More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: J. M. Pescado on 2009 September 25, 11:00:05



Title: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 September 25, 11:00:05
This thread will be periodically cleared once the list has gotten too long to keep track of in dead crud.


Title: Re: New AwesomeMod Request Thread
Post by: Juleru on 2009 September 25, 22:31:10
Unfortunately i dind't see if there was an answer to my question before the posts were deleted, so again:
Is there a possibility to integrate "risky woohoo" into AM or does it have to be another core-mod (just for this) to work?
Thanks again.


Title: Re: New AwesomeMod Request Thread
Post by: Darksmurf on 2009 September 26, 06:39:45
Would it be possible for inactive sims who are currently working out to actually lose weight or get buffer.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 September 26, 11:48:59
It isn't already? I thought that was in there by default.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 September 26, 11:55:33
Would it be possible for inactive sims who are currently working out to actually lose weight or get buffer.

I also thought it was already happening. 

I know many of my inactive sims have gotten fitter/buffer looking over time.  Not all, but a good number have.  I think it depends on how often the game sends them to workout.


Title: Re: New AwesomeMod Request Thread
Post by: Dragon Slave on 2009 September 26, 15:25:59
Along the lines of stop that fucking smiling, can there also be a "stop that fucking everything and stand still like a statue"?  Or at least a "stop that fucking blinking"? 

I've been trying to make sims based on reference pictures and it's next to impossible to study facial features that are constantly twitching and swaying with every breath taken (the rocking is also making me motion sick).  The eyes are most frustrating.  I can't even tell what changes I'm making to them on account of how the sim is always blinking.  Whenever I realize what I need to do to fix their shape, the damn sim blinks and throws off my reference! 

Another thing - with TS2 bodyshop, I could trace a picture and overlay it on my monitor to make sure my work was matching up.  I can't do that with TS3 because, once again, the sim is always moving.  I'd greatly appreciate anything that can be done in this area to reduce the annoyance.


Title: Re: New AwesomeMod Request Thread
Post by: Darksmurf on 2009 September 26, 16:38:31
I suppose I should check but, I've noticed inactive families workout at the gym and it would have no effect. The only time I noticed a difference was EA's random weight gain which your mod stopped.


Title: Re: New AwesomeMod Request Thread
Post by: lordrichter on 2009 September 26, 17:08:19
I occasionally get Sims running on Supreme Commander that attempt to repair items that can electrocute them.  While this is somewhat amusing, the Sims never seem to learn and attempt the repair a second time, resulting in death.

Is this suicidal behavior something that can be changed in AM?


Title: Re: New AwesomeMod Request Thread
Post by: cwurts on 2009 September 26, 17:27:56
If you use Supreme Commander on a sim, and they work out, they will go from being very fat to being very thin.  This solves the problem but causes another one.  I haven't noticed any of my sims getting buff from working out.


Title: Re: New AwesomeMod Request Thread
Post by: ingeli on 2009 September 26, 18:58:12
I have now started the Monastery in my Older Windle-hood, and I really need a Celibacy-trait. I have made all the monks loners, unflirty, commitment-issues and absolutely not family oriented. They also have male and female prefs -1000. They STILL go romancing in the Mausoleum, with random women. Inge suggested making them sacred (being monks and all) but I want them to age and skill.
I am also curious: what does the Racist-trait do? I saw it in the list, when using Twallans comp for editing.


Title: Re: New AwesomeMod Request Thread
Post by: Lorea on 2009 September 26, 19:54:34
Sethour cheat.


Title: Re: New AwesomeMod Request Thread
Post by: Wolfeyes on 2009 September 26, 20:40:04
I don't have any of my sims on SC and do like the fact that inactive sims now workout autonomously, however, while they no longer randomly gain weight, they also do not look any more buff until I take control of them and then there is noticeable muscle gain...   :)


Title: Re: New AwesomeMod Request Thread
Post by: katemonster on 2009 September 26, 20:52:28
Task: Socialize, Task: Call Friends, and/or Task: Romanticate in SC? I was downright dependent on these in TS2 and I still miss them...


Title: Re: New AwesomeMod Request Thread
Post by: shadow on 2009 September 26, 21:36:32
I'd like something to stop that annoyingly stupid laugh for no reason. I thought it was trait related, like 'good sense of humor' but I stopped using that one and they still do it.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 September 26, 22:09:13
I have now started the Monastery in my Older Windle-hood, and I really need a Celibacy-trait. I have made all the monks loners, unflirty, commitment-issues and absolutely not family oriented. They also have male and female prefs -1000. They STILL go romancing in the Mausoleum, with random women. Inge suggested making them sacred (being monks and all) but I want them to age and skill.
Investigating. That shouldn't be happening. Are they doing so as the targets, or as the actors?


Title: Re: New AwesomeMod Request Thread
Post by: ingeli on 2009 September 26, 23:18:07
I will try to find out, problem is that I only get the message when they are already going to the Mausoleum. Could of course be targets. The women seem to like them a lot.
ETA:
Caught one immediately. The girl did enter before him though. Does this mean she was the starter?


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 September 26, 23:20:47
Eh, it's not important now, I think I fixed it.


Title: Re: New AwesomeMod Request Thread
Post by: Lorea on 2009 September 27, 02:35:40
Would it be possible for inactive sims who are currently working out to actually lose weight or get buffer.

I also thought it was already happening. 

I know many of my inactive sims have gotten fitter/buffer looking over time.  Not all, but a good number have.  I think it depends on how often the game sends them to workout.

All my inactive sims are fit and thin because they're always at the gym and working out. No fat sims left.:-/
And if I make them active I see their wishes are going to the gym and become fitter.. Every single sim has these wishes. I really don't like this..


Title: Re: New AwesomeMod Request Thread
Post by: Nameless Horror on 2009 September 27, 13:17:08
I was wondering if it would be possible to create a trait for infertility. In my own neighborhoods what I usually get is the same three couples pollinated non stop, even after they have had six children. If they could have an infertility trait then maybe instead of being pollinated for the seventh time they could have a different story action taken upon them. It could also be a fun trait to have for playables as well.


Title: Re: New AwesomeMod Request Thread
Post by: skelley on 2009 September 27, 15:39:06
SC - Task: Pollinate


Title: Re: New AwesomeMod Request Thread
Post by: Process Denied on 2009 September 27, 16:08:24
I am having a problem that has inspired my request.  My Sims have not been taking care of themselves and I need a cheat that will max motives on the entire community lot.  I have too many Sims that are close to death and I can't save them all.

Scratch that-You can accomplish this with the super-computer.


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 September 27, 19:28:34
Can we still age ghost babies with the birthday cake?

eta: Ok, I'm stupid.  I forgot about inactive ghost babies.


Title: Re: New AwesomeMod Request Thread
Post by: ingeli on 2009 September 27, 21:04:50
But I like ghost babies. Not that I had any yet, but a ghost baby (or toddler) would be a nice addition to a dark scary house.. They should not age. They should haunt the house forever, as babies. Reminding of the terrible thing that make them die. In Sweden we call ghost babies "mylingar" and no, they never grow up.


Title: Re: New AwesomeMod Request Thread
Post by: Moryrie on 2009 September 27, 21:26:23
Would it be possibly to undo the patch's stupid anti-grim reaper nonsense?


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 September 28, 02:38:45
I have two requests.

The first is can you shorten the birthday celebrations, I have the mod that stops the whistles, but I can't stand how long they all wave there arms (in unison) and carry-on before the person ages.  If They blow out the candles it seems to take forever for them to age.  If I wait until they age on the own, no drama, but I often age them using the cake (especially if I have aging off for any reason) or I want to age them early.

The second, can you fix the routing order for accessing the fridge?  If I send multiple sims to "get leftovers" they stand in line and wait for the first sim to arrive, sometimes from downtown.  There is no route failure, or blockage, they just stand tapping their feet waiting for the first sim to arrive.  I am not sure exactly what triggers the order to access the fridge, but I think it is based on the first sim to activate that action.  If I click on the fridge and tell a sim that's downtown to "eat leftovers" to make them go home and eat, and I queue other sims in the house to "eat leftovers" after they finish whatever they are doing first, they finish and then line up at the fridge waiting for the other sim to get home and access the fridge.  If I cancel the first sims action, the other go to the fridge and eat, otherwise they drop the action because it has taken too long to fulfill.  Why can't they just access the fridge on a first come first served basis like they did in TS2, instead of some order that they started the action?

I would still like to see a smarted crib selection to go along with the smarter chair and vehicle options.


Title: Re: New AwesomeMod Request Thread
Post by: Wolfeyes on 2009 September 28, 03:26:12
I have two requests.

The first is can you shorten the birthday celebrations, I have the mod that stops the whistles, but I can't stand how long they all wave there arms (in unison) and carry-on before the person ages.  If They blow out the candles it seems to take forever for them to age.  If I wait until they age on the own, no drama, but I often age them using the cake (especially if I have aging off for any reason) or I want to age them early.


I agree and would love to see this event shortened since it is very irritating and unnecessary...   :)


Title: Re: New AwesomeMod Request Thread
Post by: byronh on 2009 September 28, 05:22:23
I have two requests.

The first is can you shorten the birthday celebrations, I have the mod that stops the whistles, but I can't stand how long they all wave there arms (in unison) and carry-on before the person ages.  If They blow out the candles it seems to take forever for them to age.  If I wait until they age on the own, no drama, but I often age them using the cake (especially if I have aging off for any reason) or I want to age them early.

http://ts3.tscexchange.com/index.php?topic=542.0


Title: Re: New AwesomeMod Request Thread
Post by: witch on 2009 September 28, 05:29:29
I agree and would love to see this event shortened since it is very irritating and unnecessary.

I fixed your useless post.


Title: Re: New AwesomeMod Request Thread
Post by: Wolfeyes on 2009 September 28, 06:45:25
Ah but ellipsis are your friend... and it's not useless to see the percentage of simmers who are interested in fixing the behavior mentioned by Wizard... but you wouldn't get that now would you ?  Silly witch, useless fixes are for kids... what a 12 thing to do...   :D


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 September 28, 08:23:28
I have two requests.

The first is can you shorten the birthday celebrations, I have the mod that stops the whistles, but I can't stand how long they all wave there arms (in unison) and carry-on before the person ages.  If They blow out the candles it seems to take forever for them to age.  If I wait until they age on the own, no drama, but I often age them using the cake (especially if I have aging off for any reason) or I want to age them early.

http://ts3.tscexchange.com/index.php?topic=542.0

Thanks for that, downloaded it.  Never found that site before, will have to browse and see what else they offer.


Title: Re: New AwesomeMod Request Thread
Post by: witch on 2009 September 28, 09:05:47
Ah but ellipses are your friend. And it's not useless to see the percentage of simmers who are interested in fixing the behavior mentioned by Wizard. But you wouldn't get that now would you ?  Silly witch, useless fixes are for kids. What a 12 thing to do.  

Fixed your post.

Quote
Ellipsis (plural ellipses; from the Greek: ἔλλειψις, élleipsis, "omission") is a mark or series of marks that usually indicate an intentional omission of a word or a phrase from the original text.
http://en.wikipedia.org/wiki/Ellipsis

Just so's you know you're doin' it wrong.


Title: Re: New AwesomeMod Request Thread
Post by: Shaileya on 2009 September 28, 09:29:03
If it is possible, it would be really nice if sims could go auto read books written by sims rather than only auto reading premade books and then running out of anything to read with No Raymundo activated.

I would also like to suggest a second option for Awesome skintone blending if possible. I remember reading that Awesome's way of blending two skin swatches is to select the darker one by default, and then do the range configuring on the darker swatch each time to avoid odd colored babies from certain combinations. But this means if Sim A is dark red in color and Sim B is pale green, all of their children will be shades of red. If it still works this way (as far as I can see on my sims it is), I would really apprechiate it if we could have an option to randomize which skin swatch is used, too.


Title: Re: New AwesomeMod Request Thread
Post by: HappyMonkey on 2009 September 28, 11:58:49
I have noticed the fridge queue also, but wasn't sure what exactly was causing the traffic jam. Another thing related to eating that I have noticed is that sims eat their plate of food at the table, then get up with the plate in hand and look for another spot on the table to set the dirty plate down. This seemed to happen more in my larger families than with single/couple sims, no idea why. Is it possible to squash the find new place for dirty plates and just have them leave the plate where it is and get up from the table?


Title: Re: New AwesomeMod Request Thread
Post by: brownlustgirl on 2009 September 28, 12:57:09
I wonder if it's possible to have the move-in opportunities to pop up more than for a first playable in a new hood, and not with the tutorial on. In the horror picture thread, someone had a picture of a rat, that came with the "squatters" move-in opportunity.

Quoted from Jordi in the picture thread:

Quote
It's absolutely random. These little scenarios have a chance of popping up only for the first family placed in a neighbourhood, while the tutorial is active.

I play with the tutorials turned off, thus explaining why I don't get the "meteors hit the house", "squatters were in the house", latter one leaves rats. I want my sims to experience rats and roaches, especially my slobs and couch potatoes. No matter how long the house is dirty, all my sims get is the bad environment moodlet.


Title: Re: New AwesomeMod Request Thread
Post by: Lion on 2009 September 28, 14:20:56
I am also curious: what does the Racist-trait do? I saw it in the list, when using Twallans comp for editing.

Thanks ingeli for this info. I didn't know how to check for hidden/AM traits.
I just added the trait to a sim, and its description tells you what it is. And then dropped it by selecting them again in "change" with the computer. I can't wait to see the actual behaviors. But I have to wait until a new born rolls up this trait.


Title: Re: New AwesomeMod Request Thread
Post by: Milan on 2009 September 28, 15:46:08
   
cleaning during the game.

is it possible to delete the packages directly from the game by clicking on delete because the command is always grayed out?
thank you in advance.


Title: Re: New AwesomeMod Request Thread
Post by: Nightwish on 2009 September 28, 20:50:12
Hi!
I have request about NoAutonomousReread option. It is very usefull and it is something I waiting for, but I suppose it works only for NPCs, not for my sims. I can't remember what books my sims has read but I want them to do not read the same books. All I can do is tell them to read some book and watch is that green "reading meter" appears over sim head. If not, I cancel the read task and choose another book... but if there is a lot of such books, it's starting to be annoying :/ Could you add option that turns off the reread posibility for playable sims?

And one more question... how NoAutonomousReread option works? My sim wrote a lot of books, when I go to the library, they are there, I could read them but I never saw that NPC sims read them.


Title: Re: New AwesomeMod Request Thread
Post by: PrinJess on 2009 September 28, 21:21:45
Hi!
I have request about NoAutonomousReread option. It is very usefull and it is something I waiting for, but I suppose it works only for NPCs, not for my sims. I can't remember what books my sims has read but I want them to do not read the same books. All I can do is tell them to read some book and watch is that green "reading meter" appears over sim head. If not, I cancel the read task and choose another book... but if there is a lot of such books, it's starting to be annoying :/ Could you add option that turns off the reread posibility for playable sims?

And one more question... how NoAutonomousReread option works? My sim wrote a lot of books, when I go to the library, they are there, I could read them but I never saw that NPC sims read them.

If the green bar appears, that means they haven't finished the book. Once a Sim finishes a book, that's when the autonomy kicks in. The Sim autonomously does not reread that book ever again. And yes, it works for the playable Sims. Let the green bar fill up, and they won't reread it unless directed to.


Title: Re: New AwesomeMod Request Thread
Post by: Wolfeyes on 2009 September 28, 22:27:28
Ah but ellipses are your friend. And it's not useless to see the percentage of simmers who are interested in fixing the behavior mentioned by Wizard. But you wouldn't get that now would you ?  Silly witch, useless fixes are for kids. What a 12 thing to do.  

Fixed your post.

Quote
Ellipsis (plural ellipses; from the Greek: ἔλλειψις, élleipsis, "omission") is a mark or series of marks that usually indicate an intentional omission of a word or a phrase from the original text.
http://en.wikipedia.org/wiki/Ellipsis

Just so's you know you're doin' it wrong.

And you failed to read further to see that ellipsis also indicate a pause in thought and/or a sentence... silly witchy !  My ellipsis are intentional here, capiche ?   ;)


Title: Re: New AwesomeMod Request Thread
Post by: caterpillar on 2009 September 28, 22:37:27
Ah but ellipses are your friend. And it's not useless to see the percentage of simmers who are interested in fixing the behavior mentioned by Wizard. But you wouldn't get that now would you ?  Silly witch, useless fixes are for kids. What a 12 thing to do.  

Fixed your post.

Quote
Ellipsis (plural ellipses; from the Greek: ἔλλειψις, élleipsis, "omission") is a mark or series of marks that usually indicate an intentional omission of a word or a phrase from the original text.
http://en.wikipedia.org/wiki/Ellipsis

Just so's you know you're doin' it wrong.

And you failed to read further to see that ellipsis also indicate a pause in thought and/or a sentence... silly witchy !  My ellipsis are intentional here, capiche ?   ;)

If you are using ellipses to indicate pauses in your thoughts, your sentences indicate that your thoughts suffer frequent pauses. Like your brain just turns off intermittently.


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 September 29, 00:50:08
Would it be at all possible to expand the no fast aging of inactive babies to include no fast aging of any inactives?

I always update my awesome mod before I play, so I know I have the newest version.  I have inactive toddlers jumping right to teens (apparently?), and inactive children aging to teens and then aging again to adults all while my playable teen is still a teen.  I don't understand why the game is so broken to begin with, but a fix that forces the entire neighbourhood to actually age in sync would be *greatly* appreciated.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 September 29, 01:05:45
I am also curious: what does the Racist-trait do? I saw it in the list, when using Twallans comp for editing.
Nothing, at the moment. It is incomplete.


Title: Re: New AwesomeMod Request Thread
Post by: Wolfeyes on 2009 September 29, 01:07:10
Ah but ellipses are your friend. And it's not useless to see the percentage of simmers who are interested in fixing the behavior mentioned by Wizard. But you wouldn't get that now would you ?  Silly witch, useless fixes are for kids. What a 12 thing to do.  

Fixed your post.

