More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: Eliste on 2009 August 05, 16:18:33



Title: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 05, 16:18:33
1. In current build Polygamy is allowed. Some of my sims marry every day to a different person and move in with them. Abandoned spouses still count themselves married to the polygamist. This bug is not dependent on gender. I've got both multiple wives and multiple husbands situations. If it is a feature I would like it optional please.

2. In current build spawns did not happen so far (about 6 hours of gameplay). Not even attempts are reported, unlike in previous build : "SimA and SimB are unable to spawn at this time". This message never happens.

3. For some reason Mortimer Goth moved in with Bunch(!!!) after marrying Darlene. All other siblings were still there. Granted there is a second double bed, but Goth Manor has more beds for future breeding. Does your cod check for sanity?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lissa on 2009 August 05, 18:49:12
A brother and sister famaily I made and placed in the neighborhood moved out--into the ether, as far as I can tell.  Even sims I thought knew them no longer have them listed as acquaintances.  I thought this behavior had been stomped?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: dilpill on 2009 August 05, 18:58:29
1. In current build Polygamy is allowed. Some of my sims marry every day to a different person and move in with them. Abandoned spouses still count themselves married to the polygamist. This bug is not dependent on gender. I've got both multiple wives and multiple husbands situations. If it is a feature I would like it optional please.
Are you sure you have the latest version (EST August ‎04, ‎2009, ‏‎12:30:58 PM)? Pescado said that he fixed that issue.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Nepheris on 2009 August 05, 19:01:18
That issue has indeed been fixed in latest build.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 05, 19:53:15
Yep, my bad. I did report yesterday's bug it appears. I did not redownload today because the main thread did not change.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Simius on 2009 August 05, 20:17:23
Yep, my bad. I did report yesterday's bug it appears. I did not redownload today because the main thread did not change.
Just so you know... Most of the time when he fixes 1 or 2 things he just uploads it without making another post about it.  If he did... his thread would probably be 30 pages long by now.

Personally... I just redownload it before I play so that I know I'm playing with the truly newest version.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 05, 22:21:52
My sims have turned into Mega Whores.  I don't mind, I find it kinda funny, but I don't think that's what was intended. Ruby Broke is madly in love with almost every guy in town. LOL.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 06, 01:09:08
Ruby Broke is madly in love with almost every guy in town. LOL.
That's because she's Flirty.  Apparently Flirty=Slutty (who knew?).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 August 06, 01:24:46
In my first game-play session using AM Story Mode, Ruby Broke married Don Lothario, then over the next week all I heard about were all the other sims the two were "romancing".  Apparently it wasn't much of a honeymoon. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 06, 01:27:34
That's because she's Flirty.  Apparently Flirty=Slutty (who knew?).
Well, the non-slutty version is "Hopeless Romantic". At one point in the dev process, there was a "wanton" trait, which specifically covered slutty without anything else, but prior to the release of the game, EAxis dropped it. The actual trait icon is still apparently present in the game.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 06, 02:00:38
Ruby Broke is madly in love with almost every guy in town. LOL.
That's because she's Flirty.  Apparently Flirty=Slutty (who knew?).

Well the way the game works flirty is pretty much slutty, cept they couldn't call it that.  Since I'm seeing these endless hookups while playing a different active family I had no idea this behavior was trait related. It funny cause she marries one guy, and then she's all over the place with every other guy.  As long as everyone in my game isn't a skank I can deal.  Though from the romance updates I get it feels like they all are skanks.  Maybe the Riverview default sims have a lot of flirts.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 06, 02:14:39
Sims who haven't achieved the level of a committed relationship tend to play the field a bit. A romance event firing doesn't necessarily guarantee a romance instantly starts, it has to build up a bit first before the hearts start to appear, after which the weighting will increase so that sim will focus in a bit more. But it's not until they hit Partnered status that they really focus.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 06, 02:39:05
I looked around and it seems like the ones with flirty have 4 or 5 maxxed out people they are in love with and everyone else has none.   And I just finished playing through a generation on normal age and not a single child was conceived the entire time. For me that's the most important function of story mode, so my town doesn't die out in a generation.  Now that I think of it, there was no immigration either.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 06, 02:44:40
That's because she's Flirty.  Apparently Flirty=Slutty (who knew?).
Well, the non-slutty version is "Hopeless Romantic". At one point in the dev process, there was a "wanton" trait, which specifically covered slutty without anything else, but prior to the release of the game, EAxis dropped it. The actual trait icon is still apparently present in the game.

I'm sure it was deemed not PG13 enough and they were afraid the BBS kiddies might ask their parents what wanton meant. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Simius on 2009 August 06, 02:46:22
I looked around and it seems like the ones with flirty have 4 or 5 maxxed out people they are in love with and everyone else has none.   And I just finished playing through a generation on normal age and not a single child was conceived the entire time. For me that's the most important function of story mode, so my town doesn't die out in a generation.  Now that I think of it, there was no immigration either.
Immigration only happens if you NEED a new person in town.  Like if you get a boss but no bosses are valid... one will immigrate into your town to become the boss.

As far as babies go... Try putting some cribs in houses... They need a crib to store the larvae before having kids.  They might also need an extra bedslot so that when the kid grows up he can sleep somewhere.  I'm not sure about the bedslot thing though.

It is kind of a pain in the ass... but the upside is in theory you can control how many kids are born or how few.  If you test it out and it works (or doesn't work)... let us know so Pescado can continue making adjustments.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 06, 02:56:01
Thanks for the info.  Since I'm playing the town exactly the way it came there are zero cribs.  I'll jump around and add some.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 06, 05:34:30
Thanks for the info.  Since I'm playing the town exactly the way it came there are zero cribs.  I'll jump around and add some.
Does Riverview literally have 0 cribs?  I know SV starts with one in Goth Mannor, one at Crumplebottom's house, one in Single Moms, one at the  Keaton's, and on at the Sekemoto's.  I think that's it.  I've played SV a lot more that RV, obviously.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 06, 06:45:53
As far as babies go... Try putting some cribs in houses... They need a crib to store the larvae before having kids.
Lack of a crib in any GIVEN house is not going to stall them necessarily, though: They will migrate to seek an appropriate house suitable for spawning in, and will even displace an existing occupant (who migrates to their own house), in doing so as a chained event, essentially buying that sim's house.

They might also need an extra bedslot so that when the kid grows up he can sleep somewhere.  I'm not sure about the bedslot thing though.
They don't. A baby or toddler requires only a crib, not a bed as well. However, when the toddler becomes a 6, the house will then become unsuitable and overpopulated. At that point, the sims will automatically seek to rectify this problem by moving. I considered this idea, but I figured you people would whine that I was being way too strict.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 06, 11:05:45
It would be much easier to add all those cribs if you could edit the houses without having to evict the family first... any way AM could disable that check?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 06, 11:10:49
CRTL-Click, Select?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 06, 15:39:42
They don't. A baby or toddler requires only a crib, not a bed as well. However, when the toddler becomes a 6, the house will then become unsuitable and overpopulated. At that point, the sims will automatically seek to rectify this problem by moving.
I considered this idea, but I figured you people would whine that I was being way too strict.

We would. :p

It would be much easier to add all those cribs if you could edit the houses without having to evict the family first... any way AM could disable that check?

Yes, it could be added.

CRTL-Click, Select?

Or you could just, you know, add a config option to turn the crib check off.  ::)

Anyway, doesn't going to all their houses force them into high detail mode? Or are all the townies in ASM running in high detail anyway? I know it forces them to roll wants they didn't previously have and then save and track them all.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 06, 15:46:56
Anyway, doesn't going to all their houses force them into high detail mode? Or are all the townies in ASM running in high detail anyway? I know it forces them to roll wants they didn't previously have and then save and track them all.
High-detail mode isn't something that is permanent, it turns itself off when you stop looking. And no, it doesn't force them to roll wants. It just responds to their main LTW.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 06, 16:11:36
About those wants, every time I restart the game my guitar player wants to earn §25 in tips again, which means that the progressive wants are reset. Is that an AwesomeMod bug or am I responsible for it? And is there anything I can do to avoid it? I have never used 'refreshdnp' by the way.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 07, 02:30:37
That's just how EA does things. Anytime you deselect the sim, it will rebuild the controller. The alternative is that all wants available in the game are quickly depleted.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 07, 15:15:57
Any pregnancies yet with AwesomeStory?

I've carried out my own plan from another thread and have edited my current neighborhood, Riverview, which I consider a test-neighborhood for AwesomeStory, so that every house has several beds and at least two cribs. Also good stoves/fridges/showers or tubs. Nearly all households in the neighborhood are also filthy rich because the devil made me use the 'freerealestate' cheat while I gave them a better house.

Every house is inhabited, but I have no more starter houses, because I got a little carried away, heh. I still have several empty lots though, so I can add cheap houses if necessary.

There have been several marriages, but no AwesomeStory pregnancies so far. Still early days, of course, and after getting babies delivered by ISM all the time (in the past) the neighborhood isn't exactly underpopulated yet.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 07, 16:25:25
Added cribs around town and still no autonomous pregnancies in my town either.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Swiftgold on 2009 August 07, 17:19:49
I have one particular "romantic interest" couple (no commitment) who seem intent on "Romance: Every Possible Rabbithole in Town" a couple times every day, but no pregnancy there yet either. When I checked them once on the radar, they were just "touring" and didn't seem to actually be doing any woohoo/try for baby, but I may have missed it. Other times I looked at the science lab or place in question and they didn't seem to actually be there. Maybe they hadn't arrived yet?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 07, 19:26:48
I was tired of no babies in my hood, so I switched btwn a few families to see if I could help things allong.  Weird thing is, the first two couples actually flat out refused to TFB due to "too bad a mood" even though the mood was showing as fair/happy (mid range).  Finally got Hank Goddard to impregnate Pauline Wan, so a baby is on the way, but obviously not one triggered by ASM.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 07, 19:47:06
I did the bounce around and reseed thing for about 7 couples.  Now everyone in my town is old or dead except for the 7 kids I made which are now teens and the family I play, which is actually two old people and a teen (Ha!). I'm contemplating starting over, the nice thing is the game runs great with so few people. Well, minus the freezing bug.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 07, 20:08:43
Added cribs around town and still no autonomous pregnancies in my town either.
Same story here. I played new hood edited to have empty beds and cribs in most houses for a generation. Not a single pregnancy except for premade.

Married couples seem to move to a more crowded house every time despite available room in groom's house. Ex-spouses of the sims my flirty sim asked to break up never move out nor kick out their cheating halves. When ex-spouse remarries she brings her husband to live in ex-husband's house as well. Lovely!!!
When first marriage happened and new wife sold her house to move in with husband and his parents it was all right, the bigger house wins I presume (although IRL newlyweds would have preferred to live in their own house).
New husband in question - Frio - moved from a more expensive house with only his brother left and 2 free bed-slots to a house with 3 adults (including ex-husband) and only 1 bed-slot available.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Process Denied on 2009 August 07, 20:27:37
Is there a RTFM for the Awesome mod story driver?  I haven't seen one.  I also haven't had any births, but my game was over-loaded with children during the other story driver.  It would be like JM to check to make sure the number of children in you game is a sane number.  Maybe there will be more children when you need them?? 


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 07, 21:36:22
Nope.  I didn't bounce around enough times to reseed my population and my town is virtually a ghost town.  I just moved in a few new families so my sims would have people to talk to.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 07, 21:41:39
There is a lot of romance in my restarted hood, it seems like thats their fav pastime - especially at the different rabbit holes. No babies though, as far as I can see - I hopped around a bit and made them TFB. I always switch a lot between houses.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: speedreader on 2009 August 08, 17:01:33
Loving ASM.  I am interferring in about 50% of newly wed couples forcing TFB.  I put cribs in the other's houses and will leave them  to their own devices and see what happens.  I am a neighborhood player, not single family player, so this fits well with my style.  I'm just happy they are finding mates on their own! 


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gelina on 2009 August 08, 19:30:54
Married couples seem to move to a more crowded house every time despite available room in groom's house.
I'm seeing the same thing in my test hood.  I started off with 3 families - 1 with 8 single unrelated young adult males, 1 with 8 singled unrelated young adult females and my Botwin family.  It's been about 30 days and in that time, 1 family has moved in (a couple), 1 male/female pair married and moved into an empty house, 1 male/female pair married and moved into the boy house and 1 male/female pair married and moved into the girl house.  Absolutely no babies. 

My neighborhood is going to die out very quickly.  There are 20-25 empty houses that have 1 double bed, 3 single beds, 2 cribs, 2 bath/showers and stove/fridge for under $16k and 10-15 houses that have 1 double bed, 6 single bed, 3 cribs, 3 bath/showers and stove/fridge for under $20k.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 08, 19:33:41
I don't believe he has written the spawning part of ASM yet, so far now I think we either have to nudge them along or swap in Indie Stone and watch the babies fly!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 08, 20:17:02
I don't believe he has written the spawning part of ASM yet, so far now I think we either have to nudge them along or swap in Indie Stone and watch the babies fly!

Wait, if there is no spawning AT ALL where did this whole "You have to have a crib in their house" crap come from?  I wish someone had told me this BEFORE I placed 20 freakin cribs.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 08, 20:25:09
Heh, in my neighborhood everyone has a fancy house with two or three cribs, but I haven't played for the past 36 hours or so, even though I have nothing better to do.

I hope someone (more likely several people) will eventually build Pescado City, a fantastic neighborhood with a gigantic statue of El Presidente in the main park.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 08, 20:37:33
Wait, if there is no spawning AT ALL where did this whole "You have to have a crib in their house" crap come from?  I wish someone had told me this BEFORE I placed 20 freakin cribs.

That is the design plan I guess. That's what I gathered from speaking with him, it's the eventual plan that will be implemented at some point with regards to spawning, but that they currently take cribs into account when moving if the fambly has a kid.

But I don't want to be accused of being his wife again  ::) so you clarify with him.

At any rate, ASM is a work in progress and not all features have been implemented yet. Unless I misunderstood, I was told the actual spawning mechanism is not in place yet but will be at some point.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rufio on 2009 August 08, 22:06:28
Lack of a crib in any GIVEN house is not going to stall them necessarily, though: They will migrate to seek an appropriate house suitable for spawning in, and will even displace an existing occupant (who migrates to their own house), in doing so as a chained event, essentially buying that sim's house.

Wouldn't it make more sense for the spawning sims to simply buy a crib to put in their existing house?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 08, 22:27:54
Wouldn't it make more sense for the spawning sims to simply buy a crib to put in their existing house?

I asked before. Apparently there is no way to have sims autonomously place a crib in a way that is logical or make any source of sense of a normal house layout (ie they might randomly shove it on the lawn or in the middle of the bathroom or whatever).

I then thought well can't they just shove it in their inventory and just say they have it, but that did not meet the rigorous Pescado standards so instead the plan is (as I understand it) that if they don't own a crib instead of, you know, buying one, they will move out of an otherwise perfectly good house into one that has one.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lum on 2009 August 08, 22:50:40
Two questions: where is the manual for AwesomeStory? I don't see it anywhere.

And two, does AwesomeStory have notifications? The only thing I really miss from IndieMod is the news that so-and-so moved, had baby, ect.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 08, 22:51:35
Two questions: where is the manual for AwesomeStory? I don't see it anywhere.

No.

Quote
And two, does AwesomeStory have notifications? The only thing I really miss from IndieMod is the news that so-and-so moved, had baby, ect.

Yes. You turn on the story mode debug notifications from the config.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 08, 23:13:25
Well, I have been slaving away adding cribs and beds to SV.  So far, there are a total of 52 cribs in occupied houses and I am in the process of adding cribs to unoccupied houses.  I have managed to place at least 2 cribs in most houses (some only have one), and the maximum in any house is 3.  I realize that sims could quite easily need 4 or more cribs if they had a couple of sets of twins/triplets, but honestly I couldn't find the room for more than 3.  I tried to place more cribs in houses that had more than one AF or YAF, or in a house where one or more of the possible spawners were Family Oriented.  In houses with only guys (ie Steel, Frio, Alvi, Kofi), I only placed one crib (even that looks out of place, but if a guy marries and brings in a wife, they'll need the crib and probably will need additional cribs eventually).  Sekemoto got one crib in addtion to the one that already exists, since the current one is already in use.  And Ursine only got one crib since I don't think she's planning on have a lot more kids, and Kennedy only got one because I couldn't figure out how to add any more than one without remodeling the whole place.  I also didn't add any cribs to the Working Friends or Roomies households, since they don't seem like "family" homes to me, and anyone who gets married and/or wants to spawn can move elswere.

At current count, my template hood has 84 sims (all SV premades plus most of the family bin sims and some custom ones I added) including 34 YAF/AF (two of whom are currently pg due to EAxis starting them that way).  I gassed all NPCs and Homeless.  Please tell me 84/86 sims isn't approaching the "critical mass" where the hood will implode from overpopulation, because that would be stupid for the number to be that low.  I would like to use this template hood for starting all my new SV games (hense, all the hours of work I am putting into setting it up).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: magnamundian on 2009 August 08, 23:52:27
Wouldn't it make more sense for the spawning sims to simply buy a crib to put in their existing house?

I asked before. Apparently there is no way to have sims autonomously place a crib in a way that is logical or make any source of sense of a normal house layout (ie they might randomly shove it on the lawn or in the middle of the bathroom or whatever).

I then thought well can't they just shove it in their inventory and just say they have it, but that did not meet the rigorous Pescado standards so instead the plan is (as I understand it) that if they don't own a crib instead of, you know, buying one, they will move out of an otherwise perfectly good house into one that has one.

How about a rule that: if the currently occupied house has an unused single bed, this can be replaced with a crib.

Seems a simple swap-out, if the bed is in a valid position then so would the crib.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: alyria on 2009 August 09, 00:38:16
No it wouldn't, single beds are three squares, cribs are 4 squares.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: BrokenRobot on 2009 August 09, 01:10:47
It would seem to me that having to switch to each individual household and manually place a crib just to give the family a chance of having kids defeats the whole purpose of a story driver.  If I'm going to be messing with each and every house, I might as well just have them Try for Baby while I'm there and be done with it.  I need a story driver that will keep the non-played families going without my input, which is why I'm still using the Indie Stone driver.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Kyna on 2009 August 09, 01:32:29
It would seem to me that having to switch to each individual household and manually place a crib just to give the family a chance of having kids defeats the whole purpose of a story driver.  If I'm going to be messing with each and every house, I might as well just have them Try for Baby while I'm there and be done with it.  I need a story driver that will keep the non-played families going without my input, which is why I'm still using the Indie Stone driver.

Not to support the whole crib thing (heh, cribs in non-played houses in my game are often on the lawn), but you've missed an obvious point in your argument.

Once the crib is placed you never need to go back to that household.  The sims will spawn again once the crib is empty, and the crib will still be there for subsequent generations.  If you don't place cribs and want the household to have another baby (whether that generation or a next generation) then you'll need to go back to try for the next pregnancy.  Placing a crib is set & forget, you only have to do it once.  Manually making non-played sims TFB is something you have to repeat.  BTW, the shift-click option "make pregnant" is faster and easier than getting sims in the mood to TFB.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lum on 2009 August 09, 02:30:21
Since IndieMod is abandoned, why not swipe that code that allows the sims to breed regardless of cribs? That's how it worked when I had it. I liked reading how so-and-so got married and had kids. Since it happened to sims I didn't care about, they hooked up all the time.

(There should be some sort of change log or description to AwesomeStory. Yeah, there's the old Awesomemod manual, but that doesn't really explain the logic behind the moves. Like, how do we get new sims? Breed them? Do they move away sometimes? Like, what are the rules for the whole immigration thing? I understand that this is still being worked out, but there should be an faq eventually.)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 09, 02:34:51
BTW, the shift-click option "make pregnant" is faster and easier than getting sims in the mood to TFB.
Yeah, I'll have to remember to do that next time I'm trying to force a few babies amoung my inactive families.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rufio on 2009 August 09, 06:18:04
Not to support the whole crib thing (heh, cribs in non-played houses in my game are often on the lawn), but you've missed an obvious point in your argument.

I know that, and yet I still agree with BR that this is more micromanagement of the neighborhood than I really want to do.  I like sculpting the neighborhood to my specifications in TS2, but since that is impossible in TS3 I'd rather everything happen completely independently of me.  If I omit a crib in a particular household and put three in another that is more or less purposefully directing the sims to behave in a certain way.  I'd rather have complete control or none at all.

Since IndieMod is abandoned, why not swipe that code that allows the sims to breed regardless of cribs?

I don't think the issue here is that Pescado is unable to figure out how to make it happen that way.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 09, 08:42:46
I liked it the way pre-beta version of awesomestory handled spawns. If there was a crib you had a message that "SimA was pollinated by SimB". If there was'n room/crib you had a message "SimA and SimB are unable to spawn at this time". Then I could go and have a look why and add a crib if I want/think it makes sence.
Can we have attempted spawn messages back please? Maybe as an optional feature? I like to be awere of the whole town and build a "Town story" in my head as opposed to "Family Story".


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 09, 08:45:50
Critical mass? The limit in TS3 is so extremely high that it is unlikely to be met.
The only risks involved with overpopulation are long delays for storymode calculation, crowded lots, and immense save filesizes. And these are just annoyances, the neighbourhood itself will remain intact.

That is not my experience. I honestly could not give you an exact number but my experience in going through several runs now is that once a neighborhood starts getting a lot of sims in it my game slows down and gets very laggy and seems start behaving as if broken not being able to do much and ignoring even their basic needs.

I wish I had hard data on it. I don't. I just know new hoods run quite well for me. Empty hoods run extremely well. Moderate sized does okay. Full may start to get some slowdown. Really full gets even more slowdown and autonomy issues and by that point I feel like I just start seeing a BFBVFS.

Other people may have been able to run very large overstuffed neighborhoods quite successfully for extended periods of time without problems but that had not been my experience.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: kuronue on 2009 August 09, 09:05:09
I've said this before, but the whole debate could be solved by making the crib requirement optional in the config file. Then those who prefer the realism can turn it on and those (like me) who never want to leave their one true fambily can turn it off.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 09, 09:37:14
Motoki: yes, the hood will become slower as there's much more to calculate, but the integrity will remain. This was not the case in TS2, where the hood would become irreparably corrupted.

Well it's not just the slowness though. I start to notice sims seemingly unable to do anything on their own standing around whining, peeing themselves and passing out. The only common thread I've attached to this behavior was when my neighbors have gotten too full. Never really did find a way to fix though so I just start over. Supposed I could mass murder everyone. I did do discoinferno on one of those such hoods but even after 75% of the town perished I still have the autonomy and slowness issues. :(


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rufio on 2009 August 09, 09:39:52
To go slightly off-topic for a second, at what point does an TS2AL hood become irreparably corrupted?  I've for this here before, but have gotten results from around the NL/OFB era that say that 800 is too many sims and that nobody should ever need more than 500, and then later posts saying that Belladonna Cove comes with 900+ sims once you create all the subhoods.  Then again, my Belladonna Cove is (probably irreparably) borked, so maybe it is too many.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 09, 09:51:02
To go slightly off-topic for a second, at what point does an TS2AL hood become irreparably corrupted?
That depends on the level you have in repair skill. Assuming you have maxed repair skill, a TS2AL hood becomes irreversibly corrupt when you pass 32767 sims. Game slowdown will become apparent at around ~2000 linked sims, however.

Motoki - I guess TS3's playability limit (the point where it becomes too slow to do anything) is lower than TS2s, because all Sims exist at all moments. In TS2 only one lot per time existed.
TS3 has no "hard" playability limit, although the fact that the size of the worldmap is fixed and cannot be embiggened will result in a sort of "soft" population cap. However, most likely your computer will give out first, so the playability limit is purely dependent on your computer.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Enelen on 2009 August 09, 09:52:26
What I would like to know is where the "overpopulated" is for TS3. I know the hard-coded cap is waaay up, but how many families is "too much"? I always nuke the homeless, and just nuked a lot of pre-made families, too (replaced with mine, but fewer), but the original, populated hood is still going noticeably slower than the empty one. Does that mean that in the near future my town will go so slow that it will stop working properly? Granted, my computer is just so-so... still, I have 2 Gigs of RAM. I will buy a new, *high-end* one around Christmas, but not sooner.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rufio on 2009 August 09, 10:03:09
To go slightly off-topic for a second, at what point does an TS2AL hood become irreparably corrupted?
That depends on the level you have in repair skill. Assuming you have maxed repair skill, a TS2AL hood becomes irreversibly corrupt when you pass 32767 sims.

What kinds of things need repairing, and what are the symptoms that they are broken (but fixable)?  Or do you just mean "knowing how to avoid VBTs"?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 09, 10:20:18
What I would like to know is where the "overpopulated" is for TS3. I know the hard-coded cap is waaay up, but how many families is "too much"?
Without a hardcoded cap, "too much" is defined solely by your computer. Unlike TS2, TS3 will happily run endless loops and long-running code without complaint, simply halting your entire game to do it if the work proves too much, or never ends. Therefore, there is no "too much" that can be given to you as a hard number, and any "too much" can be overcome simply by throwing MOAR COMPUTAR at it. If you have a presently existing problem with "too much", it will go away when you install MOAR RAMZ, pump liquid nitrogen into the case, and overclock the hell out of it. Unlike TS2, there are no realistically reachable hardcoded mechanisms that fail purely due to instruction count. In TS2, you can't exceed some 100K iterations in a BHAV, and the game will fail if you try to do so much: Various means of bypassing this essentially space out the work over several iterational cycles, but is a hard-hit on performance and lag will result no matter how good your computer is. Furthermore, the game itself is 16-bit and therefore will overflow. TS3 uses a great deal of 64-bit storage, which means the sun will run out of hydrogen before you run out of numbers.

What kinds of things need repairing, and what are the symptoms that they are broken (but fixable)?  Or do you just mean "knowing how to avoid VBTs"?
Both. As for symptoms...I have no idea. I'd know them if I saw them, but I can't predict them in advance because I tend to avoid doing things that would trigger them.

I liked it the way pre-beta version of awesomestory handled spawns. If there was a crib you had a message that "SimA was pollinated by SimB". If there was'n room/crib you had a message "SimA and SimB are unable to spawn at this time". Then I could go and have a look why and add a crib if I want/think it makes sence.
The previous version of AwesomeStory would just return an error, and that was the error. The current version does not return this error message because it is more advanced and forward-facing: Rather than waste an event on something that will fail to fire, it detects the condition in advance and culls that event from the possibilities list.

Since IndieMod is abandoned, why not swipe that code that allows the sims to breed regardless of cribs?
Because there is no code for such a thing. It's not that I can't force sims to spawn because of the absence of proper infrastructure, but because I don't want to. I specifically CHECK for this condition and then ABORT. If, for some sadistic reason, you want this happen regardless of cribs, several things will result:
1. The population will explode because there are no longer any constraints on reproduction.
2. Babies will be abandoned all over the floor at all times.

This, of course, brings up amusing potential for coding in penalties due to neglect and improperly stored babies being eaten by dingos, thus satisfying the requirement that I punish the behavior in 2 and prevent the behavior in 1. It will be explored at a later date. You may submit proposals for various calamities that should occur.

That's how it worked when I had it. I liked reading how so-and-so got married and had kids. Since it happened to sims I didn't care about, they hooked up all the time.

(There should be some sort of change log or description to AwesomeStory.
We have a Wikka. Use it? Add to it?

Yeah, there's the old Awesomemod manual, but that doesn't really explain the logic behind the moves.
Logic behind movement is simple: Sims consider moving whenever their present home lacks sufficient capacity for their current fambly and is not set Ancestral. They then move to an affordable appropriate house. In the event no such houses exist, they consider buying someone else's house. That fambly will then move to a different house, selling their old house to the newcomers. Otherwise, no one moves unless they are pushed by some population pressure. No more musical houses.

Like, how do we get new sims?
New sims occur from breeding, or by the Job Engine spawning new famblies to form coworkers and bosses.

Do they move away sometimes?
Never. You're born in the Vault, you die in the Vault. It is possible for sims to lose their homes and become bums, but this is not a random event, but rather, an event that is triggered as part of going bankrupt.

Like, what are the rules for the whole immigration thing? I understand that this is still being worked out, but there should be an faq eventually.)
There is presently no immigration outside of the Boss/Coworker Engine. If you don't get your sims jobs that cause other sims to spawn, and you don't introduce enough for a breeding population, your neighborhood simply remains barren and desolate until you do. We are presently entertaining proposals for how exactly this should work. Immigration for no clear reason is tricky, because it can result in your game being buried under an avalanche of sims that your computer chokes and barfs on.

