More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: Simius on 2009 June 22, 17:32:14



Title: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 17:32:14
Instead of filling up the request thread with a bunch of questions, let's ask them here and see if we can help each other out with some of the features.

The next post contains all the AwesomeMod commands I know of.  I'll try to keep it as updated as possible.  If you notice anything that is wrong or unclear please give me a heads up.  If you find any commands I don't have listed... by all means post it here and I'll try to add it to the list.



Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 17:35:01
Use the following at your own risk.  (I dunno if that needs to be said, obviously nobody else is risking anything if you bork something)
Known console commands ctrl shift c to activate the console
showconfig - lists your current AwesomeMod config settings
showconfig RoboticHandofGod - shows the current config setting for RoboticHandofGod  (change "RoboticHandofGod" to a different setting listed from showconfig to see its current setting.  For example, showconfig lesswhiny will show you if the lesswhiny feature is enabled)
setconfig RoboticHandofGod true - enables the awesomeMod feature "RoboticHandofGod" (change "RoboticHandofGod" to a different setting listed from showconfig to activate that setting; Change "true" to "false" to deactivate a setting)  For example setconfig lesswhiny false will deactivate the lesswhiny feature.
Maxmotives - sets all motives in the household to max
editsim - brings up the CAS for the currently active sim.
editsim firstname lastname - edits the sim Firtname Lastname in CAS.
destroyallhumans - deletes all sims.  Including your current family.  Good for starting a fresh neighborhood
destroyallnpcs - deletes all npcs.
destroyalltownies - deletes all non active household humans (I'm not sure if it kills any npcs... I've never used this one.... but I am pretty sure it doesn't kill any active household members.... someone with experience with this command let me know exactly what it does)
help - lists all console commands.  This list includes EA commands as well as AwesomeMod commands
dresser - sends active sim to the CAS dresser mode for editing outfits
dresser firstname lastname - sends the sim Firstname Lastname to the CAS dresser for editing outfits
mirror - sends active sim to the CAS mirror mode for editing hair and whatnot
mirror firtname lastname - sends the sim Firstname Lastname to the CAS mirror for editing hair and whatnot
lifetimehappiness - adds 50,000 spendable lifetime happiness points to the selected sim
listchosen - lists all your households that are protected from story mode by having the ChosenTagString in their household description.  good for testing if you did it right.  (I haven't tested this yet... so feedback if my description is inaccurate would be welcome)
listhomeless - lists all homeless households in the neighborhood
money - sets the active sim's funds to $1,000,000
money 1000 - sets the active sim's funds to $1,000... change the value to whatever you like
select firsname lastname - selects the sim Firstname Lastname and changes your active household to him.  (I think this is an awesomemod command.... but I don't know 100%.  I also haven't tested this so feedback is welcome)
SetHouseholdDescription texthere - Sets the current household description to texthere.  change "texthere" to whatever you like.  Good for setting up a household to be protected by your story mode protection string or to make a household listed under your radar string.  (This might not be an awesomemod command)  No longer necessary, see bless command.
disableclothingfilter on/off - Lets you pick any item of clothing for any category in the CAS screen *Thanks tedw*
bless toggles it on the Sacred status of current fambly.  Used for storymode protection.
bless <houshold> - to bless a household.  (probably toggles it... so if you type it a second time you can probably disable it for that household)

Known mouse commands - pulls up pie menu commands
ctrl-shift-click on a sim - EA debug commands *use at your own risk* *seriously* *You would be safer lighting your computer on fire than you would be using some of those functions*
ctrl-click on active sim - Supreme Commander
Supreme Commander is kind of like Macrotastics from The Sims 2.  It will direct your sim to do things like "collect rocks" and whatnot.
    Task: Power Idle
    Task: Random Crap
    Task: Write Book *Must already have a book in progress*
    Task: Trash Rummage
    Collect: Bugs
    Collect: Rocks
    Collect: Seeds
    Collect: Everything
    Skill: Cooking
    Skill: Mechanical
    Skill: Logic
    Skill: Gardening
    Skill: Writing
    Skill: Charisma
ctrl-click on another family's sim- selects sim and changes to his family
Shift-click on active sim- Modify Traits of the sim
Shift-click on sim- Trigger Age Transition of sim
shift-click on non-family sim - Add to active Family
In the map screen: ctrl-Rightclick on one of the orange tags to instantly select! Control and track your entire neighborhood!
ctrl-Rightclick - Marking and Unmarking sims and households for Sacred status and Radar tracking
ctrl-click on another family's house to change active households *thanks bidou*

addtrait Pedophile Makes an adult sim receptive to advances from a 12.
addtrait Pedobait Makes a 12 receptive to advances from an adult
backtowork  Get back to work you slacker!
addtrait <trait name> adds a trait to a sim.  It is case sensitive. To add the "Natural Cook" trait you need to type in addtrait NaturalCook
droptrait <trait name> removes a trait from a sim.  It is case sensitive.
rename renames a sim.  Doesn't check for the name's length
therapture  The rapture is coming! Only your chosen will be saved.
listchosen It lists the chosen.
wandhere wands the lot ala sims2 wand.  (I think if people are stuck it fixes it... but I have no idea.. Someone please explain this one for me)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: startspring on 2009 June 22, 19:18:13
Hi!

Every night at 12.59 (in game ::)) the game starts lagging, and I mean serious lagging. It stops for about 2 min and then runs for 2 sec all through the night. In the morning about 4 o clock it starts running normal speed again ??? Awesome is the only mod I have installed. I love it and want to keep it :'( Anyone else who has these issues? What to do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: startspring on 2009 June 22, 19:34:47
Good to know. My Pc is kinda averege so :P. Thanks for the info :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Queena on 2009 June 22, 19:37:10
Question, sorry if this is documented someplace, but how do I increase the limit that kleptomaniacs can steal per night?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 22, 19:44:29
That's normal. RTFT.

Around 1am the 'story mode' routines run, and Awesomemod tries to sanitize them so they're not too stupid. This is still very CPU intensive -- several seconds delay on fast PCs, and up to minutes for slow PCs.

It's weird though - this has started happening to me recently, like the past 2 days or so, but never before that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 19:47:58
Question, sorry if this is documented someplace, but how do I increase the limit that kleptomaniacs can steal per night?

There is a mod for that.  It allows you to steal at any time (if nobody is looking) and increases the limit to 50 items per day.

http://www.sims2workshop.com/viewtopic.php?t=3087


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 22, 19:51:40


It's weird though - this has started happening to me recently, like the past 2 days or so, but never before that.

I'm talking to the walls.  This has been discussed (to friggin death) in the Request thread.

The changes that are causing the lag are new.  Therefore the lag is new.  You didn't experience before 2 days ago, because the Story Progression changes didn't exist before 2 days ago.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 19:51:53
That's normal. RTFT.

Around 1am the 'story mode' routines run, and Awesomemod tries to sanitize them so they're not too stupid. This is still very CPU intensive -- several seconds delay on fast PCs, and up to minutes for slow PCs.

It's weird though - this has started happening to me recently, like the past 2 days or so, but never before that.

That's because previous versions of Awesomemod didn't really touch the story mode logic.  The new version makes it smarter... but uses a lot of calculations to work so that is why it is lagging now.  For me, it lags 2 or 3 times for 1 minute... then runs fine.  I'm sure it acts differently in different hoods/different computers.

The good news is J. M. Pescado is trying to find where in the code it is hanging up, and trying to make it more efficient.  So hopefully in a future build it won't lag anymore but still make story mode more logical and not completely random like the vanilla version.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mandapotpie on 2009 June 22, 20:38:15
 For me, it lags 2 or 3 times for 1 minute... then runs fine.  I'm sure it acts differently in different hoods/different computers.

I already knew about the lag issue but I do have a question about it. I was playing the same household of orphans for a couple of sim weeks (long enough for the toddler to be 2 days from teen) and the first few nights the lag was once at 1 a.m. for a couple of minutes. But the longer I played the game, the lags started lasting longer. Right now they happen every 5 sim minutes starting at 1 a.m. until about 3:30 a.m.

I haven't played with any version released today because I have been at work. But it did seem to get exponentially worse the longer I played. Has this already been fixed? Has anyone else had this problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 22, 20:56:49
I just installed the newest build and the lag issue seems much better.  Had I not been watching 1am come and go, I might not have noticed the tiny hiccup that occurred.  That's especially remarkable considering the game itself is running really slowly for me because my computer really needs to be rebooted.  I tested two nights in a row.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 22, 21:36:02
I had this question posted at the request thread before you made this one.  Was going to tell someone to move it to here, but appearently it got erased or something.  Anyway, my question was for the God's chosen tag.  Do you put that into the individual sims descriptions or just the household description.  Also, do you just type what you put in in the config tool?  For example, I used noprog for the key, so you just type that in the description and that's it.  Or do you have to do something else as well.  Sorry if I sound like a moron, but I wasn't totally sure based off the description in the readme.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tawny on 2009 June 22, 21:38:46
I had a problem- I'm posting it here because I'm not sure if it's my game/a glitch or related to the Awesomemod.

I installed the Awesomemod according to the directions I found on this site and at MTS. I'm about 98% sure I did it right. I triple checked to make sure I installed it correctly.

After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I've just removed the Awesomemod and I'm going to restart my game to see if it was a game error or an Awesomemod error. If I restart my game and the mouse is back, I'm going to reinstall the Awesomemod again just to make sure it was/wasn't the Awesomemod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Robowolf on 2009 June 22, 21:42:22
Since the bugs thread has been closed, I'm posting this here. If I've missed the new bugs post, degrade me thoroughly.

I'm only using the awesomemod + enablescripterror packages; the one I'm using is from 15 June. I've tried multiple times to use the latest one (21 June, afternoon version) and kept all the standard configs, except that I enabled debugcommands (<i>not</i>, however, debuginteractions). Every time I try to use it, however, it loads up fine, asks me which game file I want to play - but then it reports that there's no CD in the drive. The no-CD is, naturally, enabled.

I've cleared caches, I've returned debugcommands to disabled, I even tried disabling no-CD and then re-enabling it. It continues to report that there's no CD until I finally reinstalled the awesomemod from 15 June.

Anyone else got this problem? Am I doing something painfully, obviously stupid? Or is it just an unknown oddity?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jonni on 2009 June 22, 21:59:36
I'd just like to report a possible problem I've found. I have No Random Merges, Evictions and Additions enabled, and I noticed a household consisting of 2 adult males left their rather large house and merged with another 2 person household, making it a 4 person household. This new house they moved in to is tiny, with 1 double bed, and the sims are all strangers to each other.  ???

Is No Random Merges working fine for everyone else?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 22:03:24
I had this question posted at the request thread before you made this one.  Was going to tell someone to move it to here, but appearently it got erased or something.  Anyway, my question was for the God's chosen tag.  Do you put that into the individual sims descriptions or just the household description.  Also, do you just type what you put in in the config tool?  For example, I used noprog for the key, so you just type that in the description and that's it.  Or do you have to do something else as well.  Sorry if I sound like a moron, but I wasn't totally sure based off the description in the readme.

The description on the config tool says "Households containing this string in their description are immune to Story Mode. Leave blank to not use this feature."  So it would make sense to be placed in the household description.    That is where I am putting it at any rate.

You shouldn't have to do anything beyond that (beyond setting the code in the aweconfig.package of course).  I believe you could even have other text in there as long as it somewhere says "noprog" or whichever code you chose.  But I don't like to tempt fate so my descriptions only include the tagline I chose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 22, 22:17:40
After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I doubt it's due to awesomemod, as I experienced the same more than once, with and without mod. It occurred more frequently if I keep the game minimized at some point: when I return, the cursor is gone.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 22, 22:42:16
I had this question posted at the request thread before you made this one.  Was going to tell someone to move it to here, but appearently it got erased or something.  Anyway, my question was for the God's chosen tag.  Do you put that into the individual sims descriptions or just the household description.  Also, do you just type what you put in in the config tool?  For example, I used noprog for the key, so you just type that in the description and that's it.  Or do you have to do something else as well.  Sorry if I sound like a moron, but I wasn't totally sure based off the description in the readme.

The description on the config tool says "Households containing this string in their description are immune to Story Mode. Leave blank to not use this feature."  So it would make sense to be placed in the household description.    That is where I am putting it at any rate.

You shouldn't have to do anything beyond that (beyond setting the code in the aweconfig.package of course).  I believe you could even have other text in there as long as it somewhere says "noprog" or whichever code you chose.  But I don't like to tempt fate so my descriptions only include the tagline I chose.
That's what I thought, but wasn't for sure.  Thanks for the reply.

After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I doubt it's due to awesomemod, as I experienced the same more than once, with and without mod. It occurred more frequently if I keep the game minimized at some point: when I return, the cursor is gone.
It's not due to the mod.  I've had this happen in other games as well.  Usually restarting the game fixes it. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bottles on 2009 June 22, 22:49:42
I had a problem- I'm posting it here because I'm not sure if it's my game/a glitch or related to the Awesomemod.

I installed the Awesomemod according to the directions I found on this site and at MTS. I'm about 98% sure I did it right. I triple checked to make sure I installed it correctly.

After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I've just removed the Awesomemod and I'm going to restart my game to see if it was a game error or an Awesomemod error. If I restart my game and the mouse is back, I'm going to reinstall the Awesomemod again just to make sure it was/wasn't the Awesomemod.

I play in windowed mode, but the mouse-loss happens to me occasionally. I just click around inside and outside the window until it comes back. I've never had to restart the game to get it back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 22, 23:59:47
hey everyone Im new here and I needed some help with the mod. Do you have to have aging on under options in order to have the TS2Aging cheat to work?

thanks


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 23, 00:02:55
I'm not 100% sure, but I believe you would.  Otherwise your the active household wouldn't age.  Also, you need to have the ts2 aging enabled via the config tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 23, 00:10:24
Ok thank you for the quick response :) So for sure no one else will age once i put aging on under options only the current household im playing? I dont like my default sims aging hehe


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 23, 00:24:03
Ok thank you for the quick response :) So for sure no one else will age once i put aging on under options only the current household im playing? I dont like my default sims aging hehe
That is the way it supposed to work.  I don't use that feature, so take my advice with a grain of salt.  The best way to see if it is working before you start your main family, is to test drive a couple of premade families for 2 or so sim days.  I believe they age at midnight, so switch families after then.  Just make sure you remember their age before you switch over.  Rinse and repeat.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 23, 02:20:14
One more thing guys before I enabled Commands and Interactions with the Awesomemod i was able to slide the needs to fill them up when I want. I cant seem to do that now. Is there a way to get the slider again?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: m_evergreen on 2009 June 23, 04:47:24
I know that I am doing something wrong.  I just started using a Mac, so I'm not used to them.  First I installed the framework.  I wasn't sure if it went in Applications > The Sims 3 or Documents > Electronic Arts > The Sims 3.  I've tried both.  Is there a Sims 3 folder I'm missing?  I know under windows it would go in the one under Program Files, but I don't think Macs have Program Files.

Then I added the .package file to Mods and deleted the scriptcache.package from Documents > Electronic Arts > The Sims 3.  No matter what combination described above the mod doesn't actually do anything.  My game remains as usual.  None of the Awesomod features are present.

So, if anyone has a Mac and knows what I'm doing wrong, please let me know.  Thank you!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 June 23, 05:13:50
I know that I am doing something wrong.  I just started using a Mac, so I'm not used to them.  First I installed the framework.  I wasn't sure if it went in Applications > The Sims 3 or Documents > Electronic Arts > The Sims 3.  I've tried both.  Is there a Sims 3 folder I'm missing?  I know under windows it would go in the one under Program Files, but I don't think Macs have Program Files.

Then I added the .package file to Mods and deleted the scriptcache.package from Documents > Electronic Arts > The Sims 3.  No matter what combination described above the mod doesn't actually do anything.  My game remains as usual.  None of the Awesomod features are present.

So, if anyone has a Mac and knows what I'm doing wrong, please let me know.  Thank you!

Installing Awesomemod on a Mac:  http://www.moreawesomethanyou.com/smf/index.php/topic,15477.0.html

There is an entire thread about it, but it is not in the Awesomemod section, so I can understand how you would miss it.  However, do try a search next time, it results in less pokings from the MATY crowd. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: joefish on 2009 June 23, 05:22:41
I just downloaded the lastest version of the Awesomod, but I can't seem to locate one of its previous features. In the previous Awesomod version that I had I could shift click a sim that I wasn't controling and select "select sim" this way I could now control that other sim. Now when i shift-click a sim that option does not appear. What happened to it? I really liked that feature


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: old_dude on 2009 June 23, 05:45:23
Control click.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: joefish on 2009 June 23, 06:05:45
Thanks for that tip, but that ctrl-click did not show me what i was looking for. Let me try to explain further. What I am looking for is an option to click on a sim that is not currently in the household I am running and have the option to "select sim". Once I do this then my control switches from the household I was controling to the household of this new sim I have selected. Ctrl-Click does nothing when clicking on a sim from another household. The previous version of the awesomod allowed me to shift-click on a sim not from my own household and select them and therefore control them


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 June 23, 06:07:39
In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rosenshyne on 2009 June 23, 06:12:09
Since the bugs thread has been closed, I'm posting this here. If I've missed the new bugs post, degrade me thoroughly.

I'm only using the awesomemod + enablescripterror packages; the one I'm using is from 15 June. I've tried multiple times to use the latest one (21 June, afternoon version) and kept all the standard configs, except that I enabled debugcommands (<i>not</i>, however, debuginteractions). Every time I try to use it, however, it loads up fine, asks me which game file I want to play - but then it reports that there's no CD in the drive. The no-CD is, naturally, enabled.

I've cleared caches, I've returned debugcommands to disabled, I even tried disabling no-CD and then re-enabling it. It continues to report that there's no CD until I finally reinstalled the awesomemod from 15 June.

Anyone else got this problem? Am I doing something painfully, obviously stupid? Or is it just an unknown oddity?

I had that problem. It ended up being because I was still trying to use the launcher. Make a new shortcut, this one pointing directly to the C:\Program Files\Electronic Arts\The Sims 3\Games\Bin\TS3.exe If you need to add new Store content in the future, you can just open the launcher, install the content, and then use the new shortcut to start the game.

*Edit for incorrect file path.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 06:43:29
In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.

I think that is a good idea. If someone makes a list like that I'll try to edit the first post to include them.   I should probably also add the various mouse commands that I know of.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tedw on 2009 June 23, 07:10:52
I didn't see this in the RTFM, but found it mentioned in another thread:

disableclothingfilter on/off - Lets you pick any item of clothing for any category in the CAS screen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Robowolf on 2009 June 23, 07:18:47
I had that problem. It ended up being because I was still trying to use the launcher. Make a new shortcut, this one pointing directly to the C:\Program Files\Electronic Arts\The Sims 3\Games\Bin\TS3.exe If you need to add new Store content in the future, you can just open the launcher, install the content, and then use the new shortcut to start the game.

*Edit for incorrect file path.

I never even installed the launcher, actually, but I tried deleting/redoing the shortcut and going through all it again - nope. Still asks for a CD.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 08:00:01
Okay.... done updating the first post with all the console commands/mouse commands I know.

Thanks tedw for the disableclothingfilter command... I've added it to the list.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Franc Kaos on 2009 June 23, 10:18:10
Hi, just registered here to post my thanks for an awesome mod, no bug reports as such (did notice the 1am glitch but not too bad on my system - self built games machine), but I do have a question/suggestion; is there any way of making all the props uni sexual? (hair, clothes, personal decs - or at least the hair, a lot of the female hair would look ok on the guys).

Actually, kind'a surprised to find myself utterly addicted to this game, played The Sims1 for a few hours, same for TS2, but this version (with a few annoyances, agree about the ingame lighting, though fixed the pudding look by changing the res format, they look better at 5:10 than 16:9), really grabbed me, 'got' it for my niece but can't stop playing it.

Anyway, cheers for unborking the game even more.

Franc Kaos.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JoWe on 2009 June 23, 10:53:30
I installed the latest version yesterday and leave  the "Wired Stereos Don't Annoy Bedrooms" enabled, now none of my Stereos have sound!
I use the German version of S3.

Greetz


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 23, 10:55:33
Pretty sure that has been fixed for some time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 June 23, 12:30:18
I saw in the awesomemod configuration tool that there is an option for TS2 style aging where only the active household ages, which is what i've been dieing for! Can I get a confirmation from anyone that this works?  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 June 23, 13:03:46
I saw in the awesomemod configuration tool that there is an option for TS2 style aging where only the active household ages, which is what i've been dieing for! Can I get a confirmation from anyone that this works?  :D

It works.  But you shouldn't need confirmation.  The fact that Pescado says it is there should be enough.  He only makes things that work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 23, 14:47:22
I think my question got lost a bit but I asked

before I enabled Commands and Interactions with the Awesomemod i was able to slide the needs to fill them up when I want. I cant seem to do that now when I have both enabled . Is there a way to get the slider again?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bottles on 2009 June 23, 15:12:50
I think my question got lost a bit but I asked

before I enabled Commands and Interactions with the Awesomemod i was able to slide the needs to fill them up when I want. I cant seem to do that now when I have both enabled . Is there a way to get the slider again?


Actually, I'm having the same thing happen. Just put in the testingcheatsenabled command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Blech on 2009 June 23, 15:18:34
I had that problem. It ended up being because I was still trying to use the launcher. Make a new shortcut, this one pointing directly to the C:\Program Files\Electronic Arts\The Sims 3\Games\Bin\TS3.exe If you need to add new Store content in the future, you can just open the launcher, install the content, and then use the new shortcut to start the game.

*Edit for incorrect file path.

I never even installed the launcher, actually, but I tried deleting/redoing the shortcut and going through all it again - nope. Still asks for a CD.

My little sister had the same problem after I installed Awesomemod on her laptop. Turns out she was making a new shortcut to the launcher and not the .exe. Not saying you're as computer illiterate as her, but it's worth double checking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 15:26:31
I have a question for you Pescardo.  I see you added a feature where non-active sims can gain lifetime happiness by fulfilling wishes.  Very cool for anyone who is playing multiple families.  But do non-active sims automatically choose new wishes... or do they only fulfill the ones you have already selected for them when they were in your active family?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 23, 15:28:20
I have a question for you Pescardo.  I see you added a feature where non-active sims can gain lifetime happiness by fulfilling wishes.  Very cool for anyone who is playing multiple families.  But do non-active sims automatically choose new wishes... or do they only fulfill the ones you have already selected for them when they were in your active family?
Just the ones you already selected. For now. More to come, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KarateKari on 2009 June 23, 17:05:56
Thanks for that tip, but that ctrl-click did not show me what i was looking for. Let me try to explain further. What I am looking for is an option to click on a sim that is not currently in the household I am running and have the option to "select sim". Once I do this then my control switches from the household I was controling to the household of this new sim I have selected. Ctrl-Click does nothing when clicking on a sim from another household. The previous version of the awesomod allowed me to shift-click on a sim not from my own household and select them and therefore control them

You might also try alt-click.  It's moved around a few times in the various versions.  It's there, though.  One of my favorite features.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JoWe on 2009 June 23, 19:11:35
Pretty sure that has been fixed for some time.

I think youre right it seems I have the missing music bug ;(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Indiasong on 2009 June 23, 21:21:50
Well shift-click doesn't work for me either now, neither does crtl-click or alt-click to select a sim. I'm missing that feature.
And I have the missing music bug too, I noticed when it came back briefly during another interaction, can't remember what it was.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 June 23, 21:31:33
Ctrl-clicking just worked for me.  Thanks for asking the question, b/c I had no idea you could seamlessly switch between households in seconds.  What an incredible feature.  You can switch to NPC's, see where their family members are doing, grant them wishes, see how their career and relationship.  I switched to some random towny and saw that every family member was busy doing something, and within moments one of them got a new skill level.  It really makes the town feel more alive. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 21:49:05
Well shift-click doesn't work for me either now, neither does crtl-click or alt-click to select a sim. I'm missing that feature.
And I have the missing music bug too, I noticed when it came back briefly during another interaction, can't remember what it was.
If the sim you are clicking on is homeless then you can't select them.  Type listhomeless in the console and see if the sim you are trying to select is homeless.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Indiasong on 2009 June 24, 00:03:05
That's probably it, he was a maid. mirror worked, but you have to remember the name and type it flawlessly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: old_dude on 2009 June 24, 01:41:11
Let me try to explain further. What I am looking for is an option to click on a sim that is not currently in the household I am running and have the option to "select sim". Once I do this then my control switches from the household I was controling to the household of this new sim I have selected. Ctrl-Click does nothing when clicking on a sim from another household.

As of yesterdays build, control still worked for me in selecting other sims.

Nevermind, I see now you found your problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MASchlabach on 2009 June 24, 02:26:11
ShowConfig in the newest version of AwesomeMod has an option I have never seen before, and can find no mention of it in any of the threads - "InformOnStoryAction: False"

Was wondering if anyone had any further information on what this option enables. My (hopeful) guess would be pop-ups informing you of the Story Mode type of actions occurring in the neighborhood, replacing the need to spend an hour reading the paper every day!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 03:11:36
ShowConfig in the newest version of AwesomeMod has an option I have never seen before, and can find no mention of it in any of the threads - "InformOnStoryAction: False"

Was wondering if anyone had any further information on what this option enables. My (hopeful) guess would be pop-ups informing you of the Story Mode type of actions occurring in the neighborhood, replacing the need to spend an hour reading the paper every day!
When story mode gives someone a job or does a change in the relationship between 2 sims or fires someone or has someone retire etc etc etc it will let you know.

It is kind of cool to see... and usually there aren't too many popups.  (They generally happen at 1 am)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 24, 03:22:37
Im not sure if this is possibly but can you add money to a family when your in edit town?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 03:59:46
Im not sure if this is possibly but can you add money to a family when your in edit town?

Yes.  Go into the console (ctrl-shift-c) and type Familyfunds Lastname 5000 to set the Lastname family's money to $5,000.  You can set it to whatever amount you like.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: astraled on 2009 June 24, 04:33:21
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 05:05:38
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.
It is now editsim


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: astraled on 2009 June 24, 06:07:24
The name of this thread is not a lie! That is a most excellent helpful tip.

It seems obvious now, you'd think I would have hit on it when I was typing in all the variations on edit I could think of. So not awesome of me.


Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mimi on 2009 June 24, 06:12:47
Hi fellow simmers! Okay, so I just downloaded awesomeMod and I have a Mac. First I downloaded the 'framework.zip', and after, I downloaded the 'awesome.zip.'

This is the folder route:
Electronic Arts > The Sims 3 > Framework > Mods > Packages > Awesome

Is this correct? Should awesomeMod work?

These are the ONLY two things I downloaded. I did NOT download 'Delphy's Framework Install Monkey For Dummies.'



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 24, 06:56:18
This sounds... well, awesome.
So, I hope you'll explain a couple of things to a peasant (me).
What is a hack framework (it's required--what is it? is it related to ".NET Framework 3.5", which is a requirement for Install Helper Monkey? and I don't know what that is either). I know this is probably basic. I've lurked and read every post on the Awesomemod and I can't figure some of this stuff out. XML? (I see this one a lot... it's probably obvious  :-[ )

The Install Helper Monkey also states in its description on MTS "Please note that this overwrites any existing Resource.cfg file in the Sims 3 root folder." Should I care about this?

Sorry to ask stupid questions, but I want to learn!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 07:08:24
This sounds... well, awesome.
So, I hope you'll explain a couple of things to a peasant (me).
What is a hack framework (it's required--what is it? is it related to ".NET Framework 3.5", which is a requirement for Install Helper Monkey? and I don't know what that is either). I know this is probably basic. I've lurked and read every post on the Awesomemod and I can't figure some of this stuff out. XML? (I see this one a lot... it's probably obvious  :-[ )

The Install Helper Monkey also states in its description on MTS "Please note that this overwrites any existing Resource.cfg file in the Sims 3 root folder." Should I care about this?

Sorry to ask stupid questions, but I want to learn!

Don't worry about all that.  Just download the monkey installer then run that.  Everything will be all set up for you.  Then download awesomemod and double click it.  It will install it for you.  Then double click on it again and you should get an error message saying the file was already installed.  If you get that then you should be good to go.  (repeat for the aweconfig.package as well if you want to customize awesomemod) load up the sims.  Play your neighborhood.  Then open up the console (ctl-shift-c) and type in "showconfig".  If you get a popup window listing all the awesomemod features... it is running correctly in your game.

After that, if you ever want to update awesomemod with a newer version you will have to delete the old awesomemod and the old aweconfig.package

If you can't find them... then just double click on the awesome.package that you downloaded and you'll get that error message again which tells you where it was installed previously.  After you delete those files double click on the new ones to have them installed.

It is as easy as that.  And no, don't worry about the monkey installer overwriting the resource.cfg  That only really pertains to people who have manually installed mods and made their own resource.cfg


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 24, 07:10:53
This is the folder route:
Electronic Arts > The Sims 3 > Framework > Mods > Packages > Awesome

Is this correct? Should awesomeMod work?

No, it's not correct, and the mod (nor any other mod) will work whatsoever.

I strongly recommend you to use this installer (http://www.moreawesomethanyou.com/smf/index.php/topic,15484.0.html), expecially if you didn't install anything else before. Shameless self-promotion, but really, explaining how to do it manually every time is a hassle.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JoWe on 2009 June 24, 07:15:25
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.
It is now editsim

I tried this command too and got the same "unknown command" message. What exactly did I have to wirte into the commandline and from where, household with sim selected, neighborhood?

Thx and Greetz


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 07:19:02
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.
It is now editsim

I tried this command too and got the same "unknown command" message. What exactly did I have to wirte into the commandline and from where, household with sim selected, neighborhood?

Thx and Greetz
With a sim selected.  (not in CAS or anywhere like that)

Do any of the other commands work for you?  It is possible you don't have awesomemod installed correctly.  Try typing in "showconfig" and see if that works.  (no quotes)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 June 24, 08:32:25
Hi fellow simmers! Okay, so I just downloaded awesomeMod and I have a Mac. First I downloaded the 'framework.zip', and after, I downloaded the 'awesome.zip.'

This is the folder route:
Electronic Arts > The Sims 3 > Framework > Mods > Packages > Awesome

Is this correct? Should awesomeMod work?

These are the ONLY two things I downloaded. I did NOT download 'Delphy's Framework Install Monkey For Dummies.'



Please see my post one page back directing another Mac user to the relevant guide someone posted elsewhere.  It should work.  Macs are speshul snowflakes and require some steps that PCs don't, because they hide the file structure inside of what you see as an application.  I don't play the Sims on a Mac so I can't give you the exact directions, but someone else already posted them. 

Kind advice from a lurker:  It is a very, very bad idea to post on MATY without reading the entire thread (no matter how many pages long it is) to make sure your question hasn't already been asked.  Those who are More Awesome will poke you with sporks until you run away in tears.  If you're planning on posting again, read the FAQ:  http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html). 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: igottapi on 2009 June 24, 12:39:45
Does anyone know how to kill the meal anytime code?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bidou on 2009 June 24, 13:13:19
A small addtion to the list of commands - You can ctrl-click on another family's house to change active households.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 June 24, 14:26:51
When I type showconfig the list is so long it goes from the top of my screen past the bottom. The check you click to close the box isn't even visible. You can't click anything behind it and you can't close the box so it basically you are stuck. I had to Alt-Tab to minimize the game them do Ctrl-Alt-Delete to close the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 24, 14:29:32
You could have just pressed enter, but the new update changes that so it won't happen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ForkInToaster on 2009 June 24, 14:49:07
I've been busy with my current family who had a missing phone for a while and 5 screaming diaper-fillers.  I haven't had time to check on the randomly generated townie families.  Has the smarter AI been producing romance or kids in your town?  I saw one married family with three kids, but I think they came to town that way.  I'm sure the AwesomeMod is chugging away as it should, but I'd like to know if anyone has seen it in action -- sims gettin' it own all by themselves.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mimi on 2009 June 24, 18:22:41
No, it's not correct, and the mod (nor any other mod) will work whatsoever.

I strongly recommend you to use this installer (http://www.moreawesomethanyou.com/smf/index.php/topic,15484.0.html), expecially if you didn't install anything else before. Shameless self-promotion, but really, explaining how to do it manually every time is a hassle.

I'm sorry. I feel like such a pain... but thank you so much!
So now, all I have to do is install awesomeMod like this? :
The Sims 3 (Alias) > Mods > Packages > Awesome




Please see my post one page back directing another Mac user to the relevant guide someone posted elsewhere.  It should work.  Macs are speshul snowflakes and require some steps that PCs don't, because they hide the file structure inside of what you see as an application.  I don't play the Sims on a Mac so I can't give you the exact directions, but someone else already posted them. 

Kind advice from a lurker:  It is a very, very bad idea to post on MATY without reading the entire thread (no matter how many pages long it is) to make sure your question hasn't already been asked.  Those who are More Awesome will poke you with sporks until you run away in tears.  If you're planning on posting again, read the FAQ:  http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html.

I'm so sorry. I know, I'm a pain... and I surely don't want to be poked with sporks. :P
But I looked through the forum and I saw the previous user that was having problems. I read through the link that was given on your post, and it helped-- but, I got stuck because there are two awesomeMod downloads (the part going back to the framework folder).

I downloaded the Sims Alias that Marhis posted and it definitely seems less confusing. Now I just need to know what folder the awesomeMod download goes in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 24, 19:10:39

Don't worry about all that.  Just download the monkey installer then run that.  Everything will be all set up for you.  Then download awesomemod and double click it.  It will install it for you.  Then double click on it again and you should get an error message saying the file was already installed.  If you get that then you should be good to go. 

Thanks for the help! I'm going to dl everything and install it.   :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pennyhugo on 2009 June 24, 19:37:17
hi all! Is "lifetimehappiness" not working with your game also?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bottles on 2009 June 24, 20:19:39
No, it's not correct, and the mod (nor any other mod) will work whatsoever.

I strongly recommend you to use this installer (http://www.moreawesomethanyou.com/smf/index.php/topic,15484.0.html), expecially if you didn't install anything else before. Shameless self-promotion, but really, explaining how to do it manually every time is a hassle.

I'm sorry. I feel like such a pain... but thank you so much!
So now, all I have to do is install awesomeMod like this? :
The Sims 3 (Alias) > Mods > Packages > Awesome




Please see my post one page back directing another Mac user to the relevant guide someone posted elsewhere.  It should work.  Macs are speshul snowflakes and require some steps that PCs don't, because they hide the file structure inside of what you see as an application.  I don't play the Sims on a Mac so I can't give you the exact directions, but someone else already posted them.  

Kind advice from a lurker:  It is a very, very bad idea to post on MATY without reading the entire thread (no matter how many pages long it is) to make sure your question hasn't already been asked.  Those who are More Awesome will poke you with sporks until you run away in tears.  If you're planning on posting again, read the FAQ:  http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html.

I'm so sorry. I know, I'm a pain... and I surely don't want to be poked with sporks. :P
But I looked through the forum and I saw the previous user that was having problems. I read through the link that was given on your post, and it helped-- but, I got stuck because there are two awesomeMod downloads (the part going back to the framework folder).

I downloaded the Sims Alias that Marhis posted and it definitely seems less confusing. Now I just need to know what folder the awesomeMod download goes in.

Good rule: if it ends in .package, it goes in the Packages folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 24, 20:52:14
Also, if you use a package installer, then you don't need to put your files anywhere, because the installer does this for you. That's why it's called an installer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 June 25, 03:56:30
In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.

I think that is a good idea. If someone makes a list like that I'll try to edit the first post to include them.   I should probably also add the various mouse commands that I know of.

Thanks a lot. That will be a great help and will probably cut down on a lot of questions if there's a comprehensive list that everyone can refer to. Much appreciated what you've already accomplished here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 June 25, 04:07:48

In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.


I agree. I too am also totally lost regarding all these new functions, so I'll just ignore them and keep simming until I feel a bit braver.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 25, 05:54:37
familyfunds doesnt seem to work for me when iam under the edit town section. Do i have to select the person first or do i just have to type in anyones last name at is in the bin. I did make a new person who doesnt have a house yet but it doesnt seem to work at all. Someone please tell me exactly where in edit town to place the code and write it out exactly as it should be


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 25, 06:21:52
familyfunds doesnt seem to work for me when iam under the edit town section. Do i have to select the person first or do i just have to type in anyones last name at is in the bin. I did make a new person who doesnt have a house yet but it doesnt seem to work at all. Someone please tell me exactly where in edit town to place the code and write it out exactly as it should be
They have to have a house first.  Just move them into an empty lot.  Do the familyfunds lastname thing... then move them to where you really want them to live.

So move them to an empty lot.  type familyfunds newdude 50000    and they'll have $50,000 (assuming their lastname is newdude).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 25, 06:28:31
familyfunds doesnt seem to work for me when iam under the edit town section. Do i have to select the person first or do i just have to type in anyones last name at is in the bin. I did make a new person who doesnt have a house yet but it doesnt seem to work at all. Someone please tell me exactly where in edit town to place the code and write it out exactly as it should be
They have to have a house first.  Just move them into an empty lot.  Do the familyfunds lastname thing... then move them to where you really want them to live.

So move them to an empty lot.  type familyfunds newdude 50000    and they'll have $50,000 (assuming their lastname is newdude).

I found a way to shortcut this which I knew I should have written down, but I believe it was something like doing the familyfunds cheat, going through the steps of merging them into a household, but then cancelling, which updated their funds.  I'll try it again when I start up the game and see if I am remembering correctly.Can't seem to replicate this, so ignore my idiotic ramblings.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 25, 10:29:50
I just read on the sims 3 forum that having the awsome mod installed stops you from being invited to parties?

A) Is this true

B) Can you be rang out of the blue to attend somebody elses party?

 ??? thanks


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 25, 12:42:18
I don't think that my friends would stop inviting me to parties just because I have the Awesomemod installed. If this is the case, then they aren't very good friends!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 25, 13:45:07
chaos thankyou for making me laugh   :o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 June 25, 16:37:39
I just read on the sims 3 forum that having the awsome mod installed stops you from being invited to parties?

A) Is this true

B) Can you be rang out of the blue to attend somebody elses party?

 ??? thanks

My Sims were not invited to parties before Awesomemod, and they have not been invited to parties since Awesomemod, so my anecdotal experience suggests that Awesomemod has no effect on party invitations.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Trinity on 2009 June 25, 17:58:22
There is a patch out on the official site: http://www.thesims3.com/game/patches

Complete list of changes:

    * Addresses some issues with Speed 2 and 3 moving too slowly. Some machines will have better results when using Speed 2 and 3 now.
    * Fix to story progression on/off selection toggle.
    * Fix for a possible crash with audio code.
    * Fix for babysitter routing off lots with babies.
    * Addresses some issues with Vsync and refresh rate problems.
    * Addresses some issues with DVD authentication errors and drive compatibility on startup.
    * This update deals with some issues on Mac systems that can crash the game while connecting to AFP servers.
    * Fix for a freeze that can occur when Sims attempt to clean out bad food from the fridge.

Has anyone tried using the patch with Awesomemod? I was hoping that they were going to address more issues in this patch. I think I'm going to pass of this right now, as Awesomemod fixes story progression and adds awesome other features as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 June 25, 18:04:27
The mod will of course override the patch, just like it overrode the original game, but there could be interesting juxtapositions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 25, 18:25:03
There is a patch out on the official site: http://www.thesims3.com/game/patches

Complete list of changes:

    * Addresses some issues with Speed 2 and 3 moving too slowly. Some machines will have better results when using Speed 2 and 3 now.
    * Fix to story progression on/off selection toggle.
    * Fix for a possible crash with audio code.
    * Fix for babysitter routing off lots with babies.
    * Addresses some issues with Vsync and refresh rate problems.
    * Addresses some issues with DVD authentication errors and drive compatibility on startup.
    * This update deals with some issues on Mac systems that can crash the game while connecting to AFP servers.
    * Fix for a freeze that can occur when Sims attempt to clean out bad food from the fridge.

Has anyone tried using the patch with Awesomemod? I was hoping that they were going to address more issues in this patch. I think I'm going to pass of this right now, as Awesomemod fixes story progression and adds awesome other features as well.
After all this time, this is all they fixed.  Pathetic.  But I guess that's EA for ya.  They seriously should compensate Pescado for fixing their fuckups.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 25, 18:37:57
I was discussing this with a friend the other day.  Ideally, EA would take Pescado's changes and incorporate them into the game, with a better UI.  However, is it ethical for them to do so?  Pescado is unlikely to give them his personal ID so that they can pay him for his work...

Does anyone know whether it's possible to get the patch without connecting my game machine to the internet?  My game machine hasn't had internet access since EA and Sony decided to start spying on me and destroying my hardware.  I'd prefer to download the patch and copy it over, but I can't see any way to do that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 25, 18:42:40
I was discussing this with a friend the other day.  Ideally, EA would take Pescado's changes and incorporate them into the game, with a better UI.  However, is it ethical for them to do so?  Pescado is unlikely to give them his personal ID so that they can pay him for his work...
Ethics, schmethics. It's not a concept I pay more than token attention to, so what makes you think EAxis does?

Does anyone know whether it's possible to get the patch without connecting my game machine to the internet?  My game machine hasn't had internet access since EA and Sony decided to start spying on me and destroying my hardware.  I'd prefer to download the patch and copy it over, but I can't see any way to do that.
Yes. What's your region version?
EN_US (00001) (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00001_from_1.0.631.00001.exe)
Worldwide (00002)/Razor1911 (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe)

Note that if you got the 632 patch, you have to reinstall now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 25, 18:48:23
Ethics, schmethics. It's not a concept I pay more than token attention to, so what makes you think EAxis does?
That was my conclusion.  They should just use your fixes.  I'm glad to hear that you agree.  EA, are you listening?

Is it safe to use AwesomeMod with this patch?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 25, 19:36:16
Complete list of changes:

    * Addresses some issues with Speed 2 and 3 moving too slowly. Some machines will have better results when using Speed 2 and 3 now.
    * Fix to story progression on/off selection toggle.
    * Fix for a possible crash with audio code.
    * Fix for babysitter routing off lots with babies.
    * Addresses some issues with Vsync and refresh rate problems.
    * Addresses some issues with DVD authentication errors and drive compatibility on startup.
    * This update deals with some issues on Mac systems that can crash the game while connecting to AFP servers.
    * Fix for a freeze that can occur when Sims attempt to clean out bad food from the fridge.

This is ALL they fixed? What about the other obvious bugs like the inability to have more than one outfit per outfit type, or the stopping of all music when apparently too many channels are being used? Or the bracelets only going on one wrist? Or "favorite color" being vestigial? Or the inability to have custom neighborhoods? Or the conspicuous absence of a diving board, piano, or hot tub? Or the lack of a cute, zany mood-related character like Tragic Clown or Social Bunny? Or the inability to style fences, stairs, or chimneys? Or the inability to change maternity clothing? Or ghosts having all of the needs and abilities of corporal sims? Or Dim Sum being a dish rather than a style of serving? Or the developers being a bunch of lazy &$!?nuggets when it comes to patching, beta testing, and game intricacies? I had complete faith that all of these would be fixed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sam on 2009 June 25, 19:42:28
Or the one reported by GOSlings where toddlers stretch into this weird ET-like thing while watching TV? o_o

Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 25, 19:47:45
Or the one reported by GOSlings where toddlers stretch into this weird ET-like thing while watching TV? o_o

Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?

I haven't had any toddlers get all weird myself, but if that is a problem, yes AND THAT TOO! The favorite color is completely vestigial. It was supposed to give sims mood benefits when they were around it, but I guess they couldn't make the limited selection of favorite colors and the hundreds of colors available in the color wheel work together.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 June 25, 19:50:50
Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?

I have no idea if this was the sole intent, but when Sims discover they have a favorite color in common, it boosts their friendship a bit. Similar to how having a trait in common will give a boost.  That's my observation, anyway.  Someone who's seen the code could tell you whether my observation is true or just wishful thinking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: crunk on 2009 June 25, 19:55:04
If you are having extreme speed issues the patch is worth downloading. I no longer have time to make dinner while sims are at work and school. Speeds 2 - 3 are now comparable to TS2 2 - 3 speeds.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 25, 20:00:11
The speed issue annoys me, so I am downloading the patch and hoping that my hacks still work. It's not like the patch is dramatically changing much of anything.

For optimum speed, in case this patch does nothing for it, zoom in close to the ground. You can also move your camera out into an empty field far away from anything. I think that helps even more.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 June 25, 20:08:13
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GnatGoSplat on 2009 June 25, 20:26:39
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "E?-Kad}" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 25, 20:28:46
Or the one reported by GOSlings where toddlers stretch into this weird ET-like thing while watching TV? o_o

Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?

I haven't had any toddlers get all weird myself, but if that is a problem, yes AND THAT TOO! The favorite color is completely vestigial. It was supposed to give sims mood benefits when they were around it, but I guess they couldn't make the limited selection of favorite colors and the hundreds of colors available in the color wheel work together.
Oh yes, I've banned the tv from the toddlers cause of this.  I can't believe this is all they fixed after all this time.  Especially when there are other crazy bugs, like the turdler-tv thing, that need fixing.

Edited for clarity.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rusalka on 2009 June 25, 20:34:13
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sam on 2009 June 25, 20:36:19
All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong.

That's a known but mysterious issue some of us have been having for a while. I noticed Pescado's cooked up this 3booter that gives the game a kick if it crashes; resuming the game automatically so we don't have to ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 25, 21:02:07
Does anyone know whether it's possible to get the patch without connecting my game machine to the internet?  My game machine hasn't had internet access since EA and Sony decided to start spying on me and destroying my hardware.  I'd prefer to download the patch and copy it over, but I can't see any way to do that.
Yes. What's your region version?
EN_US (00001) (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00001_from_1.0.631.00001.exe)
Worldwide (00002)/Razor1911 (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe)

Note that if you got the 632 patch, you have to reinstall now.

For the record, Mac version.

EN_US (00001) (http://llnet.thesims.cdn.ea.com/sims/u/f/sims3/mac/To-2706-1.2.7.00001-From-2594-1.1.45.00001.tgz)
Worldwide (00002)/Razor1911 (http://llnet.thesims.cdn.ea.com/sims/u/f/sims3/mac/To-2706-1.2.7.00002-From-2594-1.1.45.00002.tgz)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 June 25, 21:33:10
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.


Edit: Nevermind, I ended up getting it to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dux on 2009 June 25, 21:52:03
Did anyone else notice the announcement date of the patch? 6/15/09 (US-En), 2009-06-16 (Sweden).
It’s been in hiding for over a week!
News items are probably time stamped when uploaded so something made EA hide the news until release today.
They can’t fix a date on a news item, but we should trust their patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 June 25, 22:01:55
so I guess ill wait to see if we can have speed and Awesomod. Any who right now my game will not even let me patch it says unknown file found and i have teh paid for one. I took my CC folders and such out so not sure why .. oh well TO bad Awesomod could not come with it own speed fix.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 25, 22:37:38
so I guess ill wait to see if we can have speed and Awesomod. Any who right now my game will not even let me patch it says unknown file found and i have teh paid for one. I took my CC folders and such out so not sure why .. oh well TO bad Awesomod could not come with it own speed fix.

Declaring you're unable to spell is NOT an excuse. If you fail at spelling you may:

1) Learn how to spell.
2) Shut the fuck up.

No other options are acceptable, here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Malapietra on 2009 June 25, 22:57:06
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "E?-Kad}" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".


Can anyone confirm if thiis works?  I've tried reverting the changes but it did not work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordqarlyn on 2009 June 25, 23:16:09
I guess I am a lucky one. Finally! I got the patch downloaded, and everything seems to work fine. I have the AwesomeMod, censor patch, and teen woohoo mods install, so far AwesomeMod works, the censor remover is working, I'll have to wait until I can try the teen woohoo, but I get the feeling it will probably work too....


I should also mention, the speed inprovement is freaking awesome! I'll be able to get so much more done now....


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IAmTheRad on 2009 June 25, 23:32:10
I'd like it from Pes's mouth. Is the latest patch compatiable with AwesomeMod? I own the legit version so reinstalling is not a problem for me, but I'd still like to know if I NEED to play with or without AwesomeMod (specifically the no-DVD part)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 June 25, 23:43:21
so I guess ill wait to see if we can have speed and Awesomod. Any who right now my game will not even let me patch it says unknown file found and i have teh paid for one. I took my CC folders and such out so not sure why .. oh well TO bad Awesomod could not come with it own speed fix.

Declaring you're unable to spell is NOT an excuse. If you fail at spelling you may:

1) Learn how to spell.
2) Shut the fuck up.

No other options are acceptable, here.

 :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bass Junkie on 2009 June 25, 23:49:10
I guess I am a lucky one. Finally! I got the patch downloaded, and everything seems to work fine. I have the AwesomeMod, censor patch, and teen woohoo mods install, so far AwesomeMod works, the censor remover is working, I'll have to wait until I can try the teen woohoo, but I get the feeling it will probably work too....


I should also mention, the speed inprovement is freaking awesome! I'll be able to get so much more done now....

Did you need to remove any mods or change anything prior to installing the patch?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 26, 00:10:34
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P
Protip: always keep the original .iso download at least for a couple months. Backing up on media is best. Also keep copies of any files you've had to replace, like original camera files if you get a camera hack, or the original shaders file for the no-censor patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 26, 00:36:36
Is it safe to use AwesomeMod with this patch?
Probably not. We'll get back to you, I'm currently running it through patchutils.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordqarlyn on 2009 June 26, 00:39:21
I guess I am a lucky one. Finally! I got the patch downloaded, and everything seems to work fine. I have the AwesomeMod, censor patch, and teen woohoo mods install, so far AwesomeMod works, the censor remover is working, I'll have to wait until I can try the teen woohoo, but I get the feeling it will probably work too....


I should also mention, the speed inprovement is freaking awesome! I'll be able to get so much more done now....

Did you need to remove any mods or change anything prior to installing the patch?

Naw, I went ahead and installed the patch, with the mods present....and, the teen woohoo mod works too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rider on 2009 June 26, 01:24:00
The Censor hack will prevent the patch to install if you have bought a legit copy, but I had to uninstall and reinstall to fix this, and I patched it and ran it fine, I had the Awesome mod in and I didn't crash at all, and I think I didn't put the dll in the bin from the file, but what dose the  .dll file do anyways? I couldn't tell you if it conflict with anything, but all the options in cheat menu was there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IAmTheRad on 2009 June 26, 01:26:35
The real nocensor.package does not prevent the patch from uninstalling. Modifying shaders is bad, mmmkay?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gamegame on 2009 June 26, 02:27:34
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "E?-Kad}" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".



anyone tried to successfully reverse 632 to 631 using the above method?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 June 26, 03:26:32
I need some clarification on

Quote
Allow NPC Work Performance Gain [Optional - Default: Enabled]
     Sims not part of the active household continue to gain work performance
     for going to work, and can therefore be promoted.

Does this apply even with story progression off, or only when it's on?

EDIT: Additional dumbness. How/where is the XML file you have to edit/tweak. Are we referring to something locally or when you download the file?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Vakivaltainen on 2009 June 26, 04:28:31
I am going to wait to get the update until I know AwesomeMod works with it. I don't find any point in updating since Pescado already fixed EA's game weeks ago.  :)
If it wasn't for Pescado fixing it, The Sims 3 wouldn't have been tolerable. This is my way of saying thank you Pescado!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 June 26, 04:50:53
New build up, patch integrated into build. If you don't have the patch, get it here:
EN_US (00001)
Worldwide (00002)/Razor1911
If you have some weird non-English-speaking version, substitute your appropriate regional numbers.

You lost me. So do we need to get the patch in order to use the latest build, or is the patch included in the latest build?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 26, 05:27:54
You need to get and install the patch, then use the latest awesomemod, which is compatible with the patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 26, 08:58:52
Does the patch install clearly through or leave junk? Does it try to call home, or mess/move/delete up your downloads/saves? Should I backup?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 26, 13:41:48
Does the patch install clearly through or leave junk?
It SHOULD install cleanly, but if you have a janky install from early pirated versions or early attempts at hacking the game, you may end up with a mangled directory. Works fine on Razor, though.

Does it try to call home, or mess/move/delete up your downloads/saves? Should I backup?
No, but it never hurts.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 26, 13:47:33
In regards to awesomod do i need to do this?

1) delete mod
2) install patch
3) install mod again

and all will then be fine, shiney and happy?

Many thanking you's  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 26, 14:14:28
Due to the fact that the mods/framework/whatnot system does not write in any file that the game uses, it is not necessary to uninstall anything to patch. However, you should upgrade your AwesomeMod to the latest version which incorporates the patch after patching.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JanetteRaven on 2009 June 26, 14:16:59
Does the facial slider in Awesome mod still work after the patch?  I read that it broke Rick & Delphy's so I've postponed installing the patch.  I really don't want to go back to only pudding sims.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 26, 14:32:30
Due to the fact that the mods/framework/whatnot system does not write in any file that the game uses, it is not necessary to uninstall anything to patch. However, you should upgrade your AwesomeMod to the latest version which incorporates the patch after patching.

I see
Thank you  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 26, 19:28:02
Does the facial slider in Awesome mod still work after the patch?  I read that it broke Rick & Delphy's so I've postponed installing the patch.  I really don't want to go back to only pudding sims.

Rick and Delphy's facial slider has not yet been updated for the patch.  The awesomemod has.  Therefore, you should be fine with awesomemod, but you'll have to wait if you want to use Rick and Delphy's mod instead.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ItchyNScratchy on 2009 June 26, 19:48:05
This is all a bit too much for my brain right now. I wish I could blame it on the fact that I'm currently ill, but even without my delirium, I still don't think I'd understand.

Ok... I have Razor1911. I installed the patch as directed in Pescado's link. I installed the AwesomeMod in Electronic Arts/Sims3/Mods/Packages/Hacks. Ran the game, and it's telling me that no disc is found. Well, durr, imagine that. What on earth have I done wrong? Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 26, 20:11:36
This is all a bit too much for my brain right now. I wish I could blame it on the fact that I'm currently ill, but even without my delirium, I still don't think I'd understand.

Ok... I have Razor1911. I installed the patch as directed in Pescado's link. I installed the AwesomeMod in Electronic Arts/Sims3/Mods/Packages/Hacks. Ran the game, and it's telling me that no disc is found. Well, durr, imagine that. What on earth have I done wrong? Thanks in advance.
Use the monkey installer program.

http://linna.modthesims.info/download.php?t=344611


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ItchyNScratchy on 2009 June 26, 20:53:08
I am using the monkey installer. :-) Still having the "no disc" error. Installed the patch, then put awesome mod in the Packages/Hacks folder. Not sure what the deal is or what I've done wrong.

Scratch all that. The problem is me..... and the Monkey installer. I have to manually drag the files (right clicking doesn't give me the menu options that it's supposed to), and from my frustration with that instead of dragging the .package of the awesome mod, I drug over the .zip of it. That I can blame on my delirium. ::)

Thanks for the help anyway, folks! :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 June 26, 20:56:50
Are you sure you have the latest version of Awesomemod? Clear cache then redownload. Check the dates.

Oh, and my Awesomemod is loose in the Mods/Packages folder. Does what it says on the tin.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 26, 23:33:56
Works fine on Razor, though.

I had used the update to Razor patch a while back, and my skuversion.txt right now said my game is 1.0.631.00002
but the patch .exe setup complains I have the wrong version patch and won't install, even though I grabbed the matching one from Awesomemod main thread so it should be the right version. (00002)

Is there a known reason that might happen? Is it upset it can't have access to the launcher.exe (Because I disabled it) or does it determine version only from the skuversion.txt


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 26, 23:41:24
Due to the fact that the mods/framework/whatnot system does not write in any file that the game uses, it is not necessary to uninstall anything to patch. However, you should upgrade your AwesomeMod to the latest version which incorporates the patch after patching.

Sorry to be dense... does this mean the newest version of Awesomemod includes the patch?
My game computer is not on the internet so I don't think I can dl the patch.

Also, I am getting CTDs when building... every so often I go to buy some item and bang, I'm staring at my wallpaper. I'm semi-clueless about this sort of thing... would the patch fix this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 27, 00:04:19
Works fine on Razor, though.