Quote
Ellipsis (plural ellipses; from the Greek: ἔλλειψις, élleipsis, "omission") is a mark or series of marks that usually indicate an intentional omission of a word or a phrase from the original text.
http://en.wikipedia.org/wiki/Ellipsis

Just so's you know you're doin' it wrong.

And you failed to read further to see that ellipsis also indicate a pause in thought and/or a sentence... silly witchy !  My ellipsis are intentional here, capiche ?   ;)

If you are using ellipses to indicate pauses in your thoughts, your sentences indicate that your thoughts suffer frequent pauses. Like your brain just turns off intermittently.

This is just your perception of the definition for ellipses which is fine. Carry on !   :)


Title: Re: New AwesomeMod Request Thread
Post by: myskaal on 2009 September 29, 06:40:47
Would it be at all possible to expand the no fast aging of inactive babies to include no fast aging of any inactives?

I always update my awesome mod before I play, so I know I have the newest version.  I have inactive toddlers jumping right to teens (apparently?), and inactive children aging to teens and then aging again to adults all while my playable teen is still a teen.  I don't understand why the game is so broken to begin with, but a fix that forces the entire neighbourhood to actually age in sync would be *greatly* appreciated.


I second this. Here I was thinking my generation kids would be growing up alongside their peers. But nnnooooo. EA says why the heck would anyone want to do that!?


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 September 29, 06:44:20
Would it be at all possible to expand the no fast aging of inactive babies to include no fast aging of any inactives?

I always update my awesome mod before I play, so I know I have the newest version.  I have inactive toddlers jumping right to teens (apparently?), and inactive children aging to teens and then aging again to adults all while my playable teen is still a teen.  I don't understand why the game is so broken to begin with, but a fix that forces the entire neighbourhood to actually age in sync would be *greatly* appreciated.
I can't verify this bug at all, despite having watched for it. Do you have a series of saves that perhaps shows this actually occurring?


Title: Re: New AwesomeMod Request Thread
Post by: Absimiliard on 2009 September 29, 08:03:53
I think this problem is in the base game itself and not Awesomemod induced, so I'll place it here under requests.

Some Service NPC Sims seem to skip the Young Adult age stage and jump directly to Adult. I've had a few (all baby-sitters) lined up for marriage material only to have some forty-something show up when my sim/they turned 18. I used Twallan's master controller to monnitor these jumps but they do not appear to be occuring to all service NPCs. I checked around and other have been reporting similar events on the official forums so I believe this to be a core game issue. My research would indicate that paper cariers age well and babysitters don't?

Just throw that on your pile of demands from the masses. (or buninante it)


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 September 29, 15:31:08
My research would indicate that paper cariers age well and babysitters don't?
Well, in my expirence paper cariers don't age well at all.  I had two female paper carriers who were children at the same time as my playable was a child.  When he aged to teen, they were still children, then they aged to teens a few days later.  However, a couple of days after that, they were suddenly adults (possibly/probably YAs).  This is in the same hood (Hatchet Falls) which I downloaded from the Pudding Factory where I had several inactive todlers suddenly become teens while my todler was still a todler and my child was still a child.  I'll have to do some more testing and such, since I must provide a series of saves to verrify this happening.  :P


Title: Re: New AwesomeMod Request Thread
Post by: CaptaiNemo on 2009 September 29, 15:33:55
Would be nice if Sims could get rid of some of the junk in their inventory.

- They should put away read books if they happen to be around a bookshelf or interacting with one.
- They should dump ingredients / groceries in the fridge if they happen to be around it / interacting with it (carrying 36 fish and 20 melons in your pocket is completely beyond my comprehension).
- They should dump trash and old newspaper in the trash bin if they happen to be around one. After some trash rummaging one of my Sims spent the rest of his live in direct possession of 10 heaps of trash. Unfortunately I failed to test if they get inherited to the next of kin after his demise, but it would certainly be consistent if that happened as well.

Right now I can't think of more useless items that Sims are inexplicably fond of, but I'm sure they're there.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 September 29, 18:13:38
Would be nice if Sims could get rid of some of the junk in their inventory.

- They should put away read books if they happen to be around a bookshelf or interacting with one.
- They should dump ingredients / groceries in the fridge if they happen to be around it / interacting with it (carrying 36 fish and 20 melons in your pocket is completely beyond my comprehension).
- They should dump trash and old newspaper in the trash bin if they happen to be around one. After some trash rummaging one of my Sims spent the rest of his live in direct possession of 10 heaps of trash. Unfortunately I failed to test if they get inherited to the next of kin after his demise, but it would certainly be consistent if that happened as well.

Right now I can't think of more useless items that Sims are inexplicably fond of, but I'm sure they're there.

You do realise you can manually do those things?

When at home, click the books in their inventory and select "Put Away", provided you have a bookcase in the house.
With their inventory open, click and drag the items to the fridge, can be done without interrupting whatever they are doing or queued to do.  If you grab the tag in the corner, you'll move the entire count in one go.
You can direct your sims to get rid of that rubbish when they are home, or click and drag it elsewhere, then direct them to clean it up.  Same with the newspapers, click on the paper in their inventory and select "dispose".

or were you looking for an automatic fix?  because your post makes you sound like you were/are unaware of the ability to do those things yourself already.


Title: Re: New AwesomeMod Request Thread
Post by: PrettyPixie on 2009 September 29, 18:19:12
Would it be possible to enabled same sex pregnancy? My sims lifestyle choices are their own and at least they date within their own age range... Please! I've only found one mod that does this but it conflicts with awesomemod.


Title: Re: New AwesomeMod Request Thread
Post by: dragon_tfm on 2009 September 30, 01:27:07
Would it be at all possible to expand the no fast aging of inactive babies to include no fast aging of any inactives?

I always update my awesome mod before I play, so I know I have the newest version.  I have inactive toddlers jumping right to teens (apparently?), and inactive children aging to teens and then aging again to adults all while my playable teen is still a teen.  I don't understand why the game is so broken to begin with, but a fix that forces the entire neighbourhood to actually age in sync would be *greatly* appreciated.


I second this. Here I was thinking my generation kids would be growing up alongside their peers. But nnnooooo. EA says why the heck would anyone want to do that!?

I wouild'nt mind this as much if the portraits updated on their own so I would'nt have to waste my time with that particular sim.  i do think its odd though atleast in my game its primarily children that make a giant leap in age from child all the way to young adult and at times all the way to adult, in the amount of time it takes for my child sime to up their relationship score enough to invite them over. If they would atleast pause at young adult then by the time my sim aged up all their friends would'nt be old hags. Sadly i have no saves to help with this, my only game is brand new and not very far in.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 September 30, 02:29:04
Would it be at all possible to expand the no fast aging of inactive babies to include no fast aging of any inactives?

I always update my awesome mod before I play, so I know I have the newest version.  I have inactive toddlers jumping right to teens (apparently?), and inactive children aging to teens and then aging again to adults all while my playable teen is still a teen.  I don't understand why the game is so broken to begin with, but a fix that forces the entire neighbourhood to actually age in sync would be *greatly* appreciated.

Which family members would they age up on?  Or would you want all active family members to age at the same time?  I think making everyone age up at the same time is a bigger problem that what exists now.

I often have sims that are a few days apart, and they enter their teens years a few days apart.  If they all aged up at the same time, my younger teens wouldn't have any teens left their own age as they would have already aged up with the older teen?  I would hate for my younger teens to age up the same time as my older teens just for the sake of ease of all other teens aging at the same time.  The fact that they age at different times reflects the fact they were not all born at the same time.

And YES I have found it annoying at times, especially when my teen brings a friend home from school who I decide I want to get them connected with to marry later on, only to have them age to YA a day or two later.  To combat this, if they are in a household, I switch and use the "resetage" to get them back to the start of their teen cycle, or have my sim hand them some life fruit or ambrosia, and then change households and make them eat it, pushing their age back, or the last option, invite them to move in, then reset their age.

What is probably more relevant and necessary, would be something to ensure that the "friends" your sims meet at school are at the same point (or close to it) in the aging cycle.  Unfortunately, as the game really doesn't track the ages through the cycle it is probably harder, if not impossible to do.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 September 30, 02:33:39
I wouild'nt mind this as much if the portraits updated on their own so I would'nt have to waste my time with that particular sim.  i do think its odd though atleast in my game its primarily children that make a giant leap in age from child all the way to young adult and at times all the way to adult, in the amount of time it takes for my child sime to up their relationship score enough to invite them over. If they would atleast pause at young adult then by the time my sim aged up all their friends would'nt be old hags. Sadly i have no saves to help with this, my only game is brand new and not very far in.
How exactly are you upping their relationship scores, anyway?


Title: Re: New AwesomeMod Request Thread
Post by: almostawesome on 2009 September 30, 14:41:57
I would love a feature that allows a blessed household to keep their current amount of money regardless. I am currently playing a Prosperity Challenge, and the "familyfunds" cheat doesn't work when you have two or more households named the same thing.


Title: Re: New AwesomeMod Request Thread
Post by: Darksmurf on 2009 September 30, 17:04:13
Supreme Commander - Stock : Fishes + gardens and puts stock in fridge. If I recall correctly (Mind me I'm quite slow) there is no option like this.


Title: Re: New AwesomeMod Request Thread
Post by: LVRugger on 2009 September 30, 17:18:29
I would love a feature that allows a blessed household to keep their current amount of money regardless. I am currently playing a Prosperity Challenge, and the "familyfunds" cheat doesn't work when you have two or more households named the same thing.

Use "money $$$" when in that family. Easier, faster, more accurate.


Title: Re: New AwesomeMod Request Thread
Post by: Darksmurf on 2009 September 30, 17:27:24
I would love a feature that allows a blessed household to keep their current amount of money regardless. I am currently playing a Prosperity Challenge, and the "familyfunds" cheat doesn't work when you have two or more households named the same thing.

Use "money $$$" when in that family. Easier, faster, more accurate.
I never heard of that cheat. I'm doing the build a city challenge and I need to do my weekly "Taxes" where I buy an Item and nuke it, Which I'm sure isn't safe for the empty neighborhood.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 01, 04:49:57
My sims lifestyle choices are their own and at least they date within their own age range... Please! I've only found one mod that does this but it conflicts with awesomemod.

Are your sims lifestyle choices theirs, or your choices you made for them?

You could have them adopt, I don't think the game objects to that.


Title: Re: New AwesomeMod Request Thread
Post by: jfade on 2009 October 01, 18:03:39
- They should dump trash and old newspaper in the trash bin if they happen to be around one. After some trash rummaging one of my Sims spent the rest of his live in direct possession of 10 heaps of trash. Unfortunately I failed to test if they get inherited to the next of kin after his demise, but it would certainly be consistent if that happened as well.
The Robotic Hand of God will take care of that for you. That said I would like it if they'd prefer to put their book BACK on the bookshelf once finished with it (if near the shelf anyhow) instead of just shoving it in their inventory. Putting it in their inventory when still in the middle of reading it makes sense but once finished doesn't.


Title: Re: New AwesomeMod Request Thread
Post by: bresus on 2009 October 01, 22:12:46
How about a "Put Groceries Away" interaction. Or at least just something that will make it auto so I don't have to drag every single food item in there.

Also, for traits, I'd like to see some like "Sarcastic" (jokey/mean), "Mysterious" (loner/attractive/interesting) , "Diarrhea of the Mouth"(chats and gossips with everyone), "Philosophical" (genius but not in a logical way), "OCD" (neat/neurotic/repeats certain interactions), "DGAF" (daredevil/insane), etc.


Title: Re: New AwesomeMod Request Thread
Post by: Lady Moiraine on 2009 October 02, 00:05:28
A console command to turn on/turn off all sprinklers on the lot would be nice.

But I like ghost babies. Not that I had any yet, but a ghost baby (or toddler) would be a nice addition to a dark scary house.. They should not age. They should haunt the house forever, as babies. Reminding of the terrible thing that make them die. In Sweden we call ghost babies "mylingar" and no, they never grow up.
Als der Frost ins Kind geflogen
hat es die Spieluhr aufgezogen
eine Melodie im Wind
und aus der Erde singt das Kind


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 October 02, 01:13:10
I have inactive toddlers jumping right to teens (apparently?), and inactive children aging to teens and then aging again to adults all while my playable teen is still a teen.  I don't understand why the game is so broken to begin with, but a fix that forces the entire neighbourhood to actually age in sync would be *greatly* appreciated.
Which family members would they age up on?  Or would you want all active family members to age at the same time?  I think making everyone age up at the same time is a bigger problem that what exists now.
I'm not exactly sure what you mean here.  I don't want all the teens in the hood to age up all at the same time.  I just want them to age at the same rate as my playables.  So if my child meets another child on his first day of school, she won't be an Adult before he's even a teen.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 02, 05:28:24

I'm not exactly sure what you mean here.  I don't want all the teens in the hood to age up all at the same time.  I just want them to age at the same rate as my playables.  So if my child meets another child on his first day of school, she won't be an Adult before he's even a teen.

The thing is, with story mode, and and active neighbourhood, the child/teen your sims meet age at the same rate as your sim, they don't age any faster, at least mine don't.  What is happening, is that the sim your child/teen meets (and it has happened to me before) is only a day or two from aging, hence the next day they become a teen, then the appropriate days later a YA.

I formed the view that you were asking for all the non active sims to age at the same time as your sims did, something which would be impractical when you have multiple sims in the same age bracket, but a few days apart.  

If I understand you now, you want the friends your sim meets at school to be at the same end of the age bracket as your sim is?  thus ensuring they age up closer to the time your sim does?  Because of the way I suspect the game sets the ages and counts towards the next age up stage, it may not be possible to have the game identify and give friends at the same point in the age cycle as your sim.  If it is possible, I am sure Pescado or someone will correct that view for me.

I just developed a workaround.  If I find a sim I want my teen to become involved with (High School sweetheart scenario), and they are not in a household that I can switch to, thus enabling me to reset their age before they become a YA, I shut down aging for a day or two (keeping them as a teen), until I can invite them to move in, then reset their age, turn aging back on and keep playing.  Not an ideal solution, but so far I haven't found it that bothersome or problematic.  But not everyone will see it the same way I do, which is fine.



Title: Re: New AwesomeMod Request Thread
Post by: chaos on 2009 October 02, 06:06:58
A console command to turn on/turn off all sprinklers on the lot would be nice.

If your sim has high enough handiness skill, s/he can upgrade each sprinkler to work automatically, i.e. only when it is needed. A console command just seems too cheaty, imo.


Title: Re: New AwesomeMod Request Thread
Post by: myskaal on 2009 October 02, 07:21:58
On the "townie teenager was a toddler 2 days ago" subject:
I have recently noticed randomness with age transitioning. In active householsd, upon birth through birthdays, sims are aging up into a random day within the stage they are aging up to. That is, babies have a life stage of 4 days. I just had twins born. One of them was, immediately upon birth, already at 2 days until aging up. The other was at 3 days until aging up. A newly transitioned YA came into his YA-hood with 67 days left rather than the full length of 84 (I think it's 84. It's 80something). It would make sense if this is what's happening to inactives. They're randomly being assigned an age several days further along in the lifestage and so then aging much faster.

 I *do* have Absimiliard's aging mod with Lion's tweaks in and I wonder if the others noticing the odd age transitioning have an aging mod in as well.



Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 02, 21:18:36
Some things I'd like to see:

1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.

2) Have Evil sims do evil things:  Let them, say, flirt to get someone interested in them, particularly an Over-Emotional or Neurotic sim, and then dump the victim...which should lead to a very bad moodlet for the victim and a very good one for the Evil sim.

There are other evil plots one could come up with, like gossiping about a sim to lower the victim's relationship with the recipient of the gossip.

3) Speaking of which, when there is the "Complain about Joe" interaction available, if the person who hears the complaint likes the complainer more than they like Joe, it should lower the LTR a bit with Joe and lower their STC with Joe even more.

4) On the other end, sims that are good/best friends or are relatives who get along well should stand up for each other more (I did see behavior like that once).

5) A "Shy" trait:  Loner doesn't cut it for shyness.  Those with the Shy trait would suffer normal Social motive loss-- they want to socialize-- but would be reluctant to do so, maybe less effective, and have their mood tank if rejected.  On the other hand, unlike Loners, they wouldn't get the "too many people" debuff.

6) I think I might be able to do this with XML modding actually, but Neurotic sims should gain stress much faster.  What I can't do with XML's is that Freak Out should help them but look bad to those who see it, thus lowering some LTR's a little.

7) I also like the "put groceries away" interaction and the Sarcastic and Philosophical traits.

8) (Actually the most important but probably the hardest):  Save game fixes so the game saves faster and with fewer errors.  I realize that save time could be cut in half if the game didn't compress all the files but that is in a part that Pescado can't fix, but for a while it was saving in one minute or less for me.  About a month ago it ballooned when I hadn't added any new mods.  Last night it was back up to 10 minutes.  Even if the compression didn't occur, that's still 5 minutes, which is way too long.  I also get visited by error codes on saving, which usually can be fixed by some voodoo like the old method of going to a community lot, adding a flower, and going back to edit town and saving.  Would be better if that wasn't needed, though.

I think the change was due to changes in AM because I didn't do anything else major during that period.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 03, 02:23:24
A newly transitioned YA came into his YA-hood with 67 days left rather than the full length of 84 (I think it's 84. It's 80something). It would make sense if this is what's happening to inactives. They're randomly being assigned an age several days further along in the lifestage and so then aging much faster.

 I *do* have Absimiliard's aging mod with Lion's tweaks in and I wonder if the others noticing the odd age transitioning have an aging mod in as well.


I wonder if the conflict is with changing the aging rates/brackets.  A YA with 67 days instead of 84?  Did you adjust the age in the options panel to extend it?  That time is way longer than the normal for a YA.

Also, the mods may be screwy when used with AM.

Some things I'd like to see:

1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.

2) Have Evil sims do evil things:  Let them, say, flirt to get someone interested in them, particularly an Over-Emotional or Neurotic sim, and then dump the victim...which should lead to a very bad moodlet for the victim and a very good one for the Evil sim.

1) you can do that now.  Watever is in operation when my sim leaves school or work, is the default that appears next time they go to school/work.  Just change it through the drop down menu.  Not sure whatyour asking for, all of hose options already exist.