Enelen: RAM is the least of your worries (it can always be swapped in the pagefile), TS3 is far more CPU dependent.
This is a not-trueity, actually. However, TS3 is an old 32-bit era program and is incapable of using more than 2 GBs of RAMs anyway. With about 4 GBs of RAM, the maximum a 32-bit machine can handle anyway, you are set because you will still have 2 GB after Windoze eats half...unless you're using Vista, which eats 75%. Then you're fucked. However, "swapping to pagefile" is a MASSIVE performance hit that will grind your game to a halt. It is bad!


TS3 runs on a Renderware engine, which is already quite CPU dependent (its origins by far predate the current powerful GPUs), and all the calculations are run of the CPU as well.
Yes, TS3 is mainly CPU-bound. In fact, the problem with TS3 is not that it performs poorly on good graphics cards, but that it does so too well and causes overheating through unnecessary thrashing.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lady Moiraine on 2009 August 09, 10:41:19
Never. You're born in the Vault, you die in the Vault.
YES!  Do you play it? And if you do, do you make any tweaks for it?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 09, 10:57:11
YES!  Do you play it? And if you do, do you make any tweaks for it?
No, and no. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lady Moiraine on 2009 August 09, 11:03:08
No, and no. :P
Too bad   :(  I know you could have really enhanced the gameplay.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 09, 11:22:52
Too bad   :(  I know you could have really enhanced the gameplay.
It's possible, but I didn't get in on the entire Oblivion engine scene, so there's no point in being late to the party.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Bouncing Pink Ball on 2009 August 09, 12:06:43
Since I do have my sims visit other households, I don't mind adding cribs (and I also threw in a few single beds) since I'd rather there was a suitable sleeping place for any extra spawn as they grow. I don't want my poor little sheltered sim kids wandering into houses where the unfit parents have spawn laying around on the floors and in the garden while they sit there watching the romance channel all day, having those crazy, arm flailing conversations with their televisions that all my sims do.

While I was crib adding, two of my hood sims popped up the "is pregant" alert, so the cribs fit right in. There were also a few houses with sad faced, cribless toddlers. I'm guessing this was left over from running Indie?

Now for an actual report on gameplay; I'm not saying this is absolutely ASDbeta related, but my game has frozen twice, requiring closing via task manager, immediately after clicking the X on an alert about sim whoever having no victims for romance. I never had a game freeze prior to turning on Awesome story driver. I see elsewhere that some people are experiencing similar game freezes after installing the latest patch, and I did patch, so it could be the beta, could be the patch, could be the two in unison or could simply be my computer. Rolling back the patch requires an reinstall that I'd rather not bother with today so I can't test the root cause right now. Just thought it was worth a mention.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 09, 17:49:34
Too bad   :(  I know you could have really enhanced the gameplay.
It's possible, but I didn't get in on the entire Oblivion engine scene, so there's no point in being late to the party.
[/quote]

Oh hell people are still modding for Morrowind even. Have done some nice things with that moldy oldy engine too, features it never was able to do.

Oblivion and Fallout are decent games. They could use a little more life and pizazz, changing some of the dumb stuff about them bla bla.

I've always wanted a game that was kind of a hybrid of Sims and RPG. One of the old Dragon Quest RPGs did a store sim that was a grossly simplified OFB before OFB as part of its game (you go questing and have the wife run the store or you can take over; can sell stuff you found etc), and Morrowind did the build the Raven Rock town scenario, which I guess is technically more Sim City than Sims. Oblivion and Morrowind tracks your relationship with npcs, Fable games let you play house to a limited degree, etc.

It's been done in tiny bits and pieces here and there but nobody every really took the ball and ran with it.

/off topic

The crib thing seems hotly contested and rightly so! :P It's still an annoyance for those of us who don't wish to engage in town maintenance and management. There are few cribs in Sunset Valley and none in Riverview.

I dunno, I would take a little chance of dingos eating babies if it meant I didn't have to place a damned crib in every house by hand. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 09, 18:02:00
Of course I agree with everyone who wants the crib requirement law to be abolished. I think we should join a potest at city hall. I'll bring Droopy, but he won't be complaining, because he's so happy.  ;D

Unfortunately, I don't think El Presidente would show much respect for the angry mob outside. I think we would all be rounded up, horribly tortured, and finally executed.

But please don't hurt Droopy, Mr. President.  :'(


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 09, 18:06:27
To prevent baby overpopulation you could perhaps code a child limit beyond which parents won't go... say 1-2 kids normally, up to 5 if they have Family-Oriented trait or Surrounded by Family LTW, or zero if they have Dislikes Children.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Enelen on 2009 August 09, 18:09:18
Could someone clue me in, if the spawning actually works in the latest-newest AM, or not? I don't get spawning messages, but I get freezes, so that can mean anything :) I tried to switch to IS in game, but what I got was IS enabled: true, ASM enabled: true, and Any Story Mode working: false :( I've read that the spawning is not coded in, then I've read that it's working with cribs, but I haven't seen any baby action yet. So: yes or no?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 09, 18:13:52
Now for an actual report on gameplay; I'm not saying this is absolutely ASDbeta related, but my game has frozen twice, requiring closing via task manager, immediately after clicking the X on an alert about sim whoever having no victims for romance.
I think the X is unrelated, because the dialogs tend to have a significant in-game delay, computerwise: By the time the dialog has appeared, the event in question has long since passed. However, you should reupdate, as many of these issues have been fixed.

Oh hell people are still modding for Morrowind even. Have done some nice things with that moldy oldy engine too, features it never was able to do.

Oblivion and Fallout are decent games. They could use a little more life and pizazz, changing some of the dumb stuff about them bla bla.
This may be true, but all the important stuff has been done already. That, and I tend to have little interest in modding such games. Frankly, I'm not normally into modding things at all. It really requires that a certain threshold of frustration be crossed before it gets to that point, and that is just never reached in a game which has an end. No matter how irritating some stupidities are, when the game *ENDS* anyway, I just can't be bothered to care. Sims is unique in that there's no defined goal and no ending, which is why I can play long enough to reach the level of requisite irritation to motivate me to take action. Otherwise I just kinda bull through to the end and call it a day, or flat out lose interest. That, and I have a fundamental aversion to being a late entrant in anything.

The crib thing seems hotly contested and rightly so! :P It's still an annoyance for those of us who don't wish to engage in town maintenance and management. There are few cribs in Sunset Valley and none in Riverview.

I dunno, I would take a little chance of dingos eating babies if it meant I didn't have to place a damned crib in every house by hand. :P
Mmm. Dingos.

Could someone clue me in, if the spawning actually works in the latest-newest AM, or not? I don't get spawning messages, but I get freezes, so that can mean anything :) I tried to switch to IS in game, but what I got was IS enabled: true, ASM enabled: true, and Any Story Mode working: false :( I've read that the spawning is not coded in, then I've read that it's working with cribs, but I haven't seen any baby action yet. So: yes or no?
With a project in motion, always go with the most recently dated report. Also, most of your bugs are oldversion issues.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: spatdrastik on 2009 August 09, 18:14:27
Penalties for no cribs is a good idea, there should be a chance that if a baby is outside it is eaten by dingos, or kidnapped by a homeless bum female with the family oriented and evil traits. Toddlers might also be kidnapped...if a next door neighbor has a swimming pool They might wander over there and drown...Maybe families without cribs living near sims with the family oriented and good traits or is in law enforcement would have child protective services called on them and the kids would end up in the adoption pool. There are alot of interesting possibilities here (as long as it's not automatic...It shouldn't FORCE placing cribs, but if a child is born to inactives you have some interest in then there is incentive to do so)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 09, 18:24:48
This may be true, but all the important stuff has been done already. That, and I tend to have little interest in modding such games. Frankly, I'm not normally into modding things at all. It really requires that a certain threshold of frustration be crossed before it gets to that point, and that is just never reached in a game which has an end. No matter how irritating some stupidities are, when the game *ENDS* anyway, I just can't be bothered to care. Sims is unique in that there's no defined goal and no ending, which is why I can play long enough to reach the level of requisite irritation to motivate me to take action. Otherwise I just kinda bull through to the end and call it a day, or flat out lose interest. That, and I have a fundamental aversion to being a late entrant in anything.

For what its worth, the Elder Scrolls games don't really end per say, you just complete the main quest and it, like all the quests, has an end, but the game itself doesn't. You can still go and do any other quests you haven't already done, add mods, go huntings, annoy npcs, buy a house bla bla. Not much really changes, you aren't getting any huge world wide scenarios anymore, mostly it's just npcs go about their business etc, world runs business as usual. Same shit different day.

Actually it's a lot like The Sims in that regard. With both once I have no scenarios to run it gets boring after a while and I just start feeling like a hamster on a wheel.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 09, 18:43:30
Yeah, but with Sims, you can watch them behave like bastards towards each other and be amused by them, whereas with Oblivious, well, they are just oblivious.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 09, 18:53:22
Yeah, but with Sims, you can watch them behave like bastards towards each other and be amused by them, whereas with Oblivious, well, they are just oblivious.

Well you can insult them. Or better yet kill them. It's much easier to kill people in that game.

I remember reading this post (http://www.facepunch.com/showthread.php?t=631191) about a guy who played Oblivion drunk and woke up the next morning to find he had slaughtered most of the population, heh.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 09, 18:59:28
Well, while you guys are going off topic about RPG games, I'd like to chime in that I rarely like them. But I've had a lot of fun with Neverwinter Nights 2 (and two expansions) even thoug I'm not so good at the combat part of it.

My favorite one is Mass Effect, however, probably because the combat system is a third person shooter. I must have played that game about 15 times in a row, lol. Who wouldn't want to have sex with a blue chick anyway?

(Or a blue ghost, for that matter, Motoki.)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Falin on 2009 August 10, 00:46:38
I simply cannot coax any of my non-played sim families to breed.  Nothing I do makes any babies happen.

I even created a new married couple, both with the "Family-oriented" trait, and both with the "Surrounded by Family LTWs.  I put them in a house together with spare bedrooms and a crib and a kid bed in it, and so far they have gone though all of Young Adult and about 20 days of Adult without having a baby.

I haven't had a single baby born in my neighborhood.  What can I do to make this happen, short of jumping into all my families and forcing Try for Babies everywhere?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: moondance on 2009 August 10, 01:47:05
If the story mod spits out a notification to the player that a sim is pregnant, and the player does not go and add a crib to the sim's home, the mother could just have a spontaneous miscarriage. Like internal dingos. That would work, AND it would offend various people (BONUS!). More realistic, too, because IRL, people generally buy cribs after they become pregnant, not before. 

Seriously though, I'd prefer to just have the ability to globally set a maximum number of children per household, and maybe be able to set some special cases individually.  My reason is that if my neighborhood starts to get overpopulated, I don't want the "solution" to be that I have to run around from house to house deleting cribs...and then add them all back again when the neighborhood isn't populated enough.  It seems that the result is the same either way--adding or removing cribs is simply a clunkier way of raising or lowering the maximum number of children per household setting.

How about some sort of evil compromise:
We can configure the maximum number of kids per household.
If we select and make active a household that has babies/toddlers and no cribs we have 2 sim hours to add cribs.
If cribs are not added in the allotted time, the social worker comes--or the dingos, whatever--and takes not only the babies but also any other children the household has--because it's an unfit home.
The parents are sent to jail on child neglect/abuse charges.
The repo man shows up and confiscates most of the family's net worth--to pay fines and lawyers.
The sims are forever after randomly boo'ed and hissed at by random sims on the street, and occasionally attacked. They find it VERY difficult to make friends.  They are also unable to get a job in medicine, law enforcement, or politics. Their job performance climbs VERY slowly in ALL careers--as a consequence of their bad reputation.
All this can apply to houses that have children and not enough BEDS, as well, because that's just as bad, really.
This way, those of us who play the entire town have a real incentive to make sure that there actually are cribs and beds, while people who play legacy style with just one household aren't bothered with buying cribs for sims who are--for them---NPCs.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 10, 02:00:12
I simply cannot coax any of my non-played sim families to breed.  Nothing I do makes any babies happen.

I even created a new married couple, both with the "Family-oriented" trait, and both with the "Surrounded by Family LTWs.  I put them in a house together with spare bedrooms and a crib and a kid bed in it, and so far they have gone though all of Young Adult and about 20 days of Adult without having a baby.

I haven't had a single baby born in my neighborhood.  What can I do to make this happen, short of jumping into all my families and forcing Try for Babies everywhere?

Nothing. You wait. That feature hasn't been implemented yet. In the meantime you either manually make them do it or you can run Indie for a while then you will plenty of babies, trust me. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rhodaloo on 2009 August 10, 05:11:23
I noticed that I was continually getting notices that two families are continually trying to find a house to move into and fail.  Since I can't find a house with their name on it, am I to assume that they are homeless?  I finally configured awesomemode so that I don't get notices as I was tired of the popup.  Now when a sim reads the newspaper, I see 5-6 notices each that Family "X" and Family "Y" has moved.  Is this a bug or a feature?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: spatdrastik on 2009 August 10, 07:03:18
rhodaloo are you using indie? because it spams multiple copies of every family in your library into your town, they start out homeless but many will end up in houses. Within a generation or two there will be dozens of them.


**No babies born in my hood either, but plenty of cribs...My child sims at this point only know each other and there are only 3 teens in the entire neighborhood(from a few days with indie) that I can find that don't belong to my main family. Not much in the romance/marrige dept either, the single sims are still single and the few who have married are old and childless.

At least I don't have swarms at the school lol


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rhodaloo on 2009 August 10, 12:20:52
Pulled out Indie mode once I learned it wasn't going to be supported.  I only have awesomemod and it's story progression now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: spatdrastik on 2009 August 10, 14:10:25
Pulled out Indie mode once I learned it wasn't going to be supported.  I only have awesomemod and it's story progression now.

Open a cheat box and type "listhomeless". If you played this hood with indie for any length of time there are probably a shitload of homeless clones and recent versions of awesomemod is doing a much better job of putting them into houses.

l


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Bouncing Pink Ball on 2009 August 10, 14:48:50
...We can configure the maximum number of kids per household...

^ I like this idea. Plop in any needed beds (or don't, if so preferred) and leave the households to do their thing. A middle ground between control freaks and laissez-faire players.

The only thing I want to add is about the bed issue actually; when my sims marry now, they inevitably move in with an existing household that has spare beds, so I guess anything beyond crib addition will cause homeless folks, or those without extra beds in their current home, to merge with families. That means that maintaining a realistic number of beds per household would require hands on monitoring of all the households so that beds were only added as spawn outgrew cribs. To much for me, so I guess the cribs for realism bit isn't so important anymore.

********

Encounter after removing IS, reinstalling and loading up ASDbeta:

(1) After playing three - five sim days, my game slows to a crawl, sometimes causing the sims to freeze in place then skip ahead a few sim minutes and freeze again. Saving, quiting the game and restarting brings speed back to normal until I hit the magic three to five day mark again and the stop motion world returns.
(2) At least one complete freeze per human hour of play. Game can only be exited via task manager.
(3) Entire game appears slowed; returning to 'home' from town lots loads up an empty house that slowly fills with blank and the textured objects, rabbit holes load noticeable slower so that switching to see a sim about to leave work gives an empty lot with until the building eventually appears.

Is the story driver running in sync with the timeline I'm using (not epic, but one step down) as IS was able to? I never had a slowdown problem previously and I'm wondering just how much is going on in the background. From my understanding, IS wasn't as picky about setting up events, hence wasn't as busy running calculations.

Game specs: ver 1.4.6.00002
Awesome Mode: updated August 9, story mode and supreme commander enabled
Machine specs (not terrific, but meets suggested requirements for TS3): Dell Inspiron 1720 laptop, Intel core duo CPU (150GHz), 4 GB ram, Nvidia GeForce 86000M Gt card, windows vista 32-bit os  All latest drivers installed and unnecessary processes killed prior to running game.

Would it be helpful for testing purposes if I were to reinstall without the latest patch and disable supreme commander?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: speedreader on 2009 August 10, 15:11:03
As I have stated before, I am a 'neighborhood' player.  I thought it was interesting that freezes only occur in my game if I have been playing the same house for more than 2 Sim days, and usually just after that point.  If I hop around the neighborhood (I use edit town for my hopping because it reminds me to save my game and I like to look at who is in the house before I jump) I can play for hours with no freeze.  Sims are no longer pausing forever so that is much better.

Crib issue:  
Moondance, you have some evil issues, yes?  ;D
Even though I jump around, I don't think I like this control.  Whoever said people buy cribs after they become pregnant has a good point.  The idea to have a time limit after the popup announcement of pregnancy is a little scary to me because I tend to let my game run while I make a sandwich, do laundry etc.  I could eaily miss the message.  Announcements in the newspaper would help with that - incentive to read and no one to blame if I miss an announcement.  Is this an IS feature, 'cause I've never seen announcements in the paper.  Further, if the messages are using lots of game brain, they could all be turned off and we would still know neighborhood events.  

Speaking of neighbohood events, with AMS turned on I am not getting messages that so-and-so died.  I did get those messages running the EA game.  

Edit: CRS Syndrome


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: TrueLou on 2009 August 10, 15:13:39
Pulled out Indie mode once I learned it wasn't going to be supported.  I only have awesomemod and it's story progression now.

Open a cheat box and type "listhomeless". If you played this hood with indie for any length of time there are probably a shitload of homeless clones and recent versions of awesomemod is doing a much better job of putting them into houses.

l

Awesomemod does indeed do a fantastic job with homing the homeless, one thing you may want to bear in mind is that whenever the game generates a homeless family they have a default face for male and female. It took me a while to realise this as they all have different hair and skin tone, but if you select them and look at them in profile you will see that they are all clones. I was using Indie when I discovered this so I started using their 'Pull genetics from library' feature and made a shitload of my own sims to widen the genetic pool. Running your game for an extended period with the game generated families as your backdrop will eventually lead to clone town, this would only be a problem if you were intending on marrying any of them in I suppose. Me, I prefer variety, so sticking with Indie for the time being.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Falin on 2009 August 10, 21:08:57
I simply cannot coax any of my non-played sim families to breed.  Nothing I do makes any babies happen.

I even created a new married couple, both with the "Family-oriented" trait, and both with the "Surrounded by Family LTWs.  I put them in a house together with spare bedrooms and a crib and a kid bed in it, and so far they have gone though all of Young Adult and about 20 days of Adult without having a baby.

I haven't had a single baby born in my neighborhood.  What can I do to make this happen, short of jumping into all my families and forcing Try for Babies everywhere?

Nothing. You wait. That feature hasn't been implemented yet. In the meantime you either manually make them do it or you can run Indie for a while then you will plenty of babies, trust me. :P

Ahh, I wasn't aware that baby-having wasn't implemented yet.  Thanks for the info!

What you suggested is exactly what I ended up doing.  I turned IS on for about 6 sim days and watched about 7 billion babies happen, then turned it off and cleaned up the Homeless mess it made.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rhodaloo on 2009 August 10, 22:09:02
Pulled out Indie mode once I learned it wasn't going to be supported.  I only have awesomemod and it's story progression now.

Open a cheat box and type "listhomeless". If you played this hood with indie for any length of time there are probably a shitload of homeless clones and recent versions of awesomemod is doing a much better job of putting them into houses.

l
Best I can tell they aren't being put in houses.  I'll go do a search using "homeless" to see if I find any threads that offer suggestions.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lum on 2009 August 10, 22:34:22
Back to the babby issue:

Why not make something like 'breed like rabbits until X number of sims is reached' (enough to create a sustainable population), then for every sim elder or any other sim that kicks the bucket, have someone somewhere have a baby to replace the dead sim, so that the population remains constant.

As for the Job engine that also creates sims... well, I don't know, you're the Awesome ones, y'all would figure out something. Maybe pick an already existing sim to fill the vacancy so the engine doesn't create new ones unless somebody else dies?

(This would be very fun if we had a random death mod that killed and killed often. Random death has been a dream of mine since Sims 2.)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 10, 22:35:01
I simply cannot coax any of my non-played sim families to breed.  Nothing I do makes any babies happen.

I even created a new married couple, both with the "Family-oriented" trait, and both with the "Surrounded by Family LTWs.  I put them in a house together with spare bedrooms and a crib and a kid bed in it, and so far they have gone though all of Young Adult and about 20 days of Adult without having a baby.
Noted, will investigate why it doesn't appear to be working, because it should be. Keep in mind, however, aging must be ON for babies to occur. If the babies cannot age, they will not be spawned.

Nothing. You wait. That feature hasn't been implemented yet. In the meantime you either manually make them do it or you can run Indie for a while then you will plenty of babies, trust me. :P
Actually, it SHOULD be in there.

(1) After playing three - five sim days, my game slows to a crawl, sometimes causing the sims to freeze in place then skip ahead a few sim minutes and freeze again. Saving, quiting the game and restarting brings speed back to normal until I hit the magic three to five day mark again and the stop motion world returns.
(2) At least one complete freeze per human hour of play. Game can only be exited via task manager.
(3) Entire game appears slowed; returning to 'home' from town lots loads up an empty house that slowly fills with blank and the textured objects, rabbit holes load noticeable slower so that switching to see a sim about to leave work gives an empty lot with until the building eventually appears.
Interesting. Will look into it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 10, 23:26:04
All Hail The President!  ;D

The first AwesomeStory pregnancy in my neighborhood.

Romance:
Angelique Lothario pollinated by Wesley Lothario


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chaos on 2009 August 11, 00:41:58
I found that many of the EA-built houses from the Library bin already have cribs in them, so I've been plopping them down in my new Sunset Valley that I began from scratch (only business lots, and all humans deleted). I also added cribs to several of the lots that I snagged from Riverview and the original SV, and am currently using the Awesome story driver, yet none of my unplayed sims are spawning, despite most of them having at least one crib and one spare single bed in their homes and/or having the funds to move to a larger home that contains cribs and plenty of beds. Oh, and I also did "wandhere" on every single house in the town. I like that the sims are no longer playing Musical Houses, as I apparently chose well for them, but I'd be much happier if my hard work was actually paying off, and my sims were squirting out babbyz. This is disappointing, but I refuse to go back to Indie Stone, because of the clone spam that the ISM produces. Le sigh.

Edit: I see now that AM has been updated to fix this problem. Yay!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: kimmyfrmtx on 2009 August 11, 01:03:48
Just downloaded updated to the newest AwesomeMod (8/10/09 15:36).  Happy to report 2 announcements of successful pollination of the neighborhood in 30 minutes.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: rainie on 2009 August 11, 02:21:42
As of this evening, I am also getting pollination notices with AwesomeStory.  Yay!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 11, 02:34:21
Nothing. You wait. That feature hasn't been implemented yet. In the meantime you either manually make them do it or you can run Indie for a while then you will plenty of babies, trust me. :P
Actually, it SHOULD be in there.

Well when I complained to you in chat no one was breeding and the town was going to go extinct you said those features hadn't been implemented yet. And it's also been mentioned a number of times by multiple people that they weren't spawning, which you ignored, but whatever :P I'm just glad they are actually having kids now. Err, if they really are. I have to test it out.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 11, 02:37:58
They're breeding like rabbits!  ;D

Four babies born on saturday, one on sunday, and more on the way. Should I get "baby born" notifications from AwesomeStory? I didn't get any. I had to read it in the newspaper the next day. However, immediately after a few women gave birth, they apparently got "pollinated" again without delay. They were clearly yearning for kids.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: speedreader on 2009 August 11, 06:47:37
I also have babies and more on the way.  Still stuttering.  Froze once, early on in play and I was hopping around using Ctrl Click.  I think I caused my own problem.  I did get laggy after a while but all was fine after a restart.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 11, 09:41:08
Do they require cribs then to have babies in AM storymode?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 11, 09:44:27
Yes. The number of houses you stock with cribs presently determines how fast they can spawn kids, and the kind of fambly compositions you want to see.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chaos on 2009 August 11, 10:09:41
I am happy to report that the ASD is working perfectly for me, now. Sims are being pollinated, and others are moving to better accommodations, so that they can begin being pollinated. Meanwhile, all of the flirty sims and commitmentphobes are slutting their way around town with anyone who's willing. Awesome!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 11, 10:15:15
Does/will ASM make it possible for babies to be born out of wedlock (would make sense for males with Commitment Issues).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 11, 12:08:27
The ability to be killed and eaten has not yet been fully implemented, so this is not presently possible.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: twoftmama on 2009 August 11, 18:51:36
I uploaded neighborhoods with cribs in every house. If you don't want to take the time to add them to your hood then you can find them here:

http://www.moreawesomethanyou.com/smf/index.php/topic,16383.0.html

Just move your family to the new hood and you're all set.  ;D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: moosemonk on 2009 August 11, 18:57:50
Are cribs alone enough for spawnage?I moved a married couple into a starter home with one crib and one double bed but nothing happened for about a week.Then I moved them to a larger home with a crib and four beds and they pollinated the same night.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: keirra on 2009 August 11, 19:04:50
Are cribs alone enough for spawnage?I moved a married couple into a starter home with one crib and one double bed but nothing happened for about a week.Then I moved them to a larger home with a crib and four beds and they pollinated the same night.


I think you also need a bed. When the baby grows to a child it will need a bed to sleep in.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 11, 19:21:07
You don't need a bed for the baby as well as a crib: When the child grows up, the fambly will just move to a bigger house.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: keirra on 2009 August 11, 19:40:35
You don't need a bed for the baby as well as a crib: When the child grows up, the fambly will just move to a bigger house.

That's good to know. I've been shoving cribs and beds into the empty houses.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: kimmyfrmtx on 2009 August 11, 19:58:33
You don't need a bed for the baby as well as a crib: When the child grows up, the fambly will just move to a bigger house.

That's good to know. I've been shoving cribs and beds into the empty houses.

I have also determined that leaving a few of the 1 bedroom starter homes without cribs will attract the family elders.  Several families in my aging hood got married & started spawning, I received notices that the (grand) parents relocated to these homes.  Nice feature (side effect) to clear the old folks out of the family home.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Figwit on 2009 August 11, 22:27:12
Well I had lots of babies in my game last night  ;D and I was amazed when Jocasta Bachelor had twins - a boy and a girl.  I have never played that family and only noticed when I moused over their house.  I know you can get boy and girl twins in the game but it requires a bit of fiddling around with watermelon, apples and doctors.  Storymode managed it in one fell swoop on the first night.  Does this mean that you fixed this issue, Pes, and we can expect girl/boy twins in normal woohoo births or is storymode pregnancy different?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: twoftmama on 2009 August 11, 22:45:31
I have what is probably a stupid question, if so feel free to spork me. I just started using the Awesome Story Driver today. I enabled it and InformOnStoryAction in the config, removed ISM, deleted all 4 cache files and started the game. Everything loaded and ran fine for the 3 hours I played. Problem is I didn't get any Story popups. No births, deaths, job notices, moves, ect. I read somewhere that you needed to have Story Progression enabled in the game options. Then I read some here that if you have Story Progression enabled in the game options then you are using EA Story Progression. Which is it? Do I need story progression on in game options, or is there another reason why nothing is happening? The rest of AM's functions are working perfectly.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tenjho on 2009 August 11, 22:58:38
Yes, I believe you need story progression on, as Awesome Story Driver replaces EA's story mode.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 11, 23:01:59
I have babies in my hood now, thank you J.M.

But...

     Marriage move in choices annoy me to the point that I have to go to Edit Town after seeing every other story popup.
I restart default Sunset Valley + cribs test hood for every announced build. Jared Frio married a different girl every time and without failure moved in with her family into most crowded houses there are: Bunch, Langerak, Single Moms. Steel sold his nice house to move in with Blair into student's shared house, whatever it's called, by the pool.

Suggestion: can you please code separate rules for marriage move in? One of which should be "Choose more expensive house only if there are 3 people or less living there (including marriage victim), otherwise choose less crowded house". This way ancestral homes will preserve at least one heir and get rid of the rest of the spawns and Single men moderately well off could get a bride to come to live in their house.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: moosemonk on 2009 August 11, 23:06:32
Yes, I believe you need story progression on, as Awesome Story Driver replaces EA's story mode.
This would appear to be the case.I had Story Progression disabled in-game and got no messages for several days,but on enabling it AM story mode began producing messages.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gelina on 2009 August 11, 23:12:23
I am running a wolfrun in my test neighborhood and everything appears to be working now (4 babies have been spawned).

