More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: witch on 2011 November 05, 04:15:40



Title: Awesomemod Request Thread
Post by: witch on 2011 November 05, 04:15:40
Here you go, have at it.

Caveat emptor.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 05, 06:28:46
If it isn't already being worked on, could we have a "collect critters" option (or similar) in Supreme Commander?

I'm hoping since there haven't been any major bug reports since the most recent awesomemod update that it's possible to start looking into the deep, dark Pet zone.


Title: Re: Awesomemod Request Thread
Post by: Lord Darcy on 2011 November 05, 09:59:00
Could you make big inventions like Miners or Floor Hygienators stack, like you did for rocks?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 05, 11:33:57
Things in the inventory can be made ad-hoc stackable by CRTL-Shift-Clicking it and hitting "Enable Stackable".


Title: Re: Awesomemod Request Thread
Post by: nythawk on 2011 November 05, 13:18:18
This is the first time I've actually needed to request a feature so here goes. I noticed while using "maxmotives" that it only works for the Sims and not the pets. Would there be a way to add pets to that command or to make one just for them such as "maxmotivespets"? Thanks. And by the way, thank you Pescado for all the hard work you put into AM. Without you and Twaillan's efforts I wouldn't enjoy The Sims as much as I do. ;D


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 05, 22:17:26
Will be added to next version.


Title: Re: Awesomemod Request Thread
Post by: Moryrie on 2011 November 06, 07:18:41
Unicorns can set things on fire, but not sims, and not things right next to sims. They also cannot curse or bless people they have not interacted with. I'd like to see this change, even if the only sims I ever set fire to, or curse are paparazzi.

I'd also like to see a 'disable strays' option in the config, because all the no-stray mods seem to fail for me.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 06, 09:59:52
Stray pool tuning is an XML thing, you can probably make your own XML to do that.


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2011 November 06, 10:11:41
Is there any way to make macro/go to sleep disregard the butler's bed?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 06, 11:34:25
Once you have manually acquainted a sim with its bed, it will remember it using the same mechanism the game ordinarily does.


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2011 November 06, 11:37:10
It just goes for a random bed unless there's a set butler bed about in which case it zeroes straight in on it for me without fail. Might just be sim stupidity, I don't think I've trained this particular family not to fuck up enough. Time for mayhem & death!


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 06, 12:27:52
There are set butler beds? The usual way to begin when deploying a sim fambly to a new lot is to lock all the bedrooms except the one they are supposed to go, which only they may enter. After a few iterations they will learn which bed is theirs and stop messing with the others.


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2011 November 07, 12:42:54
Click on bed 'set as butler x's bed'. Awesomemod ignores this nifty little game feature and proceeds to send tired sims to that one bed, regardless of where it is in proximity to the tired sim.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 07, 13:09:38
That isn't actually really a new feature. That's just flagging the bed using the same internal bed-flagging mechanism.

Here's how AwesomeMod currently identifies a bed:
1. If a bed has been identified as "sim's bed", then that bed receives higher priority than beds not identified as being owned by that sim.
2. If the sim has no "owned" bed on that lot, it will pick the bed with the highest energy value.

Will insert the following rule after the first rule in the next version:
1a. Beds owned by someone else receive lower priority over beds owned by no one else.

This should significantly reduce the problem, although I'm honestly not sure why you encounter it all presently, unless for some reason your sims don't actually have their own bed!


Title: Re: Awesomemod Request Thread
Post by: Moryrie on 2011 November 07, 15:54:15
I noticed a sim that was sent to boarding school wouldn't sleep in her bed when she returned because it was seen as an 'owned' bed, even though the owner's name was her's.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 07, 17:54:10
That would be odd, seeing as I uploaded the version that actually contains the above-mentioned feature less than 5 minutes ago. However, if sims have started talking about themselves in 3rd person, your neighborhood is now deeply broken somewhere.


Title: Re: Awesomemod Request Thread
Post by: Moryrie on 2011 November 07, 18:51:25
The bed in question was transported from a previous save (via family inventory). I was able to re-assign the bed easily enough. This didn't happen before the kid was set to boarding school though, so I'm guessing that's where whatever went wrong.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 08, 06:46:18
Is it possible to have the option of disabling the timeout of unlocked wishes in the active family? I'd imagine disabling it for inactives would make it highly unlikely that they would actually gain LTH points. I know Twallan's Dreamer has the option of completely disabling it, but since EVERYTHING ELSE in that mod is already included in awesome, I find it uncomfortably redundant to install it. Also, the inactives will not likely fulfill their wishes that way.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 08, 07:30:26
It's certainly POSSIBLE to disable it, but I am not certain this is wise: First, wants take up a large amount of space. Second, if you haven't seen fit to either lock or do it, you probably don't care. Thirdly, many such wants have ephemeral conditions that quickly become unsatisfiable. In short, there are certainly many good reasons not to make them live forever, and relatively few reasons to change this.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 08, 08:41:27
It's certainly POSSIBLE to disable it, but I am not certain this is wise: First, wants take up a large amount of space.
As in, save game size? As far as I know, there's a cap of three non-promised wishes at a time, so this shouldn't be much of a problem for me if only the actives have the timeout disabled.

Second, if you haven't seen fit to either lock or do it, you probably don't care.
The wishes that I don't care about I instantly crush with a resounding right-click. I rather enjoy crushing my sims' dreams. Unfortunately, I'm just as quick to promise certain wishes that I know I'll complete eventually, but might take a while (Teach Toddler to X, Get on Honor Roll, etc.), and when you've got three things to teach a toddler (and sometimes a wish to See Toddler Grow Up Well), I've little room to save lesser wishes until I've completed those. When it comes to the lesser wishes, they often roll them when I'm in slavedriver mode and commanding to "do this, there, and quit complaining about it!" Or they decide they want to do these things at weird times, like when they're about to go to work/sleep, and so the unpromised wishes disappear by the time they're available again.

Thirdly, many such wants have ephemeral conditions that quickly become unsatisfiable. In short, there are certainly many good reasons not to make them live forever, and relatively few reasons to change this.
If I miss my chance to fulfill a wish, I crush it. My sims worship a vengeful god.

If the option was made configurable, then if somebody saw a wish they really wanted to fulfill, but already had four promised wishes that they also intended to fulfill, they could setconfig [nameofoption] true/on/whatever until they finished it.

This is all under the premise that there is actually a maximum number of unpromised wishes and that the disabling can be limited to the active family. And I apologize if I'm not making sense, because my proofreading skills are poor when I haven't slept.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2011 November 08, 21:29:35
There was a mod for this at MTS, but I don't know if it is Pets compatible.


Title: Re: Awesomemod Request Thread
Post by: Chinchillagrl on 2011 November 08, 23:08:16
Disable wild horses option. I like them in App Plains, but I don't want them running around my custom hoods.

I found one on MTS.


Title: Re: Awesomemod Request Thread
Post by: Moryrie on 2011 November 11, 07:48:28
Sims need to realize that the auto-noms pet feeder from the last store update is a 'bowl' so they'll quit getting wishes to 'buy pet bowl'  when they already have that one.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 11, 08:28:55
Could CAF parents not get the "first kiss" moodlet/memory when they kiss the first time in a save? Sure, it's their first time during the save, but I'd imagine it's hard to have children (and in many cases, marry) without having kissed before. I suppose they could have some strange breeding arrangement with no romance, but it's highly unlikely.


Title: Re: Awesomemod Request Thread
Post by: shivafang on 2011 November 11, 11:23:57
When sims eat their favourite food, they do this little silly clapping before they eat.  which is fine on it's own.  I've however begun to notice that if a sim is talking while eating, they'll chat, and then do their silly little clap dance before each bite in between conversations.

I'd love it if you could make them do their silly clapping thing ONCE only and then proceed to eat normally during dinner conversation.  (Sims chatting durring a meal is the main way I increase their relationship scores, and now that I have a live-in manslave (aka butler) who likes to cook favourite meals, this is getting annoying.)


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 12, 12:20:54
Clapping is a JAZZ thing. There used to be a thing on MTS2 that did away with the clapping.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2011 November 13, 04:43:16
Could plastic surgery at the hospital be tweaked?  I want to give my Sim bigger boobs. ;D


Title: Re: Awesomemod Request Thread
Post by: BlueSoup on 2011 November 13, 04:52:47
Could plastic surgery at the hospital be tweaked?  I want to give my Sim bigger boobs. ;D

Can't you do that as part of the body modification?


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2011 November 13, 19:52:47
Never mind.  I had read that breast size couldn't be adjusted in plastic surgery, but THEY LIED.


Title: Re: Awesomemod Request Thread
Post by: shivafang on 2011 November 14, 11:49:41
I've noticed that sims have started to turn off the stereo before going to bed if it's a wired stereo, even if WiredStereosIgnoreBedrooms is Enabled.  Is it possible to skip that so that other Sims may enjoy the music without having to turn it back on?  It seems like I'm turning the stereo on again every 5 minutes!


Title: Re: Awesomemod Request Thread
Post by: Bug_Babe on 2011 November 15, 14:38:34
Can you please make it less attractive for sims to stop what they are doing and watch other sims pass out, or piss themselves? I am trying to do an Asylum challenge and all my uncontrolled sims just stand around pissing and passing out. My controlled sim will stop what he is doing, if he is in the same room and fricken basically starve to watch.

Or is there an option in aweconfig that I am missing?


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 15, 18:35:53
Is there any way that awesome can give more information about the Job Progress, similar to the greater information about moodlets and items? I'd much rather know a percentage of how close my sim is to getting a promotion than guessing just by looking at a silly green bar. It'd be even greater if I knew how much progress the sim was gaining, too.


Title: Re: Awesomemod Request Thread
Post by: Shiggy on 2011 November 15, 21:02:23
Is there any way that awesome can give more information about the Job Progress, similar to the greater information about moodlets and items? I'd much rather know a percentage of how close my sim is to getting a promotion than guessing just by looking at a silly green bar. It'd be even greater if I knew how much progress the sim was gaining, too.

ctrl shift c, jobinfo


Title: Re: Awesomemod Request Thread
Post by: WhiteWaterWood on 2011 November 16, 02:09:08
When you enter the Journalism career, you get the option to write articles on the computer just like you would novels. However, they don't count towards the 'Story and Review' job performance rating, which makes no sense at all. Could you fix the stupid?


Title: Re: Awesomemod Request Thread
Post by: shivafang on 2011 November 16, 10:08:33
In addition to what White Water Wood said, is it at all possible to allow it so that you can write Articles while you have a Novel in progress without losing the novel?


Title: Re: Awesomemod Request Thread
Post by: KawaiiMiyo on 2011 November 16, 14:27:51
If my Sim owns a horse, but no other method of transportation such as a car or a bike, I would like to see that Sim use the horse as the default method of transportation. In an old country town there is no need for someone to pay for a taxi when they have a perfectly good horse to ride!

Horses need to be put to some good use, it's a pain having to wait to mount the horse then send them off somewhere, and then follow the steps to send them back home... to keep them from calling a taxi.  It would be great if the Sims just did this on their own by default.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 17, 00:16:56
That's a thing on the to-investigate list already, but I haven't gotten to that point yet.


Title: Re: Awesomemod Request Thread
Post by: socurious on 2011 November 17, 00:45:59
Can you please make it less attractive for sims to stop what they are doing and watch other sims pass out, or piss themselves? I am trying to do an Asylum challenge and all my uncontrolled sims just stand around pissing and passing out. My controlled sim will stop what he is doing, if he is in the same room and fricken basically starve to watch.

Or is there an option in aweconfig that I am missing?

That's hilarious! Isn't it a feature? If not, I think it should be.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 17, 01:11:45
I have not seen them actually STOP what they're doing to watch.


Title: Re: Awesomemod Request Thread
Post by: Bug_Babe on 2011 November 17, 17:09:16
They do stop what they are doing if they are in the same room as the sim passing out or pissing themselves. If my sim is making food and another passes out, my sim will stop cooking and turn to watch. I took AwesomeMod out and the sims seem to take care of themselves better, ie actually go to the bathroom, eat, and generally not stand around and piss n pass out. I will just put it back in when I play my other fams.


Title: Re: Awesomemod Request Thread
Post by: Moryrie on 2011 November 18, 04:55:53
Why do sims insist on having huge spaces to play guitars in? I'm trying to get one to play in a 4x4 space. All clear. She keeps trying to go into the lobby outside to play instead (Its 4x6. Not much bigger.) If I lock the door and force her to stay in her apartment, she whines and won't play, even though she has plenty of space. Could the space required for this action be reduced or something?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 18, 13:11:39
They do stop what they are doing if they are in the same room as the sim passing out or pissing themselves. If my sim is making food and another passes out, my sim will stop cooking and turn to watch. I took AwesomeMod out and the sims seem to take care of themselves better, ie actually go to the bathroom, eat, and generally not stand around and piss n pass out. I will just put it back in when I play my other fams.
I'm pretty sure it's just an illusion, or that the process of removing the mod forces a reset that unsticks them, which you could have forced a reset with AwesomeMod in anyway.