2)  You can already do that.  Omce the relationship builds up, under the mean option, select "Break-up" or whatever else is there.  Again, you can already do that, so what are you actually asking for?


Title: Re: New AwesomeMod Request Thread
Post by: hugejohnson on 2009 October 03, 03:54:24
Hey J. M. Pescado, is there any way you can have a option to disable carpool for active household when they reach max level in their career. 


Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 03, 04:33:13

Some things I'd like to see:

1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.

2) Have Evil sims do evil things:  Let them, say, flirt to get someone interested in them, particularly an Over-Emotional or Neurotic sim, and then dump the victim...which should lead to a very bad moodlet for the victim and a very good one for the Evil sim.

1) you can do that now.  Watever is in operation when my sim leaves school or work, is the default that appears next time they go to school/work.  Just change it through the drop down menu.  Not sure whatyour asking for, all of hose options already exist.

2)  You can already do that.  Omce the relationship builds up, under the mean option, select "Break-up" or whatever else is there.  Again, you can already do that, so what are you actually asking for?

I think that perhaps where I'm not being clear is that I'm asking it to be done by characters controlled by the computer, in both cases, as opposed to active households.

I can do all this with active households (although in the case of setting a work tone, I know I sometimes forget as everyone leaves to go to work or school to set all the tones to what I want).  What I'm asking is not even necessarily to save me from my forgetfulness in those situations, but to set the tone to something other than "Business As Usual" for the households I'm not controlling.  As with exercise tones, there's always something better:  You can make friends, kiss the boss' behind, or skill with no penalty to work performance (in school, the only of those is make friends, but that's still not nothing).

I haven't seen it default to anything other than kissing the boss' behind for schmoozers, late homework (a fix by Pescado already in AM if homework is left undone), or business as usual.

I play a number of different households, but have a primary one that has a schmoozer in the Journalism career-- which doesn't even have "relationship with boss" as a criterion-- in it.  She already has a 100 relationship with her boss, but every time picks the boss one (I'm figuring that's EAxis' default for schmoozers).  Whenever I can I switch it to "Discuss News With Co-Workers," but if I'm playing a different house or I forget, she ends up trying to further improve her relationship with her boss that can't get any better.

With the Evil stuff, I don't play Evil sims, but put some around the neighborhood to spice things up.  I'd like them to work evil plots on their own and mentioned a couple of simple ones.  As it is now, yes I could do it, but could do the same nearly as well with a sim with the Good trait rather than Evil.  Let's have evil characters autonomously do evil stuff.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 03, 07:44:23

I think that perhaps where I'm not being clear is that I'm asking it to be done by characters controlled by the computer, in both cases, as opposed to active households.

With the Evil stuff, I don't play Evil sims, but put some around the neighborhood to spice things up.  I'd like them to work evil plots on their own and mentioned a couple of simple ones.  As it is now, yes I could do it, but could do the same nearly as well with a sim with the Good trait rather than Evil.  Let's have evil characters autonomously do evil stuff.

Ok, that sounds reasonable. 

I don't pay too much attention to my non-active households/famblies.  I have some I made sacred, which I only pop in every now and then to make a couple of adjustments to them, resetage, change outfits/hair styles, change careers, have babies, move the kids out, etc, otherwise just let them potter around the place doing whatever it is they don't do.

I have seen evil sims do a few things, but nothing over the top.  The main one has been to steal candy from a toddler, didn't know that action was there until I sam a non-active sim do that in the park.  I didn't have my own evil sims at that time.  Now every fambly has at least 1, even twins who I turn into Mean Spirited, Insane, Evil, Geniuses.  The 5th trait is either Athletic (seems to be needed to trigger the Master Thief LTW) or Neurotic (both of those traits allow the Emperor of Evil LTW).  Makes for some bizarre behaviour.


Title: Re: New AwesomeMod Request Thread
Post by: ingeli on 2009 October 03, 14:36:14
A disabling of all cars, at all times, is still on my wishlist :)


Title: Re: New AwesomeMod Request Thread
Post by: myskaal on 2009 October 03, 19:47:17
I wonder if the conflict is with changing the aging rates/brackets.  A YA with 67 days instead of 84?  Did you adjust the age in the options panel to extend it?  That time is way longer than the normal for a YA.

Yes. I adjusted Absimliard's mod with suggested tweaks from Lion found in the mod thread.

I'm thinking maybe it's not so much a "conflict" as it is just some voodoo being applied to the extended ages.

__

So on topic: Possible for a "Go To" or "Visit Household of" from the relationship panel?


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 04, 01:54:25
Hey J. M. Pescado, is there any way you can have a option to disable carpool for active household when they reach max level in their career. 

I would prefer to see the same arrangement as we had in TS2.  When your sim owns a vehicle, the carpool stops, and they use their own vehicle to go to work.  I have the smarter vehicle chooser enabled, but when my sim is at home, they still get the carpool more times than not, but if they have gone out somewhere with their own vehicle before work, they take their own vehicle to work while the carpool sits out the front of their house honking for them to come out.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 04, 03:29:06
1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.
Few caveats: In school, socializing carries the risk that the sim will be punished for it with detention. Therefore, it is not safe. In any event, it also carries an additional problem that irritates me: Inappropriate befriendiment! I am one of those people who is very picky about which sims are allowed to befriend who, as doing otherwise would violate character. Therefore, it is unacceptable when sims inappropriately befriend other sims without my approval. As you basically have no real control over what happens once you pick that tone, I view it as undesirable to pick that tone too freely, even if it's "harmless" in the purely numerical sense.

8) (Actually the most important but probably the hardest):  Save game fixes so the game saves faster and with fewer errors.  I realize that save time could be cut in half if the game didn't compress all the files but that is in a part that Pescado can't fix, but for a while it was saving in one minute or less for me.  About a month ago it ballooned when I hadn't added any new mods.  Last night it was back up to 10 minutes.  Even if the compression didn't occur, that's still 5 minutes, which is way too long.  I also get visited by error codes on saving, which usually can be fixed by some voodoo like the old method of going to a community lot, adding a flower, and going back to edit town and saving.  Would be better if that wasn't needed, though.
This falls outside the scope of scripting and there is nothing we can really do about that.


Title: Re: New AwesomeMod Request Thread
Post by: Bababorg on 2009 October 04, 05:57:03
Is there any way that the go to community lot pushing for inactive sims can be changed so that it would be based on friendships instead of households?


Title: Re: New AwesomeMod Request Thread
Post by: ladycoelura on 2009 October 04, 06:32:39
My question/request  is related to if there is or can be added to AM or made that can reduce or remove the sound that is made when a sim achieves a goal or whatever. Like reaching level 1 of gardening through reading. Because I have noticed that no matter how I set my sound on my computer it is a lot louder and I tend to play late at night when my boyfriend is trying to sleep so I have to turn all the rest of the sound down so low I can't hear it and it might as well be turned off. I have tried looking to see if someone may have down this all ready but I am not getting anywhere. But I am not very good at doing searches either. Anyone know if there is or could be such a thing??? Any help would be so greatly appreciate​d.

PS. It was suggested to me that this was probably core mod related and that is why I am asking here.

Thanks,
Lady


Title: Re: New AwesomeMod Request Thread
Post by: pioupiou on 2009 October 04, 07:52:27
My question/request  is related to if there is or can be added to AM or made that can reduce or remove the sound that is made when a sim achieves a goal or whatever. Like reaching level 1 of gardening through reading. Because I have noticed that no matter how I set my sound on my computer it is a lot louder and I tend to play late at night when my boyfriend is trying to sleep so I have to turn all the rest of the sound down so low I can't hear it and it might as well be turned off. I have tried looking to see if someone may have down this all ready but I am not getting anywhere. But I am not very good at doing searches either. Anyone know if there is or could be such a thing??? Any help would be so greatly appreciate​d.

PS. It was suggested to me that this was probably core mod related and that is why I am asking here.

Thanks,
Lady

I have the same problem and I discover that I can lower those stupid noises (special effects if I remember right) but it doesn't stick when I close the game. The cursor stays where I put it but the sound is back to full after I restart the game. SO I have to lower it everytime I start the game. Have you tried that ?


Title: Re: New AwesomeMod Request Thread
Post by: ladycoelura on 2009 October 04, 08:02:26
My question/request  is related to if there is or can be added to AM or made that can reduce or remove the sound that is made when a sim achieves a goal or whatever. Like reaching level 1 of gardening through reading. Because I have noticed that no matter how I set my sound on my computer it is a lot louder and I tend to play late at night when my boyfriend is trying to sleep so I have to turn all the rest of the sound down so low I can't hear it and it might as well be turned off. I have tried looking to see if someone may have down this all ready but I am not getting anywhere. But I am not very good at doing searches either. Anyone know if there is or could be such a thing??? Any help would be so greatly appreciate​d.

PS. It was suggested to me that this was probably core mod related and that is why I am asking here.

Thanks,
Lady

I have the same problem and I discover that I can lower those stupid noises (special effects if I remember right) but it doesn't stick when I close the game. The cursor stays where I put it but the sound is back to full after I restart the game. SO I have to lower it everytime I start the game. Have you tried that ?

No I hadn't but I will I would still like something more permanent though if it is possible. The sounds is honestly very annoying to me. I would like it gone if possible. But I like most of the rest of the game sound. (Shrugs)


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 04, 09:37:34
My question/request  is related to if there is or can be added to AM or made that can reduce or remove the sound that is made when a sim achieves a goal or whatever.
Someone has already made a hack that eliminates the fanfare for achieving a want. This is not an issue for core modding.


Title: Re: New AwesomeMod Request Thread
Post by: Luisa on 2009 October 04, 12:05:12
An option to paint a painting (be it a standard in-game one, or a portrait etc) without all the daft blur/filter effects that are slapped on due to traits.

Even with no artistic trait or any of the traits that supposedly affect the style, my sims always seem to paint them with the blur, making them look rubbish. :(


Title: Re: New AwesomeMod Request Thread
Post by: ElviraGoth on 2009 October 04, 16:45:37
Would it be possible to make the MaxOfficeHolders function optional?  According to the career list, the medical maxes don't start until level 9, but in the code, they start at level 7.

I couldn't give a shit less about how many sims are in a particular office, but I can understand why some people want this kind of realism.

I don't have any intention of having 5 governors or 10 astronauts, but I would like to not have to worry about having 2 or 3 when the max is set to 1.

I made an override file like shown in Facts and Strategery, but I'm worried it could cause problems if I don't continually update it.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 04, 18:06:54
Would it be possible to make the MaxOfficeHolders function optional?
I'm not particularly interested in trying to support utterly retarded behavior, so no.


Title: Re: New AwesomeMod Request Thread
Post by: ladycoelura on 2009 October 04, 19:40:16
My question/request  is related to if there is or can be added to AM or made that can reduce or remove the sound that is made when a sim achieves a goal or whatever.
Someone has already made a hack that eliminates the fanfare for achieving a want. This is not an issue for core modding.

You wouldn't happen to know where I can find it would you I have had no luck. I will search again but if you might know where to even point me for a direction that would be great!


Title: Re: New AwesomeMod Request Thread
Post by: CaptaiNemo on 2009 October 04, 19:55:26
Would be nice if Sims could get rid of some of the junk in their inventory.

You do realise you can manually do those things?
or were you looking for an automatic fix?  because your post makes you sound like you were/are unaware of the ability to do those things yourself already.
Well thanks for elaborating on that one for me, but yeah, I was quite aware that you can do it manually. But then, even if you could, I wouldn't do the dishes or clean the toilet for my sims either - so the point is, sims should autonomously take care of things in their responsibility. And as they pick up all the trash on their own, they should be equally capable of getting rid of it on their very own as well.

The Robotic Hand of God will take care of that for you.
Hm. Should check that out. Cheers!


Title: Re: New AwesomeMod Request Thread
Post by: mkflooniloo on 2009 October 04, 20:02:25
You wouldn't happen to know where I can find it would you I have had no luck. I will search again but if you might know where to even point me for a direction that would be great!

It was in Pudding Factory but the author got his/her feelings hurt and pulled it.


Title: Re: New AwesomeMod Request Thread
Post by: ladycoelura on 2009 October 04, 20:15:08
You wouldn't happen to know where I can find it would you I have had no luck. I will search again but if you might know where to even point me for a direction that would be great!

It was in Pudding Factory but the author got his/her feelings hurt and pulled it.

Would you happen to know the name of the person that made it or the name of the hack? So I can do a better search for it then. Cause I am getting no where.


Title: Re: New AwesomeMod Request Thread
Post by: hugejohnson on 2009 October 04, 20:38:29
Hey J. M. Pescado, is there any way you can have a option to disable carpool for active household when they reach max level in their career. 

I would prefer to see the same arrangement as we had in TS2.  When your sim owns a vehicle, the carpool stops, and they use their own vehicle to go to work.  I have the smarter vehicle chooser enabled, but when my sim is at home, they still get the carpool more times than not, but if they have gone out somewhere with their own vehicle before work, they take their own vehicle to work while the carpool sits out the front of their house honking for them to come out.

Yeah That would be better if i have a car i would to drive to work instead of having the carpool showing up.  You idea is better i hope this would be implemented soon in the awesome mod.


Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 04, 22:19:00
Would it be possible to make the MaxOfficeHolders function optional?

You could edit the XML file in AM that sets the maximums, if you really want not to have them or want to change the numbers.

I liked the max officeholders and wondered why it wasn't functioning.  I realized that since I'd already made XML changes to the Careers file (to give sims more time off; it's no fun when they're at work) and placed it at a higher priority than AM it was overriding AM's XML.  I went and added max officeholders similar to AM's (my numbers are probably a little different, but obviously only one governor, etc.) to my XML.

If you don't want them you can just use SimPE to edit the XML in AM to edit them out.

With SimPE, XML editing is so easy you can be as non-awesome as me and do it. :)


Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 04, 22:35:23
1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.
Few caveats: In school, socializing carries the risk that the sim will be punished for it with detention. Therefore, it is not safe. In any event, it also carries an additional problem that irritates me: Inappropriate befriendiment! I am one of those people who is very picky about which sims are allowed to befriend who, as doing otherwise would violate character. Therefore, it is unacceptable when sims inappropriately befriend other sims without my approval. As you basically have no real control over what happens once you pick that tone, I view it as undesirable to pick that tone too freely, even if it's "harmless" in the purely numerical sense.

Possibly allow us to set the default tones for any sims when they're active at the moment?  The default tones could be overridden by circumstance (e.g. "late homework" overrides whatever we choose if there's homework needing to be finished), but are otherwise followed?

Ideally, I'd like there to be solid logic to who befriends whom, but I'm more willing to let work and jobs get people to the point they know each other and let logic-- including mine, as it's easy to lose a friend if you want to-- take it from there.

On the save times for me, I actually got them down to something halfway reasonable (2-3 minutes or so) by deleting a bunch of the 0x000whatever.package files.  I think that the content made with the TSR tool (I don't go to TSR but picked some up at MTS unfortunately) is set to intentionally play poorly with content from free site tools.  I am crashing every 5 or so saves, though (was, although a little less often, before as well), although that's for the bug thread if I post any more details.


Title: Re: New AwesomeMod Request Thread
Post by: ElviraGoth on 2009 October 05, 21:07:52
Would it be possible to make the MaxOfficeHolders function optional?

You could edit the XML file in AM that sets the maximums, if you really want not to have them or want to change the numbers.

I liked the max officeholders and wondered why it wasn't functioning.  I realized that since I'd already made XML changes to the Careers file (to give sims more time off; it's no fun when they're at work) and placed it at a higher priority than AM it was overriding AM's XML.  I went and added max officeholders similar to AM's (my numbers are probably a little different, but obviously only one governor, etc.) to my XML.

If you don't want them you can just use SimPE to edit the XML in AM to edit them out.

With SimPE, XML editing is so easy you can be as non-awesome as me and do it. :)

Yeah, that's what I've been doing.  I just didn't want to have to worry about maybe needing to update it every time I update AM.


Title: Re: New AwesomeMod Request Thread
Post by: Toonie on 2009 October 06, 00:40:43
Fishes don't die in my pocket until I put them in a fishbowl, then they die.  This is absurd.
Fishes and fruits should rot in my pocket.  I don't keep a 'fridge in there, and my pollinator is not that frigid.

Meh probably more trouble than it is worth to d-EA-stupidify.  Just a peeve and I figured I should make someone else twitch over it other than me.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 06, 01:25:52
Fishes don't die in my pocket until I put them in a fishbowl, then they die.  This is absurd.
Fishes and fruits should rot in my pocket.  I don't keep a 'fridge in there, and my pollinator is not that frigid.

Meh probably more trouble than it is worth to d-EA-stupidify.  Just a peeve and I figured I should make someone else twitch over it other than me.

Try feeding your fish after you put them in the bowl, fish die if you don't feed then.  How absurd that they die without food.

I don't keep a garage in my pocket, yet my car ends up there all the time.  How absurd the car fits in my pocket, but a table lamp won't.

You really think people are going to get all twitchy and excited about something just because it makes you the same way?


Title: Re: New AwesomeMod Request Thread
Post by: cwurts on 2009 October 06, 03:59:48
I know you added something to do with party pushing, so I'm not sure if this isn't in there already:  i would like a party "pusher" that forces sims to go to a party if they were going to go already.  In other words, once they make a decision to attend, they are going to go, no matter what.  I've had parties where 1 sim out of 8 showed up, even though every one of them was best friends with the inviter.


Title: Re: New AwesomeMod Request Thread
Post by: Lorea on 2009 October 06, 04:15:20

Is it possible to make autosave to pause the game before saving?

And I would like to have 80-90 minutes autosave interval too.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 06, 04:43:22
Is it possible to make autosave to pause the game before saving?
We are actively looking into that, yes. In fact, I wrote something to ostensibly pause the game, do the save, and then unpause, but apparently it doesn't always stick in the autosave.


Title: Re: New AwesomeMod Request Thread
Post by: CaptaiNemo on 2009 October 06, 06:39:45
Would it be possible to automate purging genetic hair? It seems to sneak back into the game over time.