I had used the update to Razor patch a while back, and my skuversion.txt right now said my game is 1.0.631.00002
but the patch .exe setup complains I have the wrong version patch and won't install, even though I grabbed the matching one from Awesomemod main thread so it should be the right version. (00002)

Is there a known reason that might happen? Is it upset it can't have access to the launcher.exe (Because I disabled it) or does it determine version only from the skuversion.txt
It seems to only check skuversion.txt, so a quick one-character change will fix that particular error. I had four, but beat it into submission.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 27, 00:05:43
Traviswroteit: AwesomeMod is configurable. If you want random single sims having random babies that aren't related to them, then you can do so. Just enable the parthenogenesis option when configuring AwesomeMod. I don't remember if this function is enabled or disabled by default, but, either way, it's easy enough to change.

phnxflyng: No, the AwesomeMod does not contain the latest patch. You still need it. I would recommend getting a nice wireless card for your computer, and downloading the patch. There might be a non-launcher version of the patch someplace, but I didn't need it, so I didn't pay attention. There are at least two patch-related threads right here on MATY. Perhaps you should try visiting those threads.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Malapietra on 2009 June 27, 01:17:41
Works fine on Razor, though.

I had used the update to Razor patch a while back, and my skuversion.txt right now said my game is 1.0.631.00002
but the patch .exe setup complains I have the wrong version patch and won't install, even though I grabbed the matching one from Awesomemod main thread so it should be the right version. (00002)

Is there a known reason that might happen? Is it upset it can't have access to the launcher.exe (Because I disabled it) or does it determine version only from the skuversion.txt

If you're talking about the RLD to RZR update then you will need to do some registry editting to get it to work properly.  Locate the SKU file in your registry by either searching (CTRL+F) "SKU" or manually locating the Sims 3 folder.  In Vista64bit edition, it's found in this directory:  HLM\SOFTWARE\Wow6432Node\Sims\The Sims 3

If you use CTRL+F make sure it's the Sims 3 folder and not some other folder  Look at the directory to verify.

Next right-click on SKU and change the value from 7 to 2.  That should fix it.  Enjoy!

Let me know if you can get the patch installed this way and have no problems with the installation process of the patch.  I'm curious to know if you experience the same problem I did from this thread:

I'm getting an invalid file found while trying to update.  Can someone provide the contents from this folder and upload them for me please?

Game\Bin\HelpPages\CZE_CZ\

It's specifically crashing on: Game\Bin\HelpPages\CZE_CZ\Help_Updates.html but I figure I'd copy the entire contents of the folder.  I have the RLD version updated to RZR but without the 632 patch.

I can find the files on the game disc but it does nothing to copy them over to game directory so I'm guessing it's a problem from RLD version
http://rapidshare.com/files/248708366/CZE_CZ.rar
Your file worked great and there was indeed a discrepancy with the Help_Updates.html file.  It seems however there is a problem with the other Help_Updates.html files from that same folder.  Now it's whining about the DAN_DK Help_Updates.html file.  I must again request if you could upload the entire contents from the HelpPages (~500KB)?

Thanks for any help.
Only because I'm feeling nice - http://rapidshare.com/files/248725053/HelpPages.rar
YES!  That did the trick Bass Junkie.  It installed with no problems after I replaced my HelpPages with the ones you provided.  It'll surely come in handy for people who have the RLD to RZR version of the game.

Many thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaze on 2009 June 27, 01:20:33
While updating the game with the new patch I ran into an error. The overall percentage of the process of the update gets caught at 81% which is the Game\Bin\Sims3Launcher.exe. I have no idea why the patch is giving me an error when it reaches this file, telling me "Invalid File Found". Is there any specific reason for this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GnatGoSplat on 2009 June 27, 01:47:38
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "E?-Kad}" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".



anyone tried to successfully reverse 632 to 631 using the above method?

Yeah, I just now tried it on mine.  All I had to do was change 632 to 631 in skuversion.txt and the patch appeared to install without any problems.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2009 June 27, 02:51:36
Yes. The NoParthenogenesis Enabled will allow children to be born with two parents.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 27, 07:43:42

Yes. What's your region version?
EN_US (00001) (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00001_from_1.0.631.00001.exe)
Worldwide (00002)/Razor1911 (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe)


Um, are these the patches? Is it okay for a peasant to dl these and run them, or am I going to cause my computer to melt down?

Edit:
I just read through the patch thread that chaos recommended I read, and my eyes have melted from my head. Argh. I want to understand all this. I used to build mods for the first Neverwinter so I swear I'm not totally stupid but man this is above my head. How do I learn this???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 27, 07:47:40
In case anyone doesn't know, I've discovered that if you "dresser" a baby, you can design its maggot suit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aquilegia on 2009 June 27, 09:21:49
Reporting in to say that I had the same issue as Malapietra. I had Reloaded version and used RZR patch to update it. I checked the appropriate registery entry to confirm I had a 7, which I did and then changed to 2. I then tried the patch, which choked on the helpfiles. I copied over the HelpFiles provided by Bass Junkie and then tried the patch install again, which resulted in a successful patching.

[ETA] And it runs just fine, possibly even a bit better than before (which updated Awesomemod, of course.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tj on 2009 June 27, 12:16:11
The awesomemod is great but for some reason the editsim command doesn't work  ???
All the other commands like showconfig and lifetimehappiness all work but not editsim, is it because i updated to the new version?

Thanks  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 June 27, 13:45:09
Pescado, does the patch that you provided for the US version work with the retail version of the game?  I am starting to become very frustrated with EA and their lack of help in being able to actually patch my game.  The idiots are not using a large enough datatype to be able to handle terabyte drives, and are now giving me bullcrap answers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ramseyazad on 2009 June 27, 14:36:15
Exactly how scary and dangerous *is* the supreme commander feature?  I want to try it but I must not bork the game due to marital consequences.  I am already in trouble because I *accidentally* installed a replacement nude top and now many of wifey's sims are showing unnecessary boobage.

Edit fyi Razor version updated with awesome patch patch and worked perfectly, without unpleasant borking or spousal abuse.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: NicoleyMoley on 2009 June 27, 16:05:09
I am loving awesomemod for making Sims 3 playable, and am trying to convince everyone else I know with the game to get it too. However a few strange things have happened in my game and I don't know if they're due to the mod or the game itself. I have the new patch installed.

Firstly, my restored ghost and her ghost child have lost their gravestones from their inventories. This happened while I was changing active household, but the rest of thir inventories remained (as they should under the mod). So now I fear my ghosts are doomed to wander Riverview forever or be deleted completely.

Secondly, I have story progression off completely but sims are still being shifted to the top of their career ladders in a matter of days without my help. Is this due to the job performance feature of the mod? Also familes are having children (thankfully not asexually) while story progression is off, can't figure that one out.

Thirdly, some of my sims' lifetime wishes have been randomly fufilled while I wasn't playing them, even if they don't have the requirements to fufill it. For example, one sim's wish was to have a house net worth of 100k, and it was fufilled when the net worth was only 30k.

Fourthly, I know people have reported the aging of non active sims to be sped up weirdly, I've noticed that too. Children have grown from toddler to teen in like 1 sim week and I have aging set to long :S

Thanks for reading awesome people!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 27, 16:45:46
Pescado, does the patch that you provided for the US version work with the retail version of the game?  I am starting to become very frustrated with EA and their lack of help in being able to actually patch my game.  The idiots are not using a large enough datatype to be able to handle terabyte drives, and are now giving me bullcrap answers.

I have the retail version, and the patch Pescado posted worked perfectly for me. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 27, 17:21:53
I am having the same problems as others trying to install the patch. I'm getting the region error.

The problem is twofold for me - firstly, I did not install any RLD > RZR patch, I installed the Razor version directly.
Secondly, there is no registry entry for SKU anywhere. I am running on Vista x64. There is no 'Sims' directory, other than in HKCU/Software/Electronic Arts, and even then there is no mention of SKU.

Please help!

Edit: I should add that the launcher states my version is 1.0.631.0002


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 27, 17:37:54
Seriously, it's not that hard. Ya'll are making it more difficult for yourselves. My patch hiccuped four times and I figured it out. How? By paying attention to what file it was on when it barfed. Biohazard, you want the file C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\skuversion.txt. Change the 2 to a 1. Save. Don't touch your registry. Don't trust the Launcher; it's a dumbass and never recognized .632.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Malapietra on 2009 June 27, 17:39:20
I am having the same problems as others trying to install the patch. I'm getting the region error.

The problem is twofold for me - firstly, I did not install any RLD > RZR patch, I installed the Razor version directly.
Secondly, there is no registry entry for SKU anywhere. I am running on Vista x64. There is no 'Sims' directory, other than in HKCU/Software/Electronic Arts, and even then there is no mention of SKU.

Please help!

Edit: I should add that the launcher states my version is 1.0.631.0002


The "problems" you mentioned are not really related to the problem you are experiencing with the regional error.
 A bit obvious but are you downloading the appropriate version?  Are you downloading from the direct links?

http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 27, 17:45:06
Nope, didn't work Pes. Tried changing it to 00001, and tried both version of the patch. I'm going to try and reinstall and see if that works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Crash on 2009 June 27, 19:31:54
I managed to get the patch beyond the skuversion.txt, but now the patch stops at TSLHost.dll. I stopped the launcher from phoning home, could that be the reason?  ::)

Edit: nope, that wasn't it. I let it phone home and it patch still can't get past TSLHost.dll.
Edit2: Okay I managed to patch the game - I replaced the TSLHost.dll with the one on the Razor disc, and that did it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 27, 19:41:25
A quick question--I was under the impression that God's Chosen People (tagged sacred) were not subject to aging unless being played, just like they aren't subject to regular Storymode nonsense.  Is this true or false?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 June 27, 20:25:31
This is answered in the Awesome Mod thread:

1.  God's Chosen People
     Control-Clicking a sim/house will offer the option to "Make Sacred" or
     "Remove Sacred", giving that household or sim immunity to StoryProgression
     and other assorted random toadings. The Chosen receive a gold halo on
     their house and on their tracking tags when tracked on radar. You may
     switch instantly between the Chosen household with CRTL-RClick if
     the "Supreme Commander" playmode is enabled.

Read More!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daimon on 2009 June 27, 20:29:01
I have read every page in this thread and I have noted that while a lot of people are having problems with the patch, unfortunately no one seems to have the same problem I do. I hope there is a simple fix and that someone will be around to clue me in!

I have an, ahem, less than legally acquired international version game which decided to start crashing at random after I tried to install EA's new patch. Since the install aborted due to the launcher being removed from my computer, I figured oh well -- and habitually updated AwesomeMod now I was at it anyway. Only then did I, in my extreme morning alertness, notice that the latest AM requires the patch.

Is there any way I can undo the mess I've made without reinstalling the entire game? I have random crashes right and left every 4-5 minutes, rendering the game pretty much unplayable. In a worst case scenario, can I reinstall on top of my existing game and at least rescue my neighborhood?

Thanks in advance and apologies for being less than Windows literate.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 27, 20:32:17
Just thought I'd let you know that a reinstall sorted my problem and I successfully installed the patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 27, 20:34:05
This is answered in the Awesome Mod thread:

...Read More!

You're a little tardy to the party.  I did, infact, read, and researched on the boards.  I wasn't aware of what he meant by "toadings", and I did do more than a few "advanced" searches on the board to see if it had been addressed in another thread...  

You know where to stick that sharp stick..have a lovely day, though :)

  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 27, 20:47:20
If you're talking about the RLD to RZR update then you will need to do some registry editting to get it to work properly.  Locate the SKU file in your registry by either searching (CTRL+F) "SKU" or manually locating the Sims 3 folder.  In Vista64bit edition, it's found in this directory:  HLM\SOFTWARE\Wow6432Node\Sims\The Sims 3

If you use CTRL+F make sure it's the Sims 3 folder and not some other folder  Look at the directory to verify.

Next right-click on SKU and change the value from 7 to 2.  That should fix it.  Enjoy!

I'm using Windows XP so I do not know which registry file to edit from your instruction it is different.
HKEY_CURRENT_USER\Software\Electronic Arts
Contains one key that says (value not set)

\Sims 3
has nothing

\Launcher\Settings
has six items in it,
CCDisabled
DateTimeOffline
FirstRun
PageIndex
UpdateMode

Could the last one be it? Data says 0x000...1 (1) Someone can tell me who knows this if that is safe to change or not?
Changing only the skuversion.txt did not help it to start. I am talking about the RLD TO RZR update, which seems like it was a bad idea now.
Also in case anyone inquires, file permissions are correct - so I really don't know why it complains about the version number :/


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 27, 20:54:45
Gotta love how everyone's so nice here. :D Just had to post and say hello.  I'm seriously considering getting this mod because I can't depend on EA fixing this problem.  I've read this thread and the one where it says all the features of this mod.  My question is this:  If I install it and find I don't like it, is it easy to uninstall and will there be any lasting impressions on the game when it's restored or would it require a complete reinstall of Sims 3?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 June 27, 20:57:05
I think you can install and uninstall without any problems unless you are using the Supreme Commander feature of the mod. And yes, we are lovely here aren't we. Very helpful to unstupid people.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 27, 20:58:08
If I install it and find I don't like it, is it easy to uninstall and will there be any lasting impressions on the game when it's restored or would it require a complete reinstall of Sims 3?

If you don't enable Supreme Commander, you can just remove the hack and all will be fine.  However, according to the posts in the AwesomeMod thread, enabling Supreme Commander pretty much means you have to keep AwesomeMod in, or risk completely borking your game.  

What Emma said.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 June 27, 20:59:59
Uh, I just said that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 27, 21:02:45
Thanks for the quick and helpful reply. :)  I'm still considering.  Gonna talk to the other player of this game to see what she thinks of it before I make my decision.. but from everything I've been reading, I think this will be just the thing I was looking for.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 27, 23:01:44
Mmkay, I followed the directions in the readme and installed the mod as it told me to.  When it tried to load, it got about 1/8 of the way loaded and crashed.  I know this was mentioned somewhere in this forum, but either I'm glancing over it or what, I can't find where it was discussed.  In the xcpt file that was created, it says this:

[Exception info]
date: 2009-06-27
time: 18.48.40
type: ACCESS_VIOLATION writing address 0x00000008
address: 0x004df11b "E:\Program Files\Electronic Arts\The Sims 3\Game\Bin\TS3.exe":0x0001:0x000de11b

Followed by stack data and then this:

[Instruction data]
004df09b => DasmX86Dll.dll not found.

Okay, so I guess I'm missing that dll file?  Forgive me if I sound noobish to you guys.. I've never had a need to mod any Sims game until this one.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RockerRocker on 2009 June 27, 23:07:24
Hello do you really need Patch 1.2.7 for this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 27, 23:19:11
Mmkay, I followed the directions in the readme and installed the mod as it told me to.  When it tried to load, it got about 1/8 of the way loaded and crashed.  I know this was mentioned somewhere in this forum, but either I'm glancing over it or what, I can't find where it was discussed.

Is this what you're seeing?
http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg444342.html#msg444342

Hello do you really need Patch 1.2.7 for this?

Pescado is not going to keep versions of AwesomeMod for each patch level.  So, if you want to use AwesomeMod, you should install the patch.

Quote from http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html
"COMPATIBILITY:
Base Game Version 1.2.7"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 27, 23:28:03
I think you can install and uninstall without any problems unless you are using the Supreme Commander feature of the mod.

If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 27, 23:35:14
If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.

From Pescado's warning, it would appear not.  I suspect, from a very uneducated point of view, that Supreme Commander alters game files in some way that would cause VBTs if AwesomeMod were no longer present.

Quote
WARNING!
Supreme Commander is experimental and permanent! Once you turn it on, uninstalling AwesomeMod may destroy your neighborhood! Once you start down the path of the Dark Side, forever will it dominate your destiny.

(bolding mine)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Trinity on 2009 June 28, 00:11:50
If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.

From Pescado's warning, it would appear not.  I suspect, from a very uneducated point of view, that Supreme Commander alters game files in some way that would cause VBTs if AwesomeMod were no longer present.

Quote
WARNING!
Supreme Commander is experimental and permanent! Once you turn it on, uninstalling AwesomeMod may destroy your neighborhood! Once you start down the path of the Dark Side, forever will it dominate your destiny.

(bolding mine)

I think as long as you don't use Supreme Commander AND SAVE you can uninstall just fine. I used Supreme Commander in one neighborhood, I quit and saved,  I started having problems with CTD, I took awesomemod out and real life called ..... anyway I started the game (loaded hood previously saved with Supreme Commander enabled)....... let's just say it wasn't pretty. Once you use the supreme commander, and save, it isn't a good idea to take it out, it's a VBT.

It is fixed as I didn't save after the bad load and things seem to be working fine, but as the RTFM states there is no going back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mandapotpie on 2009 June 28, 00:16:58
If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.

From Pescado's warning, it would appear not.  I suspect, from a very uneducated point of view, that Supreme Commander alters game files in some way that would cause VBTs if AwesomeMod were no longer present.

Quote
WARNING!
Supreme Commander is experimental and permanent! Once you turn it on, uninstalling AwesomeMod may destroy your neighborhood! Once you start down the path of the Dark Side, forever will it dominate your destiny.

(bolding mine)

I think as long as you don't use Supreme Commander AND SAVE you can uninstall just fine. I used Supreme Commander in one neighborhood, I quit and saved,  I started having problems with CTD, I took awesomemod out and real life called ..... anyway I started the game (loaded hood previously saved with Supreme Commander enabled)....... let's just say it wasn't pretty. Once you use the supreme commander, and save, it isn't a good idea to take it out, it's a VBT.

It is fixed as I didn't save after the bad load and things seem to be working fine, but as the RTFM states there is no going back.

I would make a back up of your saves folder just in case if you are unsure whether or not you want to keep it installed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 June 28, 05:16:45
I need some clarification on

Quote
Allow NPC Work Performance Gain [Optional - Default: Enabled]
     Sims not part of the active household continue to gain work performance
     for going to work, and can therefore be promoted.

Does this apply even with story progression off, or only when it's on?

EDIT: Additional dumbness. How/where is the XML file you have to edit/tweak. Are we referring to something locally or when you download the file?

Hopefully I'm not breaking any rules by this, but I think during all the Patch and Compatibility hubbub my question was overlooked.  :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 28, 05:58:19
Mmkay, I followed the directions in the readme and installed the mod as it told me to.  When it tried to load, it got about 1/8 of the way loaded and crashed.  I know this was mentioned somewhere in this forum, but either I'm glancing over it or what, I can't find where it was discussed.

Is this what you're seeing?
http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg444342.html#msg444342

Yes, that's the error.. and I did just now install the 3booter.exe file and it hasn't helped.  I fail.... epically.  :-\

I didn't install the enablescripterror.package file... just did and now it seems to be working.  I'll keep you guys informed. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 28, 06:28:08
I need some clarification on

Quote
Allow NPC Work Performance Gain [Optional - Default: Enabled]
     Sims not part of the active household continue to gain work performance
     for going to work, and can therefore be promoted.

Does this apply even with story progression off, or only when it's on?

EDIT: Additional dumbness. How/where is the XML file you have to edit/tweak. Are we referring to something locally or when you download the file?

Hopefully I'm not breaking any rules by this, but I think during all the Patch and Compatibility hubbub my question was overlooked.  :'(
Don't worry about tweaking xml files.  That is modding stuff and you don't need to do it unless you make a mod.

I imagine the job promotions work even without story mode on... Since story mode is basically random events and the job promotion is tied to things that are actually happening in your game.  I always keep story mode on... So I'm not 100% sure though.  To test it turn story mode off and also turn "require valid bosses" off (so he doesn't get promoted when someone else does....  Then make a sim and send him to the gym to gain 3 athletic skill points.  Get him a job in the military career.  Then switch to another family and wait for your first sim to have worked for 5 days.  Go back and check on him and see if he has been promoted and see if his job performance has improved.  Report your results.

I'd do it myself but hey, you want to know and I use story mode anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 28, 07:06:40
To test it turn story mode off and also turn "require valid bosses" off (so he doesn't get promoted when someone else does....
That bug is fixed. Mark the sim "Sacred" and he won't be frobbed by the job engine, either.

Then make a sim and send him to the gym to gain 3 athletic skill points.  Get him a job in the military career.  Then switch to another family and wait for your first sim to have worked for 5 days.  Go back and check on him and see if he has been promoted and see if his job performance has improved.  Report your results.
If the relevant option for this to occur is enabled in AwesomeMod, then it will happen. Out of the box, it turns out NPCs are locked and cannot advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 June 28, 08:17:00
Sounds good. Also, the only reason I wanted to edit the XML was to change the default settings for some of the mod stuff, whether it's enabled or not. Is there some other settings file I can easily toggle or should I just download a customized version off the customization site?

I'm currently playing just about everyone in my entire town, and that's why it's such a big issue for me as the entire town is essentially sacred. I'll probably just download a custom version of the mod though, as it seems to be the easiest way to solve my issues. :)

Thanks for getting back to me though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 28, 09:16:33
Sounds good. Also, the only reason I wanted to edit the XML was to change the default settings for some of the mod stuff, whether it's enabled or not. Is there some other settings file I can easily toggle or should I just download a customized version off the customization site?
Not sure which XML you're trying to edit, but any changes you'd want to make can be done using the Awesome config which will generate the modified XML for you. If you WANT to generate it by hand, you can, but we don't support this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 28, 14:15:57
Would anybody be able to direct me to the RLD to RZR patch/update? My Sims 3 version is currently 1.0.615.00107 according to skuversion.txt, and I've scoured google for the patch to 1.0.631 but have come up empty handed. Torrenting the razor1911 version of Sims 3 is a last resort, because who wants to wait a few hours (again) to play? I mean, I could always play the RELOADED version, but when I realized awesomemod wouldn't work unless I updated the Sims 3 (and I can't even get to 1.2.7 because I don't have 1.0.631) a little part inside of me died. Your help would be greatly appreciated!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 28, 14:22:49
What about the other obvious bugs like the inability to have more than one outfit per outfit type, or the stopping of all music when apparently too many channels are being used?
(snip of text)
Or the inability to change maternity clothing?

Maybe I am misunderstanding what you mean, and if so, just ignore this, but Sims can have up to 3 outfits per type of clothing. Send them to the dresser and click on Plan Outfit, which takes them to CAS. Click on the desired clothing type. To the immediate right (to the left of the clothing pics) you will see a small icon representing the clothing type, and directly under that is a + (plus) sign. Click on the plus to select the second clothing outfit of the type, etc.

I also had a pregnant sim who owned the sundress as an everyday outfiit. She wore this outfit for her entire pregnancy rather than reverting to standard maternity wear. So at least they can have at least one other option for maternity clothing.

All that aside, I agree with you than there is a lot more wrong here than what the official patch addresses. I sincerely doubt I would still be playing it at all without AwesomeMod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: faesutherland on 2009 June 28, 14:37:27
I'm having a problem that I'm not sure is a bug with Awesomemod or a feature.  I have debug commands disabled using the comfiguration tool, and yet when I'm in the game, I still have the debug commands available.  I can shift click on a Sim and get all the options, I can drag up and down their mood bars etc.  I know I didn't enable debug in the configuration, since I don't want this stuff, it makes it too easy to cheat if it's just...there.  Does anyone know why this stuff would still be enabled and how to shut it off permanently?  I can do it manually with the cheat console code, but I have to do it every time I load the game and it's a pain.

I tried redoing the config tool and replacing the file, just in case I accidentally enabled it and forgot, but no, it's still happening.  Am I the only one, which would indicate I borked myself, or is this happening to anyone else?

Help, please?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 June 28, 14:47:11
Would anybody be able to direct me to the RLD to RZR patch/update? My Sims 3 version is currently 1.0.615.00107 according to skuversion.txt, and I've scoured google for the patch to 1.0.631 but have come up empty handed. Torrenting the razor1911 version of Sims 3 is a last resort, because who wants to wait a few hours (again) to play? I mean, I could always play the RELOADED version, but when I realized awesomemod wouldn't work unless I updated the Sims 3 (and I can't even get to 1.2.7 because I don't have 1.0.631) a little part inside of me died. Your help would be greatly appreciated!

Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.

Mr Pescado, I have your awesomemod and it is that, but I really do want to speed my computer and so would love some advice on downloading the patch. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 28, 15:20:25
I'm having a problem that I'm not sure is a bug with Awesomemod or a feature.  I have debug commands disabled using the comfiguration tool, and yet when I'm in the game, I still have the debug commands available.  I can shift click on a Sim and get all the options, I can drag up and down their mood bars etc. 

I also have the debug commands disabled and can drag the motive bars. I actually like this feature (IMO, it's only cheating if you want to play the game EAxis made!), although I did accidently kill my sim once when his hunger was really low and I dragged his bar the wrong way. LOL! (I just quit without saving and was more careful the second time around!) When I shift-click I only have two options, though. I thought there were more with the debug commands enabled. But no, it's not just your game that this is affecting.

I seem to have another problem, though, that I don't think anyone has mentioned. I updated with the patch yesterday (I have the retail version, so sorry I can't comment on other versions) and reinstalled the latest version of AwesomeMod. My previous version of Awesome used the string to protect chosen families from the misnamed Story Progression. When I control-click on a house or Sim, which is supposed to add the protection in the current version, nothing happens; no option to protect the sim or household appears. So I have been unable to use this most awesome feature. Anyone else experience this? Am I doing it wrong?

I am going to try redownloading and reistalling AwesomeMod and the config tool, although I noticed that the Chosen People feature is no longer even mentioned in the config tool....Any comments or suggestions would be welcome.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 June 28, 15:49:53
I seem to have another problem, though, that I don't think anyone has mentioned. I updated with the patch yesterday (I have the retail version, so sorry I can't comment on other versions) and reinstalled the latest version of AwesomeMod. My previous version of Awesome used the string to protect chosen families from the misnamed Story Progression. When I control-click on a house or Sim, which is supposed to add the protection in the current version, nothing happens; no option to protect the sim or household appears. So I have been unable to use this most awesome feature. Anyone else experience this? Am I doing it wrong?

You could have found your answer in the main download thread.  To save you some time, there's two ways to do it now. 

Quote
Marking and Unmarking sims and households for Sacred status and Tracking can now be accomplished in CRTL-Rightclick. No more having to go all the way to Edit Town. Note that your previous configuration file settings for the Tag String are now deprecated and nonfunctional, and you will have to remark your sims again. You can do this faster from the console, by typing "bless <household>". Typing just "bless" with no arguments toggles it on the current fambly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 28, 16:39:48
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tj on 2009 June 28, 17:04:01
Any ideas why the command editsim isn't working for me?
It doesn't appear when help is typed either.
All the other commands work like showconfig; so awesomemod is working  ???

Thanks  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: infernocanuck on 2009 June 28, 17:37:52
I'd love to try this mod, but it seems I can't download it from the necessary page.  I can, however, download the framework, so it has nothing to do with my browser or connection.   Is the awesome mod down for right now, being updated or such?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 28, 17:45:59
If you're talking about the RLD to RZR update then you will need to do some registry editting to get it to work properly.  Locate the SKU file in your registry by either searching (CTRL+F) "SKU" or manually locating the Sims 3 folder.  In Vista64bit edition, it's found in this directory:  HLM\SOFTWARE\Wow6432Node\Sims\The Sims 3

If you use CTRL+F make sure it's the Sims 3 folder and not some other folder  Look at the directory to verify.

Next right-click on SKU and change the value from 7 to 2.  That should fix it.  Enjoy!

I'm using Windows XP so I do not know which registry file to edit from your instruction it is different.
HKEY_CURRENT_USER\Software\Electronic Arts
Contains one key that says (value not set)

\Sims 3
has nothing

\Launcher\Settings
has six items in it,
CCDisabled
DateTimeOffline
FirstRun
PageIndex
UpdateMode

Could the last one be it? Data says 0x000...1 (1) Someone can tell me who knows this if that is safe to change or not?
Changing only the skuversion.txt did not help it to start. I am talking about the RLD TO RZR update, which seems like it was a bad idea now.
Also in case anyone inquires, file permissions are correct - so I really don't know why it complains about the version number :/

So I've managed to update my Sims 3 to v1.0.631, but now I'm having the same problem as nanacake -- at first I tried to simply patch it, but it says I had the wrong regional version or something and it won't patch to 1.2.7 at all. Then I tried locating SKU in the registry, and like nanacake cannot find it (I'm on Vista32bit as opposed to 64, but my directories are the same as nana). Any help would be greatly appreciated.

EDIT: Nevermind, I found it. After restarting my computer, I was able to find SKU in the register under the directory HKEY_LOCAL_MACHINE\SOFTWARE\Sims\The Sims 3, if that helps you at all nanacake. It may be different for you because you're under XP while I'm under Vista 32bit. Now to see if that patch doesn't crap out on me...

EDIT 2: The patch didn't crap out on me and the game runs fine, it's just that now Awesomemod doesn't work. I removed it and installed it again, but to no avail. I tried shift-clicking my sims in game and no pie menu option for changing traits or age transitioning appear. I'll try again, the third time's a charm...

EDIT 3: Awesomemod still fails to work in my game -- it's as if it isn't there at all. On a side note, when I first reinstalled TS3 I had to manually create the Mods\Packages folder. Does hold any significance?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 June 28, 21:10:05
I have debug commands disabled using the configuration tool, and yet when I'm in the game, I still have the debug commands available.  I can shift click on a Sim and get all the options, I can drag up and down their mood bars etc.  I know I didn't enable debug in the configuration, since I don't want this stuff, it makes it too easy to cheat if it's just...there.  Does anyone know why this stuff would still be enabled and how to shut it off permanently?

This.

I would like to know how to shut it off for good as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: joshiejack on 2009 June 28, 21:43:00
That is not the debug interactions. The debug interactions involve shift ctrl click, those are the testing cheats. You do have the debug interactions off, and what does it matter if you have the testing cheats on? Just don't use them if you're that concerned..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: faesutherland on 2009 June 28, 21:53:02
That is not the debug interactions. The debug interactions involve shift ctrl click, those are the testing cheats. You do have the debug interactions off, and what does it matter if you have the testing cheats on? Just don't use them if you're that concerned..

Alright, then, to clarify, what exactly are debug interactions?  What enables them and what do they do?  If it's not testingcheatsenabled true (which is the way I always understood it, that debug mode was another term for testingcheats enabled), what is it?  And it matters because it's not how I prefer to play my game.  Just like a lot of the options in Awesomemod, it's a personal preference and there's nothing wrong with that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 28, 22:01:29
The debugging commands can't do anything unless you specifically enter those commands into the console, yourself. The things you're complaining about are testing cheats, which are enabled by default in AwesomeMod. Disable them, and you'll no longer have the features that you don't want.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Drac on 2009 June 28, 22:17:46
 :-\ Howdy... I have downloaded the razor patch. I closed out the  ea down loader when first trying to install the patch because I got an error message that said the game was running, now I get this error message
This set up has detected that  the installed game region for this update is incorrect. This update requires a different game region in order to be installed.


 Any help would be appreciated.

 Thanks  :P
 
Drac


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zlot on 2009 June 28, 22:31:50
I have a request for your download post, if you could make you're new build's feature in bold to know what you add it would help thx you for this awsome Mod :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 28, 22:35:28
Zlot, if you go to the actual AwesomeMod thread, which is labeled as such, you will find the download link near the top of the first page. To find out when the latest update was posted, look at the timestamp at the bottom of the page. Also, Pescado sometimes makes a new post to let people know that there is a new build to be downloaded.

Edit to insert a missing "e".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: faesutherland on 2009 June 28, 22:37:45
The debugging commands can't do anything unless you specifically enter those commands into the console, yourself. The things you're complaining about are testing cheats, which are enabled by default in AwesomeMod. Disable them, and you'll no longer have the features that you don't want.

I understand I can shut off testingcheats manually, as I said above, but it has to be done every time the game is loaded.  I was looking for a way to permanently shut them off, like the other features can be in the configuration tool.  If there is none, that's fine, I'll deal.  I just wasn't even aware Awesomemod turned them on, since as far as I can see there's no mention of it doing so in the list of things it does.  Hence my confusion with the use of the term 'debug' in the configuration tool, since it was my understanding that testingcheats mode *was* debug mode.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 28, 23:34:35
So I've managed to update my Sims 3 to v1.0.631, but now I'm having the same problem as nanacake -- at first I tried to simply patch it, but it says I had the wrong regional version or something and it won't patch to 1.2.7 at all. Then I tried locating SKU in the registry, and like nanacake cannot find it (I'm on Vista32bit as opposed to 64, but my directories are the same as nana). Any help would be greatly appreciated.

EDIT: Nevermind, I found it. After restarting my computer, I was able to find SKU in the register under the directory HKEY_LOCAL_MACHINE\SOFTWARE\Sims\The Sims 3, if that helps you at all nanacake. It may be different for you because you're under XP while I'm under Vista 32bit. Now to see if that patch doesn't crap out on me...

EDIT 2: The patch didn't crap out on me and the game runs fine, it's just that now Awesomemod doesn't work. I removed it and installed it again, but to no avail. I tried shift-clicking my sims in game and no pie menu option for changing traits or age transitioning appear. I'll try again, the third time's a charm...

EDIT 3: Awesomemod still fails to work in my game -- it's as if it isn't there at all. On a side note, when I first reinstalled TS3 I had to manually create the Mods\Packages folder. Does hold any significance?

Nope the sku is no where to be found, even after a restart, it's still the same as the directories/files I posted. Not sure if I will continue bothering with it, this game does not matter that much to me right now to be damaging my registry.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2009 June 29, 00:33:16
Will more recent awesome mod updates work with an unpatched game?

<reason for question> I am unable to patch my game. I had the first arred version and upgraded it to the 2nd. I have reverted all core files back to their original state. My game states a version (down to the 0002) compatible with the patch I have but the game refuses to update citing incompatible regions. <end reason>


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jpinard on 2009 June 29, 00:38:04
First, Pescado, thank you so much for this excellent mod.

I'm trying my best to get some unique characters, so I'm using the facial CAs slider you rpvided along with the body slider CAS tool from MTS.  What I"m wondering, since I'm using both is what value do you suggest (2,3,4,5) to make things work better between the two?  Does using the value of 5 allow the face to fatten up better in relation to the belly vs. using 2?  I'd like to use a lower value so the adjustments aren't so drastic and we can make finer tuning.  Also, in the next version of the Awesome mod will you incorporate the body slider hack once again giving us values (2,3,4,5) like you did for the faces?  Or am I mis-interpretting how they work?

Thanks for all your help and the work you do!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: WerewolfOfTheWater on 2009 June 29, 01:29:20
Question about the nudity blur aspect that was recently added: Can I keep rick's no mosaic hack if I keep awesomemod's noblur disabled? If not, can you make it so the blur is completely gone rather than just when they take a shower? I know that nothing happens when sims are pissing, but I still find the blur to be overly annoying and I'd personally rather look at a sim sitting on the toilet with his pants still on than a huge blur covering it. Or at least make it optional in the config to decide what to blur and what not to blur?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 29, 02:05:58
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.

Edit: Nevermind, I ended up getting it to work.

Now that I've managed to fix my problems, it seems that another one has bubbled to the surface. Awesomemod causes my game not to load at all -- I mean, it starts up and everything, but when I get to the loading screen it doesn't load. At all. I don't see any green showing progress in the loading bar, just my cursor spinning around around, much how like the quoted poster was describing his problem. The game doesn't crash, either; it just sits there until I have to manually shut it down via task manager. I've searched around the Awesomemod! forums but have found nothing pertaining to my issue. Does anybody have an idea what could be going wrong?

The poster I quoted seemed to have fixed his problem, but didn't post the solution, so I was thinking about PMing him but I don't know often he logs onto MATY, and seeing as he only has six posts, I don't expect a reply any time soon.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zsangel on 2009 June 29, 02:19:26
I kept telling myself, 'I don't need it, the game is running ok-ish'.  But have decided to give it a go as I've always used J.M.'s mods in Sims 2.  However, now that I finally decide to do so, I also get the main screen, no green loading, with spinning cursor.  I've tried it with all mods emptied, and with nointro installed and get the same result.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zucabr on 2009 June 29, 02:41:15
Undocumented, possibly unsupported feature.
Would it be possible to create a "makehomeless <family and/or sim name>" command?
Exists. Not a documented feature, but I made it for debugging, "runstoryaction Create Household".
AddSim
ChangeFitness
ChangeRelationship
Create Household
Create and Move In
Emigrate Household
GetJob
KillSim
LeaveJob
MergeHouseholds
MoveInHousehold
MoveOutHousehold
PromoteDemote
SplitHousehold
ThrowHouseParty


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 29, 02:44:35
Question about the nudity blur aspect that was recently added: Can I keep rick's no mosaic hack if I keep awesomemod's noblur disabled?
Rick's version works at a higher level than AwesomeMod's, and the two are unrelated: Rick's version causes the blur to render as nothingness. AwesomeMod prevents the blur from rendering at all. So if you are using them both, the game will not try to render the nothingness when sims are naked, and will render the nothingness when they are on the terlet, but you cannot see it because the item being rendered is nothingness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eyeball on 2009 June 29, 03:15:44
The download link for the AwesomeMod seems to be non-functional.  Firefox gives me a "Page Load Error: The server at beta.moreawesomethanyou.com is taking too long to respond."  IE tells me "Oops! This link appears to be broken." and suggests I search Google for "beta more awesome than you ts3 base."  I have downloaded the AwesomeMod twice previously, but the version I currently have is pre-patch.

This is where the link is pointing: http://beta.moreawesomethanyou.com:8080/ts3/base/awesome.zip


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 29, 03:31:12

You could have found your answer in the main download thread.  To save you some time, there's two ways to do it now. 

Quote
Marking and Unmarking sims and households for Sacred status and Tracking can now be accomplished in CRTL-Rightclick. No more having to go all the way to Edit Town. Note that your previous configuration file settings for the Tag String are now deprecated and nonfunctional, and you will have to remark your sims again. You can do this faster from the console, by typing "bless <household>". Typing just "bless" with no arguments toggles it on the current fambly.


CRTL-Rtclick did not work for me (or CTRL-leftclick, or alt-rt/left click, and any number of other combinations I tried), but I forgot about entering "bless <household> in the console. Thanks, I'll try that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 29, 03:49:13
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.

Edit: Nevermind, I ended up getting it to work.

Now that I've managed to fix my problems, it seems that another one has bubbled to the surface. Awesomemod causes my game not to load at all -- I mean, it starts up and everything, but when I get to the loading screen it doesn't load. At all. I don't see any green showing progress in the loading bar, just my cursor spinning around around, much how like the quoted poster was describing his problem. The game doesn't crash, either; it just sits there until I have to manually shut it down via task manager. I've searched around the Awesomemod! forums but have found nothing pertaining to my issue. Does anybody have an idea what could be going wrong?

The poster I quoted seemed to have fixed his problem, but didn't post the solution, so I was thinking about PMing him but I don't know often he logs onto MATY, and seeing as he only has six posts, I don't expect a reply any time soon.
That happened to me the first time I installed awesomemod.  I also created my own install directories and created my own resource.cfg... I ended up reinstalling my game and using monkey installer to install the mods.  I am not certain... But I think I put the mods directory in the wrong place originally and that caused my problem. (but for some reason the other mods I had isntalled worked... I imagine the reason awesomemod didn't was because it actually changes the script files and is a higher level mod making it a bit more touchy.... either that or it is complete voodoo)

What I'd suggest you do is run the monkey installer program which should be found in this thread among other places... Then try.  You might have to delete your current mods folder if it is in fact misplaced.  It is just too easy to do it wrong to make it worthwhile adding the folders/resource configs manually... especially when there are aps out there that do it for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 29, 04:06:26
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.

Edit: Nevermind, I ended up getting it to work.

Now that I've managed to fix my problems, it seems that another one has bubbled to the surface. Awesomemod causes my game not to load at all -- I mean, it starts up and everything, but when I get to the loading screen it doesn't load. At all. I don't see any green showing progress in the loading bar, just my cursor spinning around around, much how like the quoted poster was describing his problem. The game doesn't crash, either; it just sits there until I have to manually shut it down via task manager. I've searched around the Awesomemod! forums but have found nothing pertaining to my issue. Does anybody have an idea what could be going wrong?

The poster I quoted seemed to have fixed his problem, but didn't post the solution, so I was thinking about PMing him but I don't know often he logs onto MATY, and seeing as he only has six posts, I don't expect a reply any time soon.
That happened to me the first time I installed awesomemod.  I also created my own install directories and created my own resource.cfg... I ended up reinstalling my game and using monkey installer to install the mods.  I am not certain... But I think I put the mods directory in the wrong place originally and that caused my problem. (but for some reason the other mods I had isntalled worked... I imagine the reason awesomemod didn't was because it actually changes the script files and is a higher level mod making it a bit more touchy.... either that or it is complete voodoo)

What I'd suggest you do is run the monkey installer program which should be found in this thread among other places... Then try.  You might have to delete your current mods folder if it is in fact misplaced.  It is just too easy to do it wrong to make it worthwhile adding the folders/resource configs manually... especially when there are aps out there that do it for you.

Thanks a lot for your reply, but I JUST figured out what I did wrong. It was terribly idiotic of me to forget something like this, but unfortunately I did. You see, after reinstalling TS3 I forgot to download and apply Delphy's hack framework again along with Awesomemod, which is obviously essential for its use. I thought it was strange that I didn't already have a Mods\Packages folder when I reinstalled TS3, and figured I must have created them manually when I really got them from the framework.zip provided on MATY and linked to in the main Awesomemod thread. Man, I feel like such a dickhead for not remembering/reading the main thread over again -- I thought I had everything that Awesomemod needed to function. Apparently not.

Thanks for being the only one to reply to my inquiries, but I guess being ignored is better than being chastised for being a dummy (although being chastised for being a dummy would have made this problem much less tedious, frustrating, and time consuming).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 June 29, 04:12:30
Well much to my surprise... I had the multiple rotting food plates when visiting Central Park today... and have kept up w/all the updates to the Awesome Mod... and patch from here too... Never had them before playing today... and I've played over 100+ hours so far... very strange!  So, will now go and install today's updated AM and hope for the best...  :o    :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daimon on 2009 June 29, 06:33:20
<groan> I can't patch to 1.2.7 either. I cannot find that sku file anywhere, so the patch keeps choking out on invalid file and dying. Any tips? Since I do have awesomemod in, I crash every 10 minutes or so, rendering the game pretty unplayable.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 June 29, 10:00:19
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.

Okay, point taken.  I was obviously wrong to think a little background information would be helpful in getting the patch to work in my game.  Now, on topic, what do I have to do to get this patch working in my game?  Help would be appreciated.   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Thraxus on 2009 June 29, 11:14:23
Will more recent awesome mod updates work with an unpatched game?

<reason for question> I am unable to patch my game. I had the first arred version and upgraded it to the 2nd. I have reverted all core files back to their original state. My game states a version (down to the 0002) compatible with the patch I have but the game refuses to update citing incompatible regions. <end reason>

I had the same issue. Had the Reloaded version installed and updated it by installing the Razor1911 over top of it. I had to uninstall the game and reinstall the game from the Razor1911 files before the patch would work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daimon on 2009 June 29, 11:41:30
I had the same issue. Had the Reloaded version installed and updated it by installing the Razor1911 over top of it. I had to uninstall the game and reinstall the game from the Razor1911 files before the patch would work.

I reinstalled the Razor1911 files last night, but I'm still getting gripes about it not working. The game loads, and awesomemod loads too, but it crashes randomly and every ten minutes minimum. I don't mean at startup, but during the game. For further information, I have awesomemod set to vanilla, and no other hacks in (except framework). The message I get when I try to patch is that the infamous sku key is missing (and it is indeed not in the registry).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gigi on 2009 June 29, 13:21:11
I fucked up my Sunset Valley by using debug mode to kill some fucked up "townie" toddlers. I want to keep my legacy family (if possible), so which of the following would be the least harmful? Moving the family and the house to the library and placing them in Riverview, or should I place them in a new Sunset Valley and destroyalltownies? I don't want Sim A meeting her grandfather as a kid, and so on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caitlyn on 2009 June 29, 14:06:26
Will more recent awesome mod updates work with an unpatched game?

<reason for question> I am unable to patch my game. I had the first arred version and upgraded it to the 2nd. I have reverted all core files back to their original state. My game states a version (down to the 0002) compatible with the patch I have but the game refuses to update citing incompatible regions. <end reason>

Mine refuses to update citing a "gorilla" error which I googled and is supposed to be caused by a shader hack.  Well, I got frustrated, uninstalled everything, reinstalled and without adding in anything else, tried to update.  Same error, even though I installed (this time) to my C drive instead of the second drive I had used earlier and had absolutely nothing but the vanilla game at that time.  Mine is the first arr'd version (00007).  I just gave up and am playing unpatched.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 29, 14:35:06
I was using the place an opportunities call I think it worked twice and it hasn't worked
since is there a limit to it or what?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 29, 20:32:13
I prefer to keep Story Progression on, but I'm really getting annoyed with homeless families. Even with Awesomemod, I have 8 homeless families (not including the "NPC" family) that are basically untouchable. I don't like sims existing in the ether - I want them where I can see them and move them around as I desire.

Undocumented, possibly unsupported feature.
Would it be possible to create a "makehomeless <family and/or sim name>" command?
Exists. Not a documented feature, but I made it for debugging, "runstoryaction Create Household".
AddSim
ChangeFitness
ChangeRelationship
Create Household
Create and Move In
Emigrate Household
GetJob
KillSim
LeaveJob
MergeHouseholds
MoveInHousehold
MoveOutHousehold
PromoteDemote
SplitHousehold
ThrowHouseParty

I've tried playing with the commands above, but it seems no matter what syntax I use, or where it's used (either Edit Town, or with a family lot loaded), I get "Fail!" messages. Has anyone been able to get them to work?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 29, 22:27:27
You're running them as runstoryaction foo, where foo is one of the keywords from the list?

Yes - for example, runstoryaction MoveInHousehold. When that didn't work, I tried adding in family names, lot names, using single quotes, double quotes, <>, etc. When I tried runstoryaction Create and Move In, it did not work - the error message said it could not be validated.

I have almost everything enabled in my Awesomemod config. The only things not enabled are robotic hand of God, censors, TS2 aging, 12 woohoo, and the CAS slider scale. Any ideas? I can load the game later and take some screenshots, if that would be helpful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 29, 22:30:52
Yes - for example, runstoryaction MoveInHousehold. When that didn't work, I tried adding in family names, lot names, using single quotes, double quotes, <>, etc. When I tried runstoryaction Create and Move In, it did not work - the error message said it could not be validated.

I have almost everything enabled in my Awesomemod config. The only things not enabled are robotic hand of God, censors, TS2 aging, 12 woohoo, and the CAS slider scale. Any ideas? I can load the game later and take some screenshots, if that would be helpful.

Based on Pescado's actual post, it's possible that only "Create Household" works - that one works fine for me, while none of the others do.  Alternatively, it could be that the action generates a random potential event, and the "Failed!" means the action actually just failed - for instance, GetJob may have grabbed a Sim that already had a job, thus the action would fail.  I tried testing this by running GetJob over and over, but it failed every time, so this is sheer speculation.  My hunch is that only Create Household works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 29, 23:08:02
Hey what does 12-Woohoo mean?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 29, 23:10:34
Hey what does 12-Woohoo mean?
a "12" is a teen.  So it enables other mods to enable teens to fuck like bunnies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 29, 23:44:45
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.

Okay, point taken.  I was obviously wrong to think a little background information would be helpful in getting the patch to work in my game.  Now, on topic, what do I have to do to get this patch working in my game?  Help would be appreciated.   


I am definitely not awsome, but I think the point might be that you are not on topic. You are posting your questions in the wrong thread.

On the main page, look under THE HORROR, THE HORROR. There is a thread under that heading named something like 'Technical difficulties with THE HORROR'. You might want to check there to see if someone has already answered your question(s). If not, it seems to me that posting your questions in that thread might increase the chances of you getting some help with your install problems. This thread is not for install problems. This kind of thing matters here, 'k?  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 29, 23:49:16
Yes - for example, runstoryaction MoveInHousehold. When that didn't work, I tried adding in family names, lot names, using single quotes, double quotes, <>, etc. When I tried runstoryaction Create and Move In, it did not work - the error message said it could not be validated.

I have almost everything enabled in my Awesomemod config. The only things not enabled are robotic hand of God, censors, TS2 aging, 12 woohoo, and the CAS slider scale. Any ideas? I can load the game later and take some screenshots, if that would be helpful.

Based on Pescado's actual post, it's possible that only "Create Household" works - that one works fine for me, while none of the others do.  Alternatively, it could be that the action generates a random potential event, and the "Failed!" means the action actually just failed - for instance, GetJob may have grabbed a Sim that already had a job, thus the action would fail.  I tried testing this by running GetJob over and over, but it failed every time, so this is sheer speculation.  My hunch is that only Create Household works.

Okay, then - thanks for trying it out. It's good to hear that it's not just me - the quote in my signature says it all. :) Not to get off-topic, but is there any way to deal with homeless sim families, besides befriending, asking to move in, and kicking out?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 June 30, 02:39:43
One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 30, 02:47:04
Okay, then - thanks for trying it out. It's good to hear that it's not just me - the quote in my signature says it all. :) Not to get off-topic, but is there any way to deal with homeless sim families, besides befriending, asking to move in, and kicking out?
What do you want to do to them? If housing exists, they will find housing and move in eventually. If you want to force them to homelessness or homefulness, that is an undocumented feature of the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 30, 03:42:38
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aaroc on 2009 June 30, 04:38:55
Yeah, I started a new game and instead of using Destroyallhumans, I manually moved every single family out of their houses and destroyed them individually.

A few days into the game, that Bakshi family that always seems to spawn moved into a little itty bitty tiny house worth 14k or so, when they would usually move into a nice big house that can actually fit all their fat asses into it. In any event, not using DestroyallHumans seemed to help the lag issue, as I didn't even notice 0:59 passing for quite a few days. I guess the next step would be to make a bunch of little houses that these vagrants can afford to move into and then manually place them into a house in which they fit later on. Not a big problem, just a slight annoyance, so long as I can continue to avoid the horrilag from before.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 05:54:37
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alliecat on 2009 June 30, 05:59:47
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 06:01:20
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?

Yep!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 30, 06:02:27
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.
Then they're stuck homeless until they make enough money to afford housing, duh. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 06:20:05
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?

Yep!

More info:  I have the patch.  I think the problem MIGHT be that I'm supposed to be able to open the awesome and awesomeconfig files?  When I try to open them on my desktop, I get an "access to the path...is denied" message.  When i try to open them on my laptop, I get the "Windows doesn't know which program to use" error message.

THanks again for any help you can provide!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 30, 06:27:28
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?

Yep!

More info:  I have the patch.  I think the problem MIGHT be that I'm supposed to be able to open the awesome and awesomeconfig files?  When I try to open them on my desktop, I get an "access to the path...is denied" message.  When i try to open them on my laptop, I get the "Windows doesn't know which program to use" error message.

THanks again for any help you can provide!
Jesus Christ.

Use monkey installer and have it installed that way.  It is linked in this thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 06:49:40
As mentioned above, I've already got the monkey installer.  I also tried changing the rights, to no avail.

Disabling my UAC got rid of the error I was getting...but the mod still isn't working.

Sorry to keep bugging, but any other thoughts, other than reinstalling the game (which I'll save as a last resort).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 30, 12:56:13
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.
Then they're stuck homeless until they make enough money to afford housing, duh. :P

True, but I have affordable housing available - not enough for all of them to immediately move in, but there are at least half a dozen houses under the 20K level. And no one's moving into them, even after 2-3 weeks. Hopefully I can figure out the undocumented shiny - thanks for the heads up there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 30, 13:03:32
Then the houses must be too small for them. If there is not enough space in the houses, they cannot move into them. If the events are simply not triggering, you can try forcing the issue by typing "runstoryaction Move In Household", and seeing if anyone bites.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 30, 13:37:12
Awesome - already have 3 of the smaller families moved in, so now I just need some affordable housing for the larger families. Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2009 June 30, 15:32:05
One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?

I did play Sims 2 and I don't know what this is either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Captain Swooptie on 2009 June 30, 15:49:42
One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?

I did play Sims 2 and I don't know what this is either.

It was awesomeware, arguably one of Pescado's most amazing inventions. It was an object that, when you dragged it from the buy catalog, would instantly depreciate all of the objects on the lot. It's essentially the same effect as moving a family in, as the act of simply buying an object causes it to become devalued, except that you don't have to bother with any of that crap.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 30, 16:08:21
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.
Then they're stuck homeless until they make enough money to afford housing, duh. :P
That's going to be pretty damned hard, considering that none of them are employed.  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 30, 16:53:39
I fucked up my Sunset Valley by using debug mode to kill some fucked up "townie" toddlers. I want to keep my legacy family (if possible), so which of the following would be the least harmful? Moving the family and the house to the library and placing them in Riverview, or should I place them in a new Sunset Valley and destroyalltownies? I don't want Sim A meeting her grandfather as a kid, and so on.

I didn't see an answer to this and am curious, as I have the same issue.  I absolutely despise Riverview so playing there isn't really an option for me.  I want to save my family to the library, then delete the neighborhood and start fresh...my problem is the mother of my family is a grown up Bebe Hart (with a name change) so I am wondering if I should just evict the Hart family to the clipboard then delete them there? Or should I just debug kill the parents and evict/delete Bebe?  Also, will placing this family in a fresh new hood potentially screw up my hood as they have friendships/relationships with people who won't exist in the new neighborhood yet?  I'm also assuming I should probably remove the "Sacred" tag from them before I save them to the library...is this correct or am I being paranoid with that? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 June 30, 17:53:57
Awesome - already have 3 of the smaller families moved in, so now I just need some affordable housing for the larger families. Thanks!

This house (http://"http://www.modthesims.info/download.php?t=350426") at ModTheSims is a 3 bedroom starter furnished for under 20k. Nice layout too. I've played it some. In general those sorts of homes are hard to come by unless you just build your own.

Personally though, I think those damned Sims should just all cram themselves in somewhere immigrant style and deal. It's not ideal but sometimes you do what you gotta do. I've definitely started big familes of sims off in tiny homes to begin with. What's the alternative, sleep in a car? Haha speaking of which there should be an option for that.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: HelloKit on 2009 June 30, 17:57:53
This house (http://www.modthesims.info/download.php?t=350426) at ModTheSims is a 3 bedroom starter furnished for under 20k. Nice layout too. I've played it some. In general those sorts of homes are hard to come by unless you just build your own.

Fixed link.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: asciident on 2009 June 30, 18:17:59
EnablePedophilia - makes TeenWoohoo mods redundant, or is it just another enabler like Enable12Woohoo?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 18:19:58
Was curious as to what language the .script files are, they appear to be compiled to an assembly in the packages.


And may I suggest a future idea with enablepedophilia is to have randomly if you engage in it for a Chris Hansen sim to show up at your house and then you get busted by cops or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 18:23:15
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 18:32:01
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

Interesting, some sort of diff system might overcome a one mod limit. Instead of providing your complete modified scripts you could give diffs of the changes to each script then with an installer written can add all the core mod diffs you want and then it order them in precedence so that with any conflicts the mod with higher priority would be chosen for that change.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 30, 18:34:00
**Edit:  Description has been added since I last checked ;p


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 18:55:25

Interesting, some sort of diff system might overcome a one mod limit. Instead of providing your complete modified scripts you could give diffs of the changes to each script then with an installer written can add all the core mod diffs you want and then it order them in precedence so that with any conflicts the mod with higher priority would be chosen for that change.

I believe thats being looked into.  To be fair,  it's still early days yet but I still think progress has been far quicker this time around then it was for TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 30, 20:57:33
I was using the place an opportunities call I think it worked twice and it hasn't worked
since is there a limit to it or what?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 June 30, 21:04:08

And may I suggest a future idea with enablepedophilia is to have randomly if you engage in it for a Chris Hansen sim to show up at your house and then you get busted by cops or something.

LMBO! Very N.I.C.E. and quite a classic response! This would be hilarious to see in our game... now someone just needs to create a SimChris Hansen so we can move forward w/this VERY important addition to the Awesome Mod...  ;D  :D  :o  :-*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 June 30, 21:24:31
Is EnablePedophilia really just a joke feature? Sure the pedobear icon next the relation action is amusing, but I was actually hoping Pescado had managed to make it to where pedophiles can be arrested. I first tried it with a random teen sim and a sim I created just to get arrested and other then giving the teen the creeped out moodlet there was no police or any added options to report the sim to another adult or anything sensible like that. If this really is meant to be more then a joke feature, which will likely destabilize AwesomeMod or at least waste space, is there something needed to get the sim arrested or at least do more then creep the sims out?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 June 30, 21:32:53
Sorry for the double post but the forum wouldn't let me edit my post and save.