Would it be possible to get a notification when the baby is actually born, not just when it is pollinated?  I keep track of the entire family tree of my main family in my real neighborhoods, so I need to know the names and if there are twins/triplets and I can't get this info until after the baby is born.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 12, 01:39:21
I restart default Sunset Valley + cribs test hood for every announced build. Jared Frio married a different girl every time and without failure moved in with her family into most crowded houses there are: Bunch, Langerak, Single Moms. Steel sold his nice house to move in with Blair into student's shared house, whatever it's called, by the pool.
This doesn't really matter. They don't lose any funds doing tihs, and there is a subsequent event that fires to split them off and move them into their own place. Just let them work it out on their own, they will. Once they are *IN* that house, which, incidentally, is required to have enough space, so it must clearly have enough space, they will feel the population pressure and then move out since selling the other house makes them have money.

Suggestion: can you please code separate rules for marriage move in? One of which should be "Choose more expensive house only if there are 3 people or less living there (including marriage victim), otherwise choose less crowded house".
There's no need. The system resolves itself.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Zazazu on 2009 August 12, 03:57:22
I've been playing a fresh 'hood for a sim week with AM story progression. The first two days were using the 8/9 version, but the last five were using the 8/11 version. I had gassed all sims before starting. My test family is a bit unusual: a teen with part-time job and a child. I've had 32 NPCs added, but absolutely no residents. I have ten homes available. Seven of these ten homes have six beds and a crib and cost a tiny bit more than $14k. The other three have either three beds or three beds and a crib and cost $30-$50k.

Shouldn't I be getting some action by now?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 12, 03:59:55
This sounds normal: AwesomeStory currently does not include an innate immigration engine, so if your neighborhood is nuked clean, no one will actually spawn unless the Job Engine generates a fambly for boss/coworkers. It is not entirely clear what the rules for an immigration engine should even really BE at this time, given that the approach of "constantly create MOAR, MOAR, MOAR" tends to result in a quick neighborhood explosion and it is not known how to assess how much a computer can tolerate.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ProfPlumbob on 2009 August 12, 05:52:25
I've been playing a fresh 'hood for a sim week with AM story progression. The first two days were using the 8/9 version, but the last five were using the 8/11 version. I had gassed all sims before starting. My test family is a bit unusual: a teen with part-time job and a child. I've had 32 NPCs added, but absolutely no residents. I have ten homes available. Seven of these ten homes have six beds and a crib and cost a tiny bit more than $14k. The other three have either three beds or three beds and a crib and cost $30-$50k.

Shouldn't I be getting some action by now?

Yeah, I realized this too and a simple solution is just ctrl+shift click a lot, and make a random sim or sims to live there.  Bif bam boom.  I started with an empty hood and plopped a few single sims into some low income homes and after a few days there was a new homeless family.  Just remember the cost of homes compared to how much the homeless get which on average is around $20K, sometimes more sometimes less, but not by much.  

I split my town into three parts; low income, mid income and high income along the shores.  In a matter of maybe 10 sim days the low income neighborhood was filled(12 houses).  I haven't had any crazy musical chairs, only those moving in with their new spouses.  Homeless sims were slowly started to emerge as more and more boss/coworker interactions were taking place.  So far only two families in my hood have breached past low income and moved into the middle class neighborhood.

my sims have a huge fascination with touring the science lab and town hall with a future significant other.  It's been the "must do list" on date locations  :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 12, 08:34:22
I restart default Sunset Valley + cribs test hood for every announced build. Jared Frio married a different girl every time and without failure moved in with her family into most crowded houses there are: Bunch, Langerak, Single Moms. Steel sold his nice house to move in with Blair into student's shared house, whatever it's called, by the pool.
This doesn't really matter. They don't lose any funds doing tihs, and there is a subsequent event that fires to split them off and move them into their own place. Just let them work it out on their own, they will. Once they are *IN* that house, which, incidentally, is required to have enough space, so it must clearly have enough space, they will feel the population pressure and then move out since selling the other house makes them have money.

Oh yes, they do lose money to the point that they can't actually move out. Because once they move in, their cash is shared between all residents and starts depleting to feed/house bride's younger siblings and unemployed parents or roomies. When they try to move out they have to purchase a house with cash, which is now divided by about 3 (in the case of Bunch family: 7 residents - two moving out) and that is not enough for a starter home not alone for a bigger house that was left behind.

And in case of Frio brothers the house was not actually sold. The other brother was left there, so Jared Frio moved out with a bit over a thousand in cash to join Bunch making it 7 residents so nobody can move out because they were poor at that point (he married the youngest daughter - Darlene and all the others were still in the house).

Steel can't buy his house back for the same reason: he has to share his cash with all other young adults -roomies of his bride.

In a generation of Sunset Valley only 1 (ONE) family moved to a bigger house because they were better off. The rest of the moves were into smaller houses, whether to downsize and cash in or to make room for homeless moving in.
I have never seen households split other than through marriage. When they have money in the beginning they move to a bigger house straight away and struggle with the bills, then downsize.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Kyna on 2009 August 12, 09:21:14
I restart default Sunset Valley + cribs test hood for every announced build. Jared Frio married a different girl every time and without failure moved in with her family into most crowded houses there are: Bunch, Langerak, Single Moms. Steel sold his nice house to move in with Blair into student's shared house, whatever it's called, by the pool.
This doesn't really matter. They don't lose any funds doing tihs, and there is a subsequent event that fires to split them off and move them into their own place. Just let them work it out on their own, they will. Once they are *IN* that house, which, incidentally, is required to have enough space, so it must clearly have enough space, they will feel the population pressure and then move out since selling the other house makes them have money.

Oh yes, they do lose money to the point that they can't actually move out. Because once they move in, their cash is shared between all residents and starts depleting to feed/house bride's younger siblings and unemployed parents or roomies. When they try to move out they have to purchase a house with cash, which is now divided by about 3 (in the case of Bunch family: 7 residents - two moving out) and that is not enough for a starter home not alone for a bigger house that was left behind.

And in case of Frio brothers the house was not actually sold. The other brother was left there, so Jared Frio moved out with a bit over a thousand in cash to join Bunch making it 7 residents so nobody can move out because they were poor at that point (he married the youngest daughter - Darlene and all the others were still in the house).

Steel can't buy his house back for the same reason: he has to share his cash with all other young adults -roomies of his bride.

In a generation of Sunset Valley only 1 (ONE) family moved to a bigger house because they were better off. The rest of the moves were into smaller houses, whether to downsize and cash in or to make room for homeless moving in.
I have never seen households split other than through marriage. When they have money in the beginning they move to a bigger house straight away and struggle with the bills, then downsize.


That "student's shared house by the pool" is a very nice house, and is much better than Steel's original place.  The furniture is better quality, there are more bedrooms, more bathrooms, it's closer to most jobs, closer to the gym & the library for skilling, and closer to most of the social amenities (park, pools, theatre, etc).  Of course he'd marry into it, rather than her marry out of it. 

I've found one of two things happen in that situation - either the singles eventually end up moving out, or the couple move out if there is insufficient breeding space (i.e. no cribs).  BTW, you'd be surprised how much money those shared households can earn between them, even if unplayed.  It doesn't take long to build up enough cash for someone to be able to afford to move out.

With the Bunch house I had two spouses marry in (the second one was after Jack had died).  Eventually I ended up with two single Bunch kids there, as the married offspring moved out.

Give ASM time to do its thing.  It helps if you make sure you have inexpensive lots available for sims who split out of households, including some lots that the sims will outgrow (e.g. put down some cheap lots with cribs but no spare single beds - under ASM the sims will move on to bigger homes when their toddlers turn into 6s, freeing up the cheap housing for the next couple or single sim to split out of a household).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 12, 10:33:20
About those shared houses, would it be possible to stop the game from automatically renaming them to the family name of the eldest member living there? As it is Single Moms gets renamed to Kimura every time, Working Friends to McGraw, etc.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 12, 10:34:30
So is it the case that a couple will not breed *unless* there is a crib in the existing house?  Or do they breed anyway, and move out of town if they can't find a house with a crib?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 12, 10:46:21
Then supposing your house has a double bed and a crib and that is all?  When the todder grows up, what do they do for the bedless kid?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: cassblonde on 2009 August 12, 10:47:44
As I understand it once the kid is a 6 the family will move to a house with more beds. I think I read that in this thread actually ...


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 12, 10:57:01
Oh yes, they do lose money to the point that they can't actually move out. Because once they move in, their cash is shared between all residents and starts depleting to feed/house bride's younger siblings and unemployed parents or roomies.
Not quite: Sims living in a house don't "split" their cash as such when splitting off to buy a house: What actually happens is that the house is bought out of the main pool of funds, and then the sims in question are just kicked out into it with only some change. The "cash is shared" effect only applies to player-initiated move-outs and splitoffs which don't include housing, such as when a homeless fambly splits.

When they try to move out they have to purchase a house with cash, which is now divided by about 3 (in the case of Bunch family: 7 residents - two moving out) and that is not enough for a starter home not alone for a bigger house that was left behind.
Well, they can't move to ANOTHER house, no. They do, however, apparently fit in their current house.

And in case of Frio brothers the house was not actually sold. The other brother was left there, so Jared Frio moved out with a bit over a thousand in cash to join Bunch making it 7 residents so nobody can move out because they were poor at that point (he married the youngest daughter - Darlene and all the others were still in the house).
Yes, but apparently, your Frios are broke. That tends to happen. Since NEITHER of them had enough money to buy a new house for themselves, they had to pick one or the other. This tends to happen more or less at random, based on which sim initiates the action.

Steel can't buy his house back for the same reason: he has to share his cash with all other young adults -roomies of his bride.
No, he's fine. He can move out just fine...if they want to. Try it: Nuke some of their beds and watch as someone splits.

I have never seen households split other than through marriage. When they have money in the beginning they move to a bigger house straight away and struggle with the bills, then downsize.
That is because the usual motivations for being able to split a house are rarely met. In order for a house to split, it has to consist of at least two fambly units. A sim that splits off will take its spouse, and non-adult children with it. The original fambly must have enough funds to support purchasing an appropriate house, otherwise, for obvious reasons, they can't do it. To motivate the desire to do so in the first place, the presently existing house must have become inadequate. This is tricky to arrange, as they wouldn't have moved into the house in the first place if it was inadequate to start, so the only event that can cause a house to suddenly become inadequate is 0s growing up to become 6ses, or the player sabotaging the house.

Yup, that's how it works: once the toddler becomes a child, the family will move to a house with one more bed, if all beds in the current house are filled. One thing I'm not sure about in this equation is whether or not the driver considers double beds as two beds.
It does.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gelina on 2009 August 12, 11:43:42
When AM is determining if a family should move, is it counting the number of beds or bedrooms?

The reason that I ask is that I have a completely cleaned out Sunset Valley that only has 2 types of houses, 1.) a 3 bedroom, 3 single bed, 1 double bed, 2 crib, 2 bath house and 2.) a 4 bedroom, 6 single bed, 1 double bed, 3 crib, 3 bath house.  It seems like AM always moves a family that has a baby from the smaller house to the larger house and I'm wondering why - there should be plenty of room for them to stay in the smaller house.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 12, 11:51:54

I have never seen households split other than through marriage. When they have money in the beginning they move to a bigger house straight away and struggle with the bills, then downsize.
That is because the usual motivations for being able to split a house are rarely met. In order for a house to split, it has to consist of at least two fambly units. A sim that splits off will take its spouse, and non-adult children with it. The original fambly must have enough funds to support purchasing an appropriate house, otherwise, for obvious reasons, they can't do it. To motivate the desire to do so in the first place, the presently existing house must have become inadequate. This is tricky to arrange, as they wouldn't have moved into the house in the first place if it was inadequate to start, so the only event that can cause a house to suddenly become inadequate is 0s growing up to become 6ses, or the player sabotaging the house.


I understand your rules and I agree that they are reasonable. My problem is with realism.

Newlyweds would never move in with parents in the first place if one of them already owns a house for himself/herself.

And when two family units are living in a mansion I don't necessarily want them to split as soon as they can afford another house. They are most likely a married heir with kids waiting to inherit and grandparents looking after kids for free.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 12, 12:16:37
With the multigeneration household scenario, if the house is getting too small for them all, and there are elders, what about the idea of moving the elders out into a smaller house instead?  Can the mod work out how many floor levels there are in a house?  It could try to get the old guys into a bungalow.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: kimmyfrmtx on 2009 August 12, 12:20:27
With the multigeneration household scenario, if the house is getting too small for them all, and there are elders, what about the idea of moving the elders out into a smaller house instead?  Can the mod work out how many floor levels there are in a house?  It could try to get the old guys into a bungalow.

I have had that happen twice now in game.  I left a few small (1 bedroom) houses without cribs.  All the babies drove the elders out into those houses.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 12, 14:15:16
Newlyweds would never move in with parents in the first place if one of them already owns a house for himself/herself.
The kicker here is that computers are exceptionally bad at determining things that humans can notice instantly. For a COMPUTER to decipher such a twisted web of possible relations would involve massive computational expense. The fundamental nature of a computer is that a computer can only look at a single thing at a time. It can look at single objects very quickly, but at any given time, a computer can only see one thing. The wife says computers are like extreme versions of men, and somewhat less flattering things.

And when two family units are living in a mansion I don't necessarily want them to split as soon as they can afford another house. They are most likely a married heir with kids waiting to inherit and grandparents looking after kids for free.
They don't split unless the house becomes overcrowded. As long as the house is not overcrowded and nobody has a negative relationship, the household does not split up unless someone is pulled out by being married off.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 12, 16:23:20
Attaching a FSE I get often.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 12, 19:45:24
About those shared houses, would it be possible to stop the game from automatically renaming them to the family name of the eldest member living there? As it is Single Moms gets renamed to Kimura every time, Working Friends to McGraw, etc.

Are you using Indie Stone?  I havn't seen this since I switched to Awesome Story Mode from Indie.  And who in Single Moms is named Kimura?  With ISM, that household always got renamed to McIrish.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: quetzilla on 2009 August 12, 23:00:03
Question about family splitting -- if one of the splitting sims has kids with a non splitting some (e.g. they remarried someone else), does the splitting sim always take the kids with them?  Or can there be custody battles?  Family-oriented wins and commitment issues loses etc?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Indiasong on 2009 August 13, 00:47:11
What is it with poor Koffi: he chooses a job, quits the next day, then another, and when he has tried all of them, starts again.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 13, 05:24:35
What is it with poor Koffi: he chooses a job, quits the next day, then another, and when he has tried all of them, starts again.
Okay, that's not normal. He's supposed to do that, but isn't supposed to quit until he reaches level 5. Should be fixed now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 13, 11:16:52
Pescado, everything appears to be working fairly well in my game with the latest updates, using AwesomeStory driver.  Sims are moving and splitting households autonomously.  Sims are "pollinated", babies being born.

I have noticed that some Sims will arbitrarily quit their jobs, but I guess that's to be expected.  It's not everyone.  However, one thing I am still noticing with the romance occurrences is that married Sims (sometimes recently, i.e. newlyweds) are meeting other Sims at various locations for "hook-ups".  Not sure if this was intentionally left in or not. It's not excessive, and so I guess it goes to realism.

Loading the game (via 3-booter) is now taking more time also.  Not sure what to chalk this up to, but it does load.

Thanks for all your work.  It's become difficult to know whether you have updated, so I'm now just downloading a new AwesomeMod each time I play to compare the time stamp to the previous version.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Kyna on 2009 August 13, 15:16:32
Story mode had a sim marry a single parent of a toddller, and the toddler was kicked out of the house by the new male.  There was enough bed/crib capacity for the new wife & her toddler.

Now the toddler is in a homeless family all by herself, with §0 so she will slowly starve to death as she can't earn.  The mother can't call the toddler to invite her over.  How do I reunite the toddler with her mother?  If I familyfund the toddler some money will ASM put her in a house, so that I can then merge her back with her mother?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 13, 15:57:51
Can't you merge the toddler with a family, in Edit Town mode?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: brownlustgirl on 2009 August 13, 15:59:39
However, one thing I am still noticing with the romance occurrences is that married Sims (sometimes recently, i.e. newlyweds) are meeting other Sims at various locations for "hook-ups".  Not sure if this was intentionally left in or not. It's not excessive, and so I guess it goes to realism.

Oh, I hope this is a feature and Pescado doesn't touch anything. My flirty/charismatic sims are having a ball, and I am waiting for the big blow up. Moar fight, please!  The only thing that I wish that the spouses don't stay home while their husband/wife is out playing. I need them to catch the do.

Story mode had a sim marry a single parent of a toddller, and the toddler was kicked out of the house by the new male.  There was enough bed/crib capacity for the new wife & her toddler.

Now the toddler is in a homeless family all by herself, with §0 so she will slowly starve to death as she can't earn.  The mother can't call the toddler to invite her over.  How do I reunite the toddler with her mother?  If I familyfund the toddler some money will ASM put her in a house, so that I can then merge her back with her mother?

Can't you evict the toddler and merge in with the mother's new household from "Edit Town"? It is not an attractive way to do move-ins, but that is the only way I can think to do it.

Inge beat me to it.   :D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 13, 16:14:02
I have noticed that some Sims will arbitrarily quit their jobs, but I guess that's to be expected.  It's not everyone.  However, one thing I am still noticing with the romance occurrences is that married Sims (sometimes recently, i.e. newlyweds) are meeting other Sims at various locations for "hook-ups".  Not sure if this was intentionally left in or not. It's not excessive, and so I guess it goes to realism.
If the sims in question are Flirty, Commitment Issues, or worse, both, they tend to do this. If they aren't, the partnering code is still bugged. But if they are, this is working as designed. Those sims cheat.

Story mode had a sim marry a single parent of a toddller, and the toddler was kicked out of the house by the new male.  There was enough bed/crib capacity for the new wife & her toddler.
Sounds like this is working as planned, albeit in a corner case that was probably not supposed to ever trigger unless you prodded it that way. As is typical, the new male drives out the spawn of the previous weak, unfit male. Had she perhaps gotten one of those effete weaklings not in touch with their male instincts, perhaps this would not have happened, but this is life. Let it play out and let me know how it goes. I am curious how you managed to trigger a corner-case subroutine that was not intended for service at this stage, but let's see what happens.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: brownlustgirl on 2009 August 13, 16:55:03
If the sims in question are Flirty, Commitment Issues, or worse, both, they tend to do this. If they aren't, the partnering code is still bugged. But if they are, this is working as designed. Those sims cheat.

I have one male sim with the flirty, good-kisser, commitment issues, and inappropriate that have been with every female of age in my game. I have seen him hooking up at least 2 times a night, til I got a message that there were no victims to romance one night. I had fun following his escapades.

Will the storymode allow him to pollinate some of the women he is messing with or only with his spouse? Also is the code written for the spouse to stay home while he is out?  I would really love to see him caught, or at least in trouble with other spouses.  Really I have 2 males and 1 female that are cheating all over town cause of their traits, and all of them are married.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Kyna on 2009 August 13, 17:34:13
Can't you merge the toddler with a family, in Edit Town mode?


If the toddler hadn't become a homeless family, then yes, I could have merged.  But as a homeless family she was nowhere to be seen on the Edit Town screen.

Let it play out and let me know how it goes. I am curious how you managed to trigger a corner-case subroutine that was not intended for service at this stage, but let's see what happens.

I family funded her the money to purchase a lot.  I got a message about a move in and took note of the name of the lot she'd moved into.  I went to edit town mode, and she wasn't in the lot she'd been moved into, nor was she in any other lot.  I assume the social worker took her as soon as she moved into the lot.  I've heard that the TS2 method of adopting & getting the last sim to go into the adoption pool doesn't work in TS3, so I haven't tried adopting her back.

I'm not sure how it happened.  I started this hood a few days ago, when none of the sims were having babies under ASM.  To fix the lack of spawn I started forcing pregnancies following some of the rabbit hole visits.  This is where the toddler came from - the offspring of a single woman and a married man.  Today I was playing the toddler's father's lot when I got the messages that the mother had married and that the toddler had been driven from the nest by the new male.  The really strange thing is that the new stepfather had married another sim about an hour or so before he married the single mother, and his other wife is still alive, still married to him, and still has a good relationship with him.

I've been getting some FSEs today, which appeared to be related to romance activities, but I didn't screenshot them as I know I'm oldversioned since I didn't update AM before I started playing today.  I was going to update AM, but I noticed there were reports of further CTDs, so I figured I'd stick with the version I downloaded yesterday as that wasn't crashing for me.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ProfPlumbob on 2009 August 13, 18:30:02
Is it possible to get updates on what's going on around town that isn't through the newspaper?  I never get any updates when reading it.  I noticed in the config you can enable story progression notifications, but from what I remember enacting it a few weeks back, it was a popup checkbox.  I was thinking more along the lines of updates like ISM on the right side of the screen.  

My observations; a gay couple moved into my neighborhood.  Wasn't sure if EA or AM had included a chance of this occurring, guess so! One family had twins with only one crib.  There seems to be a contagious urge to tour the town hall or science facility with someone.  I think they should now correctly be labeled "cruising spots" which brings me to...

my sims have become massive whores which is amusing but kind of odd.  I wouldn't expect unflirty sims to be so willing to hook up with someone.  Same with those that are hopeless romantics.  I typically think of a HR as someone who's very monogamous.  Because of all this whoring, my sims are starting to clash big time with one another.  It has become one giant soap opera with octagonal love triangles.  Which again, amusing and loving it, but odd...it wouldn't be so bad if a sim in one room didn't know that in the other room his/her wife was makin' out with the gardener, but somehow these sims have xray vision.  Any way to fix that?  I wouldn't mind the whoring if they couldn't magically see into the next room.

it is quite hilarious finding out about new affairs when you throw a big party and so many -'s pop up reacting to romantic interactions.  


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 13, 19:27:03
My observations; a gay couple moved into my neighborhood.  Wasn't sure if EA or AM had included a chance of this occurring, guess so! One family had twins with only one crib.  There seems to be a contagious urge to tour the town hall or science facility with someone.  I think they should now correctly be labeled "cruising spots" which brings me to...
The number of births is not controlled by the number of cribs. Sims can end up with more than they expected! I intentionally chose not to make them ultra-cautious like I would play things, so a single crib is enough...although once they find out they have TWO, they're going to look for someplace that fits them better. If they fail, those children may end up a bit messed up.

my sims have become massive whores which is amusing but kind of odd.  I wouldn't expect unflirty sims to be so willing to hook up with someone.  Same with those that are hopeless romantics.
Hopeless Romantics receive a bonus to rolling Romance actions. All sims tend to play the field a bit early on: Just because a romance action fired does not necessarily mean it was successful, or even resulted in a romantic relationship: The success or failure of the action is not indicated because that information is not known until the action resolves. If they were not able to achieve a status in a given run, they are not committed. As I intentionally did not make the thing lock on to the perfect match every time, there is some amount of randomness involved in the early stages of romance.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 13, 21:04:32
If the sims in question are Flirty, Commitment Issues, or worse, both, they tend to do this. If they aren't, the partnering code is still bugged. But if they are, this is working as designed. Those sims cheat.
All but one of the Sims in question had at least the Flirty trait.  The other Sim has:  Bookworm, Easily Impressed, Friendly, Genius & Hopeless Romantic.  Could Hopeless Romantic also trigger this?  This Sim had two daughters from a previous relationship (not clear if this was a previous wife, girlfriend or how he got the children, but subsequently married Blair Wainright.  His other "love interest" was none other than Agnes Crumplebottom! 

In any event, I amused myself by making them actively disllike their illicit love interests; in some cases, changed their traits, etc.  Hopefully, that will curtail their philandering (in cases where the spouses aren't also indulging in extramarital affairs).  An abbreviated form of the "Wrath of Pescado", perhaps?  Punishment of sorts, in fact.  He also has quit his job at least three times.  But then I keep forcing him to get a new job!  And these are not families I created or play regularly, just townies.

Anyway, just reporting back on the status so you can check it out if Hopeless Romantic is not a trait that could or should trigger this.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 13, 21:07:05
Hopeless Romantic should definitely not trigger it, but it's still possible to be chosen as a target if not committed.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 13, 21:14:20
Hopeless Romantic should definitely not trigger it, but it's still possible to be chosen as a target if not committed.
He was committed, he is married to Blair Wainright.  In fact, they just moved to another house for "breeding room".


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: varmint on 2009 August 13, 21:24:06
Quote
My observations; a gay couple moved into my neighborhood.  Wasn't sure if EA or AM had included a chance of this occurring, guess so!

In my neighborhood where I had previously initiated romance between two males, it seems storymode has decided that all the men in town are bisexual-- there is hot man-on-man action in the rabbitholes on a regular basis, often followed a couple days later by one of the participants wooing one of the local ladies. Not that there's anything wrong with that. It was pretty hilarious actually, old lady Goth croaked, and Gunther immediately paired up with one of the gay guys and moved in with him. Should have chosen Gold Digger for his LTW, eh?

I remember reading that in TS3, once you initiated same-sex lovin', it basically made the whole neighborhood potentially bisexual. I didn't realize it was gender specific though, but it seems to be, because there are no lesbian couplings happening at all. If I wanted to get the ladies in on the gay action, would I just need to initiate some female-to-female romance on my own and that would bring on the lesbianisms?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 13, 21:29:17
In my games with ASM, I have not seen any male-male parings at all.  I have seen quite a bit of lesbianism, though.  And I as the player have never innitiated any same sex parings of any kind.  I was beginning to wonder if the ASM coding specifically dissallowed male-male parings, but I guess not.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 13, 21:33:10
I moved in two gay couples, one male and one female, and AwesomeStory has happily created more of them. I have more lesbians, but I suppose that's because I had more women than men in my neighborhood. And I've also noticed some bisexual behavior, but it all adds to the fun.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 13, 21:37:10
I suppose I should have mentioned, nearly all the lesbian parings I have seen have included at least one bisexual sim.  I think part of that is also because the town has more females, which also might be why I havn't seen any male-male parings now that I think of it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lady Moiraine on 2009 August 13, 21:42:52
Gunther immediately paired up with one of the gay guys and moved in with him.
Old Gunther is one of the easiest Sims to "turn."  He's got a hot little number with him right now but you have to watch him because he wants to flirt with the ghost of Simon Crumplebottom when his main squeeze is sleeping.

I have just started playing with the story mode on and using the AS driver.  I have found some unusual hookups and shock regarding genders in my game.  I am setting up a new hood and have not made anyone "gay" or straight.  I went through the hood using the save game editor and made sure everyone's gender preferences were set to 0, both male and female.    Now I HAVE removed all females from the game except the ones the game will now generate but I'll keep those in the game.  I've removed all previous spouses which is why I reset everyone's gender preference to 0.  While I've been working on lots building and furnishing, I've noticed a couple that has really shocked me.  Dave Ramsey and Christopher Steel hooked up and I was surprised because they had a kiss moodlet and romance heart by their relationship after they had gone to tour the science lab.  I went into the save game editor and saw their gender preferences were 1005 for males and -1005 for females, this is game generated.  That is quite a spread.  I was really surprised at that kind of a spread, usually you'll find straight couples with a preference in favor of 5 - 9 maybe and a dislike at -2 - -5 but 1005 to -1005 was a real surprise.  I don't even edit a gender preference that low for dislike, I might change a preference but I always leave the other number at 0 and let the game adjust it, I find it odd the game adjusted this couple with such high numbers—neither one has the flirty trait but I do need to check and see if one of them has hopeless romantic.  Hell, what happened in that rabbit hole anyway?   ;D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 14, 00:06:31
What exactly determines whether someone is going to be gay/lesbian/bi? So far I have not seen anything like that in default Sunset Valley. Interestingly enough, Gobias Koffi who is "strongly hinted at" being gay always happily marries and produces tons of kids in my games.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 14, 01:24:44
Dave Ramsey and Christopher Steel hooked up and I was surprised because they had a kiss moodlet and romance heart by their relationship after they had gone to tour the science lab.
That's funny, because one of the townies, Molly French, actually married Christopher Steele in my game (when I wasn't looking), they produced a larvae, and she is the one running around town "hooking up" in the rabbit holes with everyone else.  Perhaps she is annoyed that he really prefers men and is getting even!  Ha-ha!