Title: Re: New AwesomeMod Request Thread
Post by: Krevetti on 2009 October 06, 08:13:23
Would it be possible to add the fishing bait books to the library too? It's so handy to have the recipes there already.


Title: Re: New AwesomeMod Request Thread
Post by: Malapietra on 2009 October 06, 09:33:34
Is there a way to keep the wishes/wants from disappearing after some time has passed if you don't L-click them because of lack of space in your wish boxes?


Title: Re: New AwesomeMod Request Thread
Post by: lsmithiii on 2009 October 06, 12:41:30
Would it be possible to add the fishing bait books to the library too? It's so handy to have the recipes there already.
The bait books are a waste of time. They were useful when the game was new and they were the quickest way to find the baits. Print out this chart http://snootysims.com/thesims3infoindex.php?id=fishing and have your sim use the appropriate bait where the appropriate fish is present. They don't even have to be skilled to the fishes designated level if your sim can handle the bait and use it were the fish is present they can catch it.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 06, 12:53:34
Yeah, those books are useless. There is no benefit for learning it, the data is incomplete, and the information is added only to that one sim...which you would get anyway, if you caught the fish.


Title: Re: New AwesomeMod Request Thread
Post by: Krevetti on 2009 October 06, 15:42:44
The bait books are a waste of time. They were useful when the game was new and they were the quickest way to find the baits. Print out this chart

I already had it printed. I have a few bookworm/angler sims who could use the books and I don't like to keep running to the bookstore if they could more realistically read them in a library. I do agree they are somewhat a disappontment, especially that they are incomplete but I like the idea of sims going to the library to learn instead of just running around trying things at random. And I'm somewhat of a perfectionist and it irks me that not all books are available.  ;)


Title: Re: New AwesomeMod Request Thread
Post by: Toonie on 2009 October 06, 21:41:33

Try feeding your fish after you put them in the bowl, fish die if you don't feed then.  How absurd that they die without food.

I don't keep a garage in my pocket, yet my car ends up there all the time.  How absurd the car fits in my pocket, but a table lamp won't.

You really think people are going to get all twitchy and excited about something just because it makes you the same way?

The point is they don't require food UNTIL I put them in a fishbowl.
It is NOT absurd that they die without food.  That is quite normal.  It IS absurd that they do not die without food while sitting in your inventory.
It IS absurd that cooked food and cake will rot in your inventory but fruits veggies and raw meat will not.

And to answer your question... yes. I do =p

Now I have a question for you.  How productive is your criticism of my perfectly valid request.


Title: Re: New AwesomeMod Request Thread
Post by: Tangie on 2009 October 06, 22:55:33
Yeah, I really don't get it when someone criticizes someone else's request. What's the point? But I also don't get it when someone talks about how they like to play this game and someone else complains that it's "unrealistic". Like there's much of anything about this game that is realistic??

On to requests: I don't have any idea if this is a core mod, and I suspect it's not; but I would love it if someone could make those damn paintings stop spinning around in buy mode. It's a complete waste of time looking at the back of a painting!


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 07, 00:22:27

The point is they don't require food UNTIL I put them in a fishbowl.
It is NOT absurd that they die without food.  That is quite normal.  It IS absurd that they do not die without food while sitting in your inventory.
It IS absurd that cooked food and cake will rot in your inventory but fruits veggies and raw meat will not.

And to answer your question... yes. I do =p

Now I have a question for you.  How productive is your criticism of my perfectly valid request.

From what I could tell you want to have to feed the fish in your inventory and have food go rotten all the time? 

Personally, it annoys the hell out of me when the cake and prepared food spoils (especially when you put it in too early to take to work or deliver to someone for an opportunity) in the inventory.  I would prefer to see something that stopped the food from spoiling, not the other way around.

And as for your wanting everyone to feel the same way as you do, about the same things that bug you, it ain't going to happen.

Yeah, I really don't get it when someone criticizes someone else's request. What's the point? But I also don't get it when someone talks about how they like to play this game and someone else complains that it's "unrealistic". Like there's much of anything about this game that is realistic??

On to requests: I don't have any idea if this is a core mod, and I suspect it's not; but I would love it if someone could make those damn paintings stop spinning around in buy mode. It's a complete waste of time looking at the back of a painting!

Because the way some people justify their requests makes the request come across as absurd and stupid.  Assuming your referring to my intended sarcastic reply previously.  In that case the poster complained that he didn't carry a fridge in his pocket, therefore the food should go off.  What does having, or not having a fridge in your pocket got to do with anything?  It is a game, not RL.  Hence the, I don't have a garage in my pocket but why do I carry my car there? or the why does a car fit in my pocket but not a table lamp (referring to the size difference).  The sarcastic reply was based on the absurd way the request/reasoning was justified, in my view. 

Had toonie said something like it was absurd that only some items went off while in the inventory, and it should be either all go off or none go off, and left it that way, I wouldn't have attempted the sarcastic reply.

You right in that there's not much realistic in the game, and while I enjoy playing it, great stress relief, I don't get overly involved in realism, because it is after all, just a game.  I think some people forget it is just a game.

I agree with your request,  it is extremely annoying when you have to look at the back of them.  You see, you didn't justify your request with some bizarre attempted logic or reasoning.  If you had of tried to justify your request with something like, they don't spin around in shops, or spin around when on the walls, or I can't hang them backwards, etc, then I probably, if I felt like it, would have made some sarcastic response.


Title: Re: New AwesomeMod Request Thread
Post by: kuronue on 2009 October 07, 00:26:43
I second the request for food in inventory going bad. It makes farming for food/fishing more interesting if I can't just stockpile a month's worth of food in a single sim-day.


Title: Re: New AwesomeMod Request Thread
Post by: kjs on 2009 October 07, 01:36:52
Would it be possible to revive the wanton trait?
I have some sluts in my game who I wish would act just a little bit more wanton...

And I can't wait to see how the racist trait turns out


Title: Re: New AwesomeMod Request Thread
Post by: ladycoelura on 2009 October 07, 03:36:03
I second the food in the inventory cooked or uncooked not going bad for longer. Just my 2 cents there.


Title: Re: New AwesomeMod Request Thread
Post by: JeryllCobbs on 2009 October 07, 03:37:12
I don't know if this has been said yet, but...

modthesims has a debug enabler that has not been updated for patch 1.4, and the debug enabler has a feature called "money" - you type in money and then a value and it gives the household whatever the value is you typed in.

AM does not have this feature, and it needs it.


Title: Re: New AwesomeMod Request Thread
Post by: lsmithiii on 2009 October 07, 04:42:53
I don't know if this has been said yet, but...

modthesims has a debug enabler that has not been updated for patch 1.4, and the debug enabler has a feature called "money" - you type in money and then a value and it gives the household whatever the value is you typed in.

AM does not have this feature, and it needs it.
Ever heard of "Familyfunds"?


Title: Re: New AwesomeMod Request Thread
Post by: coconnor on 2009 October 07, 04:50:11
I don't know if this has been said yet, but...
modthesims has a debug enabler that has not been updated for patch 1.4, and the debug enabler has a feature called "money" - you type in money and then a value and it gives the household whatever the value is you typed in.
AM does not have this feature, and it needs it.
Ever heard of "Familyfunds"?

Or "money", which will give the active family $1,000,000 unless you specify another amount.


Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 07, 05:24:26
Would it be possible to make the MaxOfficeHolders function optional?

You could edit the XML file in AM that sets the maximums, if you really want not to have them or want to change the numbers.

I liked the max officeholders and wondered why it wasn't functioning.  I realized that since I'd already made XML changes to the Careers file (to give sims more time off; it's no fun when they're at work) and placed it at a higher priority than AM it was overriding AM's XML.  I went and added max officeholders similar to AM's (my numbers are probably a little different, but obviously only one governor, etc.) to my XML.

If you don't want them you can just use SimPE to edit the XML in AM to edit them out.

With SimPE, XML editing is so easy you can be as non-awesome as me and do it. :)

Yeah, that's what I've been doing.  I just didn't want to have to worry about maybe needing to update it every time I update AM.

You can do it without editing it each time by doing what I was accidentally doing:  Take your modified careers file, with whatever limits you want (including no limit) and put it in a directory your Resource.cfg file gives a higher priority than AM's directory.

The one most of us use gives the main packages directory a 500 priority.  Well, make an overrides directory under the packages directory with 501 priority, and put your careers file in there.

Mine looks like:

Priority 500
PackedFile Mods/Packages/overrides/*.package
Priority 499
PackedFile Mods/Packages/*.package
Priority 498
PackedFile Mods/Packages/*/*.package
Priority 497
PackedFile Mods/Packages/*/*/*.package
Priority 496
PackedFile Mods/Packages/*/*/*/*.package

I know from another thread you can see I'm having some big problems right now, but it was like that even when I wasn't having those problems.  My careers file is in the overrides directory; and in my case because I was after shorter hours rather than overriding max officeholders I put max officeholders back into mine.  You can take them out of yours, though.


Title: Re: New AwesomeMod Request Thread
Post by: myskaal on 2009 October 07, 06:34:01
I don't know if this has been said yet, but...

modthesims has a debug enabler that has not been updated for patch 1.4, and the debug enabler has a feature called "money" - you type in money and then a value and it gives the household whatever the value is you typed in.

AM does not have this feature, and it needs it.

AM does in fact have this feature.


Title: Re: New AwesomeMod Request Thread
Post by: Toonie on 2009 October 07, 07:27:26
From what I could tell you want to have to feed the fish in your inventory and have food go rotten all the time? 

One way or the other. I just want it consistent.  Either fish don't die in bowls or inventory.  Or they rot in your inventory if sitting too long.
Same for food. Either all food rot or none of them do.

And as for your wanting everyone to feel the same way as you do, about the same things that bug you, it ain't going to happen.

STOP putting words in my mouth buddy.  I said I thought SOMEONE else will probably be annoyed by the same thing. Not everybody.

Had toonie said something like it was absurd that only some items went off while in the inventory, and it should be either all go off or none go off, and left it that way, I wouldn't have attempted the sarcastic reply.

The only thing you accomplish by doing this is to cause post clutter. 
First by me having to correct everything you misrepresent from reading my post poorly.
Second by everyone else that has to comment on your critique of my post. 
Third by this back and forth banter that always ensues.
And lastly.. it is a request..  and a request that probably (as I admitted in the post originally) is more trouble than it is worth to accomplish.

So I ask you again.. because you have yet to answer.  How exactly is your initial critique of my request productive.
Perhaps you would have been better off with a logical counter argument that you would prefer that nothing rots at all to begin with. We wouldn't have a useless series of posts that now everyone has to sift through.

To everyone else, I apologize for taking up so much space over something so insignificant.


Title: Re: New AwesomeMod Request Thread
Post by: Nightwish on 2009 October 07, 16:04:13
If the green bar appears, that means they haven't finished the book. Once a Sim finishes a book, that's when the autonomy kicks in. The Sim autonomously does not reread that book ever again. And yes, it works for the playable Sims. Let the green bar fill up, and they won't reread it unless directed to.

It is absolutely clear for me. But when I want my sim to read book (no sim autonomous read but when I "told him" to do it) then the only thing that show me the sim completly read this book in past, it's this green bar not appearing. Then I must cancel this read command and choose another book and maybe this book is not read before... Problem is, I can't remember what books my sims read completly before! That's why I request option, that completly disables reread option not only for autonomous read but for player commands too. For example, like with cook book, when sim read how to make cookies, then when I want my sim to reread this book, the reread option is grayed. I want such behavior for all of the books. Of course it will be good to be able to switch this option to enabled or disabled in Awesome configuration (not all would want such behavior).
Do you know now what I mean? Is it clear now? ;)


Title: Re: New AwesomeMod Request Thread
Post by: Lorea on 2009 October 07, 19:02:02
Is it possible to make autosave to pause the game before saving?
We are actively looking into that, yes. In fact, I wrote something to ostensibly pause the game, do the save, and then unpause, but apparently it doesn't always stick in the autosave.

And can you make a 80 minutes autosave interval too? My game's saving takes forever and 60 minutes play is a little short for me until the next long saving.


Title: Re: New AwesomeMod Request Thread
Post by: Tangie on 2009 October 07, 23:02:10
@Nightwish: Are you aware that if you click on a book the sim has already read that it will say "reread (book)" instead of "read (book)? You do have to pay attention to notice it since it's subtle. And you still have to click on the book to see which ones your sim has read or not read (I can never remember which ones have already been read either).


Title: Re: New AwesomeMod Request Thread
Post by: Elise Bennett on 2009 October 08, 00:00:15
Would it be possible to make the MaxOfficeHolders function optional?
I'm not particularly interested in trying to support utterly retarded behavior, so no.
This behavior surely isn't nearly as "retarded" as pedophilia, is it?

As subsequent posts show, lots of people are clearly interested in it.  I tried (without success, I might add; my game crashed) to uninstall awesomemod today to try to get someone's lifetime wish to reach a level ten career met when the game was trying to prevent it because his boss (an NPC game-generated to fill the spot) was already there.  I finally managed a work-around by using developer-mode cheats to demote the boss by inviting her over and clicking on her to demote her to level nine, but it shouldn't have been that hard.  And unlike most folks here, I haven't (yet) learned to code and write my own core mods, and would REALLY appreciate the ability to make this behavior optional.  It's a real pity when one chooses to play characters already in existence with already-chosen LTWs to have to change them just because awesomemod has decided that There Can Be Only One...


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 October 08, 00:26:11
I tried (without success, I might add; my game crashed) to uninstall awesomemod today to try to get someone's lifetime wish to reach a level ten career met when the game was trying to prevent it because his boss (an NPC game-generated to fill the spot) was already there.  I finally managed a work-around by using developer-mode cheats to demote the boss by inviting her over and clicking on her to demote her to level nine, but it shouldn't have been that hard....It's a real pity when one chooses to play characters already in existence with already-chosen LTWs to have to change them just because awesomemod has decided that There Can Be Only One...
You could have killed her, or just watied for her to die of old age.  Or, you could have been *better than* her.  Just because a sim is already Leader of the Free World for example, doesn't mean they will always have that job.  If your sim was outperforming her, your sim would have been promoted and that sim demoted.


Title: Re: New AwesomeMod Request Thread
Post by: Drakron on 2009 October 08, 01:28:30
This behavior surely isn't nearly as "retarded" as pedophilia, is it?

Its illogical.

If you want to blame someone then blame EA from such stupid careers, like Political were everything above level 6 is "there can be only one" ... if you want to argue that people might redo the careers were the "there can be only one" issue goes away or only happens at the top of the career and this ends up being a possible deadlock for such efforts is one thing but that is not what you did right?


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 08, 01:42:11
Yeah, if you just ignore the question and the officeholder is some random NPC, you will bump them after a round or two anyway, as NPCs are not very good at boosting job performance.


Title: Re: New AwesomeMod Request Thread
Post by: Elise Bennett on 2009 October 08, 06:27:02
You could have killed her, or just watied for her to die of old age.  Or, you could have been *better than* her.  Just because a sim is already Leader of the Free World for example, doesn't mean they will always have that job.  If your sim was outperforming her, your sim would have been promoted and that sim demoted.
I'm not sure how she got promoted to the job to begin with, since I have awesomemod configured to forbid nonactive characters from getting promotions and she started out with a midlevel job.    Previously, NPC bosses stayed in their original jobs and played characters got promoted above them, game logic be damned (and that was just fine with me, thank you very much).  And no one can die, because I have aging off.  This is MY world, and I don't much like death, so no one dies or ages, and no one breeds (don't like kids either!), and my sims all max out all their skills at their leisure.  I've run up against this issue before, and no one EVER outperformed anyone previously in the top job.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 08, 06:35:52
I'm not sure how she got promoted to the job to begin with, since I have awesomemod configured to forbid nonactive characters from getting promotions and she started out with a midlevel job.
The default game will bump up random sims to highlevel posts if a "boss" sim is needed, usually because you did something to interact with one.

Previously, NPC bosses stayed in their original jobs and played characters got promoted above them, game logic be damned (and that was just fine with me, thank you very much).
Yeah, well, since you're not the one writing the game logic, I can guess we can all be thankful for that.

And no one can die, because I have aging off.  This is MY world, and I don't much like death, so no one dies or ages, and no one breeds (don't like kids either!), and my sims all max out all their skills at their leisure.  I've run up against this issue before, and no one EVER outperformed anyone previously in the top job.
They will. Assuming you're not competing against yourself, but against a random nameless sim, they tend not to actually go to work so their performance is just stuck there because the game doesn't instantiate them, meaning they don't advance and are quickly overrun.


Title: Re: New AwesomeMod Request Thread
Post by: lidaja on 2009 October 08, 07:24:35

Is it possible to add alimony and child custody with option of peaceful/unpeaceful decision making for married and no-married sims?


Title: Re: New AwesomeMod Request Thread
Post by: Elise Bennett on 2009 October 08, 07:25:28
Previously, NPC bosses stayed in their original jobs and played characters got promoted above them, game logic be damned (and that was just fine with me, thank you very much).
Yeah, well, since you're not the one writing the game logic, I can guess we can all be thankful for that.
Hey, if I WROTE the game logic, the issues wouldn't arise.  I don't like the illogic any better than anyone else; I just don't like it that with the mod, multiple folks can't arise to the top of the career path.

A suggestion: instead of going to the trouble of making these odd ill-designed EA/Maxis careers so that only one person can reach the top, why not just tweak the language of the scripts so that they're not illogical if multiple sims reach the top?  For example, if we assume that Sunset Valley and Riverview and any other future Sim Cities are diplomatic hubs, such as New York, Washington, London, Geneva, etc., it would make sense to have high level politicians in these cities from multiple countries.  Every patriot thinks his/her country is at the top of the "free world", so "leader of the free world" could be consistent with president or diplomat of one's own country, etc.  With some creativity, one could rewrite the descriptions for the political career track so that it wouldn't be illogical to have multiple sims in the same city with the same job description at high level jobs.  Same goes for the criminal track if one assumes that there are multiple crime families and one gets promoted to head of the family.

What do you think?