Title: Re: Awesomemod Request Thread
Post by: PA on 2011 November 18, 15:56:48
They do stop what they are doing if they are in the same room as the sim passing out or pissing themselves. If my sim is making food and another passes out, my sim will stop cooking and turn to watch. I took AwesomeMod out and the sims seem to take care of themselves better, ie actually go to the bathroom, eat, and generally not stand around and piss n pass out. I will just put it back in when I play my other fams.

If this is the asylum challenge that requires seven Sims with the Absent Minded, Insane, and Hates Outdoors traits, it may be that it is a mass induced case of Sim ADD.  I tried such a challenge and they did stop what they were doing to look, but ordinarily they pay no attention.


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2011 November 19, 23:02:12
Could you alter the behaviour of the icecream truck so that it doesn't constantly park in front of my active household's lot, and pretty much nowhere else? Or are you still running your game without Pets?


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2011 November 20, 12:05:22
You want this mod (http://www.modthesims.info/d/459968).


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2011 November 20, 17:16:26
But that is Non-Awesome.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2011 November 20, 17:42:39
But that is Non-Awesome.

What the fuck does that have to do with it?  If you knew anything, you would know that pes isn't likely to add it no matter how much you whine about Non-Awesome if it is already available elsewhere as it just creates more work for him to maintain AM.


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2011 November 20, 19:12:10
I can see your point when the requests are asinine and/or something Pescado has no interest in, but as I'm sure you are aware, many of Awesomemod's features are available as external hacks, and yet are still bundled conveniently in AM. I am using the mod suggested above, I'd just prefer not to.

Given Pescado's aversion to the creep factor in community lot zerg swarms, I would have figured the icecream truck might push the same buttons. It does for me. In fact, it's a lot creepier than the zerg swarms in my opinion.

My fault, I suppose, is in making the request "could you", when it should have been the question, "Do you plan to..."


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2011 November 20, 21:45:21
It's got to do with necessity. Pescado makes Awesome features for things he wants when they are unavailable as mods. All those mods out there that mirror Awesome features probably came after the Awesome - Twallen's mods being a case in point.

Pescado does not re-invent the wheel <edit>unless he has reason to believe that his version would provide him with something sufficiently MOAR to warrant his effort</edit>.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 21, 04:45:02
I'm also not going to do anything that can be addressed in a simple XML tuning, anyway, as this falls outside the scope of AwesomeMod.


Title: Re: Awesomemod Request Thread
Post by: Mekare on 2011 November 22, 13:24:10
I did a quick search on genetics and didn't see this issue, so sorry if it's already been mentioned.
I'm wondering if you can work your awesome magic on the offspring of our pets.  Apparently if a beige horse has a baby with a brown horse, the resulting spawn will look something like this:
Link to prevent stretching (http://www.zeppyster.com/Images/Mekare/Screenshot-45.jpg).

*facepalm*


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2011 November 22, 14:58:50
I was expecting some genetic horror that would curdle my bones with revulsion and cause everyone who saw it to band together in cleansing moment of unity, demanding an immediate fix.  But then I clicked the link and saw a beige and brown horse.


Title: Re: Awesomemod Request Thread
Post by: zepherine on 2011 November 22, 16:32:29
Quote
I was expecting some genetic horror that would curdle my bones with revulsion and cause everyone who saw it to band together in cleansing moment of unity, demanding an immediate fix.  But then I clicked the link and saw a beige and brown horse.

Sorry, Jeromycraig, no disrespect to your observational skills, but there is no way that the union of those two pictured horses could produce the equine equivalent of a collie.  

However, I seriously doubt that the genetics of this game are fixable.



Title: Re: Awesomemod Request Thread
Post by: Naiad on 2011 November 22, 18:24:24
I agree with the horse mating thing, and can add that this HORROR also rears its nose when trying to mate, say a brown or black horse with a white one. I will upload a pic if necessary. but the resulting foal, in my game at least, was half brown and half white. LITERALLY.

In addition to that, can an issue with unicorn spawning in Hidden Springs be investigated? I've been trying to see one for ages, and, though my Sims get the memory for having seen it, and get wishes to watch it, I cannot see the damn thing. EVER. Paused the game, looked around n times. Restarted the game, waited until the next evening, looked around, no sign of it. All this, of course, with the multicoloured cloud thingy which appears above the place where an unicorn spawns. This also happens in a new game. Am I the only one?
Alternatively, perhaps a shift-click spawn unicorn command? I could work with that, but I kinda wanted a unicorn (or at least the possibility of getting one) without the tombola that is Nraas instant impregnation and hoping for a unicorn (the name of the unicorn is provided by the watch [name here] horse wish).


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 23, 00:22:24
Maybe it's an invisible pink unicorn. I have no idea.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2011 November 23, 00:52:21
Quote
I was expecting some genetic horror that would curdle my bones with revulsion and cause everyone who saw it to band together in cleansing moment of unity, demanding an immediate fix.  But then I clicked the link and saw a beige and brown horse.

Sorry, Jeromycraig, no disrespect to your observational skills, but there is no way that the union of those two pictured horses could produce the equine equivalent of a collie.  

That foal looks horrible!  In RL, two horses like those producing a foal like that would be rare, maybe impossible.  Leave it to EAxis to do something so moronic.  Please, please, please fix this, Pes! *jumps up and down


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2011 November 23, 02:17:17
Please, please, please fix this, Pes! *jumps up and down

I'm sure squeeing and bouncing like a tard will persuade Pescado to make pretty ponies.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 23, 06:40:22
In addition to that, can an issue with unicorn spawning in Hidden Springs be investigated? I've been trying to see one for ages, and, though my Sims get the memory for having seen it, and get wishes to watch it, I cannot see the damn thing. EVER. Paused the game, looked around n times. Restarted the game, waited until the next evening, looked around, no sign of it. All this, of course, with the multicoloured cloud thingy which appears above the place where an unicorn spawns. This also happens in a new game. Am I the only one?

The Unicorn shows up usually at the fishing spot halfway up the cliff side. I don't care to remember its name. Unfortunately, it spawns WITHIN deco rocks, and cannot move. If you zoom in really close, the rocks fade and you can see an angry unicorn complaining about not being able to move. I don't know if the rocks are part of the world itself or the lot. If they're part of the lot, deleting them should make the unicorn able to go wherever it pleases.

Alternatively, perhaps a shift-click spawn unicorn command? I could work with that, but I kinda wanted a unicorn (or at least the possibility of getting one) without the tombola that is Nraas instant impregnation and hoping for a unicorn (the name of the unicorn is provided by the watch [name here] horse wish).
If you have debug commands enabled, you can shift-click on your mailbox and spawn a unicorn on your home lot. It's the only method I found that works in Hidden Springs because resetting the unicorn makes it disappear.


Title: Re: Awesomemod Request Thread
Post by: Naiad on 2011 November 23, 15:23:32
In addition to that, can an issue with unicorn spawning in Hidden Springs be investigated? I've been trying to see one for ages, and, though my Sims get the memory for having seen it, and get wishes to watch it, I cannot see the damn thing. EVER. Paused the game, looked around n times. Restarted the game, waited until the next evening, looked around, no sign of it. All this, of course, with the multicoloured cloud thingy which appears above the place where an unicorn spawns. This also happens in a new game. Am I the only one?

The Unicorn shows up usually at the fishing spot halfway up the cliff side. I don't care to remember its name. Unfortunately, it spawns WITHIN deco rocks, and cannot move. If you zoom in really close, the rocks fade and you can see an angry unicorn complaining about not being able to move. I don't know if the rocks are part of the world itself or the lot. If they're part of the lot, deleting them should make the unicorn able to go wherever it pleases.

The rocks next to Louie Falls (where the unicorn spawns) are not part of the lot, I've just checked, so I can't move/delete them. Is there any other way to fix this? I've never worked with CAW, but if that's what it takes I can try.

Alternatively, perhaps a shift-click spawn unicorn command? I could work with that, but I kinda wanted a unicorn (or at least the possibility of getting one) without the tombola that is Nraas instant impregnation and hoping for a unicorn (the name of the unicorn is provided by the watch [name here] horse wish).
If you have debug commands enabled, you can shift-click on your mailbox and spawn a unicorn on your home lot. It's the only method I found that works in Hidden Springs because resetting the unicorn makes it disappear.

I have debug commands, and shift-clicking the mailbox does not bring up anything about unicorns, only the usual make needs static, make everyone happy, make friends, make me know everyone, object, force NPC and set career options. the Force NPC menu does not include an option for unicorn. (but there is one for the grim reaper, strangely)

Pescado, is this something AM can handle?


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2011 November 23, 20:23:24
The rocks next to Louie Falls (where the unicorn spawns) are not part of the lot, I've just checked, so I can't move/delete them. Is there any other way to fix this? I've never worked with CAW, but if that's what it takes I can try.

If they're on the map but not actually part of the lot, they might just be neighborhood objects.  If so, you can delete them from your Edit Town screen.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 24, 04:36:49
Err, sorry, shift-control clicking should have the Spawn Unicorn option. Does the Nuke command work on world objects?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 24, 16:05:41
World objects can be removed from within Edit World in Edit Town.


Title: Re: Awesomemod Request Thread
Post by: mininessie on 2011 November 28, 01:09:33
just wondering what are the awesome mod relationship changes in create a sim.  The things i would like add to that would be. Like is a child to be the kid of one ya or adult. Right now two married sims must both be parents of the child and i want only one. The other things is two ya adults who are roomates both be parents of a child. As of right now the link will retain to one not both.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 28, 01:46:10
just wondering what are the awesome mod relationship changes in create a sim.  The things i would like add to that would be. Like is a child to be the kid of one ya or adult. Right now two married sims must both be parents of the child and i want only one. The other things is two ya adults who are roomates both be parents of a child. As of right now the link will retain to one not both.
CAS is geared towards famblies. If you wish to add non-related individuals to a household that is related, it is best to make them separately. This much hasn't really changed since it would require a radical rewrite of the entire UI code. Therefore, to create a fambly where two sims are married but only one is the parent of a child, you would need to create it such that it would be physically impossible for one of them to be. Otherwise, just make them separately and then force-marry them once you get in the game.


Title: Re: Awesomemod Request Thread
Post by: Naiad on 2011 November 28, 05:02:20
Err, sorry, shift-control clicking should have the Spawn Unicorn option. Does the Nuke command work on world objects?

I have managed to spawn the unicorn, thanks. I haven't tested the nuke command though, because Pescado's suggestion worked. But, even though I now see the unicorn, I think I'll have to tweak the lot a bit, because it seems to be having problems leaving the spot where it spawns (pathfinding?). I'm not sure that will work, because the unicorn does not spawn on the lot, though very near to it. I'll start a new world and test again when I get the chance.

The requirement for adopting a unicorn is having 3 other animal BFFs, right? My Sim has that, but the unicorn keeps refusing the invitation. Because I was impatient (wanting to test and it being a LTW) I just dragged the bars to BF status and waited for it to change to BFF. I have tried this with just horses, then with a horse+cat+dog. None of them worked, the unicorn still refused.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 November 28, 07:38:56
The requirement for adopting a unicorn is having 3 other animal BFFs, right? My Sim has that, but the unicorn keeps refusing the invitation. Because I was impatient (wanting to test and it being a LTW) I just dragged the bars to BF status and waited for it to change to BFF. I have tried this with just horses, then with a horse+cat+dog. None of them worked, the unicorn still refused.
AFAIK your sim has to be BFFs with a dog, a cat, and a horse. I haven't really figured it out myself. I read that a sim only needed 3 BFFS of any species, but that didn't work. Then I read that they needed 3 animal BFFs, but that didn't work. (Maybe minor pets don't count towards this goal). Then I made my sim know everyone, dragged the relationship of one of each species (Sim, Dog, and Horse since he already had his pet cat as BFF). Unfortunately, the Unicorn still refused his invitation. In the end, I gave up and used the "Add Sim to Active Family" command.

There is a chance that Unicorns just plain don't work in Hidden Springs, though.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 November 28, 09:46:45
To invite a unicorn, you must have at least 50 relationship with the unicorn, AND you must own 3 BF pets in your household, not merely known, they have to actually be in the household. As an alternative to pet ownership, you may max out the "Wildlife Friend" skill.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2011 December 01, 08:40:48
I read in the Bug Report thread that there will be a new feature in AwesomeMod.  Do you plan to fix the weird genetic blending with horses as well, Pes?


Title: Re: Awesomemod Request Thread
Post by: Naiad on 2011 December 01, 18:36:02
To invite a unicorn, you must have at least 50 relationship with the unicorn, AND you must own 3 BF pets in your household, not merely known, they have to actually be in the household. As an alternative to pet ownership, you may max out the "Wildlife Friend" skill.