What exactly determines whether someone is going to be gay/lesbian/bi? So far I have not seen anything like that in default Sunset Valley. Interestingly enough, Gobias Koffi who is "strongly hinted at" being gay always happily marries and produces tons of kids in my games.
Gobias Koffi married another female townie in my game, and they also produced a larvae. Then I caught him running off to meet another woman in City Hall.  However, his female counterpart does the same thing.  He also has the childish trait, and was running out into the yard to go on the swings.  When I prevented him from doing that, he went to the larvae's room and played with the toy boat from her toy box.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 14, 01:29:11
He was committed, he is married to Blair Wainright.  In fact, they just moved to another house for "breeding room".
Then something weird is going on. I will take a look. In the meantime, you can try running "fixromances" to see if it can pick up any bad links.

What exactly determines whether someone is going to be gay/lesbian/bi? So far I have not seen anything like that in default Sunset Valley. Interestingly enough, Gobias Koffi who is "strongly hinted at" being gay always happily marries and produces tons of kids in my games.
Basically, the odds of it happening are the same as the present percentage of it in the game, if not set, or the same internal markers apparently used in TS2. Despite the strong hints in the bio, Gobias Koffi doesn't actually have any attributes set and could therefore go either way.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 14, 06:00:59
He was committed, he is married to Blair Wainright.  In fact, they just moved to another house for "breeding room".
Then something weird is going on. I will take a look. In the meantime, you can try running "fixromances" to see if it can pick up any bad links.

Tried "fixromances".  The report is that "nothing wrong was found".  I personally don't really care, but just wanted you to know in case you don't want this happening and wish to "stomp" it.  It looks like it could be tied in somehow with "Hopeless Romantic".  Let me know if you want a copy of the particular save.   You most likely don't need it though.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 14, 06:25:08
What exactly determines whether someone is going to be gay/lesbian/bi? So far I have not seen anything like that in default Sunset Valley. Interestingly enough, Gobias Koffi who is "strongly hinted at" being gay always happily marries and produces tons of kids in my games.
Basically, the odds of it happening are the same as the present percentage of it in the game, if not set, or the same internal markers apparently used in TS2. Despite the strong hints in the bio, Gobias Koffi doesn't actually have any attributes set and could therefore go either way.

I haven't really looked extensively at the pre-created sims in the neighborhood, but I believe newly rolls sims and those born in the game start out at neutral gender preference.

The thing is though I have tried all 3 available story mode drivers (EA, ISM, ASM) and with sims at neutral gender preference the story mode will 100% of the time push them into engaging in romantic behavior with sims of the opposite gender.

I have never had any story mode driver push a sim into romantic behavior with a sim of the same gender unless I have previously directly intervened to swing that sim in that direction.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 14, 06:47:14
The thing is though I have tried all 3 available story mode drivers (EA, ISM, ASM) and with sims at neutral gender preference the story mode will 100% of the time push them into engaging in romantic behavior with sims of the opposite gender.

The thing is though I have tried all 3 available story mode drivers (EA, ISM, ASM) and with sims at neutral I have never had any story mode driver push a sim into romantic behavior with a sim of the same gender unless I have previously directly intervened to swing that sim in that direction.
That's how the basic game is designed to function, yes. I didn't really see a good reason to change that, nor did I want to invent another new system people would complain about, so I just ran with what was already there.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 14, 07:01:49
Meh, it's a CYA don't ask don't tell-ist policy on EA's part so as to not have to deal with the issue and people flipping out over it, no doubt.

Personally, I'd like the option to set the percentage of which way they will go if at neutral in the config, but I'm not going to hold my breath for it. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 14, 07:05:19
The thing is though I have tried all 3 available story mode drivers (EA, ISM, ASM) and with sims at neutral I have never had any story mode driver push a sim into romantic behavior with a sim of the same gender unless I have previously directly intervened to swing that sim in that direction.
That's how the basic game is designed to function, yes. I didn't really see a good reason to change that, nor did I want to invent another new system people would complain about, so I just ran with what was already there.
So why is it that I am seeing "Romance" events firing btwn two women quite often in my games ever since I started using ASM?  I have never, ever directed any sims in these saves (or any of my saves for that matter) to do any same sex romantic actions.  Not that I have a problem with these parings showing up.  Just that what I am seeing in my game does not seem to match up with what you are saying here.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Figwit on 2009 August 14, 09:08:39
Using the latest AM (13 ‎August ‎2009, ‏‎11:52:52 PM) and my sims are just standing around like they have no free will.  They make small movements but cannot fulfil any orders.  I visited several houses and it is the same thing.  I tried switching off storymode progression but it didn't make any difference.  I popped in the AM from yesterday and all is well again.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 14, 09:11:19
Using the latest AM (13 ‎August ‎2009, ‏‎11:52:52 PM) and my sims are just standing around like they have no free will.  They make small movements but cannot fulfil any orders.  I visited several houses and it is the same thing.  I tried switching off storymode progression but it didn't make any difference.  I popped in the AM from yesterday and all is well again.

That's the wrong file.  It's not the latest update.  There were problems with the download links.  Try again.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Figwit on 2009 August 14, 09:22:46
Thanks coconnor.  I tried the second mirror and we have movement again. ;D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 14, 09:37:31
You're welcome, Figwit!  Panic ensues when the links break down!  We need our updated AwesomeMod!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 14, 14:41:37
So why is it that I am seeing "Romance" events firing btwn two women quite often in my games ever since I started using ASM?  I have never, ever directed any sims in these saves (or any of my saves for that matter) to do any same sex romantic actions.  Not that I have a problem with these parings showing up.  Just that what I am seeing in my game does not seem to match up with what you are saying here.

Possibly they acquired a preference for the same gender either through some you did directly or indirectly? Otherwise I don't know. In theory that shouldn't happen the way the game is currently setup if you do nothing to bring it about. Not that it's so bad. I would personally prefer some of that in my game without me having to micromanage it. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lioe on 2009 August 14, 15:16:03
Does the story mode driver initiate adoption for same-sex couples?

In my game, so far, although there have been ASM intitiated same-sex romances, some of the involved sims then paired off in female/male couples, married and started breeding.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: twoftmama on 2009 August 14, 21:12:32
Using the latest AM, 8-14-09 1:50am, my married sims still have multiple romantic interests/girlfriends or boyfriends. I thought they couldn't do that if they were commited. Am I wrong? I tried to take a screenshot, but either my print screen button doesn't work or my PC ate the pic, cause I can't find the damn thing on my HD.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Spotty on 2009 August 14, 21:21:19
I tried to take a screenshot...

Fraps (http://www.fraps.com/) is your friend.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: twoftmama on 2009 August 15, 00:36:51
Oh that's cool! Thanks!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 15, 00:40:53
If you still have a legacy holdover corruption from older versions, try using "fixromances".


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: twoftmama on 2009 August 15, 00:45:06
I tried using fixromances, it said there were no problems. That's why I was confused. Just downloaded the newest AM, will try again.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 15, 05:25:47
Using the latest AM, 8-14-09 1:50am, my married sims still have multiple romantic interests/girlfriends or boyfriends. I thought they couldn't do that if they were commited. Am I wrong? I tried to take a screenshot, but either my print screen button doesn't work or my PC ate the pic, cause I can't find the damn thing on my HD.
I think multiple Romantic Interests are ok, but I think the game doesn't allow you to have more than one Boyfriend/Fiance/Husband.  I don't suppose you have other mods installed that allow polygamy?  I personally have not seen this happen at all through the last few weeks of AwesomeMod updates.

I'm also seeing a slightly disproportionate number of lesbian romance events versus gay events.  I made two YA Females and two YA Males and put them in my neighborhood, with pretty much the same traits (i.e. one of the girls has the same traits as one of the guys, and the other girl has the same traits as the other guy), and the first thing the two girls did was to get it on, while the two guys pretty much ignored each other.  The only thing I can think of is that I had "initialized" Lesbian interactions with two other females before I put the 4 new sims in the neighborhood, but I didn't do the same for gay interactions until after the sims were in already.

Also, what is the best set of traits to give to neighborhood pollinators?  I gave my sims Flirty and Hopeless Romantic to make them romance multiple sims, and then Charismatic to help them along, and I gave them Family-Oriented in the hopes of making them Try For Baby a lot, but it backfired because they got married almost immediately and don't seem to be pollinating sims other than their spouses.  I'm trying to shake up the genetics of my neighborhood a little so I'd like a bunch of sims to have kids with as many other sims as possible.  Is there any way to do this short of house-hopping around to prod my sims by hand?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: varmint on 2009 August 15, 06:32:51
I'm also seeing a slightly disproportionate number of lesbian romance events versus gay events.  I made two YA Females and two YA Males and put them in my neighborhood, with pretty much the same traits (i.e. one of the girls has the same traits as one of the guys, and the other girl has the same traits as the other guy), and the first thing the two girls did was to get it on, while the two guys pretty much ignored each other.  The only thing I can think of is that I had "initialized" Lesbian interactions with two other females before I put the 4 new sims in the neighborhood, but I didn't do the same for gay interactions until after the sims were in already.

Yep, this is the opposite of what happened to me, but considering what people have said here, and the way the game seems to track gender preferences, I've concluded that you have to initiate same-sex romance for each gender separately. If awesomemod finds men who like men in the hood, storymode will initiate man-on-man action about as frequently as the percentage of such men existing in the neighborhood, same for women.

Also, what is the best set of traits to give to neighborhood pollinators?  I gave my sims Flirty and Hopeless Romantic to make them romance multiple sims, and then Charismatic to help them along, and I gave them Family-Oriented in the hopes of making them Try For Baby a lot, but it backfired because they got married almost immediately and don't seem to be pollinating sims other than their spouses.  I'm trying to shake up the genetics of my neighborhood a little so I'd like a bunch of sims to have kids with as many other sims as possible.  Is there any way to do this short of house-hopping around to prod my sims by hand?

I think that storymode only makes babies with couples in a committed relationship who live together. While I like the idea of neighborhood pollinators littering the neighborhood with their freaky bastard spawn, I'm guessing it's a bit of a nightmare to code for it. Plus, it removes the built-in limitations that keep ASM from turning into a neighborhood-crashing baby factory like ISM.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 15, 07:43:16
I'm also seeing a slightly disproportionate number of lesbian romance events versus gay events.  I made two YA Females and two YA Males and put them in my neighborhood, with pretty much the same traits (i.e. one of the girls has the same traits as one of the guys, and the other girl has the same traits as the other guy), and the first thing the two girls did was to get it on, while the two guys pretty much ignored each other.  The only thing I can think of is that I had "initialized" Lesbian interactions with two other females before I put the 4 new sims in the neighborhood, but I didn't do the same for gay interactions until after the sims were in already.
The neighborhood is giving you what you gave it. If you gave it a disproportionate number of something, it will give you that back.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 15, 12:39:08
"fixromances" removes all "MarriagePostMortem" links.  Is it intended effect?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Enelen on 2009 August 15, 12:48:22
I think that storymode only makes babies with couples in a committed relationship who live together. While I like the idea of neighborhood pollinators littering the neighborhood with their freaky bastard spawn, I'm guessing it's a bit of a nightmare to code for it. Plus, it removes the built-in limitations that keep ASM from turning into a neighborhood-crashing baby factory like ISM.

That's pretty much what I got, yes. But I think the accidental pollination should be simply accidental: give a very low percentage of TFB for rabbithole escapades, and do not check for cribs. You don't check your family background before you accidentally get knocked up, do you? Let them worry about the babies after.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 15, 13:21:18
"fixromances" removes all "MarriagePostMortem" links.  Is it intended effect?
No. Send a saved-game with this condition for further analysis.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 15, 14:24:23
This is  (http://www.4shared.com/file/125206102/54ec6945/Awesome_Story_3.html) one of the townies reported to have bad links. His spouse has recently died. The save is made before "fixromances" was used after her death but I used it before her death and other townies were reported then.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 15, 14:51:40
Should be fixed now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 15, 15:59:30
This is what happened the next day after broken links were removed (before you fixed it). He-he.
(http://i623.photobucket.com/albums/tt314/Xarienne/MarriagePM.jpg)

Marriage PostMortem indeed  ;D

I'll try fixed version now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: carpediem on 2009 August 15, 16:33:49
I am sorry, I read this topic since first, but, can somebody tell me exactly what the awesome story driver will change in my game ?
you speak a lot off about cribs, I have a hack witch allow sims make baby by themselves, even they haven't a crib.
I will thanck you to explain me the interest off this new story driver .


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 15, 16:54:03
I don't understand why people are so confused about this. It does the same thing the EA Story Mode does more or less or Indie Stone. It just does it with more logic based rules instead of completely random (ie ISM assigns a sim a random job while ASM has them go get one based on their lifetime want etc).

And what is this no crib hack business? Are there hacks for hacks now? If such a thing does really exist though I want it. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: carpediem on 2009 August 15, 18:15:09
thank you to explain me,
but my english is to bad to explain
Quote
Are there hacks for hacks now? If such a thing does really exist though I want it.

Just, when I play in a house, like ACR for sims 2, my sims can make whoohoo by themselves, or choose to "make a baby " .

But in fact it's perhaps a bad thing, since I read Pescado say that we could have many babies , and too many people in the neightborough ..(I never note if this hack is also for non playable sims ), since I was also playing with indiemod .

I am sorry, but thanck you again, I will try it next time i will play ! ;)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 15, 18:19:53
ISM assigns a sim a random job while ASM has them go get one based on their lifetime want
ISM was supposed to assign jobs based on traits, not at random.  However, the huge flaw with that system was assigning my sim who had the want to max the Cooking Career to Science because she was a Genius and my sim who wanted to max Medical to Millitary because she was Brave.  ASM is far supperior.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: kuronue on 2009 August 15, 18:36:51
The crib thing is for sims you're not playing. Autonomous woohoo is usually for sims you are playing.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 15, 18:39:55
ISM was supposed to assign jobs based on traits, not at random.  However, the huge flaw with that system was assigning my sim who had the want to max the Cooking Career to Science because she was a Genius and my sim who wanted to max Medical to Millitary because she was Brave.  ASM is far supperior.

Ah okay, I didn't know that. I would notice things like a sim getting fired from his job and then joining a different one and neither was the career he actually wanted for his LTW so it just seemed random to me.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 15, 19:11:19
This is what happened the next day after broken links were removed (before you fixed it). He-he.
(http://i623.photobucket.com/albums/tt314/Xarienne/MarriagePM.jpg)

Marriage PostMortem indeed  ;D

I'll try fixed version now.
Right.
The previous version in which the screenshot was made and "bad" links removed by fixromances was actually really fixing things. Because I never used to get those marriage links after death and this appeared only after they remarried after death and fixromances.
You did fix the removal of postmortem marriage info. Message now says that nothing wrong was found. But as I understand now, it never worked correctly in the first place. I specifically tested now that it applies to both AS driver townie marriages and player sims made in CAS and married in game: after death siblings have broken links in family tree and spouses do not show their dead half at all.

Tested in the same game I sent you with the awesomemod redownloaded today after your post.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 August 15, 19:50:51
AM 8-14-09 version, 1:50am. Two neighborhood families have been playing musical houses. It goes like this:

Wednesday 2PM
    Romance: Ly family moves to Peep's Peek for spawning
    Find Home: Tinsley family moved to Large Family Home

Wed. 11PM
    Romance: Tinsley moves to Peep's Peak
    Find Home: Ly moves to <blank>

Thurs. 2:53AM
    Romance: Ly moves to Peep's Peak
    Find Home: Tinsley moves to Large Family Home

Thurs. 11:01AM
    Romance: Tinsley moves to Peep's Peak
    Find Home: Ly moves to Modernhaus

Thurs. 3:26pm
    Romance: Ly moves to Peep's Peakl
    Find Home: Tinsley moves to Large Family Home

Thurs. 11:20PM
    Romance: Tinsley moves to Peep's Peak
    Find Home: Ly moves to Stalwart Mission

Friday 5:05AM
    Romance: Ly moves to Peep's Peak
    Find Home: Tinsley moves to Large Family Home

I stopped keeping track after that since it was getting exhausting. Except for the Ly family trying a few new houses, they're mostly battling it out between Peep's Peak and Large Family Home. It's like Romance actions and Find Home actions are sort of cancelling each other out.

After a few Sim days I also noticed that my Sims were not aging. I clicked on the cell phone and got a message that 'Indie Stone data now loaded' or something to that effect. So then I checked the IS options and Stasis was enabled. I disabled it and exited the game and when I checked my aweconfig file, here's what I had enabled:

  <Current_Tuning>
    <UseIndieStoneDriver value="False">
       <!--ISM: Check for IndieStoneMod Driver. The next section will be ignored if enabled and ISM is installed.-->
    </UseIndieStoneDriver>
    <UseAwesomeStoryDriver value="True">
       <!--EXPERIMENTAL: Uses AwesomeMod's own storydriver: The next section will be ignored if enabled.-->
    </UseAwesomeStoryDriver>


ETA: Downloaded and installed 8-15 7:31 version of AM, took out the IndieStoneMod, and restarted the game; no more Indie messages or functionality occurred. Ly and Tinsley families were still fighting over Peep's Peak, though. I know you said to give it time and they would work this stuff out, but does this just keep going on day after day until one of them finally cries "uncle!"?   :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Figwit on 2009 August 16, 12:13:16
I am sadly getting the odd freeze.  It happens usually after hours of gameplay and nothing obvious seems to trigger it.  I also get a random crash to desktop.  This is really rare but once again, nothing seems to trigger it and no error message. The screen just goes black and then the desktop pops up again but TS3 has closed itself down.

One more thing I noticed, sims seem to reset themselves when they are picnicking at the tables at the park.  I don't know if they always did this because I rarely take much notice but I did tonight.  It seems if a group is at the table and one wants to leave they all suddenly jump away from the table.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chaos on 2009 August 17, 06:25:22
The picnic table jump has been around since the unpatched base game. The freezing and crashing after a long playing session is probably from the memory leak that has also been present from the beginning.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: mutchka on 2009 August 17, 06:58:32
I'm not entirely sure if this is due to ASM but around the time I started using the driver, most of my sims have been having offspring that more or less are clones of one of the parents (regardless of gender) except for their skin tone, eye color, and hair color.  So basically, there has been practically no variation in facial structure of new sims, except a few who are somewhat a more realistic combination of both parents (i.e. a clone of dad but with mom's lips only.)  I know this sort of thing can occur to an extent in reality, but as it's on such a scale it's getting a little too much.  I'm pretty sure that in the past there had been more mixing going on in my game, as playing around and following genetic lineages are half of the game for me :p  I just wish I could remember where I started noticing this, but it took a while for my sims to age and now I've forgotten.

Also, any new NPCs and townies generated all have the same default faces, though they also have the weight/skin/eye/hair differences.  This I noticed started when I began using IM to repopulate my dead towns, but I've since removed the package and now use ASM on my new hood, and now all new sims are having this problem. 

Really loving the features of ASM though!  I'd rather live with this than have to play vanilla, but I'm hoping someone else has this problem or knows what to do about it. 


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: LVRugger on 2009 August 17, 08:35:36
<snip>
Really loving the features of ASM though!  I'd rather live with this than have to play vanilla, but I'm hoping someone else has this problem or knows what to do about it. 

This is EAxian in nature - poor genetic mixing. I'm on the 5th generation of one family. I've married in handymen, maids, firemen, townies and more. Every single female looks the same, just with different hair colors. I have some more variation in the males. I have a portrait of each person and I have to do the "view" action to tell who it is because they all look so alike.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 17, 08:42:14
ETA: Downloaded and installed 8-15 7:31 version of AM, took out the IndieStoneMod, and restarted the game; no more Indie messages or functionality occurred. Ly and Tinsley families were still fighting over Peep's Peak, though. I know you said to give it time and they would work this stuff out, but does this just keep going on day after day until one of them finally cries "uncle!"?   :P
What's so interesting about Peep's Peak, anyway? Is that the ONLY house in the game with a crib or somethng?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Figwit on 2009 August 17, 11:01:40
Am using the 16.08.09 9.02pm version.  My families are all failing at school and work.  The first day the school bus didn't turn up.  The second day only the kids from the family I was controlling went to school.  I haven't got to the third day yet :)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 17, 11:33:46
The school/work thing REALLY isn't a part of the Story Driver. This is an endemic EAxian problem.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 August 17, 15:53:42
I'm a long time lurker and user of Awesomeware but never previously had a reason to post.

I've just completed a 8 sim week wolfrun using the latest ASM build on a pre existing neighbourhood. There was a couple of things I noticed concerning romances.

Firstly, although the vast majority of married sims initiating romances had either the flirty trait or committment issues, I saw at least 1 with hopeless romantic trait doing this. I've read previously this isn't supposed to happen but I'm not sure if a fix has been attempted yet. Secondly, the only singles initiating romances have either flirty, family oriented or hopeless romantic traits. I realise traits should affect romances and I wouldn't like to see married sims without flirty or committment issues having affairs but I would like to see singles with a much wider range of traits initiating romances. The way it is at present means only a very small number of sims will marry and breed therefore leading to a population decline and a rapidly decreasing gene pool without player intervention.

On another note, I know the freezing issue has been mentioned a few times and Pescado said he doesn't want to hear about it if it can't be reproduced. Since starting to use ASM on a few occasions I've experienced a freeze where everything stops except the plumbbob keeps moving and birds fly over the lot which can only be shut down using task manager. During this wolfrun, this occurred roughly every 9 sim days it was random and couldn't be reproduced when the save was reloaded. If I don't have ASM enabled and use EA story mode or ISM with AM instead, this never happens so seems to be in some way connected to ASM. Sorry I can't be more specific but thought I would mention anyway please ignore if unhelpful.

Thankyou for a great mod and a story mode with alot of potential.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: LauraW on 2009 August 17, 16:29:56
I have the same freeze. Oddly, if I went out of the game and moved something in my hacks folder out of the folder, the game unfroze when I went back in. I could then put it back in. It makes no sense, but it worked every time. I actually wonder if its simply the alt-esc and going in and out of the game that works.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: mutchka on 2009 August 17, 19:58:09
<snip>
Really loving the features of ASM though!  I'd rather live with this than have to play vanilla, but I'm hoping someone else has this problem or knows what to do about it. 

This is EAxian in nature - poor genetic mixing. I'm on the 5th generation of one family. I've married in handymen, maids, firemen, townies and more. Every single female looks the same, just with different hair colors. I have some more variation in the males. I have a portrait of each person and I have to do the "view" action to tell who it is because they all look so alike.

Well shoot, I just did some searching on the official BBS and discovered that there are plenty of people complaining of the same problem as me.  I just assumed it had to do something with my own actions (as in installing mods) since my game wasn't always like this.  I have a suspicion that this actually started around the patch release, since it fits into the range that the first sims I noticed this happening to were born in.  I wonder if there is anything to be done about this other than waiting for EA to screw up the game in little ways some more.  Though, for me, this is no longer little.  I need genetic mixing if I'm going to play this game  :-[  It's that or I'll be playing my newest 4th gen sim, who when turned female through CAS is an exact replica of his mother, grandmother, and great grandmother, only with lighter hair and blue eyes.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 17, 20:36:31
This is EAxian in nature - poor genetic mixing. I'm on the 5th generation of one family. I've married in handymen, maids, firemen, townies and more. Every single female looks the same, just with different hair colors. I have some more variation in the males. I have a portrait of each person and I have to do the "view" action to tell who it is because they all look so alike.

Same here, but handymen, maids, firemen, etc. are all clones of each other already, so they're only going to make the problem worse. But a while ago I downloaded a Michael Jackson sim at MTS. He doesn't look like any other sim in the neighborhood. He has two kids, a boy who is a clone of him, and a girl who is a clone of her mother. Typical TS3 genetics.

I have a suspicion that this actually started around the patch release, since it fits into the range that the first sims I noticed this happening to were born in.

It already happened right after the game was released. I played Jamie Jolina then (no mods) and her daughter was a clone of her, and so was her granddaughter.

Back in 1980 Alice Cooper already wrote the soundtrack for The Sims 3.  ;D
http://www.youtube.com/watch?v=abYhYuYp2Is


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 August 17, 20:43:40
ETA: Downloaded and installed 8-15 7:31 version of AM, took out the IndieStoneMod, and restarted the game; no more Indie messages or functionality occurred. Ly and Tinsley families were still fighting over Peep's Peak, though. I know you said to give it time and they would work this stuff out, but does this just keep going on day after day until one of them finally cries "uncle!"?   :P
What's so interesting about Peep's Peak, anyway? Is that the ONLY house in the game with a crib or somethng?


This is a brand new neighborhood and for the first time ever I used the destroyallhumans command. After that I went around to most of the houses in town and nosed around (this provided an interesting opportunity to see the homes up close but I don't think I would want to do it every time I started a neigborhood!) and put cribs in at least a dozen houses. I never actually counted them but there's definitely more than one house with a crib. It might be one of the largest homes with a crib, though. Maybe I should REMOVE the crib in that house!

The Romance actions seem to be making each family move into Peep's Peak. The Move In actions are alternately sending one of these two families into the "Large Family Home". The Large Family Home is actually one of the "apartment" style homes near town that I remodeled/renamed to be more family friendly since most of the homes are way too small, but maybe there's a good game design reason for that. :P

I tend to just play one family at a time so I don't switch around a whole lot but when I start up the game again I'll try to take a look to see if I can get any more in-game information if you think that would help. As of yesterday evening the two families were still moving about 3 times per day, alternating between Romance and Find Home story actions.

ETA: The Tinley's were a family of 7: parents, 2 teens, 2 kids, 1 toddler. The Ly's were a family of 5; parents, 1 teen, 2 kids, 1 toddler. The Find Home actions were putting both families into a 4 BR 2 Bath home with 2 twin beds, 3 full beds, and 1 crib. The Romance actions were putting them in Peek's Peak which had 1 double bed, 3 twin beds, and get this: TWO CRIBS. I deleted one of the cribs and thereafter recieved no additional story action messages with the two families swapping houses 3 times a day. I'll try to play some more tomorrow to makes sure they've really stopped, but at this point it appears that both wanted to be in Peek's Peak for Romance actions so they could spawn again and needed the two cribs so that their toddlers also had a bed.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Blurpinstein on 2009 August 18, 04:15:50
I enabled awesome story mode but I can't see any results. None of my sims seem to be doing anything except satisfying needs and talking to people they run into. Every time I check the paper, their are no indications of progression, aside from EA's stupid jokes. I thought that perhaps I had to also turn it on in the options menu (as it was unchecked) but after I enabled it I could tell it was EA's old story progression (i.e. sims becoming intimate partners with strangers when I stop playing them for a few hours, handouts, etc). Is there something else I have to enable for it to work? My awesome mod version is from 2009 August 14, 15:07:46 but my config file was downloaded before that date.
BTW I love what you've done. Thanks.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 18, 04:59:07
You have to enable it in the config. Also if you want to see the messages then you need to enable to debug story mode popups too.

Alternately you can go into the console and type in:

setconfig UseAwesomeStoryDriver true

and

setconfig InformOnStoryAction true

But you will have to do that EVERY time so it is better to just set them in the config.

Also, if you want to check and make sure the Awesome Story Mode is on type showconfig.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Doc Doofus on 2009 August 18, 05:59:18
Quote
But a while ago I downloaded a Michael Jackson sim at MTS. He doesn't look like any other sim in the neighborhood. He has two kids, a boy who is a clone of him, and a girl who is a clone of her mother.

Echhhhh....  *shudder*.  Man, that was like running a popsicle stick over a sensitive tooth.




Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 18, 06:19:27
Firstly, although the vast majority of married sims initiating romances had either the flirty trait or committment issues, I saw at least 1 with hopeless romantic trait doing this. I've read previously this isn't supposed to happen but I'm not sure if a fix has been attempted yet. Secondly, the only singles initiating romances have either flirty, family oriented or hopeless romantic traits. I realise traits should affect romances and I wouldn't like to see married sims without flirty or committment issues having affairs but I would like to see singles with a much wider range of traits initiating romances.
Should be fixed now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 18, 12:13:08
I would like for married sims whose traits are completely opposite of each other to have some chance of divorcing. Also would like to see teens romancing as well, so they can get some boy/girlfriends for the future.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 18, 12:18:39
I would like for married sims whose traits are completely opposite of each other to have some chance of divorcing.
Exists already. Sims with incompatible traits can lose rel in a romance event instead of gaining it. If they lose enough, the relationship collapses.

Also would like to see teens romancing as well, so they can get some boy/girlfriends for the future.
This falls under the category of "actions that would serve no purpose", because 12s cannot make any real progress that will not be dissolved when one of them becomes 18. Therefore, we have opted to simply abandon them to the vagaries of autosocialization in the field. AwesomeStory is not concerned with simulating events that are completely inconsequential, since this simply wastes processing time without generating any results that would produce progress. Remember: Story PROGRESSION. Not story-churning-wheels-in-mud.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 18, 13:13:59
I would like for married sims whose traits are completely opposite of each other to have some chance of divorcing.
Exists already. Sims with incompatible traits can lose rel in a romance event instead of gaining it. If they lose enough, the relationship collapses.