And, barring that, for those of us willing to play "let's pretend" we're in such a diplomatic city, how about making the "There can be only one" mode optional?  :-)


Title: Re: New AwesomeMod Request Thread
Post by: Wolfeyes on 2009 October 08, 07:51:51
Hey Toonie, Wizard and others,

MTS has a No Food Spoilage mod by mikrokitty in 3 flavors: 16, 24 and 1 million hours. I use the million hours flavor because I don't like any of my food to spoil ever. Check it out!


Title: Re: New AwesomeMod Request Thread
Post by: chann on 2009 October 08, 08:28:16
A suggestion: instead of going to the trouble of making these odd ill-designed EA/Maxis careers so that only one person can reach the top, why not just tweak the language of the scripts so that they're not illogical if multiple sims reach the top?  For example, if we assume that Sunset Valley and Riverview and any other future Sim Cities are diplomatic hubs, such as New York, Washington, London, Geneva, etc., it would make sense to have high level politicians in these cities from multiple countries.  Every patriot thinks his/her country is at the top of the "free world", so "leader of the free world" could be consistent with president or diplomat of one's own country, etc.  With some creativity, one could rewrite the descriptions for the political career track so that it wouldn't be illogical to have multiple sims in the same city with the same job description at high level jobs.  Same goes for the criminal track if one assumes that there are multiple crime families and one gets promoted to head of the family.

What do you think?

And, barring that, for those of us willing to play "let's pretend" we're in such a diplomatic city, how about making the "There can be only one" mode optional?  :-)

Your answer is in this thread. Make an override mod of the Careers XML and delete the MOH tags, or just open awesome.package in a package editor and delete the relevant XML (the instance ends in CE302). The feature is effectively optional already.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 08, 08:49:18
Same goes for the criminal track if one assumes that there are multiple crime families and one gets promoted to head of the family.
If you want multiple crime famblies, INSTALL MULTIPLE CRIME BUILDINGS. This is, in fact, already coded into it. As for "diplomatic cities"...no, that explanation is still stupid, just like you. Do you take stupid pills so you can be this stupid, or is this something that you achieve naturally?

Is it possible to add alimony and child custody with option of peaceful/unpeaceful decision making for married and no-married sims?
No. Kill him and eat him, like sensible people.


Title: Re: New AwesomeMod Request Thread
Post by: Lion on 2009 October 08, 11:52:09
Maybe Eaxis will make an Apartment EP two years later, but last time it was a pain in the a**. With the lockable door from MTS, we can have a semi-functional apartment building if there is a way to track how much salary each resident brings in, a stat in the sim info like total wealth accumulated so far (Squinge's cheese/wealth painting function). With this information, I can record how much wealth before a sim/family moves in and before they move out, and decide how much they should take when they move out based on how much other families have made and how much total "family funds" has changed during that period of time. At any time, I can also check and calculate in the same way to decide how much fund should be a certain family's own fund and spend accordingly.

As for the move-in furniture cost and rent, I'm thinking about manually transfer funds between the renter and the landlord.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 08, 12:13:25
Hey Toonie, Wizard and others,

MTS has a No Food Spoilage mod by mikrokitty in 3 flavors: 16, 24 and 1 million hours. I use the million hours flavor because I don't like any of my food to spoil ever. Check it out!

Thanks, I'll have a look.  I browse MTS from time to time to check out what they have that will work with AM, must have missed that one.


Title: Re: New AwesomeMod Request Thread
Post by: chazzhay on 2009 October 08, 14:18:04
I don't know if this has been suggested but, Sims with the can't stand art trait still the "Decorated" moodlets when the room is full of decorations. They should be getting a negative one.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 08, 14:22:44
Well, things can be decorated for reasons other than being art, I imagine. I, for one, am utterly indifferent to art, but would consider a room with sufficiently impressive armor-plating and other defensive hardware to be well-decorated.


Title: Re: New AwesomeMod Request Thread
Post by: Elise Bennett on 2009 October 08, 16:17:24
As for "diplomatic cities"...no, that explanation is still stupid, just like you. Do you take stupid pills so you can be this stupid, or is this something that you achieve naturally?
Gee, thanks.  You have a nice day too, now, y'hear?


Title: Re: New AwesomeMod Request Thread
Post by: Elise Bennett on 2009 October 08, 16:40:09
Your answer is in this thread. Make an override mod of the Careers XML and delete the MOH tags, or just open awesome.package in a package editor and delete the relevant XML (the instance ends in CE302). The feature is effectively optional already.
My answer to your comment is already in this thread.  I don't know how (yet) to do XML coding.  I've made some really, really simple tuning mods using Morgade's Sim customizer tool (eliminated magic gnomes from gems and metals and eliminated the kid/teenager curfew), and I've tried some cloned objects, some of which have worked and some of which have not, for reasons I have yet to understand, but I've yet to delve into actual XML coding.  While I really enjoy simming, I also have a life!  I may have to figure out the coding to keep interest and enjoyment in the game, though.


Title: Re: New AwesomeMod Request Thread
Post by: snowbawl on 2009 October 08, 16:54:12
Do not double-post.  Use your modify button.
Sarcasm is neither necessary nor appropriate for El Presidente.
And you will be called stupid, repeatedly, if you present yourself as such.


Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 08, 19:42:39
Your answer is in this thread. Make an override mod of the Careers XML and delete the MOH tags, or just open awesome.package in a package editor and delete the relevant XML (the instance ends in CE302). The feature is effectively optional already.
My answer to your comment is already in this thread.  I don't know how (yet) to do XML coding.  I've made some really, really simple tuning mods using Morgade's Sim customizer tool (eliminated magic gnomes from gems and metals and eliminated the kid/teenager curfew), and I've tried some cloned objects, some of which have worked and some of which have not, for reasons I have yet to understand, but I've yet to delve into actual XML coding.  While I really enjoy simming, I also have a life!  I may have to figure out the coding to keep interest and enjoyment in the game, though.

Well, you're stuck playing a bit more realistically than you'd like until you can learn to at least use S3PE to remove the careers XML from AM.  Since what you want is idiotic, I agree with Pescado's decision to deny your request.

What you want to do is so easy I did it by accident when I was just trying to give my sims shorter work hours as they're more fun to play when they aren't working.  I explained what I did for those who might want it and at least are smart enough to do on purpose what I did accidentally.  Then, when I realized what I'd done, I put the limits into my own override because I had no desire for the town to have multiple mayors or governors, etc..

LTWs are supposed to be very hard to achieve.  Some of them are far too easy, like 20 friends.  That one should be 50 friends or something.  The Leader of the Free World LTW, even with the limits in the file, remains much easier to achieve than it is in real life (not that I'm saying it should be as hard as real life, or most aspirants would never achieve it; but it's still achievable by any decent player).


Title: Re: New AwesomeMod Request Thread
Post by: ElviraGoth on 2009 October 09, 00:03:41
Your answer is in this thread. Make an override mod of the Careers XML and delete the MOH tags, or just open awesome.package in a package editor and delete the relevant XML (the instance ends in CE302). The feature is effectively optional already.
My answer to your comment is already in this thread.  I don't know how (yet) to do XML coding.  I've made some really, really simple tuning mods using Morgade's Sim customizer tool (eliminated magic gnomes from gems and metals and eliminated the kid/teenager curfew), and I've tried some cloned objects, some of which have worked and some of which have not, for reasons I have yet to understand, but I've yet to delve into actual XML coding.  While I really enjoy simming, I also have a life!  I may have to figure out the coding to keep interest and enjoyment in the game, though.

There's a tutorial here http://www.moreawesomethanyou.com/smf/index.php/topic,15936.0.html

This is what I did quite awhile back and it's pretty easy, even for a non-programmer.  I have 25 years of programming experience, but even my husband, who knows diddly about it, could follow this.


Title: Re: New AwesomeMod Request Thread
Post by: Elise Bennett on 2009 October 09, 05:44:09
There's a tutorial here http://www.moreawesomethanyou.com/smf/index.php/topic,15936.0.html

This is what I did quite awhile back and it's pretty easy, even for a non-programmer.  I have 25 years of programming experience, but even my husband, who knows diddly about it, could follow this.
Thank you!!  It's a start.  My knowledge of programming is limited to an undergraduate course in FORTRAN IV that I took in 1980, so I'm really rusty, but I haven't forgotten the basic logical structure.

Thanks to Chann as well for the constructive help offered.



Title: Re: New AwesomeMod Request Thread
Post by: Toonie on 2009 October 09, 06:36:20
Hey Toonie, Wizard and others,

MTS has a No Food Spoilage mod by mikrokitty in 3 flavors: 16, 24 and 1 million hours. I use the million hours flavor because I don't like any of my food to spoil ever. Check it out!

Thanks wolf.   I was looking more for something along the lines of  Enable food and fish spoil ON OFF toggle.
I feel it would enhance the game for me if I have the option to set my fruits, veggies, and fish to decay from perfect quality to bad quality for instance rather than having them last in perfect condition for all eternity.

But I also worry it might take a lot of effort to pull that off since they're all set up so differently right now in the game.  IE Food spoils.. fish and fruits do not.
So if its easy to do.. I'll take one.  If its a big pain...  I'll deal with it =)







Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 09, 06:59:04
There are several factors against this idea:
1. This would involve unnecessary computational expense to iterate through every INGREDIENT OBJECT in the game every decay-tick.
2. With a bunch of spoiled objects now accumulating in everyone's inventory, something must now get rid of them when they go bad. This will either need to be automated, so the effect is that the items simply disappear without a trace; noisy, so that the player is spammed by spoiled food popups; or manual, in which case the player is annoyed by having to manually search the inventory for spoiled items and junk them, as the regular-inventory lacks a "destroy all spoiled foods" button like th fridge does. Either way, annoying.
3. It unnecessarily increases the level of zero-point micromanagement, given that there is no associated in-game cost with teleporting the objects to the fridge, except in annoying the player. It is possible to automate this functionality, but the only thing this accomplishes is to decrease organization, as dumping everything into the fridge bin costs no time in-game and will simply make the inventory less orderly.

In short, this feature would not add anything to the game except annoyance and computational expense.


Title: Re: New AwesomeMod Request Thread
Post by: Toonie on 2009 October 09, 08:04:20
Thanks for the clarification Pescado.  I was actually looking more along the lines of quality decay rather than spoilage. 
But I think that point is moot if you have to include decay tick computations for each item.  So I will learn to deal.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 09, 10:39:00
Quality decay and spoilage are the same things. Once an item decays below "Very Nice", it is effectively spoiled.


Title: Re: New AwesomeMod Request Thread
Post by: Amorata on 2009 October 09, 21:55:33
This is my first post, so i'll be looking forward to the insults ;)

Would it be possible to do something about the babysitters?  They hardly work even when I haxor their traits.  It makes the game not fun with more than one spawn, just ends up reminding me why I has none irl.

Thank you, and if I'm being dumb, let the chastisement commence.


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 October 09, 22:41:24
Amorata, there have been several requests for babysitter improvment; they're kind of a pain in everyone's ass.  One imperfect solution is to simply create a sim caregiver and move him or her into your sim house as a live-in nanny.  Annoying, since thier babycare is completely unautomated so you have to tell them what to do all the time, but also good because you actually *can* tell them what to do so they don't just stand thier picking their nose for hours while the spawn screams in hunger, hygene, and social despiration.  Another bonus is that you don't have to pay them.   :P


Title: Re: New AwesomeMod Request Thread
Post by: chann on 2009 October 10, 00:06:01
An elegant solution is to put everybody except the designated carer on SupCom. I've noticed Sims on SupCom tend to run around and spectacularly neglect their spawn.


Title: Re: New AwesomeMod Request Thread
Post by: Lion on 2009 October 10, 03:59:51
Is it possible to make sims keep their hairstyle when they age up (from child to teen, from teen to YA, etc) as much as possible?


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 10, 04:33:22
Not sure. It seems that sometimes it works, sometimes it doesn't, and sometimes it results in "genetic hairstyle" that is retained FOREVER.


Title: Re: New AwesomeMod Request Thread
Post by: phnxflyng on 2009 October 11, 09:13:12
It would be nice if children could farm. I believe in child labor.
I'd also like it if they could gain athletic and the other skills they used to be able to earn in TS2, perhaps, say, with the items that are directly copied from TS2... the play table for mechanical ("handiness" these days) and painting, the easy-bake oven for cooking, the playground and pool for athletic. And what ever happened to the rabbit head for charisma?


Title: Re: New AwesomeMod Request Thread
Post by: mhavril on 2009 October 11, 09:24:10
Is there currently anything in AwesomeMod to prevent random grave purges on community lots? I have read about them on The Sims 3 forums, and they have happened to me before (before and after getting AwesomeMod). I haven't placed any graves on community lots in a while out of stigma of losing the graves, and I was just wondering if there is currently such a prevention with AwesomeMod, and if not, I would like to suggest it.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 11, 10:14:16
I haven't killed enough sims I'd actually know about to have spotted any grave purges. It seems like something that would be difficult to test for unless I stumble across something in the code that is doing it, which I haven't, despite poking around in urnstones fairly extensively. The thing is, if I slay a bajillion sims in an attempt to see if anyone's gravestones go poof from a communiy lot, I won't recognize them to notice!


Title: Re: New AwesomeMod Request Thread
Post by: ElviraGoth on 2009 October 11, 12:19:17
It would be nice if children could farm. I believe in child labor.
I'd also like it if they could gain athletic and the other skills they used to be able to earn in TS2, perhaps, say, with the items that are directly copied from TS2... the play table for mechanical ("handiness" these days) and painting, the easy-bake oven for cooking, the playground and pool for athletic. And what ever happened to the rabbit head for charisma?

They already get cooking skill from the oven and mechanical from the play table.  Like the xylophone and peg box for toddlers, they can only get up to level 3 in those skills.  They don't show up as learned skills until they become a teen and actually cook or unclog a toilet for the first time.

I miss the charisma bunny, too, but in TS3 the charisma skill also requires friends and acquaintences after a certain level, so I guess they figured it wouldn't really do much good until a sim hits teen.

I haven't done enough with a child and athletic yet, but they can work out to the TV.  I also noticed that a teen playing catch was gaining athletic skill, so it may be that a child does, too, but it's "hidden" until they become a teen.

Someone else may know the answer to that better than I do.


Title: Re: New AwesomeMod Request Thread
Post by: lidaja on 2009 October 11, 15:03:35
Please can this be done: promiscuity trait (with option of "open relationship" or "going steady"  in romantic sub menu) and no jealousy trait or both integrated? ???


Title: Re: New AwesomeMod Request Thread
Post by: Darksmurf on 2009 October 11, 15:50:37
"Falconpunchall"

I had a handful of borked pregnancy's stuck at 72 hours who wouldn't give birth. Also it'd be good if you want no more baby's in the hood.


Title: Re: New AwesomeMod Request Thread
Post by: Fribble on 2009 October 11, 16:20:44
Is it possible to have a log of all the births ,marriages ,and deaths?
After a long wollfrun, it would be nice to be able to go back and see who married who without having to poke at individual family trees.


Title: Re: New AwesomeMod Request Thread
Post by: Sabrewulf on 2009 October 11, 16:31:32
This probably isn't the kind of mod that goes into awesomemod......but I was wondering if a mod could be made in Awesomemod that made it so twins/triplet births weren't all the same gender. That really annoys me.  :(



Title: Re: New AwesomeMod Request Thread
Post by: Darksmurf on 2009 October 11, 16:32:37
I think he should take Twallan's approach on this.  If a birth is twins or triplets, then you would lock the first gender and randomize the next.


Title: Re: New AwesomeMod Request Thread
Post by: chaos on 2009 October 11, 19:47:13
It would be nice if children could farm. I believe in child labor.
I'd also like it if they could gain athletic and the other skills they used to be able to earn in TS2, perhaps, say, with the items that are directly copied from TS2... the play table for mechanical ("handiness" these days) and painting, the easy-bake oven for cooking, the playground and pool for athletic. And what ever happened to the rabbit head for charisma?

There's a "children can garden" mod at MTS, but the animations are wonky. Still, you may want to check it out.


Title: Re: New AwesomeMod Request Thread
Post by: Absimiliard on 2009 October 12, 02:01:49
I have been poking around for a little while now trying to see if it would be possible to make it so Adult sims have a substantially reduced chance to conceive a shild (as compared to Young Adult sims). I have only found one value that determines the chance of success for "Try for Baby". I know Pescado has alluded to the fact that the Sims 3 does not have a barren adult stage. Would it be possible to either make such a stage or reduce Adult's chance of conception? I really don't like 50+ year old sims having babies when their eldest children are already out of the house and reporducing on their own. (What is this Little House on the Prairie?)


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 12, 02:14:53
It would be nice if children could farm. I believe in child labor.
I'd also like it if they could gain athletic and the other skills they used to be able to earn in TS2, perhaps, say, with the items that are directly copied from TS2... the play table for mechanical ("handiness" these days) and painting, the easy-bake oven for cooking, the playground and pool for athletic. And what ever happened to the rabbit head for charisma?

They already get cooking skill from the oven and mechanical from the play table.  Like the xylophone and peg box for toddlers, they can only get up to level 3 in those skills.  They don't show up as learned skills until they become a teen and actually cook or unclog a toilet for the first time.

I miss the charisma bunny, too, but in TS3 the charisma skill also requires friends and acquaintences after a certain level, so I guess they figured it wouldn't really do much good until a sim hits teen.

I haven't done enough with a child and athletic yet, but they can work out to the TV.  I also noticed that a teen playing catch was gaining athletic skill, so it may be that a child does, too, but it's "hidden" until they become a teen.

Someone else may know the answer to that better than I do.

I haven't gotten anything in my games from the play table.  The pegbox and xylophone at least show skills building, even though you can't see them until they reach child age (logic, writing and painting will show up at child stage).  I have had toddlers play every waking hour for several days on the play table and their handiness still starts at zero.  What am I missing?  or does the skill building apply when they are children not toddlers?

Painting and writing come from reading book with your toddlers.  Read all the painting books with your toddlers and they get a boost for the painting skill.  The same with the writing.


Title: Re: New AwesomeMod Request Thread
Post by: kuronue on 2009 October 12, 02:19:32
or does the skill building apply when they are children not toddlers?