True, just tested.
I had to move the unicorn by hand though, because it is unreachable where it spawns. It will not more away from that spot, and no Sim manages to reach it. Do you think that the location where the unicorn spawns can be modified in-game? Is it some sort of hidden spawner, or is it vastly different from the gem/metal/seed spawners? Is it modifiable with AM?
At this point, deleting the rocks which mask the unicorn does nothing except make it visible to the player.


Title: Re: Awesomemod Request Thread
Post by: Rainbowboy on 2011 December 02, 08:20:52
Add feature increase Pregnancy chance and Vampire no longer affected by the sun light


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2011 December 02, 23:51:18
Want banana purple eatery   (?)

Rainbowboy - syntax, context and punctuation, please!


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 December 03, 03:26:00
I believe unicorms spawn at fishing spots. There isn't actually a unicorm spawner. So if you relocate or reclassify the neighborhood fishing spots, they will spawn in different places.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2011 December 04, 03:04:01
Can something be added to AM, so we can make horse tails thicker and longer?


Title: Re: Awesomemod Request Thread
Post by: Kasmira on 2011 December 04, 10:17:22
I did a quick search on genetics and didn't see this issue, so sorry if it's already been mentioned.
I'm wondering if you can work your awesome magic on the offspring of our pets.  Apparently if a beige horse has a baby with a brown horse, the resulting spawn will look something like this:
Link to prevent stretching (http://www.zeppyster.com/Images/Mekare/Screenshot-45.jpg).

*facepalm*
As with pets in the sims 2, they all work on layering different coats and markings on top of each other.  Imagine my surprise when I bred a black unicorn and a white unicorn and got a brown and white foal with a huge butterfly mark spread across it's body.  Odd.  Unfortunately, the genetics for pets are probably going to be just as they are with the layer system randomly applying during the spawning process...
I agree with the horse mating thing, and can add that this HORROR also rears its nose when trying to mate, say a brown or black horse with a white one. I will upload a pic if necessary. but the resulting foal, in my game at least, was half brown and half white. LITERALLY.

In addition to that, can an issue with unicorn spawning in Hidden Springs be investigated? I've been trying to see one for ages, and, though my Sims get the memory for having seen it, and get wishes to watch it, I cannot see the damn thing. EVER. Paused the game, looked around n times. Restarted the game, waited until the next evening, looked around, no sign of it. All this, of course, with the multicoloured cloud thingy which appears above the place where an unicorn spawns. This also happens in a new game. Am I the only one?
Alternatively, perhaps a shift-click spawn unicorn command? I could work with that, but I kinda wanted a unicorn (or at least the possibility of getting one) without the tombola that is Nraas instant impregnation and hoping for a unicorn (the name of the unicorn is provided by the watch [name here] horse wish).
Wild unicorns that spawn naturally can be very hard to see if they happen to be black.  Mine tend to stand by the rocks and trees and the only real way to get to them is if I wave my mouse where the 'Moonlit Unicorn' lights end and the cursor turns into a sim icon.  The white ones are much easier to see, of course.  I get unicorn spawns at both of the fishing areas, though more often at the one that isn't the hatchery or whatever that is.


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2011 December 14, 03:32:32
Is it possible for awesomemod to enable cancelling of a previously-uncancellable action? Paparazzi have this horrible tendency to "follow celebrity" and my sims cannot speak with them during this time. I tried selecting the paparazzo, but the action would not cancel regardless of how many times and ways I clicked on it. I have to resetsim or wait until she's done.


Title: Re: Awesomemod Request Thread
Post by: Bran Muffin on 2011 December 14, 06:31:46
Would it be possible for Awesomemod to allow teens to "club dance"?

When looking for a mod that would allow this, all I could find was a thread explaining how to make a core mod to do it. Since I use AwesomeMod a core mod really isn't an option.

Here is what I found, I hope it is of use to you:

Quote from: http://www.modthesims.info/showthread.php?p=3407893#post3407893
I haven't tried experimenting with it, but in the Sims3GameplayObjects.dll, there's a boolean function for stereo equipment called "SimCanClubDance()" which includes an age check. If the sim is a teen or below, it immediately returns false. Changing that to check for ChildOrBelow instead might allow teens to do it.

Edit: After some testing, I discovered that both the function above and another called "SimCanBaseDance()" need to be changed. In both cases, changing the age check from "TeenOrBelow" to "ChildOrBelow". After that, a teen sim can club dance just like an adult.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2011 December 14, 13:35:40
Are you sure this would have to be a core mod?  The OP actually said it wasn't sure if it had to be a core mod or if a simple tuning mod could do it.


Title: Re: Awesomemod Request Thread
Post by: Bran Muffin on 2011 December 14, 20:34:05
Unfortunately I don't know any better than the OP. I cannot exclude the possibility, but if it can be done with a scripting mod I have no idea how to do it. My modding experience only goes so far very basic .package file tuning and all I can say is I've found no way to do it with that.

Strangely enough, the "Dance On Counter/Table" interaction is tunable as a simple ITUN file, and by default teens are allowed to do it. It plays the same animations as club dancing, why EA saw fit to disable club dancing for teens but allows them to shake it while standing on tables is a mystery.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2011 December 14, 20:41:54
...why EA saw fit to disable club dancing for teens but allows them to shake it while standing on tables is a mystery.

An EA product with sloppy coding?  Surely not.


Title: Re: Awesomemod Request Thread
Post by: Orionos on 2011 December 23, 03:37:07
An EA product with sloppy coding?  Surely not.
Still, one would expect it to get better after a while. Makes the thought of Sims 4 scary. Very scary.


As for my feature requests, there are two things that bug the bleep out of me.
1. I just despise it when sims take people home with them without asking me. I'd like a prompt to request my permission.
2. It takes hours to collect all the income from real estate. If we can check, purchase and sell real estate, why didn't EAxis allow us to collect all income from the computer as well?

Haven't been able to find mods for that in Sims 3, although I imagine they exist...


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2011 December 27, 00:49:52
As for my feature requests, there are two things that bug the bleep out of me.
1. I just despise it when sims take people home with them without asking me. I'd like a prompt to request my permission.
When are they doing that? I've never seen that.

2. It takes hours to collect all the income from real estate. If we can check, purchase and sell real estate, why didn't EAxis allow us to collect all income from the computer as well?
Because shaking people down for money isn't very effective unless you're actually there to do the shaking.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2011 December 27, 01:56:27
I've only seen it with school-age children, Pescado.  If your child wants to go home with another kid after school, the game asks your permission, but kids will come home with your spawn whether you like it or not.


Title: Re: Awesomemod Request Thread
Post by: Orionos on 2011 December 27, 14:27:43
As for my feature requests, there are two things that bug the bleep out of me.
1. I just despise it when sims take people home with them without asking me. I'd like a prompt to request my permission.
When are they doing that? I've never seen that.
Like jeromycraig states, it's them annoying brats that keep bringing friends home. Come to think of it, I've never seen my adults do it (though they did in S2). Here I am, trying to create socially awkward kids, and they just keep making friends.

2. It takes hours to collect all the income from real estate. If we can check, purchase and sell real estate, why didn't EAxis allow us to collect all income from the computer as well?
Because shaking people down for money isn't very effective unless you're actually there to do the shaking.
Got it, thanks. In that case, could I interest someone into making a sim-with-tommygun animation whenever they enter a rabbithole (raincoat and fedora optional)? That way, I can feel like a real mobster.


Title: Re: Awesomemod Request Thread
Post by: lidaja on 2012 January 22, 20:52:08
Would it be possible to do an option to give pets as a gift?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 January 23, 06:24:27
Possible? Sure. Purposeful? Not really, since the facility for reorganizing households, including pets, already exists in the "Edit Town" section.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 January 23, 06:58:41
Speaking of pet related requests - can there be some kind of block added so that humans don't abandon their pets? I left a 4 human 4 dog household alone while dealing with another family. The household was not chosen (if that makes any difference) but they moved to a caravan (ostensibly for breeding purposes), then dumped the dogs and ran - 100 points for real world feeling, but not want I wanted (especially since the pets were then deleted by the game engine and their friendship disapeared from the Sims LTW counter).


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 January 23, 09:35:11
That wasn't actually supposed to happen, and I only have a sort of vague idea why, but I added a cleanup so that if it was what I think it was, famblies should no longer split off all the humans and forget their pets.


Title: Re: Awesomemod Request Thread
Post by: Chili on 2012 January 29, 15:17:38
I have searched the forum and did not find the answer. First of all let me say that awesomemod is, well, freaking awesome! Thanks Pescado, much appreciated.

Here's what I'm looking for:

1) No taxis!  Sims need to provide their own transportation or walk (I guess walking is a form of transportation...  ;D)

2) This one is a little tricky. Naked sims is pretty standard (for some of us). But being naked is really just wearing "special" clothing. The problem there is that other sims don't see a naked sim as naked.  Is there any way to code the naked clothing so the sim wearing it really does appear naked to others so as to cause embarrassment?  :-[


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 January 29, 21:43:04
Neither of these are Awesome related that I can see. The first may be handled with a MTS mod (not sure), but is definately controllable through NRAS mods. The 2nd would be something done to the clothing itself so go ask the clothing creator.

Pescado - baaaa.


Title: Re: Awesomemod Request Thread
Post by: PA on 2012 January 30, 00:41:23
The second could be a trait opposite to "Never Nude".  Very likely someone out there can make such a trait that would be workable with Awesome.


Title: Re: Awesomemod Request Thread
Post by: Chili on 2012 January 30, 02:38:12
Neither of these are Awesome related that I can see. The first may be handled with a MTS mod (not sure), but is definately controllable through NRAS mods. The 2nd would be something done to the clothing itself so go ask the clothing creator.

Pescado - baaaa.

I use the NRAAS mods, but haven't seen where this is configurable. Will check with Twallan although he's got this silly Wiki page now that is harder to navigate than a regular forum page is.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 January 30, 11:18:00
I think such a trait can be done using plugin trait functionality. Although I've actually considered trying to resurrect the "Nudist" trait that got cut very early in the process. As for the taxi thing, if someone hasn't already done that via an XML, I'll think about it.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 January 30, 14:03:07
It's pretty simple to modify clothing with S3PE to check the "Is clothing revealing?" flag, but what I'm guessing the OP is actually asking for would be for non-nudist sims to react appropriately while the nudist sim walks about like a big naked ninny, not at all concerned.


Title: Re: Awesomemod Request Thread
Post by: Chili on 2012 January 30, 14:26:24
Yep. Nudist sims can chat with each other normally, but non-nudist sims would be incensed, disgusted, and embarrassed. Pretty much what you might see in the Castro district of San Francisco.  8)

That may be asking for a bit too much, huh?  So if possible, just freak out the non-nudist sims....  ;D


Title: Re: Awesomemod Request Thread
Post by: Painkiller on 2012 January 30, 14:27:10
It's pretty simple to modify clothing with S3PE to check the "Is clothing revealing?" flag.
AFAIK that only makes inappropriate (and childish?) sims point and laugh at your sim. Still better than nothing though.

A nudist trait would be really funny... IF the other sims react to it. I guess a never nude sim should run in terror when seeing a nude sim, a hot headed should yell at the offender, inappropriate sims would point and laugh of course. An other nudist sim would have the urge to undress, grumpy sim should be agressive and complain, NPC cops should arrest the naked sim if they actually see him/her. The rest could be disgusted (the puke animation) or shrug and ignore (the not again! animation and walk away).


Title: Re: Awesomemod Request Thread
Post by: Chili on 2012 January 30, 14:52:34
This has nothing to do with the thread, Painkiller, but I love your avatar!  Someone was playing too hard.  :D


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 January 30, 20:49:29
This has nothing to do with the thread, Painkiller, but I love your avatar!  Someone was playing too hard.  :D

Die in a fire.


Title: Re: Awesomemod Request Thread
Post by: Roobs on 2012 February 01, 19:36:09
Would it be possible to include some sort of "hidefences" command, similar to "hideobjects"?

Perhaps I should clarify. I'm trying to fix the foundation wall lighting glitch by removing the outer strip of foundation from the house, building walls in the basement and then replacing the foundation. I used hideobjects to assist with this, as it's a pain to move every object out of the way.

Everything is fine until I go to replace the foundation, at which point the game throws up that bizzare and ridiculous "cannot intersect fence" message (the game has no qualms if you intersect a fence with foundation afterwards though). Removing and replacing fences is a hassle enough, but the offending fences here are inexplicably unselectable with the eyedropper and CAST tools and I cannot seem to find the correct texture to match the rest. The whole thing is just such a farce to replace a simple strip of foundation. Bah.


Title: Re: Awesomemod Request Thread
Post by: youarehome on 2012 February 02, 01:29:17
Would it be possible for a debug cheat that sets careers at a certain level?


Title: Re: Awesomemod Request Thread
Post by: Neowulf on 2012 February 02, 04:15:02
There already is a debug command that allows you to choose a career.