It's sad that my first post on this forum after over a year of haunting it involves a pedophilia feature added to awesomemod, though I spend most of my time torturing sims and was hoping this would be an easy way to get rid of sims I didn't like from my neighborhood. I think this should actually be made functional with the ability to have the 12 report the pedophile to an adult or go to the police station and report it and then have that sim locked in jail similar to how it works with the criminal career. Though I also think that the interactions should be functional though perhaps still with a chance of creeping the teen out in the beginning and getting the pedophile arrested.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 30, 21:35:20
I may be wrong, but I think that the difference between Enable12Woohoo and EnablePedophilia is that the former enables woohoo/romance among teens, while the latter enables also teen-adult and teen-elder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Heathalessyl on 2009 June 30, 21:50:09
Sorry for the double post but the forum wouldn't let me edit my post and save.

It's sad that my first post on this forum after over a year of haunting it involves a pedophilia feature added to awesomemod, though I spend most of my time torturing sims and was hoping this would be an easy way to get rid of sims I didn't like from my neighborhood. I think this should actually be made functional with the ability to have the 12 report the pedophile to an adult or go to the police station and report it and then have that sim locked in jail similar to how it works with the criminal career. Though I also think that the interactions should be functional though perhaps still with a chance of creeping the teen out in the beginning and getting the pedophile arrested.

Pedophiles can be arrested.
I had a pregnant sim in her home ask if her son's girlfriend was single, and sure enough all of a sudden I get the message that she is going to be arrested, and the cop shows up, handcuffs her, and sends her off to jail.

But minutes later, I click on her and she's standing somewhere with her hands still cuffed behind her back. I sent her home, had her take a shower, and still all with her hands behind her back. I didn't save, but sure enough, pedophiles can be arrested.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 June 30, 22:08:19
Pedophiles can be arrested.
I had a pregnant sim in her home ask if her son's girlfriend was single, and sure enough all of a sudden I get the message that she is going to be arrested, and the cop shows up, handcuffs her, and sends her off to jail.

But minutes later, I click on her and she's standing somewhere with her hands still cuffed behind her back. I sent her home, had her take a shower, and still all with her hands behind her back. I didn't save, but sure enough, pedophiles can be arrested.



Yeah, I just tried it with another sim this time with the adult sim not being in the same household as the teen. Unfortunately it's still just a buggy joke feature as the jailtime is quite short, the sim remains permanently handcuffed, and it seems to always result in creeping the sim out even if it was the teen that began the interactions. I've got a buggy mouse that hates the radial menu used in Sims 3 and randomly selects things I never clicked on so I figure there's no point in the feature existing if it always results in jailtime and trashes the sim by sticking the handcuff animation. Not wanting to start a fight or anything but the teens in the sims games have always looked a lot more like age 16 and up rather then 12, and like it or not 14 is the age of consent in many countries. I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 22:21:01
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

The files are actually MSIL but with reflector they displayed into C#, Can't wait for the SimScriptor can come out so I can write in a .NET language as I do not know MSIL enough to make a meaningful changes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Heinel on 2009 June 30, 22:27:08
I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.

In Sims 3 their relationship will not suddenly change overnight.  They keep whatever relationships they had before.  You will just not have the romantic interactions in the menu when they are out of sync.  Wait a few days or buy the teen a birthday cake.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rosylove on 2009 June 30, 22:30:28
Quote from: Pescado
 New build up, patch integrated into build. If you don't have the patch, get it here:

Do we actually need to get the patch? Weren't most of its "fixes" included in the Awesomod anyway? I have a really bad experience with EA patches and don't want to get it unless i really have to.  Actually  wouldn't "patch integrated into build"  mean that it's included in the Awesomod? If i am understanding the word "integrated" right... I thought that it kind of means "included".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 22:48:40
You need patch probably because all he probably did was to merge patch changes to the scripts he changes. I only saw 3 scripts in the package so I assume that EA could modify others.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 22:52:09
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

The files are actually MSIL but with reflector they displayed into C#, Can't wait for the SimScriptor can come out so I can write in a .NET language as I do not know MSIL enough to make a meaningful changes.

Yes sorry I know.  I was referring to the dissembled files via Reflector as being C.  You can get a program called Reflexil to help edit the files.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 23:03:11
Yeah, I just tried it with another sim this time with the adult sim not being in the same household as the teen. Unfortunately it's still just a buggy joke feature as the jailtime is quite short, the sim remains permanently handcuffed, and it seems to always result in creeping the sim out even if it was the teen that began the interactions. I've got a buggy mouse that hates the radial menu used in Sims 3 and randomly selects things I never clicked on so I figure there's no point in the feature existing if it always results in jailtime and trashes the sim by sticking the handcuff animation. Not wanting to start a fight or anything but the teens in the sims games have always looked a lot more like age 16 and up rather then 12, and like it or not 14 is the age of consent in many countries. I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.

Use ResetSim to release the handcuffs. 
On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheLastParnell on 2009 July 01, 00:14:12
I cant see how anyone would think that this joke addition to an otherwise 'Awesome' mod was done properly, and for the first time I would ahve to disagree with something in this mod being superior to the alternative. It is nothing but vastly inferior to its competition in that respect.

I can certainly identify with steveuk's comment about taking exception to pedophile being used in this case to describe the interaction between teens and those older within the game, with note primarily focused about teens and there ability to drive, as that points to them being at least sixteen in the US, if not older.

Even after all of this, though, I will still have to stick with this mod, as in all respects save for this one, it is superior to anything liker it out there, and perhaps if this aspect is looked at more intelligently, it will come top be superior within all aspects.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 01, 00:17:16
Yeah, I just tried it with another sim this time with the adult sim not being in the same household as the teen. Unfortunately it's still just a buggy joke feature as the jailtime is quite short, the sim remains permanently handcuffed, and it seems to always result in creeping the sim out even if it was the teen that began the interactions. I've got a buggy mouse that hates the radial menu used in Sims 3 and randomly selects things I never clicked on so I figure there's no point in the feature existing if it always results in jailtime and trashes the sim by sticking the handcuff animation. Not wanting to start a fight or anything but the teens in the sims games have always looked a lot more like age 16 and up rather then 12, and like it or not 14 is the age of consent in many countries. I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.

Yeah I kind of agree with that logic. If it were possible to allow it if the sims involved were, say, within plus or minus 2 days from the teen > YA birthday then I think it would be somewhat sensible then. I guess that's getting a bit too complicated though since Sims aren't real people. They just stay one age for a long time then *poof* they are suddenly another age. Except the YA > Adult transition which without University seems rather superfluous.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 July 01, 00:47:24
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

The files are actually MSIL but with reflector they displayed into C#, Can't wait for the SimScriptor can come out so I can write in a .NET language as I do not know MSIL enough to make a meaningful changes.

Yes sorry I know.  I was referring to the dissembled files via Reflector as being C.  You can get a program called Reflexil to help edit the files.

Thanks! That worked to help, although adding new changes I could not figure how to inject any new C# code. I basically made all parties to use the nude clothing regardless what it receives from the game UI. But all the guests were still clothed even though my sim was nude. I recall skimming over some functions that check if the sim should change their clothes, probably what makes guests unnude.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 00:50:24
Is EnablePedophilia really just a joke feature? Sure the pedobear icon next the relation action is amusing, but I was actually hoping Pescado had managed to make it to where pedophiles can be arrested.
Oh, they can be arrested. Just try it where someone will see you.

I first tried it with a random teen sim and a sim I created just to get arrested and other then giving the teen the creeped out moodlet there was no police or any added options to report the sim to another adult or anything sensible like that. If this really is meant to be more then a joke feature, which will likely destabilize AwesomeMod or at least waste space, is there something needed to get the sim arrested or at least do more then creep the sims out?
It does more than that. You just need to find some proper pedobait.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 00:53:25
'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.
That's how it works in real life, too. It's fine when everyone is 12, and then someone becomes 18, and the next thing you know, someone is being arrested and being branded for life as a sex offender.

On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.
There is no "16". They are *12*.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 01:10:43
I just read through this thread and read the options about "runstoryaction Create Household". However, when I just tried it in game, I got the error that runstoryaction is an unknown action.
I know for sure that Awesomemod is working because showconfig and maxmotives both work.

Am I doing something wrong or was it disabled in the latest version?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 01:15:09
It may be in one of the tabs you disabled, either cheatingcheats or debug commands. Check your config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 01:50:04
I don't have in a config, just the Awesomemod. I can input "testingcheatsenabled true" but I cannot input "enabledebugcommands true" I get the error unknown command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: graycurse on 2009 July 01, 01:53:14
I don't have in a config, just the Awesomemod. I can input "testingcheatsenabled true" but I cannot input "enabledebugcommands true" I get the error unknown command.

try replacing "true" with "on"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 01:59:44
"testingcheatsenabled true" is not AwesomeMod, it's EAxis. AwesomeMod's syntax is "setconfig enabledebugcommands <on/off/true/false/etc>".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 02:40:07
"testingcheatsenabled true" is not AwesomeMod, it's EAxis. AwesomeMod's syntax is "setconfig enabledebugcommands <on/off/true/false/etc>".

Ah thank you. I was missing the "setconfig" part. After I enabled that I was able to successfully use "runstoryaction Create Household".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nevearo on 2009 July 01, 02:53:13
I've begun my testing with this new option. I find it quite amusing. The Pedobear with the rope is rich. The Handcuffs on the flirt interactions elsewhere are pretty self explanatory.
Is it a bug or a feature that the perma-handcuffed sims as convicted pedophiles gross out the elders when flirting with them? It doesn't seem to work in reverse. It makes sense in a way though. I wouldn't want some pedophile coming and hitting on me!
I also know that the proper pedobait isn't what I think it is, since the game equivalent of whores reject pedophile advances (Flirty, Hopeless romantic, Great Kisser, Inappropriate, evil), and vice versa. I haven't attempted to proposition the convicted pedophile yet. Perhaps I should try that with one of my Pedophile tests.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)

This option still doesn't allow 12 woohoo. A seperate mod is still required for teen on teen. Not sure if that is intentional or not.
I'd still like to see my Young Adult sims grossed out by the elders hitting on them.

As for the 12 debate, you COULD argue that "High School" tag in the USA means 15-16. You COULD, but you'd be neglecting the fact that Sims spend more years in High School than Elementary School, and that there is no Middle school. So where did it go I wonder? Middle School starts at 11-12... Strange coincidence, or conspiracy?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 03:03:33
I've begun my testing with this new option. I find it quite amusing. The Pedobear with the rope is rich. The Handcuffs on the flirt interactions elsewhere are pretty self explanatory.
Is it a bug or a feature that the perma-handcuffed sims as convicted pedophiles gross out the elders when flirting with them? It doesn't seem to work in reverse.
Yes, that *IS* in fact a feature.

It makes sense in a way though. I wouldn't want some pedophile coming and hitting on me!
I haven't noticed anyone perma-handcuffed yet. What did you do to trigger that? They SHOULD simply head off to jail.

I also know that the proper pedobait isn't what I think it is, since the game equivalent of whores reject pedophile advances (Flirty, Hopeless romantic, Great Kisser, Inappropriate, evil), and vice versa. I haven't attempted to proposition the convicted pedophile yet. Perhaps I should try that with one of my Pedophile tests.
For a 12-sim to acquire the status of Pedobait, they need to attempt age-inappropriate flirting at least once. Or you can addtrait Pedobait.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)
Elaborate? Which conviction, which autonomous reaction?

This option still doesn't allow 12 woohoo. A seperate mod is still required for teen on teen. Notai sure if that is intentional or not.
You need to enable the check disabler. After that, it probably takes an XML tuning to enable the interaction for 12s, but I bother with that, it's not a priority. Someone else may have made one, though.

As for the 12 debate, you COULD argue that "High School" tag in the USA means 15-16. You COULD, but you'd be neglecting the fact that Sims spend more years in High School than Elementary School, and that there is no Middle school. So where did it go I wonder? Middle School starts at 11-12... Strange coincidence, or conspiracy?
There's no 15 or 16. That is 12. What part of the Rule of 6 do you not understand?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 01, 03:15:01
I haven't noticed anyone perma-handcuffed yet. What did you do to trigger that? They SHOULD simply head off to jail.
perma-handcuffing occured in each of my tests. As soon as your sim gets out of jail (Which oddly enough is less then a day considering the crime), they leave the police station with their hands permanently stuck in handcuffed mode.

For a 12-sim to acquire the status of Pedobait, they need to attempt age-inappropriate flirting at least once. Or you can addtrait Pedobait.
You actually added a pedobait trait?! ;D When I was testing things both teen to YA and YA to teen resulted in the one I was interacting with being creeped out and nothing else happened. Though I also found that if they are in the same household then the adult doesn't get arrested regardless of how many times they attempt to interact romantically in private or in front of a crowd.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)
That's what I was afraid of. The perma-cuffing leads to this being a very non-awesome addition to the AwesomeMod if the pedo interactions can be done autonomously.

EDIT: I just did another test after hearing about the Pedobait trait and other then the fact that the addtrait Pedobait command works there is no other effect in the game. Romantic interactions from a teen to a YA still result in the YA shouting, getting the creeped out moodlet, and then nothing further.

EDIT2: Further testing by switching to the chosen YA victims household and then having that YA interact with the teen with pedobear trait has revealed that it does indeed enable the interactions without creeping the teen out. Shouldn't the interactions from the teen to the YA work as well?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nevearo on 2009 July 01, 03:56:32
There's no 15 or 16. That is 12. What part of the Rule of 6 do you not understand?
I am not good with math. I keep trying to multiply by 5.62175 and round up, since my numpad 6 is too close to the 9 for me to trust it...

I haven't noticed anyone perma-handcuffed yet. What did you do to trigger that? They SHOULD simply head off to jail.
I don't know. It seems to be something that happens when they get out of jail. I only had one go to jail so far. Woohooing doesn't change it. I can provide screenshots or movies if you like. She's walking around with her hands behind her back, not doing anything else.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)
Elaborate? Which conviction, which autonomous reaction?
I assume, then, that this was a bug.
I started a new town. I had 1 elder male, 1 adult female, 1 ya male, 1 m&f teen, and 1 child. All unrelated. Only Awesome mod and the config file, plus a no fade ini change. I had the teens romance each other a little bit. I then went and had the female teen flirt with the young adult. Suddenly the female teen cancels her interaction with the male YA to go yell at the other teen. I go look and sure enough the female adult is creeped out. I shrug it off, and go back to increasing the relationship between the young adult and female teen. Nightfall comes and I check to see why the adult is in a bad mood and find her "passing time" in the jail. My only conclusion is that either the male teen flirting with her autonomously caused her to get thrown in jail, or she autonomously flirted with the male teen. My attention was elsewhere so I missed the whole thing. I will create a family where I don't do anything but observe and see if It happens again. Like I said before, the traits involved were Flirty, Hopeless romantic, Great Kisser, Inappropriate, and evil for the adult, and all but evil for the child. It is possible that I did a interaction from the start labeling her as a pedo right off the bat since I do recall messing around with the inappropriate "kiss" trait, but I am not sure if even that should have triggered an Autonomous reaction. I'll report back soon after a blank slate test.

Though I also found that if they are in the same household then the adult doesn't get arrested regardless of how many times they attempt to interact romantically in private or in front of a crowd.
Mine had to all be in the same household. Although I didn't see it, mine ended up in jail. There were no other teens around.


(Edit 1)
I tested with a blank slate copy of the family. It is not a fresh neighborhood, just a removal of the old family and the placement of a copy of the family at the point of creation. The elder came up to the teenage female and "Complimented Appearance" There have been exactly 3 forced interactions prior to this. The Adult female kissed the YA the Elder, and the Teen Male kissed the teen female. I am creating a "fresh neighborhood and doing the same thing again. Every Autonomous reaction of this that I have witnessed so far has always been "complement appearance".

I have also had another sim go to jail and come back in handcuffs. This may be related to something in Awesomemod that allows me to cancel the "go to jail" action, since I have discovered I am capable of canceling it, resulting in the cop running off.

(Edit 2)
A Fresh Neighborhood results in the same thing. This time the interaction from the elder sim was "Compliment Personality"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: userunknown on 2009 July 01, 04:45:22
Pescado
Which xml tuning file is it where you can change the parameters of the jealous broadcaster?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 10:03:43
Those issues should be fixed in the currently available update. More issues will be fixed in the next one.

Which xml tuning file is it where you can change the parameters of the jealous broadcaster?
The hell should I know? Do I look like grep to you?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 July 01, 11:52:51
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.

Okay, point taken.  I was obviously wrong to think a little background information would be helpful in getting the patch to work in my game.  Now, on topic, what do I have to do to get this patch working in my game?  Help would be appreciated.   


I am definitely not awsome, but I think the point might be that you are not on topic. You are posting your questions in the wrong thread.

On the main page, look under THE HORROR, THE HORROR. There is a thread under that heading named something like 'Technical difficulties with THE HORROR'. You might want to check there to see if someone has already answered your question(s). If not, it seems to me that posting your questions in that thread might increase the chances of you getting some help with your install problems. This thread is not for install problems. This kind of thing matters here, 'k?  ;)

Thanks Tangie for responding. Going to check out the other thread. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 01, 12:02:37

On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.
There is no "16". They are *12*.

There is no *12* that could be referred to as Teen.  Definition of Teen is a young person aged between thirteen to nineteen, hence 'Teen'.  Teens in this game drive cars which would therefore (depending on country/region) make them at least 16.  By saying they are 12 would imply that all the Teens are driving illegally (could they be)? so your statement is either wrong or deluded.
Pedophile is a term that is applied to sick people who have sexual desires for children. A child is defined as any age between birth to puberty.  This again proves your usage of the word 'pedophile' in regards to Teen relations, in-correct as most Teens have reached puberty well before 16 years of age.
So in conclusion of the above, I am right and you are wrong which makes me "More Awesome Than You" :P




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nivaya on 2009 July 01, 12:21:14

On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.
There is no "16". They are *12*.

There is no *12* that could be referred to as Teen.  Definition of Teen is a young person aged between thirteen to nineteen, hence 'Teen'.  Teens in this game drive cars which would therefore (depending on country/region) make them at least 16.  By saying they are 12 would imply that all the Teens are driving illegally (could they be)? so your statement is either wrong or deluded.
Pedophile is a term that is applied to sick people who have sexual desires for children. A child is defined as any age between birth to puberty.  This again proves your usage of the word 'pedophile' in regards to Teen relations, in-correct as most Teens have reached puberty well before 16 years of age.
So in conclusion of the above, I am right and you are wrong which makes me "More Awesome Than You" :P




Oh dear, oh dear, oh dear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MissKitty on 2009 July 01, 12:25:04
So in conclusion of the above, I am right and you are wrong which makes me "More Awesome Than You" :P

No, what you are is an annoying and un-awesome little gnat that refuses to get that this place operates by the Rule of 6.

And that whole "driving illegally" thing makes you even more un-awesome. In MY country, you aren't allowed to drive until you're 18. NEWSFLASH: Different countries have different rules and laws. Sims don't operate under your laws just because you say so and obviously they are allowed to drive at 12. :P

What exactly did you think to achieve by challenging these rules? Did you really think it was nothing nobody had ever done before?

Now who's deluded?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shivafang on 2009 July 01, 13:23:06
Quote
Sims spend more years in High School than Elementary School, and that there is no Middle school. So where did it go I wonder? Middle School starts at 11-12... Strange coincidence, or conspiracy?

In many places (North American), Elementary goes from K-7 and High School goes from 8-12.  I know this is true in and around Vancouver BC, where I grew up, and I'm sure there are others.  Grade 8 usually starts around age 13 and grade 12 ends around age 18, hence 'teen'.  It's appropriate for the simplification in The Sims where age category=school applied.

I only wish the high school were a different building than the elementary.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 01, 13:48:34
Oh dear, I fear I may be in part to blame about this thread suddenly becoming an argument about the teen-12 thing. It doesn't really bother me that much since I could easily make a mod to change things if it did. Sims are a completely fictional species of human-like pixelated creatures that typically only live for 90 days and therefore no real world concepts should be applicable to them. One could say that the concept of pedophilia can't really be applied to a Sim, but then Pescado has done it with his AwesomeMod which after his latest fix is once again awesome. ;D

Now to just make the jail time longer. Perhaps a a few days instead of the half day or quarter day that it does which is more an inconvenience then a punishment.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 13:55:24
Now to just make the jail time longer. Perhaps a a few days instead of the half day or quarter day that it does which is more an inconvenience then a punishment.

Unless the issue of Sims apparently not getting fed in jail is also fixed, this could be a pain in the ass.  Not that I actually care, since I don't have the pedobear option enabled; just pointing it out for those who do.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 01, 14:34:22
Would they not be fed once hunger gets really low? In the careers they do occasionally get fed but only when hunger is really low, and even then not always, and the jail seems to behave the same as a work shift only without any performance or money gain. An easy fix though would be to make the jailed sim's motives static while in jail so they would at least remain the same as when they went in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 15:32:35
Would they not be fed once hunger gets really low? In the careers they do occasionally get fed but only when hunger is really low, and even then not always, and the jail seems to behave the same as a work shift only without any performance or money gain.

Nope, I've had to cheat hunger levels up before.  As for careers, hunger motive usually gets boosted at the same time each day (whatever that job's lunch hours are), not based on hunger motive.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jelenedra on 2009 July 01, 15:37:59
You don't get fed in prison if you're just there in a holding cell. Which, considering that your sim doesn't stay overnight or get an orange jumpsuit, you should just consider them being tossed in a holding cell with drunks and idiots.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 July 01, 15:54:11
Quote from: J. M. Pescado
You need to enable the check disabler. After that, it probably takes an XML tuning to enable the interaction for 12s, but I bother with that, it's not a priority. Someone else may have made one, though.
I am in the process of making one, and have succeeded in making WooHoo available from Bed Cuddle. However, it is not possible to get teens to get the WooHoo option from standing up (or Move In, Propose Marriage, etc.) with AwesomeMod installed because you recently added the 0x4B0FC8F0A28B12EF resource to AwesomeMod to get the Pedophile and Pedobait traits in. I could make the mod a mod of AwesomeMod [lol] but that would require an update every time AwesomeMod is updated.

Is there any way to make part of a XML Resource or something? ???

Edit: If someone could make a tool that could 'patch' together two mods that use the same resource file but different parts of it, it would let us get around the ONE AND ONLY ONE thing. It could compare the differences between the two modded resources and then check the original resource to see if the two mods could be successfully combined.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 01, 16:24:09
Quote from: J. M. Pescado
You need to enable the check disabler. After that, it probably takes an XML tuning to enable the interaction for 12s, but I bother with that, it's not a priority. Someone else may have made one, though.
I am in the process of making one, and have succeeded in making WooHoo available from Bed Cuddle. However, it is not possible to get teens to get the WooHoo option from standing up (or Move In, Propose Marriage, etc.) with AwesomeMod installed because you recently added the 0x4B0FC8F0A28B12EF resource to AwesomeMod to get the Pedophile and Pedobait traits in. I could make the mod a mod of AwesomeMod [lol] but that would require an update every time AwesomeMod is updated.

Is there any way to make part of a XML Resource or something? ???

Edit: If someone could make a tool that could 'patch' together two mods that use the same resource file but different parts of it, it would let us get around the ONE AND ONLY ONE thing. It could compare the differences between the two modded resources and then check the original resource to see if the two mods could be successfully combined.

Remembering how it was when I was a teen, it was usually the on bed cuddle that got me into trouble with the woohoo :P

I assume once you work out woohoo, teen pregnancy wont be far behind?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 July 01, 16:33:17
It's actually really really simple, I just don't want teen pregnancy in my game. The whole reason I started making the mod was because with Dizzymental/Lostaccount's mod they couldn't WooHoo from standing anymore, but after working on it myself I saw the problem (AwesomeMod already has the resource). My current mod is basically the same as Dizzymental/Lostaccount's, so if you want teen pregnancy just download it from his MTS page.

If I get WooHoo from standing to work with AwesomeMod, I'll be sure to upload a version with teen pregnancy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 01, 18:05:36

No, what you are is an annoying and un-awesome little gnat that refuses to get that this place operates by the Rule of 6.
The what?

Quote
And that whole "driving illegally" thing makes you even more un-awesome. In MY country, you aren't allowed to drive until you're 18. NEWSFLASH: Different countries have different rules and laws. Sims don't operate under your laws just because you say so and obviously they are allowed to drive at 12. :P
I assume then that in your country a sense of humour is not developed until your elderly?

Quote
What exactly did you think to achieve by challenging these rules? Did you really think it was nothing nobody had ever done before?
I'm not challenging anything.  This is Pescado's program and he can do exactly what he wants with it. If there is something I do not like....I change it.

Quote
Now who's deluded?
You I guess for thinking that anything you wrote actually bothers me :-*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 19:10:13
However, it is not possible to get teens to get the WooHoo option from standing up (or Move In, Propose Marriage, etc.) with AwesomeMod installed because you recently added the 0x4B0FC8F0A28B12EF resource to AwesomeMod to get the Pedophile and Pedobait traits in.
Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this. As for Move In/Marriage, 12s aren't allowed to do that in real life, either. While they might be able to get away with woohooing simply because no one can stop them, they certainly wouldn't be able to go and actually file for marriage.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 July 01, 19:13:24
Edit: Problem solved.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 19:15:05

Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.

The option to woohoo is available as part of the conversation tree (while the Sims are standing), as opposed to only available when in bed. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 19:26:12

Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.

The option to woohoo is available as part of the conversation tree (while the Sims are standing), as opposed to only available when in bed. 

I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 19:37:43
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 July 01, 19:41:43
Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.
What Roflganger said.

Here's a pic from the current Teen WooHoo mod thread:

(http://i97.photobucket.com/albums/l225/Darkpool_01/Teenswoohootoohoo.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caitlyn on 2009 July 01, 19:43:14
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.

I've had this option, but nothing ever comes of it when I choose it.  I assumed they'd go off to the bedroom if I selected it and that it was broken.  Any time I choose "woo hoo" when they are standing and romancing, they stand there without doing anything further.  Hmm....maybe it's telepathic woohoo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 20:00:15
They are indeed supposed to go off to the bedroom to do it.  They'll even get impatient if the other one takes too long, and holler for them to join them.  It does get fairly easily queue-stomped though - Sims are apparently ADD when it comes to getting some.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kralore on 2009 July 01, 20:03:43
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.

I've had this option, but nothing ever comes of it when I choose it.  I assumed they'd go off to the bedroom if I selected it and that it was broken.  Any time I choose "woo hoo" when they are standing and romancing, they stand there without doing anything further.  Hmm....maybe it's telepathic woohoo.

I've had the option to woohoo this way several times.  I can't remember if they do a bit of kissing first, but they should then head to the bedroom and get into bed with each other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: awrevell on 2009 July 01, 20:34:10
They are indeed supposed to go off to the bedroom to do it.  They'll even get impatient if the other one takes too long, and holler for them to join them.  It does get fairly easily queue-stomped though - Sims are apparently ADD when it comes to getting some.

Hey, don't blame this on ADD or ADHD!  I have ADHD and when I had the chance to get some... there wasn't anything short of the house catching on fire that would distract me.  Of course that was before my heart problems.  Now whenever a female even thinks of taking me for a test drive and finds out I have defective parts... she decides she wants a model that is still under warrenty. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 01, 22:59:11
Pes, without going through the code, could you (or anyone who may know) tell me how long the "Sex offender" label remains?  My naughty sim has yet to find a job and is currently un-employable  ;D  Good bit of coding.....you have had me in stitches over my failed attempts to engage in normal relations  ::) although I did manage to get a female adult to move in. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AyaJulia on 2009 July 01, 23:13:58
Quote
1.  No Promotion Day Off Penalty [Optional - Default: Enabled]
     Makes like TS2: Jobs that span midnight hours no longer penalize you
     with mandatory day off if you are promoted.
I've been having a problem with this. If my sim gets a NEW job, say at 10 AM, and the job starts at 3 PM, the game will say work "starts tomorrow" but my sim's work performance will start plummeting when work hours kick in with the warning that my sim is "Missing Work!" However, if I try to instruct the sim to go to work manually, I get an error: "It's not your work hours. Come back in (hours to next work day) hours."

I was told that AwesomeMod included a "gotowork" command that would let you bypass this annoying error, but assuming that person wasn't lying to me (which is a big stretch, seeing as how it isn't listed as a known command in this thread), it's not working. Is there a way around this, short of disabling this module?

Thanks very much in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 01, 23:42:28
Quote
1.  No Promotion Day Off Penalty [Optional - Default: Enabled]
     Makes like TS2: Jobs that span midnight hours no longer penalize you
     with mandatory day off if you are promoted.
I've been having a problem with this. If my sim gets a NEW job, say at 10 AM, and the job starts at 3 PM, the game will say work "starts tomorrow" but my sim's work performance will start plummeting when work hours kick in with the warning that my sim is "Missing Work!" However, if I try to instruct the sim to go to work manually, I get an error: "It's not your work hours. Come back in (hours to next work day) hours."

I was told that AwesomeMod included a "gotowork" command that would let you bypass this annoying error, but assuming that person wasn't lying to me (which is a big stretch, seeing as how it isn't listed as a known command in this thread), it's not working. Is there a way around this, short of disabling this module?

Thanks very much in advance.
I'm just adding things when people point them out or if I realize it isn't in there.  My list is by no means the end all be all of what is in the mod.

I haven't used the feature you are talking about... but I believe the command is: backtowork

Test it out and see if it fixes your problem.  And if you see anything else that I haven't included in my list let me know and I'll get it added.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Seranation on 2009 July 01, 23:48:57
I've had the option to woohoo this way several times.  I can't remember if they do a bit of kissing first, but they should then head to the bedroom and get into bed with each other.
If I remember right, they do "Make Out" without it being queued, before both attempting to find a bedroom (which since they both do at once, naturally, they'll bump into each other and pause for a bit).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ramseyazad on 2009 July 02, 02:12:33
For those who have problems getting the woohoo-from-standing option, I sort of gave up on the teen-pregnancy mod because (I think) some conflagration of awesome and non-awesome mods made the woohoo from standing disappear entirely. 


It might be nice if some distinction between the 12's and the non-existing 16's was made, like halfway thru teen life you are suddenly at age of consent, breaking the rule of 6, as it were.  The pedomod is definitely a keeper for me, however, it's hilarious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: woopa on 2009 July 02, 02:18:40
I registered here just for this question. Hopefully I'll get an answer next to all the ass driven comments I expect to recieve.

I downloaded the Awesomemod sometime in June. At first it didn't work until I realized that aweconfig.package was not the mod. After I stopped being stupid and downloaded the right stuff, I was happy as a clam until today when I downloaded the EA patch. I did that, the patch installed cleanly and I found that I needed a new awesomemod. Alright, no problem, I downloaded that and even got a new config pack for it. Now the problem is, the mod is not working. I have done all that is listed:

-Manual install
-Install via Delphy's Installer
-deleted caches
-unistalled/reinstalled the mod
-unistalled/reinstalled enablescripterror.package
-restarted the computer at the last minute

The game itself is working, just not the mod. I read somewhere here that the easiest way to see if it's working is to check the fridge for all the foods to serve. My latest save is in the morning, so all that shows up is breakfast dishes, no lunch or dinner dishes. Plus pressing Q still attepmts to quit the game. If anything, I blame my self; I tried to fix something that was not broken. I also find it quite rude that all my lesser mods still work >:( Any answer is appreciated at the moment, and if I have errors in spelling/grammar go ahead and stick me with your sharpest items. I reread this way to many times to have any errors.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 02, 02:27:37
Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.
What Roflganger said.

Here's a pic from the current Teen WooHoo mod thread:
How odd. I've never seen that interaction even on adults. Will enable it so that it will run through the standard tests in next version. And make it autonomousable.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: geekgirl on 2009 July 02, 02:31:21
Woopa - do you have any other mods installed?
Try taking everything but awesome.package and aweconfig.package out of your Mods folder. Hopefully it will just be something as simple as a conflict like that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: woopa on 2009 July 02, 03:07:13
Woopa - do you have any other mods installed?
Try taking everything but awesome.package and aweconfig.package out of your Mods folder. Hopefully it will just be something as simple as a conflict like that.

Nope, no change, except now they ingredients for ambrosia are not in the store :P I have the feeling that I might need a new framework or resource.cfg, because there is no real reason for this to be happening. No one seems to have my problem either after reading this entire thread...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 02, 04:04:27
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.

I've seen this option, and even tried to implement it; however, I've never gotten it to actually work. I think this mostly has to do with the "you're blocking my path and I have to stand here with my hand on my hip for five minutes until you GTFO of my way" issue. So, I just have them relax on the bed after all the standing-up foreplay. Tedious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 02, 04:20:46
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 02, 05:01:45
More like fuck by numbers.

I've had the standing woohoo offer, accepted and had them retire to the bedroom. I stopped using it because it got queuestomped too often. It's easier to trap them on the bed together before initiating the process.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 July 02, 05:46:03
Sometimes I wonder if we're all playing the same game.  I never use anything except the standing woohoo offer, and while sometimes they stand around tapping their feet (reminds me of Sonic the Hedgehog,) they always eventually find their way to the bed and do as they're told.

Quote
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.

Exactly.  I wonder who the hell thought this was a good idea? Whoever it was needs to be shot. It's annoying, pointless, and turns the entire thing into nothing but a clickfest, and the only "surprises" that are even possible are apparently when one of the sims in question chooses to tell a joke or gossip at an inopportune moment, spoiling the mood, and causing me to have to start from the freakin' beginning. 



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyromaniac on 2009 July 02, 05:52:42
Exactly.  I wonder who the hell thought this was a good idea? Whoever it was needs to be shot. It's annoying, pointless, and turns the entire thing into nothing but a clickfest, and the only "surprises" that are even possible are apparently when one of the sims in question chooses to tell a joke or gossip at an inopportune moment, spoiling the mood, and causing me to have to start from the freakin' beginning.  

See, this would actually be realistic had EA implemented the 'socialization trees' correctly. In real life, if you don't want to get romantic with a friend, you'd joke around and try to ruin the mood. This is probably what EA had in mind. Of course, they manage to screw it up impressively and annoy their players to death.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 02, 06:25:37
They are indeed supposed to go off to the bedroom to do it.  They'll even get impatient if the other one takes too long, and holler for them to join them.  It does get fairly easily queue-stomped though - Sims are apparently ADD when it comes to getting some.

 ;D  The first time I saw this happen... I was like... "What the...?  Why are they yelling from the bed...?"  And then I started laughing... and thought... "Wow... now my sims really are in a hurry to get their "woohoo" on !"   :o   :D   :-*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 02, 07:04:14
;D  The first time I saw this happen... I was like... "What the...?  Why are they yelling from the bed...?"  And then I started laughing... and thought... "Wow... now my sims really are in a hurry to get their "woohoo" on !"   :o   :D   :-*

Yep, you're the target audience alright.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dawnmist on 2009 July 02, 08:19:52
2 questions regarding TS2-style aging.

If it's the birthday of a sim (days until age change = 0 days) when you switch families, and you hadn't aged up the sim before switching, the game ages them up anyway after you leave the family. Is it possible to freeze them at the "day 0" without the game pushing them up an age while you're not playing them? Or do I need to subtract a day from their age before leaving to prevent the game from aging them up (and how would I do this)? Other sims also seem to increase in age by 1 day when you switch/return, so the affect is that the sim ages 2 days in a "single" day of play on the switch-over day.

Is there a cheat to "add X days age to all sims that are not gods-chosen-children", so that at the end of a round of TS2/prosperity style playing you can age the townies without aging your sims further? If not, is it one that's possible to be added?

Thank you very much for creating a mod that fixes the dreadful state of story progression and makes a prosperity-style play *possible*, even if not yet ideal. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 July 02, 08:40:06
My problem is that I reinstalled awesomemod pre patch version.  The most recent version kept on crashing probably due to the fact that I can't patch my game with the 615 release that I have. 

I went into showconfig to see all the options.  I want to enable the CAS slider range so I typed in EXACTLY what the code was followed by the : True and it came up with 'unknown command cassliderscaleincreased.  So then I tried it without the : and it still came up with the same error message. 

Could anyone kindly enlighten me as to what I need to do to fix this problem.  I really need the facial sliders.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 July 02, 08:47:22
I've had this option, but nothing ever comes of it when I choose it.  I assumed they'd go off to the bedroom if I selected it and that it was broken.  Any time I choose "woo hoo" when they are standing and romancing, they stand there without doing anything further.  Hmm....maybe it's telepathic woohoo.

It might be related to beds ownership. According to some tests I did, they need to have a double bed already owned (i.e. where the sim had already slept at least once) or a double bed where noone had slept yet.

If the sim sleeps in a single bed, and all the double beds in the house are owned by other sims, the woohoo/try for baby option appears and is selectable, but it doesn't work when selected - the couple does nothing. In this case, if you plop down a new double bed somewhere and choose the option again, they will make a beeline to the new bed and proceed as designed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 02, 09:34:19
My problem is that I reinstalled awesomemod pre patch version.  The most recent version kept on crashing probably due to the fact that I can't patch my game with the 615 release that I have. 

I went into showconfig to see all the options.  I want to enable the CAS slider range so I typed in EXACTLY what the code was followed by the : True and it came up with 'unknown command cassliderscaleincreased.  So then I tried it without the : and it still came up with the same error message. 

Could anyone kindly enlighten me as to what I need to do to fix this problem.  I really need the facial sliders.


Hey Audrey, you already asked this four times in the Buggieness thread. You were lucky enough to get an answer. Stop pushing your luck, you're turning into a fucking nuisance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2009 July 02, 13:20:41
I get the standing WooHoo and Try For Baby options all the time. The thing that pisses me off is that if I don't choose that, but instead have them go relax on the bed to avoid the stupid log jams it seems to reset the tree and they have to start the whole damn flirting thing over again.

If they're ready to fuck while standing around talking in the kitchen, shouldn't they still be ready 5 minutes later in bed? It's so aggravating!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caterpillar on 2009 July 02, 14:36:36
I've been able to get them to woohoo in bed without having them do any flirt actions previous to having them relax in bed. If it weren't for that, my Sims wouldn't get to woohoo at all. I can't stand going through the whole romance tree every time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2009 July 02, 14:47:34
The romance tree certainly sucks.

I've just had a sim age up to YA, so I think I'll try the "jump into bed without flirting first" for his first romance. Hopefully it will be quicker that way.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 02, 16:14:40
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.

/me giggles!

Pes, in all these years I don't think I've ever seen you say "fuck."  You make made me giggle out loud!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tasia on 2009 July 02, 16:44:51
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 July 02, 16:45:06

See, this would actually be realistic had EA implemented the 'socialization trees' correctly. In real life, if you don't want to get romantic with a friend, you'd joke around and try to ruin the mood. This is probably what EA had in mind. Of course, they manage to screw it up impressively and annoy their players to death.
True, but even that depends on the people, relationship, and situation.  In my real life, if my bf or I  ruined the mood every time we made a joke or found something funny, we'd never have sex at all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 02, 16:56:25
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?

No.

Sorry will try to be more helpful  ;D to enable the above I would suggest you check out a mod at sexysims 2


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tasia on 2009 July 02, 17:01:10
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?

No

so what does it do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 July 02, 17:03:29
Enables Pedophilia. Duh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Crmelsimlover on 2009 July 02, 17:12:38
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?

No

so what does it do?

Tasia, if you read post #2 at the beginning of this thread, it tells you exactly what it does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 02, 17:33:39
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 02, 17:57:26
I've been able to get them to woohoo in bed without having them do any flirt actions previous to having them relax in bed. If it weren't for that, my Sims wouldn't get to woohoo at all. I can't stand going through the whole romance tree every time.

Second that.  I've tested for certain that if you just tell both sims to Relax in Bed, once they're relaxing you can tell either of them to initiate WhooHoo. It's possible they might need to be engaged or married (only tested this on engaged sims).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmilk on 2009 July 02, 18:01:03
I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab.
This would be awesome. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 02, 18:12:15
I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab.
This would be awesome. 

+1


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nattykingkong on 2009 July 02, 19:26:00
Does making a house Sacred save the wishes and opportunities when active household is changed? Or is there a way to add new families without making them active? - i.e give them enough money to buy a house without making them active.

Also, will the mayor of my town always be known as a sex offender!?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shivafang on 2009 July 02, 19:32:51
Second that.  I've tested for certain that if you just tell both sims to Relax in Bed, once they're relaxing you can tell either of them to initiate WhooHoo. It's possible they might need to be engaged or married (only tested this on engaged sims).

I think it works with any sims regardless of relationship status (only requirement is LTR ~60, which I believe is just above good friend).  My first legacy game (just before I discovered awesomemod) my female founder was attracted to her police partner (Hank Goddard) so I moved him in.  Being new to the game I didn't know how relationship levels worked, and I wasn't sure how to break off the engagement (I could never find the fiancee when I tried to look for her)

The two sims never even fell in love (red heart), which suited Hank's commitment issues just fine, but yet he fathered two children.  Go figure.  (He cried for days when his fiancee died of old age, even though their relationship was at -100, because I testing cheats slid it, and he hadn't spoken to her since he moved in with Allegra - who btw was based off of Allegra Gorey from TS2 University)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 02, 19:41:19
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.

Hehe, yeah that stuff creeps me out as well. Still sounds like a cool idea if it could be done without being romantically involved to sort of simulate that whole sperm bank nonsense. Would the fact that females don't have a Y chromosome really have any affect in Sims 3, or are you just deciding to make it so? From what I've seen of the genetics in the game I wouldn't think it would even have a clue what a chromosome is.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shivafang on 2009 July 02, 19:47:14
Would the fact that females don't have a Y chromosome really have any affect in Sims 3, or are you just deciding to make it so? From what I've seen of the genetics in the game I wouldn't think it would even have a clue what a chromosome is.

He's probably making it so based on human genetics, which is realistic if you think of sims as humans.  (I prefer to think of them as a separate lifeform that's similar to humans, but only have a lifespan of 76 hours - 24minutes*190'days'/60minperhour)

(interesting fact - some birds and fish have ZW pairings where males produce ZZ and females produce ZW, meaning the female produces both the male and the female chromosome and the males only produces male chromosome.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 02, 20:13:40
Mod the Sims now has a hack for male/male pregnancy and female/female pregnancy.  I'm not sure if a male becoming pregnant will result in a floating head or not though... You might have to find and download maternity wear for males.  (or make it if you know how).

http://www.modthesims.info/download.php?t=352028


Conflicts with Awesomemod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: awrevell on 2009 July 02, 20:46:53
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.

That is a very cool idea!  It would be neat if it took several days to incubate and could be the result of a single doner genetics as well for a true clone. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 02, 21:32:44
Mod the Sims now has a hack for male/male pregnancy and female/female pregnancy.  I'm not sure if a male becoming pregnant will result in a floating head or not though... You might have to find and download maternity wear for males.  (or make it if you know how).

http://www.modthesims.info/download.php?t=352028

Downloaded and installed. I'm not getting the "Try for Baby" interaction. Have you tried this yourself and did it work? Any hints would be greatly appreciated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 02, 21:55:06
Downloaded and installed. I'm not getting the "Try for Baby" interaction. Have you tried this yourself and did it work? Any hints would be greatly appreciated.
I haven't.... It isn't something I am too interested in.  I usually check shit out before I post it so sorry that I didn't.

Are you getting the woohoo interaction?  If not then you need to do more romance interactions.  Either that or have them both relax on the bed and see if the try for baby thing comes up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 02, 22:06:21
I haven't.... It isn't something I am too interested in.  I usually check shit out before I post it so sorry that I didn't.

Are you getting the woohoo interaction?  If not then you need to do more romance interactions.  Either that or have them both relax on the bed and see if the try for baby thing comes up.

No worries about not checking it out, I thank you for the heads up.

I am using this couple to crank art and books. One is chained to an easel, the other a typewriter. I have them woohoo every night to get the social and fun bars up to max before bed. No issues getting them to woohoo like crazy, just no "try for baby." I did switch one to female in CAS, knocked "her" up, switched her back to male for the pregnancy. I used a code (something like "enable clothingmesh false, not quite right, don't have in front of me) and never had an issue with invisible bodies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 02, 22:12:30
;D  The first time I saw this happen... I was like... "What the...?  Why are they yelling from the bed...?"  And then I started laughing... and thought... "Wow... now my sims really are in a hurry to get their "woohoo" on !"   :o   :D   :-*

Yep, you're the target audience alright.  ::)

Yep, that's fo shizzle as I've always been in a hurry to get my woohoo on...   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 02, 22:31:49
I haven't.... It isn't something I am too interested in.  I usually check shit out before I post it so sorry that I didn't.

Are you getting the woohoo interaction?  If not then you need to do more romance interactions.  Either that or have them both relax on the bed and see if the try for baby thing comes up.

No worries about not checking it out, I thank you for the heads up.

I am using this couple to crank art and books. One is chained to an easel, the other a typewriter. I have them woohoo every night to get the social and fun bars up to max before bed. No issues getting them to woohoo like crazy, just no "try for baby." I did switch one to female in CAS, knocked "her" up, switched her back to male for the pregnancy. I used a code (something like "enable clothingmesh false, not quite right, don't have in front of me) and never had an issue with invisible bodies.
I did some testing... and it turns out that it conflicts with awesomemod.  So... bummer


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 02, 22:44:24
I did some testing... and it turns out that it conflicts with awesomemod.  So... bummer

I heard back from lostaccount, yup, it conflicts. I'll have to wait to spawn in the incubator when our esteemed leader adds it to the mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 03, 01:49:24
Also, will the mayor of my town always be known as a sex offender!?
What did you do...and how did you manage to get your job back? :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tasia on 2009 July 03, 05:50:42
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.

Yes that would be great


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 03, 10:42:55
I was wondering how spawning works with the awesomemod i tried the spawn console code and didnt see anything happen. Does it just spawn the number of sims you typed in into the town? If so are the homeless sims in the town?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 July 03, 15:04:54
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.

The make out interaction is passionless too. They just don't get hot for each other like they did in TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 03, 17:40:24
Anyway, after finding the enablescripterror thanks to some "lovely directions" I applied it to the game as well as the booter program. And I did make sure i read everything very thoroughly this time, believe me i wont make that mistake again! But the game just keeps booting over and over and never makes it past a black screen. I made sure i tried all the suggestions right down to removing all my mods and deleting caches to see if there was a conflict. I had downloaded a version of the town that makes people not generate so its an empty shell town but when i removed it the same thing happens. I can only guess that I have something else that i downloaded that has changed a global setting or something. This mod sounds incredible and i desperately want to try it so I may be facing a uninstall/reinstall? I'm not sure.

the enablescripterror.package actually made me unable to boot with the latest release of AM.  Uninstalling mods is as simple as removing the package files you installed from the Mods directory. You may also need to clear all cache files from the sims 3 folder in my documents (under electronic arts)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 03, 17:55:54
I've been having this problem with the most recent version of AM. My game always starts first try after removing AM, but unfortunately I want to play with AM, and sometimes it takes a dozen tries before it finally makes it in. It really is a completely random bug that can't be reproduced reliably so unless it's related to something in the game engine which EA may eventually patch it may never get fixed. You'll just have to follow the steps offered on the AwesomeMod thread and keep trying over and over (Or just not use AwesomeMod).

It wouldn't really surprise me if the crash bug is related to the pseudorandom number generator and the system clock (ie. if the game gets to a certain point in the loading process when the system clock reaches a certain time or a tick number divisible by a certain number it overflows the seed and crashes)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Writin_Reg on 2009 July 03, 18:00:20
I have a question about the bills in the game and the awesomemod - or perhaps the game patch - but since I updated my game, then updated to the newest version of the awesomemod -  I keep getting the repo person at my Sims house taking stuff. Before the patch and the newest awesomemod I was getting a friendly reminder if I forgot to have the sims check their mail, but since the update no reminder at all. All I get is a pop up that tells me I haven't paid my bills and the repo person is on the way. The first time this happened I noticed my sim could still pay the bills, where previously this was blocked once the repo guy was on their way - but paying the bills still got my sims stuff repoed anyway.

Is this the patch or the updated awesomemod causing this and no warning or chance to pay the bills. Oh and one other thing I notice that repo guy went after the expensive dining room table in my Sims house. When he took the table he also took all 6 chairs as well. Pretty expensive overcharge for a 800 simoleon bill seeing the chairs were 900 Simoleons each and my Sims had just gotten that set.

Just wanted to add: regarding the loading issue - I have found if you are using the disk to play the game if you remove the disk from the drive and reboot your pc before you want to play the game, then insert disk and autoplay the game to start up, it starts the first time and loads without incident. Why this is necessary I have yet to figure out, but unless I start my game in this manner it takes as you stated several tries to get it going. I also noted when it takes several tries to get it going I seem to get a number of glitches I don't get when I start my game as stated.

added: The awesomod, newest version -is the ONLY mod in my game and I do not have the config thing, so it's the A- mod unaltered period. Unless you count Delphy's Monkee installer for us less than brillant people who are just too old to be taught new tricks - and his skin defaults. I just had eye surgery 2 weeks ago, and tried to search this thread - but I still have found nothing about Bills - maybe my eye surgery was less than successful - because I am obviously still blind. Sorry to have bothered you. Thanks anyway. All I get from a search is my own question.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaelei on 2009 July 03, 23:31:06
Hey, so I downloaded this mod last night and I'd really love to see how much more enjoyable it's going to make my game...but I've got a bit of a problem, as well as a quick question I'd like to ask. Hopefully someone here can help me out.

I've been trying to test out the pedophilia option, but every time I have an an adult try any romantic option on a teen, my game crashes the moment the action is about to be carried out. Does anybody else have this problem or have any idea why it's doing this?

And I was also curious as to whether or not there are any same-sex pregnancy mods that don't conflict with AwesomeMod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bababorg on 2009 July 04, 00:31:59
After i reinstalled the awomemod a and downloaded the config file a few days ago i have got some new bugs.

If i hold my cursor over some sims my game hangs and i hve to pause it and wait a few minutes. Even when i play another family and tries to move my cursor over that sim it hangs. So far this has happened with one babysitter and one infant. When i remowed the baby from the family it seemed like it didn't have a name but a lot of numbers.

Also after the reinstall my unactive sims have been gaining terrible job preformances and most of them has gotten fired od demoted seweral times. And when i cange my active family there is usaly someone there who should be at work and everyone has crappy job and school preformances.
By extensive use of gods chosen this is can be made tolerable but i realy liked the storymode with my former default awsomemod.

In addition to awsomemod i have  got:
aikea guineas eyes
hystericalparoxsisms skins
lostaccounts Teen Woohoo + Teen Pregnancy
Ashkittys longer preagnany mod

I love awsomemod the most tough.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 July 04, 00:41:32
Can anyone help me? I seem to not be able to delete custom content when I have the awesomod is in my game. Does anyone know why this is. Because if I remove it I can again and I have tried using the customize feature of the awesomod and then it (the mod itself) doesn't seem to work at all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Brick_town on 2009 July 04, 00:45:46
I'm not sure if this is a problem that is associated with awesome mod but for come reason i cannot woo-hoo anymore?

I have a few mods the newest one i have is the Ashkitty pregnancy mod..

I also have used the awesome mod config..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dollarbill on 2009 July 04, 00:46:47

Got a question about the editSims command. I know it's unsupported and one shouldn't change age, traits or weight of a sims, but I tried/tested all that anyway and there seemed no problem. (probably got lucky or simply didn't notice anything)^^
I read about those "null key" lifetime rewards, but didn't really get what those are. So I'm not sure what problems could arise from "misusing" that nice tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 04, 02:31:25
I'm not sure if this is a problem that is associated with awesome mod but for come reason i cannot woo-hoo anymore?

I have a few mods the newest one i have is the Ashkitty pregnancy mod..

I also have used the awesome mod config..

Pregancy mod probably conflicts. Remove all mods except for Awesome Mod and see if the problem persists.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aaroc on 2009 July 04, 02:34:13
editsim is no longer working in my game. It was working the other day, but it isn't now. I don't recall if I've updated since the last time I knew it was working, but I was wondering if anyone has had this command stop working for them.

I am stupid. I should have looked in the buggednesses thread first, which I did after posting here >_>[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 04, 02:43:39
Attention People having trouble with editSim: Do you have testing cheats and debugging commands enabled for AwesomeMod? If not, this probably has something to do with your inability to successfully use editSim.

Attention New People: Many of your questions and concerns have already been addressed in this thread, and in other threads, as well. If you read through the threads in this section, you will find the answers you need.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 July 04, 06:36:04
Chaos could you maybe direct me to where I can find out about the inability to delete custom content possibly? I did try and do a search but I have never been very good at it and I don't have the time or patience to site and read pages of thread. You seem to think what I asked was already talked about so might you know where? Please. Thank you and all of that. :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 04, 07:56:48
Chaos could you maybe direct me to where I can find out about the inability to delete custom content possibly? I did try and do a search but I have never been very good at it and I don't have the time or patience to site and read pages of thread. You seem to think what I asked was already talked about so might you know where? Please. Thank you and all of that. :D

Are you talking about patterns and walls, and stuff like that? I'm not sure if it even has anything to do with AwesomeMod. I do know that these things (patterns, etc) contribute, in some way, to the size of your saved neighborhoods. The bigger the neighborhood, the more things start to go haywire, apparently. I think there's a way to delete them out-of-game, but I'm not sure how. Maybe someone more awesome than I can provide this information. I recall seeing a similar question in another thread, but I don't remember which thread, or if a solution was given. That's why it's a good idea to read all of the threads in both the AwesomeMod section and The Horror!The Horror! section. I know it's tedious to read all those threads, when you're trying to find out about a single issue, but really it's the best way. You learn lots of things!

ETA: It just occurred to me that, if a pattern is in use somewhere in your game, you may have to change whatever is using the pattern to something you don't intend to delete, and THEN delete the pattern.

If you're talking about Store items, you have to use the Launcher to uninstall them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 04, 16:13:41
Who the fuck are you, and why are you telling me what to do? I take pity on them sometimes. It's my prerogative to do so.

Edit: Apparently, the person I was responding to with this has been banned, or something, and this post now makes no sense. Wheeeeeeeee!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 05, 02:31:29
TS3 is my first Sims game, so please be gentle.  :)

I have a question about marking my households Sacred.  My one guy I worked hard to get to Astronaut, and I really want to keep him that way while I play other households.  Will simply marking his household Sacred prevent him from being downranked, or do I need to have other settings enabled/disabled besides the default ones?  FYI the military progression rests upon relationship with superior officer, so that's why he gets downranked normally.


Title: Awesome Mod and EA patch installed, Story progression and Aging won't turn off
Post by: carrieotwoguns on 2009 July 05, 03:59:30
I didn't see this question/topic anywhere in the Awesome Mods question thread and did not know how to post a question under the Awesome Mods questions and hints thread- so sorry of this is in the wrong place but, I could really use someone's expertise on this.  :-\  I downloaded the Awesome Mod, erased the cache files, installed the enablescripterror.package file, and then downloaded the EA patch from where Pescado had posted it. (On the Awesome Mods page under the download and info.) Everything worked great! The game actually loaded this time, instead of crashing to the desktop after installing the patch like it always did before. The only problem is- in the game I shift click on a Sims' house that I want to Make Sacred and for some reason the Story Progression and Aging stay on, no matter how I have the filter settings in the game. ("All", "work and home", "friends' houses"; etc.) The family I want to stay frozen won't. They still age. Is there any way to fix this? Is there some specific order I need to set the filter then make a sims' house sacred? I'm not sure what I'm doing wrong. I clicked on the filter in map mode, chose Enable Story Progression On, Aging On, Shift+ Clicked on a non-active Sims' house and Made Sacred, went back to the Active household and then realized the children were getting older in the house I made Sacred. Sorry if I did put this in the wrong spot, but I did not see this specific topic posted. Any help is really appreciated, Thanks.  