That, as noted in my thread about skill building in the facts and learnings section.


Title: Re: New AwesomeMod Request Thread
Post by: mhavril on 2009 October 12, 02:25:53
I haven't killed enough sims I'd actually know about to have spotted any grave purges. It seems like something that would be difficult to test for unless I stumble across something in the code that is doing it, which I haven't, despite poking around in urnstones fairly extensively. The thing is, if I slay a bajillion sims in an attempt to see if anyone's gravestones go poof from a communiy lot, I won't recognize them to notice!

I guess if you ever do want to, you could just do "rename A," "rename B," etc. on some Sims and leave their graves in the graveyard, and see which of the alphabet are left after a while. When the grave purges happened to me, interestingly, the few pre-existing graves of the deceased that I didn't delete just remained, while my custom sims' graves were purged after less than a Sim week.

But since I don't know much about game coding, I suppose it's much harder than I can really imagine. Until then, family cemeteries and inventories full of graves have worked out pretty well, so they should be okay. Thanks for your reply, though! :)


Title: Re: New AwesomeMod Request Thread
Post by: Sabrewulf on 2009 October 12, 18:23:05
To what someone said about the log a few posts back.....I was thinking it would be cool if there was a directory of sims that have died, because sometimes you miss their grave and then it's gone...so it would be nice to be able to remember....and possibly even spawn a gravestone with their name on it. (even if there was no sim really in it)

Editable Gravestones would be cool


Title: Re: New AwesomeMod Request Thread
Post by: coltraz on 2009 October 12, 19:00:36
Is there any way you could implement an automatic payment mod, the sort available by Monique for TS2? http://www.modthesims.info/download.php?t=203984


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 12, 19:03:07
Is there any way you could implement an automatic payment mod, the sort available by Monique for TS2? http://www.modthesims.info/download.php?t=203984
That isn't really core material, nor is it relevant to my interests, so make Twallan do it. :P


Title: Re: New AwesomeMod Request Thread
Post by: chazzhay on 2009 October 12, 19:15:22
How about if sims has the ability to sneak (through being child of burglar or high up in the criminal track), they could have an interaction on all houses where they could sneak inside and steal stuff (with the kleptomaniac trait of course). If they were to enter a room with resident sim in they would call the police and your sim could get arrested and put in the slammer for a bit.


Title: Re: New AwesomeMod Request Thread
Post by: phnxflyng on 2009 October 12, 21:39:55
Thanks to those who offered suggestions. I knew about the books but not the oven or the play table. So if I understand correctly, the latter builds mechanical skill for children but not toddlers?

I've had athletic children work out a bit to satisfy a want, but I'll try doing it for longer and see if they start with a bonus as teens.


Title: Re: New AwesomeMod Request Thread
Post by: ElviraGoth on 2009 October 12, 22:25:42
Right.  Play table and oven for children, books, xylophone and peg box for toddlers.  I'm still testing a child on athletic, also.  Haven't read kuronue's thread yet, though.


Title: Re: New AwesomeMod Request Thread
Post by: chaos on 2009 October 13, 02:38:45
Child fitness works more or less the same as adult fitness. Children can swim in order to gain athletic skill, but not until they already have one athletic skill point. Children can't use the workout equipment, but they can workout to a TV or stereo to gain that first point. I think maybe the playground equipment allows them to gain athletic skill too.


Title: Re: New AwesomeMod Request Thread
Post by: Naples on 2009 October 13, 13:16:08
Child fitness works more or less the same as adult fitness. Children can swim in order to gain athletic skill, but not until they already have one athletic skill point. Children can't use the workout equipment, but they can workout to a TV or stereo to gain that first point. I think maybe the playground equipment allows them to gain athletic skill too.

Maybe my game is borked because no matter how much my kids workout to the TV or stereo they never gain a point.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 13, 14:28:55
I believe Chaavik made that, so it is a third-party item which enables that, and not part of the normal game.


Title: Re: New AwesomeMod Request Thread
Post by: chaos on 2009 October 13, 17:12:43
I don't use Chaavik's mod, but it just occurred to me that maybe kids can gain fitness from working out, but not athletic skill points. I don't often play households with children, so it's possible that my memory fails me.


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 October 13, 21:12:51
I've had athletic children work out a bit to satisfy a want, but I'll try doing it for longer and see if they start with a bonus as teens.
I've had athletic children work out to try to fulfill a want, but it has never worked.  The want stays unfulfilled even though the blue bar above the head fills all the way up.   ???  Maybe my game is more borked than everyone elses.


Title: Re: New AwesomeMod Request Thread
Post by: phnxflyng on 2009 October 14, 00:12:42
I've had athletic children work out a bit to satisfy a want, but I'll try doing it for longer and see if they start with a bonus as teens.
I've had athletic children work out to try to fulfill a want, but it has never worked.  The want stays unfulfilled even though the blue bar above the head fills all the way up.   ???  Maybe my game is more borked than everyone elses.

You get a blue bar above the head? Like they're gaining a skill? And these are children?
^
Do I sound incredulous?


Title: Re: New AwesomeMod Request Thread
Post by: monkeydave on 2009 October 14, 03:12:41
Can anything be done about the 'unbeatable' opportunities?

Like when you have to take something to work or go to work to complete it, but it expires before you work next?


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 14, 05:11:06
I've had athletic children work out a bit to satisfy a want, but I'll try doing it for longer and see if they start with a bonus as teens.
I've had athletic children work out to try to fulfill a want, but it has never worked.  The want stays unfulfilled even though the blue bar above the head fills all the way up.   ???  Maybe my game is more borked than everyone elses.

If it is the same bar I get, it is actually the fatigue bar (horizontal in the box at the top left of the screen), not the skill bar.  I haven't seen the skill bar for athletic appear on children.


Title: Re: New AwesomeMod Request Thread
Post by: cwurts on 2009 October 14, 13:55:02
Here are some additional traits for you to consider:

Overeater: gets a positive moodlet in place of "stuffed"; perhaps a stronger negative for hungry
Anorexic: positive moodlet for hungry, very hungry; perhaps negative moodlet for "satisfying meal"
Night Owl: positive moodlet for being awake from 11pm to 4am; negative moodlet for being asleep during this time
Morning Bird: positive moodlet for being awake from 5am to 10am; negative moodlet for being asleep during this time
Violent: can hit people without being their enemy, and gets a positive moodlet for doing so
Fashionable: positive moodlet for changing outfits (ie selecting brand new ones); perhaps positive moodlet for simply switching outfits
Beauty Obsessed: positive moodlet for wearing makeup and accessories, and beauty treatments at the spa
Clingy: negative moodlet for being alone in room
Gossip: positive moodlet for gossiping; always knows when partners are cheating, and can instigate jealous reaction by telling sim about their cheating partner
Chronically Sore: often gets sore, sometimes for no reason
Compulsive shopper: positive moodlet for buying things, especially non-buy mode
Morbid: positive moodlet when acquaintance dies; positive moodlet while in graveyard


Title: Re: New AwesomeMod Request Thread
Post by: cwurts on 2009 October 14, 13:59:13
Also, I would like number boxes added for the sliders in CAS.  Thank you!


Title: Re: New AwesomeMod Request Thread
Post by: MRice on 2009 October 14, 18:53:05
Having a body slider which could change the hip and waist sizes would be great. Another trait to consider may be:
 
  Town Bike: Positive moodlet from conquest without commitment, where a sim need not develop a love relationship with the target in order to be overly promiscuous.
 This trait would be copacetic with the flirty trait.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 14, 20:52:14
The trait existed, presumably as the "Wanton" trait, but was cut and there are no string resources associated with it.


Title: Re: New AwesomeMod Request Thread
Post by: iii on 2009 October 15, 05:50:24
From doing~
Tutorial:Sims 3 XML Tuning Modding (http://modthesims.info/wiki.php?title=Tutorial:Sims_3_XML_Tuning_Modding)
, I found that child cannot learn athletic skill is a hard-coded "feature". In addition, from discovering the configuration~
AthleticAutoSelect
, I found that the Awesome Mod also modify related thing of athletic skill.
Therefore, I have the humble request that the Awesome Mod will remove that hard-coded "feature".


Title: Re: New AwesomeMod Request Thread
Post by: charcharmm on 2009 October 15, 06:02:24
I have a request but I'm not sure if it belongs to awesome category. My sim has 3 sets of everyday attire, 3 sets formal etc. Is it possible to make him randomly choose 1 set of everyday attire when changing clothes, instead of me telling him which every set to wear? Thanks


Title: Re: New AwesomeMod Request Thread
Post by: ramseyazad on 2009 October 15, 14:17:13
Barring a functioning autosave with a pause, I'd love to see a confirm button before it autosaves.  As it is, if I leave the sims on pause for while and go do something else, as soon as I un-pause, autosave kicks in, and my work break becomes sitting for 5 minutes watching the save instead of trying to convince my teen and child sims to stop milling around the entrance to the school and fracking start learning already. 


Title: Re: New AwesomeMod Request Thread
Post by: phnxflyng on 2009 October 16, 07:02:07
I know this has been requested before, but I thought I'd do so too. I'd like it if sims that are "dating" through awesomestory would occasionally conceive. As it is, I'm very happy with how well married couples seem to be conceiving, but I think it would be fun for the sims who are just dating or, in some cases, having affairs, to conceive children out of wedlock.
On a related note, I'd love to have that risky woo-hoo people keep clamoring for.


Title: Re: New AwesomeMod Request Thread
Post by: Fribble on 2009 October 16, 14:38:52
Risky woo-hoo?
As in birth control is 99.9% effective, Congratulations! You just became part of the .1% type risky?


Title: Re: New AwesomeMod Request Thread
Post by: rith on 2009 October 16, 16:13:10
Risky woo-hoo?
As in birth control is 99.9% effective, Congratulations! You just became part of the .1% type risky?

Actually, no. Not every birth control method is 99,9% effective. :) That's why I'm all for risky woo-hoo, but based on sim's traits. For example:

- Stupid sim would probably use one of the less efective methods or would use an effective method in an ineffective way
- Unlucky sim sometimes would just fall into mentioned .1% :)
- Hopeless romantic, absent-minded, family oriented or daredevil sim would once in a while use no birth control at all, every trait for its own reason

I can't think of more traits which may have an influence over birth control usage right now, but I think there may be more of it. :)


Title: Re: New AwesomeMod Request Thread
Post by: shadow on 2009 October 16, 21:05:40
Daredevil - likes to take chances  ;D


Title: Re: New AwesomeMod Request Thread
Post by: rosenshyne on 2009 October 16, 23:07:34
Lucky - Negates Risky Woohoo Completely.
Hopeless Romantic - Higher chance of pregnancy.
Technophobe - Would only use rhythm method.
Frugal - Wouldn't spend money on birth control.
Party Animal - Too drunk to care, if woman has trait there is an increased chance that the baby is born Dumb.


Risky Woohoo based on traits needs to be created, stat.


Title: Re: New AwesomeMod Request Thread
Post by: BastDawn on 2009 October 17, 00:09:09
Frugal - Wouldn't spend money on birth control.

Spawn are way more expensive than birth control.  But considering the way the frugal trait is mishandled, it would work with the shortsighted, penny-wise, pound-foolish way that the game handles frugal sims.  (For instance, why would a frugal sim be happy at getting a discount on a charisma class, when the mirror at the gym is free?  Why rejoice over a discount on a book, when that same book is at the library?)


Title: Re: New AwesomeMod Request Thread
Post by: steelstonez on 2009 October 17, 00:17:22
Alright. Maybe I missed this somewhere but I'm going to ask anyway. Is anyone working on Miscarriage MOD?


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 17, 01:19:26
None of these suggestions are in demand (read: I don't demand them), so they're not going to happen. There's simply no point to them, and besides, you'd whine that I didn't turn your sims into whiny, cutting emos over it.


Title: Re: New AwesomeMod Request Thread
Post by: Buzzler on 2009 October 17, 11:42:54
There's simply no point to them, and besides, you'd whine that I didn't turn your sims into whiny, cutting emos over it.
You made my day!


Title: Re: New AwesomeMod Request Thread
Post by: Fribble on 2009 October 17, 16:02:09
There's simply no point to them, and besides, you'd whine that I didn't turn your sims into whiny, cutting emos over it.
Perhaps not, but the idea of different birth control failures for the different traits has had me giggling all morning. Then again I seem to be easily amused.


Title: Re: New AwesomeMod Request Thread
Post by: Enelen on 2009 October 17, 17:27:27
Speaking of whiny, cutting emos: would it be possible to get a negative moodlet for cancelling granted wishes? It's still disgustingly easy to keep them in the bubble, and this is somewhat realistic. Maybe add some permanent depression if they couldn't achieve their lifetime wishes by the time they turn elders...


Title: Re: New AwesomeMod Request Thread
Post by: Gastfyr on 2009 October 18, 05:03:25
Is anyone working on Miscarriage MOD?
I hope not.  Miscarriage was so innacurately represented in TS2 mods (dancing caused miscarrages, I mean WTF?), I shudder to think someone would make an equivalet mod for TS3.  In reality more than 80% of miscarriages aren't caused by anothing other than random chance.

While we're at it, can we have the rape mod back?   ::)


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 18, 07:35:57
I found that child cannot learn athletic skill is a hard-coded "feature". In addition, from discovering the configuration~
AthleticAutoSelect
, I found that the Awesome Mod also modify related thing of athletic skill.
Therefore, I have the humble request that the Awesome Mod will remove that hard-coded "feature".
I believe that the inability to learn Athletic skill is set in the XML, and then in the interactions that enable it, which are age-locked. They are not hardcoded functionalities, merely functionalities that have to be unlocked in multiple places, all XML.


Title: Re: New AwesomeMod Request Thread
Post by: Enelen on 2009 October 18, 08:44:55
While we're at it, can we have the rape mod back?   ::)

The what? I don't believe that was Pescado's.

Anyway, playing evil sims (and heartbreakers, as I recently found out) isn't fun at all, unless someone manages to make the relationship meter two-way, like in TS2. But that's something only EA can do, right? This is actually the second on my list of the "most annoying things in TS3" - the first one was recently eliminated by AM, I believe - the 8 displayed sims limit.

edit: I hate those keyboard shortcuts - sent early.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 18, 09:25:17
I hope not.  Miscarriage was so innacurately represented in TS2 mods (dancing caused miscarrages, I mean WTF?), I shudder to think someone would make an equivalet mod for TS3.  In reality more than 80% of miscarriages aren't caused by anothing other than random chance.
Most of the time, miscarriages are caused simply because the resulting fetus is so badly malformed that it fails to survive. External circumstances don't typically CAUSE them, nor does merely being comfortable. You pretty much have to be Falcon Punched for a miscarriage which wouldn't otherwise have happened anyway to happen.


Title: Re: New AwesomeMod Request Thread
Post by: iii on 2009 October 18, 19:41:57
I believe that the inability to learn Athletic skill is set in the XML, and then in the interactions that enable it, which are age-locked. They are not hardcoded functionalities, merely functionalities that have to be unlocked in multiple places, all XML.
But if the inability for child to learn the athletic skill was set in XML, then why NO "children can learn athletic skill" mod can be found in the Internet? I think you have the expertise to unlock the restriction, so I post that request. Of course, you have the freedom to or not to complete my request...


Title: Re: New AwesomeMod Request Thread
Post by: Absimiliard on 2009 October 18, 23:24:29
I've made a request along this line before and I've seen many others. I'm going to try and flesh out my case for better pregnancy/population options.

I very much like the core foundation that awesomemod does not allow magic happenings. I have actually seen solutions to some of my concerns in other story mode mods, but I refuse to allow spontaneous happenings. Awesomemod does not really allow for a realistic or sensible approach to reproduction. In my mind the NPC sim population should be normal, that is they should have realistic and familiar patterns with their choices. Awesomemod made them for work (boss caps, no free skills, advancement based on merit) why not for procreation. The problems with population control as I see them are as follows:

Problem 1: Sims will not/cannot become impregnated by accident or without particular furniture.

I like the idea of shotgun weddings or of a young couple getting pregnant when it was not intended. This happens in the real world (more than half of my friends have a sibling who wasn't planned). I appreciate that safe sex can be pretty much a guarantee, but sometimes people think they can (and often do) get away with the rhythm method or some such.

The crib requirement to actually have children requires a lot of set up, and even if you don't want every couple to have the option to procreate story mode boots people out of their houses to allow someone who randomly decided they did want to breed and now they need your house. The musical houses that occurs in a normal half cribbed town is strange to say the least.

I also like the idea of dead-beat dads after one of those Rabbit-Hole romances.

Problem 2: The fact that sims will try to breed at random occurrences regardless of current family size/age.

This is the one that really kills me. Ancient sims with children out the wazoo deciding to go for another child. Watching sims in their sim 50s get pregnant with her 12th child after her eldest already have teenagers of their own is unsettling (not impossible, but should this be the norm?). The only current solution I can think of is making all old Sims sacred, because removing their cribs just has them relocate some young couple when they decide it's time to get busy.

Problem 3: May/December Romances

They happen often enough IRL. But the constant pairing of YAs to elders (or even Adults) when their are sims available in their age group is also disquieting. It is almost the norm for a sim to graduate high school and end up with some ancient sim and starts making babies, (or supplanting some sim who has cribs and then making babies). Again this is possible, but not normal.

Proposed Solutions:
1) Introduce an average family size limit. This would be the default that most sims would aspire for, say around 1.5 for North America. This could be modified by traits (more for Family Oriented, less for Dislikes children). If you want to get clever, maybe use a calculation based on probabilities so that it is still possible that a couple would try out side of the average. Of course there are families that have many offspring IRL, but they are not the norm (ie not NPCs) If you want 25 kids into your 50s, play the family manually.
2) reduce the fertility for Adult sims, even if a 40+ person wants a baby the chances should be reduced. This is biology.
3) Introduce an integer value in the config for unplanned pregnancies (default 0%) - (more valid than a NPCWorkUniformRemovalChance value in my mind)
4) Introduce some form of age affinity. Either a configurable value for "Sims won't date X years away from their own age" or some method that would make the romance interaction less potent (so there would be a preference for those more proximate in age).