Title: Re: Awesomemod Request Thread
Post by: Lakart on 2012 February 05, 20:23:01
Would it be possible for there to be a new Supreme Commander option that would make your sim randomly visit public lots during the day and bars/clubs at night after paying attention to base needs? I want to be able to leave my sim alone for a while but not have him sit in the house or work all day while the rest of the world ceases to exist for him.

Also could there be an option to disable hang out/chat phone calls? That way I could completely leave my sims alone for a horrible amount of time and come back to see how much of the house they burned down without phone calls pausing the game on me.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 February 07, 01:45:41
I think the option you're looking for is "Silence Phone", which is part of the default game. As for clubs, it wouldn't work well. Your sim would rapidly depart in favor of places with more favorable motive gain. Club objects all tend to have very poor motive satisfaction so that sims don't become rapidly satiated and wander off when left on their own. Supreme Commander, which is all about efficiency, would quickly lose interest in such a place as the computer is unable to be amused by watching sims dance.


Title: Re: Awesomemod Request Thread
Post by: Lakart on 2012 February 07, 15:33:25
Thank you for pointing out my stupid about the phone thing, I always thought silence phone just got rid of the ringtone.

...Are you saying my computer doesn't agree with me when I cackle and say "DANCE PUPPETS DANCE!"? I'm crushed. Truly crushed.

Thanks for the response though, I really enjoy AwesomeMod, though I always miss that other story progression mod that came out shorty after TS3 but quickly stopped getting updated. I think it was called indie story progression or something. Ramble.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 February 07, 15:36:41
That particular mod was ultimately superceded by Twallanian Story. Twallanian story offers a prettier and more tightly controlled narrative, but is much more railroaded than AwesomeMod's implementation. It will do a better job at keeping your neighborhood "stable", but isn't deliberately causing a death spiral part of the fun?


Title: Re: Awesomemod Request Thread
Post by: Lakart on 2012 February 07, 17:01:54
Well it wasn't so much the Story Progression of the mod that I missed as all the notifications you could get if you wanted.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 February 08, 00:39:57
It would be nice to have an opt in for birth/marriage announcements at least. My sims don't always have time to read the paper.


Title: Re: Awesomemod Request Thread
Post by: Lakart on 2012 February 08, 13:46:21
I think my butler eats the paper. My sims never even get a chance to read it.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2012 February 20, 19:02:11
Unless I'm missing something, I've only been able to take one pet at a time to community lots.  Would it be possible to tweak AM, to allow taking more pets?

ETA:  I've also had issues with Sims horseback riding together.  The only way it works is having each Sim mount a horse, then making each one ride to the same destination separately.  If I use the Group interaction first, one Sim always dismounts his horse and insists on walking (or driving; I don't know for sure, as I always cancel the action) to the same destination.  Could this borkination be fixed as well? 


Title: Re: Awesomemod Request Thread
Post by: nikkiforest on 2012 February 20, 20:22:50
The person above me mentioned something about pets and community lots, which reminds me of this very retarded thing sims do. Ergo:
1. I send a sim to walk somewhere with her dog.
2. I realize that it's really late/sim is about to starve, pass out, or piss themselves/something's on fire/whatever
3. I click the Go Home button, and a taxi materializes.
4. The sim gets in the taxi and leaves her poor dog to spend half the night walking home.
Is there any way to configure the taxi so that when the sim gets in there, they take their pets with them? Because this is really, really, annoying.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2012 February 23, 08:52:53
I finally figured out how to take more than one pet to community lots (just hold down the CTRL key and select which pets you want to take).  But as nikkiforest stated, getting them home is another matter -- not to mention a complete pain in the ass.  So far, my Sim can only take her pets to one community lot per trip.  When she took her cat to the park only, the cat rode home with her in the car.  If she went to the park and then to the book store, too, the cat got left behind when she drove home.  Can that be fixed somehow?

I still can't get a group of people to go horseback riding together.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 March 05, 18:28:14
Can something be done about the digital picture frames resetting themselves whenever a save game is loaded? It's done it ever since they were introduced as far as I am aware.

Get a Sim to take a few photos and then stick them in one of the AMB digital photo frames. They display fine. Set it to one you like and then save and quit the game. Load up the game to continue play only to find the picture frame has reverted to displaying the default empty image. The pictures are still in there though.
Can this behaviour be squashed so that the chosen image remains on display?


Title: Re: Awesomemod Request Thread
Post by: Shiggy on 2012 March 05, 21:12:00
Is it possible to implement a way to split group meals into individual portions with the hand of god?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 March 06, 07:29:31
Can this behaviour be squashed so that the chosen image remains on display?
Honestly can't say I care that much about the subject since I don't zoom in that close. But I'll keep it in mind if I'm ever in that section of code, if someone reminds me, because I'm OLD and I HAVE A LONG BEARD.

Is it possible to implement a way to split group meals into individual portions with the hand of god?
This already happens. Food left lying around automatically is stowed in the fridge, and when sims retrieve it, it is automatically separated into individual portions.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 March 06, 11:19:04
Can this behaviour be squashed so that the chosen image remains on display?
Honestly can't say I care that much about the subject since I don't zoom in that close. But I'll keep it in mind if I'm ever in that section of code, if someone reminds me, because I'm OLD and I HAVE A LONG BEARD.

You don't have to zoom in close if you're using one of the massive wall hanging frames. I would happily keep reminding you but then I don't want to come off as a speshul snowflaek tard. What are the chances that you will be in that section of code anyway?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 March 06, 14:15:00
Honestly? Probably not very likely. It's probably something you're best bringing up occasionally in grah.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 March 06, 16:52:00
Noted. Never been to #grah before but I just found my way there.


Title: Re: Awesomemod Request Thread
Post by: Iolanthe on 2012 March 06, 23:44:14
I've been annoyed lately about calls my sims get late at night, when parties end.  It's the "We missed you at the party, blah blah blah" phone call.  It's annoying to get the call when I've already clicked "no thanks" on the party invitation dialogue box.  It's especially annoying for sims that require lots of friends for their careers, as they get invited to more parties - one every day or two, in some cases.  I don't want to silence the sims' phones, because sometimes there are useful opportunities, etc. that come up over the phone.

Would it be within the domain of Awesomemod to stop the redundant phone calls? 


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 March 07, 00:39:10
Silencing the phone does not stop calls for quests, the quests just pop up instead.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 March 07, 01:18:49
Silencing the phone does not stop calls for quests, the quests just pop up instead.

Yeah.  >:(

I don't want to turn opportunities off altogether because sometimes there is the odd one that fits with my game plan.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2012 March 10, 20:45:19
I mentioned this in the Showtime thread; but I'm wondering if it's the 1.32 patch that's the problem, as the purpose of it is to keep CC out of our games via Simport.  My Sim had a Store hairstyle for Swimwear; now it's completely inaccessible, at least for her.  If I go into CAS, to create a new household, the hairstyle is still there.  

Is it something you would fix, Pes?

And I just have to bug you about the horseback riding, and taking pets to community lots, issues again.  Would you fix those, too?


Title: Re: Awesomemod Request Thread
Post by: AnimaSeverem on 2012 March 11, 20:55:11
Maybe some way to get rid of the "Login" button on the main menu in 1.31 and later? I wasn't too worried about these features when I first heard about them. I just figure it's one of the things AM would take care of eventually.

And that warning about third-party mods before the game starts loading. Also 1.31.

And is there some way to stop sims from autonomously going home? I'm playing a hobo and she keeps trying to go back to her home lot every night.



Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 March 11, 21:01:39
Here's a wacky idea:  don't click the button.  Also, the warning about mods should be stifled if you remove out-of-date mods.  This is updating 101.


Title: Re: Awesomemod Request Thread
Post by: Soggy Fox on 2012 March 14, 14:38:20
Would it be possible to have the ability to turn off the 'go to some other person's town' opportunities and wants?


Title: Re: Awesomemod Request Thread
Post by: butters on 2012 March 14, 20:55:30
Can you add a "custom clothing filter as default" feature for CAS? The same way that you made the "custom sim filter as default" for the sim bin. I rarely use EA's fugly clothes, shoes, and accessories (especially for A/YA female sims) and I hate waiting a thousand years for all the clutter of useless crap clothes to load before I can hit the "show custom content only" button. ...But I don't want them to disappear completely with a "hide all" cheat, because sometimes I do use them, mostly for males.

Hopefully it's not too much to ask. I don't want to (theoretically) get my ass chewed off.


Title: Re: Awesomemod Request Thread
Post by: Violetta on 2012 March 16, 01:51:40
Can you add a "custom clothing filter as default" feature for CAS? The same way that you made the "custom sim filter as default" for the sim bin.
I would like to request this as well.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 March 16, 14:33:29
Can you add a "custom clothing filter as default" feature for CAS? The same way that you made the "custom sim filter as default" for the sim bin.
Will be included in next update.

Would it be possible to have the ability to turn off the 'go to some other person's town' opportunities and wants?
Maybe, but you'll have to wait until I encounter it and it annoys me. Otherwise I have no idea what it looks like and therefore no idea where to dig.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 March 17, 00:01:56
Would it be possible to have the ability to turn off the 'go to some other person's town' opportunities and wants?
Maybe, but you'll have to wait until I encounter it and it annoys me. Otherwise I have no idea what it looks like and therefore no idea where to dig.

I wonder if the Simport wants show up if you're not logged into EA's spai program.


Title: Re: Awesomemod Request Thread
Post by: PA on 2012 March 17, 01:55:10
Would it be possible to have the ability to turn off the 'go to some other person's town' opportunities and wants?
Maybe, but you'll have to wait until I encounter it and it annoys me. Otherwise I have no idea what it looks like and therefore no idea where to dig.

I wonder if the Simport wants show up if you're not logged into EA's spai program.

My game is never logged in, and my singer gets wants to SimPort now and again.


Title: Re: Awesomemod Request Thread
Post by: iToxic on 2012 March 17, 03:14:19
Is it possible to enable the option to order food from LN bars in the Live/Private Show venues ?


Title: Re: Awesomemod Request Thread
Post by: Skadi on 2012 March 17, 03:46:58
Is it possible to enable the option to order food from LN bars in the Live/Private Show venues ?
Princess Artemis at MTS is currently testing this now: http://www.modthesims.info/download.php?p=3807798#post3807798


Title: Re: Awesomemod Request Thread
Post by: PA on 2012 March 17, 05:38:49
Is it possible to enable the option to order food from LN bars in the Live/Private Show venues ?
Princess Artemis at MTS is currently testing this now: http://www.modthesims.info/download.php?p=3807798#post3807798

This does work but it's not a very elegant solution since it means you have to add a professional bar and leave the regular juice bar there if you want to be able to order juice from the proprietor.  I don't like the solution enough that I've now got a reason to learn how to add that interaction to the proprietors, because it's stupid that venues like that have no snacks.  Anyhow, use this if you want until something better is made.


Title: Re: Awesomemod Request Thread
Post by: ebonyspiral on 2012 March 17, 09:58:48
Carrigon also has a mod to allow food serving at venues.

http://sims2workshop.com/index.php?page=Thread&threadID=3459


Title: Re: Awesomemod Request Thread
Post by: Soggy Fox on 2012 March 17, 11:02:19

Would it be possible to have the ability to turn off the 'go to some other person's town' opportunities and wants?
Maybe, but you'll have to wait until I encounter it and it annoys me. Otherwise I have no idea what it looks like and therefore no idea where to dig.
[/quote]

Understood - I find them annoying, but of course, the easiest way to avoid them, I suppose, is by not playing a performer.  Would also have been nice if they had been consistent [ha-ha] with the different expansions - so that bands would be performers too, for example - ah well, par for the course with EA.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 March 17, 13:36:48
Carrigon also has a mod to allow food serving at venues.

http://sims2workshop.com/index.php?page=Thread&threadID=3459

THAT MOD IS OFFENSIVE TO WICCANS.


Title: Re: Awesomemod Request Thread
Post by: ebonyspiral on 2012 March 17, 14:19:54
Carrigon also has a mod to allow food serving at venues.

http://sims2workshop.com/index.php?page=Thread&threadID=3459

THAT MOD IS OFFENSIVE TO WICCANS.

HUR. I thought the name rang a bell.
*Takes a trip down butthurt (http://www.moreawesomethanyou.com/smf/index.php/topic,16433.0.html) lane.


Title: Re: Awesomemod Request Thread
Post by: Slavetoawesomeness on 2012 March 17, 16:34:03
I'd love to see better bed selection for the bedtime story option. I am stick of my sims choosing random beds for their "stories". Kids should be read to in their own beds so they can fall asleep in their own beds!



Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2012 March 18, 01:58:08
I'd love to see better bed selection for the bedtime story option. I am stick of my sims choosing random beds for their "stories". Kids should be read to in their own beds so they can fall asleep in their own beds!

QFT.

Oh, and so much THIS!