Yes, that way is better.  I wouldn't want them to be arbitrarily split up just because they have incompatibilites.  Mature people can make a marriage work in spite of incompatibilities.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 18, 13:43:43
Well, maturity involves accepting responsibility for your mistakes, so you suffer in stoic silence for the benefit of the kids you unwisely spawned. Of course, it would have been more mature not to impulsively jump into things in the first place.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 18, 18:13:07
Pes - Everything seems to be working very well with the latest update.  I have not noticed the Hopeless Romantic Sims hooking up in rabbit holes with illicit love interests, so at this point I believe you've successfully stomped that out.  Any more testing of new features going in #grah?

Edit:  Spoke too soon, I'm afraid.  Went back into game after posting and the Sim in question, Brad Parrish, had two more assignations with Agnes Crumplebottom.  The only trait that could cause this in him is Hopeless Romantic.  Again, he is married to Blair (nee Wainright).  They had a child together, in addition to the two daughters he had from an unknown previous relationship.  His wife is expecting again.

Let me know if you want a save file.

Also, the game hung on entering CAS via mirror and had to end via Task Manager.  Have since used the console commands (Mirror, Dresser) and haven't had a problem with those.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 18, 23:22:20
Sure, pass the save file.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Naples on 2009 August 18, 23:38:34
All of my YA's are floozies, and when they finally do hook up (marry) they continue their flirting with their previous romantic interests. I did check to see if there were a bunch of sims given the flirty trait by chance, but not one of them has it, but about 1/4 of them are hopeless romantics the rest are random traits.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 19, 00:30:49
Sure, pass the save file.

How do I send it to you?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 19, 00:43:50
You can transfer it to my FTP, or in grah.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 19, 02:51:27
You can transfer it to my FTP, or in grah.

In case you missed it in #Grah, here is the link to the hair (Miss Mean) which was converted by Krisan Thyme.  

http://www.moreawesomethanyou.com/smf/index.php/topic,16079.msg472092.html#msg472092 (http://www.moreawesomethanyou.com/smf/index.php/topic,16079.msg472092.html#msg472092)

Also, his links to the file:

http://www.mediafire.com/?4mznzdtkf3t (http://www.mediafire.com/?4mznzdtkf3t)
http://www.megaupload.com/?d=WQMOV0YI (http://www.megaupload.com/?d=WQMOV0YI)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chaos on 2009 August 19, 03:47:21
coconnor, I don't think that link leads to where you think it does.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 19, 04:24:45
coconnor, I don't think that link leads to where you think it does.

Thanks, chaos!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Doc Doofus on 2009 August 19, 04:43:17
Personally, I think Hopeless Romantics should be stalkers.  They should fixate on one romance or especially an ex-romance to the exclusion of all else, even to the point of showing up on their doorsteps at 3am in nighties, leaving teddy bears on their beloveds doorstep, calling them up all the time.  And they should have some special actions like, "Why did you REALLY dump me?"  And "I know you still love me, you just won't admit it!" And "I'm going to kill myself with rat poison and haunt you forever."


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chaos on 2009 August 19, 04:57:40
Oh, that would be soooooooo awesome. Hopeless romantics strike me as being the "grand gesture" types.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 19, 06:03:13
Yes, I agree.  They typically are "grand gesture" types; and I would think, loyal & steadfast, as opposed to this running around.  The main female in the family I actually play also has the Hopeless Romantic trait, but she doesn't run around meeting others in the rabbit holes.  Rather she invests in her marriage.

The drama that Doc Doofus has suggested would provide entertainment and added gameplay options.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 19, 07:02:30
Personally I thought it would be more interesting if some behaviors were combinational behaviors that only resulted when two or more traits simultaneously interacted. Right now, the game has only one-trait behaviors, which makes the trait system almost as limited as the old Personality Bars, except with AwesomeMod you can take an arbitrary number instead of 5.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Wolfeyes on 2009 August 19, 07:27:18
Personally I thought it would be more interesting if some behaviors were combinational behaviors that only resulted when two or more traits simultaneously interacted. Right now, the game has only one-trait behaviors, which makes the trait system almost as limited as the old Personality Bars, except with AwesomeMod you can take an arbitrary number instead of 5.

I would LOVE to see this implemented !  8)


And Doc... so many of your scenarios are absolutely hilarious and would be great to see in-game !   ;D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 19, 08:01:36
Personally I thought it would be more interesting if some behaviors were combinational behaviors that only resulted when two or more traits simultaneously interacted. Right now, the game has only one-trait behaviors, which makes the trait system almost as limited as the old Personality Bars, except with AwesomeMod you can take an arbitrary number instead of 5.

That would be even more interesting, true.  There would probably be many combinations, as well as variable outcomes.  The game can get boring and tedious after awhile, so anything to give it more twists and interest are great.  By the time you've finished with AwesomeMod, it will be like you've truly rebuilt the entire game, adding many features we were hoping for out of the box and more as we go along.  Truly wouldn't want to play without it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simokon on 2009 August 19, 19:49:25
Tried out the story driver for the first time last night and sent a single female out on the prowl to find a spouse.  Had a heck of a time trying to find an 18+ male that stayed single long enough to woo - the driver seemed intent on marrying them all off ASAP.  Is the driver making any effort to maintain a population of singles?  Am I doing this rong?

(Contemplating befriending a teenager, inviting him over to age him up, then put the moves on him before the driver can get a hold of him...)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: mildlydisguised on 2009 August 19, 20:21:55
Is there any chance in changing the Awesome Story marriage dialog so that it shows the maiden name of the sim who got married.  It currently tells me the new married name which can make it difficult to identify the sim that had their name changed.

Tried out the story driver for the first time last night and sent a single female out on the prowl to find a spouse.  Had a heck of a time trying to find an 18+ male that stayed single long enough to woo - the driver seemed intent on marrying them all off ASAP.  Is the driver making any effort to maintain a population of singles?  Am I doing this rong?

(Contemplating befriending a teenager, inviting him over to age him up, then put the moves on him before the driver can get a hold of him...)


Control click on the sim you want and 'make sacred', this will stop the sim being included in the Awesome Story mode.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 19, 20:44:28
I think there are still some bugs with sims who shouldn't be cheating on their spouses still cheating:

Here we see proof that Leighton is in fact married:
(http://i14.photobucket.com/albums/a302/Rosawyn/Sims%203/LSmarried.jpg)

Here we see his traits.  Note that he is neither flirty nor Commitment Issues:
(http://i14.photobucket.com/albums/a302/Rosawyn/Sims%203/LStraits.jpg)

eta:  I do in fact have the very latest version of awesomemod available as I just checked.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simokon on 2009 August 19, 20:49:56
Tried out the story driver for the first time last night and sent a single female out on the prowl to find a spouse.  Had a heck of a time trying to find an 18+ male that stayed single long enough to woo - the driver seemed intent on marrying them all off ASAP.  Is the driver making any effort to maintain a population of singles?  Am I doing this rong?

Control click on the sim you want and 'make sacred', this will stop the sim being included in the Awesome Story mode.

Ah, thanks.  Guess I ain't an Asinine Airhead for nothing.  I'll try that next time I find a single.

Still curious if the driver is maintaining a singles population though.  At the rate that sims were marrying off in the time I tried it, I fear that breaking up marriages and trolling 12s will soon be the only mate-finding options.  I think my 'hood has too many females, which may be making it worse.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 19, 23:36:10
There is no particular code to try to maintain singles. Do people specifically try to remain single for you in real life? No, they don't. They ignore your miserable existence and go about their business without regard for what you want. If you fail to successfully compete for a mate, then you draw the short Ta Puun stick of evolution. As even the most immature encrustling knows, there must always be one Spathi that picks the short Ta Puun stick. Now, some sims are in somewhat less of a hurry to do so, perhaps because they are less attractive as candidates, or because they don't consider it a major priority of their to-do list, but otherwise? It's up to YOU to take action. Failing that, there's always russianbrides.com.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Simulate on 2009 August 20, 02:06:05
Failing that, there's always russianbrides.com.

I have tried all the options on my sims  computer - but can not find "russianbrides.com".  :) ;)
I can hear the thunder clouds forming.  ;D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simokon on 2009 August 20, 02:54:07
Have the driver mark anyone with the Loser trait unworthy of a partner and then you will have real life.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 20, 03:49:35
Pescado didn't you mumble something a while back about inadvertently created something akin the Jeffistani find a mate crystal ball? Was this just the code ASM uses to decide who is a good match for who or is there really some object for the lazy who don't want to look for mates and want them to fall out of the sky or knock on their door?

Maybe this could be an option for Twallan's supercomputer Order a bride/groom. ;)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Doc Doofus on 2009 August 20, 03:57:57
By the way, RussianBrides is HOT!1!!11  I tell you, when I get desperate enough to marry somebody by email-order, it will be them.  Aw, shit, who am I fooling?  I'm desperate enough now.  But I can browse, can't I?  And the coolest thing is they're all white!  I know, that might sound racist or shallow, but shit, all the whores on Hollywood Blvd are all Hispanic and black, so white would be a welcome change of pace.  The whole Russian Mafia boyfriend pimp kicking your ass and robbing you thing is a bit of a turnoff though.

As the traits work now, there is so much overlap that there is no point in trying to be synergistic with traits.  For instance, Flirty + Hopeless Romantic is a waste of a trait, because they both get almost all the same socials.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 20, 04:08:29
My on conception of hopeless romantics are people who wish on starts and sit at home and wait for their prince or princess to ring their doorbell and sweep them off their feet and turn their life into a perfect Hollywood storybook fairy tale.

I imagine them as not making very good mates as they'll inevitably come crashing down to reality hard when their mate belches or digs through the trash or leaves dirty dishes around. Then they will assume that they just found the wrong one and will resume wishing on stars and waiting for the one true love ®


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: LVRugger on 2009 August 20, 04:29:49
Have the driver mark anyone with the Loser trait unworthy of a partner and then you will have real life.

Most of the losers I've met in my life - and as I live in Vegas, I have met many - are partnered. Losers should be partnered with Hopeless Romantics (so the HR can spend all his/her time trying to "fix" the Loser), Unlucky or other Losers. Now THAT would emulate life.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 20, 05:53:39
Okay, I think I know what is causing the random affairs. Apparently, these are sims the sim previously hooked up with in the past and are now tagged as "romantic", allowing this to continue. I will add a sweep loop to clean up past-relationships in a manner similar to old TS2 drop-old-loves in Story Mode to discourage it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Blurpinstein on 2009 August 20, 06:21:20
Have you considered modifying the moodlets in story mode. I don't know if this is possible, but I always find it annoying that sims don't seem to give a shit if their whole family dies, unless they witness it. I haven't seen any other mods (on various modding sites) that modify the moodlets and it puzzles me, because everything else seems to be able to be modified and I see moodlets as one of the most important things in the game, because mood modifies how people react.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 20, 06:51:29
I'd consider it, except I really don't care to listen to their whiny and pathetic snivelling, so meh.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 20, 07:49:47
As I have a Russian husband at home, which has worked out very well -  I can recommend them :P I did find him IRL on location in Moscow though, before the internets era. :D
In sims, I have nothing against the unmarried YA/A:s romancing, but its a bit much when the married sims, just after having a baby, go straight to the graveyard (hot romance spot!!) to meet up with old lovers.. so I think some cleaning out of the old loves would be a good idea.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 20, 07:53:44
It's not a question of whether it's a good idea or not, I'm saying that this is what is causing it and that is what I have done to fix it, which will be in the next version. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: NameGame on 2009 August 20, 08:21:42
Yes, I agree.  They typically are "grand gesture" types; and I would think, loyal & steadfast, as opposed to this running around.  The main female in the family I actually play also has the Hopeless Romantic trait, but she doesn't run around meeting others in the rabbit holes.  Rather she invests in her marriage.

The drama that Doc Doofus has suggested would provide entertainment and added gameplay options.

If I were awesome, which I'm not, I'd make a stalker hidden trait. Hopeless Romantics, Insane, and Inappropriate Sims would have a random chance of tagging a sim they interact with as the target of their stalking. They then follow that sim around and attempt socials (Hopeless Romantics = romantic socials, Insane = friendly/mean socials, Inappropriate = any). If the focus of the stalk is below best friend level, they would get the creeped out moodlet.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 20, 10:50:57
I don't seem to have excessive marrying in my game - in fact there are tons of singles in my neighborhood right now who could have hooked up but don't seem to want to.

One funny thing though, my original sim's daughter married a Landgraab son who is flirty. Whenever I leave him on his own for a moment he goes to flirt with his mother-in-law. ::)

As for family members dying, my sims generally do the cheering animation right after the death sequence plays out, so I assume they don't really care about the deceased buggers. ;D

EDIT: I also have a question. If I make a household sim a non-selectable NPC via EA debug command, will it start using AM story mode like a non-household sim?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 20, 10:56:13
The active household is never affected by Story Mode, so you would have to kick them out of the house in some way. The Special Service NPCs household is also permanently unaffected by Story Mode, just like with EAxis, as they are essentially a special container for special sims, and not a real fambly.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Indiasong on 2009 August 20, 13:47:50
My on conception of hopeless romantics are people who wish on starts and sit at home and wait for their prince or princess to ring their doorbell and sweep them off their feet and turn their life into a perfect Hollywood storybook fairy tale.

I imagine them as not making very good mates as they'll inevitably come crashing down to reality hard when their mate belches or digs through the trash or leaves dirty dishes around. Then they will assume that they just found the wrong one and will resume wishing on stars and waiting for the one true love ®
Story of my life.
When I make a household not sacred, they keep the chosen trait, and when they move too. Does it do anything, should I drop it?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 20, 13:54:48
When I make a household not sacred, they keep the chosen trait, and when they move too. Does it do anything, should I drop it?
You're certain they keep it, and it's not just a simology panel caching lag? Because the presence of the Chosen trait is what MAKES them sacred. And yes, they keep it when they move, unless you kick them to an NPC house.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Indiasong on 2009 August 20, 16:10:28
Their house is not sacred anymore, but most of them keep Chosen, and you can't drop it. And of the few that did not, I noticed some strange new traits in its place, that I had to change.
When I cick on the sim with different combinations, I can't find the make sacred I used to.
And I had a sim die in my absence, and his inventory disappeared. Nothing is in his wife's, I lost the moodlet modifier.

Edit: tried again, control doesn't do more than simple click, same for alt. or ctrl/alt. ctrl/shift= nuke.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 August 20, 16:57:02
I don't seem to have excessive marrying in my game - in fact there are tons of singles in my neighborhood right now who could have hooked up but don't seem to want to.


I've just completed another 4 week wolfrun because I was getting very few marriages despite having lots of singles romancing. Of the marriages occurring during this time at least 1 of the couple had flirty, hopeless romantic or family orientated traits except in 2 cases. In these 2 cases the only common trait I could find was unflirty.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 20, 21:29:27
And now for something completely unexpected. I moved Agnes Crumplebottom into my neighborhood, wondering if AwesomeStory would find her a suitable husband.

I guess not, lol, Agnes just married the town slut, Becky Baker.  :o

Thanks to AllowOverstuffedHouses AwesomeStory gave me a household of nine also. I never counted on that either.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 20, 21:31:11
I keep getting popups like "FindHome moving Dawn into" and "Dawn couldn't create FindHome"


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: stormygsa on 2009 August 20, 22:21:53
I started a fresh Riverview and made Skip Broke sacred, but he is aging.  I want to be able to marry him off to Brandi Broke, but He'll be a senior before they even meet at the rate he's going.  Do I need to use a different code to stop him from aging (that won't affect everyone else in the hood)?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 August 20, 22:40:42
Their house is not sacred anymore, but most of them keep Chosen, and you can't drop it. And of the few that did not, I noticed some strange new traits in its place, that I had to change.
When I cick on the sim with different combinations, I can't find the make sacred I used to.
And I had a sim die in my absence, and his inventory disappeared. Nothing is in his wife's, I lost the moodlet modifier.

Edit: tried again, control doesn't do more than simple click, same for alt. or ctrl/alt. ctrl/shift= nuke.


I cannot make anyone who I have active control over sacred by clicking on them, either. I have to do it through neighborhood view or with the console command. I can click on other people and make them sacred, though, so if I'm controlling a family there's a work-around.

Does droptrait <Sacred> work to remove the sacred trait? I haven't tried to remove it from anyone so I haven't seen the problem where the trait remains, I was just curious if that would work.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 21, 00:16:22
You can droptrait it individually, but it's easier to use the clicky menu.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Doc Doofus on 2009 August 21, 05:39:06
Quote
If the focus of the stalk is below best friend level, they would get the creeped out moodlet.

I like that idea, too, a "Creeped-Out" moodlet.

And another idea: Hopeless Romantics should die of a Broken Heart.  After X number of rebuffs from an ex-lover, they drop dead on his/her porch leaving a ghost of some color. (Pink?  Whatever.  Maybe better to keep it simple and make it an existing color.)  A ghost that still hits on the house owner.  All very Wuthering Heights.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 21, 05:47:59
Quote
If the focus of the stalk is below best friend level, they would get the creeped out moodlet.

I like that idea, too, a "Creeped-Out" moodlet.

And another idea: Hopeless Romantics should die of a Broken Heart.  After X number of rebuffs from an ex-lover, they drop dead on his/her porch leaving a ghost of some color. (Pink?  Whatever.  Maybe better to keep it simple and make it an existing color.)  A ghost that still hits on the house owner.  All very Wuthering Heights.

Heathcliff? (or Cathy)?  We can HAZ music with that.  Pat Benatar has a song ... (must check CD collection for proper song title)!  A bit hard on "Hopeless Romantics", aren't we?  Although stalker ghosts could be appealing.  In any event, I'd rather inflict an early death on the "Flirty", "Commitment Issue" Sims who are married and indulging in "other pastimes".  Perhaps they could drop dead in the Mausoleum ...?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 21, 05:50:21
I cannot make anyone who I have active control over sacred by clicking on them, either.
Making the sim you CONTROL sacred is purposeless, because the Active Household already has protection.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: bloodredtoe on 2009 August 21, 08:34:47
Heathcliff? (or Cathy)?  We can HAZ music with that.  Pat Benatar has a song ... (must check CD collection for proper song title)!

The song is "Wuthering Heights" and the original artist is actually Kate Bush. Pat's made a cover.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Wolfeyes on 2009 August 21, 08:40:38
Quote
If the focus of the stalk is below best friend level, they would get the creeped out moodlet.

I like that idea, too, a "Creeped-Out" moodlet.

And another idea: Hopeless Romantics should die of a Broken Heart.  After X number of rebuffs from an ex-lover, they drop dead on his/her porch leaving a ghost of some color. (Pink?  Whatever.  Maybe better to keep it simple and make it an existing color.)  A ghost that still hits on the house owner.  All very Wuthering Heights.

LOL... this would be very funny to see in the game... especially watching the spouse/partner when the ghost goes a flirting with their former flame...  ;)  ;D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Doc Doofus on 2009 August 21, 10:14:57
This Wuthering Heights.  A little over the top, but that's 19th century gothic romance for you.

Quote
'May she wake in torment!' he cried, with frightful vehemence, stamping his foot, and groaning in a sudden paroxysm of ungovernable passion. 'Why, she's a liar to the end! Where is she? Not there - not in heaven - not perished - where? Oh! you said you cared nothing for my sufferings! And I pray one prayer - I repeat it till my tongue stiffens - Catherine Earnshaw, may you not rest as long as I am living; you said I killed you - haunt me, then! The murdered do haunt their murderers, I believe. I know that ghosts have wandered on earth. Be with me always - take any form - drive me mad! only do not leave me in this abyss, where I cannot find you! Oh, God! it is unutterable! I cannot live without my life! I cannot live without my soul!'

He dashed his head against the knotted trunk; and, lifting up his eyes, howled, not like a man, but like a savage beast being goaded to death with knives and spears...


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Indiasong on 2009 August 21, 13:14:03
droptrait Chosen doesn't work.
I will try to click on the sim with chosen by a family member where chosen went off when I unsacred the house.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Process Denied on 2009 August 21, 15:58:38
I started a fresh Riverview and made Skip Broke sacred, but he is aging.  I want to be able to marry him off to Brandi Broke, but He'll be a senior before they even meet at the rate he's going.  Do I need to use a different code to stop him from aging (that won't affect everyone else in the hood)?
I am definately not an authority but, it would probably be easier to just keep deaging him via edit sim.  When he ages to adult-put him back to YA-that's the easiest because you don't have to give him a new waredrobe.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 21, 16:08:49
I started a fresh Riverview and made Skip Broke sacred, but he is aging.  I want to be able to marry him off to Brandi Broke, but He'll be a senior before they even meet at the rate he's going.  Do I need to use a different code to stop him from aging (that won't affect everyone else in the hood)?
A code actually exists for this. Type "resetage [<target>]". This isn't a documented code, but I added it awhile back and it will reset the target sim to the beginning of their age duration, useful for countering CAS stagger on a sim you wanted as freshmeat.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: stormygsa on 2009 August 21, 16:30:54
I started a fresh Riverview and made Skip Broke sacred, but he is aging.  I want to be able to marry him off to Brandi Broke, but He'll be a senior before they even meet at the rate he's going.  Do I need to use a different code to stop him from aging (that won't affect everyone else in the hood)?
A code actually exists for this. Type "resetage [<target>]". This isn't a documented code, but I added it awhile back and it will reset the target sim to the beginning of their age duration, useful for countering CAS stagger on a sim you wanted as freshmeat.

I like that!  Thanks Pescado.  Will try it out.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 21, 17:30:45
Non-playable sims fail to be pushed to work if they happen to be holding a baby or a toddler when the push comes. Push message displays repeatedly, they go to home lot with a toddler and stand there because there is nobody else to leave it with. That is a big improvement on EAs "disappearing kids" behavior but hurts their work performance.
Could you make them to hire a babysitter?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 21, 20:48:30
I started a fresh Riverview and made Skip Broke sacred, but he is aging.  I want to be able to marry him off to Brandi Broke, but He'll be a senior before they even meet at the rate he's going.  Do I need to use a different code to stop him from aging (that won't affect everyone else in the hood)?
A code actually exists for this. Type "resetage [<target>]". This isn't a documented code, but I added it awhile back and it will reset the target sim to the beginning of their age duration, useful for countering CAS stagger on a sim you wanted as freshmeat.
Oh thank god, no more having to make all the townies learn Ambrosia.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Wolfeyes on 2009 August 21, 22:46:27
This Wuthering Heights.  A little over the top, but that's 19th century gothic romance for you.

Quote
'May she wake in torment!' he cried, with frightful vehemence, stamping his foot, and groaning in a sudden paroxysm of ungovernable passion. 'Why, she's a liar to the end! Where is she? Not there - not in heaven - not perished - where? Oh! you said you cared nothing for my sufferings! And I pray one prayer - I repeat it till my tongue stiffens - Catherine Earnshaw, may you not rest as long as I am living; you said I killed you - haunt me, then! The murdered do haunt their murderers, I believe. I know that ghosts have wandered on earth. Be with me always - take any form - drive me mad! only do not leave me in this abyss, where I cannot find you! Oh, God! it is unutterable! I cannot live without my life! I cannot live without my soul!'

He dashed his head against the knotted trunk; and, lifting up his eyes, howled, not like a man, but like a savage beast being goaded to death with knives and spears...

The classic romance novels are some of the best! It would be so funny to see our sims prostrate themselves and act like fools as ghosts trying to woo their lovers back from the grave... The ghosts in the game already have many animations to work with so it might be possible for some modder to create quite a few amusing scenarios...   :D   ;)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Doc Doofus on 2009 August 22, 00:04:35
If you want to have a laugh, just read it out loud.  Reading it silently in print barely does it justice.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 22, 03:44:39
Uh-oh, when pollinating became possible with AwesomeStory, I moved two gay couples (one male, one female) into my straight ISM neighborhood and, if I'm not too stupid to read this Kinsey scale correctly, in the following sim weeks AwesomeStory has gone a little overboard. I currently have 96 residents, 30 of them are exclusively straight, and 26 are exclusively gay. That's a lot more gay sims than I bargained for. Of course, this all started with a much older version of AwesomeStory, so would I get better results with the newest version, if I decided to start a new neighborhood?

(http://img502.imageshack.us/img502/9757/kinsey.jpg) (http://img502.imageshack.us/i/kinsey.jpg/)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: varmint on 2009 August 22, 04:43:52
Hrm. I've had Awesome storymode on pretty much since you could have it on, and I think i started out with more gay couples than you, and this is how it has shaken out for me, maybe a tad more than I was expecting, but damn close to what I think I was aiming for in terms of neighborhood flavor:

(http://i31.tinypic.com/j9rghj.jpg)

Are your gay sims more loaded up with romantic traits or something? Or just much better at recruiting?

The (simultaneously) creepy and wonderful thing about the gay in my neighborhood has been the fact that much of the 'playing for both teams' activity you see above is elders. If someone's hetero-spouse dies in my neighborhood, the widow/widower will grab the nearest unattached YA or adult of the same sex and start in with the lovin'. I'm gonna have to build a swinger's retirement village.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 22, 05:37:04
I really don't know how it happened. One of the lesbians I moved in was flirty, that I do remember. She started to behave like a slut right away. Pretty soon I had two more lesbian couples, I think. But since then the gay men have taken the lead. I have no idea why. I didn't move in any more gay couples. I just played my own household, barely getting involved in the neighborhood, and noticed more and more gay or bisexual romance pop ups.

Well, I have nothing against gay people, but a "destroyallgaysims" command would come in handy now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 22, 06:16:45
I can't read this either. It's not part of AwesomeMod so I have no idea what the hell those values are supposed to mean.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: varmint on 2009 August 22, 06:49:31
It's a report from twallan's supercomputer. I'm not sure what exact gender preference numbers it expects to classify from 0 to 4, I just know everything gets gayer as you move down the list. It's just interesting that storymode produced such different outcomes in gay/straight balance in our two neighborhoods. I'm certainly not complaining, after ISM briefly turned my neighborhood into breeder central and forced all the gay sims to be part of the glorious reproductive effort, I'm just glad to have a story engine that generates some variety.

And simwit, it won't nuke all your gay sims, but twallan does have a little orienter mod over in the pudding factory that will let you edit sim gender preferences on the fly, so you may be able to convert some back to straightness that way.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: twallan on 2009 August 22, 07:07:32
It's a report from twallan's supercomputer. I'm not sure what exact gender preference numbers it expects to classify from 0 to 4, I just know everything gets gayer as you move down the list.

It's a cutdown version of the scale detailed on the "Kinsey Scale" Wikipedia page.  I removed two of the levels because I felt they were unnecessary.

Honestly speaking, the "2" level is also completely redundant and will always be zero, as there is almost no way to have a sim with exactly the same male and female gender preference due to the way the game handles the numbers.

"0" is purely straight
"1" is mostly straight with a greater than zero gay component
"3" is mostly gay with a greater than zero straight component
"4" is entirely gay

Cheers. :)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 22, 08:10:21
Yes, but this scale doesn't exist in the Sims. There are only 2 real values: Yes and No. Trying to complicate the matter in this way simply produces a completely unintelligible output.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 22, 09:11:13
Pescado are you saying that in Sims 3, that complex system where there were two seperate values "Attracted to male" and "Attracted to female" no longer exists?   That was weird, but interesting, as you could have a highly sexed sim who wanted anything that moved, down to one who was repelled by the idea of sex with either sex.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 22, 09:18:23
No, that still exists. It actually seems to be working slightly better than in TS2. But it is a purely binary quantity when operating in-game. Either a sim is, or is not. The actual numerical values are meaningless, only their negativity or non-negativity matter. It doesn't matter whether the value is 1, 1000, or OVER 9000, it's all the same.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: LVRugger on 2009 August 22, 09:36:11
That's all that twallan's Kinsey scale shows - how many sims have positive values for attraction. The vast majority will be 0 or 4 due to the +2/-1 that occurs with each interaction. I have maybe 3 sims that I have had flirt with both sexes and they have scores of either 1 or 3 as they have positive values for attraction to both sexes.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Buzzler on 2009 August 22, 13:21:07
I just played my own household, barely getting involved in the neighborhood, and noticed more and more gay or bisexual romance pop ups.
Well, I don't know how it happened either, but I do think that allowing autonomous same sex relationships without giving all Sims in the hood a gender preference first might be a very bad idea. Flirty or Single Sims are probably going to race to get all undecided Sims "convinced" either way...