I think I got it now. I went to the Awesome Mod Configuration Tool, enabled TS2 Aging and now the Sims aren't aging in other houses. If there is any other way to get the Make Sacred to work I would be happy to know.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 05, 04:24:23
When it comes to compatibility for AM and other mods, is there an easy way for one to check those mods to see if they will conflict with AM or not?  I often open the .package files with Postal for a quick look through, but what is it I need to look for in those .package files to determine whether or not the mod will conflict with AM?


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn o
Post by: J. M. Pescado on 2009 July 05, 07:18:54
You seem to misunderstand what features do:

First, story progression is not aging. Story Progression is the random "phantom events" that are forcibly imposed on sims instantaneously. Aging is the gradual progression of the aging meter, regardless of the above. If you turn story progression off, your sims still age, and vice versa.


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn o
Post by: Anach on 2009 July 05, 08:23:27
You seem to misunderstand what features do:

First, story progression is not aging. Story Progression is the random "phantom events" that are forcibly imposed on sims instantaneously. Aging is the gradual progression of the aging meter, regardless of the above. If you turn story progression off, your sims still age, and vice versa.

While discussing story progression. AwesomeMod changes/disables a lot of Story Mode events. What other phantom events are remaining that arent handled by AM? I

I know there is a commandline switch to disable Storymode, and I'm wondering what else that may affect, that isnt already covered.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 05, 10:26:48
Howdy Y'all,

Just wanted to say that when I try to download the most recent updated Awesome Mod... I get a zip file w/zero KB's and a message saying the file may be corrupted... and have tried it 3 times in a row... so maybe sumpin's not quite right w/the newest updated file ?   :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Twisk on 2009 July 05, 10:28:54
Howdy Y'all,

Just wanted to say that when I try to download the most recent updated Awesome Mod... I get a zip file w/zero KB's and a message saying the file may be corrupted... and have tried it 3 times in a row... so maybe sumpin's not quite right w/the newest updated file ?   :)

The above is happening to me too :(.


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn off
Post by: carrieotwoguns on 2009 July 05, 12:39:35
I understand that Aging and Story Progression and Aging are 2 different things. I installed the Awesome Mod and the EA Patch that was posted here on More Awesome Than You, and the Aging doesn't turn off in the game at all. It did before the patch and the mod. From what I'd read on the list of things the mod does, the mod gives a Sim's household immunity to Story Progression and other assorted toadings. Do those toadings include Aging? I would really like to have the mod in the game because of what it does and the patch finally did work with the mod installed, but can't seem to find a way to turn off the Aging with both installed. Also, could you please tell me how to identify core script mods? I don't believe I've downloaded any, but I do have a few hacks/mods from ModTheSims 2.

Oh, Okay. I got it now. I was deleting the cache files and didn't have to. I also had the Riverview town installed wrong so that helped. Great mod! Thank You very much for it! Really awesome work!  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 05, 17:40:11
If the file has been truncated to 0 bytes, either it is still uploading, or was pulled in an emergency due to an emergency bug repair.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Andygal on 2009 July 05, 17:49:14
I keep getting a "network time out" message on Firefox whenever I try to download Awesome Mod.

Is anybody else having this problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nythawk on 2009 July 05, 18:06:21
Ok. I've read through this tread AND done a search but haven't found anything really pertaining to this. Is Awesome mod compatible with the new EA patch? It was working flawlessly and I LOVE it, can't really live without it right now. But after installing the new patch my game crashes on the load screen. If I take awesomemod out the game runs. But if I reinstall it, the game crashes. Any help here? I really love this mod!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 05, 19:08:17
See main thread. This is a normal glitch in the EA game engine, it will crash at random, just keep banging on it. Try using 3booter to automate the process.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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...


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn o
Post by: J. M. Pescado on 2009 July 06, 01:44:11
Aging is not a random toading, it's a deterministic and predictable process. If you want to stop your other sims from aging, use TS2Aging. Then it will function like TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Argon on 2009 July 06, 05:59:58
Just started a new neighborhood and the supreme commander action icon (that you can select the macro from) doesn't show up. Map view says they're on power idle, but selecting the sim shows a blinking queue.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 06, 09:42:04
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 09:52:34
Just started a new neighborhood and the supreme commander action icon (that you can select the macro from) doesn't show up. Map view says they're on power idle, but selecting the sim shows a blinking queue.
Old bug, reupdate.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Heinel on 2009 July 06, 09:53:36
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)
I only turn it on when the garbage gets out of hand.  Though it'd be cool if there is a hotkey for robotichandofgod so we don't need to type the whole setconfig robotfdkslafjdsl on and just need to say go CTRL R or something to make things go poof and then again to disable the option.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PolecatEZ on 2009 July 06, 10:04:15
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)
I only turn it on when the garbage gets out of hand.  Though it'd be cool if there is a hotkey for robotichandofgod so we don't need to type the whole setconfig robotfdkslafjdsl on and just need to say go CTRL R or something to make things go poof and then again to disable the option.

MTS2 has a macro hotkey maker for console commands, I think it stores up to 10 that can be hotkeyed to your F1-10 buttons.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 10:29:58
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)
That's still going on? I will retest.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Argon on 2009 July 06, 10:38:05
Just started a new neighborhood and the supreme commander action icon (that you can select the macro from) doesn't show up. Map view says they're on power idle, but selecting the sim shows a blinking queue.
Old bug, reupdate.

7/5/2009 5:03 am is the current one right? That's what I'm having problems with.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 11:23:37
I'm having the same problems with SC. It's been working great until the last 2 builds. I started a new neighborhood today, and SC is completely borked.
When I click to enable Supreme Commander, I get no SC icon, and I get a flood of Bathroom Uses You queued actions that reaches clear across the screen. The odd thing, is this is after only enabling SC on 1 out of 2 sims in the house.

This sim has SC enabled.
(http://img209.imageshack.us/img209/3603/96712758.jpg)

This sim does not have SC enabled.
(http://img529.imageshack.us/img529/2523/45720270.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 11:40:27
I think that's just graphical corruption caused by some changes to the system. It will go away and things should return to normal after that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 11:47:00
It doesn't go away, sir. I can't even click the icons to cancel them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 11:47:46
Queue something else.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 11:52:29
Tried that. Clicked on "wake up"... and the flood of BUY commands disappeared, but the corrupted "sleep" icon is still there, and new commands overlap it, and still no working SC.

My fault for using this awesome-but-experimental feature in the first place?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 11:56:11
Try resetsim?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 12:12:25
I don't want to leave you hanging, but I have to go to work. I'll experiment more this evening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 06, 14:11:54
I had the long queue of repeats, all sleeping orders. They all were the same, the status bar filled on all of the icons at the same time. It went away after the sim woke up. This was on a sim that did not have SupCom enabled. I had to go to work, will check again when I get home to see if it still happening.

I'm still getting sims go to idle if I order them to collect seeds or collect everything, but they are fine with collect bugs or collect rocks. Works OK if I get them off the lot first. They go to the corner of the house and hang out. If I order work out while they are on the lot - either cardio or strength - they run back and forth from the tv to the outside. Again, works fine if I get them off the lot first.

This first part should go in the bugginess thread, no? Just realized as I'm looking at the thread title, but following on the earlier comments.

Requests for Supreme Commander:

- task - garden is only available after skill is at 10, but I sometimes want the sim to garden to skill up and not to read. Can task - garden be added even if the skill is not complete?

- it's a ton of fine-tuning but would it be possible to separate down the collection so they just collect one type of seed/one type of rock etc? I'm sick of collecting rare seeds and space rocks when I want special seeds and gems. Not really a big deal, just a Christmas wish.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 15:11:30
I had the long queue of repeats, all sleeping orders. They all were the same, the status bar filled on all of the icons at the same time. It went away after the sim woke up. This was on a sim that did not have SupCom enabled. I had to go to work, will check again when I get home to see if it still happening.
This is probably just graphical corruption from the "serialization" process that can result when you change mods or update mods. If it goes away, the problem is harmless, but depending on what you yank out, it can explode your game unless you revert and "park". It is unlikely that AwesomeMod upgrades will do this since it doesn't blow up my game, which constantly version-changes, but you never know. It's a risk you take when playing with mods.

I'm still getting sims go to idle if I order them to collect seeds or collect everything, but they are fine with collect bugs or collect rocks. Works OK if I get them off the lot first. They go to the corner of the house and hang out. If I order work out while they are on the lot - either cardio or strength - they run back and forth from the tv to the outside. Again, works fine if I get them off the lot first.
There are a few known issues with the collection of Seeds in the present version that will be resolved in the next. Fat Gwilly People already reported that.

- task - garden is only available after skill is at 10, but I sometimes want the sim to garden to skill up and not to read. Can task - garden be added even if the skill is not complete?
Skil: Garden preferentially chooses to perform actual gardening as its first priority task, so it is superfluous to have two. In fact, internally, they're actually just two heads of the same dragon, so they can't really be "seperated" because they are, in fact, the same beast.

- it's a ton of fine-tuning but would it be possible to separate down the collection so they just collect one type of seed/one type of rock etc? I'm sick of collecting rare seeds and space rocks when I want special seeds and gems. Not really a big deal, just a Christmas wish.
Supreme Commander is intentionally coded not to grant psychic powers of perception, so it can only really discern what you can discern. "Rares" can include valuable things like Flame Fruits and Life Fruits, so Supreme Commander will collect them if they appear to be of high value or unknown.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Argon on 2009 July 06, 17:52:36
I had the long queue of repeats, all sleeping orders. They all were the same, the status bar filled on all of the icons at the same time. It went away after the sim woke up. This was on a sim that did not have SupCom enabled. I had to go to work, will check again when I get home to see if it still happening.
This is probably just graphical corruption from the "serialization" process that can result when you change mods or update mods. If it goes away, the problem is harmless, but depending on what you yank out, it can explode your game unless you revert and "park". It is unlikely that AwesomeMod upgrades will do this since it doesn't blow up my game, which constantly version-changes, but you never know. It's a risk you take when playing with mods.

I'm having the same problem with my fresh install, never been run with the my documents folder deleted, so it can't be from an old version of the mod. The long queue shows up when a sim running SC but doesn't have a working action icon ends an interaction or when you switch from that sim to one not running SC.

Edit: Ah resetsim [first and last] got the icon to show up finally


Title: Refrigerator Portal - how does it work?
Post by: Nancy on 2009 July 06, 18:26:18
I installed the awesomemod - only game cheat I am using.

Now I felt confident and had my young adult sim move out of her parents  house on her own.

Maybe because she used to live there - but she has an option on her parents house says to "Open Refrigerator Portal".

Sounds great!   But I click to open the refrigerator portal - and it LOOKS LIKE I was in the house and did an open on the refrigerator.   However, I can't seem to drag anything between the refrigerator and her inventory - it doesn't work at all - nothing takes to dragging at all.

I've done this dragging a million times in a regular  household - sims lives there - do an open on the refrigerator, drag things around (like get more bait for the guy who is way out there fishing....).

Is this a bug on the option?

Nancy


Title: Re: Refrigerator Portal - how does it work?
Post by: Roflganger on 2009 July 06, 18:39:19
You may want to ask this in the AwesomeMod section - as far as I am aware, this is not a normal feature of the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 18:42:28
This is probably just graphical corruption from the "serialization" process that can result when you change mods or update mods. If it goes away, the problem is harmless, but depending on what you yank out, it can explode your game unless you revert and "park". It is unlikely that AwesomeMod upgrades will do this since it doesn't blow up my game, which constantly version-changes, but you never know. It's a risk you take when playing with mods.



Aha, but I have not removed (or added) anything new. I run Awesomemod, HP's default skins, dontpickupfirepits and cyberops steal xml, and the only thing that's changed is every new build of Awesomemod.

I have a theory that I can't check until later. This is a new neighborhood, not a new install. I turned on tracking and sacred for the house in my above screens, and then I went into the house and attempted to turn on SC for one of the people. Does one have anything to do with the other? Folks have mentioned a link between SC and Tracking before, or am I thinking completely sideways?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 18:45:15
Aha, but I have not removed (or added) anything new. I run Awesomemod, HP's default skins, dontpickupfirepits and cyberops steal xml, and the only thing that's changed is every new build of Awesomemod.
Yes, sometimes changes in AwesomeMod can result in minor things like that, which usually clear up when you resetsim or just queue something else.

I have a theory that I can't check until later. This is a new neighborhood, not a new install. I turned on tracking and sacred for the house in my above screens, and then I went into the house and attempted to turn on SC for one of the people. Does one have anything to do with the other? Folks have mentioned a link between SC and Tracking before, or am I thinking completely sideways?
Unlikely. The two are unrelated and don't really crosstalk. One thing you can try is typing "uninstall" into the console, which should reset absolutely everything and wipe all your settings.


Title: Question
Post by: lezboo on 2009 July 06, 19:03:57


I downloaded the EA patch patch , but i still don't think it work correctly.  Can I still Download
MATY fix?


Title: Re: Question
Post by: Rockermonkey on 2009 July 06, 19:11:07
Yes you can still download it...


Title: Re: Question
Post by: Mire Krisma on 2009 July 06, 19:11:32
To the best of my knowledge, the EA patch doesn't conflict with AwesomeMod. However a corrupted patch can possibly FUBAR your game with or without AwesomeMod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 July 06, 19:22:58
I was thinking of giving this another go to see if it has stopped crashing my game yet.  But as I can't face reading back through 27 pages, can anyone tell me if it yet addresses the fact that neighbors won't pair up, get married, or move in together while not in play?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 06, 19:32:48
I was thinking of giving this another go to see if it has stopped crashing my game yet.  But as I can't face reading back through 27 pages, can anyone tell me if it yet addresses the fact that neighbors won't pair up, get married, or move in together while not in play?

Nothing's changed on that front as far as I can tell, Inge.  I've resorted to having large families and marrying them off, then switching households in the middle of the night to get them pregnant.  Half the town is now related in one way or another, but they don't recognize it beyond true first cousins.  I did marry one guy to his first cousin once removed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: NoOrdinaryRabbit on 2009 July 06, 19:52:38
Harder jobs - awesome for some of my neighborhoods but not wanted in all of them.

Is there a way to disable this feature, through xmls or the aweconfig.package?


Title: Re: Question
Post by: Sigmund on 2009 July 06, 20:28:42
To the best of my knowledge, the EA patch doesn't conflict with AwesomeMod. However a corrupted patch can possibly FUBAR your game with or without AwesomeMod.

I was under the impression that the current AwesomeMod build requires the patch. Or am I wrong?


Title: Re: Question
Post by: alaira on 2009 July 06, 20:48:05
I ran awesomemod without a patched game until yesterday.  I didn't notice any problems.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 07, 00:01:59
Okay, been using AwesomeMod and it runs wonderfully but I have a minor issue and I've been trying to see if it's already been answered so forgive me if it is.  Every time I switch back to my family (which is Sacred) after playing another for awhile, I find that one of the parents has lost their job, one hasn't been going to theirs at all and the kids are failing in school.  Also, I notice that they are aging (which I might've wrongly assumed that Sacred also meant they didn't age either).  I was wondering if I needed to disable Story Progression from EA's options or would that also disable AwesomeMod's Story Progressions?  And.. is there a way to disable aging for Sacred Sims?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 07, 00:26:07
Okay, been using AwesomeMod and it runs wonderfully but I have a minor issue and I've been trying to see if it's already been answered so forgive me if it is.  Every time I switch back to my family (which is Sacred) after playing another for awhile, I find that one of the parents has lost their job, one hasn't been going to theirs at all and the kids are failing in school.  Also, I notice that they are aging (which I might've wrongly assumed that Sacred also meant they didn't age either).  I was wondering if I needed to disable Story Progression from EA's options or would that also disable AwesomeMod's Story Progressions?  And.. is there a way to disable aging for Sacred Sims?

So far I haven't switched households much so haven't experienced this personally, but quite a few people have been reporting this problem. I don't think it's related to "story aggression" (my favorite name for it!). If I had to take a wild-assed guess, I would think that the Game-Play Features - Jobs functions could be culprits. Those are the options that allow inactive skill gain, valid bosses, etc. I could certainly be wrong about that, though. In any case I have not seen any solutions posted as of yet.

As for turning off aging, there is currently no such function available but in the AM Requests thread JMP posted that it could be possible in the future. Check out the most recent posts in the AwsomeMod Requests thread for additional discussion on aging.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 July 07, 03:14:22
TestingCheats no longer enabled with the Awesome Mod?  It worked fine until the last 2 builds for me.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: awrevell on 2009 July 07, 03:28:36
There is now a AWESOMEMOD config setting that controls whether that is on.  It is disabled by default but you can change it with the AwesomeMod Configuration Tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 July 07, 03:37:51
Thank you! I shall go look for that.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: getinmybelly on 2009 July 07, 08:46:41
The Google gods have failed me, so I will ask here:

Since I installed AwesomeMod, Sims in my inactive houses will refuse to go to work and school.  And when I switch over to those households, they still pretend that they don't need or want to go.  AwesomeMod has in every other way been fantastic, so I loathe the idea of not using it.

Any ideas, guys?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 07, 09:24:25
That seems to be mostly normal behavior, actually. The game is rather lax about simulating the activities of "inactive" households.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Olop on 2009 July 07, 11:01:56
Hello there, I'm the new shy guy here ;p

First of all: It was a really good idea to make a mod which is so adaptable to the wishes of every single user.

BUT the thing is, that it's not working for every user :p

I put the resource.cfg into the sims3 dir.
Put the config.php and awesome.package into the sims3/mods/packages dir.
The game (1.2.7) freezes right in the beginning of the loading screen - there's no green bar growing and even the loading screen music woun't play.
I deleted the cache-files in the documents/sims3 dir and tried and tried and tried...
After installing the enablescripterror.package into my sims3/mods/packages dir the game even doesn't show the loading screen. It crashes right in the beginning.

There are so many options and I made my Sims like I wanted it, but then the whole thing wouldn't work even though I don't use any other mods.
I was so dissapointed :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 July 07, 11:16:45
Put the config.php and awesome.package into the sims3/mods/packages dir.

I think you might have your browser incorrectly configured: you shouldn't have downloaded a config.php file, but an aweconf.package. Althought I suspect the content is the same, the name is different, and that could explain why it's not recognized by the game and maybe why it crashes.
Try renaming the config.php in aweconf.package, and/or redownload.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bababorg on 2009 July 07, 12:48:35
Hello there, I'm the new shy guy here ;p

First of all: It was a really good idea to make a mod which is so adaptable to the wishes of every single user.

BUT the thing is, that it's not working for every user :p

I put the resource.cfg into the sims3 dir.
Put the config.php and awesome.package into the sims3/mods/packages dir.
The game (1.2.7) freezes right in the beginning of the loading screen - there's no green bar growing and even the loading screen music woun't play.
I deleted the cache-files in the documents/sims3 dir and tried and tried and tried...
After installing the enablescripterror.package into my sims3/mods/packages dir the game even doesn't show the loading screen. It crashes right in the beginning.

There are so many options and I made my Sims like I wanted it, but then the whole thing wouldn't work even though I don't use any other mods.
I was so dissapointed :(

I had this exactly this problem and it seemed that I had written over my the resource.cfc file in the main download directory. All I had to do to was to reintall the monkey installer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 07, 14:13:19
Has anyone else noticed a problem with the criminal career rabbit hole as of the latest revision of AwesomeMod? I don't know if it happens to sims who already have the career and have been going to work before AwesomeMod, but 2 of my sims who have taken the criminal career can't actually go to work because the door to the building doesn't open, or at least when they get to the door they don't phase into it like they do with any other career rabbit hole and they just get the bubble over their head meaning they can't go there.

EDIT: This may only be broken in the Riverview neighborhood. I need to test the other.

EDIT2: The other neighborhood's rabbit hole seems fine and a new neighborhood of either works just fine. The problem is definitely connected to the latest revision of AwesomeMod but it looks like it'll just be easier to start over with my neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 07, 14:19:32
That seems to be mostly normal behavior, actually. The game is rather lax about simulating the activities of "inactive" households.

So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 07, 14:33:22
So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.

I was under the impression that Sacred prevents those sims from switching jobs randomly, or getting married to random sims, or having children without your direction. It also appears to make their motives a little more static as rather then nuking their motives like the game does to everyone else my sacred sims tend to be pretty much the same as when I switched away from them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 07, 16:00:59
So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.

I was under the impression that Sacred prevents those sims from switching jobs randomly, or getting married to random sims, or having children without your direction. It also appears to make their motives a little more static as rather then nuking their motives like the game does to everyone else my sacred sims tend to be pretty much the same as when I switched away from them.

Thank you very much for the clarification!  I will now take the Sacred tag off a few of mine because I'd like them to randomly marry and breed just to see what weird combinations they come up with.

So there is no option for job security?  A pity...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ruann on 2009 July 07, 18:36:10
Has anyone else noticed a problem with the criminal career rabbit hole as of the latest revision of AwesomeMod? I don't know if it happens to sims who already have the career and have been going to work before AwesomeMod, but 2 of my sims who have taken the criminal career can't actually go to work because the door to the building doesn't open, or at least when they get to the door they don't phase into it like they do with any other career rabbit hole and they just get the bubble over their head meaning they can't go there.

EDIT: This may only be broken in the Riverview neighborhood. I need to test the other.

EDIT2: The other neighborhood's rabbit hole seems fine and a new neighborhood of either works just fine. The problem is definitely connected to the latest revision of AwesomeMod but it looks like it'll just be easier to start over with my neighborhood.

That's not Awesomemod.  That's EA borking the thing when an opportunity triggers on it.  The entrance borks and stops working.  Just edit the lot and replace the building (use moveobjects on if you need to) and it will work fine after that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Olop on 2009 July 07, 21:27:08
Put the config.php and awesome.package into the sims3/mods/packages dir.

I think you might have your browser incorrectly configured: you shouldn't have downloaded a config.php file, but an aweconf.package. Althought I suspect the content is the same, the name is different, and that could explain why it's not recognized by the game and maybe why it crashes.
Try renaming the config.php in aweconf.package, and/or redownload.

So now I deleted the php file and just used the standard awesome.package:
Still the same.. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music no matter how often I try :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zachcole on 2009 July 07, 22:12:10
So i just installed awesomemod into my game and I have a question about one of the features.  I though that now if I switched between households I wouldn't lose wants or opportunities but that doesn't seem to be the case.  Is this feature supposed to be turned on or something?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simsample on 2009 July 07, 22:20:39

So now I deleted the php file and just used the standard awesome.package:
Still the same.. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music no matter how often I try :(
Jordi's comment will help- you must have missed it!
Olop: You should not download config.php, it is the page where you can generate the config file to be downloaded. Just click the link, configure, and then put the generated aweconf.package in the same folder you put awesome.package in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 07, 22:34:41
Quote
Sims in my inactive houses will refuse to go to work and school.

I thought about that.  No solution possible, except to maybe teleport them to work/school from home.  You wouldn't want every kid in the village swarming the school entrance at the same time?  And just think of all the buses spawned going to and from school.  Same thing with adults with jobs. 

Keep in mind that after future expansions, the number of sims in the town are likely to increase, only making the problem worse.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 07, 22:40:52
Quote
Sims in my inactive houses will refuse to go to work and school.

I thought about that.  No solution possible, except to maybe teleport them to work/school from home.  You wouldn't want every kid in the village swarming the school entrance at the same time?  And just think of all the buses spawned going to and from school.  Same thing with adults with jobs. 

Keep in mind that after future expansions, the number of sims in the town are likely to increase, only making the problem worse.

Still needs to be a way to make it so that the sims go to work and school.  Me and my girlfriend both play this game and I really don't like to come back to my family after she's played hers for a week in game to find my Sims failing in school and getting fired from work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 07, 22:47:37
I said it.  Teleportation.

I don't think going to school/work is adequate, though.  They never do their homework.  All my townie kids are getting Fs in school, but they still graduate, as long as you don't play them as your main family.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 07, 22:52:59
I don't think going to school/work is adequate, though.  They never do their homework.  All my townie kids are getting Fs in school, but they still graduate, as long as you don't play them as your main family.
One of the tricks you can use to stop your sims from being fired is to set them on Supreme Commander. In the next version, Supreme Commander also handles homework. Incidentally, what grades they get doesn't matter when you're not playing them, if they age up while not being played, they'll just get random traits anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 07, 22:58:56
Is Supreme Commander more stable now then?  I don't want to enable it and then have it crash my system or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 07, 23:22:15
Thank you very much for the clarification!  I will now take the Sacred tag off a few of mine because I'd like them to randomly marry and breed just to see what weird combinations they come up with.

So there is no option for job security?  A pity...
[/quote]

Random toadyings refer to the ridiculous things that story agression - er, progression - can do to your Sims. Mr. Pescado described the various possible actions in this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,15408.0.html

Making your sims sacred is supposed to stop all these actions, but for whatever reason it is not protecting everyone's sacred sims from all the random toadyings that can happen, especially in regards to jobs and school. Since the game was designed to be one family's very large neighborhood lot, and all sims that aren't in your active family are not only treated just like all other townies, they aren't even rendered (they are essentially put in a form of suspended animation until looked at again; I sometimes call them doughboys since a lot of things in the game looks like white bread dough when you aren't looking at it), I think that what JMP has accomplished with AwesomeMod so far is pretty amazing, even if it's still a work in progress! (And I am not trying to suck up by saying that, it's flat out true! :D)

All that said, the odds that anyone who IS subjected to story agression - which are all sims not in your active family and that are not tagged as sacred - would actually marry and have children appears to be extremely small, also according to a previous JMP post. So if I were you, I would not take off the sacred status unless you really don't care what happens to them anymore, but that's just my opinion.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 July 07, 23:33:46
Question about the Supreme Commander.

The fact it's a no-return point, is valid for the game (neighborhood) actually played or for any other existing saved games, providing they aren't loaded while the SupCom is active? Do TS3 (and the linked SupCom) "touch" all the saved games when runs, like TS2 did with all the neighborhoods, or leaves them alone until loaded?

I'll make a backup anyway, but some more infos beforehand would be useful (so I can pretend to understand and looking smart).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 July 08, 00:26:25
Question for Pescado..

I was reading a thread about a Story Progression mod called Indie Stone, and in the thread, it was suggested that it might be possible to create a version of said mod that would be Awesomemod friendly.  I'm wondering if you might consider at some point incorporating more Story Mode aspects into Awesomemod or is that just never going to happen?  (The creator of that mod gave a reason as to why they wouldn't do it themselves but I forget what exactly it was)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 08, 00:45:03
Marriage, babies: Here's what ought to happen, pseudo-code style, in story progression:

ChanceOfUpgrade := 0.20;
MaxBabiesForTownies := 2;
simX := first(listOfAllSims);
while simX <> null do begin
   if age(simX) <> TYAE then continue;
   if random() > ChanceOfUpgrade then continue;

   /* Find some sim to mate with */
   simY := highestNonFamilyRelationshipSameAge(simX);
   if simY == null then simY := nonFamilySimSameAge(simX);
   if simY == null then exit;  /* no sims to mate with */
   /* Now we have a Sim we are going to increase romantic relationship with. */
   do case relationshipLevel(simX,simY):
      Acquaintances:
         setRelationship(simX,simY,BestFriends);
      BestFriends:
         setRelationship(simX,simY,RomanticInterest);
      RomanticInterest:
          if not isCommittedAlready(SimY) then
             setRelationship(simX,simY,GoingSteady);
      GoingSteady:
         if age(simX)<>TEEN then setRelationship(simX,simY,Engaged);
      Engaged:
         setRelationship(simX,simY,Married);
      Married:
         if not isPregnant(simX)
            and not isPregnant(simY)
            and children(simX)<2 then begin;
               if isMale(simX) then makePregnant(simY,simX);
               else makePregnant(simX,simY);
            endif;
         end;
   endcase;
endwhile;

Using this method, CAS-made townies would have their first child in about 12 sim-days.  Townies that grew up as teens in the game would have steadies usually around their sixth day as teens, and would have their first baby around their sixth day as adults.  There is a lot of room here for easily made tweaks relating to individual traits or same-sex pregnancy or creepy pedo mods.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 00:49:32
I was reading a thread about a Story Progression mod called Indie Stone, and in the thread, it was suggested that it might be possible to create a version of said mod that would be Awesomemod friendly.  I'm wondering if you might consider at some point incorporating more Story Mode aspects into Awesomemod or is that just never going to happen?  (The creator of that mod gave a reason as to why they wouldn't do it themselves but I forget what exactly it was)
Story Mode aspects are on the to-do list, although we have slightly different priorities here. My only interest in "Story Progression" is to, eventually, tune it so the population will sustain itself and generally create the appearance of live-itude, whereas ISM seems to want to "fake" an entire neighborhood's worth of interaction that you will never get to see or participate in, something I consider to be mildly abhorrent, as it violates the principle of "Show, Don't Tell". As such, while making it so the neighborhood doesn't die out entirely is definitely on the to-do list, it is unlikely that anything will ever approach the level of "Story Progression" that ISM will create.

As for intercompatibility, I will discuss the matter with the creator.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 July 08, 02:45:03
I'm just curious about any additional details about these "top position showdowns/battles" and other boss/work related stuff that was mentioned in the latest build. There's no mention of toggles or if it's defaultly enabled or what. Hopefully I didn't overlook anything anywhere.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 02:52:50
I'm just curious about any additional details about these "top position showdowns/battles" and other boss/work related stuff that was mentioned in the latest build. There's no mention of toggles or if it's defaultly enabled or what. Hopefully I didn't overlook anything anywhere.
It's an integral feature like No20K. You don't get to disable it because the alternative is just too fucking stupid.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 July 08, 04:29:26
Sounds good. I like the concept for sure.

Let me just make sense of this here:

Whoever makes the most money AKA has the most raises, gets to be the top dog. If you're up for a promotion but don't make as much as the current top dog, you just get a raise instead. Whenever your income/pay beats out the top dog, you become the new top dog in your field?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 07:05:34
If a sim loses out when up for the top promotion in their field and receives a raise instead, do they then get another chance to become top dog later, and if so how long?
Any time you fill your performance meter, you get a shot. Your sim will succeed in displacing the incumbent when the quantity of "raises" earned exceeds that of the existing incumbent. Therefore, each raise earned improves your ability to displace an incumbent and resist being displaced as an incumbent. Note that NPCs can also advance and displace YOU! As a rule, random NPC sims are not particularly resistant to displacement and once you have earned at least one raise from anywhere, you should be able to displace them with ease, but if you are vying against your own sims who have better qualifications and work ethic, you may be in for a tough haul. That's life.

Otherwise it'll cause big problems for sims with the lifetime want to be top in a field.  I don't really want to have to go make another sim retire to get my sim their lifetime want.
Well, not everyone can be an astronaut. :P

Whoever makes the most money AKA has the most raises, gets to be the top dog. If you're up for a promotion but don't make as much as the current top dog, you just get a raise instead. Whenever your income/pay beats out the top dog, you become the new top dog in your field?
Correct. If your sim receives a raise, say, for X, he is now at +X. He can therefore displace an incumbent who has less than +X, but cannot displace someone who has X or greater. If you try to advance against an incumbent that has a better bonus than you, you will instead simply receive a better bonus, to try again with next round. How fast you can accumulate these boosts determines how quickly you can advance if you want to compete against an existing competitor.

People you step on in such a manner may not react well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 July 08, 07:33:12
Otherwise it'll cause big problems for sims with the lifetime want to be top in a field.  I don't really want to have to go make another sim retire to get my sim their lifetime want.

Or just have them read Browning and be philosophical about it:
"What I aspired to be,
And was not, comforts me."
 :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 July 08, 08:41:18
If a sim loses out when up for the top promotion in their field and receives a raise instead, do they then get another chance to become top dog later, and if so how long?
Any time you fill your performance meter, you get a shot. Your sim will succeed in displacing the incumbent when the quantity of "raises" earned exceeds that of the existing incumbent. Therefore, each raise earned improves your ability to displace an incumbent and resist being displaced as an incumbent. Note that NPCs can also advance and displace YOU! As a rule, random NPC sims are not particularly resistant to displacement and once you have earned at least one raise from anywhere, you should be able to displace them with ease, but if you are vying against your own sims who have better qualifications and work ethic, you may be in for a tough haul. That's life.
Ok, that makes perfect sense. 

Otherwise it'll cause big problems for sims with the lifetime want to be top in a field.  I don't really want to have to go make another sim retire to get my sim their lifetime want.
Well, not everyone can be an astronaut. :P
No, but there can be and are multiple astronauts and those who manage to qualify for the position do not become the one and only astronaut.  However, I can understand that there really should only be one Emperor of all Evil or whatever. 

I wanted to mention that I attempted to delete my post after realizing that I'd somehow missed Link's post and basically repeated it, but I couldn't get the page to load.  Then, after I returned to it now, Pescado has commented on it but my post is gone. 

Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 08, 08:53:40
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 09:31:03
It has to do with the fact that it is a very long and cluttered Intertube to Malaysia. Feel free to contribute more money for a mirror server elsewhere, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 08, 10:00:05
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 08, 10:08:07
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets

It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OC on 2009 July 08, 10:08:37
I really like the Harder Jobs / MOAR fight feature! A simple yet very brilliant idea.

Btw I've got a few questions out of curiosity:

1. how many quota does each job level have?
is it like generally: level 10 - only 1 sim; level 9 - 2 to 3 sims... and so on.
or Pescado actually did tailor-adjust the quotas for different professions?

2. if my sim has outranked the boss, and there isn't a higher rank sim at the moment, will a boss be assigned out of nowhere? or my sim will remain "boss-less" until another sim reaches a higher job level?

and if my sim will remain "boss-less", what if his job has "Boss" as one of the requirements?

3. if my sim has reached the highest job level, does it mean he will never have a boss, until he's demoted?

again this Harder Jobs thing is very brilliant and "lively". thanks Pescado.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 10:33:43
It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.
Yes, but most other sites are not in MALAYSIA. The quality of Malaysian Internets is not particularly high.

1. how many quota does each job level have?
is it like generally: level 10 - only 1 sim; level 9 - 2 to 3 sims... and so on.
or Pescado actually did tailor-adjust the quotas for different professions?
It varies widely. Some quota limits are set logically, for instance, jobs with the Highlander Rule imposed on them, like "Governor" or "President". Others are per-workplace, for instance, the company can only have one CEO, but multiple CEOs are permissible if you plop multiple companies. Others are just chosen somewhat more arbitrarily, to a somewhat higher, but still limited, number, just to reduce too-many-chiefs syndrome.

2. if my sim has outranked the boss, and there isn't a higher rank sim at the moment, will a boss be assigned out of nowhere? or my sim will remain "boss-less" until another sim reaches a higher job level?
If you require a boss, one will be chosen for you, and if there is simply NO one, one will be generated for you.

3. if my sim has reached the highest job level, does it mean he will never have a boss, until he's demoted?
There is only one level 10 career that still has relboss as a metric, and I'm pretty sure it was caused by a copypasta error, so it will be removed in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simluvr on 2009 July 08, 14:11:48
I have never had a problem with anything other than the AwesomeMod itself. I have yet to be able to download it, it still times out.  Everything else I download, zips through quickly.   :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 08, 14:39:58
All that said, the odds that anyone who IS subjected to story agression - which are all sims not in your active family and that are not tagged as sacred - would actually marry and have children appears to be extremely small, also according to a previous JMP post. So if I were you, I would not take off the sacred status unless you really don't care what happens to them anymore, but that's just my opinion.




Yes, but with the default story mode features enabled with awesomemod, a lot of those things should not happen, right?  I've found that if I turn Sacred off, they actually go to work now!  This is the one thing that is non-negotiable for me.  I don't want them all standing around losing their careers because I'm not babysitting them.

Maybe if I explain what I'd like to do you can help me some more.  Basically I want to put in a bunch of sims that I made (Tony Stark & his beach house for one  ;D), get each one an entry job (or buy out/rename Doo Whatsit in the case of Tony), and then just play one household while letting the others just do their thing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 08, 14:41:18
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets

It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.

I live on an Island. All the tubes are inconsistent, but equally so :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 July 08, 17:16:43
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets

It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.

I live on an Island. All the tubes are inconsistent, but equally so :P

Right, because it's your tubes that aren't as perfect as they could be (satellite?), but for those of us who are spoiled with pretty good tubes, MATY is still hard to reach because to get to it we have to use Malaysia's pretty bad tubes.  This makes sense, even if I still curse at the site regularly.  I figured it might be something like that that had been causing the problems, but I was still getting pretty frustrated. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 08, 18:06:02
 ???

Sorry for being lazy and not reading all these posts to find my question..  ::)

But with the nonuditycensor disabled does inge's no censor mod still work or should I replace his file with the default and then enable AM's censor tool?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Reilune on 2009 July 08, 19:16:01
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2009 July 08, 19:16:44
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 19:26:20
Yes, but with the default story mode features enabled with awesomemod, a lot of those things should not happen, right?  I've found that if I turn Sacred off, they actually go to work now!  This is the one thing that is non-negotiable for me.  I don't want them all standing around losing their careers because I'm not babysitting them.
Sacred On/Off shouldn't affect whether or not they go to work. My sims go to work just fine. I think it has to do with the simulation scope and various other sundry details. You could try radar-tracking them and finding out where they are when they SHOULD be at work, and going to see WTF they're doing to not be at work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Reilune on 2009 July 08, 19:30:26
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.

So, once enabled, the neighborhood should not age?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2009 July 08, 19:34:21
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.

So, once enabled, the neighborhood should not age?

Yes. "Sims 2-style Aging: Only currently played household ages."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Reilune on 2009 July 08, 19:38:32
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.

So, once enabled, the neighborhood should not age?

Yes. "Sims 2-style Aging: Only currently played household ages."

Okay sweet, thanks you guys!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 08, 21:19:14
I've been having the same problem that a few people have mentioned with my non played sims failing to go to work/school.  Sometimes they do, but it's pretty inconsistent.  I have them all on my radar tracking and I noticed that they tend to 'go to the park' at the most bizarre times of day - like 4:30am - with their entire family, kids included.  They stand around in the park until they are tired and then go home to sleep, seemingly unaware of the time of day.   ::)

When they are well rested and in a good mood they have no trouble getting to work/school (unless they run into route fail issues trying to get out the door or into the school/workplace itself, but thats a whole other kettle of fish.)  I have started just ctrl-clicking each house at around 5am, making sure they are all at home and just maxing their motives.  They tend to get on with their days.  Its pretty lame though having to cheat just to get things functioning in a playable way.  I really want my chosen family's children to befriend each other at school/work, and I don't want them to be getting failing grades or getting fired.  I mean, I wan't them to fail if they deserve it due to traits and life's many complications but at the moment they aren't really getting a fair rap.  They just all fail, even the genious workaholics.  Thats clearly not right.  It's one thing if they didn't get any sleep last night because they were up fighting with each other, but if they didn't get any sleep because they were just standing around tapping their feet while standing right outside their front doors... well that's just silly.  :-\  Originally I thought that sims did go to sleep with their schedules in mind, but maybe they were just deciding to go to sleep when they weren't tired in an attempt to confuse and frustrate me. 

Is there some way to tell uncontrolled families to go to sleep in time for them to get up for work or school without having to switch families and use the 'go to bed' command for each household member?  A similar command that effects the whole household would make things quicker at least, since it is fantastically great how quick it is to switch households now.   :D
If I put on supreme commander and tell my sims to power idle or some such thing will that make them more aware of when they need to sleep or will they stand around until they get a negmoodlet before attending to their sleepiness?  (I think I'm going to try it if nothing else to stop them from going to the park all the time.)  I also worry that their relationships will decay if I tell them to power idle since they won't socialize with each other unless I am controlling them... is there even relationship decay for uncontrolled sims? 

Anyway if anyone has come up with a better way of dealing with lazy uncontrolled simidiots I would be much obliged.

On a side note... it occurrs to me that I spend more time scowering this lovely site looking for fixes and advice than I spend actually playing this abomination.  I keep thinking 'Oh if just this one little thing was fixed then it would be playable...'  But there always seems to be something else that drives me nuts.  Thanks to the management for the many 'little (and big) things' that have been fixed so far.  Fingers crossed that this one will join those ranks, fast fading from my memory.   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 08, 21:56:00
This wouldn't fix the problem of sims skipping work/school... but maybe Pesc could make it so non-active sims who are skipping work/school wouldn't receive a work performance penalty for not showing up... instead it'd be locked until they showed up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 08, 22:09:50
Hmm not ideal, but at least they wouldn't all be flunking.  I can just disallow NPC Work Performance Gain for chosen to keep them from being fired but doesn't fix the issue of me having to 'make-believe' that anything is going on outside my controlled family.  ex. If I'm controlling a girl with a journalism career, and her best friend is a co-worker, it's a little annoying when that best friend is just wandering around town pointlessly when she's supposed to be working along side my girl.   :P  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 08, 23:03:58
Hmm not ideal, but at least they wouldn't all be flunking.  I can just disallow NPC Work Performance Gain for chosen to keep them from being fired but doesn't fix the issue of me having to 'make-believe' that anything is going on outside my controlled family.  ex. If I'm controlling a girl with a journalism career, and her best friend is a co-worker, it's a little annoying when that best friend is just wandering around town pointlessly when she's supposed to be working along side my girl.   :P  


No, that answer is not ideal, but it may be the best solution we can get for now, considering what we're working with here. What you are describing is the game that a lot of us wanted, but it's not the game that EA made. It may be that we'll just have to wait until we have even more powerful PC's before we'll completely get what we want. In the meantime I'm sure that Pescado will fix whatever he/they can.

I know that many people started to report that their sims were getting demoted and kids flunking school about the time that the NPC work performance gain was added to AwsomeMod. I could have sworn that Pescado said he fixed the problem but it seems to me that there are still lots of people reporting this as an issue. Do you use Supreme Commander? Maybe it's some combination of things that are causing it. I might try to experiment on some test sims to see if it's being caused by certain features. I don't use SC as of yet so I can see what happens with certain features enabled/disabled without it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 09, 00:16:22
It seems odd to me that the game would make it so diffucult to just get those little buggers to go to work.  They do nothing else all day!  What's their excuse?   ;D 
Quote
What you are describing is the game that a lot of us wanted, but it's not the game that EA made. It may be that we'll just have to wait until we have even more powerful PC's before we'll completely get what we want. In the meantime I'm sure that Pescado will fix whatever he/they can.
I think the game a lot of us wanted requires more than just the simple action of the non playabled going to work/school, or at least the one I wanted did!  I only get bothered about stuff that seems so blatantly borked... but your probably right, EA likely didn't put enough thought into this feature either.  Still, if we all just accepted that there wouldn't have been Awsomemod!!  At any rate, to answer your question yes I use supreme commander, but only in terms of switching houses and tracking sims on radar, I haven't played around with the powertasking function.  I don't have time since I'm workin' atm (okay clearly not working but hehe, supposed to be...) but I do want to try using those options for my noncontrolled sims to see if it forces them to be responsible when not controlled.  That would be schweet. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 09, 01:13:16
On this build having the CAS slider modifier (2X) option enabled in the config is suddenly crashing the game 100% of the time for me on initial loading screen whereas it never did that before.

Not a huge deal, I just disabled it and game loads fine now, but it did take me some trial and error to pinpoint the specific config option causing the problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 02:08:37
2ray crash on loading screen is purely voodoo and nothing you ACTUALLY do causes it. It is apparently some kind of obscure thread-load race condition.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 July 09, 02:28:10
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Are you, by chance, running ie8?  I ran into that when using ie8.  I switched to Firefox and have not had a problem since.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: minidoxigirli on 2009 July 09, 02:32:47
Never had a problem using Chrome.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 09, 03:15:33
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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 03:16:55
This wouldn't fix the problem of sims skipping work/school... but maybe Pesc could make it so non-active sims who are skipping work/school wouldn't receive a work performance penalty for not showing up... instead it'd be locked until they showed up.
That's what I already did. Any sim not being run in high-res simulation that is not actually at work simply doesn't gain work performance. I have no idea why your sims are skipping work/school, though. Mine don't.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 09, 03:51:35
That's a question I've had for awhile. What makes certain sims drop down to "Low Detail" in the radar?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 09, 04:15:23
2ray crash on loading screen is purely voodoo and nothing you ACTUALLY do causes it. It is apparently some kind of obscure thread-load race condition.

Ugh yeah I just found out you're right about that. The latest build is fuct again on loading with the same config file that worked on the last one. It of course loads if I take the config file out  :P but I don't necessarily want all the defaults so I guess I have to tweak around with the config and see which options I can live with or without to get the damned thing to load.  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 09, 04:24:09
2ray crash on loading screen is purely voodoo and nothing you ACTUALLY do causes it. It is apparently some kind of obscure thread-load race condition.

Ugh yeah I just found out you're right about that. The latest build is fuct again on loading with the same config file that worked on the last one. It of course loads if I take the config file out  :P but I don't necessarily want all the defaults so I guess I have to tweak around with the config and see which options I can live with or without to get the damned thing to load.  :-\
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 09, 04:27:49
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kerryee on 2009 July 09, 05:00:51
Okay, so I have a couple problems, and since I'm not at all sure they're related to the Awesomemod, I'll list them here and ask advise.

1. I have several items in my family inventory which have gone blank.  Just blank squares, unclickable, undragable, unsellable.  Just taking up space.

2. I have sim (Sam Sekemoto) who recently married into my sims' family via daughter.  Although they've been married now a few days and have a spawnling on the way, everyone's UI pictures him as being the baby he is in a fresh Sunset Valley start.  He acts his age, but everyone seems him as a baby, and it's creepy.

3. My stereo is possessed.  Sims all throughout the house swear that they can hear the music and enjoy it, despite it being turned off.  I tried turning the stereo on, then off (it doesn't play in bedrooms, as it shouldn't, but does in the nursery for some reason) to get it to shut off in my sims heads.  The stereo glitched severely bad, wouldn't shut off or change the station, and I was stuck with actual sim-ish related noise coming from my speakers.  I saved, restarted, and it let me turn the stereo off so I could no longer hear it, but my sims still could, supposedly.  Deleting the stereo has no deleted the fictional music.

4. My first sim, now a grandmother, died while at work, and I cannot find her gravestone anywhere.  It's not at the Towers, it's not at the Graveyard, it's not in he Manage the dead UI, and it's not on the home lot.

I have the July 5th version of Awesomemod, plus some other skilling mods, which have been with me pretty much since the beginning.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 09, 05:05:37
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.
Right.  That's because the game goes "wtf is this?" and crashes... But once it loads correctly once, it will continue loading as long as you don't change awesomemod or the config file. So... just set it up how you like it.  Then reload the damn thing until it works.  Make some coffee... smoke a joint... fuck your sister.  Whatever it takes.  But trust me, it will eventually work and it will continue to work thereafter until the next awesomod release... in which case you'll have to restart your reloading until it works/sister fucking/pot smoking routine once again.

3loader and nointro hack are your friends though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 09, 05:32:51
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.

Installing/uninstalling the enablescripterror.package file sometimes helps. I had the non-loading problem, plopped it into the Mods/Packages file, and my game loaded fine. Next version of AwesomeMod, I had to take it out, because my game wouldn't load with it in. I'm not the only one who has reported this phenomenon, but it could also just be voodoo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 05:38:00
It's total voodoo. Nothing you do REALLY makes any difference, other than it makes you feel better and randomly jogs the system. The reason this happens is due to some kind of race condition or multithreaded loading bug, and there is nothing you can do about it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 09, 05:44:39
Well hmm... as I don't drink coffee... don't smoke pot... and am an only child... I can't try any of those options to gain an understanding why my game has developed a crashing problem after playing for 20 minutes to 3 hours at a time... since the 7/6 update of AM... so am going to now try using the 7/5 build again... because I hadn't had ANY in-game crashes until the 7/6 update and the newest build...   :-\

I am running w/TS2 aging enabled, Sup Com disabled (always), Story Progression (SP) and the Game aging disabled, 12 Woohoo enabled w/a supporting hack from MTS "Teen Woohoo+Marriage" that is supposed to be compatible w/AM and the Pedophilia enabled... all was well until the 7/6 update and beyond... ideas anyone ?   :)

Update:  And I've been using "EditSim" heavily all along... so maybe it's more dangerous w/the newer builds ?
(Not touching a Sim's age, weight or the other no-no's either)   8)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 09, 06:06:31
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Are you, by chance, running ie8?  I ran into that when using ie8.  I switched to Firefox and have not had a problem since.

Nope, I use Chrome. I have the same problem both at my home and work computers (I haven't been able to install Firefox at work, but for some reason Chrome can easily be installed regardless of the limitations they have set up for the regular users on these computers.). What I've started doing now to deal with it is that if a page gets stuck loading, I use the stop button and then reload. Most of the time it works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 09, 12:52:29
It's total voodoo. Nothing you do REALLY makes any difference, other than it makes you feel better and randomly jogs the system. The reason this happens is due to some kind of race condition or multithreaded loading bug, and there is nothing you can do about it.

I think you must've said that a dozen times now.  They just don't want to listen to you, do they, Pescado? ;)

3booter works everytime a new build comes out.  In fact, voodoo or not, I use 3booter whenever I install a new build... but Pescado's right, I bet I'm being superstitious. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jolanka on 2009 July 09, 13:25:18
I registered here just for this question. Hopefully I'll get an answer next to all the ass driven comments I expect to recieve.

I downloaded the Awesomemod sometime in June. At first it didn't work until I realized that aweconfig.package was not the mod. After I stopped being stupid and downloaded the right stuff, I was happy as a clam until today when I downloaded the EA patch. I did that, the patch installed cleanly and I found that I needed a new awesomemod. Alright, no problem, I downloaded that and even got a new config pack for it. Now the problem is, the mod is not working. I have done all that is listed:

-Manual install
-Install via Delphy's Installer
-deleted caches
-unistalled/reinstalled the mod
-unistalled/reinstalled enablescripterror.package
-restarted the computer at the last minute

The game itself is working, just not the mod. I read somewhere here that the easiest way to see if it's working is to check the fridge for all the foods to serve. My latest save is in the morning, so all that shows up is breakfast dishes, no lunch or dinner dishes. Plus pressing Q still attepmts to quit the game. If anything, I blame my self; I tried to fix something that was not broken. I also find it quite rude that all my lesser mods still work >:( Any answer is appreciated at the moment, and if I have errors in spelling/grammar go ahead and stick me with your sharpest items. I reread this way to many times to have any errors.


I've got same problem. I installed the latest awesomemod version and the game recognize it - I type showconfig and it is displayed properly but none of the mod functions are working :'( I deleted all other mods and reinstalled the game - still the same! The game is patched and I'm using the latest awesome mod. Help, any clues? My neighbourhood suffers! 
I'm quoting woopa because he/she didn't get any answer...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 13:37:14
3booter works everytime a new build comes out.  In fact, voodoo or not, I use 3booter whenever I install a new build... but Pescado's right, I bet I'm being superstitious. :)
3booter works because it is a brute-force application designed to keep banging on it until it does, not because it possesses intrinsic magical properties.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 09, 15:54:45
Quote
That's what I already did. Any sim not being run in high-res simulation that is not actually at work simply doesn't gain work performance. I have no idea why your sims are skipping work/school, though. Mine don't.

Damn!  Lol why must my sims be renegades?  Well no worries, played last night with new shiny build, still going about 50% of the time to work and school.  Ah well, at least they wont get fired, and i guess it's not all that important that they get passing grades.  Silly question probably but how do I tell the game which sims I want running in high-res?  Do they have to be sacred?  I'm tracking several and most of them are 'low detail mode' though a few aren't... not really sure why.  Is it just when they are out and about or something that they are in high detail mode?  Sorry I don't really know how that works and can't seem to find any info about it when searching.

Sympathetic laugh @ Motoki, man I wish I understood this 'voodoo' too.  Just when I think I get these computer things figured out somebody tells me what I did to 'fix' the situation has nothing to do with the problem and couldn't possibly have accomplished anything.  I think I'm gonna start leaving offerings of raw meats in front of my disk drive.  Chanting is also not out of the question.  You mock my superstition but it's all I have!  Lol

edit:  Forgot to add that the 'work&school' option on supreme commander causes an error whenever the sims interact with objects outside of their home, and for some reason it tends to send them to the library... to study most likely, but they are never able to complete the task since they have to be reset.   :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 09, 18:37:22
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.

What finally brought the Voodoo Crash completely under control for me was the folllowing hygiene steps:

1. Every time I change/add any package to the game, I always delete all four *Cache.package files before firing up the launcher. This practice alone has made it so that no voodoo crashes have happened for me since I started doing it.

2. What also worked for me before figuring out #1 above was to simply flip the state of the enablescripterror.package.  If the Voodoo Crash occurred, I'd just remove that package if it was present, or add it if it wasn't present. This would always stop the Voodoo Crash for that particular combination of mod packages.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 09, 18:40:19
Then again, as Pescado states, the above hygiene practices might have the same weight as knocking on wood. Go figure. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Blaise on 2009 July 09, 18:49:22
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 09, 19:01:00
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?

I believe it is one of the books in game that sims read instead of anything else if it is in the house or their inventory.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thia on 2009 July 09, 19:14:54
I think I read somewhere in the thread that other ppl are getting messages regarding whats happening to other sims that are not their current active household (not just deaths). How do you get that to show?

Also how do I click and increase the stats meters?

what does wandhere do? (no i never played sims2, so "the sims2 wand thing" doesnt ring a bell)

And is the following normal?
- I switched active household and stood outside the house of the family I was playing. Essentially what happened was they just all went home after school/work, went through thte door and stood there as their stats went down.

- kids all over town are majorly failing school, heck they dont even go

I tried to read through the posts, but then the words got to me =( sorry in advance if I repeated any questions. thx


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 09, 19:32:29
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?
I believe it is one of the books in game that sims read instead of anything else if it is in the house or their inventory.
Well, everybody loves Raymundo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zeki on 2009 July 09, 19:50:45
I have two questions.  :P

First, a non-sacred family can have new babies? Without my control, of course, and with parthenogenesis enabled. I mean, a girl can suddenly (randonly  :-\) falling in love, marriege, and have baby...

And a sacred family, that i don't control, can have new babies?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nevearo on 2009 July 09, 21:40:58
Okay, for the third update in a row, my Voodoo management method has worked. I am starting to get a little suspicious that it may not be Voodoo...

I open the .package file with s3pe and remove compression from every file.
The game then runs like magic.

Just to be sure, I went back and redid the compression, and like magic the voodoo crash comes back.
So, this warrants a wider scale testing I think.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 July 09, 21:57:21
Thia, Use the search and you don't have to read every post, but please do not tell the members here that you couldn't read through the messages and then expect an answer to something that has already been answered. I did a search for you by simply typing in "wand" and finding the third quote:

One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?

I did play Sims 2 and I don't know what this is either.

It was awesomeware, arguably one of Pescado's most amazing inventions. It was an object that, when you dragged it from the buy catalog, would instantly depreciate all of the objects on the lot. It's essentially the same effect as moving a family in, as the act of simply buying an object causes it to become devalued, except that you don't have to bother with any of that crap.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 10, 00:03:25
Well, everybody loves Raymundo.

I so did not see that one coming.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 10, 03:59:31
Is anyone still having serious lag issues?

I searched the thread so don't yell. I found posts back from mid-june and the last one said that the (what was then) lasted version of the mod fixed the lag from 12:59AM-early morning.

I just got the mod today. My first sim evening with it i experienced god awful lag. from 12:59 - 5:30am it would pause for a 30 sec - couple minutes every 2-5 sim minutes.
Needless to say I sat at my computer drooling and plucking hairs for a good 45 minutes!

The main reason I got the mod was for multiple-households, I've never really had problems with story progression before. But anyway, I just wanted to check if this problem is just me, or if others are also experiencing it and if there is anyway to fix it or at least lessen the damage.

I only have so many hairs to pluck!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Blaise on 2009 July 10, 04:14:56
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?

I believe it is one of the books in game that sims read instead of anything else if it is in the house or their inventory.

Thanks, sumpsychochic, for the reply.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chyld 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?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 10, 04:21:25
Since nobody has asked yet, could I get some clarification on the "Ancestral Home" feature in the new build?
An "Ancestral Home" is something like Goth Manor. You expect the Goths to live there and not to leave. It's freaking NAMED for them. Thus, because it contains their fambly name, they will not move out of it from a random event, and they will not desert it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chyld 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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 10, 04:57:12
You didn't mention any functionality, only some nonsense.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chyld 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.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 10, 11:46:32
And all that requires is a manual renaming, I'm assuming.. cause I tried to look in the help file and I tried to shift-click and ctrl-click.  No option to make it 'Ancestral'... so a manual rename is the last thing that makes sense to me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rmt on 2009 July 10, 12:43:27
Is anyone still having serious lag issues?