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 March 18, 04:10:54
I'd love to see better bed selection for the bedtime story option. I am stick of my sims choosing random beds for their "stories". Kids should be read to in their own beds so they can fall asleep in their own beds!
I honestly can't say this is an item I wish to touch or otherwise deal with the hassle of maintaining. You can't just lock all the other rooms, or just not do this since it serves no purpose?


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 March 18, 16:11:43
I keep a bookcase with children's books in the child's room and the child always goes to his/her own bed to be read to.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 March 18, 21:36:03
Any chance of a scroll bar being added to the venue type selection menu in Edit Town? I want to place a Big Show Venue which I can't do without assigning the lot as that type first. I can't do that though because the Big Show Venue option shows so far down the list it's off the bottom of the screen and I can't click on it.


Title: Re: Awesomemod Request Thread
Post by: Tangie on 2012 March 18, 22:37:44
Carrigon also has a mod to allow food serving at venues.

http://sims2workshop.com/index.php?page=Thread&threadID=3459

THAT MOD IS OFFENSIVE TO WICCANS.

HUR. I thought the name rang a bell.
*Takes a trip down butthurt (http://www.moreawesomethanyou.com/smf/index.php/topic,16433.0.html) lane.

Not only that, but the mod includes moar pet spawnage. If there's one thing I do not need, it's MOAR PETS.


Title: Re: Awesomemod Request Thread
Post by: Callista on 2012 March 21, 18:58:49
Suggestion for Sims doing collecting through Supreme Commander: Is there a (feasible) way to get a Sim to either stop trying to get to inaccessible locations to collect things, or use some form of teleport to get there instead? I've found that it's hard to use SC to collect things in France because of the spawners on that little island, causing things to lag and the Sim to stand there trying to path to the island. Or if that's not possible, maybe to mark something off-limits after the Sim has unsuccessfully tried to get there more than a few times.

Why do Sims with access to a Moodlet Manager still go to bed when they're tired, instead of curing themselves and then sleeping for about five minutes to get the Well Rested moodlet? I'm figuring there's some reasoning (if only "that's unrealistically cheesy") to it.

Would there be a way to easily queue up lots of nectar-making? I'm currently doing some research on optimal fruit combinations, and let's just say that when there are ten slots per nectar and fifteen fruits total, that adds up to a lot.


Title: Re: Awesomemod Request Thread
Post by: Eeyore on 2012 March 21, 19:28:16
I'm currently doing some research on optimal fruit combinations, and let's just say that when there are ten slots per nectar and fifteen fruits total, that adds up to a lot.
You might want to check out this mod: Buzzler's Nectar Combinatorics (http://www.modthesims.info/download.php?t=415474)


Title: Re: Awesomemod Request Thread
Post by: cuthbert on 2012 March 22, 12:01:15
Can you give us an option to remove the sparkling effect from genie cleaning? Every time I use it, that effect causes serious lag for several in-game hours.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 March 22, 14:10:42
Why do Sims with access to a Moodlet Manager still go to bed when they're tired, instead of curing themselves and then sleeping for about five minutes to get the Well Rested moodlet? I'm figuring there's some reasoning (if only "that's unrealistically cheesy") to it.
Basically, because it's sort of cheesy, yes. This behavior is only undertaken by default during vacations, because you're on a clock.


Title: Re: Awesomemod Request Thread
Post by: Naiad on 2012 March 25, 09:08:27
I've installed showtime yesterday and I am already tired of the simport spam wishes. Could we have an option to disable them, at least while not logged in?

ETA: Also, could genies have NO autonomous behaviour before they're freed from their lamps? I currently have one that starts crying every time I summon it, so the 'wish for something' or whatever they call it interaction eventually drops from the queue.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 March 26, 23:08:55
. . . genies . . . I currently have one that starts crying every time I summon it

Great, Genie's with performance anxieties!


Title: Re: Awesomemod Request Thread
Post by: wingsandgills on 2012 March 31, 06:09:21
Would it be possible to make it a feature of AwesomeMod that Midlife Crisis wishes are credited toward the Midlife Crisis wish total even if they're satisfied without being promised? (When I satisfy these wishes without first promising them, the message "She has completed 0 midlife crisis wishes" stays the same in the moodlet.)


Title: Re: Awesomemod Request Thread
Post by: TapThatBooty on 2012 March 31, 16:28:03
Would it be possible to make an addition that prevents/seriously decreases the number of vampires within a town? It's annoying that every other Sim I see in my town is a vampire now. Also, and I don't know if this is possible, but can custom traits be made? The one I was wanting is something that removes the relationship requirement for Woo Hoo. Like a town bicycle.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 March 31, 20:02:37
NRAAS for question 2.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 April 01, 03:14:08
Would it be possible to make an addition that prevents/seriously decreases the number of vampires within a town? It's annoying that every other Sim I see in my town is a vampire now.
That's not an AwesomeMod behavior: AwesomeMod never makes more vampires. This is what happens if you turn EAxis Story Progression on. If you don't want dumbass shit happening, don't do that.

Would it be possible to make it a feature of AwesomeMod that Midlife Crisis wishes are credited toward the Midlife Crisis wish total even if they're satisfied without being promised? (When I satisfy these wishes without first promising them, the message "She has completed 0 midlife crisis wishes" stays the same in the moodlet.)
Will be fixed in next update.


Title: Re: Awesomemod Request Thread
Post by: evadine on 2012 April 01, 03:26:19
Would it be possible to add a way in which the sims wouldn't constantly be picking up the small pets so that they get lose when you don't notice them in the inventory?


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 April 01, 05:10:49
MTS - I think.

It's not that I'm not sure of where the minor pet mods are, I'm just less than sure about your sentance structure.




Pescado: Any chance you could move the '?' icon for buy/debug items to page 2 of the options instead of having it poking up at the top like that?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 April 01, 13:24:25
That's an XML UI thing. So no, not really part of the scope of AwesomeMod. I'm terrible with UI.


Title: Re: Awesomemod Request Thread
Post by: Zoan on 2012 April 02, 04:00:27
Is it possible to add the skilling difficulty adjustment to Pets? I hate how fast they skill up hunting skills and such.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 April 03, 14:35:50
I've got some more info regarding the faulty digital picture frames.
Having a single image or multiple images in a frame makes no difference. The frame will always revert to the default 'sketch' image when a game is loaded.
With multiple images in a frame it is possible to "Start Slideshow" which will cycle through all pictures in the frame. If the game is saved with a slideshow in progress, when the game is reloaded the frame will still have defaulted to the 'sketch' image but will then proceed to start showing images again automatically once the set time to switch images is reached.
So, does this make it any more likely that something can be done about it?
I would occassionally bug you about it in #grah but it never seems productive to do so and this info seemed better suited here.


Title: Re: Awesomemod Request Thread
Post by: notouching on 2012 April 08, 09:01:06
I've got some more info regarding the faulty digital picture frames.
Having a single image or multiple images in a frame makes no difference. The frame will always revert to the default 'sketch' image when a game is loaded.
With multiple images in a frame it is possible to "Start Slideshow" which will cycle through all pictures in the frame. If the game is saved with a slideshow in progress, when the game is reloaded the frame will still have defaulted to the 'sketch' image but will then proceed to start showing images again automatically once the set time to switch images is reached.
So, does this make it any more likely that something can be done about it?
I would occassionally bug you about it in #grah but it never seems productive to do so and this info seemed better suited here.

I don't normally play with the digital photo frames, so I'm not very acquainted with this problem. NRaas Overwatch has a "Restart Digital Photos" feature, though. Is that possibly something that could help?


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 April 08, 12:02:53
I've got some more info regarding the faulty digital picture frames.
Having a single image or multiple images in a frame makes no difference. The frame will always revert to the default 'sketch' image when a game is loaded.
With multiple images in a frame it is possible to "Start Slideshow" which will cycle through all pictures in the frame. If the game is saved with a slideshow in progress, when the game is reloaded the frame will still have defaulted to the 'sketch' image but will then proceed to start showing images again automatically once the set time to switch images is reached.
So, does this make it any more likely that something can be done about it?
I would occassionally bug you about it in #grah but it never seems productive to do so and this info seemed better suited here.

I don't normally play with the digital photo frames, so I'm not very acquainted with this problem. NRaas Overwatch has a "Restart Digital Photos" feature, though. Is that possibly something that could help?

I'm not sure as he doesn't really explain what it does other than that it restarts digital picture objects on a nightly basis. I assume this could probably deal with the issue but it seems like overkill to go and download Overwatch for this one feature alone seeing as a lot of the other stuff is already in AM. Plus, I absolutely HATE the extra pie menu options that get added to Sims with NRaas mods. I prefer the mods I use to run "behind the curtain" which is why I like AM so much.
I guess if Pes has no interest in looking at this then I'll just have to live with not using digital photo frames, and by extension, photographers.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 April 09, 01:03:46

...I absolutely HATE the extra pie menu options that get added to Sims with NRaas mods.

This. Also, the photo resetting thing bugs me as well.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 April 13, 20:17:57
A new request from me this time.
Is it possible to stop the gaining of celebrity stars when a Sim goes to watch a celebrity put on a SHT performance?
I had my Sim go and watch a SimPort Sim who happened to be a 3 star celeb and the second I chose to throw something on stage I attained 1 star celebrity status! Seems a bit too idiotic.


Title: Re: Awesomemod Request Thread
Post by: Cyron on 2012 April 17, 18:13:11
I wonder why there are no shows running in a neighborhood. So I got the idea a command
DisplayShowTimeCareersHistogram
(similar to DisplayCelebrityLevelHistogram)
would be a neat addition as it could show us how many Sims in any of the three Showtime careers we have and at what level they are.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 April 19, 00:13:38
Is it possible to stop the gaining of celebrity stars when a Sim goes to watch a celebrity put on a SHT performance?
That's probably an XML thing. Someone can change that in a tuning mod without the need for a core hack.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 April 20, 16:47:20
How about the gnomes from Pets then that attract or repel strays? Their textures never update when you switch them to repel. Using the debug commands and interactions, if you "Reset Texture" on them then the gnomes will update but not in regular gameplay like they should.

I've looked at the files for them as well as another guy over at MTS but neither of us are knowlegable enough to know what tells the gnome to change pose and texture.

Interestingly enough, if you clone any of the three gnomes with either s3oc or TSRW, they only ever copy the 'nice' gnome, ignoring any of the 'mean' gnome data.


ETA Also, any chance you could look into getting performing Sims to change back into their regular clothes after a show? I have about 8 Sims walking around Starlight Shores in their various performance gear now!


Title: Re: Awesomemod Request Thread
Post by: Turd Ferguson on 2012 April 29, 01:27:35
A few itty bitty additions I'd like to see:

1) An option to prevent Butlers from cooking. I love them to death, but the fill my fridge up with meals that my family doesn't eat.

2) An option to check the Baking Report from the computer.

3) Increased traffic for the bake sale table thing.

Also, this is something someone else would likely have to do, but I'd like to have the lockers from Ambitions with dresser options enabled.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 April 29, 03:01:50
Sticking new commands on objects can be done using non-core injectors, so this isn't really an important core-mod topic. Low baking table traffic is caused by setting up in the wrong place. If the place you're setting up is nowhere near anything anyone would actually want to go, obviously, no one is come. Like in any business, location is important!


Title: Re: Awesomemod Request Thread
Post by: Turd Ferguson on 2012 April 29, 06:01:55
Sticking new commands on objects can be done using non-core injectors, so this isn't really an important core-mod topic. Low baking table traffic is caused by setting up in the wrong place. If the place you're setting up is nowhere near anything anyone would actually want to go, obviously, no one is come. Like in any business, location is important!

Weird. I've set up the table in the driveway of a house on a dead end street and gotten a few customers, but I go to the Library in Starlight (which is unusually busy) and I get jack shit.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 April 29, 20:15:16
If the lot is TOO busy, the sims who arrive end up distracted by all the shiny things. Keep in mind, these are sims: They respond to SHINY THINGS waved in their faces. If you are not the shiniest thing being waved in their face, they will ignore you. You see this behavior all the time: Lots of things are inexplicably extremely attractive to sims, causing giant mobs to form around them. TS3 mitigates this by adding different shiny-thing-attractors, but ultimately the logic is the same: The sim heads for whatever is perceived as most shiny, which usually has little or nothing to do with what serves any logical or useful purpose.

Thus, when you setup in the driveway, there wasn't anything else they could do because they weren't allowed in the house, but when you setup in the library, tons of shiny things existed to capture their attention on anything but you. What you need is a place that is inexplicably attractive for sims to visit, yet completely devoid of anything worth doing on arrival, like a park.


Title: Re: Awesomemod Request Thread
Post by: Turd Ferguson on 2012 April 30, 18:33:43
I'm not shiny enough? Look at this wonderful smorgasbord of sugar based product and tell me you wouldn't be attracted.