Quote
Well, I have nothing against gay people, but a "destroyallgaysims" command would come in handy now.
You caused it one way or another, now take the consequences like a man! ;)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 22, 13:56:33
The (simultaneously) creepy and wonderful thing about the gay in my neighborhood has been the fact that much of the 'playing for both teams' activity you see above is elders. If someone's hetero-spouse dies in my neighborhood, the widow/widower will grab the nearest unattached YA or adult of the same sex and start in with the lovin'. I'm gonna have to build a swinger's retirement village.

Touching on this, could AM slightly reduce the amount of elder-YA romancing that goes on? In my neighborhood the same thing happens, every single or recently widowed elder is roaming around lookin' for love, and they usually hitch up with YAs who would be better used pollinating someone their own age. At the very least romancing with female elders should take a big hit since they cannot procreate.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gelina on 2009 August 22, 14:15:48
With the latest version of awesomemod I am getting absolutely no romantic interactions.  Nothing is happening in rabbit holes, no one is being pollinated, nada.  I'm only getting people going to work, getting jobs and moving houses.  I have plenty of cribs.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 22, 16:19:52
Noticed the same, no romancing or pollination with the couple of latest versions, despite there being plenty of singles around.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 22, 17:05:03
I just ran the test, so romance definitely still happens. However, it's very possible for the romance "pool" to be depleted. While there may be plenty of singles, they may have rolled traits that render them relatively uninterested in romance, or they may simply be preoccupied with other matters. Not every single sim has romance as their highest to-do priority. If you're still seeing other events roll every hour or so, then things are functioning normally and the sims are just occupied with matters other than romance.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 22, 17:49:05
Noticed a few sims romancing, but it definitely happens much less than before. It seems like the new skill gaining gets higher priority from most sims.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 22, 18:39:11
Noticed a few sims romancing, but it definitely happens much less than before. It seems like the new skill gaining gets higher priority from most sims.

NEEEEEERRRRRRDDDDDDDSSS!!

I find that I am starting to understand the medieval notion that procreation is everyone's sacred duty.  Could the current AwesomeStory drive same-sex pollination if we install a mod that allows same-sex pregnancy?  I always feel kinda bad breaking up same-sex couples just to make them do their part towards maintaining the population :(


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 22, 19:00:08
Does it allow same sex couples to adopt?  That might be a good way of bringing in some new genetics, if so.  Specially if we can make kids for adoption and put them in a special family for the purpose.  I guess even sims 3 has an adoption pool.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Wolfeyes on 2009 August 22, 23:24:07
Touching on this, could AM slightly reduce the amount of elder-YA romancing that goes on? In my neighborhood the same thing happens, every single or recently widowed elder is roaming around lookin' for love, and they usually hitch up with YAs who would be better used pollinating someone their own age. At the very least romancing with female elders should take a big hit since they cannot procreate.

Hey now gotta give the Cougars some love in the game!  We older womenz need lovin' too and it's fine w/us if the young guys want to go procreate w/younger women but still come to our beds say oh around midnight or so...   ;)  :D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: shinygobonkers on 2009 August 23, 02:51:48
On a related note, I've also been thinking that some autonomous/story driven adoptions would be a nice add to the neighborhood..


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 23, 04:15:19
On a related note, I've also been thinking that some autonomous/story driven adoptions would be a nice add to the neighborhood..
It would be a nice feature to have to add an extra dimension of social interaction in the neighborhood, but I think it is subject to the same implementation problems as general immigration, which is that these automatically-generated sims would most likely have to come from a bin, and so how do you prevent clones from being dropped in all the time?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 23, 08:20:04
Touching on this, could AM slightly reduce the amount of elder-YA romancing that goes on? In my neighborhood the same thing happens, every single or recently widowed elder is roaming around lookin' for love, and they usually hitch up with YAs who would be better used pollinating someone their own age. At the very least romancing with female elders should take a big hit since they cannot procreate.
This...actually shouldn't be happening as much as say it does. Perhaps certain sims responsible are pursuing their Gold Digger aspirations?

On a related note, I've also been thinking that some autonomous/story driven adoptions would be a nice add to the neighborhood..
Already happens with the EA SS engine. Just try "stocking" the adoption pool.

NEEEEEERRRRRRDDDDDDDSSS!!
Well, if you want them to ever advance in life and for there to STILL BE SINGLES, you sorta have to allow that some of them may have other things to do.

I find that I am starting to understand the medieval notion that procreation is everyone's sacred duty.  Could the current AwesomeStory drive same-sex pollination if we install a mod that allows same-sex pregnancy?
No, because installing a mod which would do such a thing would be core-based, and therefore, would invalidate AwesomeMod. I am still working on Project Simu-Drone.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Solmyr on 2009 August 23, 12:32:56
I'm definitely seeing non-gold digger YAs hooking up with elders quite often. IMO single or widowed elders should rarely be romancing at all unless they have appropriate traits (Flirty, etc).

Also another request, currently sims who don't have a job-related LTW don't seem to get a job until their cash drops very low, below §100 or so. Would be better if most sims got a job as soon as they can (unless they are couch potatoes or something), so they could build up their cash and perhaps afford to move into the more expensive houses someday.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Indiasong on 2009 August 23, 13:53:54
I've had a YA marry so many elders and getting widowed I can't remember her name. Could the message go YA/former name married to.... instead of YA/new name married to..., and even better keep their first name: Carol SwOrd-Goddard? I thought she was marrying her father when she wed Frio. She doesn't have special traits, I don't know about lifetimewish.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 August 23, 14:17:53
On the point posters have been making regarding romancing. I noticed very few sims were actually getting married in my played neighbourhood with the last few updates so did a 4 week wolfrun on it which confirmed this.

Following this I created a new town using the latest AM and populated it with 25 male and 25 female YA's all at the beginning of the lifestage with random traits and a broad mixture of lifetime wants. I ensured there was plenty of cribs and beds and affordable housing. I then played through until they became elders the result was only 9 marriages and 14 offspring so therefore a dead town.

I realise this was a small population but the same thing is occurring in my other town which currently has around 160 sims in it. The majority now seem preoccupied with skilling at the expense of marriage and kids. I'm all for realism but most people in the real world manage to combine a family with a career. As the story progression is now, in my experience, there doesn't seem to be a way of keeping a town alive and with a decent gene pool without a great deal of intervention ie. manually marrying most of the population or constantly shipping in new sims.

The few sims in this test hood who did actually get married were constantly having affairs despite having neither the flirty or commitment issues traits, actually a couple had the unflirty trait which was a surprise. Do we have to select each married sim and use 'dropoldloves' to stop this? if so is there anyway to make this automatically happen on marriage or a global command?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 23, 14:29:28
This should have been fixed in the current version, but the changes are not retroactively applied. Try a new wolfrun and see if the problem persists.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 August 23, 14:53:55
This was with the latest AM I've just checked to make sure (dated 23/8 at 01.03) and a brand new town so no pre existing relationships.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: shinygobonkers on 2009 August 23, 16:34:05


On a related note, I've also been thinking that some autonomous/story driven adoptions would be a nice add to the neighborhood..
Already happens with the EA SS engine. Just try "stocking" the adoption pool. [/quote]

bwahahahahaha....oh, i must admit, I do enjoy "creating" orphans...


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: tms on 2009 August 23, 17:54:37
Almost all of my non played male sims YA+ are wearing those damned overalls. It looks like a scene out of 1984.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 August 23, 20:05:51
It's all much, much better now since latest AwesomeMod (today at 1:03 AM).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 23, 21:25:48
Almost all of my non played male sims YA+ are wearing those damned overalls. It looks like a scene out of 1984.

The game has a preference for wanting to spawn sims in full bodied outfits vs two piece ones. The obvious reason being you don't end up with heinously mismatched pieces that way. The problem though is that there are so few of them, particularly for the men, that you see the same damned outfits A LOT.

Just wait until World Adventures and you will start seeing tons of sims running around with the Gellabiya on. :P

(http://i1009.photobucket.com/albums/af213/motokimo/SimsWorldAdventures.jpg?t=1251062166)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: tms on 2009 August 23, 23:46:57
And I've put cribs in every house in my neighborhood but there are no babies being born. I read though the first couple pages of this thread but it was getting to be too much so I don't know if there's a fix for this issue.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Process Denied on 2009 August 24, 00:35:27
This last build makes my game run so much smoother--Thanks.  Now, if I can get rid of these dang Error 12's.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Chocolate Milk on 2009 August 24, 00:43:12
The game has a preference for wanting to spawn sims in full bodied outfits vs two piece ones. The obvious reason being you don't end up with heinously mismatched pieces that way. The problem though is that there are so few of them, particularly for the men, that you see the same damned outfits A LOT.

Ahh! I had wondered about this. I wouldn't mind mismatches to be honest, the dungarees are just disturbing.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 24, 00:47:42
Well those overalls come with Riverview so if you absolutely don't need Riverview and don't really intend to play it ever then you could always just uninstall it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 24, 00:47:58
New version of AM works great, long FSE gone, ty :D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: cassblonde on 2009 August 24, 01:26:26
And I've put cribs in every house in my neighborhood but there are no babies being born. I read though the first couple pages of this thread but it was getting to be too much so I don't know if there's a fix for this issue.

Translation: No one is having babies but I couldn't be bothered to read or search.

Advice: Be more specific. Are you using an updated AM? How long did you wait? READ MAOR!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 24, 02:57:17
Well those overalls come with Riverview so if you absolutely don't need Riverview and don't really intend to play it ever then you could always just uninstall it.
I'm not sure uninstalling the neighborhood would take out the game items that came with the neighborhood (kind of like how uninstalling a house doesn't automatically uninstall all the furniture that came with the house, those always stay in the buy/build mode catalogues).  But I'm sure it's possible to just uninstall the overalls themselves, either through the garbage can in the CAS outfit catalogue page, or by finding the entry in the EA Launcher "Installed Content" list.

As for my male sims, the Matrix coat was quite in vogue for a while, but it seems like the farmer aesthetic is the in thing now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 24, 03:02:50
I'm not sure uninstalling the neighborhood would take out the game items that came with the neighborhood (kind of like how uninstalling a house doesn't automatically uninstall all the furniture that came with the house, those always stay in the buy/build mode catalogues).  But I'm sure it's possible to just uninstall the overalls themselves, either through the garbage can in the CAS outfit catalogue page, or by finding the entry in the EA Launcher "Installed Content" list.

As for my male sims, the Matrix coat was quite in vogue for a while, but it seems like the farmer aesthetic is the in thing now.

In January it will be Arab robes, trust me. :P

But the overalls aren't a separate package, they came with the Riverview one I believe, so I don't think you can uninstall them individually but if someone found a way then let me know!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: edalbformat on 2009 August 24, 07:01:51
Does AM Story Mode inform about couples getting married or having babies? I was getting only notes about skilling or going to work, but because of the cement shoes problem I've been a round in town and MANY of my couples got married or had babies and I was not aware of it. I found Agnes Crumplebottom married to Connor Frio and she was named Agnes Frio and was pregnant. I don't like a family named Frio, sure I can change it but it would have been useful if I was informed before the babies are born. As I have only one double bed and one set of availability for baby/toddler/child in every house, as soon as a baby is born, the extra wheel in the carriage moves immediately out. So I got two Frios households. This is confusing for a person that plays hood instead of houses. The process I use uptodate to change a household name is to move all members to another household, rename them and then move them out again to create a new named household. It would be easier if I new it beforehand by a screen notice.
As to towns to die because of too little population, never happened to me because I also participate actively on increasing population either moving in my own characters or provoking some pollinations self once singles are not pollinate often.
As to gay population, I turned the possible quote from 1 to 0% in one of xml and since then none happened. I play the same way I think, I have nothing against gays so long they do not invade my space and I suppose they think the same.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Kyna on 2009 August 24, 07:26:38
The process I use uptodate to change a household name is to move all members to another household, rename them and then move them out again to create a new named household. It would be easier if I new it beforehand by a screen notice.

Or you could rename your household on the Edit Town screen.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: edalbformat on 2009 August 24, 07:32:53
Thanks, note taken. There's quite a lot of serious problems that the easiest is missed. Most of what is obvious I got from reading posts.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: spaceface on 2009 August 24, 07:39:02
My reportback on AM Story mode: Romantic things are definitely happening.

I am starting to set up a MATYhood in Ella's rural hood so I grabbed 8 random MATY puddings and put them in a house. Anyone who specified extra traits were given them. Then I put Inge in her country cottage and switched to that household. I let the game run "overnight" as I wanted to send Inge to some classes the next morning.

By the time I switched back to the first house, one game night and day had passed. In that time, Hook and Christine Donk had married, and Trixie and Kofi were an item. When I looked in the relationship panels, I saw that Trixie and Nailati were having an affair as well.

In a town with a very small group of characters, the effects of Story Progression are going to be more visible.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chann on 2009 August 24, 08:31:30
I just noticed one married Sim with TWO ex-girlfriends.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 24, 08:49:59
On the choosing of outfit issue: I notice a clear tendency to pick saved presets. For example I made several experimental "historic" outfits that are saved as presets, which has led to a crazy trend in my "space" hood to pick long skirts and brownish kilts. It would be good to have different "preset files" for different hoods, I haven't tested if thats possible yet.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 24, 10:44:35
I just noticed one married Sim with TWO ex-girlfriends.
That is normal. Sims tend to initially start out playing the field a bit, otherwise they'd deterministically settle into their best relationship, which people think is boring. However, after they reach the commitment stage, the other relations are frequently terminated, to avoid the previous pattern of the retained relationships resulting in constant affairs.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lady Moiraine on 2009 August 24, 12:10:11
That is normal. Sims tend to initially start out playing the field a bit, otherwise they'd deterministically settle into their best relationship, which people think is boring. However, after they reach the commitment stage, the other relations are frequently terminated, to avoid the previous pattern of the retained relationships resulting in constant affairs.
In my game, my Sims keep the red heart (romantic interest) they get when the romance is begun even after they marry someone else.  Also, I've noticed, if I don't bless a family, the NPC's of the game keep dating even though they have already married.  Now these are the Sims that come in the game.  I'm talking specifically about one of the females in the Roomies household that married Ian Bowlan (fat, neurotic, black guy that comes in the household with Abram Finkle) and he moved into the Roomies home with her, but she is constantly dating others.  I don't care about her, I left a couple females in the game to see what would happen to my gay males but she is quite the hussy.  As I run out of housing I will eventually delete her, reduce Ian's size and use him for one of my males but my game so far has been more of an experiment than a game so it's been interesting to see what happens using story mode.  I've used it in my past couple games and it's been kind of fun seeing how the game runs itself and I am using the awesome story driver.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chann on 2009 August 24, 12:50:31
I just noticed one married Sim with TWO ex-girlfriends.
That is normal. Sims tend to initially start out playing the field a bit, otherwise they'd deterministically settle into their best relationship, which people think is boring. However, after they reach the commitment stage, the other relations are frequently terminated, to avoid the previous pattern of the retained relationships resulting in constant affairs.

Yes, I'm actually surprised and pleased at it. ;D There's no way you'd see that happen in Indie Stone or vanilla story mode. I hope to see an autonomous divorce soon.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 24, 15:57:53
I'm not sure uninstalling the neighborhood would take out the game items that came with the neighborhood (kind of like how uninstalling a house doesn't automatically uninstall all the furniture that came with the house, those always stay in the buy/build mode catalogues).  But I'm sure it's possible to just uninstall the overalls themselves, either through the garbage can in the CAS outfit catalogue page, or by finding the entry in the EA Launcher "Installed Content" list.

As for my male sims, the Matrix coat was quite in vogue for a while, but it seems like the farmer aesthetic is the in thing now.

In January it will be Arab robes, trust me. :P

But the overalls aren't a separate package, they came with the Riverview one I believe, so I don't think you can uninstall them individually but if someone found a way then let me know!

(http://i22.photobucket.com/albums/b341/IreneDAdler/Overalls.jpg)
This way is slightly tedious but the most direct way I can think of.  Open up the EA launcher and go to Installed Content, and scroll through all the entries in the everything-under-the-sun tab (I have no idea why they didn't make a separate tab for CAS parts but oh wells) until you find it, and then click Uninstall.  In theory this should make sims no longer wear the outfit.  But I'm pretty sure "uninstall" just means "the game will forget where this package is, but the data is still there," so how complete a solution this is can only be seen through testing.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: tms on 2009 August 24, 20:37:18
And I've put cribs in every house in my neighborhood but there are no babies being born. I read though the first couple pages of this thread but it was getting to be too much so I don't know if there's a fix for this issue.

Translation: No one is having babies but I couldn't be bothered to read or search.

Advice: Be more specific. Are you using an updated AM? How long did you wait? READ MAOR!

I'm using an updated AM.
I waited about 4 days.
And am I really expected to read through every page in this thread?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Eliste on 2009 August 24, 21:22:36
And am I really expected to read through every page in this thread?

Absolutely!
This is how Internet works mate. If you want free information you do a search and read through your finds. Information is valuable, it takes time to find it, it takes time to type it for you in a language that you would understand. Plenty of people make a living out of searching for info and presenting it in easy to read form. Nobody here owes you any favors and people here are not nice.
So read MOAR!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: tms on 2009 August 24, 21:35:02
And am I really expected to read through every page in this thread?

Absolutely!
This is how Internet works mate. If you want free information you do a search and read through your finds. Information is valuable, it takes time to find it, it takes time to type it for you in a language that you would understand. Plenty of people make a living out of searching for info and presenting it in easy to read form. Nobody here owes you any favors and people here are not nice.
So read MOAR!


Sure.
But I did just get my first pregnancy.
So that's that I guess.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: simwit on 2009 August 24, 21:49:10
You know, a couple of days ago I started a new neighborhood. Awesomized Sunset Valley with 4 extra houses, and seeded from scratch with very colorful, very straight couples, and just a few single sims. Every couple has at least one family-oriented sim, and Mr. X pollinates Mrs. X often enough. I'm very happy with the Awesome Story Driver at the moment, and I'm sure it will only get better.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 25, 00:32:52
I'm talking specifically about one of the females in the Roomies household that married...but she is constantly dating others.
Is she Flirty?  That or Commitment Issues will cause married sims to cheat.  I remember that one of the Roomies, the one with long hair and a pink headband who's in Politics is Flirty.

Svetlana Baker who is an elder and starts married will also cheat on her hubby with all the YAs who apparently don't find her age (she's a grandmother for goodness sake!) or her marital status a turn-off.  I'm just hoping she dies soon.   :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Motoki on 2009 August 25, 03:40:59
@IreneDAdler: Those overalls weren't showing up for me at all in the launcher even in the full list tab. I did some digging and at least in the version of Riverview I have they are 4 separate package files of the type CAS part with hashed up jibberish names that are shoved into the Riverview sims3pack.

Anyway, I will try yanking out Riverview into packages and loading them all except the damned overalls and see if that works. :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 25, 04:34:31
@IreneDAdler: Those overalls weren't showing up for me at all in the launcher even in the full list tab. I did some digging and at least in the version of Riverview I have they are 4 separate package files of the type CAS part with hashed up jibberish names that are shoved into the Riverview sims3pack.

Anyway, I will try yanking out Riverview into packages and loading them all except the damned overalls and see if that works. :P
Ah yeah that's a good idea.  Good luck :)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: edalbformat on 2009 August 25, 07:59:15
Except for my ghost bike problem, everything is going as it should with AM story mode. My Sims are being pollinated not only once but regularly so long they are still fertile.
It seems that it gets triggered after you self pollinate some, sounds like teaching the way ...
One small annoyance is that kids leave school and supposedly go to visit school mates or bring them home. The problem is that they initially don't know the kid they visit or be visited what should be the meaning for those visits, BUT they do not contact or be contacted by those kids while visiting. Most of the time they leave or be left without even be known with each other.
Most of the time they watch TV or do homework. I catch myself pursuing the visited house to watch the kids and have to start conversation or simply pull the bars so that they have an initial friendship otherwise it is just lost time. Can it be done like TS2 that kids that are brought home gets an initial boost in the relationship so that they at least try to play tag.
In TS2 I made a change so that all the childish play (tag, catch, etc) HAD to have at least one child as participant, best two children and the child should be the one to start the interaction. This was my way to force parents to play with their kids or kids to play with other kids. It is not only Sims with childish trait that plays all the time with other non-kids, but all of them and it becomes annoying. Parents Sims don't care at all for their children and it would be a good way to force them to play with them.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: tjstreak on 2009 August 26, 17:36:25
Well, it has not bee working for me.  A quick check of my neighborhood shows no infants, no toddlers, no children and no teens.  I have a lot of oldsters dying off, however.  I became suspicious when on of the children in my family seemed to have no friends, was not going home with anyone and was not inviting any friends over.  This was after I put cribs all over town.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 26, 18:50:27
Well, it has not bee working for me.  A quick check of my neighborhood shows no infants, no toddlers, no children and no teens.  I have a lot of oldsters dying off, however.  I became suspicious when on of the children in my family seemed to have no friends, was not going home with anyone and was not inviting any friends over.  This was after I put cribs all over town.
Do you have anyone in your town who is actually capable of having children (that is, do you have any Young Adult or Adult females)?  If not, you'll probably have to manually move a few in to avoid total town extinction.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: IreneDAdler on 2009 August 26, 21:18:07
One small annoyance is that kids leave school and supposedly go to visit school mates or bring them home. The problem is that they initially don't know the kid they visit or be visited what should be the meaning for those visits, BUT they do not contact or be contacted by those kids while visiting. Most of the time they leave or be left without even be known with each other.
Yeah, that's a short-coming in the EAxian code, I've observed that ever since I first installed the game.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 August 26, 22:25:32
One small annoyance is that kids leave school and supposedly go to visit school mates or bring them home. The problem is that they initially don't know the kid they visit or be visited what should be the meaning for those visits, BUT they do not contact or be contacted by those kids while visiting. Most of the time they leave or be left without even be known with each other.
Yeah, that's a short-coming in the EAxian code, I've observed that ever since I first installed the game.
Usually, I direct my simkid to interact with the other kid, which works fine so long as the other kid isn't passing out on the floor (which is usually what happens!).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: playintheleaves on 2009 August 27, 05:38:48
I might be missing something, but the story driver hates a particular family of mine.  They went "homeless" (living in a hospital) and I have no way to make them my active family.  I even tried moving them in with another active family and then buying them a house.  It worked for a day or two, and then they "moved out" so another family could move in.  It even told me where they were moving (Minihaus) but I have yet to be able to find them on the neighborhood map.

Also, is there anyway to activate for it to tell me when other sims in the neighborhood get married or have children?  More reminiscent of ISM.  Right now it tells me when other sims are going to work or are working on skills, which I don't really care about, but I do care about marriages and babies.

I would, though, like to report that for the most part (other than the same family disappearing repeatedly) it is working free of bugs.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: moosemonk on 2009 August 27, 06:55:02
Also, is there anyway to activate for it to tell me when other sims in the neighborhood get married or have children?  More reminiscent of ISM.  Right now it tells me when other sims are going to work or are working on skills, which I don't really care about, but I do care about marriages and babies.
Enable InformOnStoryAction in the config file.The pop-ups will alert you to romantic interactions and marriages,households moving and pollinations.It doesn't report actual births though.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 27, 11:34:42
I might be missing something, but the story driver hates a particular family of mine.  They went "homeless" (living in a hospital) and I have no way to make them my active family.  I even tried moving them in with another active family and then buying them a house.  It worked for a day or two, and then they "moved out" so another family could move in.  It even told me where they were moving (Minihaus) but I have yet to be able to find them on the neighborhood map.
That is extremely unusual, then, because there is nothing in AwesomeMod that EVER evicts a fambly from the neighborhood. At this point in the dev process, no sims are ever evicted to the homeless pool in AwesomeStory.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 27, 14:41:02
If the Story was going to ever make sims move out, what sort of valid scenaria might lead to it?  What about inability to pay bills?  I think realistically, you would get *some* people moving out, even just on a whim.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 27, 14:48:53
Eviction due to inability to pay bills is likely the reason that will eventually be instituted. As for "some people moving out", it's not like they can really GO anywhere. If I start vaporizing sims entirely, we're back to the thing we hated in EA storymode, that even EAxis got rid of. So we're certainly not going there.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: tjstreak on 2009 August 27, 15:10:59
Do you have anyone in your town who is actually capable of having children (that is, do you have any Young Adult or Adult females)?  If not, you'll probably have to manually move a few in to avoid total town extinction.

It's not a big issue.  The NRaas computer confirmed there were no infants or toddlers and about 2 children and 2 teens.  There were about 75 young adults, adults and elders for each gender.  I did my usual, creating a couple of families -- one named Breeders -- with six children each, which solved the immediate problem.  I turned Indiestone back on to let it start repopulating the town, and will give the birth control mirror a try to see how well it pollinates the town.

I just posted this to let Pescado know that there may be one instance, at least, where the story driver may not be working.  Who knows, I may have borked the configuration of the Awesome mod.  After I fix the town, I will give it another go.  I guess that's what one does with betas.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: spaceface on 2009 August 27, 15:31:12
Eviction due to inability to pay bills is likely the reason that will eventually be instituted. As for "some people moving out", it's not like they can really GO anywhere. If I start vaporizing sims entirely, we're back to the thing we hated in EA storymode, that even EAxis got rid of. So we're certainly not going there.

We would really need apartments. We could make Terrible Slum Dwellings for AM storymode to send useless sims to. The famblys could be packed in like sardines, with communal bathrooms and kitchens to keep costs down.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 27, 15:37:19
This project is being worked on right now, actually. There won't be communal bathrooms or kitchens, though. As a brilliant innovation, sims will actually be able to LIVE in a rabbithole. Do you really care what they're doing there, or if you can see it, as long as they do? It's not as if they don't stand like posts and pretend they're doing something anyway.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 August 27, 15:58:11
I might be missing something, but the story driver hates a particular family of mine.  They went "homeless" (living in a hospital) and I have no way to make them my active family.  I even tried moving them in with another active family and then buying them a house.  It worked for a day or two, and then they "moved out" so another family could move in.  It even told me where they were moving (Minihaus) but I have yet to be able to find them on the neighborhood map.
That is extremely unusual, then, because there is nothing in AwesomeMod that EVER evicts a fambly from the neighborhood. At this point in the dev process, no sims are ever evicted to the homeless pool in AwesomeStory.


As previously reported, I had two families who were moving 3 times per day and the common theme was one particular house they were taking turns moving into. Both families had a toddler already and the Romance story actions were alternately sending them to the house that had two cribs. The Romance actions causing this for one family would generate Move In actions for the other family and so they would move into another house. When I investigated what was going on, I deleted the second crib and the musical houses stopped.

I do not know the mechanics involved in Awesome story mode, but if the Romance or Move In actions send a familiy to a house that's already occupied (because it has some feature that it requires, such as the example in my 'hood of two cribs instead of one), what happens when the family that is displaced has no other suitable, affordable house to move to? It seems like it would be occasionally possible for all the available homes to be too small, or not have enough beds, or to cost more than the family can afford, etc., so what would happen to the displaced family then?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 27, 16:09:50
I do not know the mechanics involved in Awesome story mode, but if the Romance or Move In actions send a familiy to a house that's already occupied (because it has some feature that it requires, such as the example in my 'hood of two cribs instead of one), what happens when the family that is displaced has no other suitable, affordable house to move to? It seems like it would be occasionally possible for all the available homes to be too small, or not have enough beds, or to cost more than the family can afford, etc., so what would happen to the displaced family then?
Nothing. A fambly can only be displaced if there is a valid house to displace them into, otherwise they will not sell and nobody moves.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 27, 22:01:29
So what happens if we want to prune the population a bit?  Is there a way to forcibly remove sims from the hood?   And once they are in the workhouse, will there be a way for the player to give them another chance, like move them in with another family?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: byronh on 2009 August 27, 23:16:05
The story mode has been working very well for me but there are a few oddities I've noticed.

