to my fellow Mactards:

I've been using 3viewer (which is Java and therefore cross-platform) to install CC. AFAIK it works fine with batch installations (assuming you choose the correct installation paths of course). No decrapifying necessary.
10  Awesomeware / AwesomeMod! / Re: Long pauses on: 2009 August 22, 00:42:53
I've got problems similar to many described here.

Back when my sims were adults interacting with a toddler, it took ages for them to get anything done. The adult would be commanded to, say, put the toddler in a crib. The adult would pause, then approach the toddler. The toddler would pause, then move a few feet (to get into position to be picked up?). The adult would pause, then pick up the toddler, then pause, then approach the crib, then pause, and then put the toddler into the crib.

The problems are less extreme but definitely still noticeable when it's one sim acting alone. For example, a teen needs to get to the bus. He'll step out of the house and onto the porch, often pausing mid-stride immediately before, in, or after the doorway. He'll reach the top of the mini-staircase leading to the ground, then pause, then descend the staircase, then pause, and then sprint to the bus.

Each pause lasts a couple of sim-minutes, so performing tasks can take sim-hours. It doesn't just affect active-household sims, either. When the paperboy comes through in the morning, he'll pause before he sets down the paper and then again before leaving. When the mailman comes through, he'll pause in front of the mailbox before and after inserting the mail. When I was robbed by a burglar and the alarm went off, it took all night for the police to arrest the guy and survey the house.

I'm playing 1.4.6.2 Mac, using AwesomeMod, a bunch of store-content from the pudding factory, and a handful of minor mods (better body sculptor, no intro movie, teen autonomy woohoo.) No IndieStone.
11  TS3/TSM: The Pudding / The World Of Pudding / Re: Bypassing the launcher on the mac on: 2009 August 21, 23:44:30
I edited the plist and the game skips the launcher and loads and plays without issue. (1.4.6.2)

I wonder if problems might be related to using a crack? The only NoCD I have is AwesomeMod.
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Thinness capped at .5? on: 2009 August 19, 23:52:46
I accept that my intuition regarding weight loss was incorrect. Regardless, it seems odd and disappointing that it would be impossible for a non-thin-created Sim to access a quarter of the body-weight continuum.


The only slider mods I have are the ones that came with AwesomeMod. I was able to create-a-Sim with maximum thinness and beefiness; he maintained that body profile throughout his life.

I downloaded the Better Body Sculptor from sims3tinkers which eliminates its possibility to fail; it turns out that the extremely common "failures" I've been suffering are apparently overflows on the Thinness value - it rolls back down to zero once I increase it past about .55 with the Sculptor.

So all of those explanations and solutions are no-gos, unfortunately.
13  TS3/TSM: The Pudding / The World Of Pudding / Re: Thinness capped at .5? on: 2009 August 19, 14:57:11
Darn, so the only way to get a stick thin sim is through CAS? This is disappointing.
I agree. I wonder if this behavior is present in the vanilla game or introduced by AwesomeMod.
With exercise, a sim will lose fatness, but won't acquire thinness, because people who work out in real life don't turn into emaciated sticks, they merely lose fat. You'll have to wait until I implement bulimia.
This is something with which I must respectfully disagree. The difference between an "emaciated stick" and a regular person is simply the quantity of possessed body fat (and muscle, but that's handled separately in The Sims). If cardio exercise causes a decrease in body fat, it should cause a shift towards Thinness=1 regardless of where the sim is along the thinness/fatness spectrum.
14  TS3/TSM: The Pudding / The World Of Pudding / Re: Thinness capped at .5? on: 2009 August 19, 04:41:14
I solved this problem by downloading and using the savegame editor.
I tried this, but it didn't stick for long. A few minutes on the treadmill lowered the guy's thinness from 1 to .5. This was after I had changed both the CurrentShape and InitialShape values.
15  TS3/TSM: The Pudding / The World Of Pudding / Re: Thinness capped at .5? on: 2009 August 18, 22:56:15
I see. Does the crappy Body Sculptor offer a way around that? The failure rate for the thing seems astronomical.
16  TS3/TSM: The Pudding / The World Of Pudding / Re: Thinness capped at .5? on: 2009 August 18, 22:14:32
Is that what CardioVectorDays means? I didn't know what that stat meant. If it makes any difference, he just moved into a new house.

I'll have him exercise some more to verify that CardioVectorDays isn't changing, then report in the AwesomeMod section.
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Thinness capped at .5? on: 2009 August 18, 21:55:27
There's a pic of his bodyinfo attached to the first post. I maxed his beefiness using the weight machine when he was skilling Athletic. Then I had him treadmill and music-cardio to increase thinness, which quickly rose to .5 and stuck there.
18  TS3/TSM: The Pudding / The World Of Pudding / Re: Thinness capped at .5? on: 2009 August 18, 20:56:15
Did you try just using the "editsim" command, and changing it with the sliders?
I figured this was a bad idea.
Quote from: rtfm
"editsim <SIM NAME>": As above. EXPERIMENTAL and UNSUPPORTED.
     Can edit facial features and favorites. Do not attempt to change a sim's
     weight
, age, or traits using this command. No support will be provided
     for this command: YOU ARE ON YOUR OWN!
Even if that worked, I'd be curious why exercise apparently doesn't.
19  TS3/TSM: The Pudding / The World Of Pudding / Thinness capped at .5? on: 2009 August 18, 20:44:31
I've got a Sim who spent about a dozen hours doing cardio exercise, but his thinness won't increase beyond 50% (according to bodyinfo.) The Body Sculptor is no help, since it seems to have a failure rate of 90%. (This is v1.4.6.2, with AwesomeMod. The Sim in question also has Fast Metabolism.)

Is there something I'm missing here? I assume this shouldn't be expected behavior.
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