With these items in place the oft maligned crib requirement could be removed via an option in the config as well.

I can't imagine how frustrating it is to work as hard as you do only to get these kinds of posts. But these items do seem to come up. I am in perfect agreement with your desire to have actions and consequences without magic relationship advancements. But the current system does not seem real (even for a silly game with computer dolls) or very flexible.

I think these changes (or anything along these lines) are in the spirit of awesomemod as they aren't strange (male pregnancy), or frivolous (random outfits). Awesomemod made the game playable but every town I have ends up goofy with aunts and uncles 10+ years older than their nieces/nephews. Parents of now married chosen sims moving out only to start up a new family (or optionally sitting on their duff chosen but neglected).

I don't want to start using other story modes that magically announce repercussions from imaginary events.

Semper Fidelis Tyrannosaurus


Title: Re: New AwesomeMod Request Thread
Post by: Buckets on 2009 October 19, 00:02:55
My request is to add death notifications to the InformOnStoryAction debug feature.  I love all the current notifications, especially romances and moving.  And now I have birth notifications from Buzzler's Birth Control Mirror.  I'm just missing being able to know about and click to watch neighbourhood deaths.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 19, 03:09:40
Problem 1: Sims will not/cannot become impregnated by accident or without particular furniture.
That is just how it is in the game. The system is designed to follow the rules of the game as we know them.

I like the idea of shotgun weddings or of a young couple getting pregnant when it was not intended. This happens in the real world (more than half of my friends have a sibling who wasn't planned). I appreciate that safe sex can be pretty much a guarantee, but sometimes people think they can (and often do) get away with the rhythm method or some such.
There isn't any such event in the game. When people make shotguns, we will talk.

The crib requirement to actually have children requires a lot of set up, and even if you don't want every couple to have the option to procreate story mode boots people out of their houses to allow someone who randomly decided they did want to breed and now they need your house. The musical houses that occurs in a normal half cribbed town is strange to say the least.
Yeah, we'll look into the musical housing thing, perhaps attaching a drain to it so that it is less likely to occur back and forth.

I also like the idea of dead-beat dads after one of those Rabbit-Hole romances.
I haven't worked out new death types yet. When that happens, we can have more killing and eating.

Problem 2: The fact that sims will try to breed at random occurrences regardless of current family size/age.
Well, it's not quite random. It depends on funding and capacity. There is actually a rule which prevents this: The first two (replacement) kids have no fund requirement, each additional one requires that the fambly have sufficient fambly funds to kick them out into another house later.

This is the one that really kills me. Ancient sims with children out the wazoo deciding to go for another child. Watching sims in their sim 50s get pregnant with her 12th child after her eldest already have teenagers of their own is unsettling (not impossible, but should this be the norm?). The only current solution I can think of is making all old Sims sacred, because removing their cribs just has them relocate some young couple when they decide it's time to get busy.
I haven't actually seen this particular case, although I will consider adding some more clamps. At this point, though, the list of clamp conditions is becoming rather bloated.

Problem 3: May/December Romances
This isn't a PROBLEM. Throughout much of history, this was considered the NORM. Furthermore, based on the vast age ranges in the game and the fact that we're dealing with a very small population, it is also the most statistically probable outcome after all the purposeless outcomes are excluded.

They happen often enough IRL. But the constant pairing of YAs to elders (or even Adults) when their are sims available in their age group is also disquieting. It is almost the norm for a sim to graduate high school and end up with some ancient sim and starts making babies, (or supplanting some sim who has cribs and then making babies). Again this is possible, but not normal.
Actually, it *IS* normal.

Proposed Solutions:
1) Introduce an average family size limit. This would be the default that most sims would aspire for, say around 1.5 for North America. This could be modified by traits (more for Family Oriented, less for Dislikes children). If you want to get clever, maybe use a calculation based on probabilities so that it is still possible that a couple would try out side of the average. Of course there are families that have many offspring IRL, but they are not the norm (ie not NPCs) If you want 25 kids into your 50s, play the family manually.
I have considered hardcoding it, but this would result in some peculiar, stiff, inorganic behavior.

2) reduce the fertility for Adult sims, even if a 40+ person wants a baby the chances should be reduced. This is biology.
This is already in the game. But apparently, the game doesn't do so very MUCH.

3) Introduce an integer value in the config for unplanned pregnancies (default 0%) - (more valid than a NPCWorkUniformRemovalChance value in my mind)
This is sort of already abstracted into the background. Digging more into the issue involves more work than payoff.

4) Introduce some form of age affinity. Either a configurable value for "Sims won't date X years away from their own age" or some method that would make the romance interaction less potent (so there would be a preference for those more proximate in age).
This is noted, but made more complicated by the fact that people ALSO have introduced custom aging rules. I actually already have implemented natural selective preferences.

With these items in place the oft maligned crib requirement could be removed via an option in the config as well.
The crib issue is under review.

I can't imagine how frustrating it is to work as hard as you do only to get these kinds of posts. But these items do seem to come up. I am in perfect agreement with your desire to have actions and consequences without magic relationship advancements. But the current system does not seem real (even for a silly game with computer dolls) or very flexible.
The key here is trying to balance a functional system that OPERATES with a system that consumes too much CPU performing sanity checking. The EA system is presently on the side of "Not Enough" (read: None At All), while people have complained the present system features too much, and it is thus chewing up too much CPU. We are looking into how to reduce this problem.

I think these changes (or anything along these lines) are in the spirit of awesomemod as they aren't strange (male pregnancy), or frivolous (random outfits). Awesomemod made the game playable but every town I have ends up goofy with aunts and uncles 10+ years older than their nieces/nephews. Parents of now married chosen sims moving out only to start up a new family (or optionally sitting on their duff chosen but neglected).
We'll look into it. At this point, though, I'm more concerned with trying to reduce CPU load than adding more rules.

My request is to add death notifications to the InformOnStoryAction debug feature.  I love all the current notifications, especially romances and moving.  And now I have birth notifications from Buzzler's Birth Control Mirror.  I'm just missing being able to know about and click to watch neighbourhood deaths.
Deaths are't really a part of Story Mode at all, except for the Kill Sim event. Since AwesomeStory rarely ever buskills a sim except when they have been total failures, there is simply nothing to notify you about.


Title: Re: New AwesomeMod Request Thread
Post by: funkilla on 2009 October 19, 03:24:50
@Absimiliard:

Use Twallan's Story Progression. It does about 90% of everything on your list (accidental pregnancies and shotgun weddings, preventing Elder/YA and Elder/Adult romances, etc).


Title: Re: New AwesomeMod Request Thread
Post by: Absimiliard on 2009 October 19, 03:35:50
@Absimiliard:

Use Twallan's Story Progression. It does about 90% of everything on your list (accidental pregnancies and shotgun weddings, preventing Elder/YA and Elder/Adult romances, etc).

Yes, I've looked into it. I actually like the looks of it a lot. However it kinda seems to work by creating magical events rather than guiding sims to action. This may not be that big a problem in the end, I played an earlier iteration and felt it was wacky (and buggy - but twallan it working his but off - I read him forum).

The key here is trying to balance a functional system that OPERATES with a system that consumes too much CPU performing sanity checking. The EA system is presently on the side of "Not Enough" (read: None At All), while people have complained the present system features too much, and it is thus chewing up too much CPU. We are looking into how to reduce this problem.

Thanks very much for your responses. I totally agree with your priorites. Except for the young/oldies getting hitched and making babies until the end of time thing which we apparently disagree on. Bloat and over processing will kill a game faster than lack of features (not that I've really noticed too much of a problem CPU-wise).


Title: Re: New AwesomeMod Request Thread
Post by: Buckets on 2009 October 19, 05:04:24
My request is to add death notifications to the InformOnStoryAction debug feature.  I love all the current notifications, especially romances and moving.  And now I have birth notifications from Buzzler's Birth Control Mirror.  I'm just missing being able to know about and click to watch neighbourhood deaths.
Deaths are't really a part of Story Mode at all, except for the Kill Sim event. Since AwesomeStory rarely ever buskills a sim except when they have been total failures, there is simply nothing to notify you about.

Is there really no way to get notified upon natural death events?  It's not considered an event that can be caught during the story progression like births?  I'm only asking more because of what Twallan advised Buzzler on the Birth Control Mirror thread:
Quote
You are not using an EventListener to handle birth announcements? 

Look up Sims3.Gameplay.StoryProgression.Notifications:  That class has many examples of various messages sent out from the system that you can catch.  One of them being baby birth notification.

Check out EventTypeId for a full list of all the messages you can catch.


Title: Re: New AwesomeMod Request Thread
Post by: Elise Bennett on 2009 October 19, 05:41:58
A good percentage of the sims in my towns are starting to get fat, including the naturally athletic ones, even though I have the "no random bus mutilations" aspect of AwesomeMod enabled.

I have one clue regarding what MIGHT be happening: I switched to one of my old slender sims last night and found her walking around in formal attire, apparently having just finished dining out.  She had the "stuffed" moodlet.  Apparently she had stuffed herself to the gills at the restaurant.

Any way to prevent sims from autonomously stuffing themselves?  Especially if it's not in their nature, i.e., if they're naturally slender and/or naturally athletic?  It's really disconcerting to see an entire town of people getting fatter and fatter...


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 19, 05:54:25
But if the inability for child to learn the athletic skill was set in XML, then why NO "children can learn athletic skill" mod can be found in the Internet?
Because your premise is false, and it exists? I recall a Chaavik made it.

I think you have the expertise to unlock the restriction, so I post that request. Of course, you have the freedom to or not to complete my request...
Yes, but I consider it to be trivial, plus there is the risk of animation distortion, so I leave that as an exercise for the reader.

I have one clue regarding what MIGHT be happening: I switched to one of my old slender sims last night and found her walking around in formal attire, apparently having just finished dining out.  She had the "stuffed" moodlet.  Apparently she had stuffed herself to the gills at the restaurant.

Any way to prevent sims from autonomously stuffing themselves?  Especially if it's not in their nature, i.e., if they're naturally slender and/or naturally athletic?  It's really disconcerting to see an entire town of people getting fatter and fatter...
I could look into it, yes.


Title: Re: New AwesomeMod Request Thread
Post by: iii on 2009 October 19, 13:06:40
But if the inability for child to learn the athletic skill was set in XML, then why NO "children can learn athletic skill" mod can be found in the Internet?
Because your premise is false, and it exists? I recall a Chaavik made it.
I am sorry to tell you that my premise is true, and your recall is wrong. Sources~
http://insimenator.org/index.php/board,759.0.html
http://modthesims.info/browse.php?f=414&showType=1&csort=1&gs=2


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 20, 06:17:56
Normally selectable traits already ARE in there, like "Stupid". Other traits are intended specifically for the schticks of certain key people and are either not fully implemented yet, or not intended for public usage.


Title: Re: New AwesomeMod Request Thread
Post by: Lion on 2009 October 20, 13:50:06
Well, I'm not sadistic, but I roll dices for the traits even for spawns, and many of them end up with stupid or mean spirited.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 20, 16:37:43
Outside of the scope of AM I know -- but I wish TS3 forced all Sims to select one 'bad' trait, like Tropico's (far too limited) character system. Unless you're being sadistic to your Sims, there's no reason ever to pick a trait like Stupid or Never Nude when you can load them up with skill traits like Genius, Green Thumb, and Handy together with a quick booster trait like Neurotic.
Well, Tropico's character system isn't meant to be that detailed because it is not really that sort of game. On the other hand, not all good traits in TS3 are good and not all bad traits in TS3 are bad. For instance, the Genius trait, sounds great...but in practice, not that useful, as it doesn't unlock anything worthwhile, create absolutes, or embiggen limits. Handy, on the other hand, is high on the usefulness scale because it makes it so you can actually repair items! Non-handy sims apparently cannot actually repair items properly, and they remain sorta broken afterwards, still requiring replacement. Without handy, repairing items is of very limited utility. Neurotic, on the other hand, is MEANT to be a negative trait, but is overwhelmingly exploitable. Unlucky is ALSO a negative trait, but we all know that it makes your sim unkillable...for better or worse, while having no real tangible effect in-game otherwise. The so-called "bad" traits tend to actually be good! Like, say, MEAN! Why would you NOT want your sim to be MEAN? Or EVIL? Compare that to their opposite numbers, "Friendly" and "Good". Pssh. No combat bonus, no job bonus, and no MEANLINESS!


Title: Re: New AwesomeMod Request Thread
Post by: Dab on 2009 October 20, 19:12:05
The 'Good' trait and others can be used to your advantage.

Make a support character or 'buffer' if you will, who has Good, Great Kisser, Good Sense of Humor, and Charismatic traits.

Have that character as your main's spouse or lover and when you need a mood boost, just have them 'Brighten Day', kiss you, tell a few jokes (Hilarious conversation moodlet), Gossip to you and compliment you.

Although it is absurdly easy to keep your mood maxed in Sims 3, it may make it easier to play a really difficult character. A difficult character would be Grumpy, Ambitious, Loner, Unlucky and Stupid. Might be a nice challenge for someone.

Better strategy allows you to take down the raid bosses.


Title: Re: New AwesomeMod Request Thread
Post by: kittie on 2009 October 20, 20:42:21
Is it possible to make it so that your sim when left on it's own will actively seek to fulfill rolled wants? Perhaps as a option in Supreme Commander?


Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 22, 02:51:20
Another Supreme Commander request:  Given that for many of us maids won't function as maids, I took advice from another thread and for a household I play a lot created a sim with the "Neat" trait, the MakesNoMesses "trait", and the Speedy Cleaner perk (with cheated lifetime happiness points).

Now, what would be needed would be an "act as maid" setting that would have her, except for filling motives and going to her part time job, make cleaning up that sim's first priority as it would be with a maid.


Title: Re: New AwesomeMod Request Thread
Post by: Nekonyami on 2009 October 22, 02:52:47
I'd really like same-sex pregnancy put into AwesomeMod somehow, if it's possible.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 22, 03:17:05
(http://beta.moreawesomethanyou.com/crapola/stfu_noob.jpg)


Title: Re: New AwesomeMod Request Thread
Post by: phnxflyng on 2009 October 24, 08:02:51
Poor little puppy.

Anyway. I was wondering, if it's not a big headache, if you could fix the gymnasium? It takes sims twice as long to skill atheltic there instead of half, as you may recall.


Title: Re: New AwesomeMod Request Thread
Post by: ainesims on 2009 October 24, 11:14:37
This thread will be periodically cleared once the list has gotten too long to keep track of in dead crud.

hi. how would i be able to download awesomemod?


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 24, 11:21:19
This thread will be periodically cleared once the list has gotten too long to keep track of in dead crud.

hi. how would i be able to download awesomemod?

What's the point of your quote?

Have you bothered to look at the download page?  You know the one, it has the word DOWNLOAD in the title.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 24, 11:35:19
Anyway. I was wondering, if it's not a big headache, if you could fix the gymnasium? It takes sims twice as long to skill atheltic there instead of half, as you may recall.
I made a fixer for it already. AwesomeMod will take this into account when deciding where to skillinate.


Title: Re: New AwesomeMod Request Thread
Post by: Amorata on 2009 October 25, 02:32:36
Another Supreme Commander request:  Given that for many of us maids won't function as maids, I took advice from another thread and for a household I play a lot created a sim with the "Neat" trait, the MakesNoMesses "trait", and the Speedy Cleaner perk (with cheated lifetime happiness points).

Now, what would be needed would be an "act as maid" setting that would have her, except for filling motives and going to her part time job, make cleaning up that sim's first priority as it would be with a maid.

There's an idea...it could just be a generic "Servant" mode that would take care of babies and household chores.  That would take care of the babysitter and the maid problem in a very cool way...as it would make it easier for us crazy people who like to make historical sims!!!


Title: Re: New AwesomeMod Request Thread
Post by: phnxflyng on 2009 October 25, 05:02:01
Anyway. I was wondering, if it's not a big headache, if you could fix the gymnasium? It takes sims twice as long to skill atheltic there instead of half, as you may recall.
I made a fixer for it already. AwesomeMod will take this into account when deciding where to skillinate.

Thank you! And so it works for sims I control, too?


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 25, 05:03:05
The fixer? The fixer makes it so the gym is no longer counterproductive, yes.


Title: Re: New AwesomeMod Request Thread
Post by: Budgie on 2009 October 25, 15:31:04
Is it possible to make a Macro-Cook on Supreme Commander? It's handy for stuffing the fridge so sims can just take leftovers instead of having to sit there and cook for hours.


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 October 25, 16:10:34
You don't want to do that. Foods don't last forever in there, and more than one or two plates means they will all go bad before you can eat them.


Title: Re: New AwesomeMod Request Thread
Post by: Tingeling on 2009 October 25, 17:49:15
Unless you have the fridge reward from completing the cooking carreer. One of my sims is at the top of that career and with the reward she is well on the way of providing super quality left overs for her great grandchildren. Stuffing food in the sims pockets is bad though.


Title: Re: New AwesomeMod Request Thread
Post by: Nightwish on 2009 October 25, 22:16:50
Hey, I have an idea. I like AwesomeMod for story driver, that is getting better and better but sometimes when I switch for sim from other family, I see that he has as many "happiness points" (? that is the right name? Don't know beacuse I have Polish language version) to get some rewards such as free restaurant or or others that makes their needs decay lower. But they didn't do anything with these points. My idea is, mod could check if this happiness points is at least for first available reward (for begining, it's 5000) and get it for the sim. It is not matter what this reward is (except rewards that give some objects for a sim, for example, teleport or food replicator). That could make other sims life better. How about that? (If I'm clear...).


Title: Re: New AwesomeMod Request Thread
Post by: Absimiliard on 2009 October 27, 17:17:11
I don't know when the price of a lot is calculated, but it would be really handy if when placing residential lots from the library in Edit Town mode that the price for the lot would be indicated before placement. I have my suspicions that this may not be easily implemented as the price doesn't appear until after the lot is placed normally.