(http://i50.tinypic.com/2qukwi9.jpg)


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 April 30, 21:35:29
My kids must grow up way too quick in my game as I wasn't away that 90% of those dishes existed.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 May 01, 13:26:07
I can't imagine why the Janet Reno bake sale didn't draw a larger crowd.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 01, 14:54:55
I'm not shiny enough? Look at this wonderful smorgasbord of sugar based product and tell me you wouldn't be attracted.
I have this deep distrust of anything made by unbeaten children. What would be even funnier if the cops then shut the kids down for not having the appropriate food service licenses and permits. That actually happens now, the practice of selling lemonade and stuff off the street is now illegal.


Title: Re: Awesomemod Request Thread
Post by: Eeyore on 2012 May 01, 17:36:35
That actually happens now, the practice of selling lemonade and stuff off the street is now illegal.
This is like how Halloween was ruined by razor blades -- although I suppose on the other end of the criminal / law enforcement spectrum.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 May 03, 15:24:21
There is a scripting mod on MTS in a full range of flavors that controls Butlers and their cooking.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 03, 17:48:51
This is like how Halloween was ruined by razor blades -- although I suppose on the other end of the criminal / law enforcement spectrum.
The razor blades thing is an urban myth and never actually happened, anyway.


Title: Re: Awesomemod Request Thread
Post by: BethMoo on 2012 May 05, 02:41:55
The thing I loved most about The Sims 3 base game was that I could go to a graveyard at night and see ghosts there.

After Ambitions (I believe this change came with the ghost hunter career), they no longer hang out in the graveyard but jump in cars and ride off into the night.  This has made me sad since . . . well, since Ambitions.

Request

Would it be possible to make it so a few ghosts hang out in the graveyard like they used to?  I miss them and have been yearning for the olden days when I could nab some deathfish while I watch the pretty ghosties float around.  And for my Sim to have a one-stop spot to find the spirits of her dead enemies so she can laugh at them.  That's important too.

Thanks

I understand if it's not possible or feasible or you're just too busy.  But please consider it in the long run if you can.  :)  It would mean a lot to me.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 05, 05:02:49
Ghosts have always done that since the base game. Whether or not ghosts stay where they are depends purely on the interest level of what's in the rest of the town. It's not an Ambitions thing, ghosts have always randomly driven around town. Honestly, ghosts are a lot more Sixth Sense than ghosts of TS2. The Ghosts of TS2 were aware they were ghosts. The ghosts of TS3 walk around just like everyone else, and don't even know they're dead.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 May 05, 07:05:58
But before Ambitions some stayed at the graveyard, now none of them ever do. I'm also quite sure that something changed with the Ambitions patch, because it's not that those ghosts go somewhre around town and do something there. As soon as a ghost spawns they will stay around their grave for a few seconds, then the house icon will apear in their thought bubbles and they'll leave. They will go to some random lot and disappear, like those service Sims that can occasionally be found around town during the day. So it seems ghosts now only do one thing: they go "home".
The same happens with ghosts whose urns are on inactives' residential lots. They do not haunt these anymore or use whatever is on offer there. They also just leave and go to some random lot, there to disappear.
As soon as this going home action is triggered I cannot interact with them. If I order my Sims to interact with a ghost that is about to leave the ghost is reset and disappears immediately (not in the sense of disappearing in a puff of smoke), and quite often my Sims are then reset, too, and get teleported back to their home lot. This has never happened before but it has remained like that since Ambitions, in both vanilla or modded games.
I think it was Buzzler at MTS who once mentioned this as a bug for which he couldn't find the cause though.


Title: Re: Awesomemod Request Thread
Post by: Havelock on 2012 May 05, 09:27:34
Ghosts are forced to go Home(Limbo) if not on an active Lot since Ambitions. NRaas_GoHere fixes it but it may be not compatible with Awesomemod.

Quote from: Twallan
http://nraas.wikispaces.com/GoHere+Phase+Two (http://nraas.wikispaces.com/GoHere+Phase+Two)
This mod replaces the "Go Here" interaction, with one that can be stacked in the queue, allowing the user to better direct the route of a sim.
 
Also included :
 •Ghosts will no longer be pushed by autonomy to leave graveyards
•Correction for a common error with "Visit Community Lot", a widely used autonomous interaction
•Inactive sims will now be less likely to "Go Home" when visiting a lot where an active sim is also visiting


Title: Re: Awesomemod Request Thread
Post by: butters on 2012 May 05, 22:06:09
I have a request and I really really really think u guys should consider it. Can you please GET RID OF THE MOTHERFUCKING PEDO FEATURES!!!!!!!!!!!!!!!!!!!! Is it really necessary to have in the game? Is anybody going to absolutely die without it? I'm not trying to be the 'morality police' or anything, but I take this stuff seriously. And reading all the posts about ppl requesting bug fixes for pedo interactions makes me sick. I suppose the only reason that feature is included is because of some fucked up "freedom of expression" shit. But if anybody here knew what it's like to be a victim of teenage rape, then you would understand where I'm coming from...

I'm dead serious about this. Because we all know its wrong, so why support and enable it?

Pescado, I'm begging you to do this. Please.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 May 05, 22:35:37
Could you make the eyelash slider increments increase along with the face/body slider multiplier?

I have a request and I really really really think u guys should consider it. Can you please GET RID OF THE MOTHERFUCKING PEDO FEATURES!!!!!!!!!!!!!!!!!!!! Is it really necessary to have in the game? Is anybody going to absolutely die without it? I'm not trying to be the 'morality police' or anything, but I take this stuff seriously. And reading all the posts about ppl requesting bug fixes for pedo interactions makes me sick. I suppose the only reason that feature is included is because of some fucked up "freedom of expression" shit. But if anybody here knew what it's like to be a victim of teenage rape, then you would understand where I'm coming from...

I'm dead serious about this. Because we all know its wrong, so why support and enable it?

Pescado, I'm begging you to do this. Please.

Snowflaek thinks its speshul.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 May 05, 23:08:10
I have a request and I really really really think u guys should consider it. Can you please GET RID OF THE MOTHERFUCKING PEDO FEATURES!!!!!!!!!!!!!!!!!!!!

Quote
I'm dead serious about this. Because we all know its wrong, so why support and enable it?

The possibility of romantic or other interactions, have merely been enabled. If you do this and then seek out the custom mods that create the teen/adult interactions, the Pescadoian consequences are that there is a risk of the sim being caught and identified as a paedophile, which will have an impact on the sim for its whole life. Quite realistic.

How is this supporting and enabling paedophilia? Are you asking that the punishment be removed? If not, then you need to find the people that write the teen/adult interaction mods and have a go at them.


Title: Re: Awesomemod Request Thread
Post by: butters on 2012 May 06, 14:01:54
Quote
The possibility of romantic or other interactions, have merely been enabled.

Thats what I mean by supporting and enabling it. I know AM opens the doors for pedophile mods out there like the woohoo-inator (idk what others are out there). That's the part where I have a problem. I know it might sound stupid, but things like that just haunt me. I wish it didn't, but I can't help it.


Title: Re: Awesomemod Request Thread
Post by: PA on 2012 May 06, 17:07:46
If you mean NRaas' Woohooer, it does not require Awesomemod in any way and has no consequences if the actions are enabled by itself.  Using the Woohooer together with Awesomemod leaves the consequences fully intact should anyone choose to enable the options in the Woohooer.  That sounds right to me.

Leaving them to crash the game if Awesomemod is installed sounds right, too, but I can just imagine how much more complaining there would be in that case.  Ruining Sim's lives and making permanent changes to a player's game who chooses to enable such skeevy features with other mods seems like a pretty pro-active anti-pedo feature, actually.


Title: Re: Awesomemod Request Thread
Post by: butters on 2012 May 06, 17:49:57
oh ok, then I guess I should save my argument for NRaas. Although I don't think it will do any good. I hope ppl don't think i'm just a whiny little prude, and it'll be just some insignificant comment that nobody cares about or pays attention to, because I'm just one dissenter and there are tons of ppl who actually want this mod. It's disgusting


Title: Re: Awesomemod Request Thread
Post by: MizzCerise on 2012 May 06, 18:11:29
I had it turned on once (briefly) and was actually playing a cop at the time. He starts making conversation with a female so I just que'd as many convo options up as I could so he wouldn't be "boring". However, with the fat/thin settings it's damn hard to tell who is what age compared with S2 where the teens look like pogo sticks, so in rushes a cop after he did nothing more than tell her she looked nice, cuffs him and hauls him off. He loses his job with no way of getting it back, and ended up in the criminal career branch as no one else would hire him besides the greasy spoon. Honestly I had to laugh, and I've never turned that option on again because one wrong move and it's all over...Pescado did a good job of covering all bases.


Title: Re: Awesomemod Request Thread
Post by: butters on 2012 May 06, 19:24:20
I guess I didn't realize AM was a 'consequences mod." Since the description of it makes it look like just an enabler mod. I wish there was a way to punish ppl who enable the mod in real life. Like track their IP address and ban them from MATY and Nraas Industries.


Title: Re: Awesomemod Request Thread
Post by: soozelwoozel on 2012 May 06, 23:36:30
Plus, you know, Butters, it's all relative really. As an example, teens in the game can drive, but they cannot woohoo. In the UK, it's legal to have sex at 16, but you cannot drive until you're 17. So, from a Brit's perspective, why shouldn't the teens have sex if they can drive? Having said that, I don't use the teen-adult interactions myself, I'm just saying that not everyone approaches this issue from such a US-centric viewpoint. Plus, it's just an option, it doesn't mean you have to use it or agree with it.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 May 06, 23:43:44
Like track their IP address and ban them from MATY and Nraas Industries.

You want real-life consequences for a fake crime?  Let's not blow things out of proportion here and cry great big F-ly tears over characters in a videogame with poorly-defined aging parameters.  A "teen" and "young adult" sim can have a one-day age difference.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 07, 00:42:59
I had it turned on once (briefly) and was actually playing a cop at the time. He starts making conversation with a female so I just que'd as many convo options up as I could so he wouldn't be "boring". However, with the fat/thin settings it's damn hard to tell who is what age compared with S2 where the teens look like pogo sticks, so in rushes a cop after he did nothing more than tell her she looked nice, cuffs him and hauls him off. He loses his job with no way of getting it back, and ended up in the criminal career branch as no one else would hire him besides the greasy spoon. Honestly I had to laugh, and I've never turned that option on again because one wrong move and it's all over...Pescado did a good job of covering all bases.
You can tell because all of the pedo options are marked by HANDCUFFS and the PEDOBEAR.


Title: Re: Awesomemod Request Thread
Post by: MizzCerise on 2012 May 07, 00:50:09
This was way in the beginning of the game and the mod, don't recall seeing that. I might have not been paying attention at the time though, don't really remember anymore.


Title: Re: Awesomemod Request Thread
Post by: Turd Ferguson on 2012 May 07, 02:25:36
I had it turned on once (briefly) and was actually playing a cop at the time. He starts making conversation with a female so I just que'd as many convo options up as I could so he wouldn't be "boring". However, with the fat/thin settings it's damn hard to tell who is what age compared with S2 where the teens look like pogo sticks, so in rushes a cop after he did nothing more than tell her she looked nice, cuffs him and hauls him off. He loses his job with no way of getting it back, and ended up in the criminal career branch as no one else would hire him besides the greasy spoon. Honestly I had to laugh, and I've never turned that option on again because one wrong move and it's all over...Pescado did a good job of covering all bases.

I didn't realize this was actually part of the mod. That is the greatest thing I've ever read.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 May 07, 13:23:36
Yeah, I think the whole thing was a nice STFU to the people who were whining about Inteen incompatibility and begging for adult-teen relationships.


Title: Re: Awesomemod Request Thread
Post by: Consort on 2012 May 10, 02:24:20
O hai!

@Pescado
Would you like to include this into your awesome mod?
http://www.modthesims.info/d/470349

I get requests to make my core-mod awesome compatible, so why not put it into yours?

And no, i'ts not a slider mod.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 May 10, 07:14:35
In case you consider the above request, I would also like to request to look into something regarding bodyweight. Recently I began to notice that my vampires lost weight during cardio workout and did not regain it anymore. Those vampires had an initial bodyweight between 0 and -0.5 and went down to exactly -0.5 and stayed there unless I overfed them over several days, at which point they gradually snapped back to their genetic weight. Much odder, however, was when I sent two thirst ghost children on vacation. On arrival their bodyinfo was 0 fitness and -1 weight. I thought this normal that they would revert to the default hunger values despite me having set their bodyinfo to something like -0.3 weight and 0.6 fitness via the console. Over the course of a few days, however, they gained fitness at a disproportionate rate without working out at all and ended up at approximately -1 weight and 1 fitness. -1 and 1 are the values that all Bridgeport vampires have and I begin to wonder whether this is somehow the standard value for all vampires, which would explain why my vampires can easily lose weight but have difficulties in gaining some.

