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1  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 10, 05:51:16
I meant if an ancestral family home becomes empty due to deaths, etc. then the now empty house is now considered a Move-in option for any related family members (sims with the same last name) during Story Progression so that they can inherit the ancestral home autonomously (and without paying).
The feature caught my eye as very useful for stories, where some rich old relative dies alone in a mansion and a poor distant relative finds that they are the sole heir. The movie King Ralph comes to mind...

Anyway, this quickly turned from a question to a request, this isn't the place so I'll stop asking.

2  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 10, 04:53:41
Ah, ok. Comprehension phail on my part. Thanks. Would it be possible/would you want to add some of the functionality I mentioned?
Edit: Added more info. Didn't think you'd reply so quickly. Sorry for lack of clarity.
Re-edit: Took my edit and made it a new post, like it should have been in the first place. Apologies to anyone who cares. I blame Voodoo sprirts.
3  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 July 10, 04:19:39
Since nobody has asked yet, could I get some clarification on the "Ancestral Home" feature in the new build?
I take it that when a house is designated 'ancestral' then it's considered a valid move-in option for any members of that family during Story Progression. What other checks apply to moving into an ancestral home? i.e. lot must be empty (no sims), moving sims' must be able to afford the lot, moving family already has a house, etc.
Also if there are multiple descendants then who gets preference or would they merge?
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch released. on: 2009 June 28, 06:49:24

More Note:
If you got *bleep* over by Reloaded like I did, you need to download a patch that will replace the FullBuild0.package file. The correct file size should be 1,023,864,748 bytes. If you don't know how to get it, you do not deserve to play this game.


I apparently phail at googling the file. I'm using the RZR version but nobody else seems to be reporting it as a problem. Help please?

EDIT: I don't know what where my problem with FullBuild0.package came from but a re-install from scratch fixed it. Followed advice on this thread and now have an updated TS3. Nice.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Teen stolen by cops after curfew bug on: 2009 June 09, 01:45:22
The reset sim thing did not work for me when my baby got kidnapped.

However when I moved sombody else into the family the baby appeared on the lot again as a child.

I suppose its possible this could work for your teen.

That save is long gone now, but it sounds like a likely solution. If it happens again I'll give your suggestion a try and report back here. Thanks.
6  TS3/TSM: The Pudding / The World Of Pudding / Re: Teen stolen by cops after curfew bug on: 2009 June 07, 16:27:32
He was best friends with both of his parents and in a great mood. The cop car actually went back to his house before he disappeared, so I don't think he ran away. I didn't keep the save either so I can't check again.

One of the cases I googled waited in game for 2 weeks and the Teen didn't return, that's what made me think 'Bug'.


Edited to add more info.
7  TS3/TSM: The Pudding / The World Of Pudding / Teen stolen by cops after curfew bug on: 2009 June 07, 16:16:41
I've just experienced this bug and after searching here found nothing about it so I thought I should report it. My teen was out after curfew and got caught by the cops, I followed the cop car back home and then my teen disappeared from the playable list, similar to how toddlers can be abducted. I googled and found a couple of other reports of the bug, so it's not just me. Undecided I guess until it's fixed it'll be safer to keep the kids at home.



Note to moderators: Sorry if I posted in the wrong place, I looked but none of the existing threads seemed right. Please move it if necessary.

8  TS2: Burnination / The Podium / Re: Seasons: What mods are you already begging for? on: 2007 March 03, 04:01:30
I would love to see a hack that synchronizes an owned business lot's season with the current playables' season like other community lots, instead of keeping track of its own(WTF?!?) Stoopid EA making things difficult... Grr.
9  TS2: Burnination / The Podium / Re: Odd things I noticed about Seasons on: 2007 March 01, 15:13:29
Has anybody else had owned business lots screwing up? I played a full winter with one sim who owned a business and the season-counter on the business lot didn't stay synchronized with the home lot like other community lots, rather it seems to keep it's own track of seasons...
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