-As mentioned by other people, multiple families are doing musical houses and moving multiple times per day back and forth between the same houses.
-A married Sim I made keeps showing up on the Romance popups even though his relationship with his wife is very high and he has two kids
-I set Gobias Koffi to have +1000 attraction to males and -1000 to females but he keeps romancing women, yet Abraham Finkel is having same-sex romances without my intervention.
-The boss for my Sim's career hasn't reappeared yet. When I first started the game, my boss was another Sim that I had created and whose career I set to level 8 in music. Then for some reason my boss was then replaced with Artie Page. Then suddenly Artie Page disappeared and no new boss has appeared since. If I try to "Meet Musicians" it says I have already met them all. This isn't too bad since the Music career doesn't require a good relationship with the boss, but alot of other careers would need it and it's good to be able to ask for promotions.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: playintheleaves on 2009 August 27, 23:27:24
Also, is there anyway to activate for it to tell me when other sims in the neighborhood get married or have children?  More reminiscent of ISM.  Right now it tells me when other sims are going to work or are working on skills, which I don't really care about, but I do care about marriages and babies.
Enable InformOnStoryAction in the config file.The pop-ups will alert you to romantic interactions and marriages,households moving and pollinations.It doesn't report actual births though.

I have been playing with it enabled but it still is only telling me when sims go to work or move houses.  Nothing about marriages and pollination, although I've noticed them happening by going into edit town mode and checking on various families.  Is there another file that perhaps I'm missing?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: byronh on 2009 August 27, 23:33:06
Also, is there anyway to activate for it to tell me when other sims in the neighborhood get married or have children?  More reminiscent of ISM.  Right now it tells me when other sims are going to work or are working on skills, which I don't really care about, but I do care about marriages and babies.
Enable InformOnStoryAction in the config file.The pop-ups will alert you to romantic interactions and marriages,households moving and pollinations.It doesn't report actual births though.

I have been playing with it enabled but it still is only telling me when sims go to work or move houses.  Nothing about marriages and pollination, although I've noticed them happening by going into edit town mode and checking on various families.  Is there another file that perhaps I'm missing?

Mine tells me every time about marriages and pollinations. It would be nice if could tell you about births because I really hate having to read the newspaper every day.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tripcore on 2009 August 27, 23:34:01
The story mode has been working very well for me but there are a few oddities I've noticed.

-As mentioned by other people, multiple families are doing musical houses and moving multiple times per day back and forth between the same houses.
-A married Sim I made keeps showing up on the Romance popups even though his relationship with his wife is very high and he has two kids
-I set Gobias Koffi to have +1000 attraction to males and -1000 to females but he keeps romancing women, yet Abraham Finkel is having same-sex romances without my intervention.
-The boss for my Sim's career hasn't reappeared yet. When I first started the game, my boss was another Sim that I had created and whose career I set to level 8 in music. Then for some reason my boss was then replaced with Artie Page. Then suddenly Artie Page disappeared and no new boss has appeared since. If I try to "Meet Musicians" it says I have already met them all. This isn't too bad since the Music career doesn't require a good relationship with the boss, but alot of other careers would need it and it's good to be able to ask for promotions.

I've never had musical houses, sorry I can't help with that.

If the said married man has "Commitment Issues" and/or "Flirty" trait(s) he will romance with whoever is available regardless of his relationship status with his wife, the amount of children they have and even if the girls he go out with are already committed as well. ;)  Hopeless Romantics are less susceptible to this, though can be persuaded at times and Family-Oriented ones will never cheat on their partners, or so I have observed only in my games.

If you start Same-Sex relations in the hood it will start similar relationships with any sim inclined to it. And yes, I also have a similar problem with Gobias, though I didn't set the numbers that high, around +50 for male & -50 for female only.

It seems Artie went to apply for another job elsewhere if he disappeared. Since the music career has no need to have good relations with the boss, you'll be fine. In other careers however, you'll need to initiate interaction with the boss first before they appear.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: byronh on 2009 August 27, 23:44:39
I've never had musical houses, sorry I can't help with that.

If the said married man has "Commitment Issues" and/or "Flirty" trait(s) he will romance with whoever is available regardless of his relationship status with his wife, the amount of children they have and even if the girls he go out with are already committed as well. ;)  Hopeless Romantics are less susceptible to this, though can be persuaded at times and Family-Oriented ones will never cheat on their partners, or so I have observed only in my games.

If you start Same-Sex relations in the hood it will start similar relationships with any sim inclined to it. And yes, I also have a similar problem with Gobias, though I didn't set the numbers that high, around +50 for male & -50 for female only.

It seems Artie went to apply for another job elsewhere if he disappeared. Since music has no need to have good relations with the boss, you'll be fine. In other careers however, you'll need to initiate interaction with the boss first before they appear.

Thanks for the info. The married Sim does indeed have the Flirty trait and I am removing it.

So are you saying that the "Suck up to Boss" work tone will cause the boss to spawn? Or do I have to physically socialize with the boss outside of work? (And how the hell would I know who he is in the first place?)

One funny thing I'm noticing is that the gayness is spreading. Abraham Finkel has just recently recruited Cycl0n3 Sw0rd and Iqbal Alvi.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tripcore on 2009 August 27, 23:53:03
Thanks for the info. The married Sim does indeed have the Flirty trait and I am removing it.

So are you saying that the "Suck up to Boss" work tone will cause the boss to spawn? Or do I have to physically socialize with the boss outside of work? (And how the hell would I know who he is in the first place?)

One funny thing I'm noticing is that the gayness is spreading. Abraham Finkel has just recently recruited Cycl0n3 Sw0rd and Iqbal Alvi.


LOL, no don't remove it, you'll take all the fun away! Kidding.

Yeah "Suck Up to the Boss" can spawn the Boss if one isn't assigned yet, then you can go back to the normal work tones you do afterwards. I think I'd be hard to find someone outside the workplace if you don't know who to look for in the first place.  ;)

And yes, once you initiate it you'll see romancing of all types left and right, very amusing I might say. AwesomeStory is indeed awesome.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Alek on 2009 August 30, 10:16:10
Please stop the Young Adult/Elder relationship forming (Romance) or limit it a lot in the next version of Awesome Mod. I love the automatic relationships, but hate that there are too many Young Adult/Elder couples in the town.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 30, 10:22:22
This already isn't supposed to be happening all that often. Where are you seeing this occurring?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Cocomama on 2009 August 30, 10:57:42
Using AMS 8/28/2009 7:11 AM and AMS 8/28/2009 10:36 PM with the new config that now automatically includes tracking/SC.

I have a few questions about the, for me, new factors. I like the tracking feature and a lot more info and colours are showing up now. Purple cars and bikes, sacred halos and bloodred simpictures cruising my hood.
 
I already find out that some of the red sims need my attention, because they are stuck/looping in some way of store-action. Canceling queue cured that. Replaced a bed that was still marked as owned by former resident, but other families/lots are red, and I don't see anything thats wrong with them?
 
-Families had sacred halo's although I did not make them sacred. Because I want storemode deal with them, I first had to make them sacred ?! before I could make them unsacred.

-I have no idea what the purple-coloured car/bike means, they are not abandoned, but in use/moving around? After a while they dissappeared.

AMS 8/28/2009 10:36 PM
No more stuck/looping sims found, however the game still freezes after a few hours play. Deleting the .caches files allowed me back in my hood, and after deleting some of the families was able to play untill the next freeze. It definitly looks to me, there is some limit to the number of sims I can have in the hood/my PC can handle.
 
-Can I delete the 60 or so homeless NPC and let/will the game generate only needed new ones?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 30, 11:16:27
I already find out that some of the red sims need my attention, because they are stuck/looping in some way of store-action. Canceling queue cured that. Replaced a bed that was still marked as owned by former resident, but other families/lots are red, and I don't see anything thats wrong with them?
Red is the color used for sims you are tracking on radar, but haven't marked sacred.
 
-Families had sacred halo's although I did not make them sacred. Because I want storemode deal with them, I first had to make them sacred ?! before I could make them unsacred.
If a fambly is in yellow, it means a sacred sim lives there. Even a single sacred member will mark the entire fambly in yellow, which is why you have to first make them sacred (sets on all), then unset (clear from all). I'm sure you did something interesting to cause that in the first place, though.

-I have no idea what the purple-coloured car/bike means, they are not abandoned, but in use/moving around? After a while they dissappeared.
Purple car/bikes are those which are derelict. If they are on the road and not moving, this is a bad sign. If they appear only briefly, that's probably because the tracker spotted them right when they spawned, before the sim popped into it. They may subsequently change color or start moving, which means they are fine again. Those that AREN'T moving, if they are on the road, were abandoned because a sim was ejected from them while driving, and now they are stuck on the road. Placing the owners on Supreme Commander will cause them to reclaim their vehicle. I may also include a "Dude! Where's My Car" action that will let you order it immediately later.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Cocomama on 2009 August 30, 12:25:54
I picked up the new AMS 8/30/2009 3:15 AM and doing Wolfrun, not using SC on any sims yet.

Thank you, I removed the red tracking for most of them, does the story mode colour some sims red too? For some sims I had to put tracking on, before I could un-tracking them. One of the sims refuses to be un-tracked, but she is skilling fishing via story mode.
Edit: Turned out she had a one-shot-command to skill fishing but was doing nothing. Deleted queue now she's fine.

I made a screenprint of a purple bike and purple derelict car in front of the library. The bike is owned and moving, appearing and dissappearing. The car is marked as derelict, but towderelicts does not work on it? It did gave a pop-up a derelict was removed once, but that must have been another car I didn't noticed.
Edit: added a second picture from purple car that is owned and used/moving. Later in game that car became a derelict too.

Don't think I did something to make that familie sacred, am not using this feature because I want them all to be used by the story mode. They were sacred when I placed them in the hood. Sacred happened spontanious before in other new hoods too, from all fresh non-played families placed at least one turned out sacred, without me causing it.

Edit: All is OK now, did a fixall and after the popup "5 phantom butts cleared" the stubborn stuck purple car in front of the library finally was removed.
I made a copy of the autosave before/while it is happening, if you are interested.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 30, 14:10:48
Nope. Not interested. This is a known issue that fixall will sweep.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 August 30, 14:54:39
I ran into some odd but seemingly benign behavior yesterday; I have no idea if it means anything or not, but thought I'd report it just in case. The sim I was controlling went to the library and two other (created by me) sims were there. Neither of the two were from the same household. One sim was a romantic interest of my controllable sim so I directed him to greet her and she suddenly ran to the toilet and threw up. My first thought was to wonder if she had been pollinated but she is single and I hadn't received any story mode announcements about it. About the time she came out to speak to my controllable, the other sim, a male, ran to the toilet to puke also. ??? Like I said, they were not part of the same household so it doesn't seem likely that they both ate the same rotten food. I suppose they could have both eaten spoiled hotdogs at the park or something, but for this to happen at the same time to two unrelated sims seemed strange. Is there any chance that you doing any tweaks to the game involving throwing up that might have somehow generated this? I did not see this behavior repeated again by these sims or any other sims during the remainder of the play session, so it's not a big deal or anything, just thought I'd mention it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 30, 16:11:04
Like I said, they were not part of the same household so it doesn't seem likely that they both ate the same rotten food. I suppose they could have both eaten spoiled hotdogs at the park or something, but for this to happen at the same time to two unrelated sims seemed strange.
Nah, this is pretty common. Sims don't seem to have learned not to eat the mystery meat.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 31, 00:13:36
Grah was deserted, so here are two FSE:s in one rar-file. I had odd things happen when I enabled the new command, and then shortly after used forcemovein - the homelessfamily moved in to the house I was playing, and THAT family was evicted. I got the FSE:s when trying to switch between families. The force-moved-in family was not possible to switch to, at all.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 31, 02:45:39
It looks like you have corrupt want trees. Do a resetallwants.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: LVRugger on 2009 August 31, 10:53:49
Grah was deserted, so here are two FSE:s in one rar-file. I had odd things happen when I enabled the new command, and then shortly after used forcemovein - the homelessfamily moved in to the house I was playing, and THAT family was evicted. I got the FSE:s when trying to switch between families. The force-moved-in family was not possible to switch to, at all.

ingeli - You have to do forcemovein from the edit town menu. If you do it from the main game you will force out your family and move the homeless in there. I learned that the hard way.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 31, 11:12:21
Do not attempt to use forcemovein, it is not a command that is for public use. I have not put enough Stupidity Checks on it for it to be publicly used.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: LVRugger on 2009 August 31, 12:02:04
Do not attempt to use forcemovein, it is not a command that is for public use. I have not put enough Stupidity Checks on it for it to be publicly used.

With ASM not generating legions of homeless bastards, I have no reason to use this command any longer. It was fun while it lasted...


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 31, 13:52:55
Aha - I have used it once or twice, successfully, before, may well have been in edit town mode. Now when I know I will be aware of this. It was just annoying to have 1-2 homeless families hanging there and not moving in anywhere, in spite of me giving them house money, and having several nice bunkers available. I probably was too impatient.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 August 31, 13:54:04
If you're using AwesomeStory, they WILL migrate in, there's an extremely strong pressure to, in the presence of the requisite funds and housing, become non-homeless. If you're using EA or ISM, all bets are off.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 August 31, 14:24:33
No subsitutes - Only AM :P


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 August 31, 17:49:41
Where can I get a list of cheat commands?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: tea_and_blues on 2009 August 31, 19:28:56
Right. I've been lurking for a few weeks now, and I've been watching Awesome mod for considerably longer. I've tried to clarify everything I can by reading as much as I can, but I'm from a lit and editing background, not a coding and tech background so I'm always going to lag behind. I've been testing story mode for the last week, and making a few observations. I can't identify causation, just end-user issues, and that almost qualifies me to piss off and die from what I've seen so far of this forum. :) Still not touching SC at this point, but the game is infinitely smoother and less irritating under AM.

Nevertheless, something I've noticed:

Even following the latest AM build, all my NPC school kids are failing, even though they are also all doing their homework now. Only the family I am managing at the time are able to maintain school performance, so I've getting a lot of insane/evil/clumsy sims appearing. Is this a known issue? Have I implemented something wrong?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Blurpinstein on 2009 August 31, 21:44:29
Its always bugged me that in the Sims 3 (the EA story mode especially) there are so few consequences in the game. In modern games the trend has been to appeal to the masses by giving people infinite lives (ala Fallout 3 and Elder Scrolls). In retro games like Contra, the technology to save a game was not yet discovered, and so when you fucked up, you fucked up! -which made it that much more entertaining. I'd like to see more of that in the Sims 3. The awesome mod, as it exists today, obviously corrects many of most irritating aspects of EA's nauseatingly-rosy approach on the consequences of living in a mini-society (so much so, I don't think I would play the game if I couldn't use the mod) but there seems to be a lack of any serious consequences that result from the Sim's actions. The pedophile mod which, although humorous, was especially fascinating to me because of the long term effects my character's stupid actions had on his life. He was a police officer in the middle of the ladder and was on his way to completing his lifetime wish when all of a sudden his entire life was flipped because of one stupid mistake. After his 3 day long stint in jail (I modified the jail term to be longer than a day), I added the mean spirited trait and removed his good trait to reflect the mental consequences that can arise from a trauma like that. Now he is a different character, although in many ways he is the same man. He has the same relationships and retains a majority of the traits he previously had. This more closely resembles real life, i believe, because our personalities are not completely static (as EA makes them after adulthood). The majority of our traits do come from our past but more traits are added (and subtracted) throughout our life. Our actions and experiences modify our personalities and we have to live with the consequences of what we do. I don't know this can even be done, but would it be possible to make it so that Sims' personalities can be modified by the story driver to react to the tramatic events caused by their actions. I know you dislike handouts, but this wouldn't necessary be handout because it would be affected by actual events that occur in game. Better yet, do you think it would be possible to customize trait modifications for individual sims (i.e. an over emotional Sim would gain the neurotic trait if he witnessed someones death -you could also make this have something like a 25% chance of happening to an overemotional sim when witnessing a death to add some spontaneity). Again, I doubt if any of this is possible, but I think something like this would be a way of having the traits interact with one another, as well as with the environment, which would create an interesting dynamic in the game.



Quote
Eviction due to inability to pay bills is likely the reason that will eventually be instituted. As for "some people moving out", it's not like they can really GO anywhere. If I start vaporizing sims entirely, we're back to the thing we hated in EA storymode, that even EAxis got rid of. So we're certainly not going there.

If you make a lot with only trees (like a park) and a few beds -real cheap property), would families that can't pay the bills move there? It would be basically the same thing as being homeless, except there would be a place where they could go that would reflect their financial position in life without destroying them.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Rosehrt on 2009 September 01, 23:14:26
I have noticed since taking out Indie story mode and using awesome story mod that the little bit of drama that was in the game has disappeared. My flirty sims flirts are not accepted anymore from sims with partners, even if they are at 100% friendship.  They just throw up their hands and that is it. All the fun is gone for my flirty sims steeling other sims partners. No more fun in my flirty sims getting caught partner stealing and getting snubs from sims offend by it. No more the option to say I feel sorry for so and so. I just loved it with Indie mode when I got a popup that said who ever just cheated on who ever I feel sorry for them, and then they gave the cheating sim the cold shoulder.

It just is not fair that flirty townie sims can flirt with sims with partners in the rabbit holes. But my playable flirty sims are left out in the cold.

One other thing this would really mess up game play for those sims having the life time wish of having 10 boy friends.

 I don't want to put Indie mod back in. Can't stand all those babies being born and opportunities being broken each time I changed households. And the opportunities would play really havoc with the game, if they were associated to any rabbit hole. If I forgot to cancel them out before changing households. Sims would loose options like taking a class of some kind with what ever rabbit hole the opportunity was associated with.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Havelock on 2009 September 02, 06:22:47
Even following the latest AM build, all my NPC school kids are failing, even though they are also all doing their homework now. Only the family I am managing at the time are able to maintain school performance, so I've getting a lot of insane/evil/clumsy sims appearing. Is this a known issue? Have I implemented something wrong?

I have the same happen NPC Kids dont get the Shoolbus there is only one for my playable Sims, but the other Kids stay at home in low level mode. The Parents go to Work and skill if needed but Kids do nothing exept Homework if its not finished at this point.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Dr. Strangelove on 2009 September 03, 08:45:30
-I have no idea what the purple-coloured car/bike means, they are not abandoned, but in use/moving around? After a while they dissappeared.
Purple car/bikes are those which are derelict. If they are on the road and not moving, this is a bad sign. If they appear only briefly, that's probably because the tracker spotted them right when they spawned, before the sim popped into it. They may subsequently change color or start moving, which means they are fine again. Those that AREN'T moving, if they are on the road, were abandoned because a sim was ejected from them while driving, and now they are stuck on the road. Placing the owners on Supreme Commander will cause them to reclaim their vehicle. I may also include a "Dude! Where's My Car" action that will let you order it immediately later.

In my game, using AMS 8/30/2009 09:50 AM, placing the owners on Supreme Commander doesn't result in the owners reclaiming derelict bikes, and 'towderelicts' doesn't seem to work for bikes.

My game froze going from Buy/Build Mode to Live Mode (on any lot) and having to kill the game with Process Explorer (task manager). In this thread (http://www.moreawesomethanyou.com/smf/index.php/topic,16525.0.html) that problem is described without mentioning AwesomeMod. Deleting the cache files (in \My Documents\Electronic Arts\The Sims 3) and using 'Save As' as suggested there only work (for me) when not using AMS. The moment AMS is used again the freeze is back.

The reason I'm posting in this thread is that derelict bikes apparently can cause this Buy/Build Mode freeze when using AwesomeMod. Getting rid off the derelict bikes using NRaas Computer (http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html) (Master Controller - Maintanance - Objects Stats - All - find/select/purge the bikes) could solve the problem for AMS users, it did for me.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Naples on 2009 September 03, 16:35:44
With the 9/3 4:21 a.m. update I am seeing married sims cheating on their spouses again, none of them have the flirty or commitment issues trait.

edited for spelling


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Buzzler on 2009 September 03, 17:54:55
Eviction due to inability to pay bills is likely the reason that will eventually be instituted.
But households are already moving to cheaper houses if they become unable to pay the bills for their place, right? You are invoicing the non-active households directly, without actual bills, correct? Is it possible for a household to get negative funds? With familyfunds being a signed int, there should be no technical issue about it, but I assume it would be an irregular state for the game?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 September 03, 21:47:39
I am a bit concerned about the divorce rate in my town.  They have kids with one woman, leave and have kids with another.  The trouble is at that rate it's not long before everyone in the town is a step-sibling of everyone else and it all gets bogged down.  I think it might be good to have fewer serial breeding-partners. 


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Naples on 2009 September 03, 23:28:27
I just noticed in the new build, dated 9/3  4:21am, that when I had my Sim get a job at around 10:00am Sim time he was already missing work. He shouldn't of had to be at work until the next day at 9am but it made him start work right away causing him to have bad work performance from the start. It happened again when I had another Sim in the same household get a job.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: myskaal on 2009 September 04, 02:23:26
I'm also experiencing a large dose of cheating sims. Large as in everyone who's married is cheating on their spouse with everyone else who's married as well as with available singles.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 September 04, 09:49:04
Yes I think the extramarital affairs are probably a bit more than we really want in the game, given how small the town is.  I think if the story wants a sim to cheat quite often due to their traits, sometimes it could sort of "invent" a sim from another town they met somewhere otherwise you end up all the sims have slept with every other sim in the town.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 04, 11:09:11
I'm also experiencing a large dose of cheating sims. Large as in everyone who's married is cheating on their spouse with everyone else who's married as well as with available singles.
Neighborhoods with legacy retained romantic relationships may continue this behavior. You have to sorta start a fresh neighborhood to clear that, or wait until I add a command to globally clean out old loves. This behavior is sorta similar to how it was in TS2, where any romantic relationships are retained basically forever: Although it's easier for a player to manually terminate than before, NPCs didn't and thus were continuing to act on them. Newer versions automatically sever them, but old legacy neighborhoods will still have them.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 September 04, 12:24:27
I still don't think this is working correctly even in brand new neighbourhoods. I started a fresh Sunset Valley 4 real days ago which is now in sim week 5. Sims which were married by ASM are constantly cheating with others, both married and single. I've just looked at 3 seperate sims as an example, 1 with family orientated trait had a wife plus 3 romantic interests and 2 other sims both with unflirty trait have a husband/wife and 2 romantic interests each. So it isn't because of flirty/ commitment issue traits.

I download the latest AM before each play session so this isn't the result of old versions.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 04, 12:27:34
Well, I know WHY they're doing it: Because they have those 3 romantic interests. The question is, did they acquire those romantic interests BEFORE they got married, or afterwards?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 September 04, 12:33:02
I'm not sure because what they were up to before marriage didn't interest me. I noticed 1 of them did have an ex listed so I assume would suggest after. I'll check with the next couple the system marries.  Sorry I can't be more helpful.

EDIT: I've copied the town and just fast forward the active family to get more marriages. Each time there was a marriage I selected the couple and looked for romantic interests remaining there was none, this was the case for 4 different couples. On the 5th couple, when I went and checked I also checked on 2 more sims living with them who I knew had numerous romances. One of these had a romantic interest listed as 1 of the males from the previous 4 marriages so I went back and checked him and he now had 2 romantic interests and his wife 1. I'm certain these were removed when they married and somehow were reinstated neither have flirty/commitment issue traits. I also went back to the other couples and 1 male had also regained a romantic interest, no romantic ASM notifications were received involving these during testing. Looking back on the save before, when these couples were engaged, the same sims were listed as romantic interests.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 September 04, 14:33:49
Don't sims ever lose their previous hearts?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 September 04, 15:04:48
Don't sims ever lose their previous hearts?

With debug enabled, try typing in "dropoldloves".  This should clear the old romantic interests (at least it used to).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 September 04, 15:27:57
My understanding is, the hearts should be removed from sims when they marry but this only started happening on the last few builds of AM. So sims who married before this will still have the hearts and therefore still cheat.

I'm still seeing this happen on a new save. The hearts seem to be removed on marriage (appear to change to friendship) but then on several sims they reappeared. Out of 4 marriages I've just tested, I selected each sim on marriage and no hearts remained in the relationship panel but when I re-selected a little later they had reappeared on 4 of the 8 sims. All of these hearts were from previous relationships prior to marriage (I double checked an older save to make sure). I've no idea how this happened, there were no ASM romantic actions involving these during testing



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 04, 17:47:33
I'm still seeing this happen on a new save. The hearts seem to be removed on marriage (appear to change to friendship) but then on several sims they reappeared. Out of 4 marriages I've just tested, I selected each sim on marriage and no hearts remained in the relationship panel but when I re-selected a little later they had reappeared on 4 of the 8 sims.
They "reappeared"? Exactly as before? Did this occur even though the sims in question had not interacted through storymode, or were they at it again?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: lefty on 2009 September 04, 19:05:07
edit: sorry, I posted in the incorrect topic


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 September 04, 19:27:24
I'm still seeing this happen on a new save. The hearts seem to be removed on marriage (appear to change to friendship) but then on several sims they reappeared. Out of 4 marriages I've just tested, I selected each sim on marriage and no hearts remained in the relationship panel but when I re-selected a little later they had reappeared on 4 of the 8 sims.
They "reappeared"? Exactly as before? Did this occur even though the sims in question had not interacted through storymode, or were they at it again?

The romantic interests which reappeared were with the exact same sims they had prior to marriage. I received no story mode message to say they had been interacting again.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: byronh on 2009 September 04, 19:39:43
I too can confirm that old loves are not being dropped upon marriage/moving in with spouse. And I have noticed tons of married cheating but I wasn't able to keep track if it was only with the old romantic interests, but I would assume it was.

Sorry, haven't installed today's update yet. Hopefully that should fix it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ProfPlumbob on 2009 September 04, 22:42:24
I'm also experiencing a large dose of cheating sims. Large as in everyone who's married is cheating on their spouse with everyone else who's married as well as with available singles.
Neighborhoods with legacy retained romantic relationships may continue this behavior. You have to sorta start a fresh neighborhood to clear that, or wait until I add a command to globally clean out old loves. This behavior is sorta similar to how it was in TS2, where any romantic relationships are retained basically forever: Although it's easier for a player to manually terminate than before, NPCs didn't and thus were continuing to act on them. Newer versions automatically sever them, but old legacy neighborhoods will still have them.

I started my hood fresh with randomly spawned sims in 12 homes, and 85% of them were romantically linked in massive love triangles and octagons in just a matter of a week :P  Out of the 20 sims in my neighborhood now, only 4 of them aren't linked through the baby mama filled family tree, lol.  

dropoldloves wiped away a lot of old flings but is there a way to integrate this into the story mode so it wipes old flings automatically?  It seems to be on an individual sim basis and that's a lot of sims to go through oO


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 05, 11:13:01
Well, it SHOULD be occurring automatically anytime they reach a state that "sets partner", and I haven't observed any deviations from this behavior in my game.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Lady Moiraine on 2009 September 05, 14:49:32
Only my families that have the bless don't cheat.  Otherwise, all my married couples cheat on their spouses.  I don't care about them, they are the game's families but even after they are married, they still cheat.  If I bless a family, they are fine and don't cheat after marriage.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 05, 17:07:37
Only my families that have the bless don't cheat.  Otherwise, all my married couples cheat on their spouses.  I don't care about them, they are the game's families but even after they are married, they still cheat.  If I bless a family, they are fine and don't cheat after marriage.
If you bless them, they won't do anything story mode at all, that's why. As for the other families doing it, I have piled so many pieces of redundant code aimed at stopping this behavior that it is unclear to me how it is still going on.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: cheriem on 2009 September 05, 20:06:23
First Flagrant Error I've ever had.  Newest build as of 10 something am 9/5/09.

(http://i46.photobucket.com/albums/f120/cheriem72/Sim%20Pictures/FlagrantSystemError.jpg)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: mutchka on 2009 September 06, 17:10:23
I'm still getting a bunch of failed findhome executions and sims moving out of adequate housing only to find they have nowhere to go and get stuck sitting in the homeless pool.  Sometimes, the families are even rich enough and there are enough houses with the correct number of beds for them, but they still experience move failures.  I used to get these messages more often but then it died down, but recently the sims I placed myself and the spawns of my main family branches are getting kicked out of ancestral/nice homes.  Also, when I attempt forcemovein it just affects a single family (probably the ones I had last selected it would seem) and they move to completely empty lots when the homes they were in were just fine. 

I update AM before every play time.  Any ideas  ???


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 September 06, 18:16:56
I was having findhome errors till I started a new hood.  I suspect earlier use of Indie may have put my hood into a funny state.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 September 07, 13:41:24
Just reporting some experiences with sims 3 the past few days: I started a brand new neighborhood with twoftmamma's empty, cribbed 'hood. Then I created 4 separate couples and gave them all non-job-related lifetime goals and cheated them up some cash (I'm purposely keeping the 'hood as small as possible). Just to be sure I registered them all as unemployed using Twallan's part-time employment hack, because none of them are "blessed" since I want awesome story to do its thang when I'm not playing them.