I searched the thread so don't yell. I found posts back from mid-june and the last one said that the (what was then) lasted version of the mod fixed the lag from 12:59AM-early morning.

I just got the mod today. My first sim evening with it i experienced god awful lag. from 12:59 - 5:30am it would pause for a 30 sec - couple minutes every 2-5 sim minutes.
Needless to say I sat at my computer drooling and plucking hairs for a good 45 minutes!

The main reason I got the mod was for multiple-households, I've never really had problems with story progression before. But anyway, I just wanted to check if this problem is just me, or if others are also experiencing it and if there is anyway to fix it or at least lessen the damage.

I only have so many hairs to pluck!

My boyfriend got the latest version as of 2 days go, and he bad lag too.  Oddly enough, his lasted longer every night (until 2am the first to until about 8am several days later).  He turned off the No Parthenogenesis, No household merge / split etc, options and the game is normal again.  I have an older version (a couple of weeks old, I think) and while that lagged pretty badly the first night, it was fine after that. 

I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caitlyn on 2009 July 10, 14:22:43
I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time. 

Um...seriously?  There have been about 48 Billion changes to awesomemod over the past "couple of weeks."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cajia on 2009 July 10, 16:43:55
The patcher app tells me I have no previous version of The Sims 3 installed. Is this because I have my Sims 3 saved to the (x86) programs files folder? Or is it because I manually transferred all the files from the computer upstairs to my laptop with out actually installing via the CD? Which for some reason, doesn't work anymore.

Can someone give me the files and tell me where to manually install them? Or should I forgo installing the patch at all since my game already crashes every few minutes?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Athenie on 2009 July 10, 17:03:33
First, thanks to Pescado, your mods have made The Sims playable for years (Yak-Yak FTW!). I shelved Sims 3 til your mod made it playable, now I can again waste endless hours.

I too am having issues with my sims skipping work/school. It seems to only be families that I play regularly, and sacred status seems to have no effect. So one morning as the school bus arrived, I paused the game and Ctrl-clicked my way through these problem familes. When I did I noticed something interesting with the times. Each family showed a different start time for school under the occupation tab. One might say school starts in 2 hours, another 5 hours, one even said 17 hours, all of this at 8AM game time. So the reason my sims are skipping work/school is because their time is off. They think it is 6AM when it is 9AM. I have no idea why this is happening. If I unpause the game a few seconds, the start time catches up. However if work/school has already started they do not go. My work-around for this is at 6AM going to my problem households and running time for about 5 seconds. Once I do this each morning, they seem to go to work/school as scheduled.
So I am wondering if my Ctrl family switching is messing up their clocks. Is there any differencebetween Ctrl-click switching families and doing it from Change Households in edit town?

My second question has to do with relationships and story mode. None of my sims are developing romantic relationships. They develop friendships, but no romance. All of my romantic relationships have to be forced by me. I also have had no marriages occur in story mode. Is this situation unique to me?

Always using the latest Awesome version, vanilla except InformonStoryAction is true.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 10, 19:13:15
I have had the same problem as Athenie... among my few CAS fambly's that I am Ctrl-clicking to move between houses... and have had one of my teen girls leaving for school at 7:00am to be there by 9:00am... and knew the fambly's clock was off somehow but had no idea how it got that way...  Also these kids/teens will miss school and the parents will miss work... if I've been away playing another fambly... and then come back... and then their grades drop... job peformance... etc...  Really weird stuff...   :P

And they are all on Sacred status too...   :o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 10, 19:17:52
Of course.

'Goth Manor' - is ancestral for any Sim named Goth (or Manor :D)

'Little House on the Prairie' would be ancestral for the families Little, House, On, The, and Prairie (unless of course Pes filters out common words like House and The).


No... that's not quite right now... "Little House on the Prairie" would be the ancestral home for Michael Landon, Melissa Gilbert and Ma and the others...   ;D   :D   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Caupi on 2009 July 10, 19:54:03
I too am having issues with my sims skipping work/school...

My second question has to do with relationships and story mode. None of my sims are developing romantic relationships. They develop friendships, but no romance. All of my romantic relationships have to be forced by me. I also have had no marriages occur in story mode. Is this situation unique to me?

...

I have the same problem with non-controlled sims skipping work/school. 

I'm also having issues with romantic relationships being formed - the only thing non-controlled sims seem to want to do is antagonize each other, with a very few "befriendings" thrown in.  I have seen zero romantic relationships, zero marriages, and the only children that seem to be born are to homeless townies (and after I destroyalltownies, no babies born that aren't forced by me).  No Parthenogenesis! is enabled, but even my already-married couples (with plenty of beds/cribs) aren't spawning by themselves. 

Basically, most of my non-played sims ignore/hate each other and just stand around all day missing school and work  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 10, 21:17:23
Is anyone still having serious lag issues?

I searched the thread so don't yell. I found posts back from mid-june and the last one said that the (what was then) lasted version of the mod fixed the lag from 12:59AM-early morning.

I just got the mod today. My first sim evening with it i experienced god awful lag. from 12:59 - 5:30am it would pause for a 30 sec - couple minutes every 2-5 sim minutes.
Needless to say I sat at my computer drooling and plucking hairs for a good 45 minutes!

The main reason I got the mod was for multiple-households, I've never really had problems with story progression before. But anyway, I just wanted to check if this problem is just me, or if others are also experiencing it and if there is anyway to fix it or at least lessen the damage.

I only have so many hairs to pluck!

My boyfriend got the latest version as of 2 days go, and he bad lag too.  Oddly enough, his lasted longer every night (until 2am the first to until about 8am several days later).  He turned off the No Parthenogenesis, No household merge / split etc, options and the game is normal again.  I have an older version (a couple of weeks old, I think) and while that lagged pretty badly the first night, it was fine after that. 

I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time. 

Like I said before, I don't really care for story progression either way. I like to progress families myself! So i discovered just turning the damn thing off works best! But I should try to disenable some of those options to get some of the SP features!  ;D

But to avoid a double post, let me also add another little buggy I found  :-\
I have pedo enabled and also installed the teenwoohoo thing for AM that I found in the pudding factory (YUHM!! PUDDING!!). I had a teen go over to Morty's house (he's single, no one else in fambly, i wanted to CLAIM him for my future rich daughter) and had her flirt, ect. They had a first kiss and that was it. They became best friends so I had her leave.
I changed over to her older sister's boyfriend's house. And helped him establish a good job, anyway played him for a while switched back to my main hh with the creepy daughter making claims to the goth's estate.(PS- she's a twin, and the twins are the youngest of 6 kids) I noticed her twin sister was normal, but couldn't find her. She had aged to an adult automatically! So I quit without saving..  :-[

Anyway. No biggie, just thought i'd let ya know so it could possibly be looked at. Like I said, I have SP turned off and aging on, and I have that teen woo hoo thing..



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorelei on 2009 July 10, 21:48:15
Well, everybody loves Raymundo.

Well played, madam. Well played.

 :D  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rmt on 2009 July 10, 21:50:18
I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time.  

Um...seriously?  There have been about 48 Billion changes to awesomemod over the past "couple of weeks."

Well, obviously, yes.  Perhaps I should have been more specific about a code change in the particular part that would affect lagginess, like more calculations being added.  

EDIT:  Incidentally, does anyone know if this is the case?  I'm a little leery about updating to the latest version if it's going to make my game horribly laggy too. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 10, 23:32:00
Well, obviously, yes.  Perhaps I should have been more specific about a code change in the particular part that would affect lagginess, like more calculations being added.  

EDIT:  Incidentally, does anyone know if this is the case?  I'm a little leery about updating to the latest version if it's going to make my game horribly laggy too. 

Well a lot of the lagginess, at least in my game, was limited to the night time when the game made all the families play musical houses and keep moving in and out of various houses. There's a new version up now that has a fix for that so should be okay, but I am firing up the game now so can let you know in a bit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 11, 01:28:54
In one of the previous iterations of the AwesomeMod, I'm fairly sure we could choose to have any meals available at any time of day - of course subject to the sims cooking skill.

At the time I chose this option, and it's in my game.  However it doesn't seem to be in the mod in anyway now.  Yet it's still in my game.

I'm currently running the version from the 9th of July.

The thing is, that I'd rather like to go back to having normal meal availability, do i need to remove the mod and then re-install it?

I know it seems like a very small point, but salad for breakfast has become annoying.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 11, 01:30:19
In one of the previous iterations of the AwesomeMod, I'm fairly sure we could choose to have any meals available at any time of day - of course subject to the sims cooking skill.

At the time I chose this option, and it's in my game.  However it doesn't seem to be in the mod in anyway now.  Yet it's still in my game.

I'm currently running the version from the 9th of July.

The thing is, that I'd rather like to go back to having normal meal availability, do i need to remove the mod and then re-install it?

I know it seems like a very small point, but salad for breakfast has become annoying.
That was never optional.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 01:38:57
I know it seems like a very small point, but salad for breakfast has become annoying.
...so don't pick it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 11, 01:47:30
In one of the previous iterations of the AwesomeMod, I'm fairly sure we could choose to have any meals available at any time of day - of course subject to the sims cooking skill.

At the time I chose this option, and it's in my game.  However it doesn't seem to be in the mod in anyway now.  Yet it's still in my game.

I'm currently running the version from the 9th of July.

The thing is, that I'd rather like to go back to having normal meal availability, do i need to remove the mod and then re-install it?

I know it seems like a very small point, but salad for breakfast has become annoying.
That was never optional.


Where in Hades did it appear from then, because this is the only mod i run.

MATY mods have always been the only ones i run.
I know it seems like a very small point, but salad for breakfast has become annoying.
...so don't pick it?

Gah that was my stupid fault, don't make quips when you genuinely want a proper answer - stupid del.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 11, 02:06:06
Where in Hades did it appear from then, because this is the only mod i run.

Honestly, I may have misread your post.. So let me give a less cryptic answer.

There was never an option to turn that on/off with Awesome mod.  Once he added that feature it was always on. If you don't want to have all meals available at all times during the day you can't use Awesome mod.  It is not and has never been an optional feature of the mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 02:19:18
It's nearly impossible to do quests involving some foods without it, since the item is not otherwise available!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ramseyazad on 2009 July 11, 02:36:37
How hard is it to just pick the food you want? I've seen so many posts on this subject that I am forced to consider that there are many more tards in the world than I had ever imagined.  Are you people getting confused by the many, many, food choices?  Does the possibility of the extra click on "more" frighten you?  Have you not read any of the previous posts in which our generous benefactor has explained that this will not be optional?  Can your memories (or web browsers) extend beyond the current page of the thread?  All that genius and energy expended, and you want *fewer* options on an already sparse and limited game, as a *feature?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 11, 03:08:47
Okay I can report with this version I made it through a night with no noticeable lag. Yay!  ;D

And I agree on the food thing. Why does this bother people so damned much? There's Asian sims in my town and maybe they want to eat some damned dim sum for breakfast. Or hell, maybe they want pizza. Who cares?

I live near a Vietnamese part of town and there's a bunch of Pho (noodle soup) restaurants open at like 6 or 7 in the morning. It's generally not the first thing I want when I wake up but hey if it floats someone's boat more power to them.

I mean maybe I want to play a bachelor or eccentric sim making odd things for breakfast or an ethnic family or whatever. I don't like limiting the choice because you know what? I might not normally make spaghetti and meatballs for breakfast but I always have the ability and option to do it should I so choose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaliban on 2009 July 11, 03:13:34
How hard is it to just pick the food you want? I've seen so many posts on this subject that I am forced to consider that there are many more tards in the world than I had ever imagined.  Are you people getting confused by the many, many, food choices?  Does the possibility of the extra click on "more" frighten you?  Have you not read any of the previous posts in which our generous benefactor has explained that this will not be optional?  Can your memories (or web browsers) extend beyond the current page of the thread?  All that genius and energy expended, and you want *fewer* options on an already sparse and limited game, as a *feature?
Well count me among the tards :P I like to make my sims life harder and unoptimal, and liked the limitations on food availability. I just pretend the limitations are still there and check my written list when they cook, but it is an undesired feature. I can do with it.
This is Pescado's mod, so he does whatever he wants with it (and does it awesomely, I have to say), it doesn't mean that each and every aspect of the One mod is wanted by everyone using it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 03:26:24
Well, if you care what they eat, go ahead and pick. The entire list is open to you, however. Frankly, I don't even pay attention. I just select EAT from the Supreme Commander menu, and they DO it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 11, 05:21:26
Okay I can report with this version I made it through a night with no noticeable lag. Yay!  ;D

Okay spoke too soon. Second night I am getting moveouts and freezes again. :( This is with the latest build with the band aid too. Weird.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 05:22:31
But is it at least not the SAME people moving around? I'm trying to analyze what exactly is the logic which drives Story Progression, and the more I figure out, the more it supports the conclusion that the system is simply utterly bugfuck crazy and is devoid of any meaning, purpose, or goal. The only way to really FIX it is to completely redo half of it. However, I'd need a dedicated test staff willing to commit to doing so, probably in grah, to really be able to pace this thing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 11, 05:42:16
I'm SO willing to be a part of that hypothetical test staff.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 05:52:05
I'm SO willing to be a part of that hypothetical test staff.
So start showing up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 11, 06:10:36
I vote for yanking out all the wires, redoing, it and simplifiying it.  We have a pretty good idea what it OUGHT to do, and that's not so complicated.

I also think you should rename the site from moreawesomethanyou.com to EAQualityAssuranceProductSupport.com


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DCNBrett on 2009 July 11, 06:48:52
When I download the AwesomeMod Configuation file and put it in my package folder it looks like this "aweconf.package.xml". Is this how  the file is supposed to be or do I need to remove the xml at the end of it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kiirkas on 2009 July 11, 07:20:46
When I download the AwesomeMod Configuation file and put it in my package folder it looks like this "aweconf.package.xml". Is this how  the file is supposed to be or do I need to remove the xml at the end of it?

Remove the .xml extension.  It should download as "aweconf.package", without the extension anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cajia on 2009 July 11, 08:08:24
Ah so I'm not the only one getting the mass movement of Sims. To answer your question Pes, my game has a lot of custom Sims in it, and I've noticed the same ones move three times while playing the game. It also tended to happen after I switched main houses. 

As far as the food issue goes, this is most certainly not a realistic game, but it is realistic to have the options to cook any recipe you know and have the ingredients for regardless of the time of day. My sims don't tend to cook unless I'm raising a skill, but I appreciate being able to cook whatever I feel like clicking on.

Besides the moving problem, the new fix has caused me no problems, and I'm not crashing anymore. It must be a random act of madness or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 11, 13:30:07
Last version of the awesome mod (must be because I didn't include anything else since then) caused me a problem - when I move out a Sim from the household or simply transfer a copy of a hood from a computer to another, my Sims when reseting get the message that "they should do something about their work performance or they will be punished". The work performance jumps to totally red, the same with the children/teens that get School grade F. And this happen just after they had been alright to work or school.
Downloaded the new version today. Hope it helps.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 11, 14:00:35
Where in Hades did it appear from then, because this is the only mod i run.

Honestly, I may have misread your post.. So let me give a less cryptic answer.

There was never an option to turn that on/off with Awesome mod.  Once he added that feature it was always on. If you don't want to have all meals available at all times during the day you can't use Awesome mod.  It is not and has never been an optional feature of the mod.

Thanks for clarifying, I couldn't find anywhere where it said it was a part of the mod, so I was beginning to think I had imagined it.
How hard is it to just pick the food you want? I've seen so many posts on this subject that I am forced to consider that there are many more tards in the world than I had ever imagined.  Are you people getting confused by the many, many, food choices?  Does the possibility of the extra click on "more" frighten you?  Have you not read any of the previous posts in which our generous benefactor has explained that this will not be optional?  Can your memories (or web browsers) extend beyond the current page of the thread?  All that genius and energy expended, and you want *fewer* options on an already sparse and limited game, as a *feature?

My question was more along the lines of having thought it was a definable choice in the mod at one point, the quip about being bored with the choice was misplaced, as I'd already pointed out.

I searched for 'food', 'any food' and 'food time' none of which brought up the information I needed.  As he's probably usually replying to someone rather than detailing something, and the fact that it's a long thread about many issues, short of trawling through the entire thing, it's unlikely I'd have come across these comments.  It's generally regarded as impossible to remember something you've never experienced, unless of course one is delusional - in which case it's not really a memory, is it now.

Unlike some people on here, my post count does not indicate my IQ level, I've been on these boards for years, I just only post when i need to, which is incredibly rarely.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Process Denied on 2009 July 11, 16:16:43
Does anyone have a suggestion?  The Langerak family has 2 adults leaving at 8 with the boy(school time) and 3 adults leaving at 3 for jobs, and one at 5.  Everyone was in the red with their jobs and school except fot the one at 5.  I think they are getting bottle necked and missing work and school(had the same problem with the Bunch kids).  I decided to put them on the Supreme Commander on the work/school selection.  Well, Kaylynn turned into an elder and I needed her out so I went to one of her chilhood friend's house that never married and tryed to romance her.  He couldn't because she was constantly trying to do something and would break the romance cycle.  I switched to her and she was going to work on her job performance at the library(which is great)but does this mean they will nerver find love on this control?  Is there a better selection that will allow them to engage in romance.  I turned her off and did it at her house, but now they have the wrong last name.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 11, 16:25:33
I have been reading around about the darned TS3 patch and got completely lost with the downloads. I didn't patch my game, does the Awesome Mod REQUIRE that the game is patched?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: imyourboy on 2009 July 11, 18:14:48
I'm still using the mod from 7/1/2009 and I don't have the move out problem at all.  I deliberately did not update when I saw some of the problems happening.  Since it does not occur on this version doesn't that imply that something must have been changed since this one that caused this to happen?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 12, 00:43:37
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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 12, 05:50:48
OK, patched the game and so to say, I didn't have any problems with the patch self. Just took out the mods folder once I have very little in it anyway, it was easy. Took out the file of the no censor and placed back the original ShaderWhatever. Launched the game after patch and didn't notice anything wrong.
So, I still have the same mentioned problem from before, my sims lose work or school performance as soon as I make any modification like sending a family to the library. Not my fault, cause in the reality I don't want anyone in the library, I want just to back up original families because I'm building a Start Point Game. Experience with previous TS showed that EA mess up your hoods at every EP.
Besides the saving problem is increasing back to the same sucking delay - I'm already back to 18 minutes to save. This means it is full EA's fault.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bresus on 2009 July 12, 05:57:57
So I installed this awesome mod and it seems that only some features are working. My hopes/desires don't vanish when I switch between households, but I can't designate anyone as sacred. So maybe I should download this new "build", but I don't know how to do that. Where do I get it? How, exactly, do I do all these nifty things?

p.s. I'm on a mac.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 12, 06:13:17
You have to configure the AwesomeMod in order for all of the features to work. To enable certain console commands, you need to enable debugging. There's a configuration tool available on the same page where you downloaded the AM. Just click the link, enable/disable options as you see fit, and then click the big green tyrannosaurus to save the aweconfig file to your computer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 08:06:53
p.s. I'm on a mac.
The config tool was made as a webpage specifically for cross-platform compatibility, as a normal program would have been OS specific.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 12, 10:19:44
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?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 12, 10:30:03
Flash drive? Wireless network?  How do you get the AwesomeMod from one computer to the other? It'll work the same way.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 10:43:49
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?
Yes, you just do it exactly as you described. There's nothing intrinsic to the configuration page that somehow spies on your computer. It is not a very large file, so you can transfer it by any means, such as flash drives, or even floppies. You could even recreate it by manually retyping it in a hex editor, if you wanted. It's not very large.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 12, 12:50:32
Thanks for your reply. When you "talk" to me just keep in mind that you are not dealing with a 16 years old fresh guy. Me and my friends are starting to be grand-grand-parents. Grey masse shrinks. (Other things too!)
-.-.-.-.
OK, made my personal adjustment, that was not much at all, just 2 or 3 lines. Unfortunately I have some questions: TS2 style Work Promotion Without Forced Days Off - means what? Isn't it this what is causing my claim that my Sims get negative work performance even when they went to work? Sorry, I noticed that even when I do not make modifications in the hood, my Sims come back from work and outside of their working time I get a message - Sim X must care about his work performance otherwise there will be disciplinary measures. I cannot understand what is causing this.

Enable testingcheatsenabled on as default - Is it no more causing the problem we had with TS2 when enabling it caused a lot of errors? If so, I can enable it at every section. Normally I disable it after use. It is a pain in the .

Enable All EA debug commands - is it anything particularly useful for a normal game player. I don't do anything special with my Sims once I play with everything OFF. Story Mode for me is just another pain once I don't see any point in taking so much trouble to someone that is going to die anyway and the descendents won't take any lesson out of it. (I'm not intended to play me  ::)

Supreme Commander - I enabled it but it is just to see what is it about. Maybe I like it.

Removes 8 Sim limit on houses - enabled it cause I need 10 instead. That's all.

If it is so easy to ajust the file generated in case I regret something, I can take a look self. Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: HazelEyes on 2009 July 12, 13:13:12
Destroy all humans command makes the neighborhood pristine. I tried it last week and it worked admirably. For some reason, though, all young adult townies moved into the 'hood by story progression seem to get hitches the very same day, leaving no singles for my one controllable to stalk romance and marry. I may end up breaking up an existing relationship, but for future reference, is there a similar command thank nukes all extraneous crumples/graabs/etc. but leaves the anonymous townie population intact? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Faizah on 2009 July 12, 13:24:09
I've been wondering, if you designate a lot 'ancestral', does it just stop move-outs, or does it also encourage sims to move back 'home' if the lot is empty? For instance, say the Goth family proceeds another generation or two, and spreads out across the hood. If the ones who stayed home die off and leave the lot vacant, would any of the off-lot Goths be likely to move back to the Goth Manor? Or would the ancestral designation prevent them from splitting off in the first place?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 12, 15:14:40
I don't know how possible this is, but I'd love the option.

Most age groupings of stranger sims are obvious, but especially for a male sim trying to find a female of child bearing age, it's difficult to know if the potential partner is suitable.  Short of moving them in, or switching households, there's no way to determine if the sim is young adult or adult, never mind if they're only a few days from becoming and elder.

Would it be possible to have an 'ask age' option, or even better, for the age grouping or age to show when you hover over a sim in the friends panel.  Unless one has a sharp eye, it's not even discernable if a 'high school' friend has become a young adult as it shows their information from the last time you talked to them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 12, 16:00:07
Can someone tell me the best way to handle moving out adult children from a household into a new household, that is not the currently selected one?

I had one family have five kids (well one pregnancy was twins so technically only 4 were planned :P) and they're now adults and I got to the point where they wanted their own love interests and the house is just getting too damned crowded so some of them needed to go.

I had 4 of the 5 move out via computer. Well when it comes up and I get the menu they get zero simoleans to take with them and I couldn't change this. Only the active household got the money, even though they have plenty and the adult kids did contribute some to it. So anyway I figure okay I'll just check off kick out which says it moves them into a random house. Well I suppose awesome mod is not giving anyone a free ride so they didn't move in and are I guess off in the homeless limbo nexus.

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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 12, 16:45:41
Can someone tell me the best way to handle moving out adult children from a household into a new household, that is not the currently selected one?...
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.


These issues are probably why EA decided to give everyone 16k to start off with. I don't know of any better way to handle it, I'm afraid, but I just wanted to add that a similar problem occurs when a sim asks a townie to move in. The screen pops up showing how much that sim is worth but the amount is grayed out and the townie moves in penniless. I 'motherloded' my couple when it happened, which added about 20k more than they should have been worth, but I wasn't about to let my sims get cheated out of the cash they should have had. Besides, my sim is a CEO and the townie was a doctor, and they needed to build a better house than the dump they were living in. Keeping up appearances, and all that. :)

Mr. Pescado, I know this is your mod and you have the right to do whatever you choose with it, but since we can no longer pick and choose what features we want in order to cutomize our game like we were able to do in TS2, it sure would be nice if the no 16k handout feature could eventually be made optional. And it's only "cheating" if I want to play the game that EA made, which I don't - and apparently no one else does, either, or else there would be no AwesomeMod in the first place! I'm just sayin'...

edited to correct spelling error


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 17:12:22
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.

Mr. Pescado, I know this is your mod and you have the right to do whatever you choose with it, but since we can no longer pick and choose what features we want in order to cutomize our game like we were able to do in TS2, it sure would be nice if the no 16k handout feature could eventually be made optional.
That would be against my religion, and I will make no such vile, blasphemous thing. For is it not written, "Energy cannot be created or destroyed."?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 12, 17:29:06
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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PolecatEZ on 2009 July 12, 17:56:35
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.

It allows you to choose a house or empty lot for the sims moving out...in fact, it requires that you do this unless you check the "kick out" or "make active" check-boxes.  They just won't take any cash with them.  If you want the sims you move out to have a little cash, just have them pawn off some of the crap from their newly furnished lot you just bought them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eevilcat on 2009 July 12, 18:09:44
Is there any particular reason why awesomemod has almost tripled in size? 3.5Mb to 9Mb from the previous version to the new one is quite a jump.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 12, 18:17:54
Uhh.. the mod is still 3.5mb to me... I haven't noticed any change in size.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 18:18:28
Must have been a bad upload. Try redownloading.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eevilcat on 2009 July 12, 19:30:54
Cheers, I grabbed it again from mirror3 and it's the right size now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GayJohnScarritt on 2009 July 12, 21:48:09
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.

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.

I had 4 of the 5 move out via computer. Well when it comes up and I get the menu they get zero simoleans to take with them and I couldn't change this.

You had the solution earlier, tho I have the feeling that you didn't go far enough with it.  When moving part of your household out via computer/cell phone, this gives you the option of 'BUYING' a house for the moving out sims with the cash you have in the original household.  (Later on, the remaining sims can talk about 'Satellite House'.)   And yes, once those sims move out, they'll have 0 cash to their name, but, if you can afford it, a really expensive/furnished home.  If you're not looking to play that off-shoot house, they don't need the money, so screw em.  If you do want to play them, then hopefully, you've given them all good jobs and stuck a bunch of books/rocks/gems/perfect harvestables in their inv, so they can sell it for ready cash.

Also, be aware, that using this move out method, the house MUST have enough beds for all the sims (plus un-born sproglettes) that are moving out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Driskoll Xun on 2009 July 12, 23:30:43
In the Careers xml, what does a negative integer signify in MaxOfficeHolders?  Specifically, I have two mayors in my game.  Mayor has a -1 for MaxOfficeHolders.  What behavior should I be seeing?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Faizah on 2009 July 12, 23:57:36
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.

What? No. I moved out sims from one lot into another - the sims moving out went with $0, but on the move-out screen I was able to choose them a house, and off they went. The active household remained the active household, and the moving out sims only took the cost of the house from the active household.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 July 12, 23:58:40
I have a problem:  all my military sims have turned into astronauts virtually overnight.  I have a version of AwesomeMod after all the tweaks were done to make valid bosses, and I am unsure if this is what caused the problem.  I have also made all my sims sacred.  I don't know if they were all promoted before or after I made them sacred, but I would like to be assured that no more of my sims will end up with level 1 to level 10 promotions.  It is wreaking havoc with my game.

If anyone could suggest a way to manually demote my sims to a more appropriate career level, that would be appreciated - and if that sim happens to be someone's boss, how will that affect the outcome?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 00:47:55
You can CRTL-SHIFT-Click to access a career-demote option. Not sure how they all managed to become astronauts, though. How many is "all"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 02:35:35
What? No. I moved out sims from one lot into another - the sims moving out went with $0, but on the move-out screen I was able to choose them a house, and off they went. The active household remained the active household, and the moving out sims only took the cost of the house from the active household.

D'Oh. Okay well that makes sense then. The message showing the moving out sims as having zero simoleans isn't really intuitive as suggesting you still can buy them a house from your money, but I guess it makes sense in a backward way if it is just referring to family funds of those moving out, who of course don't need any if you aren't playing them, and not the actual property they are buying.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 July 13, 02:59:08
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.

Buy a large item, like a car, and put it in the child's inventory.  Buy them a house, then switch to that house and sell the car.  Now the child has a nice house and some cash to start life with.  That is what I do, if I have the cash to spare.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 03:02:13
That's a TS2 method. In TS3, doing that gets you mauled in depreciation fees that are applied immediately upon exit from buy mode. Don't do that. In TS3, you can just directly select which house to buy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 03:30:53
Hmm, well the mom of this family I am playing is a high end painter and her large paintings regularly go for around 3.5k. Also have a master fisher in the house and a pond there stocked with deathfish. A stack of those can be worth quite a bit. No depreciation on either of those because it doesn't cost me anything in the first place, except time.

Of course this assumes I am playing them which I'm not so I guess it's pointless to give them anything but property and let the Artificial Stupidity figure them out from there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 13, 04:15:58
Hmm, well the mom of this family I am playing is a high end painter and her large paintings regularly go for around 3.5k. Also have a master fisher in the house and a pond there stocked with deathfish. A stack of those can be worth quite a bit. No depreciation on either of those because it doesn't cost me anything in the first place, except time.

Of course this assumes I am playing them which I'm not so I guess it's pointless to give them anything but property and let the Artificial Stupidity figure them out from there.
That's what I did when I moved out a spawn and his new wife. I dumped a couple of paintings in his inventory, switched to his house long enough to sell the paintings so they had about 10k, put them on SupCom for whatever I wanted them to be doing for the next week or two (skilling logic), and left. Haven't gone back yet as I'm playing a different 'hood, but will do so next week sometime and see.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 04:22:49
Sims don't really benefit in any way from having cash on hand. Without the player to SPEND it, they have no means of using it for anything, since sims cannot buy or place their own furniture. Even if they were allowed to do so, they'd have no idea how to arrange it and would probably wall themselves in with it. So all they can really use is the lot, and unless you put them on macro control, they don't even benefit from that, really.


Title: Problem with stroy mode of awesome mod: silver town.
Post by: BioHazard on 2009 July 13, 05:11:28
I played my neighborhood with awesomeware mod installed and story progression turned on.
I enabled most awesomeware story mode options like "No bus accident killing" etc.

It worked well.. Maybe too well.

Now after playing for period much longer than normal sim's lifetime, My neighborhood become silver town. About 70-80% of sims are old man with gray-hair. Young people are rare. teens are even rarer. Toddler or child? what's that? My sim's son has only one friend  of their age.
Most  middle-aged sims as well as young sims are single (not married ).
And general population is dwindling down. It is becoming harder to find sims of any age. I have to manually feed some new families to the my neighborhood to maintain general population.

This is because reduced birth rate (which requires two valid parents ), marriage /move-in rate (due to prohibited random merge, move-in) and much reduced death rate of old people of the awesome mod.

So I suggest some tweak to fix it.

1) Give us more couples and babies from it.
Let more marriage and move-in happen between single sims and let the couple have more babies. Please let singles get married more frequently with their friend.  It seems that many non-active single sims to have great difficulty in making friend or finding spouse. There should be some matchmaker. And make the couple have more baby. We want baby!!!!

2) Permit more single mom.
Even without actual move-in/marrige  or woo-hoo, non-active, non-blessed female sim should be able to conceive baby of male friend. But choose most close male friend (Best or Good friend) if possible, and only for non-blessed, non-active male as a father of her baby.

3) Let old people die frequently.
Old age is quite long in sims life, so if we maintain constant population, nearly half of people would be old age. So let non-active, non-blessed old sim die frequently from illness.
Late middle-aged sims should killed from "Bus" accident, too. (less frequenly than old people die of illness).

4) More fresh families moving in the town to maintain general population.
As time gioes by, it seems that more and more family leave neighborhood and each family has less member. Unless handled manually, the town will be ghost-town.

E.A.'s way of story progression mode like random death/merge etc was not so good, so I love stroty progress mode fix of awesomeware. But E.A.'s way is good for maintaining  general population and age group ratio. Awesomeware need some improvement in these regard.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 05:13:09
So far, AwesomeMod has not attempted to address story mode at all, other than to prevent it from doing illegal things. That is planned for the future.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 13, 10:34:08
Sims don't really benefit in any way from having cash on hand. Without the player to SPEND it, they have no means of using it for anything, since sims cannot buy or place their own furniture. Even if they were allowed to do so, they'd have no idea how to arrange it and would probably wall themselves in with it. So all they can really use is the lot, and unless you put them on macro control, they don't even benefit from that, really.

Then is there a way to stop them from autonomously "Going Shopping"? They don't buy anything, they can't use anything, so what the fuck?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 13, 10:50:33
Hello BioHazard

I have the same problem.  I have all elders in my town that simply refuse to die, they seem to last forever.  I have all of Awe mod defaults enabled that are to do with merges and no one gets out alive etc.  Shortening the elders life span would be a Godsend.

But now I have a ghost town with no children, one or two adults and no teens.  I will simply have to delete the town and start again or make many selfmade sims to add manually.

Let me add hastily that I would not play the game without the Awe mod even with this happening as the other features it cures are essential to my gameplay enjoyment.  

I had the original mod and the townies spawned nicely filling my hood well but as I have updated the mod and the config the spawning has completely stopped.  The job areas are nearly empty, another words co workers are one or two elders instead of four adults as before.  That applies to all careers, there is simply not enough townies to fill them.

I am going to allow random merges in this town just before I delete it to see if that cures the problem.

I stress again, I would rather add townies manually than do without this mod as it is the best thing since the wheel invention...lol

kind regards


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 13, 11:05:05
Sorry to say - installed the last version of the awesome mod and got the following issues:

no one seems to move autonomously - it is almost like free will is partially off.
Aging off option got greyed - I cannot change it even if I want, so it is stucked in aging off.
Sims are getting stucked everywhere - when I visit a community lot there are Sims stuck in the swimming-pool or sat on a chair and do not move. I pass the mouse over them and it says "SimX is at work right now and cannot be disturbed".
I visit a household and no one there makes any movement, they just stop and stare the ground. Babies cry, get dirty, hungry and no one on the visited lot moves.
I send my Sims home and zoom in community lots and the stuck sims are still exactly in the same position.

They are issues related to the awesome mod. I took it out and everything went back to normal.
One good news is that I made one of my Sims pregnant using the more than 8 option and by taking the mod out I was afraid she would abort expontaneously. Moved her out to another house and she was still pregnant, though she had an option for "Try for Baby".

What I'm missing from the mod:
No Parthenogenesis and no spawn babies when aging is off.
The rest I can live with. I have the game DVD.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 13, 11:24:20
Regarding the moving out with 0 simoleans issue, if you use the "Split household" action from Edit Town mode (by clicking on the household's house icon and selecting the Split action) instead of the Move option on their phones, the sim(s) that move out get a portion of the household money with them. At least that's how it's worked for me, I don't know if there is some reason people are not using this or mentioning it as an option.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 11:37:28
Then is there a way to stop them from autonomously "Going Shopping"? They don't buy anything, they can't use anything, so what the fuck?
That just do that to look like they're moving around doing something lively. Otherwise the town would look rather dead. It's a harmless activity that doesn't interfere with your active sims in any way.

no one seems to move autonomously - it is almost like free will is partially off.
Define "move autonomously"?

Aging off option got greyed - I cannot change it even if I want, so it is stucked in aging off.
Sims are getting stucked everywhere - when I visit a community lot there are Sims stuck in the swimming-pool or sat on a chair and do not move. I pass the mouse over them and it says "SimX is at work right now and cannot be disturbed".
These things are things that happen even in the normal EAxis game, so they're not intrinsic to AwesomeMod.

I visit a household and no one there makes any movement, they just stop and stare the ground. Babies cry, get dirty, hungry and no one on the visited lot moves.
I send my Sims home and zoom in community lots and the stuck sims are still exactly in the same position.
Again, much of that is normal EA behavior, the game does not "Activate" many sims that are not part of the active house unless the game wants to use them. I will check to make sure nothing is specifically freezing them, but most of what you describe is part of the normal seamlessly disconnected neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 13, 11:56:14
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wycked on 2009 July 13, 12:25:10
Hello BioHazard

I have the same problem.  I have all elders in my town that simply refuse to die, they seem to last forever.  I have all of Awe mod defaults enabled that are to do with merges and no one gets out alive etc.  Shortening the elders life span would be a Godsend.

But now I have a ghost town with no children, one or two adults and no teens.  I will simply have to delete the town and start again or make many selfmade sims to add manually.

Let me add hastily that I would not play the game without the Awe mod even with this happening as the other features it cures are essential to my gameplay enjoyment.  

I had the original mod and the townies spawned nicely filling my hood well but as I have updated the mod and the config the spawning has completely stopped.  The job areas are nearly empty, another words co workers are one or two elders instead of four adults as before.  That applies to all careers, there is simply not enough townies to fill them.

I have the same problem, my rocker's band look a bit strange with only silver haired band members, lol. I have to make new families with a handful of kids on a regular basis just so the town won't die. Sometimes I skill them up and give them jobs before I leave them to esure some jobs are filled. But now I have noticed something strange; almost every sim I have made but don't play gets fired eventually. It looks like they don't go to work unless I play them? It's the same with the kids, -when I check on them they all have Fs and their homework bar is all red. So appearently they neither go to school or do homework when I'm not around.
Also; I have yet to see a married couple have a baby unless I make them, even if both have the family oriented trait.
My wish is for a better AI, that they do stuff that makes sense more automatically, like find a job and actually go to it every day, go to school/do homework etc. And for god's sake; make some kids!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 13, 12:45:59
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

I have not tried this myself, but from what I've read, your sim should be able to sell his copy of his book to the bookstore, and after that the bookstore should be selling it.


Title: Re: Problem with stroy mode of awesome mod: silver town.
Post by: Kerryee on 2009 July 13, 13:11:20
Books written by sims have never appeared in my bookstore, only the library.  It would be nice if they could be bought, however, rather than just stolen from the library.

1) Give us more couples and babies from it.
Let more marriage and move-in happen between single sims and let the couple have more babies. Please let singles get married more frequently with their friend.  It seems that many non-active single sims to have great difficulty in making friend or finding spouse. There should be some matchmaker. And make the couple have more baby. We want baby!!!!

It's kind of a rough fix, but using the "Baby Boom" cheat supposedly grants every household both a baby and a toddler.  Doing it every so often will help for now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 13, 13:22:01
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

I have not tried this myself, but from what I've read, your sim should be able to sell his copy of his book to the bookstore, and after that the bookstore should be selling it.

Hello

Now whenever I make a new family the game crashes to desk top so I do not even have that option.  I thought perhaps new families were not arriving as there were no affordable houses, so I chucked in a few and it crashed to desktop again.

My sim is an author and I have never seen the sell to bookshop option yet.....but maybe its there, just not when I click on it.  I did a biography on a local sim who requested it.  Then nothing, I thought  I would have at least had to deliver it to him or something.  The game sadly lacks a lot of finishing touches.  Ea has concentrated on a lot of useless interactions that are boring after a while instead of tying up loose ends.

If we write a book we want to sell it to the townies and be reconised as a great author...but no, just a lot of useless chatter between sims is what S3 seems to be about.  It forces us to make friends we do not want. My sim also plays the guitar and she has many best friends that she has never spoken a word to.  If they watch her play they make friends and then good friends and then best friends, all without a spoken word, ruddy daft that.

Going to go back to the previous version of AWE mod and see if my townies spawn again as they did before.

kind regards


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 13, 13:28:43
Mr. Pescado, I know this is your mod and you have the right to do whatever you choose with it, but since we can no longer pick and choose what features we want in order to cutomize our game like we were able to do in TS2, it sure would be nice if the no 16k handout feature could eventually be made optional.
That would be against my religion, and I will make no such vile, blasphemous thing. For is it not written, "Energy cannot be created or destroyed."?
[/quote]


Well, I can't say I'm surprised at your answer, and I know there are lots of other priorities anyway. I guess I will just keep having my sims practice the 'law of attraction' (and keep transforming no money into money with the various work-arounds; I sure wish it were this easy IRL.)  ;)

What about sims losing all of their net worth when they move in with other sims? Is this intentional or an unintended consequence? (FYI, I'm currently using an older version of AwesomeMod so I realize it's possible this no longer occurs, but just thought I'd ask since I've haven't seen anyone mention this lately.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 13, 13:34:08
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: carrieotwoguns on 2009 July 13, 13:38:53
I haven't had time to read through all these pages to see if this has already been asked, but I just went to play my game and a box popped up stating the Awesome Mod has expired and to download a new one. I was wondering what the mirrors are for? I'm not really familiar with them. Should I be downloading the third mirror and not the first one?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 13, 13:56:45
It doesn't matter which mirror you use. They all lead to Awesomemod.


Title: Job performance of townies.
Post by: BioHazard on 2009 July 13, 14:09:53
Have you peer into job info and job performance of the townies? It is horrible.

Most of the townies are jobless. The regular job positions of most rabbit hole  are not filled yet.
So they will have no problem if they want to have jobs. But most are jobless.

Even if they have jobs, it is part-time job, not regular full-time job. The sims are not teen but adults. Even if they are hired and have part-time or full-time job, their job performance is rock-bottom.

No townie ever gets any job advancement or raise. They are stuck at lowest job rank for a while and get fired due to poor job performance. It is not strange that they are fired so frequently and become jobless.

Awesome mod should help the townie to get a job and maintain job performance, get a job advancement.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 14:38:03
no one seems to move autonomously - it is almost like free will is partially off.
Define "move autonomously"?

Uh, do something other than stand in place and occasionally bitch about how hungry or tired or smelly they are?

I visit a household and no one there makes any movement, they just stop and stare the ground. Babies cry, get dirty, hungry and no one on the visited lot moves.
I send my Sims home and zoom in community lots and the stuck sims are still exactly in the same position.
Again, much of that is normal EA behavior, the game does not "Activate" many sims that are not part of the active house unless the game wants to use them. I will check to make sure nothing is specifically freezing them, but most of what you describe is part of the normal seamlessly disconnected neighborhood.

I could swear they used to be a little more lively than that but it seems like last few builds or so of Awesomemod they have been frozen.  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 13, 16:45:57
I haven't had time to read through all these pages to see if this has already been asked, but I just went to play my game and a box popped up stating the Awesome Mod has expired and to download a new one. I was wondering what the mirrors are for? I'm not really familiar with them. Should I be downloading the third mirror and not the first one?
AwesomeMod has a check in it, to see whether you are running a version which is "too old".  Just update with the latest version frequently and you'll never see this message again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Olop on 2009 July 13, 17:15:46

So now I deleted the php file and just used the standard awesome.package:
Still the same.. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music no matter how often I try :(
Jordi's comment will help- you must have missed it!
Olop: You should not download config.php, it is the page where you can generate the config file to be downloaded. Just click the link, configure, and then put the generated aweconf.package in the same folder you put awesome.package in.

Hm I really did miss this post. But nevertheless it's not working ^^ Just put the aweconf.package into the mods/packages folder where my awesome.package lies but there's still the same error. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music
No idea why, I even changed some settings and build a new aweconf.package, I even redownloaded the awesome mod... Nothiing worked for me since now :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Saikatsu on 2009 July 13, 17:22:47
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
Tried this, have yet to see the books show up in the bookstore's stock. Currently have AwesomeMod installed, figured I was doing something wrong and got sidetracked before testing on a new game without AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 13, 18:10:58
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
Tried this, have yet to see the books show up in the bookstore's stock. Currently have AwesomeMod installed, figured I was doing something wrong and got sidetracked before testing on a new game without AM.

I tried this a long time ago, pre-Awesomemod, and it didn't work.  I was starting to wonder whether I was crazy or what, reading of people doing this successfully, so I'm relieved to find at least one person who has been unsuccessful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 13, 18:15:38
I have tried it now, it doesn't work for me either :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rosess on 2009 July 13, 18:27:42
My sims pick up extra copies of their books from other people's trash cans.  Some people have no appreciation for fine literature. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 13, 18:29:07
My sims pick up extra copies of their books from other people's trash cans.  Some people have no appreciation for fine literature. 

Interesting. Is that just since No Raymundo and townies stealing from the library (now fixed), or was it that way prior to No Raymundo? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 13, 18:50:23
Interesting. Is that just since No Raymundo and townies stealing from the library (now fixed), or was it that way prior to No Raymundo? 

There has always been a chance of finding Sim-written novels in the trash, though I believe it is supposed to be limited to books rated as flops.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 18:58:55
There's nothing that was added to any of the things that you claim are crashing, so if you're crashing, it's probably due to overheat issues. CAS is a known cause of overheating.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 19:41:32
There's nothing that was added to any of the things that you claim are crashing, so if you're crashing, it's probably due to overheat issues. CAS is a known cause of overheating.

Just the CAS? Hell, the whole game in general is.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bagfran on 2009 July 13, 20:46:29
Before posting here I checked through the whole of this thread and other related threads, and whilst I did see a similar issue reported, there was nothing that exactly matched the Awesomemod/game problem I seem to be having.

Yes, without Awesomemod I am indeed experiencing the same problem with my game as many other people, i.e. virtually all the sims in my neighbourhood goofing off work and hanging out at the beach instead (and frankly, who can blame them?), and getting fired as a result. But, with Awesomemod installed I think the issue is slightly different. If you will please bear with me, I will try to explain.

Let me start by saying I am using the most recent version of Awesomemod, with the vanilla configuration, and that I have not used Supreme Commander or any of the cheat box stuff; I just let the mod do its own thing in the background and don't interfere.

OK, as far as I can see, as well as retaining wishes and opportunities when a household is not active, Awesomemod also saves the sims' motives (hunger, energy, etc.); I've noticed that I can leave a household and come back some time later to find that the sims' motives have changed very little, if at all, even if they have supposedly been sleeping, eating, etc. during that time. So, for example, I can leave a household after tucking them up in bed for the night and come back the next morning to find that although time has passed and they have supposedly been sleeping all the while, they are still just as tired as when they went to bed!

The inevitable consequence is that if one or more of the motives is saved when very low, and if by some miracle the sim actually goes to work of their own accord, then their performance will be poor and they will be fired anyway...at least this is what seems to be happening in my game anyway.

So, I suppose I am asking two questions:

1) is this to be expected with Awesomemod, and do I just have to live with it, or in a future version could there perhaps be an option to allow motives in an inactive household to change appropriately (i.e. energy to increase at night, hunger to decrease at mealtimes, as in the unmodded game) whilst wishes/opportunities are still retained;

2) would it be possible to eventually provide a fix to the very annoying (EA-derived) problem of a lack of work ethic amongst the townie community, please? :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 13, 20:49:50
I'm not sure if this has happen to anyone else but
I tried to save my game last night and it would spun for about a minute or two and give me an
error telling me to read the readme file and tried to save it again and the game crashed.
I then loaded up sims 3 again a saw that my saved file had now become corrupted.
What the hell happen?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 July 13, 20:57:28
Hello wile reading the Buggednesses Thread, some one made note of the code "Babyboom"

After using forceMovein to move in homeless sims, I used Babyboom to add some children to my Legacy neighbourhood. All worked fine but I now have 9 Sims in my household and there are only thumbnails for 8 of them.

The one who does not show is the oldest sim in the household. He has reached the end of his lifespan but he's sticking around for a bit as they do; it is very irritating not having a thumbnail for him even though I have been letting him run on freewill most of the time.

I suppose further thumbnails are not enabled and will not be until there is an EP that includes "Pet/Visitor/Roommate" type household members.

I looked in the awesome mod notes and here yet find no note about it. Can some one fill me in on more about how this works please. Such as,  does it only give couple's of age a baby or any female of child bearing age?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShortyBoo on 2009 July 13, 21:07:20
I have no idea if this was caused by AwesomeMod or not, but my sims no longer have the option in City Hall to change their names. I've switched families, and it's the same for all of them. It worked fine until rather recently. Because of this, I've had to resort to using editsim to change names of sims. While I was at it, I did make a few tweaks to sims that were born in game (like changing a blonde haired, green eyed sim born to two parents with black hair and brown eyes so he looked more like he should have) and changing a few of the traits the game assigned them while I was away from the family. One sim, though, was born kind of fat, even though his parents are both skinny, so I changed his body to skinny with some muscle. But after I finished in CAS, he was right back to his old body. I tried it again, with the same results. Every other thing I've changed through editsim has stuck, but this won't. Is this how it's supposed to be? I've now gone to having him exercise everyday after school (he's a 12) but his body shape won't change at all. I'm guessing that the genetics in this game don't work properly because I've had lots of sims with hair & eye colors that neither parent has and body shapes way different from their parents.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 13, 21:24:17
Hello wile reading the Buggednesses Thread, some one made note of the code "Babyboom"

I looked in the awesome mod notes and here yet find no note about it. Can some one fill me in on more about how this works please. Such as,  does it only give couple's of age a baby or any female of child bearing age?
From memory (not at my game machine right now).  Type "help" in the cheat window to see what the cheat does.  Explanation: add 1 baby and 1 toddler to each household.

One sim, though, was born kind of fat, even though his parents are both skinny, so I changed his body to skinny with some muscle. But after I finished in CAS, he was right back to his old body. I tried it again, with the same results. Every other thing I've changed through editsim has stuck, but this won't. Is this how it's supposed to be? I've now gone to having him exercise everyday after school (he's a 12) but his body shape won't change at all. I'm guessing that the genetics in this game don't work properly because I've had lots of sims with hair & eye colors that neither parent has and body shapes way different from their parents.
Known issue.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 13, 22:20:17

Going to go back to the previous version of AWE mod and see if my townies spawn again as they did before.

kind regards

There are no previous versions of Awesomemod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 22:25:03
There are no previous versions of Awesomemod.

Well there actually are but Pescado doesn't keep them hosted. I'm sure plenty of people have them sitting around on their hard drives though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spammer on 2009 July 13, 23:52:52
Hi there..

Is it possible to show a list of all traits of a specific sim?
Just like this: showtraits [sim]

thanks in advance


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: itskenrs on 2009 July 14, 01:18:17
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

You arn't by any chance running a mod that affects books are you?  I'm having the same issue, but I'm 98% sure that before I added a mod to increase writing speed my books used to show up in the book store, haven't seen a book in the store since.  Didn't really look any further into it since my sim didn't get any extra cash from the bookstore sales, and I prefered the faster writing speed. (2% probability that I dreamed the whole thing)

...so I changed his body to skinny with some muscle. But after I finished in CAS, he was right back to his old body. I tried it again, with the same results. Every other thing I've changed through editsim has stuck, but this won't. Is this how it's supposed to be?....

From the download page:
7.  "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!

Hi there..

Is it possible to show a list of all traits of a specific sim?
Just like this: showtraits [sim]

thanks in advance

mmmmm... Oh.. well... you could either have your sim "Really" get to know the sim you are curious about.... or you could do what I do... CTRL Click said sim - Select said sim - Learn what braingoopy stuff I needed - CTRL click - select my original sim - and continue on my merry way after makeing a mental note to NOT let my sim breed with the one I just checked out.  Generally takes bout 15 seconds... (unless I decide to screw with selected sim - then it could take me awhile) IMHO much easier than going to command line mode.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Telamond on 2009 July 14, 02:34:34
Is there any way to tell if my households has been blessed or not? The FAQ mentioned something about a halo, but I'm unsure how it looks like.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 14, 02:39:43
Hey Telamond,

When you look at your houses that have been "blessed" from the Map View... all the ones that are blessed will have a yellow icon instead of the blue or w/e game colored one... so this is just one way to ascertain whether or not you've already blessed a house or not...   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Telamond on 2009 July 14, 03:14:41
Thanks for the help!
^^ It's a bit of a lime-green, chartreuse kind of colour, but I guess it's a bit yellowish as well.
Is there a way to specify a specific household if they all have the same surname?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 14, 03:18:16
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
Tried this, have yet to see the books show up in the bookstore's stock. Currently have AwesomeMod installed, figured I was doing something wrong and got sidetracked before testing on a new game without AM.

I tried this a long time ago, pre-Awesomemod, and it didn't work.  I was starting to wonder whether I was crazy or what, reading of people doing this successfully, so I'm relieved to find at least one person who has been unsuccessful.

I just tried this, and it's broken for me, now, too. I suspect that the patch may have broken it. That, or my memory is phail. I could swear that it worked at one time, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spammer on 2009 July 14, 07:37:48
Hi there..

Is it possible to show a list of all traits of a specific sim?
Just like this: showtraits [sim]

thanks in advance

mmmmm... Oh.. well... you could either have your sim "Really" get to know the sim you are curious about.... or you could do what I do... CTRL Click said sim - Select said sim - Learn what braingoopy stuff I needed - CTRL click - select my original sim - and continue on my merry way after makeing a mental note to NOT let my sim breed with the one I just checked out.  Generally takes bout 15 seconds... (unless I decide to screw with selected sim - then it could take me awhile) IMHO much easier than going to command line mode.

Uhm... well thanks for the answer...
The sim I want to know the traits of is my own sim. The reason I underlined the "all" was meant to say that I wanted to know all the traits of my sim. Not only the 5 I'm able to select myself.
I'm speaking of the invisible traits as well. Like the "Rocker" or "Can Sneak" etc


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 14, 08:18:24
What I wish for, is that the books you write automagically shows in the bookstore list, no selling-books-to-store needed. You really sold the book to the publisher, didn't you? Who heard of a writer having to peddle his books at each store also. And they show in library, so why not in the store? Silly EA.
While writing wishing list on this theme, I'll add a Supreme Commander function to order them to write books. As titles are given, I would like to assign one ore more simmies to create books for the hood.
Posting this in request thread also, as it is probably more appropriate there - even if the discussion started here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 13:26:10
Has already been done, will be an option in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 14, 13:45:19

Going to go back to the previous version of AWE mod and see if my townies spawn again as they did before.

kind regards

There are no previous versions of Awesomemod.

Hello

Whenever I change something dramatic on my pc I always copy the file or files to be changed to another hard drive.  It comes from experience of having many games either improved or actually made worse by updates.  So I keep the changed files in a safe place so I can simply revert back if need be.

Having said that I have not done it yet as I wanted to test the latest version with a clean hood.  Perhaps it was having trouble with changing an already established well played hood.

It is a fantastic mod, I love it but unfortunately I have elders... elders...and  elders again and no new spawns, not even with the three merge choices set to disabled.  I have the story messages enabled so I can read the story mode events but it simply states a new family has been created but they are nowhere to be found.  They are not merged with existing families and are not working in jobs whilst being homeless.  The messages state so and so have baby to so and so but 'so and so' are not anywhere in my hood either.

For instance we always get Lee Chung (or Chung Lee) after a while of playing Riverview.  He spawns, merges with another house and lives his life.   The same with a female called Cherry something and another teen called Lydia Pearl.  Well now they never turn up but the story mode states at 1.am....'so and so have baby to chung'.  This happens repeatedly, someone have baby to Chung but there is no Chung, nor the female who is supposed to have the baby.  All these new familiar (from previous pre mod games) townies simply do not arrive in my hood anymore.
I am so torn between having and not having the Awe Mod as it cures so many other nasty bits such as the baby spawn and make sacred etc.  I have tried to fill the hood myself with selfmade sims but this seems to make my game crash to desktop every single time.  I clear the caches but it still crashes upon new selfmades.  I know this is voodoo but it does not happen if I refrain from making selfmades to fill my hood.

My other option is to turn aging off so that I do not end up with many elders but that is kind of boring, I like to see the changing faces and new sims as time marches on.

EA may have severly shortened the longevity of S3 as we cannot tailor make our own hoods anymore as we could in S2.  Making our hoods how we like it is what gave S2 the choice of different game play styles.  This version simply wants us to live virtual lives, get up, work, eat, reproduce and die.  Its going to get pretty boring very quickly if we cannot easily play a different way as we always could in S2 with the pick and choice of mods we liked.  Rumors for the first Ep is about Vacation, I hope not, a bit fed up with pretty trees and pretty houses and pretty this and that.  Give us a dirty city containing livable tower blocks with night clubs and bars and risky areas that are a no go at night etc.  Something different, if I see another pretty tree I will be sick.

Oops babbled on a bit here, sorry.

