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1  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 August 06, 03:49:28
Probably not a bug. Those 12s have probably not learned to drive, and therefore, cannot drive their own vehicles even from the NPC motor pool.

You are correct.  I added driving skill to a babysitter and invited it over.  It went home in a jalopy.  I remember seeing them driving in the past but that was before Generations added the driving skill.

On another issue, when HighFidelityPlantGrowth is enabled (for advancing inactive lots I assume), havestables in community garden remain static at 5:00 am.  I had to disable this to see any changes to my garden.

One curiosity question.   Did you change the chair finder protocol when Pets came out?  Before Pets, my sims would go to a random chair in the same room as the bookshelf in the library.  Now, they always go to the closest one.

Anyway, thanks for fixing the motor pool.
2  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 August 05, 07:52:57
The NPC Motor Pool is still not working for teens.  The fix worked for young adult to elder.
3  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 July 31, 03:01:13
What happened to the NPC Motor Pool? 

Without AwesomeMod (or with AwesomeMode prior to Generations), any sim without out a vehicle received one (usually a Sloppy Jalopy or Big Lemon) from the NPC Motor Pool.

Currently with AwesomeMod installed, all of my sims without vehicles are being driven around in the back of taxis.  (In France, only kespas are being used.  Without AwesomeMod, jalopies and other cars are used by tourist and locals.)

Has anyone else seen this?

I brought this issue up last fall.  J. M. Pescado said it should not be happening and he would look into it.  No new information followed so I decided to try again to have this corrected.
4  Awesomeware / AwesomeMod! / Re: Playing 1.24 version of Awesomemod-Idiotic question from an idiot in general on: 2012 July 05, 02:15:20
Your mod edit looks the way it should.   The fact you only see the prompt now is also strange.  Maybe EA has its own expiration date on its patches.  Anyway, best of luck.
5  Awesomeware / AwesomeMod! / Re: Playing 1.24 version of Awesomemod-Idiotic question from an idiot in general on: 2012 July 05, 00:56:18
It is odd that  your "build days" was at 0.  That means the mod expired the day it was made.  Usually it set at 7 - 14 when a new patch comes out  and then lengthen once the mod has stabilized.

My version of AwesomeMod is set to expire 8/13/12.  I just change the value to read <BuildLifeDays value="560" /> and set my computer's date to 9/1/12 and the game loaded fine.  The new expiration date is 12/30/2013.  Double check that your syntax is correct, and make sure of changes were saved.  If that is the case, another issue must be involved.   Could the version of  S3PE you are using be an issue?
6  Awesomeware / AwesomeMod! / Re: Playing 1.24 version of Awesomemod-Idiotic question from an idiot in general on: 2012 July 04, 23:20:06
Vriska, if you are running patch 1.24, which came out with Generations, your version of AwesomeMod is over nine months old.  Check to see when it expired.  You probably need to use a number much greater than 56 (like 560).
7  Awesomeware / AwesomeMod! / Re: Playing 1.24 version of Awesomemod-Idiotic question from an idiot in general on: 2012 July 04, 21:01:32
Find the following line in the last XML:

<BuildLifeDays value="56" /> <!-- Altering this line will probably cause your game to explode!-->

This is the number of days the mod will work from the time it was created.  Change it to something greater.
8  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's borked on: 2010 June 23, 10:23:56
With and without AM, I just had Sim accept a job in the Architectural Design career.  This caused the price of all items in the Buy Mode to decrease 30-50%.  None of the other new careers did this. Any ideas?
9  Awesomeware / AwesomeMod! / Re: Game will not start on: 2009 December 01, 05:43:42
I just wanted to add my two cents here after struggling several days trying to get my game to load with Awesomemod installed.

For those of you who wish to use the TS3 Base Game Folder, do the following:

1. Removed scriptCache file from folder: My Docs\EA\TS3

2. From framework.zip, copied d3dx9_31.dll file to both folders:
Programs\EA\WA\Games\Bin
Programs\EA\TS3\Games\Bin

3. From framework.zip, copied resource.cfg file and Mods folder (with its contents) to folder:
Programs\EA\TS3

4. Added Awesomemod to folder:
Programs\EA\TS3\Mods\Packages

(Note:  Failing to put the d3dx9_31.dll file in the Programs\EA\WA\Games\Bin folder prevented the game from loading.)


For those of you who wish to use the WA EP Folder, do the following:

1. Removed scriptCache file from folder: My Docs\EA\TS3

2. Copied entire contents of framework.zip to:
Programs\EA\WA

3. Added Awesomemod to: 
Programs\EA\WA\Mods\Packages

(Note:  This time nothing was added to the Programs\EA\TS3 folder)

I finally got Awesomemod to work using both approaches. I did not need to use Delphy's installation helper.  Hopefully you will find this information useful.

P.S.  El President, from your framework.zip, is it necessary to keep the "File" folder containing DDFMap.txt and Resource.cfg files or can they be removed?
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