The game generated lots of NPCs right off the bat (like 34 of them if I recall), but these must just be cab drivers, newspaper deliverers, etc., as none of my families employ a maid service. They also don't have any kids yet so there's no school issues yet. There is some jerkiness in their movements after I've been playing for a few hours but no major lag yet.

After starting them out in modest housing, I manually moved 3 of the couples to new housing - to two very nice houses that I had downloaded and a third house that I'd made but hadn't yet had a chance to play. This required cheating them up even more money. While I was moving the second couple, the first couple quit their "jobs" in "unemployment". One of my couples later gossiped that one of them got a new job, which I haven't checked out yet, but since I was trying to keep them unemployed so that no new sims would be generated that news didn't thrill me. Then while playing/moving the 3rd couple, I got a notice that the second couple quit their jobs in unemployment. I think that was probably due to them having plenty of money since there was some left over cash after moving, but when I went back to the 4th couple, I got a message saying that the 3rd couple, who I just moved to this fabulous new house, had moved to a smaller house. They have no children but I placed a crib in the house I'd moved them to so I see no reason for it other than I guess they thought the house was too large! Maybe it was the fact that the bedrooms all had double beds instead of single beds in them. Hmmm, I'll have to test that. But I had just had my sim start a garden at that house, too. Now I either have to make them move back or make him plant a new garden all over again.

Odd things start to happen after playing a few hours, too (nonawesome things). I sent sim A to the shower one morning then commanded her to eat cereal. While I was focused on sim B who was eating his cereal at the table, sim A walked over with her bowl of cereal and ... she was completely naked. WTF?? It was a riot! I clicked on her and commanded her to change clothes and as soon as she finished her cereal, she did it. I wasn't sure there for a minute if I'd have a sim walking around naked permanently or not. I have a sim in my Sims 2 game who NEVER gets dressed after bathing unless I send him to the dresser. This behavior is consistently reliable, even after just starting the game. Very wierd! Hopefully this sim isn't going to start doing the same thing all the time, although in sims 3 at least you don't have to have a dresser to get them to change into clothes.

Anyway, just reporting that my sims are also moving. If the ancestral home feature is working and we use that, that doesn't affect story mode, correct? Because sometimes I would like nonplayed sims to stay where I put them but I'd also still like them to be subject to story actions. Also, if things like double beds versus single beds affect moving, it would be nice to have a more complete understanding of the logic involved in how that works.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 September 07, 15:18:28
Is your nude sim insane or inappropriate?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 September 07, 20:57:25
No, the nude sim does not have either of those traits. I played a bit today again and so far I have not seen a repeat of the flagrant nudity. In front of the toddler, no less.  :o


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: ingeli on 2009 September 07, 21:22:02
New FSE. And the moving to community lots only works for first step, lot is visible and pickable, but, next step demands for a bed on the lot.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: myskaal on 2009 September 07, 23:39:36
Going back to the topic of romance, could we slow it down a little?

I have been trying to start a new hood lately, a sort of Legacy mash-up where it'll just be one played family throughout how ever many generations I can manage before the whole thing blows up. I create my patriarch and plop him down. Knowing the only sims auto-created with AM running will be work related and not likely any I'll want my sim to procreate with I then make and plop down a few more sims, both male and female to allow for future population of the hood.

So here's the problem:
I don't even get through a full 24 sim hours of play before all romantic prefs are run and the available females are snatched up by the available males as partners. If I do not create males, they are auto-generated for jobs and wham-o, snatch up all the ladies. This way at least allows a little more time to work on the woo-ing.

I did not consider creating premade couples and specific singles because I thought it would be interesting to see the partnering results.
Unfortunately it's leaving my patriarch sim in the cold for a partner.

So I guess my inquiry is: Is there anyway to get the auto-story partnering to slow the hell down? Maybe a 48 - 72 hour wait before any romantic prefs are initialized for non partnered sims?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chaos on 2009 September 08, 00:32:22
Couldn't you just make them sacred?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Absimiliard on 2009 September 08, 00:45:18
Going back to the topic of romance, could we slow it down a little?

I agree. I posted on this a while back. And I've given it some more thought. Pescado's view is that sims will try to pair up, if you want to do it make 'em sacred. I do agree with that. The problem I was having is my Lothario types with commitment issues getting hitched 40 seconds after they were in the game.

Realizing that most people are probably okay with this, I was trying to think of an easy way to slow it down or make it less likely to occur I play on Epic and it stinks when the first teen turns into a young adult they are snagged up fresh outa high school by any odd-man-outs   from the initial romance-o-rama that happened at game onset (even if they're 3 days shy of being an elder).

I believe a solution that is in keeping with the current way the mod seems to work is to implement a ScaleRomanceTo Aging and RomanceLikelihoodScaling values to the config that would allow the user to tweak to their content.

PS. I've become more active on the boards of late, mostly to report errors or make demands. Please let me take this opportunity to express my sincerest gratitudeto J.M. Pescado for even allowing for anyones input in his project, and my ugliest envy that I am too poor a programmer to figure this out myself. In my opinion the game would've been a complete peice of cack without the major revisions you've done.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: myskaal on 2009 September 08, 02:29:30
I could make them sacred but that would defeat the purpose of them performing as unplayed townies.
I don't want them to be untouchable, I just think it would be nice to slow the auto-pairing down and maybe force some more detailed compatibility checks. Just a note on my observations and me being curious if it is at all a possibility with ASM.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: unstuck on 2009 September 08, 04:38:46
Going back to the topic of romance, could we slow it down a little?

I agree. I posted on this a while back. And I've given it some more thought. Pescado's view is that sims will try to pair up, if you want to do it make 'em sacred. I do agree with that. The problem I was having is my Lothario types with commitment issues getting hitched 40 seconds after they were in the game.





I third the romance-is-too-fast motion!  The day after my female sim became a young adult, there was not ONE single man left in town.  NOT ONE!! She's Good but she's gonna have to be bad now  :P


The other problem with this system is the following:  I started my neighbourhood by populating it with young adults; some single, some already in couples.   I like my sims to play the field a bit before commiting to a life of changing diapers,  so by the time my sacred couple DID start having kids, all the other families had teens already.  Now my couple's youngest children don't have any peers; they are floating between the youngest of the first generation and the oldest of the second generation.  They have no classmates.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Inge on 2009 September 08, 07:09:27
I agree the romance is too fast.  Pescado did say there was a tuning file where the chance of success could be tweaked.  If they fail a bit more often that should slow it down.   Though if that means getting rejected more often, won't it lead to lots of negative interactions and therefore negative relationship scores between sims who should have really hit it off well?

What I would suggest instead is that the non-played sims are a bit fussier about compatibility, and don't become less fussy until they are out of young-adulthood and their body clocks started ticking away furiously.   At least then the player might have a chance for a look-in during prime of life.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: unstuck on 2009 September 08, 07:42:07
Maybe there could even be a check instituted that would scan to see if there are any singles left before marrying off the neighbours -- ie, maintaining a minimum number of eligible bachelors/bachelorettes. 

Incidentally, I have not been able to make a sim go from zero to married in on day yet; no one in my town should either.  I like your idea, Inge, that Young Adults may or may not get married to their loves whereas adults will more readily. 


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: edalbformat on 2009 September 08, 07:57:18
I have to agree that the romances are way too fast. I'm playing a system of overstuffed houses where I play each house separatedly, then I transfer the fully adjusted houses into another hood that has no possibility of increasing population. I found out that 16 sims in a house occupies less than half of the place they would occupy if they were in separated households.
So, a hood that would already be 49MB big, is only 27MB with the same number of sims in it.
The case is that I play those overstuffed houses for weeks, and I don't reach even a normal friendship between the household.
I place another household the same kind, so I have to switch away from the first one - I don't even finish placing the new household in town, and all the members from the away household are already paired. Notice that, when I was playing that household, many of the members were enemies and fight like hell just by being in the same room. Be also informed that I placed ALL the game characters together with mine. So I have Gunther and Cornelia as just roomates, as well I placed Nick Alto inside the house and he slaps every member of the household. Be also informed that I made everybody to YA, and reset the age to start. So, all the inhabitants of my hood are YAs and should not get into marriage so fast.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Naples on 2009 September 08, 13:57:53
If Sims start waiting to get married until they are adults then wouldn't we be facing the same issue that we did with ISM? As in to many old farts with kids? I would not want that same issue to happen again. It was horrible when it happened in ISM, if this is what would happen please do not do it. Instead if you have a Sim you want your Sim to marry why not just have your Sim ask that one to break up with her/his lover? I know you get the ex in the relationships and a bad moodlet for like 3 Sim hours, but which is worse?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: myskaal on 2009 September 08, 16:15:40
Asking a sim to break up with their partner is not so easily done when all romantic interactions result in +0/-0 because they are already partnered before your sim had a chance to get out of the cab. I haven't yet seen the mean/break up options on a nonromantic relationship. I admit I could be missing it.

I agree that forcing a lesser chance during YA stage would result in some not so ideal family age gaps. It's a great theory but since we're talking about the sims I believe it would end up being as Naples describes. Forcing a "YA must be at least ## days old" won't work because of the differing age cycle options.  :-\

Still, the speed at which unplayed sims are partnered is annoying and frustrating. Literally minutes to a few short hours after they exist in the world romantic prefs are rolled and they're off to the Mausoleum with someone.

I have witnessed that these partnerings are happening without sims even having met. The game rolls and matches them via some unseen compatibility measure. Maybe if there was someway to force any single existing sims to adhere to the same social standards as played sims? That is: MySimA has to work through a pie menu tree of social interactions in order to build a relationship of any sort. UnplayedSimB should have to jump through the same hoops, being actually and actively social with AvailableSingleSimC rather than simply being rolled into the partnership via the games autopairing.



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 08, 17:54:00
Still, the speed at which unplayed sims are partnered is annoying and frustrating. Literally minutes to a few short hours after they exist in the world romantic prefs are rolled and they're off to the Mausoleum with someone.
Here's the thing, though:
1. Just because a romance event is fired doesn't mean it will ultimately succeed.
2. Just because a romance event is successful and advances doesn't mean that they're now immediately married.

It's not a one-shot event that instantly pairs them off, it's just a single date that will move them towards that point. For them to reach that point requires a MINIMUM of 2 dates to hit Partner status, and 4 to finally become married. Furthermore, at each stage they have only a 50% chance of advancing even if all the criteria are in place, and none if they don't acquire enough rel in the process to do so, so in all likelyhood, it's more like 8 events. The events are throttled to one every 24 hours, so assuming optimistic average-case behavior, it takes about a week. In more pessimistic scenarios, somewhat longer. Furthermore, YOU have the power to stop this! If you see the popup, you can go, cut them off, and pound their faces in, thus wrecking their date. Note also that the base rel gain and the success rate are using the same tuning constants as the EA version, so if you want, you can alter their to-hit odds and firepower using the same XML.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Absimiliard on 2009 September 08, 18:15:40
...
Note also that the base rel gain and the success rate are using the same tuning constants as the EA version, so if you want, you can alter their to-hit odds and firepower using the same XML.

Good news! I'm gonna go spelunking for that XML. Does anyone know which secion I should be looking at? I'll start looking now, but there's a pretty lemon lollipop for whomever can tell me where it is first!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: shadow on 2009 September 08, 23:00:31
I had a teen ask his mother to break up with his dad! It was in the friendly menu. Only saw it once.  :o


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Absimiliard on 2009 September 09, 01:22:16
...
Note also that the base rel gain and the success rate are using the same tuning constants as the EA version, so if you want, you can alter their to-hit odds and firepower using the same XML.

Good news! I'm gonna go spelunking for that XML. Does anyone know which secion I should be looking at? I'll start looking now, but there's a pretty lemon lollipop for whomever can tell me where it is first!

Bad News! I cannot for the life of me figure out where this would be done... I'm guessing maybe its in the "Socializing" XML, but I can't see anything controlling the rate of attraction. Please anyone who might know (Pescado), I've given a kick at the can, could you tell me waht I'm looking for.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: chann on 2009 September 09, 01:31:36
I'll take a stab. "ChangeRelationship"?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 09, 02:07:04
That's the droid you're looking for, yes. It controls how much +rel sims can earn per session as a baseline, just like the EA action, and therefore, reducing it to smaller values will slow down progression.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Absimiliard on 2009 September 09, 03:05:28
I'll take a stab. "ChangeRelationship"?

Thank you very much chann & Pes. Let's see if I can't calm those randy buggers down a bit.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Wolfeyes on 2009 September 09, 04:06:53
I had a teen ask his mother to break up with his dad! It was in the friendly menu. Only saw it once.  :o

I have actually seen this quite a few times lately w/several famblies and wondered what was up with it...   :D


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: unstuck on 2009 September 09, 04:51:32
I had a teen ask his mother to break up with his dad! It was in the friendly menu. Only saw it once.  :o

I have actually seen this quite a few times lately w/several famblies and wondered what was up with it...   :D

I got with when my  sim woohooed with a married sim.  Makes sense: ask your lover to leave his wife.  I don't know why a teen would want his parents to break up, though -- maybe if he has a terrible relationship with his dad and wants him out of the house.  That would be cool!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Absimiliard on 2009 September 09, 07:18:23
That's the droid you're looking for, yes. It controls how much +rel sims can earn per session as a baseline, just like the EA action, and therefore, reducing it to smaller values will slow down progression.

I'm having some success with this but romance events still fire like mad (the values in that section only seem to alter the severity of the actions). Do you know offhand where it determines how oftern story mode events happen? Or better yet, how often a story mode event is a romantic one?

ETA: Actually the real problem I'm having is my Flirty sims getting married off (or normal sims being married off to flirty ones). In my mind flirty means kinda playful, not looking to get married. One of my male slut Sims actually has Flirty and Commitment Issues, but I can't stop him from getting married even when I change the values from 50% down to 5%. And when I do change them to 5% everyone else has Romantic Relationships as 0-20% while all the flirts get hitched.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: edalbformat on 2009 September 09, 07:27:27
The problem must really be in a simple XML. It seems that couples are having a huge boost in their relationship everytime they meet romantically. Otherwise I cannot explain why two sims that had a relationship at about 20-25, get married after two dates.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Absimiliard on 2009 September 09, 07:59:42
The problem must really be in a simple XML. It seems that couples are having a huge boost in their relationship everytime they meet romantically. Otherwise I cannot explain why two sims that had a relationship at about 20-25, get married after two dates.

One of the problems definitely is in XML. The ChangeRelationship section looks like this
Code:
<base>
  <Current_Tuning>
    <kMaxRelationshipChange value="40">
      <!--[Range: [0,100] Maximum amount that a relationship can change at once-->
    </kMaxRelationshipChange>
    <kChanceOfRomanticEscalation value="50">
      <!--[Range: [0,100] Chance of escalating to the next romance stage when relationship changes-->
    </kChanceOfRomanticEscalation>
    <kChanceOfRepeatedRomance value="50">
      <!--[Range: [0,100] Chance of jumping over several romance levels when choosing to advance romance-->
    </kChanceOfRepeatedRomance>
  </Current_Tuning>
  <Deprecated_Tuning />
</base>

It reads pretty easy I think. It seems that when a romantic story mode event is fired it has a 40% chance of changing instantly (this is the only section I am a little confused on... changed? could it go down). Every event has a 50% chance of escalating and 50% of event have a 50% of escalating more than one step. I'm quite sure Pescado also added additional boosts to Flirty and Hopelessly Romantic Sims so there's little wonder everyone get married on their first or second dates.

That being said, I reduced all these values to 5% and still had a third of my flirty sims married off within the week (Sunday-Sunday). If I had my druthers, Flirty sims would not have greater changes to their relationship scores but more frequent events and sims with commitment issues would have a substantially reduced likelihood to accept relationship escalations.

ETA: Okay did some more testing... If I set all values to zero sims still jump to the next romance level (they usually break up immediately afterwards because their LTR is still 0). So it would seem that the romance events are double whammys: 1st they romace up and then there is a chance for this XML to up their relationship and possibly (probably) romance 'em up even more. ick.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jens on 2009 September 09, 13:05:38
Reading the comments about marriages occurring too quick, I'm beginning to wonder why I'm seeing the opposite. In 3 seperate towns  around 70% of sims have remained unmarried by time they've turned elder (slightly modified normal agespan). Today I've had to reset age on around 30 because they were within a couple days of turning elder and still no partner (romantic interests but nothing more). I've now tweaked the same xml to 80 for all 3 values to see if an increase occurs and after 10 sim days the result is 3 new marriages. I'm wondering if its due to having a large amount of singles in my hood, its somewhere around 70 or 80 I think. I guess it proves different town set ups produce differing results in storymode which to me is the whole point of having one.

With what you've just said about them splitting up immediately, doesn't that prove lowering the values in the xml does significantly reduce the chance of the relationship advancing? Unless I misunderstood what you meant. 



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 September 09, 13:34:26
I don't have to worry so much about romance events in my current 'hood, either. I created 4 couples and put them in an empty Sunset Valley. One sim in each of two of the couples has the Family Oriented trait and they've been pollinating and adding to the town's population. The other two couples only have one kid each and I intervened on those. After installing ASM version 9-8, 11:09, I went to one of these couples and intervened again on a TFB. I also want them to move out of their crappy EA house (this is the couple who moved from the very nice custom house I moved them into) so I deleted the second crib (not that it matters much since their one spawn is now a kid and occupies the only other bed in the house). In about a sim day I had a pop-up stating that they had moved into another house. The only problem is that they displaced the second one-child couple, who then moved into another crappy EA house. At least it wasn't the same crappy house.

Before the displacement I selected the second one-kid couple and instead of directly influencing events I added the Family Oriented trait to one of the sims. Within 2 days, I got a pop-up stating that the couple had pollinated. Now I am waiting to see if they displace the first couple and take their home back. In which case we are in for another round of musical houses, I suspect.

The two couples who weren't spawning have a variety of traits like angler, artistic, bookworm, etc. According to previous comments I suspect that AM's Story Mode has been programmed so that certain traits have a lower chance of mating/spawning. If this is the case, I would like to say that other than dooming my small hood with only two of the couples having the Family Oriented trait and therefore having children, I don't think this is realistic, either. I know these traits also affect whether they get married in the first place, if I recall correctly, and if I hadn't created them as couples I would have already noticed this problem in my current neighborhood. I could see a slightly reduced chance of being interested in having relationships and babies would make sense, but not as low as it seems to be now. After all I've seen plenty of bookworms and introverts and most of them had the urge to create "mini-me's" in spite of the fact that they liked to read.  I'm just sayin'....


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 09, 16:26:59
There seems to be a minor bug which may be explaining this. It will be fixed in the next version coming Real Soon Now.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Tangie on 2009 September 10, 23:21:04
That's good to know. In the meantime I think I need to remove the Family Oriented trait from two of my couples. One couple (the one that had a set of twin girls and a set of triplet girls) already had 6 chillins (a 6th boy) and while playing another family, I got a pop-up saying they'd pollinated again. I had to add a room onto their house.

ETA: Of course I made the mistake of allowing overstuffed houses in the first place!


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: byronh on 2009 September 15, 15:46:01
New families (ones that I haven't created, and are not in the bin) are moving into the neighbourhood now. Not that I'm complaining, it's good. But I never saw anything about this in the changelog.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 15, 18:55:24
That's not the work of AwesomeMod, that is standard game behavior. AwesomeMod merely encourages them to stop being homeless once they can afford homes once they exist.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Kitbug on 2009 September 16, 01:36:00
Is there somewhere that has a list of features for AwesomeStory? I really want to try it, but I'd like to know what it does... and I don't really have time to read through the entire thread.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 September 16, 01:53:05
Is there somewhere that has a list of features for AwesomeStory? I really want to try it, but I'd like to know what it does... and I don't really have time to read through the entire thread.

Try the Wikka http://wikka.moreawesomethanyou.com/Awesomemod (http://wikka.moreawesomethanyou.com/Awesomemod)


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 16, 06:16:40
Is there somewhere that has a list of features for AwesomeStory? I really want to try it, but I'd like to know what it does... and I don't really have time to read through the entire thread.
AwesomeStory believes that Less Is More. As such, there aren't a ton of meaningless events that you'd never have gotten to see in game. Instead, AwesomeStory only prods sims to do things that they would otherwise be completely incapable of ever doing: They can Romance, Move In, Split, Join, Work, Skill, and Fail At Life (Starve To Death). That's it.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: edalbformat on 2009 September 16, 08:43:04
It seems that is also forcing things to happen as they should. I was observing sims in the park and got a message that "X was romancing Y, at the City Hall".  X was at the moment playing football table in the middle of the park and I got a laugh. But immediately Y showed up and both left the park, so I believe that the story mode corrected the mistake.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 16, 08:58:41
That's not a bug. If it gives a location in which it is happening, it means that they are actually going to go there, and you can SEE it happen. The actual romance does not occur until the two have met up, which they will do as described. The code actually does have them go and meet up.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Kitbug on 2009 September 16, 22:11:14
This might not belong here, but I didn't know where else to put it. What's it mean when it says "[insert name] has no available romance victims"? o.O


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 September 16, 23:26:20
That's a harmless message indicating that at the time the sim tried to romance, everyone was busy or there weren't any people left.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Aqua on 2009 September 21, 17:58:37
I am having a derelict car (purple) in my city. Its parked in front of the gym. I cant get rid of it. towderelicts and fixall doesnt help.
And i cant find the option in my NRaas Computer V19 to solve it. Any other ideas?
The person who should be the owner of the car is not living in my city, and its not homeless. So i cant put her back in the car.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Aqua on 2009 September 21, 19:06:55
towderelicts on fixed 2 cars (police, cars2) from 0 to 1 i would say.
But the mentioned car is still in front of the gym. So thanks for the try.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Aqua on 2009 September 21, 19:36:57
So i removed it from the world. Now the car is gone, the purple icon is still there. Then CTRl+Shift-Click on the Icon - Delete, and its gone. Thanks.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: escagirluk on 2009 October 20, 10:03:46
I was having a look at the awesomemod wikka, hoping to find something to help fix a problem I have, and found this code - fixagingstates

The description is given as "Fixes bad aging states", but what exactly does that mean?

Will it fix the bug I'm getting where some of my non-player families are having kids that won't age up? I've had to manually go in and age up several sim-kids with the cake; they seem to get to 0 days in their stage and then get stuck there.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 October 20, 11:36:14
I was having a look at the awesomemod wikka, hoping to find something to help fix a problem I have, and found this code - fixagingstates
It's an experimental command to fix an issue I encountered. I do not know if it is your issue, and it's not a documented problem, so I haven't mentioned it anywhere.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Malapietra on 2009 October 24, 04:44:57
Is it possible to have Awesome Story Driver ON for one of your neighborhoods and OFF for another?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 October 24, 04:51:29
You can toggle configuration dynamically in-game using setconfig. You can also simply turn off story progression, AwesomeStory respects the global Story Progression toggle.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: eevilcat on 2009 October 30, 18:20:17
I'm used to seeing the awesome story driver popping up messages and they're usually meaningful. I got two new messages just appear and have absolutely no idea what they are:

X has slain by the new male (multiple of these)
X married Y and going feral

Images can be found here (http://s79.photobucket.com/albums/j136/spacedcat/Sims3/). Pescado?



Title: Re: Awesome Story Driver Beta-Testing reports
Post by: kuronue on 2009 November 01, 17:55:34
Dunno about going feral, but I'd assume "has been slain by the new male" is talking about the situation that occurs in lions, in which a new male taking over a pride will kill all the cubs in the group that were sired by the old male. Extrapolate that to sims.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 November 03, 05:09:44
Sims going feral are sims that got married, but didn't manage to move into a house for some reason, perhaps because their original fambly was also homeless, and they still can't afford a house. Thus, they are split off into a new, still homeless (feral) fambly. Slain by new male is the message that happens when, yes, a new male takes over a pride of feral sims.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: eevilcat on 2009 November 03, 06:26:04
That makes sense now. Do feral sims breed?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: escagirluk on 2009 November 03, 15:22:15
I have overstuffed houses allowed, but when I tried to marry or move-in sim 8's girlfriend, no matter what I did, neither the move in or the commited relationship-get engaged-get married options showed up.

Do those options even show up with overstuffed houses, or do I need to move out the prospective spouse and then combine households in Edit Neighbourhood?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 November 03, 17:05:59
I think you're having other issues if you can't even get engaged. You're probably not unlocking the interactions with the right contexts.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Jonni on 2009 November 07, 23:30:56
I've had the Awesome Story Driver enabled for a while but I've never seen any messages about story actions, like "Sim A married Sim B". Do I need to enable a setting in the config file? 'InformOnStoryAction' doesn't seem to work either.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Sigmund on 2009 November 07, 23:57:25
Both of those options need to be enabled for them to work. Use the config tool, it's right next to the download for AM.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2009 November 08, 03:28:14
If Story Driver is on, actions will happen if Story Progression is enabled in options. However, like with EAxis, you will not be notified unless you turn the option to be notified on. If you turn on notifications, and Story Progression is NOT on, then you will also not be notified because nothing will happen.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: kristinjean on 2009 December 16, 05:27:53
If Story Driver is on, actions will happen if Story Progression is enabled in options. However, like with EAxis, you will not be notified unless you turn the option to be notified on. If you turn on notifications, and Story Progression is NOT on, then you will also not be notified because nothing will happen.

I have story progression on and also InformOnStoryAction on but still no notifications??? Does it take a while? I have read the paper and some babies have been born. Anything else i need?? Thanks


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2009 December 16, 18:35:09
If Story Driver is on, actions will happen if Story Progression is enabled in options. However, like with EAxis, you will not be notified unless you turn the option to be notified on. If you turn on notifications, and Story Progression is NOT on, then you will also not be notified because nothing will happen.

I have story progression on and also InformOnStoryAction on but still no notifications??? Does it take a while? I have read the paper and some babies have been born. Anything else i need?? Thanks
Awesome Story doesn't inform about births, or deaths for that matter.  It informs about sims getting pregnant and also about sims going on dates, and I even saw one message that a couple had broken up.  If you want notifications about births and deaths, there are some available over in the Pudding Factory.  I don't remember who made them, but I have them in my game and they work exactly as advertized.  I like the birth messages especally, since it says who had a baby, what the baby's name was, and also the baby's gender.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: coconnor on 2009 December 16, 20:02:08
If Story Driver is on, actions will happen if Story Progression is enabled in options. However, like with EAxis, you will not be notified unless you turn the option to be notified on. If you turn on notifications, and Story Progression is NOT on, then you will also not be notified because nothing will happen.

I have story progression on and also InformOnStoryAction on but still no notifications??? Does it take a while? I have read the paper and some babies have been born. Anything else i need?? Thanks
Awesome Story doesn't inform about births, or deaths for that matter.  It informs about sims getting pregnant and also about sims going on dates, and I even saw one message that a couple had broken up.  If you want notifications about births and deaths, there are some available over in the Pudding Factory.  I don't remember who made them, but I have them in my game and they work exactly as advertized.  I like the birth messages especally, since it says who had a baby, what the baby's name was, and also the baby's gender.
IIRC, the mods you're looking for are Buzzler's Birth Control mirror and I believe Twallen's Supercomputer also has a notification option  (not sure about that one though).


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: snowbawl on 2009 December 16, 20:22:03
Buzzler has less complicated "event notifiers" over in The Pudding Factory, if all you desire is announcements.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: crazstar on 2010 March 24, 09:00:17
actually I'm new to awesomemod and I was wondering how do you know if the story driver is working or is on?


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: J. M. Pescado on 2010 March 24, 09:37:37
Assuming you have installed using the default configuration, and you have Story Progression on, AwesomeStory is working. If you have manually reverted to EAstory, then it is "working" under the same conditions, if you can call any operation of EAstory to be "working". If you have Twallanian Story installed, then none of these options work and you will have to consult Twallanian Story for its ruleset, as all AwesomeMod Story Progression functions are deactivated if Twallanian Story is detected to be installed.


Title: Re: Awesome Story Driver Beta-Testing reports
Post by: Gastfyr on 2010 April 15, 08:05:45
Slain by new male is the message that happens when, yes, a new male takes over a pride of feral sims.
This only happens with feral sims, right?  Not the civilized varity that live in houses.  Like if ASM got Claire Ursine married, her husband wouldn't murder her newborn baby, would he?