Kind regards


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 14, 13:54:36
Well I do think Pescado is rather extreme in his stringent requirements for home ownership. If the Story Mode actually worked well and sims went to work when they should and actually accumulated funds, and heaven help them, maybe even did things in their spare time like write and paint and grow plants and play money for tips etc then it wouldn't be such a problem because they could at least afford a starter home in not much time. However I think more and more it's come to light that the Story Mode EA created is pretty much fuct and they used so many shortcuts, cheats and bandaids it's not even funny.

Meh, I wish he'd at least make an option for the awesomemode config to give them a damned handout. Yes, yes I know it's against every fiber in his being, but the EAian story mode system is stacking the deck against those sims with it's stupidity and craptacularness and it's making the sim dream of home ownership near impossible. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 14, 14:01:54
If you want to move homeless Sims into the neighborhood, give them enough of a handout with familyfunds so that they can afford one of the existing houses.  To keep the neighborhood growing, it helps to have a supply of low cost homes available.  I've been going in once each day (real time) and building starter homes with 3 beds and the basics and have gotten pretty good at keeping it below 16K, so that even single Sims can move in.  Story Progression, by EAxian design (if not intent) can be slow to make things happen, so you may have to exert some of your godliness over the neighborhood at large and move them into bigger houses occasionally to keep the starter homes clear for newcomers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: imyourboy on 2009 July 14, 14:04:39
I agree about the elders.  My town has all elders.  If I take my YA anywhere there is no one to talk to but elders.  They do die a lot.  I took him to the public pool yesterday and, of course, elders everywhere.  I watched as the Grim Reaper came twice to take two of them while swimming.  

Took him to the restaurant and the Grim Reaper showed up there to take another.

Doesn't the game generate new families?  Where do they go if it does?  Every night everybody in the entire neighborhood moves out.  I run storyprogression move in but the next night they all move again.  I'm getting so sick of elders.  I think I will kill them all off and make all new families.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lisen on 2009 July 14, 14:18:25
I'm not sure if this has happen to anyone else but
I tried to save my game last night and it would spun for about a minute or two and give me an
error telling me to read the readme file and tried to save it again and the game crashed.
I then loaded up sims 3 again a saw that my saved file had now become corrupted.
What the hell happen?

I have exactly the same problem!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mikrokitty on 2009 July 14, 14:26:20
I'm not sure if this has happen to anyone else but
I tried to save my game last night and it would spun for about a minute or two and give me an
error telling me to read the readme file and tried to save it again and the game crashed.
I then loaded up sims 3 again a saw that my saved file had now become corrupted.
What the hell happen?

I have exactly the same problem!

was it error code 12?
the deductive powers on another site have concluded that gremlins are the cause.

I updated video drivers and bios and cleaned dust from my case and heatsink, and am no longer experiencing that.



I have my own question. Well, questions. When updating awesomemod, do I simply need to let it overwrite the previous version? Also, do I need to do anything with the separate config file?

btw, since installing the config file a couple days ago... no more loading crashes. yay.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 14:43:20
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

You arn't by any chance running a mod that affects books are you?  I'm having the same issue, but I'm 98% sure that before I added a mod to increase writing speed my books used to show up in the book store, haven't seen a book in the store since.  Didn't really look any further into it since my sim didn't get any extra cash from the bookstore sales, and I prefered the faster writing speed. (2% probability that I dreamed the whole thing)

All tuning for the writing speed (pages per minute, lennghts of books, bonuses for power writers etc pp) is in the "Writing" resource, which has nothing to do with the bookstore (that's tuned with an entirely different resource, named "Bookstore"). So if what you have there is one of the usual "go faster" mods, it won't affect anything bookstore-related.

For all I know, Bookstore is fed by a static list of titles which do not include sim-written books. I believe JMP said he'd fix this with a future awsomemod edition.


Another book-related observation: I realise that the "stealing books from library" thing has apparently already been fixed, but one thing I observed in my own game is that any books *on the floor* are being nuked at some time during the night in inactive households. I believe the game thinks they're trash? This may contribute to the disappearing books issue that some people have seen (what if someone tries to put back a book, can't do it or some reason, and drops it on the floor instead?), and is also something I would like to see changed if it hasn't already -- books for toddlers, for example, have to be on the floor for the toddlers to be able to read them in their own, and also .. well, just because a book is on the floor that doesn't mean it's worthless.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 15:47:20
Meh, I wish he'd at least make an option for the awesomemode config to give them a damned handout. Yes, yes I know it's against every fiber in his being, but the EAian story mode system is stacking the deck against those sims with it's stupidity and craptacularness and it's making the sim dream of home ownership near impossible. :P
I've already modified the fundinit rules to initialize them with more funds to simulate their pre-moving-to-your-neighborhood existences, so that older sims and larger households receive a larger chunk of starting funds, making it more likely they can afford an appropriate home, but THERE WILL BE NO HANDOUTS. Additional tweaks when I rewrite storymode will make it so the spawned sims will have a composition that better fits the neighborhood they are being spawned into...but again, I will never, ever, ever, give anyone a handout, as this is against my religion. I am taking an opposite approach to how EA and IndieMod are implementing story mode, however. Instead of the "Story" being driven by a heavy-handed top-down autobalancer that attempts to force the story to conform to a prebuilt image, I am writing it as a "ground-up" motivator, where sims function as active actors that CAUSE events to happen, rather than passive victims upon whom events are inflicted. The EAxis Progressor, for instance, arbitrarily decides a number of random events, then picks similarly random victims upon which to inflict them. Of course, this provides no sense of direction because the sims themselves are not steering their fates in any way, they are simply passive victims of an uncaring random toad machine. IndieMod takes a somewhat more advanced approach, in that it attempts to pay somewhat more attention to their traits, but ultimately is still a top-down driven model in which a dictatorial machine forces the sims and neighborhood to conform to a preordained average composition. IndieMod leans heavily towards the "Story" part of Story Progression, so will very visibly create a sense of STORY, if by "story", you mean "something you can be notified about in a dialog box". It also does a much better job, apparently, in maintaining viable neighborhoods over the long term, presumably because it is essentially a top-down driven balancer, cramming characters into predefined "stock roles" like "town bully", "slut", etc. The prototype driver for AwesomeMod, however, will not incorporate any such driving mechanisms, nor will it include a colorful and verbose headline generator: We focus on the "Progression" aspect, where sims progress according to their goals as determined by their wants and personalities, aimed at "show, don't tell" style where possible (for obvious reasons, this is not always possible simply because giving sims micro-directions is massively computationally intensive), but superfluous "random toadings" are to be avoided. A side effect of this is that I need more test victims, because without a top-down driven balancing system, there is no guarantee the results will be "stable": Your neighborhood could explode into overcrowdedness, or it could die off as a ghost town...and this will all occur likely because of the conditions you build.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 14, 15:53:46
I'll test. Anything is better than having half a town of homeless and having to jump through hoops with cheat codes to move their asses in somewhere.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 15:55:31
Testing builds will only be available in grah, due to the fact that the rigorous high-speed build process can't really be effectively followed with the time-lag a forum induces. Grah is not for the easily butthurt. If you are really interested, we will inform you when the initial story mode tests begin.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 15:57:52
As far as the handouts go, I'm using a way to split up funds when moving sims out that I haven't seen posted anywhere -- helpful when you want to move out one sim with almost all of the funds in order to build a new house, for example, or just in general for splitting the funds in any way you wish:

1. from "Edit Town" view, do "Split Household" -- at this point, awesomemod will distribute the family funds equally to each YA-or-older sim (for example, the household has 10.000; sims A, B, C stay and D moves out, so D receives 2.500)

2. when Sim D is on the clipboard as a new household, use familyfunds to redistribute the funds (e.g. familyfunds ABC 2.000, familyfunds D 8.000) -- you'll notice that the funds for the old ABC household will "take" but the funds for D will not -- they'll still show 2.500 on the clipboard and will be unable to move into their destined 8.000 shack;

3. Now, and this is the important bit, do a "fake merge" of D with ABC (or with any other household): do "Merge With", but then only OK the dialogue as it is without actually moving any sim around on the panel. Household D will already show with 8.000 on this dialogue, but you have to click "OK"  in order to get the game to actually register D's funds. It'll go "Processing" for a bit, and after that D will still be in the clipboard but this time they'll have their 8.000 -- so now you can move them into their actual new house.

Sounds more complicated than it is, probably -- it's actually just one extra step: Merge, do nothing, OK. This leaves all inventories intact and doesn't stomp queues or anything on the old lot, and I find it less time consuming than the oldskool way of moving D into an empty lot and familyfundsing there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 14, 15:58:47
Testing builds will only be available in grah, due to the fact that the rigorous high-speed build process can't really be effectively followed with the time-lag a forum induces. Grah is not for the easily butthurt. If you are really interested, we will inform you when the initial story mode tests begin.

Yeah, let me know. I think I remember popping in there a bajillion years ago during my TS2 time. And I'm not easily butthurt. ;)

As far as the handouts go, I'm using a way to split up funds when moving sims out that I haven't seen posted anywhere -- helpful when you want to move out one sim with almost all of the funds in order to build a new house, for example, or just in general for splitting the funds in any way you wish:

1. from "Edit Town" view, do "Split Household" -- at this point, awesomemod will distribute the family funds equally to each YA-or-older sim (for example, the household has 10.000; sims A, B, C stay and D moves out, so D receives 2.500)

2. when Sim D is on the clipboard as a new household, use familyfunds to redistribute the funds (e.g. familyfunds ABC 2.000, familyfunds D 8.000) -- you'll notice that the funds for the old ABC household will "take" but the funds for D will not -- they'll still show 2.500 on the clipboard and will be unable to move into their destined 8.000 shack;

3. Now, and this is the important bit, do a "fake merge" of D with ABC (or with any other household): do "Merge With", but then only OK the dialogue as it is without actually moving any sim around on the panel. Household D will already show with 8.000 on this dialogue, but you have to click "OK"  in order to get the game to actually register D's funds. It'll go "Processing" for a bit, and after that D will still be in the clipboard but this time they'll have their 8.000 -- so now you can move them into their actual new house.

Sounds more complicated than it is, probably -- it's actually just one extra step: Merge, do nothing, OK. This leaves all inventories intact and doesn't stomp queues or anything on the old lot, and I find it less time consuming than the oldskool way of moving D into an empty lot and familyfundsing there.

Wait, if you are splitting them off don't they have the same family name and thus if you do familyfunds Jones 10000 and they are both Jones then they both get set to 10000?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 16:14:37
Wait, if you are splitting them off don't they have the same family name and thus if you do familyfunds Jones 10000 and they are both Jones then they both get set to 10000?

I haven't run into that situation yet (my sims don't often marry, so most of the time there'll be different lastnames in the same lot), but as far as I've seen the household name is independent of sim names -- you can always change it, even just temporarily, e.g. to Jones I and Jones II. If I'm not mistaken you can edit both names directly in the "Split Household" screen, and you can definitely change all household names from Edit Town view (just enter whatever you like in the lot description panel).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 16:58:07
Instead of the "Story" being driven by a heavy-handed top-down autobalancer that attempts to force the story to conform to a prebuilt image, I am writing it as a "ground-up" motivator, where sims function as active actors that CAUSE events to happen
This is exactly the way I play (only that right now I do it all manually), and I'd like test this at some point in the future -- right now I'm 1. still not patched, and 2. have no use for any sort of auto-progression whatsoever.

I have a sort of "meta request" (or rather, suggestion) related to this: would it make sense to split the awesomemod discussion/requests into 1. story progression related stuff and 2. everything else? Maybe I'm mistaken, but to me it appears like these are two distinctly different areas, and the storymode part seems complex and vast enough to warrant its own thread/subsection/whatever. It would be easier to follow, I believe, both for those who are mainly interested in the story progression stuff and not so much in, say, missing books, and for those (like me, atm) who are only interested in everything BUT story progression.

?

If you can't be bothered to do this, ignore me (maybe it's a silly idea anyway, seeing as many of the "other stuff" *also* affects the way story mode works) -- I just wanted to mention that for someone who doesn't play with careers, townies, rabbitholes etc pp, it does look like there's two very different sections in one at the moment.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 17:02:06
I have a sort of "meta request" (or rather, suggestion) related to this: would it make sense to split the awesomemod discussion/requests into 1. story progression related stuff and 2. everything else? Maybe I'm mistaken, but to me it appears like these are two distinctly different areas, and the storymode part seems complex and vast enough to warrant its own thread/subsection/whatever. It would be easier to follow, I believe, both for those who are mainly interested in the story progression stuff and not so much in, say, missing books, and for those (like me, atm) who are only interested in everything BUT story progression.
You could, yes. Feel free to start doing so.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 July 14, 17:31:19
Is there a way to slow down how long it takes "The hand of god" to delete the plates and drinks in the home? It cleans up to fast for my party & neat sims.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: endalora on 2009 July 14, 17:34:22
i remmber seeing an option to delete all clones somewhere in the game a while ago- anyone know where it was??


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 17:36:57
Is there a way to slow down how long it takes "The hand of god" to delete the plates and drinks in the home? It cleans up to fast for my party & neat sims.

Um, simply turn it off, if you don't want to deprive your sims of the fun of cleaning up their shit? You're aware you can config this, right? I've turned it off in my game, and my sims have to clean up on their own.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 July 14, 18:22:35
Is there a way to slow down how long it takes "The hand of god" to delete the plates and drinks in the home? It cleans up to fast for my party & neat sims.

Um, simply turn it off, if you don't want to deprive your sims of the fun of cleaning up their shit? You're aware you can config this, right? I've turned it off in my game, and my sims have to clean up on their own.
Ya I know i can turn it off. But I want it on for most my sims , just the time it take to clear it slowed down. Maybe I should asked for that is request then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 14, 22:09:49
I would also be interested in testing the story functions. Let me know when and how.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shelzj on 2009 July 16, 02:22:22
In my game I had a family with 8..the mom then got pregnant and had a baby. As soon as they arrived home from the hospital and the baby was added to the family the mother was no longer controllable. She was still in the house but I couldn't click on her or anything. Now I can't even make her take care of her kids! Is this something that has been discussed because I couldn't find anything about it anywhere. Is this fixable?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2009 July 16, 05:14:01
Sorry, I've been away for a while, so I didn't see the introduction of this house-swapping code. It happens at 1 am, and it's shifting all the families around. I really don't like it. No matter what reason there is for the change, I don't like it! So, is there a way to turn this off? Personally, I don't care if a house is too small for a family. I don't care if half the people in it are sleeping on sofas. It's tough for them, but that's OK because the house suits them. So... that being the case, is there any way to turn it off?

Edit: Expanded a bit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: StormchaserOne on 2009 July 16, 05:31:58
You can't it is EA Coding.  Even if you play the game with no mods you always swap houses.  Reason 18376445 why EA sucks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 16, 05:34:55
In my game I had a family with 8..the mom then got pregnant and had a baby. As soon as they arrived home from the hospital and the baby was added to the family the mother was no longer controllable. She was still in the house but I couldn't click on her or anything. Now I can't even make her take care of her kids! Is this something that has been discussed because I couldn't find anything about it anywhere. Is this fixable?
I think pressing the spacebar selects another sim... So you should be able to select the mother who mom who is no longer visible on the side menu.  I'm not sure though as I've never had so many sims on a lot.  (or rather when I did I killed off some of them to bring it back to 8 as quickly as possible.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2009 July 16, 07:54:41
You can't it is EA Coding.  Even if you play the game with no mods you always swap houses.  Reason 18376445 why EA sucks.

Umm, I'm not sure about this. I've been playing with AwesomeMod from day-one, and I've never seen Sims change houses. I've had story progression on, but I've stopped them leaving. And, from just playing through, the Bachelors and Wan-Goddard and whoever else haven't ever moved. I know where they are, and that's where I expect to find them.

And, as an experiment, I took out AwesomeMod and played my game through 1 am, and I don't think there were any changes. I don't know where they all live, so there could have been a change to the lesser-known households.

But, in contrast, with AwesomeMod in, I play through 1 am, and guess what? 9-10 households decide that their house isn't good enough and change. The Frios don't like it at the beach, and so sell their $70,000 (2 be, 2 ba) beach-front property and buy the Americana, a $60,000 (2 be, 2 ba) house in the middle of town. What's the sense in that? And, like I said, about 10 households moved. The Bachelors moved from their original 3 be, 3 ba house (the one with the garden and play equipment) to a 4 be, 4 ba house. That may be logical, since the children aren't young anymore and now there is a bed for each of them. But... aren't the parents supposed to share a double bed? I mean... I don't understand. And, because it's complete nonsense, I'd rather the game not do this. And, I'm positive AwesomeMod (in it's current state) has made it worse, somehow - although maybe it's just a case of "improving" what's already happening, the end result is ghastly. Maybe the base game does this without me having noticed before... but, I've been playing T3 for a long time now, and I've never seen this before.

So, what's up with this? It's a change that has only been introduced lately, I think. I'm not saving my game with such radical movements taking place. Maybe I'll start a new game and see if this happens to new Sim households. I'd really like an option to turn this off. I like static households. I like that tradition houses stay with traditional families, regardless of that family's growth... Maybe I'm old fashioned?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: StormchaserOne on 2009 July 16, 08:06:47
I been playing since day 1.  And, I seen homeless sims move in.  Then they bounce around.  I was playing with the Keaton family and they totally disappeared and became homeless.  This is not new and I do not think Pescado even messed with something which is hard-coded in the core.  And, you need to play for much longer to see them actually start playing musical houses.  After 72 hours of straight game play prepare for non-stop musical houses and homeless sims to extra roommates and a huge baby boom.   Awesome mod is not even involved.   Try every neighbor with 3-5 kids and sometimes both parents do not even live with the baby.  It is the longer you play the more bouncing around you will encounter. 



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 July 16, 08:12:17
I had musical houses from day one.

Don't forget though that you can make a house ancestral (just add the name of the household anywhere in the house name) and the household will stay put. If you want your famblies to stay in one place, that's the way to go.

I don't mind them moving at all, but making the moving a bit less ADD would be great. Some famblies in my hood hop around every single night :p


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2009 July 16, 09:53:36
I had musical houses from day one.

Don't forget though that you can make a house ancestral (just add the name of the household anywhere in the house name) and the household will stay put. If you want your famblies to stay in one place, that's the way to go.

I don't mind them moving at all, but making the moving a bit less ADD would be great. Some famblies in my hood hop around every single night :p

Oh God! Is that right? I'm going to add that right away. :) All's forgiven. But, honestly, I haven't noticed the moving around at all. And, my game's been going for a while. But, I think I'm going to start a fresh game and save things before 1 am, and then watch what the game randomly does. If I don't like it, I'll correct things. But, before anything, I'll go ahead and make all the important households ancestral. Thanks, to Stormchaser and Nepheris. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shelzj on 2009 July 16, 13:35:54
Well, I tried to use the space bar to get my mom to pop up but to no avail. It only moves from one sim to the next that are already showing on the left. I wanted to make a very large family but as soon as the 9th person was added I lost control of the mother so how am I suppose to get her pregnant again! Also, she's not doing a very good job of taking care of herself or the kids and I can't make her do anything. Others in the household can still interact her but she's totally autonomous...urggg. I'm so hoping there's a solution to this that I'm just missing because if you can't play the family- it kinda defeats the purpose of having more than 8 and enabling pregnancy on a full lot!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 16, 16:04:50
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the torp left and hit SPACE once.


Title: I prove my inability to use windoze
Post by: Daimon on 2009 July 16, 16:49:15
I'm really hoping that I won't be shot and mauled for stupidity, and that someone has a helpful tip. I have awesomemod (up to date), the framework, a number of cc, everything... And until as of now, everything has worked just fine. I deleted my cache files to install a new awesomemod, and bam! All hacks simply do not load, awesomemod included. I have no friggin ide what just went haywire, but whatever it is, it seems to cause my game to ignore package files altogether. I checked that resource files are as they should be, there are no other core mods, nothing new except this awesomeod install, and for some reason I can't really make myself believe that His Awesomeness would release something that nuked the entire game. Halp?

Edit: Voodoo. Taking all hacks out and reinstalling them again with Delphy's monkey fixed everything. I stand cluelessly baffled but happy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 July 16, 16:52:02
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the top left and hit SPACE once.

I concur I have a Sim family that has two people not shown in icons along the left hand side of the screen but I can control them just fine. I just select the top shown Sim and hit space - tell that hidden Sim what to do and hit space again to direct the second hidden Sim. It's a bit of a pain but not impossible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shelzj on 2009 July 16, 17:51:44
Def will give it another try! I may have overlooked it because I was assuming I would see the face pop up on the left... sorry.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 July 16, 19:39:03
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the torp left and hit SPACE once.

I just right click on a sim and it selects them o.o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dakakata on 2009 July 16, 19:48:44
what the hell is a Enable12Woohoo? is it 12 kinds of position woohoo or wat?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 16, 21:32:52
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the torp left and hit SPACE once.

I just right click on a sim and it selects them o.o
I always forget about the wrong-click thing. SPACE is easier when they are out of sight.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 17, 00:34:44
My mother is having a problem with her game right now. She starts it up and its really slow normal speed, speed 2 and speed 3 go the same speed. It sometimes fixes after five minutes or so  and there's other times that it wont fix at all.

Also she is having problems with lifetime point items. She would buy one and the next day she would play it the item would become a black square she has to buy it again. Can someone help please? Thank you


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: geekgirl on 2009 July 17, 00:47:06
Be a good child and patch your momma's game for her. See if that fixes anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 17, 01:02:43
the patch EA released you mean? We already did and I updated her awesomemod since she said it gave her a message saying hers was about to expire. It didnt seem to work either. Any ideas tho


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: geekgirl on 2009 July 17, 01:06:44
Does she have an older processor or not enough RAM? Sims 2 was very very slow for me during the last few months of my ancient and venerable shitty computer's life, and it sped right up to normal when I built my shiny new computer.  Have you tried setting all the graphics/performance options to low? It will not be as pretty but might be faster. Turning off story progression may help a little if the slowdown is mostly at night.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 17, 01:14:39
we bought a new laptop for it for her and it was working excellent i just dont know what happen i dont know if it was CC she downloaded or awesomemod. We download from Mod The Sims sometimes. We both have awesomemod but on my laptop it works perfectly fine. Shes the one having this slowness problem


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: janinechloe on 2009 July 17, 01:28:41
Try removing all the hacks/mods and play see if there is any difference. If all else fails try reinstalling and patching the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainne on 2009 July 17, 04:40:56
Let me preface this post by saying that I freely admit to being clueless and non-tech-savvy, so I hereby open myself up for excoriation if the answer to my question should turn out to be something simple.

That said, I am at a loss as to the "bless" and "radar tracking" features of AwesomeMod.  Can anyone give me a brief explanation of what they are and how or why I should use them?  Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 17, 05:05:24
You shouldn't. These aren't the droids you're looking for. Move along now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: asciident on 2009 July 17, 05:54:14
And if you want to disregard Pescado anyway, you should maybe read the first page of this thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 July 17, 17:26:20
Anyone here knows if the babyboom cheat will spawn random babies or will it create them with the genetics of the existing families they are spawned into? I'm afraid I'm well on the way to a retirement camp,too... :( Or is there a shortcut (short of the Indie mod) to make them marry/get pregnant without the whole socialization madness, so that I could pair up my townies quickly? The existing families got some babies in the beginning, but the grown up kids don't seem to want to marry anyone...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 17, 18:28:26
Anyone here knows if the babyboom cheat will spawn random babies or will it create them with the genetics of the existing families they are spawned into? I'm afraid I'm well on the way to a retirement camp,too... :( Or is there a shortcut (short of the Indie mod) to make them marry/get pregnant without the whole socialization madness, so that I could pair up my townies quickly? The existing families got some babies in the beginning, but the grown up kids don't seem to want to marry anyone...
They are completely random babies... and the cheat isn't a part of Awesomemod... It is an EA hack that is unsupported.  The babies will be completely unrelated to anyone in the household and will not share the genetics with anyone either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 July 17, 19:28:29
What does the "spawn (count)" command do exactly? Does it just spawn randomly generated homeless sims around town?

On that note, is it possible to force homeless families to move into a house instead of existing in limbo?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 17, 19:54:11
is it possible to force homeless families to move into a house instead of existing in limbo?

Short answer is yes, long answer is it's complicated.

Shannonng wrote a tutorial to do it here: http://www.moreawesomethanyou.com/smf/index.php/topic,15885.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,15885.0.html)

However, for some of us that is not working even when we've given enough funds to the families and there is enough available housing.

Zazazu has suggested a cruder and more complicated sort of brute force method of doing it here: http://www.moreawesomethanyou.com/smf/index.php/topic,15885.msg458485.html#msg458485 (http://www.moreawesomethanyou.com/smf/index.php/topic,15885.msg458485.html#msg458485) but I have not bothered to resort to going through all that so far.

As of yet neither Awesomemod nor Indie Stone is particularly good in my experience in dealing with homeless problem, though you can always use the preferred Pescado method of just nuking them all with "destroyalltownies" :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainne on 2009 July 17, 22:02:45
And if you want to disregard Pescado anyway, you should maybe read the first page of this thread.

Well, I did that, but all it says is "storymode protection".  Unless I am misunderstanding, I would assume that would stop them from being killed on a bus, moved out, etc. etc... all of which are things that awesomemod does already.  So... I'm confused.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mikrokitty on 2009 July 18, 01:51:45
I can't get 'droptrait Technophobe' to work... tried it with lowercase, tried some possible incorrect spellings...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 18, 01:52:10
Internally, the Technophobe trait is called "AntiTV".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mikrokitty on 2009 July 18, 01:53:08
Thanks for the quick response :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ZeKat on 2009 July 18, 09:05:35
Parthenogenesis woes: I'm always playing with the newest version of Awesomemod, but I still had a single-parented baby spawn suddenly.

I'd moved out a couple from my main house, and the very next day, my playables get the want for a grandchild fulfilled. I check the family tree, and their daughter has spawned a son named Igor, but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Edit: Aging was off.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 July 18, 11:28:27
but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Did he have a father at all or it just wasn't the husband? There is that thing called marital affair which would have nothing to do with parthenogenesis.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 18, 11:40:40
I'd moved out a couple from my main house, and the very next day, my playables get the want for a grandchild fulfilled. I check the family tree, and their daughter has spawned a son named Igor, but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Did you move the pregnant woman, or her parents? That's not quite clear to me from your description.

This is so in my game as well -- when a pregnant sim moves house, the family ties to the father are cut. The only solution I know about is to not move. I haven't tested what happens when you'd only move the father. It is rather annoying that the game does nothing to prevent this, since to me it's not always immediately obvious whether or not a sim is pregnant =/


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ZeKat on 2009 July 18, 13:36:31
Did he have a father at all or it just wasn't the husband? There is that thing called marital affair which would have nothing to do with parthenogenesis.
I still had a single-parented baby spawn suddenly.
No father at all. Thus why I called it parthenogenesis and was mystified.

Did you move the pregnant woman, or her parents? That's not quite clear to me from your description.

This is so in my game as well -- when a pregnant sim moves house, the family ties to the father are cut. The only solution I know about is to not move. I haven't tested what happens when you'd only move the father. It is rather annoying that the game does nothing to prevent this, since to me it's not always immediately obvious whether or not a sim is pregnant =/

Well, I don't remember getting her pregnant before they moved... However, if we assume Awesomemod is awesome, then I must be unawesome, and probably got her pregnant and just forgot about it. In that case, it's just a combination of Eaxis phail and personal phail. I will assume this is what happened. Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gamegame on 2009 July 18, 14:39:06
hmm is it possible to "fix" the UI to allow it display more than 8 sim thumbnails? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: femsuii on 2009 July 18, 16:09:42
I started playing with the PedoBait and all, but is it normal for Grandpa Pedo to get arrested when he flirts with TeenGirl PedoBait who lives with him (as a roomie) in his own house? I tried three times (without saving, so it was his first 12) and the cops showed up everytime. However, a neighbor who dropped by was allowed to flirt with TeenGirl PedoBait in their (Grandpa Pedo and TeenGirl PedoBait) house and even woohoo and eventually knocking her up. After Grandpa Pedo got back from jail, he could flirt with Cleaning Maid (another roomie; female 12) after she flirted with him. And he even got her pregnant and later on woohoo'd with TeenGirl PedoBait without the cops showing. I tried several other sims but in their own homes the cops never came... only that time with Grandpa Pedo.


Oh, and did Awesomemod change the way the sim hairdye affects the gametes? I haven't tried dyeing anyones hair yet, because I don't want to lose the "form of genetics" we DO have. If not, is there any way it COULD be changed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: seelindarun on 2009 July 18, 19:14:21
Oh, and did Awesomemod change the way the sim hairdye affects the gametes? I haven't tried dyeing anyones hair yet, because I don't want to lose the "form of genetics" we DO have. If not, is there any way it COULD be changed?

No and no.
Awesomemod did change skin blending to be better, but nothing else to do with eyes or hair.  In the past, JMP has said it is impractical to implement Mendelian (TS2-style) genetics due to the number of possible colours.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: femsuii on 2009 July 18, 19:23:06
Yeah, I got that. I *could* live without the Mendelian genetics, as long as the hair dye could be less carcinogenic. There's no logic in hair dye which affects the gametes... you dye your hair for a change or because you don't like the colour or whatever, not so that your spawn will get those genes  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sleepycat on 2009 July 18, 20:45:27
All you have to do is change the spawns hair color to the color it 'should' be and that will change it's genes.  It's so easy to change that I'm not sure why some people make a big deal about it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 19, 10:32:09
I'd moved out a couple from my main house, and the very next day, my playables get the want for a grandchild fulfilled. I check the family tree, and their daughter has spawned a son named Igor, but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Did you move the pregnant woman, or her parents? That's not quite clear to me from your description.

This is so in my game as well -- when a pregnant sim moves house, the family ties to the father are cut. The only solution I know about is to not move. I haven't tested what happens when you'd only move the father. It is rather annoying that the game does nothing to prevent this, since to me it's not always immediately obvious whether or not a sim is pregnant =/

In my current game I have moved 3 pregnant sims, all show the proper ties to the father in the family tree. This is my legacy game, moving the extra daughters out after I knock them up. Fathers all live on other lots to begin with. I have a few move of these coming up in the next few days, I'll keep an eye out for lost family links.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 19, 15:32:24
This also happened to one of my sims when the father died. She also later moved out (totally disappeared) from the hood, WITH the newborn baby. I rescued her back from another save. Awesome Mod was installed when this happened.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: knightguy on 2009 July 19, 18:46:10
is there a trick to the "plant anywhere" feature?  it says it enabled but i seem but only be able to plant stuff on the home lot?  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 July 20, 04:11:48
is there a trick to the "plant anywhere" feature?  it says it enabled but i seem but only be able to plant stuff on the home lot?  ???
I've been wondering this as well.  It never works for me; I just get a red sqare that tells me the seed can't be placed there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Insanity Prelude on 2009 July 20, 05:16:21
I'm coming in late to the party, and with the RLD->RZR version it's hanging up on that cz help file... but the uploads earlier in the thread have been taken down. I'm really not looking forward to redownloading the whole damn game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 July 20, 05:27:23
is there a trick to the "plant anywhere" feature?  it says it enabled but i seem but only be able to plant stuff on the home lot?  ???
I reported this as a bug around a week ago, followed up with a reminder and request for status or acknowledgment.  No idea if it's even been looked at - none of my sims can plant anywhere other than the active house lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 20, 10:29:27
It should be working now. What is wrong with it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: knightguy on 2009 July 20, 11:42:21
i get a red square if i try to plant anywhere but the active house lot

i even redownload the awesomemod to make sure i had the most current version


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lisen on 2009 July 20, 12:02:53
Well I can plant on community lots but not take care of the plant so I don't see the reason for planting?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 20, 12:29:49
Ah, found the corner case that was causing it to sometimes not appear. Will be fixed in the next version coming Real Soon Now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 13:41:05
Yeah the thing with planting on a lot that isn't yours is it's kind of a cheap exploit because you never have to take care of the plant but can still regularly harvest it. In fact, in my experience it continues to be harvestable every day and never dies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 20, 14:01:36
Yeah the thing with planting on a lot that isn't yours is it's kind of a cheap exploit because you never have to take care of the plant but can still regularly harvest it. In fact, in my experience it continues to be harvestable every day and never dies.
To be fair, plants don't exactly die easily to begin with, and planting on ANY lot has this, because when you are playing ANOTHER sim, they are once again plants on another lot that can be freely raided without penalty. As plants are always outdoors, there is never ANYTHING stopping you from garden-raiding anyone you want. At least this way, you can create community gardens, which would otherwise be impossible, leaving you stuck with only the crappy EA-made versions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 14:12:55
Well it would be nice if the computer controlled sims could take care of their own damned plants on their lots, at least the ones they planted, and that the parks would have a gardener type person who did, and anything you planted you would be on your own to take car of, but I hardly expect such efficient behavior from sims.

Anyway, many plants do just fine without human intervention, after all they have been here a lot longer than we have! I guess the plant lives forever thing bugs me a bit but eh, I'll deal or I just won't plan on lots that aren't mine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 15:31:44
1st - i looked. I couldn't seem to find another who has asked as assinine a question as mine, And, I'm already having a bad day, as many hours of simming din't save;so please be gentle ..


<coughs nervously cos she has seen the wolves attack and go up in flames here!>

How do I know whether awesome mod is working? Is there a diff thing on the screen? I saw the Supreme Commander screenshot ... but have failed to find any thing else ......


thanks in advance?

Gurl Heroin



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 20, 15:41:18
Try typing "showconfig".

SupComm needs to be enabled in the Config file as it's experimental.

With SupComm, you can control + click on your Sim to bring up the SupComm option, which appears as something like a job tone in the upper-left corner with your macro choices (ie skilling, collecting, idling).



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Georgette on 2009 July 20, 15:52:53
@gurl heroin

Don't worry, I thought the exact same thing! Follow vikitty's advice and you should be sorted  ;)

Oh, and the people that get flamed are normally very arrogant and very demanding n00bs. You're not, so don't be so scared  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 15:58:27
thanks Vilkitty and Georgette ..

'nother dense one - where do i type that?
I typed show config in start (Vista - blch!) and in the cheat window and nuthin

thanks so much for answering so quickly! I am trying to get it fixed up so my daughter can play the Stickers family without affecting our Stamps family :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 16:02:12
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay

The durn puters and their need fer exactness! I inadvertedly inserted a space!

So it is working now?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 20, 16:16:07
If ShowConfig popped up a bunch of windows, then yes, AM is installed. You can configure it further using the online config generator in the AM DOWNLOAD AND INSTALL thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 16:20:24
A really quick way to tell is to tell a sim to run here and then queue up something else. If the running part doesn't cancel then awesomemod (and specifically the manual navigation feature) is working.

Also if you can satisfy a want that is not locked but in the window above awesomemod is working. etc. There's a bunch of ways to tell really.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 16:33:21
Can one change the parameters mid game, or do i need to turn the sims off and clear the cache first? (those darn pixelations!)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 16:35:21
You have to exit the game and rerun the config page and save. And I've never cleared the cache once. Ever.

Pescado thinks it's voodoo and I am inclined to agree with him.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 20, 16:54:44
Can one change the parameters mid game, or do i need to turn the sims off and clear the cache first? (those darn pixelations!)
I change the configuration mid-game all the time, especially on some stuff I leave off and then want on for a bit (overstuffed houses, debug commands mostly). I've never, not once, cleared the cache. Have fun!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 16:57:37
I think I'll go with your advice (and stop doing it! :S)- and of course the Amazing Pescado! ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 17:00:33
I change the configuration mid-game all the time, especially on some stuff I leave off and then want on for a bit (overstuffed houses, debug commands mostly). I've never, not once, cleared the cache. Have fun!

Really? Hmm, I have never thought to try that. And the new options you set stick without having to restart a new game? Interesting. You learn something new every day! :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 20, 20:51:35
How extensive is the "Enable Pedophilia" option in Awesomemod?  Does this replace a "teen woohoo" mod or does it do something else?  I don't have any similar mods so far but have seen them mentioned recently.  What exactly does that option do, and is it enough to avoid needing a "teen woohoo" large scale mod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 20:59:06
How extensive is the "Enable Pedophilia" option in Awesomemod?  Does this replace a "teen woohoo" mod or does it do something else?  I don't have any similar mods so far but have seen them mentioned recently.  What exactly does that option do, and is it enough to avoid needing a "teen woohoo" large scale mod?

No, it just removes default EA blocks in place to disable it. You still need an XML mod to get it working. See the Pudding Factory for more info there's a couple of different threads about it and several options and variants there.

Also be aware that Pescado does not allow Pedophilia to go unpunished. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DeathKitty on 2009 July 20, 21:57:04
Siding that previous pedophilia question... How does that AwesomeJealousy work? I mean does it affect on that pedophilia stuff only or does it have any practical use for adult sim having multiple relationships to other adult sims? I'm very much aware that there are couple mods for polygamy (or bigamy or what ever it wants to be called) but all are core mods and i really don't wanna give up AwesomeMod just for my naughty simgirl to have several boyfriends or husbands.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 20, 22:39:17
No, it just removes default EA blocks in place to disable it. You still need an XML mod to get it working. See the Pudding Factory for more info there's a couple of different threads about it and several options and variants there.

Got ya. I noticed there were a lot of mods for teen woohoo but I never like to use those mods because they almost always end up too bloated and/or complex for me. That may be due to the nature of the function being more difficult to implement, I'm not sure, but I always avoid those kinds of overhaul mods since they tend to come with so many problems as well.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 01:09:35
Ok. I avoided having to post, but guess I have to since I am having a problem. AwesomeMod worked for me in the past no problems. I had to install the game onto another computer and now I can't seem to get it to work. I have the latest version (just downloaded it today). I typed in showconfig and it said unknown. Any advice?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 21, 01:53:56
Have you installed the framework correctly?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 02:17:45
I installed everything just like on the other computer. The Resource.cfg in the sims 3 root and the framework into the game/bin folder. I have the mod folder where awesomemod and a few others go. That's all there is supposed to be right? Been over a month since I had to set it up, so if I forgot something, would appreciate letting me know. /me kicks the old computer for blowing up. :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 21, 02:27:27
You've set up the Mods\Files directory?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 02:32:15
The path is program files\electronic arts\sims 3\for resource and then \mods for the mods. I just checked a minute ago and none of my mods are working for some reason. I had backed up my sims stuff when the other computer started acting up. I just moved everything over to this computer from the disc I backed up on. I made sure that I copied the while Sims 3 file onto the disc so I would place everything where it goes. I don't know what happened. Guess I need to take out all mods, and basicly start over on the mod install part, unless anyone has any other ideas.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 21, 02:40:35
There should be a Packages folder inside the Mods folder. That's where the .package files go.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 02:51:47
Thanks guys...you made me think and look over and over and the blond in me found my problem. I had too many folders (there was the mod folder but in that was another mod folder then the package folder). Guess it cant read that deep into it. Ok I admit, I am a natural blond and I must have had a blond moment there. Thanks again guys!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: inthecorner on 2009 July 21, 06:53:24
how do you uninstall this?

cause i cant download the new patch, and i think it's because of Awesomod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 July 21, 07:59:37
how do you uninstall this?

cause i cant download the new patch, and i think it's because of Awesomod

It is not because of AwesomeMod.  A lot of people (myself included) had no problems downloading and installing the patch with AwesomeMod installed.

The main reason you might run into problems when installing a patch is if your core game files have been edited in some way - but AwesomeMod does not edit the game files themselves.  Since you state that your problem is downloading, not installing, that couldn't be your problem anyway.

That being said: to uninstall the mod, first you need to open up the game, load each of your saved games and make sure that none of your sims are running under SuperCommander.  Close the game.  Remove the mod from the package directory.  The mod has now been uninstalled.  I repeat that this will not fix your problem with downloading the patch.

If you do a search (the search button is up near the top of the page, just under your user info) you'll find there's a thread about the patch and problems people have had with it.  You may find your problem has already been solved in that thread.

BTW, please use capitals appropriately when you post here.  I suggest you read our FAQ (found in the Podium section of the board).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: inthecorner on 2009 July 21, 09:15:06
how do you uninstall this?

cause i cant download the new patch, and i think it's because of Awesomod

It is not because of AwesomeMod.  A lot of people (myself included) had no problems downloading and installing the patch with AwesomeMod installed.

The main reason you might run into problems when installing a patch is if your core game files have been edited in some way - but AwesomeMod does not edit the game files themselves.  Since you state that your problem is downloading, not installing, that couldn't be your problem anyway.

That being said: to uninstall the mod, first you need to open up the game, load each of your saved games and make sure that none of your sims are running under SuperCommander.  Close the game.  Remove the mod from the package directory.  The mod has now been uninstalled.  I repeat that this will not fix your problem with downloading the patch.

If you do a search (the search button is up near the top of the page, just under your user info) you'll find there's a thread about the patch and problems people have had with it.  You may find your problem has already been solved in that thread.

BTW, please use capitals appropriately when you post here.  I suggest you read our FAQ (found in the Podium section of the board).

ok thanks for the reply i will try all you said. and i meant installing the game.

btw. my caps locks doesn't work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 July 21, 09:29:56
Shift key works just as well. ::) No excuses here, soldier!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: inthecorner on 2009 July 21, 09:39:49
as i said in another post. my shift key doesn't work properly and won't capitalise my letters.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 July 21, 09:42:16
as i said in another post. my shift key doesn't work properly and won't capitalise my letters.

http://www.moreawesomethanyou.com/smf/index.php/topic,15067.msg460946.html#msg460946


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 21, 10:04:53
I just added the Indie Stone package to the Awesomemod tonight. I sent one of my sims to "Writing" under the Supreme Commander. He ran back and forth by the broken laptop in the central park. Finally, he sat down and fixed it, then he ran off to the library to write on one of their computers. Strange thing was, he had a perfectly good laptop in his inventory all the time. I did give him the laptop from his flatmate whilst they were both out of the house, so I don't know if SC picked up that he had one. AM enables transfer from one sim inventory to another, so that's how I made one sim give his laptop to the other.

The other sim, whose SC was set to exercise, then went and hung out in the park beside the now fixed laptop. I might have to edit the park and delete the machine, they seem obsessed with it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FaeNinja on 2009 July 21, 11:17:23
I have been using AwesomeMod since the first week of release
but with this newest build up I have been having random crashes during the loading screen
I have deleted my cache files and tried again....still crashes
If I remove AwesomeMod the game runs fine
....any Ideas on how to get the game working with awesomeMod again?

..I must have the Awesomeness..... :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 July 21, 13:47:48
... I have been having random crashes during the loading screen

Another noob with another question that could be easily answered if you READ MORE:

Look for the big red text in this post: http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg437867.html#msg437867


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 21, 15:30:54
Thanks guys...you made me think and look over and over and the blond in me found my problem. I had too many folders (there was the mod folder but in that was another mod folder then the package folder). Guess it cant read that deep into it. Ok I admit, I am a natural blond and I must have had a blond moment there. Thanks again guys!
Hair color doesn't affect brain cells, unless you used something extremely caustic to get that color.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FaeNinja on 2009 July 21, 18:29:54

Another noob with another question that could be easily answered if you READ MORE:

Look for the big red text in this post: http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg437867.html#msg437867


Sorry reading comprehension FAIL


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 22, 04:17:45
I've just started trying to use the "sacred" family option and the only way I'm able to do it is via "bless [family name]". For some reason, CTRL clicking and/or SHIFT-CTRL clicking yield no options other than the regular ol' lot information tab/popup.  Am I missing some step here?  While I have no problem typing it in manually, I still wonder why I see no option while trying to click on the lot manually.
I have testingcheatsenabled and all that but I have not noticed many changes while ctrl/shift clicking objects so I keep thinking I'm missing something...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 July 22, 04:23:15
you have to ctrl + right click to switch houses using SC i believe.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 July 22, 04:32:27
I've just started trying to use the "sacred" family option and the only way I'm able to do it is via "bless [family name]". For some reason, CTRL clicking and/or SHIFT-CTRL clicking yield no options other than the regular ol' lot information tab/popup.  Am I missing some step here?  While I have no problem typing it in manually, I still wonder why I see no option while trying to click on the lot manually.
I have testingcheatsenabled and all that but I have not noticed many changes while ctrl/shift clicking objects so I keep thinking I'm missing something...

I think the CTRL-right click option is only available if you have Supreme Commander enabled under AwesomeMod.  I have it enabled and can do do this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 22, 08:07:14
I think OpiumGirl is trying to make her households sacred, not trying to switch active households. If that's the case, then she needs to ctrl-click a non-active sim using the currently active sim. You can't ctrl-click the active sim to make it sacred. To be honest, it's easier to just type "bless" into the console box, because doing so blesses the entire active household.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 22, 20:21:22
Hello


I have the latest Awemod installed along with the mod part of Indie.  If I do not config Awe Mod its default is not to allow random merges etc etc between households but one can allow that mid game via the Indie mod. 

So which one does my game take notice of, the Awe settings of not randomly merging etc or the Indie part that does allow it if I tell it to?

The reason I ask is that I have jumped backwards and forwards using Awe and Indie as both mods did different things, I prefer the Awe overall but I needed to populate my town.  I had no problems removing one core mod and replacing another to activate different aspects of my game.

Now that I have both installed (just the most part of Indie) the population has ceased and no new families are arriving.  The rest works fine but I simply am not getting new folk.  I have the settings correct for this action but it does not seem to be working.  I have given it about four hours of game play to settle in but still no new fuglypuds.

kind regards

Ps My game always and I mean always crashes when I make my own sim (more than one) families.  Hence the need for Indie mod. Any idea on that too please?
Thank you



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 July 22, 20:51:23
Once Indiestone is present in the folder, Awesome automatically turns off any storymode features it has. So you game will always use the indiestone features.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 22, 21:21:20
I think OpiumGirl is trying to make her households sacred, not trying to switch active households. If that's the case, then she needs to ctrl-click a non-active sim using the currently active sim. You can't ctrl-click the active sim to make it sacred. To be honest, it's easier to just type "bless" into the console box, because doing so blesses the entire active household.

So just to clarify, it's not possible to ctrl-click on the lot in the neighborhood view?  Just via ctrl-clicking on a Sim (which I already know how to do)?  I have no problem typing in "bless" but I want to make sure things are running properly and I wondered if I should have the ability to mark a household via the "edit town" view.  Thanks for the advice.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 22, 21:57:49
I've never actually tried making a house sacred from Edit Town, so I don't know if it works, or not. Theoretically, it should work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 July 22, 22:18:26
I think OpiumGirl is trying to make her households sacred, not trying to switch active households. If that's the case, then she needs to ctrl-click a non-active sim using the currently active sim. You can't ctrl-click the active sim to make it sacred. To be honest, it's easier to just type "bless" into the console box, because doing so blesses the entire active household.

So just to clarify, it's not possible to ctrl-click on the lot in the neighborhood view?  Just via ctrl-clicking on a Sim (which I already know how to do)?  I have no problem typing in "bless" but I want to make sure things are running properly and I wondered if I should have the ability to mark a household via the "edit town" view.  Thanks for the advice.

I just went into the game to try it.  It does not seem to work from Edit Town, however, it does work when you are in the game.  One of your Sims will be selected, you then press "M" to enter Map View and from that vantage point, you can control click on the household tag of the house you want to "bless".  The option "Make Sacred" appears in the pie menu at that point.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 22, 23:23:00
I just went into the game to try it.  It does not seem to work from Edit Town, however, it does work when you are in the game.  One of your Sims will be selected, you then press "M" to enter Map View and from that vantage point, you can control click on the household tag of the house you want to "bless".  The option "Make Sacred" appears in the pie menu at that point.

Ah, awesomeness.  Good to know it's not a problem on my end.  I kept reading "ctrl click on lot" but figured that meant in the "edit town" view.  Thanks, coconnor.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 23, 07:54:39

 Duh! I had no idea either! ty fer the tip - am just taking another 20 mins to load, so shall give it a go. When I entered the Sims today, U was tikd my ANm wiyks expire - very kool to alert us to haooenins!

ot - i like your name opiumgirl ;D ;D

Ah, awesomeness.  Good to know it's not a problem on my end.  I kept reading "ctrl click on lot" but figured that meant in the "edit town" view.  Thanks, coconnor.
[/quote]

Are you on drugs?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 July 23, 07:57:39

When I entered the Sims today, U was tikd my ANm wiyks expire - very kool to alert us to haooenins!


Do people not read what they are typing?  How could anyone type that and fail to notice that their right hand had moved off the home keys?

And yet, apparently she did notice because part of the phrase was then typed correctly (apart from the spelling of cool), before she somehow went askew again for only 2 letters in the word that is presumably meant to be "happenings".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 23, 08:07:49
Oh god, I thought it was some kewl new 12 slang.   ::)

You are an excellent idiot-to-English translator Kyna.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 23, 10:06:36
not everyone learned how to type properly. Believe it or not, not everyone who uses a computer can see either the screen or the keys all the time, but we still like to play with the other kids sometimes too. Other times we stay hidden for fear of  being to oblivious to an awkward mess.
But you manage to read everyone else's posts just fine? Isn't that terrific? Is it only on your posts that the screen is hidden? Or is it just the preview button that is hidden, or perhaps the modify button?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 July 23, 11:00:34
Going to post this NAO, as it's been bugging me and apparently many others as well, for a long time.
If there's a fix for this already - do tell. Or else!

Anyway, THE TOMBSTONES. WTF is up with them? They never appear on inactive lots, about 3 of them found their way to the graveyard for managing. Poo.
Awesomemod could save my sorry ass with some kind of "spawn tombstone" etc, so if it's somewhere around, it would magically move and appear near the selected Sim. And then again, if it's one of the mysterious missing ones, it would not be missing! WOO!

Sorry to bother. If this has been discussed, then it's my bad.

Oh oh oh! One more thing. Is the genealogy cheat-type-thingy a hardcoded eaxis poop? I'd like to be able to make grandparents too, seeing as now I can only 'adopt', 'marry', and such. And set siblings. But if there's one generation of missing ghosts and tombstones, I can't even have new aunts or uncles and whatnot. And also it seems like I cannot remove relationships without the sim in question being present.
 ???

//edit
This could be moved to the requests thread too. I'll just leave it here and crawl slowly away.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 July 23, 12:00:34
Grandparents are automatically set: mark Sim B as Sim A's parent, then mark Sim C as Sim B's parent. Presto chango: Sim C is the grandparent Sim of Sim A.
Uncles, cousins etc. work the same way: make the normal family connections. To mark Sim D as an uncle of Sim A, just set Sim D as the brother of Sim B.

I know. That was exactly my issue. Both Sim A's parents are dead, no tombstones anywhere, so I can't give them any grandparents. The Sim being added to the family tree must be the selected sim. Which sucks. Or then I'm wrong, which sucks too. Halp  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 July 23, 16:52:00
Found a new glitch/annoyance/something.
When there's a job opportunity involving book reading, my Sims will not automagically go to work the next shift, thus failing the opportunity. This has happened many times now, first I thought it was because of bad mood or other 'normal' causes. Seems like it has something to do with either the new patch, or Awesomemod. Or perhaps the 50% faster reading mod I grabbed from MTS? Go figure. I think I saw someone saying the faster reading mod doesn't work with Awesomemod, though mine seems to work. But this book opportunity failing has to stop :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 23, 17:36:21
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.
Sims should never do so autonomously, and it is not even an option if you don't enable it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Driskoll Xun on 2009 July 23, 18:06:30
Regarding UnifiedBilling, are these unselected playables safe from the repoman?  Edit: I am referring to the eventuality of family funds reaching zero.

Regarding EmulateLegacyBossBug, I would only use this so my sims automatically know someone at work.  Would the old cap at level 5 for bosses be adequate in these new situations?  I would like to avoid some unqualified promotions.  

A question about demotions, do demoted sims not start fresh on job performance?  With the number of firings, it seems this is not the case.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darth_Diclonius on 2009 July 23, 19:37:41
I have a few questions about the pedo interactions.

I have Lostaccount's Teen Woohoo + Pregnancy/Marriage mod (newset version) so should I disable Awesomemod's pedophilia? I ask because I notice some interactions are disabled such as "try for baby" so I'm just wondering if this is a conflict between the two mods or something else.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 July 23, 20:05:47
I have a few questions about the pedo interactions.

I have Lostaccount's Teen Woohoo + Pregnancy/Marriage mod (newset version) so should I disable Awesomemod's pedophilia? I ask because I notice some interactions are disabled such as "try for baby" so I'm just wondering if this is a conflict between the two mods or something else.

I believe there is an awesomefied version of that, as i'm using a 'teen woohoo/pregenancy/auto woohoo+TFT" mod that works as it is suppose to.

Make sure you have the needed resource.cfg file, because it is suppose to be placed in an override folder to work with awesomemod.

And no, you must have awesomemod's pedophilia enabled for the mod to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darth_Diclonius on 2009 July 23, 20:50:01
I have a few questions about the pedo interactions.

I have Lostaccount's Teen Woohoo + Pregnancy/Marriage mod (newset version) so should I disable Awesomemod's pedophilia? I ask because I notice some interactions are disabled such as "try for baby" so I'm just wondering if this is a conflict between the two mods or something else.

I believe there is an awesomefied version of that, as i'm using a 'teen woohoo/pregenancy/auto woohoo+TFT" mod that works as it is suppose to.

Make sure you have the needed resource.cfg file, because it is suppose to be placed in an override folder to work with awesomemod.

And no, you must have awesomemod's pedophilia enabled for the mod to work.

You wouldn't by chance have a link to that would you?

Nevermind I did a search on this site and found the thread. Looking through it now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 23, 20:56:52
It's in the pudding factory

http://www.moreawesomethanyou.com/smf/index.php/topic,15992.0.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 July 23, 21:03:01
I like having Robotic Hand of God disabled because I enjoy seeing my sims wallow in their filth. Does this mean everyone in uncontrolled houses will be visited by the repo man or do they automatically pay bills?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 23, 21:13:29
I like having Robotic Hand of God disabled because I enjoy seeing my sims wallow in their filth. Does this mean everyone in uncontrolled houses will be visited by the repo man or do they automatically pay bills?

Do you trust them? Hell, in my neighborhood they can't even automatically take their ass to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 23, 22:11:08
I've read conflicting statements on this so, just to clarify....
To add traits and other sim related Awesomemod commands, must you be in direct control of a Sim or is there a way to do these "long distance" as well? As far as my experience goes, I've only been able to do things while in control of said Sim but it'd be cool not to cheat to control certain Sims to be able to zap them with one thing or another via Awesomemod commands.

 My guess is that most things like "addtraits" are only possible while in direct control, though I'd be really happy if someone said I was wrong.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 23, 23:04:02
You can control shift click on sims not under your control and edit them in the CAS which includes adding traits. It's an EA debug command and not officially supported by Awesomemod. It can be kind of buggy sometimes so use at your own risk. In my experience it mostly works, that's how I set up my 'nannies' in nanny outfits and get rid of unpleasant traits for someone who is watching your kid like slob.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 24, 00:02:54
You can control shift click on sims not under your control and edit them in the CAS which includes adding traits. It's an EA debug command and not officially supported by Awesomemod. It can be kind of buggy sometimes so use at your own risk. In my experience it mostly works, that's how I set up my 'nannies' in nanny outfits and get rid of unpleasant traits for someone who is watching your kid like slob.  ::)

Slobbish Nannies, huh?  Guess I have to watch more carefully when those sitters come around, I've never actually used one since I've only had two children, born of a playable household, in my game...or maybe I'll grab that Nanny mod. :) In any event, use control-shift-click would probably mean I have to use the "enable all EA debug options" in Awesomemod? 
Thanks for the advice.