My second request also concerns vampires. As of patch 1.24 I noticed that vampires lose their favourite food and are assigned some random dish whenever I send them into CAS, whether it's through the console commands dresser, mirror, makeover or editsim or through the mirror, dresser, or styling station themselves. I remember that this had always been the case for editsim or Edit in CAS, but I think this had not happened when I sent them to a dresser or stylist. Can this be changed, i.e., that their plasma favourite sticks after CAS commands?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 10, 08:08:12
In case you consider the above request, I would also like to request to look into something regarding bodyweight. Recently I began to notice that my vampires lost weight during cardio workout and did not regain it anymore. Those vampires had an initial bodyweight between 0 and -0.5 and went down to exactly -0.5 and stayed there unless I overfed them over several days, at which point they gradually snapped back to their genetic weight.
Sounds working correctly, then. Things can't gain weight without food, this would sort of violate the laws of physics. Although there should be nothing special about vampires in that regard. Workouts will lower weight up to a point, but not all the way to the bottom, so the -0.5 floor sounds about right. They will then remain there until you feed them enough that they can start to gain weight again.

Much odder, however, was when I sent two thirst ghost children on vacation. On arrival their bodyinfo was 0 fitness and -1 weight. I thought this normal that they would revert to the default hunger values despite me having set their bodyinfo to something like -0.3 weight and 0.6 fitness via the console.
That's a bit unusual, since I've never seen anything like that before, mine seem to stay more or less at their default values

My second request also concerns vampires. As of patch 1.24 I noticed that vampires lose their favourite food and are assigned some random dish whenever I send them into CAS, whether it's through the console commands dresser, mirror, makeover or editsim or through the mirror, dresser, or styling station themselves. I remember that this had always been the case for editsim or Edit in CAS, but I think this had not happened when I sent them to a dresser or stylist. Can this be changed, i.e., that their plasma favourite sticks after CAS commands?
Never seen this before. Did you attempt to change that value?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 10, 13:51:10
They aren't? Are you sure? Maybe you are not using the right interaction objects?


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 May 10, 14:42:51
In case you consider the above request, I would also like to request to look into something regarding bodyweight. Recently I began to notice that my vampires lost weight during cardio workout and did not regain it anymore. Those vampires had an initial bodyweight between 0 and -0.5 and went down to exactly -0.5 and stayed there unless I overfed them over several days, at which point they gradually snapped back to their genetic weight.
Sounds working correctly, then. Things can't gain weight without food, this would sort of violate the laws of physics. Although there should be nothing special about vampires in that regard. Workouts will lower weight up to a point, but not all the way to the bottom, so the -0.5 floor sounds about right. They will then remain there until you feed them enough that they can start to gain weight again.
Ok, I tested it with a normal Sim. After some jogging he went down from -0.148 to -0.411. With normal feeding with perfect quality food he gained around 0.07 in weight within one day and ten more hours later was at -0.3. The vampires remain at -0.5 even after several days. Is weight gain tied to the quality of the food or the meal moodlet, respectively? This would at least explain why they have to be overfed in order to gain weight as my vampires usually feed on juice or plasma nectar, both of which don't grant these meal moodlets. I can't remember whether feeding on Sims did in fact have an effect on their weight, I would have to load another save for that.

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Much odder, however, was when I sent two thirst ghost children on vacation. On arrival their bodyinfo was 0 fitness and -1 weight. I thought this normal that they would revert to the default hunger values despite me having set their bodyinfo to something like -0.3 weight and 0.6 fitness via the console.
That's a bit unusual, since I've never seen anything like that before, mine seem to stay more or less at their default values.
All the vampire ghosts that have died of thirst and were resurrected have shown this so far. I did edit them after resurrection to give them more weight and some fitness back. On arrival in vacation lands they reverted to the initial -1 and 0 values. The children in question, however, were born in game and actually carried their parent's bodyinfo, so on arrival the info screen said something like -1/-0.345 fatness and 0/0.678 fitness, did not approach these values over time, however, but ended with -0.9 weight and 0.9 fitness.

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My second request also concerns vampires. As of patch 1.24 I noticed that vampires lose their favourite food and are assigned some random dish whenever I send them into CAS, whether it's through the console commands dresser, mirror, makeover or editsim or through the mirror, dresser, or styling station themselves. I remember that this had always been the case for editsim or Edit in CAS, but I think this had not happened when I sent them to a dresser or stylist. Can this be changed, i.e., that their plasma favourite sticks after CAS commands?
Never seen this before. Did you attempt to change that value?
No, I tested it a few hours ago in an, almost, vanilla game. I had to use a mod to make the vampire in the first place. I sent this vampire to a dresser to "Plan Outfit" and Plasma was replaced with Lobster Thermidor after exiting CAS.

Edit: Just tested it again: Loaded a fresh game with only MasterController as a mod, turned Christopher Steele into a Vampire. Saved, exited, removed MasterController, cleared caches and loaded the save again. Sent Christopher Steele to a mirror, changed his hairstyle, hit the accept button, his favourite food is now eggrolls. Saved, went back to main menu and loaded that save again. Reload seems to correct this, so Christopher is now again into 0 Positive. Sent him to a dresser, changed his outfit, his favourite food is now hamburgers. So, reloading does fix it, but it's annoying nevertheless, and I'm pretty sure that pre 1.24 this was not the case and happened only under two conditions: using editsim or the Change of Taste LTR, as 0 Positive is not something that can be selected.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 12, 09:55:33
Ok, I tested it with a normal Sim. After some jogging he went down from -0.148 to -0.411. With normal feeding with perfect quality food he gained around 0.07 in weight within one day and ten more hours later was at -0.3. The vampires remain at -0.5 even after several days. Is weight gain tied to the quality of the food or the meal moodlet, respectively?
No. And I can't find any particular reason why you would observe this effect. Note that under AwesomeMod (with the "Conserve Mass" feature enabled), as long as your Hunger-equivalent value remains < 50 (75%), your sim will not automatically regain weight. But it's not dependent on any moodlet. Although interestingly, I'm not entirely clear how a sim actually gains weight in the first place, since it doesn't appear that the Stuffed buff or anything else is checked anywhere I can easily find...

Much odder, however, was when I sent two thirst ghost children on vacation. On arrival their bodyinfo was 0 fitness and -1 weight.
I think this is an effect the game applies to "Starvation" type ghosts, of which Thirst ghosts may qualify. You're not actually supposed to change this.

So, reloading does fix it, but it's annoying nevertheless, and I'm pretty sure that pre 1.24 this was not the case and happened only under two conditions: using editsim or the Change of Taste LTR, as 0 Positive is not something that can be selected.
Yeah, if the problem is self-correcting like you describe, I'm just gonna ignore it. It's not worth the hassle of having to deal with when/if EAxis decides to fix this on their own, since it is apparently harmless and goes away if you just ignore it.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 May 12, 13:37:16
Can anything be done about which side a Sim sleeps in on a double bed? I understand that after a Sim sleeps in a specific bed a given number of times it is then classed as "their" bed but this doesn't seem to be stopping them sleeping on the other side of a double bed.
I swear that in the base game, and up until a few patch levels back, that a Sim would sleep in whichever side of a double bed was clicked on. Now they sleep on whichever side of the bed is closest to them.
I set my bedrooms up and decorate them accordingly to which side of the bed the husband and wife sleep in. This is pointless if they won't stick to the side of the bed I assign them. Call me anal, but I like my Sim couples to have their own sides of a bed and for them to stick to them!
The only way around this for me at the moment is to manually direct the Sim to stand by the side of the bed I want them to sleep in before issuing the Sleep command. Get's kind of tedious.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 12, 14:32:22
I've actually tried to figure that out myself, but I can't quite seem to find out what causes that. Ultimately I gave up on it when double beds were supplanted as the dominant energy paradigm, rendering it a moot point.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 May 12, 19:03:05
Wait, what were they supplanted by?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 13, 06:56:16
Blessed Sarcophagi and the Store Recliner, all of which have much higher energy ratings than mere beds, relegating beds to the purpose of woohoo-only.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 May 13, 12:39:32
If I was playing focussing on the ratings only, then I can see how this is a perfectly good thing but I do not play with ratings only and do not wish to have a Blessed Sarcophagi or Store Recliner in all of my Sims' homes simply for the purpose of avoiding them sleeping on the wrong side of a double bed.
I guess I'll just have to stop being anal about which sides my Sims sleep on then.


Title: Re: Awesomemod Request Thread
Post by: Skadi on 2012 May 15, 09:41:46
Is it possible to add a way to inseminate a sim without woohoo?
I want to be able to have two sims create a child, preferably without having to dick around with the social interactions  to use woohoo. I know Twallan's Master Controller does pollination, but I don't particularly want it in my game, conflicting with AM.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 15, 22:48:17
I haven't really felt the need to make such a thing, but if you want to shortcut the entire romance process, start an interaction and when when the conversation pops up, type "setstc hot", which will raise the context to the maximum romance level and let you get on with it without the grinding socials thing. But honestly, I've never noticed you actually need to do any of that to woohoo. Just get them on the bed and select the relevant woohoo thing.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 May 15, 23:30:19
My sims won't kiss or make-out, much less woohoo, unless they think their partner is being 'alluring' or something else - irresistible maybe.


Title: Re: Awesomemod Request Thread
Post by: Eeyore on 2012 May 16, 01:53:52
If my sims are in a romantic relationship all I have to do is have them both relax on the same bed and they immediately have the option to woohoo.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 May 16, 02:29:09
But they will turn down the woohoo unless they're 'in the mood'.


Title: Re: Awesomemod Request Thread
Post by: RebelRed on 2012 May 16, 02:33:38
My sims must be extra slutty or something, because they just jump right in.


Title: Re: Awesomemod Request Thread
Post by: Eeyore on 2012 May 16, 02:57:10
But they will turn down the woohoo unless they're 'in the mood'.
Nope, no mood needed. All they need is to be in a romantic relationship and both relaxing on the same bed. It's a fast way to max the fun bar.


Title: Re: Awesomemod Request Thread
Post by: Skadi on 2012 May 16, 03:34:46
Trait based perhaps?

I'm looking at a populating-the-world type challenge, which will require partner swapping to ensure as low a chance of inbreeding as possible. Hence skipping the relationship part.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 May 16, 03:36:12
Hmm. Maybe they hadn't got all the way to romantically involved when I tried then. It happened just the other night, or didn't happen, as the case may be.

Yeah, or trait based maybe, Skadi.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 16, 09:21:03
But they will turn down the woohoo unless they're 'in the mood'.
I haven't found this to be the case, even when the sims involved have decidedly non-romantic traits like "Unflirty". Then again, maybe this is why. Perhaps unflirty sims just don't care.


Title: Re: Awesomemod Request Thread
Post by: Nec on 2012 May 16, 13:39:31
I always have them do it via the shower and they have never refused (as long as they are in love or married), even without any romantic interactions first.


Title: Re: Awesomemod Request Thread
Post by: PA on 2012 May 16, 16:21:42
I recall a few times having a married couple refuse to cuddle on a bed because one had a very low mood.  It didn't happen often though--might have been a specific moodlet driving the other away.


Title: Re: Awesomemod Request Thread
Post by: funkilla on 2012 May 16, 17:03:59
1. Disappearing butler

Played a family and hired and butler for the first time. Butler stuck around for a few Sim days, doing butler things. Then all of a sudden, Butler disappeared. Tracked Butler down using Radar. Butler was standing the middle of a park on the opposite side of the world. Couldn't call it, couldn't resetsim it, couldn't fire/dismiss it/rehire. Eventually had to delete it. Searched around for some answers, saw it was a common bug, but associated with relationships, like if your Sims didn't have a high enough relationship with the Butler, the Butler will leave. Rehired a butler, made them friends. Same thing - standing frozen in the middle of a park on the opposite side of the world. Any chance of figuring out what is happening and squashing it since EA refuses to do so?

2. Appropriate flags not triggering
a. Free Vacation! The Teens can take care of themselves!

Whenever this opportunity comes up, I'll usually accept. Adults come back, and then none of their previously promised opportunities work. It keeps saying "Return home to complete this opportunity" like a flag didn't get triggered that they are in their home world. Also, their bed's lose ownership, or at least they start talking in third person. Adult Abby goes on vacation, comes home, goes to sleep in HER bed, except the bed options are "Sleep in Abby's bed." I saw this mentioned earlier in the thread as well with child/teens going to boarding school, which I assume is offworld (but I've never played with boarding schools). Appears to be the same thing.

b. Field Trips

So Field Trip excuses them from their afterschool activity for that day, I get it. The next day, they go to school, but won't go to their afterschool activity because it says they are on a field trip. But they aren't. To correct this, I have to pull them out of afterschool activities, then sign them up again. Which sucks because they never get their useless ugly trophies and recitals. I've been refusing field trips since. Looks like the field trip flag is staying triggered or something. Fix please?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 16, 18:44:01
Played a family and hired and butler for the first time. Butler stuck around for a few Sim days, doing butler things. Then all of a sudden, Butler disappeared. Tracked Butler down using Radar. Butler was standing the middle of a park on the opposite side of the world. Couldn't call it, couldn't resetsim it, couldn't fire/dismiss it/rehire.
Possibly caused by routing bugs in the world. Try the various routing fixes to eliminate "black holes" in the world.