Title: Re: New AwesomeMod Request Thread
Post by: brownlustgirl on 2009 October 28, 09:17:53
I guess that EA wanted the calculations to happen when you place the lot, cause certain lots have different values. Also with the ability to place small lots to larger lots, then it is safer to caculate after placement.

It is annoying not knowing the price of a house only, maybe they didn't want to code that.


Title: Re: New AwesomeMod Request Thread
Post by: Anonym on 2009 October 29, 22:04:25
Hey, I have an idea. I like AwesomeMod for story driver, that is getting better and better but sometimes when I switch for sim from other family, I see that he has as many "happiness points" (? that is the right name? Don't know beacuse I have Polish language version) to get some rewards such as free restaurant or or others that makes their needs decay lower. But they didn't do anything with these points. My idea is, mod could check if this happiness points is at least for first available reward (for begining, it's 5000) and get it for the sim. It is not matter what this reward is (except rewards that give some objects for a sim, for example, teleport or food replicator). That could make other sims life better. How about that? (If I'm clear...).

The problem there is that if I play a sim at all, I want to be the one to spend those points.

I switch from one household to another a lot.  It's true that there are sims I never play that don't get to spend those points, but even then if I don't plan to play a sim I use the "lifetimehappiness" cheat right after creation to give him or her 50,000 and then spend it as I feel is appropriate for the character.


Title: Re: New AwesomeMod Request Thread
Post by: Fifth LMNt on 2009 October 30, 00:47:20
If at all possible, please please please fix it so that if Overstuffed Houses is enabled, sims can still have twins/triplets after there are 8 people in the household.  Right now, you can only have single births no matter what after you hit the 8.

Better yet, a tool like the Sims 2 Twins/Triplets/Quads mod where you can choose how many babies you want with each birth.  Thanks crazy much in advance for either!!


Title: Re: New AwesomeMod Request Thread
Post by: Nightwish on 2009 October 30, 00:56:36
The problem there is that if I play a sim at all, I want to be the one to spend those points.

I switch from one household to another a lot.  It's true that there are sims I never play that don't get to spend those points, but even then if I don't plan to play a sim I use the "lifetimehappiness" cheat right after creation to give him or her 50,000 and then spend it as I feel is appropriate for the character.

That's why this should be an option that you could turn on/off in aweconf.package Well for example you don't want to sims not from your household spend this points. But I want them to do that and I don't use cheats. I think there's a lot of players like me and a lot of players like you and it is sure that this should be able to turn on/off.


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 October 30, 12:36:37

That's why this should be an option that you could turn on/off in aweconf.package Well for example you don't want to sims not from your household spend this points. But I want them to do that and I don't use cheats. I think there's a lot of players like me and a lot of players like you and it is sure that this should be able to turn on/off.

But what's the point? 

I understand what your asking for and about it being switchable for different playing styles, I just don't understand the point to it.

If you never play the sims, why does it matter if they spend their points or not, as you won't see any benefit, or affect, and if you do play them, wouldn't it be better to give them the things you want them to have?

Plus it always takes my non-playing sims forever to reach anything worth spending, usually when I jump in to tweak them a little, to run my storylines for what I want them to be doing, they tend to have maybe 5,000 points, if they are lucky.



Title: Re: New AwesomeMod Request Thread
Post by: Nightwish on 2009 October 30, 20:12:21
[...]

If you never play the sims, why does it matter if they spend their points or not, as you won't see any benefit, or affect, and if you do play them, wouldn't it be better to give them the things you want them to have?

Well, I want them to have such rewards that make them less hungry or not so often to go wash themselve or go to WC and so on. Sometimes I switch to other sims for check how much points they earn and spend it for this rewards for them. They are part of my city, of my environment and for example when I flirt someone, then this flirt could have most chances to success if this sim is more happy and could be more happy if he is not hungry and is clean and so on. You're think is pointless... Well, then you do not turn this option on in aweconf, but I do. Then I don't need to switch to other families to spend their points, it could do automatically.

Anyway, I think such options is for turn it on/off just once and leave. Not for turn it on when I want to and turn it off for the next game run.

Plus it always takes my non-playing sims forever to reach anything worth spending, usually when I jump in to tweak them a little, to run my storylines for what I want them to be doing, they tend to have maybe 5,000 points, if they are lucky.

In my case, they sometimes even have over 40,000 points by completing their lifetime target! Really! Awesomemod make them to do that (don't know how, but this is happen)! And I glad this is happen. Then I could ask, what for they complete lifetime target, when they can't spend points earned by complete this target?


Title: Re: New AwesomeMod Request Thread
Post by: caterpillar on 2009 October 31, 13:34:26
Nightwish, a lot of the rewards are pointless, especially at the lower point levels. If unplayed Sims purchased rewards every time they accrued enough points for one, they'd end up using them on the stupid rewards before they accrued enough for the 'hardly hungry' reward you want them to have.


Title: Re: New AwesomeMod Request Thread
Post by: Inge on 2009 October 31, 14:10:12
Did I ever get round to requesting something that would stop parents going into their teen's bedroom to use his desk?   Can we have something in AM that detects if there is a bed in the room and makes all the stuff in it unattractive to anyone but the owner of a bed in the room?   Ie so the other sims will use it if there is no other option, but otherwise will favour an object not in that other person's bedroom?


Title: Re: New AwesomeMod Request Thread
Post by: shadow on 2009 October 31, 17:22:44
Did I ever get round to requesting something that would stop parents going into their teen's bedroom to use his desk?   Can we have something in AM that detects if there is a bed in the room and makes all the stuff in it unattractive to anyone but the owner of a bed in the room?   Ie so the other sims will use it if there is no other option, but otherwise will favour an object not in that other person's bedroom?

I second that request. I've wanted something like assignable desks for a long time.


Title: Re: New AwesomeMod Request Thread
Post by: alttbm on 2009 November 01, 19:20:02
'constrainfloorelevation false' by default
im having issues and need to turn it on before loading but i always forget


Title: Re: New AwesomeMod Request Thread
Post by: Aqua on 2009 November 01, 19:34:46
Would it be possible to make a restriction for romances in storymode so that young people are not going to have a romance with a elders?


Title: Re: New AwesomeMod Request Thread
Post by: Menaceman on 2009 November 01, 20:36:08
I'd like to request that somebody provide me with the knowledge of which part of awesomemod or awseomeconfig I need to edit in order to make the steel bladder work as originally designed. I like the tweaks made to the other stat perks but not that one.

I've had a look through both files with S3PE but can't seem to find the bit that relates to them.

Any help would be much appreciated.


Title: Re: New AwesomeMod Request Thread
Post by: NyxSixtyOne on 2009 November 02, 02:56:33
Is it possible to have the "all the food, all the time" come with an enable/disable function in the configuration tool? It would seem that I'm some kind of a dork who wants their sims to have lobster thermidor for supper, not 24/7.


Title: Re: New AwesomeMod Request Thread
Post by: DigiGekko on 2009 November 02, 03:05:05
Don't know if this is possible or more in the xml tuning category instead, but anyway to implement something that stops people from trying to stuff their faces when food is already being prepared via the "serve lunch/dinner/whatever" command? Mom's trying to make you some some mac 'n cheese, you little brat, stop trying to get fat on ice cream.


Title: Re: New AwesomeMod Request Thread
Post by: Malapietra on 2009 November 02, 04:43:54
A Fertilize All button MUST be implemented to the game where all you have to do is select an item in your inventory and that item will be used to Fertilize all your plants.  As it is now, you have to manually select each individual plant to check if it needs fertilizing as it isn't always clear on some plants that cover the dirt around it. 

I imagine something like this would have been requested long ago and would have been in the game by now but it doesn't hurt to ask.  Can this be done, Pes?


Title: Re: New AwesomeMod Request Thread
Post by: DaSpecialone on 2009 November 02, 13:27:04
Ditto. That was one of my first suggestions during game trials in May/June: add fertilize all  & (not as necessary) but also talk to all. The ability to hire a gardener would be a huge plus as well.

Currently I'm playing a sim who has the"Heartbreaker" lifetime wish--meaning she wants to be the girlfriend of 10 different sims. I'm finding it a little tedious that she apparently has to breakup with one partner before becoming the girlfriend of the other i.e., apparently the option to propose doesn't appear. Her relationships are doing just fine so for a more realistic storyline she'd be ok until (or unless) she was caught. It is a time consuming ltw but she is doing quite well (self-employed) as a gardener which keeps her free to pursue romantic interests.

Of course in TS2 you could be engaged to more than one person at a time (just pray they never cross paths) so I'm wondering if this can be adjusted in this game.


Title: Re: New AwesomeMod Request Thread
Post by: Nightwish on 2009 November 02, 22:00:26
Nightwish, a lot of the rewards are pointless, especially at the lower point levels. If unplayed Sims purchased rewards every time they accrued enough points for one, they'd end up using them on the stupid rewards before they accrued enough for the 'hardly hungry' reward you want them to have.

Yes, I agree. I saw that issue some time after post that request. But it is not a problem... mod could "buy" only those rewards, that has an effect for other sims. Specially "hardly hungry", "cleany" (again don't know what it's name in english language version of the game, it makes sim rarely getting dirty and keep them clean more time) and "steel bladder" rewards.

By the way... very often I noticed that other sims on community lots standing, doing nothing for many sim hours and finally fall on the ground and sleep beacuse of out of energy. There is a lot of bench (for example in park), why they didn't return to their home or didn't get sleep on bench? They sometimes sleep on bench or return to home but very very rarely.
Yes, I have the latest version of AM and have set free will at max ;)


Title: Re: New AwesomeMod Request Thread
Post by: Tingeling on 2009 November 02, 22:09:18
Ditto. That was one of my first suggestions during game trials in May/June: add fertilize all  & (not as necessary) but also talk to all. The ability to hire a gardener would be a huge plus as well.

I'd second this. It is annoying that you can harvest all plants but not fertilize all. It would be a good thing if the sim were only allowed to use the stack of fertilizers you tell them to use, so they won't take the life fruits etc.

Currently I'm playing a sim who has the"Heartbreaker" lifetime wish--meaning she wants to be the girlfriend of 10 different sims. I'm finding it a little tedious that she apparently has to breakup with one partner before becoming the girlfriend of the other i.e., apparently the option to propose doesn't appear. Her relationships are doing just fine so for a more realistic storyline she'd be ok until (or unless) she was caught. It is a time consuming ltw but she is doing quite well (self-employed) as a gardener which keeps her free to pursue romantic interests.

Of course in TS2 you could be engaged to more than one person at a time (just pray they never cross paths) so I'm wondering if this can be adjusted in this game.

This is the reason I haven't played many romance sims in the sims 3. If people can lie and have multiple partners at the same time, why can't the sims?

I would like to chime in with the NPC sims not actively engaging in activities. Mine have been acting like robots for quite some time now. Some stand still for hours on end, not doing anything. Is this a setting problem within the game or a fluke?


Title: Re: New AwesomeMod Request Thread
Post by: Lion on 2009 November 03, 00:37:31
Is it possible to add gaining athletic skills/fitness when dancing?


Title: Re: New AwesomeMod Request Thread
Post by: wizard_merlin on 2009 November 03, 01:14:07
Ditto. That was one of my first suggestions during game trials in May/June: add fertilize all  & (not as necessary) but also talk to all. The ability to hire a gardener would be a huge plus as well.

I agree with this, and I was surprised not to be able to hire a gardener, maybe EAxis will add one in a future EP.

Quote
Currently I'm playing a sim who has the"Heartbreaker" lifetime wish--meaning she wants to be the girlfriend of 10 different sims. I'm finding it a little tedious that she apparently has to breakup with one partner before becoming the girlfriend of the other i.e., apparently the option to propose doesn't appear. Her relationships are doing just fine so for a more realistic storyline she'd be ok until (or unless) she was caught. It is a time consuming ltw but she is doing quite well (self-employed) as a gardener which keeps her free to pursue romantic interests.

But if she doesn't break-up with them, how can she be a hearbreaker?  having multiple secret relationships doesn't break anyones heart, at least not until the secret is revealed.


Title: Re: New AwesomeMod Request Thread
Post by: Moryrie on 2009 November 03, 01:18:03

Yes, I agree. I saw that issue some time after post that request. But it is not a problem... mod could "buy" only those rewards, that has an effect for other sims. Specially "hardly hungry", "cleany" (again don't know what it's name in english language version of the game, it makes sim rarely getting dirty and keep them clean more time) and "steel bladder" rewards.

By the way... very often I noticed that other sims on community lots standing, doing nothing for many sim hours and finally fall on the ground and sleep beacuse of out of energy. There is a lot of bench (for example in park), why they didn't return to their home or didn't get sleep on bench? They sometimes sleep on bench or return to home but very very rarely.
Yes, I have the latest version of AM and have set free will at max ;)

Why don't you just go through and use the 'lifetimehappiness' cheat on every sim your sims interact with and give them those 3 rewards if you want them so badly? Turn on 'no stalker swarm' and the idiots won't all flock to where ever your sims all with low motives all the time either. OR, if you don't want to use debugging cheats to 'fix' everyone who is wetting themselves or passing out, get a moodlet manager and use that on everyone your sims interact with.

@Lion, that may be impractical because the sims are gaining an invisible 'dancing' skill while dancing.


Title: Re: New AwesomeMod Request Thread
Post by: DaSpecialone on 2009 November 03, 05:16:29

Quote
Currently I'm playing a sim who has the"Heartbreaker" lifetime wish--meaning she wants to be the girlfriend of 10 different sims. I'm finding it a little tedious that she apparently has to breakup with one partner before becoming the girlfriend of the other i.e., apparently the option to propose doesn't appear. Her relationships are doing just fine so for a more realistic storyline she'd be ok until (or unless) she was caught. It is a time consuming ltw but she is doing quite well (self-employed) as a gardener which keeps her free to pursue romantic interests.

But if she doesn't break-up with them, how can she be a hearbreaker?  having multiple secret relationships doesn't break anyones heart, at least not until the secret is revealed.

Actually "Romance or Cassanova" Sim would be a better name than heartbreaker.  Their stated goal is to have as many (set number of) partners as girlfriends/boyfriends not to break hearts.  So realistically how smooth/lucky they are would determine whether or not they get caught.

The amount of times they have breakups would only be relevant if their true goal was to reel them in with romance and then breakup with them: i.e., have "breakup with 15 sims" as a goal.  This is an idea for an added LTW mod those who might want that type of game goal but not my request.  Seems to me this would bring evil sims a great deal of satisfaction.

I prefer the Romance LTW (heartbreaker as it is currently) for the game lutz so I'd just rather have the propose option unblocked for the joy of seeing how long they can get away with it.  My suggestion is to have that block removed.

I'm wondering if it makes married sims unavailable as well.  In TS2 Don Lothario was engaged to many sims and he still held those symbols after they had married other sims.  Might have been weird, but it was funny seeing a pregnant woman married to someone else smacking Don.  It seemed to depend on the sims because Don didn't really ever express jealousy and all sims that had moved on from him didn't react that way, so it did have a touch of realism without being overdone.

If that could be transferred to this game in some way it would make for more interesting play.


Title: Re: New AwesomeMod Request Thread
Post by: mhavril on 2009 November 03, 06:09:42
Would it at all be possible to incorporate a tool that allows you to set the number of days a sim is into his/her lifestage? It's not too big of a deal, but sometimes I have two siblings in the same lifestage whose ages have been staggered by CAS, except I want them to be twins, or the older one to be the younger, etc.

Thanks!


Title: Re: New AwesomeMod Request Thread
Post by: knowfuling on 2009 November 03, 12:15:22
Can  you make more realistic plants habitat? It is possible to make plants in pots to dry out and die ? It is possible to water them, for more realism? :)
Thank you!


Title: Re: New AwesomeMod Request Thread
Post by: Lion on 2009 November 03, 14:23:28
Would it at all be possible to incorporate a tool that allows you to set the number of days a sim is into his/her lifestage? It's not too big of a deal, but sometimes I have two siblings in the same lifestage whose ages have been staggered by CAS, except I want them to be twins, or the older one to be the younger, etc.

Thanks!
Twallan's SuperComputer - Phase Two can do that. Here:  (http://www.the-isz.com/theisz/index.php?showtopic=3349)


Title: Re: New AwesomeMod Request Thread
Post by: Moryrie on 2009 November 03, 19:58:56
Can  you make more realistic plants habitat? It is possible to make plants in pots to dry out and die ? It is possible to water them, for more realism? :)
Thank you!
Bad idea, because a lot of custom items are cloned from plants, so.. you might end up needing to 'water' your cans of paint, or cardboard boxes, books, or hand saws to keep them from 'dying' and someone would need to create dead versions of every single potted plant that can be watered..  and custom ones.. and what about the things like the daffodils in the vases that are already sitting in water?

I'd rather have garden plants become pottable, so the can all be dragged indoors.... But that would require meshing in addition to modding... and you can already sort of rig that setup.


Title: Re: New AwesomeMod Request Thread
Post by: DaSpecialone on 2009 November 03, 23:43:38
Along the lines of my earlier thought on hiring an NPC gardener:

If you do decide to explore this idea, could you look into hiring possibly more than one?  It is very possible to run a farm & thus make good use of the "master farmer" bonus, but unrealistic to try to run it solo.  Of course you can have a family work the farm together (as I'm doing in my game) but even then there's hardly time to pursue other interests without hired hands.

A dream goal of mine would be to be able to hire other (playable) sims as staff/workers--perhaps not in the TS2 OFB model where you directly pay them, but more like the game would recognize Gardening/farming as their career and pay and promote them...but instead of them disappearing into a rabbit hole they would show up work a real farm and leave.


Title: Re: New AwesomeMod Request Thread
Post by: amillionanswers on 2009 November 04, 01:10:02
I hired a babysitter, and since my house didn't have a tv and only a bookshelf she decided to read. For some reason, she started switching to other books, and of course the books she had been reading, she put in her inventory.
So, maybe we can get a fix or something so babysitters don't steal my books? Thanks. :)


Title: Re: New AwesomeMod Request Thread
Post by: J. M. Pescado on 2009 November 04, 02:26:08
Okay, people. At this point I am going to declare a feature lock. No new additional feature requests will be processed at this time in preparation for the base game final release.