I actually wonder something else....after reading through the first page of commands and after seeing this option for myself, I wonder if someone can explain what, exactly, "trigger age transition" does? I can take a guess, of course, but I am not positive that I'm right in thinking it is a fast way to get your sim to the next age....
What I'm really wondering is if there's a way through Awesomemod to add family ties to sims that I forgot to mark as siblings while in CAS.  I saw some reference to doing something similar here but saw no real instructions on how to go about it.  There is no mention of it in the "readme".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 July 24, 00:06:51
I was forced to restart my game, and for the sake of story continuity, I want my sim to have her baby immediately.  I tried Ctrl-Shift-Click, and selected the "Have Baby" option, but that doesn't seem to be working.  I get a pop-up that says "Hours to goal" or something, with 72 as the default number.  What should I do to get my desired result?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 01:31:03
I like having Robotic Hand of God disabled because I enjoy seeing my sims wallow in their filth. Does this mean everyone in uncontrolled houses will be visited by the repo man or do they automatically pay bills?
Uncontrolled houses do not actually have mailmen that deliver bills, or actual physical bill objects created. They just simply have the requisite money deducted from their funds quietly in the background to save CPU. This feature is actually going to tie into the new Story Mode engine, where sims are motivated to take actions by their actual life situations, not because the machine arbitrarily tells them to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KarateKari on 2009 July 24, 02:10:06
I was forced to restart my game, and for the sake of story continuity, I want my sim to have her baby immediately.  I tried Ctrl-Shift-Click, and selected the "Have Baby" option, but that doesn't seem to be working.  I get a pop-up that says "Hours to goal" or something, with 72 as the default number.  What should I do to get my desired result?

That would be one of those wacky undocumented, unsupported debugging commands.  I've screwed with it quite a bit, but as far as I can tell, it doesn't actually do anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: werther on 2009 July 24, 02:15:33
 :D funny thing, I wanted to share:

Rick's "no intro" (http://www.modthesims.info/download.php?t=342922) prevented my crash issues. Since I installed this package, I had zero crashes. No advertisement intended, just wanted to share.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 24, 03:28:32
:D funny thing, I wanted to share:

Rick's "no intro" (http://www.modthesims.info/download.php?t=342922) prevented my crash issues. Since I installed this package, I had zero crashes. No advertisement intended, just wanted to share.

Voodoo. Somewhere, sometime you shall once again experience a crash though it seems to be gone. Voodoo. I've had the same experience....long stretches but every once in awhile, it crashes.  It's not nointro mod, it's voodoo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 July 24, 03:42:55
Uncontrolled houses do not actually have mailmen that deliver bills, or actual physical bill objects created. They just simply have the requisite money deducted from their funds quietly in the background to save CPU. This feature is actually going to tie into the new Story Mode engine, where sims are motivated to take actions by their actual life situations, not because the machine arbitrarily tells them to.

I like this, but since the sims in uncontrolled houses often skip work, I can see this being a problem.  Is there any way to make sure the uncontrolled houses also get credited for paychecks owed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 24, 03:54:45
Grandparents are automatically set: mark Sim B as Sim A's parent, then mark Sim C as Sim B's parent. Presto chango: Sim C is the grandparent Sim of Sim A.
Uncles, cousins etc. work the same way: make the normal family connections. To mark Sim D as an uncle of Sim A, just set Sim D as the brother of Sim B.

I know. That was exactly my issue. Both Sim A's parents are dead, no tombstones anywhere, so I can't give them any grandparents. The Sim being added to the family tree must be the selected sim. Which sucks. Or then I'm wrong, which sucks too. Halp  :-\

I'm not sure I understand this first quote....how do you "Mark Sim B as Sim A's parent"?  Is that with Awesomemod, and is there a way to mark Sims as siblings? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 July 24, 05:14:36
Uncontrolled houses do not actually have mailmen that deliver bills, or actual physical bill objects created. They just simply have the requisite money deducted from their funds quietly in the background to save CPU. This feature is actually going to tie into the new Story Mode engine, where sims are motivated to take actions by their actual life situations, not because the machine arbitrarily tells them to.
Which is fine and dandy - just be sure to fix the fact that it currently leaves the mailbox flag up when it pays bills.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 05:33:33
I like this, but since the sims in uncontrolled houses often skip work, I can see this being a problem.  Is there any way to make sure the uncontrolled houses also get credited for paychecks owed?
Owed for skipping work? I think the problem is that we need to get them to stop skipping work, first. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 24, 06:11:23
in AM's manual it says "Go Here "Automatic" Mode smarter about choosing fastest movement mode."
but i dont know i kindda like it dumber i guess, you see, my sims have a lot of free time and it would only seem fit for them to "walk" from say the living room to the dinner room, which is on the same floor and right next to the living room, rather than "run" which is the method the "Automatic" mode seems to employ if a sim is told to go from a spot to another that is more than 4 or so steps away. i dont know does this bother anyone else as well?
i realise that J.M.Pescado is very busy with AM especially these days, so i know they wont bother to perhaps make the Go Here "Automatic" Mode smarter thingy optional with AMConf. so i wanna try to fix it, or rather make it follow EA rules again, for myself. but i really have no experience in this kind of thing. i only know how to change values such as costs or numbers of days and stuff. i use S3pe and SimCustomizer, i tried searching for a file that would have to do anything to do with Go Here but i fail. can someone point me in the right direction, or something? which XML file would i have to mess with here :D
i absoloutly love AM, i cant play without it! many thanks to Pescado and everyone who contributed with AM, keep up the good work.
i am sorry if this was too long, thanks.
 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 07:10:07
Automatic mode will choose the fastest method of getting from A to B, as it is supposed to. You can change the movement mode to force it for specific purposes by toggling it manually, or if you want them to just limp around on their impulse thrusters and take 3 days to reach the next room, you could just not give a specific move order at all. I am simply NOT going to EVER change this, however, because I don't want to add 3 additional mouse clicks to the process of setting every nav point, not to mention having to set 3 additional waypoints for every move.

Without this feature, in order to get anywhere, you'd have to set 3 waypoints just to reach one destination: Use warp drives to reach nearest jump point, use jump drive to jump to destination jump point exit, use warp drives again to reach destination. This is terrible, and lmping the entire way on impulse drive is just not acceptable!

WITH this feature, I can just say "Nav to waypoint", and they will automatically use their best engines to do it. The impulse thrusters are for docking maneuvers only!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 24, 07:18:19
Groosalugg: FFS, just disable that option in your aweconfig package if you don't want it in your game. Why did you feel the need to post about it, when you can easily change it yourself?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 24, 07:20:36
A fambly with an infant keeps leaving the house while they are inactive resulting in (what I assume) child services taking the baby. This is quite frustrating as I have to exit without saving to get baby back!

Well I must of neglected the HH longer than I thought. The baby was deleted and saved on accident. (This HH is sacred, btw) Is there anyway to force baby back in the HH?

Has anyone else have this problem of missing babies? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 24, 08:37:36
Thank you Pescado for the response, i am not sure i followed all of what you said but on the general i got it.
Chaos, actually i had no idea disabling Manual Navigation in Aweconf. file also disabled the smarter automatic navigation mode, cuz in the description next to it it only says "Move Orders May Be Queued Without Dropping" it doesnt mention the smarter automatic navigation mode, so thanks for the tip, it doesnt really matter though cuz of course i'd still want the "go here" order to not be dropped -even if they are walking- heck i told em to go there didnt i, Silly EA. anyways i think i will just disable it and hope someone comes up with a seperate mod that just allows the order to be queued only without the extra boost  :)

Edit/ or perhaps if making a mod to allow go here to be queued is simple enough then i might be able to do it myself, i just need someone to tell me which file i need to alter? i just cant find it T.T
np Chaos actually u did help me without knowing i guess^^


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 24, 08:52:02
Hmmm, I'm pretty sure that there used to be a separate configurable option within aweconfig that enabled and disabled the ability for Manual Navigation to decide the most efficient way for a sim to reach its destination. It's entirely possible that my memory is phail, however, and that I'm probably thinking of AthleticAutoSelect. In that case, I'm sorry for jumping on you, Groosalugg.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 July 24, 09:04:59
As I just started a new Riverview, to use with Awesome and Indie, I wonder if I still can/should make my families sacred.

I kind of like it to see my families having the golden halo, but maybe there is a reason why I should not make them sacred?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 11:27:48
Sacred is just pretty with IndieStone, it has no effect on the actual functioning of the external story driver. That's why I didn't simply remove the option to use it at all: It still does pretty golden halos, even if the IndieStone driver totally ignores it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KarateKari on 2009 July 24, 16:14:30
A fambly with an infant keeps leaving the house while they are inactive resulting in (what I assume) child services taking the baby. This is quite frustrating as I have to exit without saving to get baby back!

Well I must of neglected the HH longer than I thought. The baby was deleted and saved on accident. (This HH is sacred, btw) Is there anyway to force baby back in the HH?

Has anyone else have this problem of missing babies? 

When inactive families leave their house with babies or toddlers inside, those babies/toddlers temporarily disappear into the ether until a responsible family member returns.  If you use Awesomemod to swap to a family and find that their little ones are missing, try sending some family members home and see if they reappear.  (I've only had this occur when using Awesomemod functionality to swap directly from one family to the next - I'm not sure if it happens if you swap families via Edit Town.)

This may or may not be why your baby is missing, but I know it confused the hell out of me the first time I experienced it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 24, 17:06:43
Owed for skipping work? I think the problem is that we need to get them to stop skipping work, first. :P

Yeah, let's worry about getting them to go to work rather than paying them for the work they don't do. That would be a pretty poor band aid. They'd still never advance, their mood will probably be in the tank, particularly if they are workaholic or ambitious, and they will still get fired.

Actually the not going to work or school is a huge problem with the story mode of the game right now and that goes for whether you play AM, Indie, AM + Indie or default EAxis.

As I just started a new Riverview, to use with Awesome and Indie, I wonder if I still can/should make my families sacred.

I kind of like it to see my families having the golden halo, but maybe there is a reason why I should not make them sacred?

You have to use the Indie Stone version of sacred, which is to play the house and then set it to stasis on via the cellphone of one of the household members. Unfortunately, you cannot set this unless that house is the active family, but you can easily put the game on pause, control click on the house or a family member and select it, set the setting, then switch back to your original house.

When inactive families leave their house with babies or toddlers inside, those babies/toddlers temporarily disappear into the ether until a responsible family member returns.  If you use Awesomemod to swap to a family and find that their little ones are missing, try sending some family members home and see if they reappear.  (I've only had this occur when using Awesomemod functionality to swap directly from one family to the next - I'm not sure if it happens if you swap families via Edit Town.)

This may or may not be why your baby is missing, but I know it confused the hell out of me the first time I experienced it.

Ah this is good to know. I switched to a family that was out at the pool and was shocked to find the toddler gone. I thought the social worker took her.

Now I will just consider it that she is staying over at the babysitter's house in some rabbit hole somewhere. ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 July 25, 01:36:02
I made a tweak to 0xA29571C6F77AA18D, but it only works if I put the package I made in my override folder. Indie Stone Compatibility Checker didn't find any incompatibility with my other packages, but it seems likely that awesomemod would modify this file. Does it happen to?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silvermistshadow on 2009 July 25, 05:22:32
I believe mine isn't working because I don't have the 1.2.7 patch installed. However, when I try and install that, it claims that my installed region code is incorrect for it. Mine is from North America, does anyone have a patch that actually works with it? Either that or I need a patch with that restriction removed; the patch installer itself might be buggy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: WolFox on 2009 July 25, 05:55:01
Is there a way to turn off harder jobs?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 25, 06:00:00
I think that disabling NoFreeJobSkills, and possibly disabling other job-relating options in the config file, will make jobs easier.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 25, 06:57:13
I think that disabling NoFreeJobSkills, and possibly disabling other job-relating options in the config file, will make jobs easier.
No, turning off nofreejobskills will actually make it HARDER, because your competition will be able to advance without effort while you have to work your ass off for it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 25, 12:32:43
I believe mine isn't working because I don't have the 1.2.7 patch installed. However, when I try and install that, it claims that my installed region code is incorrect for it. Mine is from North America, does anyone have a patch that actually works with it? Either that or I need a patch with that restriction removed; the patch installer itself might be buggy.
What patch are you trying to install? Are you talking Windows or OS X? Have you read the Patch thread (there are links to all versions in there)?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 25, 15:00:02
OK, let's see if I can mess up this quoting thing again.  :P

Owed for skipping work? I think the problem is that we need to get them to stop skipping work, first. :P

Quote
Yeah, let's worry about getting them to go to work rather than paying them for the work they don't do. That would be a pretty poor band aid. They'd still never advance, their mood will probably be in the tank, particularly if they are workaholic or ambitious, and they will still get fired.

Actually the not going to work or school is a huge problem with the story mode of the game right now and that goes for whether you play AM, Indie, AM + Indie or default EAxis.


Since the game was designed for just playing one family, I can understand why they'd save on computing power by not "physically" sending them to work or school. But at the same time, they should have designed a way for the NPC's to not get punished for not physically going. It's concept that was only thought out is a half-assed way (is anyone surprised by that?).


As I just started a new Riverview, to use with Awesome and Indie, I wonder if I still can/should make my families sacred.

I kind of like it to see my families having the golden halo, but maybe there is a reason why I should not make them sacred?

Quote
You have to use the Indie Stone version of sacred, which is to play the house and then set it to stasis on via the cellphone of one of the household members. Unfortunately, you cannot set this unless that house is the active family, but you can easily put the game on pause, control click on the house or a family member and select it, set the setting, then switch back to your original house.

Yesterday in my game the Alto's moved 3 times, to progressively smaller and smaller houses. And each time they move, they lose most of their cash. The first time it happend I kicked them out of their new house, gave them some cash back, and purchased their original estate again, but they moved again twice after that.  ::)  I had decided to not put them in Stasis while I had control of them since I was afraid that would mean the daughter couldn't marry or move out or whatever. Besides, I think that houses in Stasis do not age. Anyway, after that I went around to some of the other houses like Crumblebottom's and just turned off lot changes through the IS Household Settings menu. That way they can experience relationships, job changes, etc., but just not move!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 25, 15:51:15
@Tangie: If you don't want stasis then you can just set them to moving off. All the other things will still function as normal and I believe this only prevents the family from moving and not necessarily individual members if the situation warrants it.

But anyway, this is more an Indie Stone tip than an Awesomemod one. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 15:55:39
Since the game was designed for just playing one family, I can understand why they'd save on computing power by not "physically" sending them to work or school. But at the same time, they should have designed a way for the NPC's to not get punished for not physically going. It's concept that was only thought out is a half-assed way (is anyone surprised by that?).

After some personal tweaking, I got all my sims going back to work physically.  As expected there is a bit of a lag, but not horribly so.  I have about 75 sims that trod off to work each day, though not all at the same time mind you.

The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.

As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.

Good Day. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: carminelady on 2009 July 25, 16:12:02
I was tired of my sims shooing people out of the bathroom, so I found IndieStone No Shoo verision from MTS. 

Pescado, since Awesomemod and IndieStone are compatible, is the No Shoo version of IndieStone compatible as well?  If so, thank you, thank you, thank you!!  ;D  If not, is there a chance you will make it compatible? Please?   :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 25, 16:20:57
Since the game was designed for just playing one family, I can understand why they'd save on computing power by not "physically" sending them to work or school. But at the same time, they should have designed a way for the NPC's to not get punished for not physically going. It's concept that was only thought out is a half-assed way (is anyone surprised by that?).

After some personal tweaking, I got all my sims going back to work physically.  As expected there is a bit of a lag, but not horribly so.  I have about 75 sims that trod off to work each day, though not all at the same time mind you.

The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.

As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.

Good Day. :)

What tweaks would these be exactly? I would like to know because mine never take their asses to work. I don't want to play them all and I don't necessarily need to physically see them going to work or school, I just don't want them to have their performance constantly in the toilet and get fired all the damned time like they are doing right now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 16:26:16
What tweaks would these be exactly? I would like to know because mine never take their asses to work. I don't want to play them all and I don't necessarily need to physically see them going to work or school, I just don't want them to have their performance constantly in the toilet and get fired all the damned time like they are doing right now.

They are core mod tweaks, as outlined in that "Code Fix for Inactive Slacker Sim" thread I was rambling in.

Namely, I encountered two errors.  One the alarm that tells a sim to go to work arrived too early in my game, and the system ignored it.  And another issue where low detail sims were not updating their "Hours Until Work" properly, and were bouncing when the push to go to work arrived.

Sadly, these are not fixes one can do without some experience in core modding.  Hopefully Pescado provides his own solution soon enough.

Good Day. :)

(Edit: fixed spelling)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: WolFox on 2009 July 25, 16:59:14
Is there a way to turn off harder jobs?

I meant is there a way to turn off the feature that makes it to where there can only be one person in top level jobs? This feature is not even mentioned in The Manual.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silvermistshadow on 2009 July 25, 16:59:45
I believe mine isn't working because I don't have the 1.2.7 patch installed. However, when I try and install that, it claims that my installed region code is incorrect for it. Mine is from North America, does anyone have a patch that actually works with it? Either that or I need a patch with that restriction removed; the patch installer itself might be buggy.
What patch are you trying to install? Are you talking Windows or OS X? Have you read the Patch thread (there are links to all versions in there)?

Windows here, and no, I haven't read that thread yet, I'll try to find it, but just in case, it'd be nice if someone could link me later- the search engine refuses to acknowledge the dots in 2.1.7, and instead searches for the numbers individually.

Edit: No problem now, just had to temporarily remove the no-censor patch and reapply my backup ((I NEVER just replace a file with its replacement, I usually label it as an original in some manner.)) Patched just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 17:19:27
I meant is there a way to turn off the feature that makes it to where there can only be one person in top level jobs? This feature is not even mentioned in The Manual.

Ah, but that feature is so fun to watch in action.  With all the career notifications active for the entire town, one can watch the gut wrenching battle between all the top level business sims...  One makes it to the top and then gets demoted the next.  The new top gets demoted by a newcomer, and so forth.

I have about a dozen sims in the business career...  It'll be amusing to watch the cascade demotions once they are all near the top.

But yes, I guess if that isn't your cup of tea, there should probably be an option to disable it.

Good Day. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: muse on 2009 July 25, 17:26:28
Hopefully this isn't discussed somewhere else and I've missed it - if so please forgive, I'm still learning my way around the boards.  

Since installing the latest build of awesomemod, nonactive sims in community lots just stand around like zombies, not doing anything, to the point where they pee themselves and pass out from exhaustion.  I set bladderdecayoncommunitylots to false so they're no longer having accidents, but does anyone have any idea why the "gohome" urge is disabled?  Or why they don't seek to entertain themselves with chess or picnics or reading as they used to?  Perhaps there is an awesomemod setting that relates to this?

It's problematic because sometimes chosen sims show up in the lots and become casualties - when I switched back to their family the ones in the park the previous day were passed out and missing school and work.  (I realize this can be mitigated by disabling the stalker behavior, but I actually like it - it's like an impromptu party everywhere you go, handy for making friends and whatnot.)

Another odd thing is that when interacting with sims in community lots, there is a huge lag time between directing an action and its execution, like twenty plus sim minutes.  I tried to get my favorite rockstar sim to hold an autograph session and could only get two signed in four sim hours - very frustrating.

Thanks for your help and sorry if this is answered elsewhere.  I couldn't find anything about this in RTFM or by searching the threads.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 25, 17:29:02
A fambly with an infant keeps leaving the house while they are inactive resulting in (what I assume) child services taking the baby. This is quite frustrating as I have to exit without saving to get baby back!

Well I must of neglected the HH longer than I thought. The baby was deleted and saved on accident. (This HH is sacred, btw) Is there anyway to force baby back in the HH?

Has anyone else have this problem of missing babies? 

When inactive families leave their house with babies or toddlers inside, those babies/toddlers temporarily disappear into the ether until a responsible family member returns.  If you use Awesomemod to swap to a family and find that their little ones are missing, try sending some family members home and see if they reappear.  (I've only had this occur when using Awesomemod functionality to swap directly from one family to the next - I'm not sure if it happens if you swap families via Edit Town.)

This may or may not be why your baby is missing, but I know it confused the hell out of me the first time I experienced it.

OH thank god! Your right! I feel so dumb lol ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: terriefarrell on 2009 July 25, 20:34:00
I do have a question, i have the config running as default and therefore didn't expect families to move out and disappear but they are. When they move out, although i can 'invite them over' from another sims house, i can't find them either in the sim bin or moved to another house...firstly, why are they moving out if the 'noone gets out alive' thing is on, secondly, where the hell do they go?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 20:44:22
I do have a question, i have the config running as default and therefore didn't expect families to move out and disappear but they are. When they move out, although i can 'invite them over' from another sims house, i can't find them either in the sim bin or moved to another house...firstly, why are they moving out if the 'noone gets out alive' thing is on, secondly, where the hell do they go?


The "NoOneGetsOutAlive" flag simply stops the system from emigrating your house out of town.  Since you can still contact them, they are obviously in town somewhere.  It is possible they are homeless, but I personally have never encountered an issue where StoryProgression under AwesomeMod would move a household into the homeless bin.

Invite one of the sims over, then ask them to leave.  Now simply watch them as they go back home.  Or go to the "Edit Town" and search each household.

If they don't appear anywhere, use the "listhomeless" console command to see if their family is indeed homeless.

Good Day. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: yunie on 2009 July 26, 05:21:40
Hello, I have a questoin. I'm not very smart with awesomemod so please be kind. I wanted my sim to have a big family but I can't "Try for baby" anymore because there are 8 sims, so could someone tell me how to set my game to more then 8 sims? I looked at the wiki  and I have no idea what to do, got me confused even more.  :-[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 26, 05:29:19
Hello, I have a questoin. I'm not very smart with awesomemod so please be kind. I wanted my sim to have a big family but I can't "Try for baby" anymore because there are 8 sims, so could someone tell me how to set my game to more then 8 sims? I looked at the wiki  and I have no idea what to do, got me confused even more.  :-[

In your configuration file set: AllowOverstuffedHouses       

Removes 8-sim limit on houses. Note that this limit only applies to in-game, not CAS. Don't go crazy.

to enabled.  I've moved in 16 sims into 1 house using this.  You should be able to have more babies as well.  If you can't after enabling this, let us know.  (Also, make sure you have the latest version of awesomemod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 July 26, 09:57:54
After some personal tweaking, I got all my sims going back to work physically.  As expected there is a bit of a lag, but not horribly so.  I have about 75 sims that trod off to work each day, though not all at the same time mind you.

The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.

As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.

Heh, this actually became a problem in my latest game... every morning there is a zerg of kids and teens milling around the school entrance (which is tiny). Since their pathfinding sucks and they have to stop for ages any time they bump into someone else, few actually manage to get into the school on time. My active teen just couldn't fight his way past the zerg one day and only managed to come into the school at 13:00. ::)

Any way Pescado can fix the pathfinding? Or at least greatly reduce the time sims stop and tap their foot when they bump into someone?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 26, 11:31:45
@Tangie: If you don't want stasis then you can just set them to moving off. All the other things will still function as normal and I believe this only prevents the family from moving and not necessarily individual members if the situation warrants it.

But anyway, this is more an Indie Stone tip than an Awesomemod one. :P


Thanks, Motoki. And I agree that it is really an IS issue, but there has been a bit of a learning curve for substituting IS settings for AwesomeMod's story progression toadyness blockers. I miss the ability to fine tune these. For example with Indie Stone, jobs are either on or off, there's no way to turn job progression on but prevent random firings on a bus.

I can't wait to see what Pescado will come up with for Story Progression. As long as it doesn't involve a bunch of "features" like No Soup for You, random snipers, and Count Down to Armegeddon, I will likely switch!  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chann on 2009 July 26, 11:36:46
Heh, this actually became a problem in my latest game... every morning there is a zerg of kids and teens milling around the school entrance (which is tiny). Since their pathfinding sucks and they have to stop for ages any time they bump into someone else, few actually manage to get into the school on time. My active teen just couldn't fight his way past the zerg one day and only managed to come into the school at 13:00. ::)

Any way Pescado can fix the pathfinding? Or at least greatly reduce the time sims stop and tap their foot when they bump into someone?

Here's a quick fix for the door-jam issues: open The Sims 3\Game\Bin\Sims3.ini (back up a copy first) and change all the DynamicAvoidance_* values under the [Config] section to 0.0. It basically turns on no-clip and lets Sims walk through each other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 July 27, 03:29:32
Here's a quick fix for the door-jam issues: open The Sims 3\Game\Bin\Sims3.ini (back up a copy first) and change all the DynamicAvoidance_* values under the [Config] section to 0.0. It basically turns on no-clip and lets Sims walk through each other.
Hey, why not?  Cars can already drive through sims, bicycles, and other cars.  At least sims might actally get something done instead of standing around tapping their feet for hours and hours.  I'm gonna try this; thanks.

edited to fix spelling


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 July 27, 16:51:25
Thanks for the fix chann, it works! Now my kids can actually get into school. It also helps with "everyone rushes to change the baby's diaper" situation.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lady Moiraine on 2009 July 27, 17:26:02
Instead of filling up the request thread with a bunch of questions, let's ask them here and see if we can help each other out with some of the features.

The next post contains all the AwesomeMod commands I know of.  I'll try to keep it as updated as possible.  If you notice anything that is wrong or unclear please give me a heads up.  If you find any commands I don't have listed... by all means post it here and I'll try to add it to the list.

Most recent version date/time stamp: 07/23/2009 06:54am CST

Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod
I do have a few tutorials I have made using the awesome mod.   You don't need to register to view the boards, it's open to guests.

Tutorial-Moving Overstuffed Households (http://ladymoiraine.com/forum/index.php?topic=182.0)

Tutorial-Lifetime Happiness Fulfilled-Change it! Uses Neighborhood Workshop & Awesome Mod (http://ladymoiraine.com/forum/index.php?topic=178.0)

Mini Tut on Splitting and Evicting and Saving (http://ladymoiraine.com/forum/index.php?topic=61.0)

I have a couple other tutorials but they are really dated now.  Especially the changing lifetime wants.  Just type in lifetimehappiness in the console and you'll get 50,000 points then purchase the Change Lifetime Wish and you're good to go.  Before that code, it was more complex but now thanks to the awesome mod, it's very easy.  Unless you want to give them a NEW lifetime wish after their original one has been fulfilled, then I have a tutorial on how to do that. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 July 27, 18:10:34
Here's a quick fix for the door-jam issues: open The Sims 3\Game\Bin\Sims3.ini (back up a copy first) and change all the DynamicAvoidance_* values under the [Config] section to 0.0. It basically turns on no-clip and lets Sims walk through each other.
I'm definitely trying that!  Contrary to what EA might think, the physical forcefield around each sim decreases the believability more than a bit of clipping would.  Thanks for the tip!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 28, 21:12:32
I just installed awesomemod today and now my stuff I downloaded from ModTheSims dont seem to be working. I have a download to make the carpool stop coming an hour before work and now the car comes by. I have quicker painting would take about 3 hours in game now it takes alot longer. So Im guessing my downloads dont work. I saved the original download and just dragged the file back in there and replaced the one i have in my packages folder but it doesnt work. Any help please?!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 28, 23:01:08
rubenm, did you try deleting your cache files (any file under Documents/Electronic Arts/The Sims 3 that has "cache" in the name)? That might help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 28, 23:09:13
i think thats what the main problem. I had never done that before and I had installed several awesomemod updates. I read on here that it was a good idea to do that so I did and now I have all these problems my ModTheSim stuff not work. I cant get the new sims update because I get an error saying the file is not found or something and i tried to uninstall the whole game but i get an error in that to. So yeah


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 29, 00:37:41
i think thats what the main problem. I had never done that before and I had installed several awesomemod updates. I read on here that it was a good idea to do that so I did and now I have all these problems my ModTheSim stuff not work. I cant get the new sims update because I get an error saying the file is not found or something and i tried to uninstall the whole game but i get an error in that to. So yeah
you should install the 1.2.7 patch, dont worry about the error thing, happened to me too. just replace the file the patch crashes at with the same file from the game cd or virtual cd then install the patch. should work then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mammoet on 2009 July 29, 00:38:54
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 01:07:27


well all mine says is update error: file not found
i dont see any file name or anything so i dont know what to replace


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 29, 01:12:53
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
Yes. That is on purpose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mammoet on 2009 July 29, 01:13:43
oke :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 29, 01:15:46
rubenm, while the patch is being installed it says which file is being copyed at the moment just keep watching and when it crashes before you click ok, just look at the name of the file that was being copyed at the time, then replace that file with its origional and try the patch again. in my case it was the "skuversion" file but i hear its not always the same file with everyone.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 29, 01:19:39
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
Yes. That is on purpose.

Then, where does the "blending" part of that feature come in? If it's always going to choose only one parent's skintone, and not actually blend the tones, then what's the point? My question isn't meant to be antagonistic; I'm just curious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: asmadasrabbits on 2009 July 29, 01:29:52
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
Yes. That is on purpose.

Then, where does the "blending" part of that feature come in? If it's always going to choose only one parent's skintone, and not actually blend the tones, then what's the point? My question isn't meant to be antagonistic; I'm just curious.

Pescado said it picks the darkest parent's skin palette because some people use very light blue or green to try to make pale sims, and it is to prevent a sim with very light green skin and a dark normal skinned sim from having a dark green baby.
It doesn't actually blend the skins, but it can give you a middle tone on the darker sim's skintone palette whereas without the better blending it would be just either the one skin or the other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 01:33:36
i dont understand
replace that file with its original? i dont know im sorry


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 01:38:50
it doesnt say a file name it just goes really fast and it stops where it says installing and thats when the update error comes up
(http://i4.photobucket.com/albums/y145/vocalorigami/2.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 29, 01:46:26
Important

N99ers are reporting that you need to restore your LIBRARY FAMBLYS before patching. I guess the patch updates them as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 29, 01:47:26
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
That's how it works: If the parents are of different swatches, it will use the swatch of the darkest skin, and then BLEND the resulting tone. With EAxis default rules, breeding two sims from different swatches means you get a sim of either one skin, or the other skin, exactly. No variety whatsoever.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 01:56:27
Important

N99ers are reporting that you need to restore your LIBRARY FAMBLYS before patching. I guess the patch updates them as well.

Well a couple of us stuck them up on file sharing sites but then someone else just said they patched without them in place just fine.

There's a lot of conflicting reports going around and people yelling that the sky is falling bla bla.

I also think this claim that you can't install sims3pack files via the launcher if you have mods in the mods directory is rather suspect. That seems like a lot of effort for EA to go to and too odd for randomness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Winterhart on 2009 July 29, 02:01:19
  ??? I have 2 questions.  I just installed the latest game patch.  Before doing that however, I removed AwesomeMod and a few other things that I thought might cause problems with the update. So my first question is will AwesomeMod work with this new game patch or do I need to wait for an Awesome Update?

Second, in the list of changes made by new game patch, it mentions "Play with Genetics" in CAS.  What is that and where do I find it?  I don't see anything in CAS like that.  Am I missing something?  Is that something that comes up for new babies or something?

Thank you for your time.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 29, 02:02:02
rubenm, never mind from the picture you have posted appearently you already have patch 1.2.7 installed, you dont need to patch to 1.3.24 for your game to work propperly. i dont know why your mods are not working. maybe you should remove all your mods and delete your cache files in my documents then try installing them again.
also just a thought, when you installed patch 1.2.7 were your mods installed at the time? cuz i heard some ppl had problems with their games when they had the patch installed without removing their mods first.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 29, 02:10:54
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 29, 02:23:36
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.

For me it was the videocamera.ini. I had forgotten I had edited that file, but i Managed to find the .log file from the patch within my temp files and discovered the problem. For other people its the shader package for the outdated blur remover, or the gameplay package that the teenwhoohoo mod replaces.

In most cases it seems to have been that people replaced something in their sims3 folder and had forgotten they had done so (like me).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 02:24:31
yeah i believe most of them were in there but they were working with that update its just i believe today they stopped working i dont know if it was because i deleting those cache files. So I just wait for the next patch or will it just do the same? Thats pretty stupid.
Right now the only problem i have (beside the ModTheSims stuff not working) is my game is crashing after about 2 minutes of playing

EDIT: seems like i had an old version of awesomemod seems to be working now
Still my ModTheSims stuff refuses to work



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 02:30:22
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.

I figured. I love how one person does a dumb thing and blames something else completely else unrelated and suddenly it spreads around the whole community like wildfire.

I've already seen people running around telling everyone you need your library families restored on 5 different boards now.  ::)

I still think the sims3packs won't install if you have mods in a mods folder the game never installed in the first place and technically shouldn't even know is there thing is bs too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 29, 02:35:37
I still think the sims3packs won't install if you have mods in a mods folder the game never installed in the first place and technically shouldn't even know is there thing is bs too.
That is very much bollocks, yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 29, 02:53:28
I can install sims3packs just fine with mods in my mods folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 29, 03:15:34
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.

Strange, because that was the only thing that allowed me to patch -- restoring the sims and lots that I bahleeted in-game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mystikmoon on 2009 July 29, 03:52:43
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 04:00:13
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.

I don't understand this at all. It shouldn't be looking there or even know that directory exists. It sounds like voodoo to me. Until I hear from someone who has looked at the inner workings of the game and can give a reason for this I will continue to think so.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FrickinIdjit on 2009 July 29, 04:03:44
Voodoo or not, removing Mods is the only way I can install sims3packs too.  Otherwise, it just hangs until I kill it through Task Manager.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 04:09:09
Meh. When I get done the Windows 7 upgrade from hell that just won't end I will test this out myself.

I wonder if moving the mods all the way out of the Electronic Arts/The Sims 3/ etc tree would make a difference. Like if I made C:\Sims3mods and then pointed the resource.cfg to look there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FrickinIdjit on 2009 July 29, 04:15:35
Is that what the resource.cfg is - a traffic controller?  I'm sure it helps to move Mods out of the Electronic Arts folder.  Things are susceptible to burning chicken feathers in there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 04:27:49
Is that what the resource.cfg is - a traffic controller?  I'm sure it helps to move Mods out of the Electronic Arts folder.  Things are susceptible to burning chicken feathers in there.

Yeah, pretty much. It tells the game where to look for the mods and sets the priority it gaves the files in those directories. You can edit it with a simple text editor, even Notepad.

I'm not sure if it will take a whole path though like C:\blabla\bla etc or if it will only allow a subdirectory of Electronic Arts\The Sims 3\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: EverDreaming on 2009 July 29, 07:13:39
How do you get two teens to sleep together with the Awesomemod? Also, I heard two people of the same sex can reproduce with the help of the mod, is this true aswell?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 29, 07:22:07
How do you get two teens to sleep together with the Awesomemod? Also, I heard two people of the same sex can reproduce with the help of the mod, is this true aswell?
no* and no.

*you need a 3rd party mod to allow teens to woo hoo.  Awesomemod does not allow it but it does remove some checks that prevent other non-core mods from allowing it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 July 29, 12:51:49
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.

The problem is using the launcher to directly install Sims3Packs. I have success if I go directly to the download folder and double-click the file. Let it install normally.

Yes the launcher is used, but not directly.  I can't get a Sims3Pack to install with the launcher install button.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 29, 18:46:43
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.

The problem is using the launcher to directly install Sims3Packs. I have success if I go directly to the download folder and double-click the file. Let it install normally.

Yes the launcher is used, but not directly.  I can't get a Sims3Pack to install with the launcher install button.

I still call voodoo on that since I can install directly from the launcher install button without doing anything strange to get it to work and I have a mods folder in with plenty of downloads in it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 30, 01:18:53
Can anyone give me a better description on what Job scaling settings do. As the current setting title and setting description say exactly the same thing, just in reverse.

"Scale Job Difficulty To Aging Scale" versus "Job difficulty is scaled up to age lengths if this is enabled".

Does this mean that you cant get level 10 until near death? Or does it mean that promotions are harder to obtain as you get older?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 30, 01:32:06
Can anyone give me a better description on what Job scaling settings do. As the current setting title and setting description say exactly the same thing, just in reverse.

"Scale Job Difficulty To Aging Scale" versus "Job difficulty is scaled up to age lengths if this is enabled".

Does this mean that you cant get level 10 until near death? Or does it mean that promotions are harder to obtain as you get older?

I don't know what the standard life of a sim is... so adjust the numbers to the actual ones.

If the standard lifespan of a sim is 100 days.... and you have their ages set to "long" (which is 190 days) then it will take 90% longer to get your promotion.  If on top of that you have the 10 times scale it would be 190% *10-100%... so it would be 1800% harder to get a promotion. So... let's say it would normally take your sim 2 days to get a promotion (to raise his bar from 0 to 100% filled)... it would now take 19*2 =38 days to get that promotion.

If you set age scaling off... then adjusting your sims life spans won't affect the promotion times.  So playing a long lifespan (190 days) would only make it take 10 times as long to get promoted... So it would take 20 days.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 30, 02:21:32
Can anyone give me a better description on what Job scaling settings do. As the current setting title and setting description say exactly the same thing, just in reverse.

"Scale Job Difficulty To Aging Scale" versus "Job difficulty is scaled up to age lengths if this is enabled".

Does this mean that you cant get level 10 until near death? Or does it mean that promotions are harder to obtain as you get older?

I don't know what the standard life of a sim is... so adjust the numbers to the actual ones.

If the standard lifespan of a sim is 100 days.... and you have their ages set to "long" (which is 190 days) then it will take 90% longer to get your promotion.  If on top of that you have the 10 times scale it would be 190% *10-100%... so it would be 1800% harder to get a promotion. So... let's say it would normally take your sim 2 days to get a promotion (to raise his bar from 0 to 100% filled)... it would now take 19*2 =38 days to get that promotion.

If you set age scaling off... then adjusting your sims life spans won't affect the promotion times.  So playing a long lifespan (190 days) would only make it take 10 times as long to get promoted... So it would take 20 days.

Got it. Thanks!

In that case, i'll be turning it on, asI feel  it's currently far too easy to obtain promotions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FrickinIdjit on 2009 July 30, 04:48:32
That may be it, Quetzilla.  I play the Collector's DVD Edition and have to remove my Mods folder to install sims3packs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 30, 05:00:28
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...

Another negative. I have my DVD game installed on my laptop and my desktop and neither of them have to have the mods folder removed to install via the launcher.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: NameGame on 2009 July 30, 06:27:05
I have the the same problem with the launcher hanging... But I move the resource.cfg elsewhere and back. It's one file, so it's faster.

I also recommend the 3Viewer (http://forum.jfade.com/viewtopic.php?f=51&t=466)  for anyone that doesn't already have it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skydivedude on 2009 July 30, 20:18:24
Where do i get the teen pregnancy mod that works with awesome mod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AnthonyK on 2009 July 30, 20:19:54
Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod

Nice! Almost better that the RTFM.

select firsname lastname - selects the sim Firstname Lastname and changes your active household to him.  (I think this is an awesomemod command.... but I don't know 100%.  I also haven't tested this so feedback is welcome)

I've not been able to get this command to work. Never really tried though till after the recent patch.. (1.3) I've just recently found out about evil "doppelgangers" in town. I went up to a sim that looked like, had the same name as my simmies GF and got shooed away. By the time I realized what had happend, the doppelganger had scurried off the lot. I tried out the select command to find her and it didn't work. I though maybe it was because there was a duplicate name somewhere, so I tried it on a more uniquely named sim, and it just says unknown command, not anything about can't finding a sim.

Anyone else have this issue? Did it work in previous versions of Awesome and now is broke? Would love some feedback so next time something like this happens I don't have to hunt down the sim manually. :))


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Piffle on 2009 July 30, 20:20:49
Where do i get the teen pregnancy mod that works with awesome mod?

Use the Force.  Or, for possibly better results, the search function.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 30, 20:58:14
Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod

Nice! Almost better that the RTFM.

select firsname lastname - selects the sim Firstname Lastname and changes your active household to him.  (I think this is an awesomemod command.... but I don't know 100%.  I also haven't tested this so feedback is welcome)

I've not been able to get this command to work. Never really tried though till after the recent patch.. (1.3) I've just recently found out about evil "doppelgangers" in town. I went up to a sim that looked like, had the same name as my simmies GF and got shooed away. By the time I realized what had happend, the doppelganger had scurried off the lot. I tried out the select command to find her and it didn't work. I though maybe it was because there was a duplicate name somewhere, so I tried it on a more uniquely named sim, and it just says unknown command, not anything about can't finding a sim.

Anyone else have this issue? Did it work in previous versions of Awesome and now is broke? Would love some feedback so next time something like this happens I don't have to hunt down the sim manually. :))
I haven't ever used that one... But I do know it won't work on a homeless sim.  They have to own a house within the neighborhood to select them. Maybe I'll test it out next time I play.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OC on 2009 August 01, 03:51:59
Does Awesome mod TOTALLY prohibit sims from rereading books?

Now my bookworm sim always goes to the bookshelf with the "Read Something" command, but then her command got killed automatically.
And after a second or two, she pops up with "Read Something" again and command got killed and looping...
If I wasn't paying attention, she will be standing in front of the bookshelf for a few hours or more, and doing nothing.

I bought her new books but she finished them quickly.
Later I sent her to the library but it seems like she finished all the books in the library too...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 01, 03:57:32
That's odd that "Read Something" can appear, because the action isn't even supposed to be available in the latest version if there are no unread books. If you have only old books, you can reread them only manually by picking the book specifically.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 01, 07:19:56
That may be it, Quetzilla.  I play the Collector's DVD Edition and have to remove my Mods folder to install sims3packs.

But I too have the Collector's DVD Edition and have no problems installing sims3packs. via the launcher... and never have had to remove my Mods folder... and Ms. Idjit as we both know...  ;)  your comp is WAY more powerful than mine... so what a weird bug/issue or w/e...  *waves and gives High Five* 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ailias on 2009 August 01, 07:33:34
I have a q-stion
what if the latest build will be always crashing in my game - how can I turn off the awesome "use the latest build!" check?
I'm satisfied with the previous build and do not want to updated it to the incompartible and not-working version.

P. S.
the latest build (30 July) crashes when I click to play on the Active family screen after the loading screen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 August 01, 13:28:30
Ailias

I have an old (before the first EA patch came out) Awesome mod which I can e-mail you.  PM me if you want it.  I have not patched my game at all. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 August 01, 16:24:03
That won't help, since that version of the mod still has the timebomb.

There's another post where Pes discusses several workarounds for the expiry date check.  Try the solutions mentioned here:
http://www.moreawesomethanyou.com/smf/index.php/topic,16098.msg464765.html#msg464765

There are several obvious workarounds:
- Change the XML with a later expiry date
- Change the core mod to remove the expiry date check
- Change the date on your computer to be before the expiry date
- Run the latest AwesomeMod without the 1.3 patch and hope for the best.

In all of these cases, don't report any bugs that you find.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OC on 2009 August 01, 19:32:10
That's odd that "Read Something" can appear, because the action isn't even supposed to be available in the latest version if there are no unread books. If you have only old books, you can reread them only manually by picking the book specifically.

mmm but then the "Read Something" does keep popping up.
If the family contains skill books that my bookworm sim is not qualified to read, will those books be considered as unread books and trigger the "Read Something"?
Or the same case if my other family members contain (in their inventory) books that my bookworm sim hasn't read? (Like books obtained from career opportunities.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 01, 20:05:55
That's odd that "Read Something" can appear, because the action isn't even supposed to be available in the latest version if there are no unread books. If you have only old books, you can reread them only manually by picking the book specifically.
In my current game (as of 3 days ago), one of my Bookworm sims frequently (several times a day) visited the bookshelf with the Read Something want, stood there for 30+ minutes, and finally walked away.  When I turned off the Anti-Raymundo feature in AM, she started choosing books and reading them.

That tells me that 1) She'd already read all of it, and 2) That the Read Something still pops up even if it's all been read already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 02, 02:19:37
M'kay... does anyone know the droptrait "code" for getting rid of the "Hates the Outdoors" trait...?  I had read that to get rid of the "Technophobe" trait... to type in "AntiTV" which worked great... and even tried it on this one, "AntiOutdoors"... but to no avail... don't want any of my sims not liking the outdoors...   ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 02, 02:22:43
It's simply, "HatesOutdoors".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 02, 02:23:41
Ah... thank you so much Krisan !   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 02, 02:26:42
Yes, it's actually kind of interesting.. The "Loves the Outdoors" trait is referenced as "LovesTheOutdoors" - but for whatever reason they decided the "The" wasn't necessary for the "Hates the Outdoors" trait. (Consistency doesn't appear to be one of EAxis' strong points..)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 August 02, 10:36:14
Or else you can turn on debug commands (or is it debug interactions? I forget, I have them both on all the time) and shift-click the sim and select "modify traits for active sim" and you get the trait selector box. I found that to be much easier than 'addtrait' or 'droptrait' to use. I also use the shift-click to age-up the sims. I hate the fucking birthday cake.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 02, 10:46:18
And thank you too LV... always forget about "modify traits..."  *smacks forehead*   :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tobu on 2009 August 02, 16:22:07
Hi everybody! I'm new to this board and I was wondering is there any way that someone could point me in the direction of finding 1.2.7 awesomemod? I can't seem to get it running because I have the 1.3 awesomemod all that I get is CTD when i'm loading a save or starting anew. Thanks in advanced


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 August 02, 17:30:27
If 1.3 isn't working than I assume you didn't patch? The 1.3 version is compatible with the 1.3 patch.

There is no longer any older versions of Awesome Mod as it is still in constant development. There is however a bug thread in this area that you should read - you will most likely find your answer there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tobu on 2009 August 02, 20:50:32
Thankyou for your reply  dude. Honestly the problem is that I can't update to 1.3 for the very same reason someone in this thread can't. There is an error when I update from 1.2.7 to 1.3 and it seems that hasn't been sorted out here. Not to mention that 1.3 I heard is very buggy and has a whole new slue of issues. Again thankyou ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 03, 00:47:11
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?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 03, 00:55:03
Thankyou for your reply  dude. Honestly the problem is that I can't update to 1.3 for the very same reason someone in this thread can't. There is an error when I update from 1.2.7 to 1.3 and it seems that hasn't been sorted out here. Not to mention that 1.3 I heard is very buggy and has a whole new slue of issues. Again thankyou ;D

Hearsay caused by hysteria due to user error. Plus people have messed with a lot of different game files without knowing with they were doing or backing it up and then went kermitflailing when the patch wouldn't install.

If you can't patch it is most likely due to some file the game originally installed that you either directly or indirectly (via some mod/patch/crack/trainer bla bla) modified or deleted. If you aren't sure what you changed from the default base install I suggest you just reinstall the game. It will give you the option to keep your saves and custom content when you uninstall so you won't lose any of that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 01:29:18
Hey everyone :) I'm new to the forum, and I've been searching foreverrr for a solution to this, but I can't find one that 100% applies to me and solves my problem.  Well, my game crashes to the desktop every time I get to the main menu and choose my neighborhood.  It's not random or anything, and it always finishes loading at the first screen.  I have the 1.3 patch and I play from the CD.  My game is not a crack, since I bought it at Target.  I have tried installing enablescripterror and it didn't fix anything either. I've deleted the caches about a billion times and still nothing. It's absolutely driving me insane! I have been everywhere and nothing has been a help. 
  Thanks :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 August 03, 01:46:32
I had that one a while back, and it was apparently a problem caused by the last neighborhood I had played going corrupt. I solved it by deleting that neighborhood from the saved games folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 August 03, 01:53:49
I have tried installing enablescripterror and it didn't fix anything either.

You need to remove that package.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 01:55:13
The thing is that it crashes when I try to create a new neighborhood, too.

And I have also deleted the enablescripterror already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 02:14:03
I've deleted the caches about a billion times and still nothing. It's absolutely driving me insane! I have been everywhere and nothing has been a help.

Did that also include deleting the contents of the WorldCaches folder? If your neighborhoods are crashing upon loading, deleting those might help.. If you've already tried this though, I'm not sure what might be at fault. I did run into a similar issue myself some weeks back though, but it somehow resolved itself after a few repeated attempts to load a savegame\start a newgame. *shrugs*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 02:20:22
Worldcache? I don't have any folder labeled that... where is that?

Just to make it a little more clearer ---> the game crashes right as I click the play button on the main menu after choosing my neighborhood.
Also I have tried at least 50 times to try to play a saved game AND a new game... still the same issue :/


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 02:33:44
The "WorldCaches" directory should be in plain sight, located under the Sims 3 folder you've been deleting the other cache files in. If it's not there at all though (and that seems odd to me) then perhaps it simply hasn't been generated yet, in which case it isn't the culprit at fault here anyway.

Also yes, I experienced pretty much the same issue awhile back. I would go to load a saved game or try to start a new one.. the game would always crash very early into its attempt to load either, though. Like I said however, I didn't actually find a solution to the problem (I wasn't given enough time to do so really), it simply resolved itself after a few repeated attempts.. That's obviously not very useful information and most certainly not too encouraging either, but eh..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 02:38:25
Hmm, I guess it's not there for some reason. My caches for some reason don't appear in a folder. They are just in plain sight when I go to my Sims folder. Weird.

Haha but thanks for trying! I really appreciate it :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 03, 02:56:06
I have tried installing enablescripterror and it didn't fix anything either.
You need to remove that package.

Exactly. Iit never fixes anything. It's not supposed to. It's only supposed to tell you what the problem is in Geekanese but even then most people will need an interpreter and it may not necessarily vomit up a message for a given person's particular problem, depending on what it is.

I wish Pescado would remove his little blurb about it in the Awesomemod download page. Too many tards who don't understand what it does and don't need to be using it are messing with it and now with the patch it may be a source of potential problems.

Anyway, it's a debug tool. Unless someone has a specific purpose to be using it and needs to get a log of an error and decipher it or give it to someone who can, it should not be used. The average ZOMGBenies!!!1111oneoneoneleveneleveneleven BBS user should not be messing with it. It is not for them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 03:00:07
Oh ok, thanks for making it so much more clear.  I've heard that it was pointless, but it's like the first thing people tell you to do when you have an issue...so I just tried it for giggles, and yeah, it didn't do anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 03, 03:02:53
Try starting your game from the CD one time. Pescado did that to solve his crash on the menu where you choose the hood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 03:06:03
I ONLY start the game from the CD already.  So I wouldn't be doing anything different...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cosmikdebris on 2009 August 03, 03:10:21
Hey everyone :) I'm new to the forum, and I've been searching foreverrr for a solution to this, but I can't find one that 100% applies to me and solves my problem.  Well, my game crashes to the desktop every time I get to the main menu and choose my neighborhood.  It's not random or anything, and it always finishes loading at the first screen.  I have the 1.3 patch and I play from the CD.  My game is not a crack, since I bought it at Target.  I have tried installing enablescripterror and it didn't fix anything either. I've deleted the caches about a billion times and still nothing. It's absolutely driving me insane! I have been everywhere and nothing has been a help.  
  Thanks :)

I had the same problem.  Installing the latest official TS3 update fixed it.  Good luck!
ETA:  Wait, you said you have the 1.3 patch?  Ack.  I was sure I found the solution to your problem, as the exact same thing happened to me.  It started when I updated Awesomod, and stopped when I installed 1.3.  Oh well :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tobu on 2009 August 03, 04:21:05


Hearsay caused by hysteria due to user error. Plus people have messed with a lot of different game files without knowing with they were doing or backing it up and then went kermitflailing when the patch wouldn't install.

If you can't patch it is most likely due to some file the game originally installed that you either directly or indirectly (via some mod/patch/crack/trainer bla bla) modified or deleted. If you aren't sure what you changed from the default base install I suggest you just reinstall the game. It will give you the option to keep your saves and custom content when you uninstall so you won't lose any of that.

Hey thanks dude! I'll try that. I'm amazed at how you just don't try the simple things. I'm gonna try and reinstall it.  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 03, 05:04:10
Hey thanks dude! I'll try that. I'm amazed at how you just don't try the simple things. I'm gonna try and reinstall it.  ;D

I started trying to figure out what the hell files I had changed and after a bit I just figured it would be easier to reinstall. It really doesn't take that long.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 05:23:22
Hmm, I guess it's not there for some reason. My caches for some reason don't appear in a folder. They are just in plain sight when I go to my Sims folder. Weird.

Haha but thanks for trying! I really appreciate it :)

Well the WorldCaches folder has specific cache files related to the neighborhoods, these are completely different from the Compositor and CASPart's caches. Should these ever become corrupted for any reason, you'd likely be unable to successfully load a savegame or even start a newgame. (Or in lesser instances, you'd just run into bizarre problems after loadup.) Unfortunately it wasn't that simple in this case it seems..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: purplehaze on 2009 August 03, 06:30:11
If you do not have Riverview, you won't have a worldcaches folder. I got mine when I installed Riverview.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wycked on 2009 August 03, 06:40:34

If you can't patch it is most likely due to some file the game originally installed that you either directly or indirectly (via some mod/patch/crack/trainer bla bla) modified or deleted. If you aren't sure what you changed from the default base install I suggest you just reinstall the game. It will give you the option to keep your saves and custom content when you uninstall so you won't lose any of that.
I recomend running Delphy's Sims_3_Patch_Log_Viewer http://www.modthesims.info/showthread.php?t=350186 (http://www.modthesims.info/showthread.php?t=350186) to find out which file you're missing. I had to run it twice though as I was missing two music files and it only found one on the forst run. Re-installed them from the CD and the game patched beautifully so no reinstall of the game was necessary :)



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 06:45:20
If you do not have Riverview, you won't have a worldcaches folder. I got mine when I installed Riverview.

Interesting.
I generally only use Riverview, since I feel that neighborhood is vastly superior in the way it is laid out.. so it's not surprising that I never noticed this before. Though everything else I've said about it is true at least, even if it is Riverview specific. I've fixed several little (and not so little) neighborhood specific problems from just deleting those files. (And of worthy note, the crashing I was experiencing awhile back which was similar to what spazznova is experiencing happened specifically to Riverview only.. both savedgames and when attempting to load it as a newgame. It wouldn't surprise me if something in the cache was causing it, and that my repeated attempts to load it somehow flushed it out.)

Oh well, glad you told me about this at least. I'll keep it in mind for the future..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 14:06:10
Ahhh, ok that makes sense why I don't have the Worldcaches since I don't have Riverview. Hmm, I guess I'll just have to keep on searching for some sort of solution. Thanks everyone though.

Do you think it would be safe for me to start a topic on the forum about my issue? Or should I just keep it on this one?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starsong on 2009 August 04, 02:39:42
Perhaps I have a dumb question.

When I downloaded AM today it arrived with an extra package file, namely, csmacd.package. While I'm not opposed to happily dropping said file into my Packages folder and accepting that Pescado knows best, my unhealthy curiosity bids me ask:

What is this file, and what does it do?

My thoughts are only that it has to do with alleviating routing failures, but can anyone enlighten me with specifics?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 August 04, 02:52:30
CSMA- CD : Carrier Sense Multiple Access - Collision Detection.
Quote
Experimental rear-end collision pathfinding check installed: Sims should no longer be stopped by someone colliding from behind, resulting in two sims going in the same direction both stopping.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 02:58:16
Perhaps I have a dumb question.

When I downloaded AM today it arrived with an extra package file, namely, csmacd.package. While I'm not opposed to happily dropping said file into my Packages folder and accepting that Pescado knows best, my unhealthy curiosity bids me ask:

What is this file, and what does it do?

My thoughts are only that it has to do with alleviating routing failures, but can anyone enlighten me with specifics?
Yeah... it is for routing failures.  I downloaded an earlier version from here: http://www.moreawesomethanyou.com/smf/index.php/topic,16077.0.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 04, 03:00:10
If you intend on using the new Token-Ring rabbit-hole queuing system, then the CSMA-CD package does little for you.  I originally thought it would, but based on all the testing I've done with the Routing XML file (which amounts to over 30 hours now), it has little impact on standard routing.  There are other tweaks to the same XML file that can give greater results to the same routing algorithm that sims use.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skydivedude on 2009 August 04, 03:07:28
When you download awesome mod it has awesome.package and csmacd.package
Do i install csmacd.package to?

Will anyone answer this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 04, 03:10:58
Quote
NEW UPDATE
Experimental Awesome Story Mode can be enabled from the Config.

Does this mean that Awesome Story Mode is now a part of Awesomemod, or is this just for when it is released? I searched, but couldn't find it as a separate download. Just wondered if it's safe to get excited.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 03:17:26
Does this mean that Awesome Story Mode is now a part of Awesomemod, or is this just for when it is released? I searched, but couldn't find it as a separate download. Just wondered if it's safe to get excited.

No, it's out now included with Awesomemod. You enable or disable it via the config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 03:30:26
My thoughts are only that it has to do with alleviating routing failures, but can anyone enlighten me with specifics?
That wasn't supposed to be there, it's a seperate item located in the regular hacks section. So, packaging error. I will remove it from the main package.

If you intend on using the new Token-Ring rabbit-hole queuing system, then the CSMA-CD package does little for you.  I originally thought it would, but based on all the testing I've done with the Routing XML file (which amounts to over 30 hours now), it has little impact on standard routing.  There are other tweaks to the same XML file that can give greater results to the same routing algorithm that sims use.
Well, I tweaked it some more, but the two are unrelated issues: CSMA/CD is used in normal routing, but it fails on rabbit-hole entry with severe congestion because you just get endless collisions, so a new thing was implemented specifically for rabbitholes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rhodaloo on 2009 August 04, 03:31:20
Says that both Indie Stone and Awesome story mode are enabled in the RFM. Am I to remove the Indie stone and disable it in the config?  Surely one isn't to use both the Indie Stone and the Awesome storyo mod at the same time?
 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 03:32:30
That option only exists to autodetect Indiestone, if you are using it. If you do not have Indiestone, the option will turn itself off automatically when the autodetect fails. Disabling it will mean that you ignore the autodetect and never activate IndieStone, even if it is installed. It is not necessary to change this option unless you have both mods installed and for some reason want to deactivate ISM's driver.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rhodaloo on 2009 August 04, 03:34:52
Ok, that clears up my confusion. I shall wait for feedback from the other beta testers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 04, 03:41:47
Great! Thanks for clearing up the confusion.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 04:07:44
Ok, that clears up my confusion. I shall wait for feedback from the other beta testers.

For what it's worth, I and some others have already been running it for a few of days now (was running test builds) and it runs pretty well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 August 04, 05:39:40
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 05:50:35
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D
Yeah... You shift click on the sim and an option menu pops up that includes aging them up immediatly.


@rhodaloo  as an alpha tester for this version for the past 4 or 5 days... I can verify that it works just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 04, 05:59:41
Ok, that clears up my confusion. I shall wait for feedback from the other beta testers.

For what it's worth, I and some others have already been running it for a few of days now (was running test builds) and it runs pretty well.

I concur with Motoki and Simius.  It's running very smoothly in my game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 04, 06:06:05
I am unable to find info about what Awesome Storymode includes.
Could somebody please direct me to it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 06:10:40
I am unable to find info about what Awesome Storymode includes.
Could somebody please direct me to it?

It's basically more or less along the line of what the Indie Stone mod does in that it controls the other townie sims in the neighborhood when you are not.

Pescado is taking a bottom up, show don't tell approach with it so when things happen like it says a sim is going to get a job you can go to that building and actually see them walk up and get the job.

He's created it so things will happen logically and for a reason, ie if a sim has wants to join the athletic career they won't just randomly join culinary and a family won't move out to a less expensive home and have their funds evaporate.

Again, if you've played the Indie Stone it's really similar, it's just the approach to how he does it behind the scenes is somewhat different.

Not that the story mode notifications by default are off in awesomemod so if you want to get them for awesome story mode you need to enable that in the config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ProfPlumbob on 2009 August 04, 06:14:05
so if we use awesome's storymode does that conflict with Indiestone's?  Or is it more of an add-on if you have both?

Will this possibly lead to events happening around town like an actual wedding or a birthday party that your sims you are playing could be invited to or crash?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 06:18:19
so if we use awesome's storymode does that conflict with Indiestone's?  Or is it more of an add-on if you have both?

You can have both but only one will actually be active at any give time.

You can switch back and forth between them on the fly in the game without having to restart by entering these commands in the console:

Setconfig UseIndieStoneDriver True/False
Setconfig UseAwesomeStoryDriver True/False

Note that it's impossible to have both true, if you turn one true, it will turn the other off.

If you turn them both false you get the default EAxis story mode.

You can check to see which is active by typing showconfig in the console.

You don't have to mess with this all in the console, you can set it in the config and just not worry about it, but if you want to switch back and forth between them in game then right now you need the console to do that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ProfPlumbob on 2009 August 04, 06:21:21
oh, nifty.  Thanks  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 04, 06:22:06
I am unable to find info about what Awesome Storymode includes.
Could somebody please direct me to it?

It's basically more or less along the line of what the Indie Stone mod does in that it controls the other townie sims in the neighborhood when you are not.

Pescado is taking a top-down, show don't tell approach with it so when things happen like it says a sim is going to get a job you can go to that building and actually see them walk up and get the job.

He's created it so things will happen logically and for a reason, ie if a sim has wants to join the athletic career they won't just randomly join culinary and a family won't move out to a less expensive home and have their funds evaporate.

Again, if you've played the Indie Stone it's really similar, it's just the approach to how he does it behind the scenes is somewhat different.

Not that the story mode notifications by default are off in awesomemod so if you want to get them for awesome story mode you need to enable that in the config.

Thank you Motoki... it's nice to have more of an explanation what AM's SP does... as I was wondering the same thing... and if we get many more acronyms around here, we'll be sounding like the military...   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2009 August 04, 06:24:29
how are reproduction rates with awesomestory? as much/more/less than indie?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 06:42:34
how are reproduction rates with awesomestory? as much/more/less than indie?

In my experience, less. I'm probably not a good example though because I started a new game and nuked everyone (Destroyallhumans) and started from scratch so I basically started off with an empty hood which won't be the norm for most people.

Indie for me was making people breed like rabbits and moving mass quantities of sims into town. Awesome story mode isn't doing that. The progression has been a bit slow so I just tried to nudge it along by creating some more sims and moving them in, but again my situation really isn't the norm.

The one thing that differs is there are no shortcuts or free passes here so if a sim family does not have enough money for a house they will not move into it. Indie would just assign them a random house and then give them a flat 25k in funds.

It's much more important here to make sure you have some low income housing with enough beds and a crib etc if you don't want to end up with homeless families.

There's a whole system to that too. They will pay money into an 'apartment' and for food etc. They can get money from the pot that you give to charity too so if you have good sims the more you give, the more it literally will benefit any homeless sims. If they get enough money to move into a home that meets their needs (enough beds for their family basically and cribs for babies and toddlers) then they will move in.

If not then they can potentially starve to death, though it takes a long time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2009 August 04, 06:51:41
how are reproduction rates with awesomestory? as much/more/less than indie?

In my experience, less. I'm probably not a good example though because I started a new game and nuked everyone (Destroyallhumans) and started from scratch so I basically started off with an empty hood which won't be the norm for most people.

Indie for me was making people breed like rabbits and moving mass quantities of sims into town. Awesome story mode isn't doing that. The progression has been a bit slow so I just tried to nudge it along by creating some more sims and moving them in, but again my situation really isn't the norm.

The one thing that differs is there are no shortcuts or free passes here so if a sim family does not have enough money for a house they will not move into it. Indie would just assign them a random house and then give them a flat 25k in funds.

It's much more important here to make sure you have some low income housing with enough beds and a crib etc if you don't want to end up with homeless families.

There's a whole system to that too. They will pay money into an 'apartment' and for food etc. They can get money from the pot that you give to charity too so if you have good sims the more you give, the more it literally will benefit any homeless sims. If they get enough money to move into a home that meets their needs (enough beds for their family basically and cribs for babies and toddlers) then they will move in.

If not then they can potentially starve to death, though it takes a long time.

mmm, fair enough, sounds pretty good. as much as i found indie's "____ and ____ are expecting their sixth baby!" lol worthy...

and damn, when pescado makes something, he makes it good. I hated how even with indie sims would randomly move around musical houses style from mansions to cheap homes for no good reason...this sounds much better...and yay to charities actually having a purpose :0


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 07:02:00
and damn, when pescado makes something, he makes it good.
Accept no Kewian-based substitutes!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 07:09:12
how are reproduction rates with awesomestory? as much/more/less than indie?

In my experience, less. I'm probably not a good example though because I started a new game and nuked everyone (Destroyallhumans) and started from scratch so I basically started off with an empty hood which won't be the norm for most people.

Indie for me was making people breed like rabbits and moving mass quantities of sims into town. Awesome story mode isn't doing that. The progression has been a bit slow so I just tried to nudge it along by creating some more sims and moving them in, but again my situation really isn't the norm.

The one thing that differs is there are no shortcuts or free passes here so if a sim family does not have enough money for a house they will not move into it. Indie would just assign them a random house and then give them a flat 25k in funds.

It's much more important here to make sure you have some low income housing with enough beds and a crib etc if you don't want to end up with homeless families.

There's a whole system to that too. They will pay money into an 'apartment' and for food etc. They can get money from the pot that you give to charity too so if you have good sims the more you give, the more it literally will benefit any homeless sims. If they get enough money to move into a home that meets their needs (enough beds for their family basically and cribs for babies and toddlers) then they will move in.

If not then they can potentially starve to death, though it takes a long time.
I just wanted to add something about homeless sims and charities:

Sims who own homes now pay bills just like your active family does.  Homeless sims pay $400 rent per sim every time bills come.  (which I believe is 2 times per week... although I might be wrong about that.)  They basically live in apartments and aren't truly homeless... yet.  At any rate, if they don't make enough money from their jobs to cover their rent... their funds will get lower and lower and lower.  Once they can no longer afford rent... they are evicted from their apartments.  At that point, they pay $10 (I think) per day for food.  Once they run out of money for food they are sol and start getting skinnier and skinnier until eventually they starve to death.  If they happen to go to the park and eat a burger... of course this will help.  On average it takes 5 days for a sim to starve to death (If I remember correctly).  Fat fuckers take longer.

Sims who can't afford food can get charity to pay for their meals.  Charity doesn't help pay for rent or add to their wealth, however.  You can also just drag and drop inventory onto a sim and when he goes back to the homeless bin... he'll sell that item so he'll have some more money to buy food with.  

The only thing I don't remember too well is if charity gets used up entirely at the end of the bill cycle... or if it carries over to the next bill cycle.  (So for example, if you donated $1000 to charity... and then a sim uses $10 before the next set of bills come... I don't know if the charity gets reset to $0 or if it would be at $990 after the bills come)

On a final note, evil sims can undermine charities as well.  So if there is $1000 in the charity pool... and an evil sim spends $500 to undermine a charity.. the charity pool would get dropped to $500.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 August 04, 07:27:01
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D
Yeah... You shift click on the sim and an option menu pops up that includes aging them up immediatly.


Not exactly what I meant. When I do that, it sends them straight into the next age group. I just want to age him/her up a few days, not whole age groups. Thanks for helping, though!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: blackcat on 2009 August 04, 07:38:50
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D

I use Neighborhood Workshop. It's an editor for save games and there you have AgingYearsSinceLastAgeTransition variable which you can change. Here (http://modthesims.info/showthread.php?t=350770&highlight=workshop)  is it's thread


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 August 04, 07:57:58
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 04, 08:08:21
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?
It is a good question, and a valid one.  Take the Bunch family for example:  can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house?  Especially if their work performance is scaled to a longer game via config options.  I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 09:33:50
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?
Pretty much all sims will stay in their homes.  Since the bill isn't very much per bill cycle.... and they don't waste their money buying cars and crap like active family sims do.  So they won't all of a sudden not be able to afford their house... But once they become homeless they need to work to keep up with the rent.  I haven't seen any sims starve to death in my game... but I imagine as long as they are working they should be fine.  (unless they have tons of kids).  Also, when I was playing... the sims throughout the neighborhood did keep their performance up in their jobs and even seemed to improve their job related skills. I think they'd have to be really big fuckups to actually starve.  Even with a crappy job.

At any rate, my neighborhoods seemed pretty dynamic for as long as I played them.  1 trick is to add cribs to at least a few houses since sims won't spawn babies in story mode if they have nowhere to store thier rugrats.  A bonus is that sims will seek houses with cribs when they want to have babies... So you can add cribs to as many houses or as few houses as you prefer to get the children growth how you like it throughout your town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 09:37:22
It is a good question, and a valid one.  Take the Bunch family for example:  can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house?  Especially if their work performance is scaled to a longer game via config options.  I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do.
Probably: The Bunches own their own house, so are not homeless and paying rent to a slumlord. Therefore, their bills are equal to what you would pay if you were playing them, and so they should be fine, as even the most menial jobs tend to manage basic upkeep.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 04, 09:47:21
Could teens get jobs automatically? Or at least a percentage chance of getting a job, based on traits and family finances?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 09:50:08
Could teens get jobs automatically? Or at least a percentage chance of getting a job, based on traits and family finances?
They already do.  I've made a few orphanages filled with only 12s and they go ahead get jobs on their own.  (while I am playing some other family)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 04, 10:11:47
I didn't notice that when I was testing. I did notice none of the Bunch kids had jobs and as they aren't a family I play, I assumed teens didn't get auto-jobs. All my playable teens had jobs already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 04, 11:27:02
It is a good question, and a valid one.  Take the Bunch family for example:  can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house?  Especially if their work performance is scaled to a longer game via config options.  I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do.
Probably: The Bunches own their own house, so are not homeless and paying rent to a slumlord. Therefore, their bills are equal to what you would pay if you were playing them, and so they should be fine, as even the most menial jobs tend to manage basic upkeep.

I am using a bills mod that quadruples the bills as well as makes them payable only once per week on Friday, would this make things more difficult for non-player families in AM storymode or would I be better off removing that mod? I like the higher bills for more personal challenge but I don't want NPC families to fall into poverty as a result.

For the record it's this mod (http://www.modthesims.info/download.php?t=350633), I am using the quadruple bill once a week version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rhodaloo on 2009 August 04, 12:15:25
Good to get better details of how awesomemod's story progression works.  I'll reconfigure awesome mod to try it.  I'll see if the youngest notices a difference when he plays.   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 04, 13:48:16
Anyone else notice rampant romancing with storymod? My sims seem to be a very unfaithful bunch, hopping from relationship to relationship. In the one week I've played, Jamie Jolina has been married three times, and a certain Norbert Watson is romancing at least half of the town, grannies included.

I don't mind some drama, but I liked some of the couples that were thrown up and I really don't feel like trekking across the neighbourhood everytime some sims get frisky to punch them in the kidneys  :P

Just curious if this is just me or other people have this in their game, too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 04, 14:43:58
Derelict vehicles automatically cleaned up. Can also trigger manually with "towderelicts".
New "elegant" boss/coworker system: NPCs will no longer be generated unless you specifically attempt to interact with them, so if you try to interact with them, they will be generated, otherwise, they will be kept virtual and save you on neighborhood space.

Excellent additions.

I wasn't aware of these ghost cars until I heard about it on sunday, and was concerned about it, being one of these people who likes to tweak stuff to  get optimum performance, so I appreciate that particular aspect of the mod.

Is there a specific time of day AM does the car sweep? Or as it goes along?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Arphenion on 2009 August 04, 14:48:01
Anyone else notice rampant romancing with storymod? My sims seem to be a very unfaithful bunch, hopping from relationship to relationship. In the one week I've played, Jamie Jolina has been married three times, and a certain Norbert Watson is romancing at least half of the town, grannies included.

I don't mind some drama, but I liked some of the couples that were thrown up and I really don't feel like trekking across the neighbourhood everytime some sims get frisky to punch them in the kidneys  :P

Just curious if this is just me or other people have this in their game, too.

I've been running storymode on a new save of Sunset Valley in third speed for about two sim weeks, and have observed the same thing. So far, none of the sims that are in a pre-existing relationship appear to have the infidelity problem, but the relationships Awesomemode makes never seem to stick. I wouldn't mind if they only hopped from one relationship to another, but they are actually holding onto their old ones. Take this guy, Gobias Koffi, who ended up with 2 wifes, a fiancee that he probably will end up marrying after deserting the newest wife, a girlfriend and another romantic interest. His other wife now lives alone in their old house, while he moved in with the new one.

So yeah, I'm having the same problem.

(http://i881.photobucket.com/albums/ac15/Arphenion_photos/gob_koffi_harem.jpg)



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 14:54:02
Yeah, see, there are a few bugs in the engine still to shake out, apparently, which is why it is still not default enabled. Trying to track this bug.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 04, 15:02:00
What's ironic is that Gobias Koffi is supposed to be gay, as his intro text implies. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 15:03:48
Anyone else notice rampant romancing with storymod? My sims seem to be a very unfaithful bunch, hopping from relationship to relationship. In the one week I've played, Jamie Jolina has been married three times, and a certain Norbert Watson is romancing at least half of the town, grannies included.

I don't mind some drama, but I liked some of the couples that were thrown up and I really don't feel like trekking across the neighbourhood everytime some sims get frisky to punch them in the kidneys  :P
I think this is a fatal bug with attributes that aren't sticking properly. Try the new version.

(http://i881.photobucket.com/albums/ac15/Arphenion_photos/gob_koffi_harem.jpg)
Yeah, definitely hosed. This is why it is marked experimental and not enabled by default. Burn the corrupted neighborhood, try again with the new version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 04, 15:20:47
Hmm I encountered a problem.

Even though I have TrackAllMovingCars disabled, the purple car icons are still showing up on the neighbourhood map.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 04, 15:31:07
I'd like to know how (if at all) Awesome story mode allocates traits. I'm asking because until now it seems to me that traits aren't even assigned on a random basis. Some sim weeks ago I made a couple of families, made them try for baby directly after moving them in and then left them on their own (not blessed/sacred or anything). Now my hood is almost overflowing with anti-social freaks, not one of them turned out to be without a bad trait.

Oh and thanks BTW for the rear-end collision pathfinding thing even if it's experimental for now. Everytime I see that I feel the urge to slap the devs with a fish...

Take this guy, Gobias Koffi, who ended up with 2 wifes, a fiancee that he probably will end up marrying after deserting the newest wife, a girlfriend and another romantic interest.
Just out of curiosity: Is polygamy (with marriage and everything) even possible in the vanilla game?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spambi on 2009 August 04, 15:52:01
Are there plans to add an option to turn immigration off in AM? That's the only feature I miss from ISM, which otherwise didn't work for me.

In the meantime, is there any harm in regularly deleting the townies that move into town?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 16:03:08
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?
Pretty much all sims will stay in their homes.  Since the bill isn't very much per bill cycle.... and they don't waste their money buying cars and crap like active family sims do.  So they won't all of a sudden not be able to afford their house... But once they become homeless they need to work to keep up with the rent.  I haven't seen any sims starve to death in my game... but I imagine as long as they are working they should be fine.  (unless they have tons of kids).  Also, when I was playing... the sims throughout the neighborhood did keep their performance up in their jobs and even seemed to improve their job related skills. I think they'd have to be really big fuckups to actually starve.  Even with a crappy job.

Yeah, that has been my experience too. I didn't have anyone in a house get kicked out of it, however as I mentioned in the chat I am having some trouble getting some new spawned famblies into homes in the first place. The last few famblies the game spawned had 3 or 4 kids and around 11k. I have very, very few 4 or 5 bedroom houses to begin with and even when going to look for custom content houses they are rare, but it's pretty much impossible to get one for that little money.

If the kids spawning was scaled back (did a spawned boss really need to come with 4 kids?) and they were given a more realistic sum of funds to start with (I know Pescado says he did this but the math just isn't always working out in my experience) then I think it would work a lot better. They'd get into homes and then from there can start having kids and building funds and working their way up to a nicer house through the story mode in the game.

I think the new famblies should spawn single sims or couples mostly, which will find housing easily since they only require 1 bed, or at most 1-2 kids. Any more than that and it just becomes impossible for them to find housing to fill their needs and budget and they end up homeless forever.

I've actually gotten them moved in without cheating by building a few EXTREMELY cheap crappy homes with 4 beds and a crib for 10k, but I really would rather not dot my neighborhood with cheap shitty houses.

Are there plans to add an option to turn immigration off in AM? That's the only feature I miss from ISM, which otherwise didn't work for me.

In the meantime, is there any harm in regularly deleting the townies that move into town?

I think you will find compared to Indie, AM Story Mode immigrates VERY few sims and when it does it is almost always with some reason. I started with an empty hood with Indie and it was filled with tons of immigrated sim famblies in no time. With AM Story Mode I still had a fairly empty hood after a few sim weeks and finally just made a bunch of my own sims and moved them in to populate the neighborhood.

You can delete the famblies it spawns but bear in mind that with AM Story Mode, unlike Indie, there is very likely some reason that a fambly spawned like it's someone's boss or coworkers and there wasn't an existing sim in town in that career/level to fit the need so it had to spawn one.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: neder on 2009 August 04, 16:14:29
I'd like to know how (if at all) Awesome story mode allocates traits. I'm asking because until now it seems to me that traits aren't even assigned on a random basis. Some sim weeks ago I made a couple of families, made them try for baby directly after moving them in and then left them on their own (not blessed/sacred or anything). Now my hood is almost overflowing with anti-social freaks, not one of them turned out to be without a bad trait.

That's an EA feature, not AM's fault.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 August 04, 16:22:49
I'd like to know how (if at all) Awesome story mode allocates traits. I'm asking because until now it seems to me that traits aren't even assigned on a random basis. Some sim weeks ago I made a couple of families, made them try for baby directly after moving them in and then left them on their own (not blessed/sacred or anything). Now my hood is almost overflowing with anti-social freaks, not one of them turned out to be without a bad trait.

That's an EA feature, not AM's fault.

And here I was hoping Pescado actually managed to emulate the MATY forum :(  That would have been cool.

Still, I don't know about you, but from where I stand, it seems like RL... Who would like all nice sims? They still don't fight enough, though I still haven't tried the new mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 04, 16:36:41
That's an EA feature, not AM's fault.
I didn't want to imply it was AM's fault at all. I'm just curious if Awesome story mode is beating some sense into the trait allocation or is planned to do so in the future.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 16:42:49
Story Progression does not regulate the selection of traits in the game, that is determined by the Aging Engine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 August 04, 16:45:33
For all I've seen, the trait allocation is completely random -- but what's not random is the age at which every trait becomes available, that's defined in an XML. And since babies get 2 traits to start with, and those 2 traits are taken from a relatively small subset, you're going to see the traits from that subset much more often than others. Half my neighbourhood was friendly virtuosos because of that  :P -- for me it helped greatly to tweak the whole thing, nuking the traits I have no use for, and enabling basically everything but the romance-type ones from baby onwards. I had a lot more variation after that.

I'm not exactly sure whether the current Awesomemod cooperates with external Traits XMLs (I use an old one), please doublecheck before you try this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 04, 16:56:28
Story Progression does not regulate the selection of traits in the game, that is determined by the Aging Engine.
Yeah, ok, I know crap about the different engines.  ::) Any (long term) plans on making the traits depend on the parents' traits and "family situation" by altering the Aging Engine?  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 August 04, 17:07:47
Is there a breakdown anywhere of exactly what the AM story driver does, and how it differs from ISM? I can't decide which is better because I have no idea how the Awesome one actually behaves. I've looked around for an explanation... but can't find one. Perhaps I'm blind.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 17:19:09
Basically it just runs the damned town. Why do people need a dissertation about it? It's easy enough to turn off of to switch back and forth between it and Indie Stone. Just try it out or don't.

I didn't see EA exhaustively documenting every single minute feature that their story mode does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 August 04, 17:45:02
I didn't see EA exhaustively documenting every single minute feature that their story mode does.

Since when did anyone here use what EA does or does not do as a guide for what should or should not be done?

Though I'm assuming it's more better, I am still curious to know how the story progression now works with Awesomemod and how it is different from my other options, (EA or ISM). I really don't think that's an absurd or unreasonable question. No one needs to explain it if the explanation is not already available somewhere else - that's all I was asking! 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 17:58:23
There is no detailed documentation on it that I am aware of. I've talked with Pescado and some of the other testers about it and various features. There's a good explanation of the homeless thing that Simius wrote up earlier in this thread.

It does a lot of things but I can't exactly recall them all in specifics off the top of my head. It's pretty obvious what's going on if you turn the notifications on though.

The main thing is that things that happen have to make sense and have a reason. Even the romantic pairings are not totally random as there's a matching algorithm. Also many of the events you can actually go and watch them occurring.

It's kind of hard (at least for me) to explain all the differences other than to just generally explain the differences in approach to events but I feel like it's easier to just try it out and see the differences.

I'm sure someone at some point who is meticulous and detailed and better at explaining things than I will put a bunch of info up on the wiki, but as of yet I do not believe there is such documentation.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 04, 18:22:17
Rampant Romancing has been adequately squashed now, huzzah! Sims seem very picky now, and there's still some adultery going on, but that's allright for me.

Is the pop-up announcing a sim is going to work supposed to, erh, pop up everytime they do so? If this is the case, most of my neighbourhood just isn't going to work at all. No idea if storymod is supposed to finally fix this problem or not, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 18:35:56
Rampant Romancing has been adequately squashed now, huzzah! Sims seem very picky now, and there's still some adultery going on, but that's allright for me.

Is the pop-up announcing a sim is going to work supposed to, erh, pop up everytime they do so? If this is the case, most of my neighbourhood just isn't going to work at all. No idea if storymod is supposed to finally fix this problem or not, though.
The pop up only happens when a sim was supposed to go to work... but doesn't for some reason.  It is basically telling you that the Awesomestory is re-telling them to go.  I've seen it happen 2 or 3 times in a row.  However... I don't think you'll see it everytime a sim goes to work unless there was something that prevented them from going on the first "go to work you little piece of shit" command.  To test it track a few families whom you know their work schedule.  If they go to work without the pop up... you pretty much know that other sims are doing so as well.  In my experience I didn't run into any sims with the super red work performance that existed prior to awesome story mode.

Honestly... that is the best thing to do.   test it out and observe the town.  Story mode does a lot of things semi-in-the-background  but it does show it happening if you pay attention.  So if you really want to know if it is working you need to go out of your way a tad and observe it actually happening.  Or if you really want to know if a feature is implemented watch the town and see if it is happening.

For example... if you set a sim to have no money and no job... you'll see him get a job almost right away since story mode says "Oh shit.  Jack is worried about being a broke mother fucker... how can I fix that"

Or if a YA sim is living with her parents... You might see her move out to house with a crib since the story mode says "this sim has enough money to buy a house and she wants to start a family.... but she can't... is there a solution?  Yes, she can go buy a house that she can start a family with!"

or if a sim hates his fucking husband... You might see a divorce.

Or if a sim loves her boytoy... You might see them get married.

As motoki says... it all makes sense... but so much shit happens it is hard to remember it all and since it does make sense it doesn't stick out as being weird when it happens. (besides maybe the sims cheating on their spouses... but that is kind of controlled by their personalities... a fear-of-commitment sim MIGHT get married... But he isn't going to be committed to the marriage.  Just like a flirty sim will probably get married... but that doesn't mean she can't still fool around on the side.  I mean, it isn't like the majority of married couples here in the US have never cheated on their SO.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 04, 18:46:43
That makes sense  :) There'd be a godawful spam if it popped up everytime a sim went to work, and sims not going to work was such a major annoyance I couldn't really believe Pescado hadn't fixed it at all. Cheers for explaining that to me.

As I said, I don't mind a bit of adultery, it's only Pauline Wan who's up to it atm anyway. I'll have to check her traits and see if she's flirty / has commitment issues.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 18:50:11
That makes sense  :) There'd be a godawful spam if it popped up everytime a sim went to work, and sims not going to work was such a major annoyance I couldn't really believe Pescado hadn't fixed it at all. Cheers for explaining that to me.

As I said, I don't mind a bit of adultery, it's only Pauline Wan who's up to it atm anyway. I'll have to check her traits and see if she's flirty / has commitment issues.
For the record... I know commitment issues affects it... But I'm guessing on flirty.  There may be other traits that influence it one way or the other as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 04, 18:54:11
It does a lot of things but I can't exactly recall them all in specifics off the top of my head. It's pretty obvious what's going on if you turn the notifications on though.

Just for my own sanity:

Is it the "InformOnStoryAction" flag in the config that enables Awesome story mode notifications?

The description talks about it being ignored by 3rd-party drivers, and I took that to mean that it only works on EAxis story mode.  Am I wrong?

If I'm right, where do I enable Awesome's story notifications? I can't seem to find anything else that makes sense.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 18:59:02
Yes that is what you do. It ignores the Indie Stone Story Mode driver as it provides its own notifications but it does show Awesome Story Mode and EAxis Story Mode notifications.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 04, 19:10:00
Excellent, thanks for the clarification.

I just last night started a new neighborhood to check out the new Awesome story mode.  I started by gassing the neighborhood and then adding my single custom sim.  The neighborhood is completely empty except for her right now.  No one has moved in as of yet, so tonight I'm going to try "seeding" the neighborhood with half a dozen or so custom sim families to see if I can kick-start some life into the place.  I wish I wasn't at work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 19:13:25
Excellent, thanks for the clarification.

I just last night started a new neighborhood to check out the new Awesome story mode.  I started by gassing the neighborhood and then adding my single custom sim.  The neighborhood is completely empty except for her right now.  No one has moved in as of yet, so tonight I'm going to try "seeding" the neighborhood with half a dozen or so custom sim families to see if I can kick-start some life into the place.  I wish I wasn't at work.

In my experience it is no so good at seeding a new blank neighborhood so either like you said seed it yourself with some of your own sims or run Indie Stone for a little bit and let it generate some. You have more control with the former option though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AyaJulia on 2009 August 04, 19:22:18
Hello again MATYzens. :) I have a question about Supreme Commander, if you don't mind.

I use SC largely for two functions: Trash Rummage (law enforcement/journalism sims) and collection. However, SC doesn't seem to be "aware" of all of the locations where these things can be collected. It'll search three trash cans and then proclaim that there are no more trash cans to search, and when loading up the game and reenabling SC, it doesn't seem to be aware of collectible spawns, claiming "No collectables of this type on map!" It works properly with rocks and the like after a while, but that first chunk of time where it doesn't work is a little annoying. :)

Is there anything in particular I need to DO to have SC function a little more intelligently? I tried to testingcheatsenabled true "Make Me Know Everyone" so that my sim would know where all of the occupied houses (and thus trash cans) were, but it still only rummages the same two or three before telling me it can't. And do I need to have my collecto-bot get the Collection Helper or what? :s

Thanks very much for any help in advance!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spambi on 2009 August 04, 19:56:30
Are there plans to add an option to turn immigration off in AM? That's the only feature I miss from ISM, which otherwise didn't work for me.

In the meantime, is there any harm in regularly deleting the townies that move into town?

I think you will find compared to Indie, AM Story Mode immigrates VERY few sims and when it does it is almost always with some reason. I started with an empty hood with Indie and it was filled with tons of immigrated sim famblies in no time. With AM Story Mode I still had a fairly empty hood after a few sim weeks and finally just made a bunch of my own sims and moved them in to populate the neighborhood.

You can delete the famblies it spawns but bear in mind that with AM Story Mode, unlike Indie, there is very likely some reason that a fambly spawned like it's someone's boss or coworkers and there wasn't an existing sim in town in that career/level to fit the need so it had to spawn one.

Well, I have homeless sims in my hood that fill in as co-workers and such.

I guess what I really want is an option to bar townies from breeding/forming relationships with custom sims. I don't mind them hanging around, I just don't want them polluting the gene pool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skydivedude on 2009 August 04, 20:54:28
Is there a way to end a pregnancy in sims 3?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bobsdesk on 2009 August 04, 21:06:55
Post Path, is this working yet?
The last time I tried it infected all of my saved games. I removed it but now the pathing is atrocious and the dishwasher wont work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 04, 21:22:51
Is there a way to end a pregnancy in sims 3?

http://i241.photobucket.com/albums/ff224/VR6_Bishop13/falconpunc.jpg


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 21:32:26
By the way falconpuch is implemented as a real command in the latest build.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 August 04, 22:38:47
I just wanted to point out that the Awesome story mode Is great but I have a question about the romance aspect of it. Whenever It says Romance "Christopher steel looking for romance victims" "Christopher Steel and Molly french at Wilsinoff Community Theater" Does this mean that he has Impregnated her or that there relationship just went up so they woohoo'd. Excuse me for my English It isn't my first language


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 04, 22:50:05
By the way falconpuch is implemented as a real command in the latest build.

And I hope it's optional... as to many women this is a disgusting thing to joke about and have implemented in a "game"... it brings to the forefront how abusive men can really devastate a woman's life... and this is just my personal opinion... so if y'all wanna knife me then go ahead... but to those of us who have had abusive fathers in our past... this subject is really NOT funny...   ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 23:21:57
I just wanted to point out that the Awesome story mode Is great but I have a question about the romance aspect of it. Whenever It says Romance "Christopher steel looking for romance victims" "Christopher Steel and Molly french at Wilsinoff Community Theater" Does this mean that he has Impregnated her or that there relationship just went up so they woohoo'd. Excuse me for my English It isn't my first language
Looking for romance victims simply means it is running the compatability check to see who he should try to try to boink.  Basically it is just generating data at that point for use later.

 "Christopher Steel and Molly french at Wilsinoff Community Theater" means they are going to the theatre to fuck.  Not to knock each other up, however.  There is a separate notification when someone gets knocked up.  (But they need to have 1 empty crib at her house otherwise such an event fails since she can't fit any more kids in her house right now)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 02:42:02
I just wanted to point out that the Awesome story mode Is great but I have a question about the romance aspect of it. Whenever It says Romance "Christopher steel looking for romance victims" "Christopher Steel and Molly french at Wilsinoff Community Theater" Does this mean that he has Impregnated her or that there relationship just went up so they woohoo'd. Excuse me for my English It isn't my first language
Looking for romance victims simply means it is running the compatability check to see who he should try to try to boink.  Basically it is just generating data at that point for use later.

 "Christopher Steel and Molly french at Wilsinoff Community Theater" means they are going to the theatre to fuck.  Not to knock each other up, however.  There is a separate notification when someone gets knocked up.  (But they need to have 1 empty crib at her house otherwise such an event fails since she can't fit any more kids in her house right now)

I just started playing with Awesome sotry mode today and these sort of Romance notifications are popping up all the time.  What concerns me somewhat is that some married sims are cheating on thier spouses; while this is fine for realisim sake, I don't want this to be happening with all my married sims.  In some cases it totally makes sense: Thorton Wolf was cheating on Morganna for instance.  But then I also saw Pablo Martiez out with someone other than his wife, and he doesn't have the Commitment Issues trait.  So I was wondering if certain traits make cheating more or less likely, or if it's basically a free for all and my married Good, Family-Oriented, Hopeless Romantics will be boinking random sims in the Mausoleum on a regular basis.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 05, 02:46:30
I just started playing with Awesome sotry mode today and these sort of Romance notifications are popping up all the time.  What concerns me somewhat is that some married sims are cheating on thier spouses; while this is fine for realisim sake, I don't want this to be happening with all my married sims.  In some cases it totally makes sense: Thorton Wolf was cheating on Morganna for instance.  But then I also saw Pablo Martiez out with someone other than his wife, and he doesn't have the Commitment Issues trait.  So I was wondering if certain traits make cheating more or less likely, or if it's basically a free for all and my married Good, Family-Oriented, Hopeless Romantics will be boinking random sims in the Mausoleum on a regular basis.
Traits affect it... although I don't have that data for which ones make it more likely and which ones make it less likely... so what I'd recommend is make a list of who is cheating and what their traits are.  Perhaps you can figure out which traits make a sim more likely to cheat on their spouse.  As an aside... already having a romantic interest other than one's husband might also affect cheating, although I'm not sure.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 02:55:07
They're not SUPPOSED to be cheating on anyone unless something has gone wrong, or they have one of the romance traits. If you're seeing it, this is a bug and likely something has not been properly linked.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 August 05, 03:23:31
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.  ;D 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla 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.  ;D 

Non-story mode related, one of my sims wanted to get it on with her father in law.  Kinda weird.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 03:28:35
Check to make sure you're using the latest, several bugs have been fixed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 04:07:15
one of the romance traits.
These would include Flirty then?  I know Pablo Martiez is Flirty (so is his wife).  I'll try to pay close attention to who I see cheating, but a list of what the story driver considers "romance traits" would help me pin-point any cheating that isn't actually supposed to be happening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 04:26:24
Flirty sims will flirt inappropriately, yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 05:15:09
While I was aware that there were certainly many "romance" messages flying by each day & night, I was stupidly unaware of the level of subterfuge involved.  Having noticed that a Paige Landgraab (in my new neighborhood, the Landgraabs had three children, rather than just Malcolm as usual) was meeting different men in different locations every night, I decided to check it out.  So I selected her and was very surprised to find that she was married to a Landgraab son (Cale), but also to another man named Kermit Bowles.  Even more surprising was the fact that they were all living in the same house (swingers, or rampant blissful ignorance?).  In addition to this, she had 7 more "love interests" in her relationship panel and 1 more called "boyfriend".  What a slut - LOL!  I was tempted to try to kill her!  Apparently, she had been too busy to eat anything ... what with all the running around town cheating on her 2 husbands ... as her hunger meter was all the way at the bottom, but meh!

Traits included:  flirty; commitment issues; excitable; childish; and computer whiz.  (The first four were rather predictable, anyway.)

While I was in their house, two things happened.  First, she appeared to get stuck.  I reset her and she disappeared (not by the mailbox as is typical, or anywhere else in the house I could see, but the UI seemed to indicate she was still there (so I ordered her to "Go Here" and only her head appeared and then vanished again).  Kermit also got stuck, so I moved him with Move Objects and then I saw what looked like a large bowl on the floor where he had been standing.  I tried to delete it, but could not.   Immediately following this, I got a Flagrant System Error.  I tried to attach the file, but apparently it is too large.  If anyone needs it for debug purposes, just PM me.

Needless to say, I quit without saving ... cooties! Damn, should have typed "trogdorstrikesagain" in the console first!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 05:43:21
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 05:56:24
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!

Using version of Aug. 4th at 12:30 PM according to the file once unzipped.  I just checked to make sure it's current by downloading another copy from Mirror 1 and comparing the time stamps.

However, I put it in on the fly ... overwriting the previous file ... and had not shut down and restarted the game, so I'm not sure if that matters.  I've had the game running in the background awhile.  I've just restarted after shutting the game down without saving, so I'll see if anything else lilke this pops up.  If so, I'll let you know.   I'll also go back in to the game now and type "checkromances" - okay, I've done that and it says that 35 bad sims were found.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 06:18:18
I put it in on the fly ... overwriting the previous file ... and had not shut down and restarted the game, so I'm not sure if that matters.
Does that work?  lol  See, I guess I'm still stuck in TS2 mode where that would have just been impossible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 06:28:25
I put it in on the fly ... overwriting the previous file ... and had not shut down and restarted the game, so I'm not sure if that matters.
Does that work?  lol  See, I guess I'm still stuck in TS2 mode where that would have just been impossible.

Haven't heard back from Pescado, so I'm not really sure.  However, I have been able to install custom content with the game running and it sees it, so I thought it would work.  Otherwise, I guess I look like a fool! :-[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 06:31:35
It's possible to in-place-overwrite a script while the game is running, but the changes will be ignored until the game reloads.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 06:38:41
It's possible to in-place-overwrite a script while the game is running, but the changes will be ignored until the game reloads.

Okay, so I guess that was due to "old-versioned", since the game would not recognize the changes.  Well, that's good.  Still, it was pretty funny and provided LULZ!  I hadn't really thought too much about what was really going on behind the scenes with those "romance" messages and when I started to read the various posts, I was compelled to check.  My bad!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 07:31:07
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!

I'm seeing the same thing, I have a Flirty sim that has 3 romantic interests other than his wife by the end of the first Sim day of the neighborhood.

I've downloaded the most recent build posted in the top thread several times (clearing my cache files each time), but when I try "checkromances" (no quotes) in the console it tells me it doesn't recognize the command.

How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 05, 08:07:09
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!

I'm seeing the same thing, I have a Flirty sim that has 3 romantic interests other than his wife by the end of the first Sim day of the neighborhood.

I've downloaded the most recent build posted in the top thread several times (clearing my cache files each time), but when I try "checkromances" (no quotes) in the console it tells me it doesn't recognize the command.

How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.
Clear your browser's cache.  It is possible that it is downloading the old version simply due to that.

Then download/extract the mod.  It should be the 08/04/2009 11:19pm CST one.  If that is what you have downloaded... then you are on the right track.  Now install the mod.  Now go and double check where it installed to.  If it is the correct version there... you have the most current version.

I tried checkromances and it worked earlier... So it should work now.  But if it doesn't let me know and I'll check my version and see if anything is up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 08:32:53
Clear your browser's cache.  It is possible that it is downloading the old version simply due to that.

Then download/extract the mod.  It should be the 08/04/2009 11:19pm CST one.  If that is what you have downloaded... then you are on the right track.  Now install the mod.  Now go and double check where it installed to.  If it is the correct version there... you have the most current version.

I tried checkromances and it worked earlier... So it should work now.  But if it doesn't let me know and I'll check my version and see if anything is up.
[/quote]

Thanks, Simius!  I never realized the caches could actually affect what file is being downloaded.  Anyway, I did as you suggested (cleared all 4 cache files & re-downoaded AwesomeMod, noticing that time is 08/04/09 11:19 CST on this one).  However, I am now getting "Flagrant System Errors" almost constantly.  I'm too tired to deal with it right now, so I'll see what happens tomorrow and try to post the errors if it's still happening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 08:35:28
How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.
It's a debug command, so you may need to setconfig enabledebugcommands on first.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Shadowed on 2009 August 05, 09:44:28
I hope i'm asking this in the right thread. I downloaded Awesome mod and the framework. For some reason I can't get the config file. I go to AwesomeMod Configuration Tool make my choices click generate and all I get is config.htm. Am I doing something wrong? Any suggestions? Thank you in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 05, 11:12:28
Click on the picture of the dinosaur to generate the config file?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 05, 13:23:49
After some more playing I noticed the latest storymods has made my sims too picky. Absolutely nobody has any available romance victims, except for the flirty ones (a grand total of two in the entire hood), who only seem to fool around, and don't get married.

Seems like the pendulum has swung too far to the non-romance side?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 05, 13:42:16
I'm actually a bit concerned that houses require cribs in order for families in them to have babies. Since most of the default houses don't have cribs that would mean a baby-less neighborhood, which was one of my biggest problems with the original AM. I'm not really looking forward to editing every house making sure they have enough cribs for all their future needs...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 05, 15:15:24
I actually had a good laugh when Don Lothario complained about the lack of romance victims. Why not just make him a few?

And I love it that we need cribs and beds for the families to grow, it is like a bit of birthcontrol right? The families I control will all grow as big as I want, and the townies only if I provided lots with cribs. If you want lots of babies within the townfamilies surely placing a few cribs is not a big deal?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 15:43:35
I'm also getting a bunch of tries that come up lack of romance victim in the latest build and I have lots of singles in town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 August 05, 16:09:07
Maybe romance sims should be able to flirt with any other sim, not just another romance one? Say, the unflirty and family oriented sims would be safe, but the others not?

Also, is there a way to see updates for things like births and deaths, that were not caused by story mode? I only played for 4 sim days yesterday, but all I saw was "XY has no available romance victims." while 3 families had babies - but they were not story driven, I made them myself  ;D

I also had a LOL moment when I first got that message, after the sugary "Is there no one in town for poor single XY" by Indie Stone :D



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 16:49:47
I'm seeing the same thing, I have a Flirty sim that has 3 romantic interests other than his wife by the end of the first Sim day of the neighborhood.

I've downloaded the most recent build posted in the top thread several times (clearing my cache files each time), but when I try "checkromances" (no quotes) in the console it tells me it doesn't recognize the command.

How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.
Clear your browser's cache.  It is possible that it is downloading the old version simply due to that.

Then download/extract the mod.  It should be the 08/04/2009 11:19pm CST one.  If that is what you have downloaded... then you are on the right track.  Now install the mod.  Now go and double check where it installed to.  If it is the correct version there... you have the most current version.

I tried checkromances and it worked earlier... So it should work now.  But if it doesn't let me know and I'll check my version and see if anything is up.
Yep, that's the version I was trying to get to work all night last night.  8/04, 11:19PM.

It's a debug command, so you may need to setconfig enabledebugcommands on first.
...and that's why I could never get checkromances to work.  Ah well.  I'll try again the RIGHT way when I get home from work tonight.  Thanks, Pescado.

Just to make sure what I'm seeing isn't expected behavior...

With that build of Awesome and Awesome Story Mode enabled, I have a couple of sims who are developing "Romantic Interests" extremely quickly, and I'm getting the "hookin up in the theatre" type messages a lot from these sims.

I have a self-made Flirty sim who is married, and ends up with 3 other Romantic Interests besides his wife by the end of the 1st sim day.  He's generating "boinking in the theater" messages with all 3 of these sims frequently.

All 3 of the sims he's interacting with in this way have either Flirty or Hopeless Romantic, and all 3 are also married to other sims.  Sims in my neighborhood that don't have either of these traits don't seem to be getting involved with anyone else so far.

Is this expected behavior?  A bit of infidelity definitely adds some fun to the neighborhood, but if what I'm seeing isn't some sort of weird problem somewhere, I believe that this bevavior is very heavily overtuned and needs to be toned down quite a bit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: varmint on 2009 August 05, 17:23:02
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 05, 17:29:19
I share the concerns of (most of) the previous posters. I've been playing about one sim week with Awesome Story Progression and, for now at least, Indie Stone Mod isn't going to lose its fanbase (or should I say 'fanboys').

- Nobody seems to have any romance victims, so no new marriages. When I saw "Romance: X and Y at City Hall" I actually thought X and Y were getting married.

- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

- I accidentally moved a lesbian couple into a house with a crib. If they don't adopt a kid, I'll probably do it for them by making them temporarily selectable. I just have to try that.

- Several elder sims retired. No problem with that of course.

- Several sims quit their job. That's probably for a good reason. Wrong job for them? Lousy job performance because of ISM? I guess they just need to change careers according to ASM. Fine with me.

Here's an example of what happened with ISM: I moved Gwen Glover in with Don Lothario. They got married and had two kids, almost as if ISM was taking my hint. Obviously this doesn't always happen, but it has happened more than once and it's fun.

Well, after my early TS3 addiction I'm getting a little bored with the game anyway (the 'been there done that' effect) so I'm going to let ASM do to my ISM neighborhood whatever it wants. It's obvious that ISM dishes out promotions, weddings and babies like candy, but I think that's why lots of players love it. I guess it's why other players hate it, but I'm assuming there's more love than hate for ISM.

I hope Awesome Story Mode will eventually create a reasonably populated, but not overpopulated neighborhood, without too much input from me, or preferably without any input from me at all. There's no rush, though.

And finally, my current sim gets a lot of messages that he has learned that X has a job in the Culinary arts (or other career) without even talking to X.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 05, 17:35:02
I share the concerns of (most of) the previous posters. I've been playing about one sim week with Awesome Story Progression and, for now at least, Indie Stone Mod isn't going to lose its fanbase (or should I say 'fanboys').

AwesomeMod's Story Mode is purely in development and experimental status right now - hopefully most of the AM users out there realize that.  I'd call it somewhere between an Alpha and a Beta, with the possibility of screwing up a neighborhood in one fashion or another.  That doesn't mean we shouldn't use it however, just make a lot of saves and realize if it is on, you're a tester.

I believe Pescado has Story Mode right up on the top of his list, now that we have our grubby hands on it.

P.S.  Lemmy and Binky just dropped Indy Stone, so their user base *is* going to take a dive in the short term.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 17:42:17
- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

I argued with Pescado until I was blue in the face over this and I didn't get anywhere. I'm tired. Your turn. :P

Sometimes his insistence on realism is too much imo. I am not playing those houses so I don't care. I'd just rather not be arsed with tedious neighborhood 'crib management'. Besides, it is possible to have and raise a child completely without a crib. I know people who have.

I hope Awesome Story Mode will eventually create a reasonably populated, but not overpopulated neighborhood, without too much input from me, or preferably without any input from me at all. There's no rush, though.

This is exactly what I want as well. I just want the neighborhood to run itself in a reasonable fashion and not implode due to over or underpopulation. If the townies actually did stuff besides breed it would be nice too but that's the bare minimum.

Indie Stone is rather overzealous and capricious in it's events, but AM in some cases is too picky or too cautious to me.

There's a fundamental design difference too, not just top down/bottom up, but Pescado and others play multiple houses at the same time so they are more concerned with what goes on in those other houses because they will see it later. I just play one house. I just want them to be townies and do stuff, have kids, simulate a neighborhood but I don't want to run the neighborhood. I think some people who play this game do want to run the neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 17:44:49
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.

I don't know, having a happily married Flirty sim turn 3 complete strangers into "Romantic Interests" he's sleeping with in slightly more than 24 sim hours seems like a tiny bit of overkill to me...

Simply adding "Flirty" to a sim shouldn't make them completely disregard their current committed relationship and boink everything that moves, like I'm seeing in my neighborhood.  Maybe some combination of traits should have that effect, but not a single trait like Flirty or Hopeless Romantic.

Of course, I'm not convinced that what I'm seeing isn't some sort of problem with my neighborhood.  If it IS working the way it's supposed to, though, I wanted to toss my 2 cents in and say that I think it needs to be tweaked.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 05, 17:53:00
- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

I argued with Pescado until I was blue in the face over this and I didn't get anywhere. I'm tired. Your turn. :P

Sometimes his insistence on realism is too much imo. I am not playing those houses so I don't care. I'd just rather not be arsed with tedious neighborhood 'crib management'. Besides, it is possible to have and raise a child completely without a crib. I know people who have.

I have to agree with you here Motoki.  When I fire up a new Sims 3 game, I play it to play one family only, from start to finish (whatever that eventual end is).  I don't jump around and touch other houses, unless I'm curious what's going on in there or want a peek at a prospective mate for a sim.

Sure you can switch around to your heart's content, but many of us play one family as our only, and can't be bothered with managing the entire neighborhood, nor do we want to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 17:56:01
Maybe some combination of traits should have that effect, but not a single trait like Flirty or Hopeless Romantic.
Ok, if this trait is considered one of the "boink anything that moves" traits, then I'm a bit mad.  It actually conflitcs with Commitment Issues, so I thought it was one of the "manogamious" traits (if there even is such a thing?).  Maybe this expains a marriage that happened with Awesomestory where the guy was Flirty/Commitment Issues, and the girl was FamOriented/Good/HoplessRomantic -- if the code sees Hopeless Romantic as a "romance trait" and considers her a good match for a guy who actually has the conflicting trait of Commitment Issues.  Honestly, I was totally scratcing my head at that one.  In fact, I don't think Commitment Issues sims should be getting married much if at all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 05, 18:21:51
Maybe could they buy crips if they meet the requirements for baby and have extra income?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 18:27:14
Maybe could they buy crips if they meet the requirements for baby and have extra income?

Well then that brings the issue of placement. Autonomous sims really can't place furniture in any sort of reasonable manner. I suppose they could shove it in the family inventory, but I am sure to have a baby in the house and have the crib stashed away in the family inventory would fail the Pescado test of realism. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 05, 19:00:21
Well, a funny thing did happen thanks to El Presidente's realism. My sim threw a party and, among others, a couple of children were invited. One of them fell asleep right after showing up, before entering the house. He woke up a little later and came in. I guess the poor kid doesn't have a bed to sleep in at home, and then he's forced to go to school completely exhausted. Maybe ASM should just kill off the grandparents so the kids can get some sleep.

Also, a few sims left the party to go to work. That was a new experience also.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 August 05, 20:24:14
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.

I don't know, having a happily married Flirty sim turn 3 complete strangers into "Romantic Interests" he's sleeping with in slightly more than 24 sim hours seems like a tiny bit of overkill to me...

I'd have to agree that it's a bit of overkill, with some sims getting 2 or 3 dates in a 24 hour period.  A few minutes ago I noticed one sim had an assignation come up, and she was still standing on the steps of city hall with another "date" as they'd only just finished.  The woman didn't even have time to catch her breath, let alone freshen up for the next date.

It also seems to be the same small group of sims that are called out on dates all the time, while others are missing out.  It doesn't matter if the sims are married or single, it's as if marital status is completely ignored.  I'd like to see some weighting given towards single sims who aren't flirty and don't have commitment issues, so that their stories will progress to marriage and offspring.

I'm not getting baby events.  I've added cribs & beds to houses, but it's not happening.  I'd like to see some babies born, even if only to couples where both are "family oriented".  The odd "oops" baby from all these affairs could be interesting too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 20:32:04
@Kyna: He fixed the mass infidelity and romancing in the latest (latest as is not an officially announced update but a reuploaded fix) version. Maybe a little too well because no one is finding a partner in my game now. I'm just getting a bunch of attempted match failings. *Shrug*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 05, 20:35:23
New version fixes that, should redownload. Works pretty well now in my game :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 20:39:18
@Kyna: He fixed the mass infidelity and romancing in the latest (latest as is not an officially announced update but a reuploaded fix) version. Maybe a little too well because no one is finding a partner in my game now. I'm just getting a bunch of attempted match failings. *Shrug*

I'm pretty confident I AM using the latest fixed version (downloaded it after midnight Pacific time last night), but I'm still getting mass romances and infidelity, even in a completely fresh neighborhood.

Maybe I'm doing something wrong.  I'll have to check again when I get home tonight.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Arphenion on 2009 August 05, 21:01:26
It seems the very latest version fixed the "too picky" problem for me. I've been running another test in an empty hood with two family-oriented sims who wouldn't boink each other despite having four traits in common and living next door to each other. After installing the updated version, they got hitched immediately. I'll give these two a crib and add more singles to the hood to see if it takes them a little longer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 21:15:51
It seems the very latest version fixed the "too picky" problem for me. I've been running another test in an empty hood with two family-oriented sims who wouldn't boink each other despite having four traits in common and living next door to each other. After installing the updated version, they got hitched immediately. I'll give these two a crib and add more singles to the hood to see if it takes them a little longer.

Okay I will try it. He is damned fast with those hidden updates, heh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 05, 21:47:40
I just play one house. I just want them to be townies and do stuff, have kids, simulate a neighborhood but I don't want to run the neighborhood. I think some people who play this game do want to run the neighborhood.

I think you've hit the nail on the head there Motoki. I'm one of those people that does want to run the whole hood and I skip from family to family, so AM suits me. I don't mind preparing the hood with cribs etc, I spent an evening recently loading and checking starter lots for the homeless.

AM is still only in testing of course, it may be that it will suit your needs better once it is in balance with the storymode.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Arphenion on 2009 August 05, 22:26:25
Well, I placed 6 cribs in their house and the family-oriented couple still won't reproduce. Since the only person younger than YA in the town is the newspaper girl, I don't think this is an overpopulation issue. My other singles, on the other hand, seem to be entirely uninterested in romance. Hopeless romantics and family-oriented ones will find someone almost immediately, but the rest of the town stopped generating "looking for romance victims" messages, which I'm guessing means they're not having trouble finding a suitable mate, but rather are not actually looking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: knightguy on 2009 August 05, 22:31:30
how dose the job scaleing work?  i have my sims set to long life  but they seem reach top their career in one life stage 

wish it was that easy in real life  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 22:47:36
How does the job scaling work?  I have my sims set to long life, but they seem reach the top their career in one life stage.

Wish it was that easy in real life.  :D

From what I understand, job scaling works by taking the precentage past the default age (90 days?) of your game's sim lifespan, and increasing time it takes to progress in the job performance bar by that same percentage.  That's how it SEEMS to work, anyway.

I think even if it's done that way it's still easier to progress in longer lifespan games, because they proportion of time per job level you spend with maximum job progression gain (meeting skill requirements, etc.) is much bigger.

BTW, I fixed the spelling and grammar problems with your post when I quoted it above. You're welcome.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 05, 23:02:17
I just played two more sim days with the new version and there were plenty of romance messages and two marriages: one straight and one gay. So that's a huge improvement.

Still worried about the crib/bed shortage though. I guess we need an edited version of Sunset Valley and/or Riverview so all houses have plenty of beds and cribs.

And before I forget, thanks to JM for working so incredibly hard while my sim and I are slacking off.


Title: Question about the mod
Post by: Xaruny on 2009 August 05, 23:04:23
Where does it say in the mod that I can have more than 8 sims in one household?


Title: Re: Question about the mod
Post by: DMDye on 2009 August 05, 23:09:06
Here:
Quote
AllowOverstuffedHouses

It is something you need to enable using the Awesome Mod Configuration tool, found here: http://www.moreawesomethanyou.com/ts3/awesome/config.php (http://www.moreawesomethanyou.com/ts3/awesome/config.php)


Title: Re: Question about the mod
Post by: donthurtme on 2009 August 05, 23:34:13
I also have a question. Since configuration doesn't work on my game, what happens if I enable the code (allowoverstuffedhouses) and I have 10 sims living on a lot. The next day, when I start up my game, do I have to enable the code again or will I lose control of my other 2 sims?


Title: Re: Question about the mod
Post by: DMDye on