Whenever this opportunity comes up, I'll usually accept. Adults come back, and then none of their previously promised opportunities work. It keeps saying "Return home to complete this opportunity" like a flag didn't get triggered that they are in their home world. Also, their bed's lose ownership, or at least they start talking in third person. Adult Abby goes on vacation, comes home, goes to sleep in HER bed, except the bed options are "Sleep in Abby's bed." I saw this mentioned earlier in the thread as well with child/teens going to boarding school, which I assume is offworld (but I've never played with boarding schools). Appears to be the same thing.
This "opportunity" is both so massively broken and so inanely stupid that I'm not even going to attempt to fix it, because I would never actually DO it. Why on EARTH would I want my sims to be disintegrated just so I can keep doing...the same thing I'd otherwise do anyway? There's really no good reason why you would need to disintegrate your adult sims just to have the 12s do whatever it is you want them to do anyway. Basically, just don't do it. It's dumb as hell. I'm just classifying the entire thing as FUBAR.

So Field Trip excuses them from their afterschool activity for that day, I get it. The next day, they go to school, but won't go to their afterschool activity because it says they are on a field trip. But they aren't. To correct this, I have to pull them out of afterschool activities, then sign them up again. Which sucks because they never get their useless ugly trophies and recitals. I've been refusing field trips since. Looks like the field trip flag is staying triggered or something. Fix please?
I'll look into it sometime when I get a chance.


Title: Re: Awesomemod Request Thread
Post by: Skadi on 2012 May 17, 04:44:58
I always have them do it via the shower and they have never refused (as long as they are in love or married), even without any romantic interactions first.
I'm looking to create a pregnancy without any real relationship at all.


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2012 May 17, 11:08:44
Would it be possible to turn scold into a user-interaction? Preferably to replace the autonomous version if possible.


Title: Re: Awesomemod Request Thread
Post by: Anach on 2012 May 20, 09:06:55
I always have them do it via the shower and they have never refused (as long as they are in love or married), even without any romantic interactions first.
I'm looking to create a pregnancy without any real relationship at all.
Like a visit the science facility and produce offspring type interaction, which costs money and can be used by same sex as well.

In case it hasn't been requested before, how about an option to set the min/max weight and muscle similar to this. (http://www.modthesims.info/d/470349)


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 May 20, 17:23:09
Why would you want your Sims to be able to get that fat?! There are enough clipping issues with the existing size as it is.


Title: Re: Awesomemod Request Thread
Post by: Anach on 2012 May 21, 06:21:26
Why would you want your Sims to be able to get that fat?! There are enough clipping issues with the existing size as it is.

Well I didn't say I wanted the ability to make extra fat Sims, but the ability to set those settings can allow us to fix those clipping issues as we could adjust max-weight, and also adjust the min-weight, and min/max muscle to suit our personal tastes and have the Sims actually adjust to those settings unlike the current available slider adjustments.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 May 21, 18:42:51
I always have them do it via the shower and they have never refused (as long as they are in love or married), even without any romantic interactions first.
I'm looking to create a pregnancy without any real relationship at all.

I strongly second this. I would like to see something like the debug tombstone from Sims 2 that had the option to "get pregnant with" and then it would let you pick from any available sims(male or female) on the lot including yourself. Maybe you could add this to the Shift+Ctrl click menus? 


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 May 21, 19:58:17
If this request leads to the Vole showing up again to theorize about Where Lesbian Babbies Come From, I'm going to stab all of you so hard.


Title: Re: Awesomemod Request Thread
Post by: Skadi on 2012 May 26, 05:34:53
If this request leads to the Vole showing up again to theorize about Where Lesbian Babbies Come From, I'm going to stab all of you so hard.

It's still worth it if I can find a non-Twallan way to do this.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 May 26, 09:08:24
I think I got a little closer to finding the root of my SupremeCommander crashes http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg591280.html#msg591280 (http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg591280.html#msg591280) and therefore post this now in the request thread.
What I did was the following:
Machine is i7 3770 3.4 Ghz, 8GB RAM, GeForce GTX 570 with 1280 GB dedicated VRAM, Windows 7 64-bit
(1) I started a fresh game vanilla in Appaloosa Plains, chose a household of 4 and manually sent each member on a different skill mission (no SC). Sim 1 was sent to a chess table at the Salon to skill logic until the skill improves; Sim 2 was sent to a bookshelf on home lot to skill Cooking until the skill improves to then skill Handiness without further instructions, i.e. indefinitely; Sim 3 was sent to the library to skill Cooking indefinitely; Sim 4 was sent to the library to gain one point in Charisma and then skill Cooking, too. Time was 8 a.m.
I then switched to another household and made sure that this Sim did not come close to the Salon or library.
I switched back to the first household at around 5 p.m.
Only on switching back did the four Sims drop their commands. The result was: Sim 1 had 2 points in Logic; Sim 2 must have had a failure in reaching the bookshelf first but was Handiness 2; Sim 3 had Cooking 2; Sim 4 had Charisma 2 and would have continued skilling Charisma if I hadn't switched, she then immediately dropped the book though and began to skill Cooking.

(2) I tried the same with only AM and aweconfig and got the same result.

So, it seems that the game now has difficulties in updating any progress of inactive Sims, be it motives or orders. When I had tried this in a fully modded game I also had it once that when I switched to another household the skilling progress bar hadn't moved at all at first but immediately filled itself when the Sim was made active, but the Sim had gained 3 skill points despite my order to skill up only to the next level.

Now, as I said before in the Bugs thread, this is the same behaviour that I had observed when Sims were put on SupremeCommander by AwesomeStory: their motives did not update unless my active Sim was close to them and neither did they drop their skilling action, causing them to infinitely interact with the skill object (books, exercise machines, telescopes).
I tested this on two different computers, the one from above and a laptop with a Core 2 Duo 2.8 GHz, Geforce 9600M GT and 4GB RAM under Vista 64 bit, and I get the same results.

So, my request is to maybe have a look into this.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 26, 09:25:46
Creating such a thing does not require the use of a core mod nor is it within the scope of any existing AwesomeMod feature, so it is not considered to be within the scope of AwesomeMod.

So, it seems that the game now has difficulties in updating any progress of inactive Sims, be it motives or orders. When I had tried this in a fully modded game I also had it once that when I switched to another household the skilling progress bar hadn't moved at all at first but immediately filled itself when the Sim was made active, but the Sim had gained 3 skill points despite my order to skill up only to the next level.
This is actually a side effect of the game's "low detail behavior" that has been observed in the past, but how does it actually crash?


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 May 26, 11:13:35
There's an old mod at http://www.modthesims.info/download.php?t=459905 for a hospital overhaul that offers the ability to donate sperm / be inseminated.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 May 26, 11:31:52
Creating such a thing does not require the use of a core mod nor is it within the scope of any existing AwesomeMod feature, so it is not considered to be within the scope of AwesomeMod.

So, it seems that the game now has difficulties in updating any progress of inactive Sims, be it motives or orders. When I had tried this in a fully modded game I also had it once that when I switched to another household the skilling progress bar hadn't moved at all at first but immediately filled itself when the Sim was made active, but the Sim had gained 3 skill points despite my order to skill up only to the next level.
This is actually a side effect of the game's "low detail behavior" that has been observed in the past, but how does it actually crash?
Well, my assumption is that it causes the crashes because I have them only with SP on and notifications of skilling missions shortly before, i.e., there has always been at least one Sim on a skill mission when I crashed. My conclusion was that SC caused some kind of overflow because those Sims did not complete their first command, like "sleep until fully rested" in time and remained permanently asleep.
I have never seen this behaviour up until patch 1.24 when all skilling commands for inactives, either by SC or manually, had been finished in time and not beyond the scope of one skill point gained. Now I usually end up with several Sims stuck in their skilling action, and often continuing to perform their action even though the skill had already been maxed. Best example was a Sim I found in the library reading a Gardening book despite of her Gardening skill already at 10. She wouldn't drop that book even with the camera focussed on her and only quit if I made her active.
BTW, I have always thought that inactives on SC would go into hight detail mode while SC ran on them.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 26, 11:34:26
It does. But because of how things work, once the "payload" is launched, the game essentially takes over. This isn't regarded as a major problem, and honestly, I'm not sure why that would crash, since at that point nothing SC-related is running and it's just as if you had wandered off while a sim was doing something.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 May 26, 15:36:47
Ok, I'll check back in then as soo as I can cause it to crash reproducibly.

For the time being I have three other requests, however, that I came across while testing the above:

(1) config option: NoMummyAging true/false
(2) AM enables teens to live on their own but not to move house, can this be included? Twallan has a mod for this but I'd rather not install another mod just for this.
(3) This had been requested before but I'd like to re-offer it for consideration: Make the tweaks for vampires with regard to sunlight optional. Main reasons? Both SP and MetaAutonomy send vampires around town regardless of their skin colour causing them to be crippled beyond what I consider reasonable. Especially in worlds that are not tagged as cities. I noticed that light-skinned vampires refuse to leave their house and go to work as soon as they hit the light, and AM has to constantly push them to work and fails repeatedly. Now this means that even in the criminal career they cannot advance, as the first levels take place during the day. The other reason is that with patch 1.33 many things can now only be done during the day, like collecting insects as these change into fireflies during the night and the Showtime professions take place either outside or at least during the day, thus limiting the vampires' potential unless they are pitch black.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 May 27, 06:08:48
(1) config option: NoMummyAging true/false
Mummies already have an innate aging extension that is so long as to render them functionally immortal anyway. Given the ridiculously numerous options for extending a sim's age, there's no real reason you should worry about it. Writing an extra code for this is therefore viewed as unnecessary.

(2) AM enables teens to live on their own but not to move house, can this be included? Twallan has a mod for this but I'd rather not install another mod just for this.
AwesomeMod doesn't actually enable this: The game already sort of grudingly tolerates the existence of 12-only households, albeit poorly. AwesomeMod only corrects some of the bugs associated with this particular state of affairs. And much like in real life, 12s can't just move anywhere they please. If you, as God, really wish to force the issue, the "Split Household" functionality in Edit Town will allow you to do it. But sims can't legally do this on their own, and I'm not going to spend time making this when you can already do it using Edit Town.

(3) This had been requested before but I'd like to re-offer it for consideration: Make the tweaks for vampires with regard to sunlight optional. Main reasons? Both SP and MetaAutonomy send vampires around town regardless of their skin colour causing them to be crippled beyond what I consider reasonable.
Issue has been noted. MetaAutonomy and StoryProgression will no longer attempt to drive vampires out during the day.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 May 27, 15:37:11
Hm, my last mummy died just at the same age as every other ordinary elder, i.e. with settings on epic at the age of 968 und thus had only lived for approximately 190 days. Hardly immortal, I'd say, and made me think that the elder stage is not subject to long mummified life.


Title: Re: Awesomemod Request Thread
Post by: Skadi on 2012 May 28, 23:39:35
There's an old mod at http://www.modthesims.info/download.php?t=459905 for a hospital overhaul that offers the ability to donate sperm / be inseminated.

This was almost perfect, except that the father is still flagged as the woman's spouse. I need to have multiple partners to expand the gene pool. I really hate using Master Controller, but I guess there is no other option.
*Skadi holds out for something AWESOME.


Title: Re: Awesomemod Request Thread
Post by: HomeschooledByTards on 2012 May 29, 00:08:57
If this request leads to the Vole showing up again to theorize about Where Lesbian Babbies Come From, I'm going to stab all of you so hard.

Lesbian babbies come from the ashes of BBQd babbies, like a phoenix.


Title: Re: Awesomemod Request Thread
Post by: SJActress on 2012 June 02, 06:03:19
The last time I saw any mention of this was around the time the base game came out, so either I have tight pants, no one else has noticed (because it doesn't occur often), or nobody else cares.

When my criminal Sims are in jail and I tell them to work out, they don't gain any Athletic skill. If that's actually a universal problem, I am requesting a fix.


Title: Re: Awesomemod Request Thread
Post by: CosmoTheDog on 2012 June 05, 19:29:14
If this isn't an awesomemod type mod, I'm sorry for suggesting this. Is it possible to add Illness, Diseases and Injury and an unhealthy trait to awesomemod? This could lead to health care, use of the hospital other than giving birth, and much more.


Title: Re: Awesomemod Request Thread
Post by: ichosethisname on 2012 June 15, 09:37:37
A few minor tidbits:

Pets are allowed only a few interactions with townies and npcs, until they are 'greeted'. This means that when Johnny Bumfuck wanders onto my lot and looks in my windows, my animals have to make nice with him before they are allowed to use Mean interactions. I find this obnoxious. All interactions should be unlocked, including with NPCs. You're gonna kick my garbage can? My horse is gonna kick you. And no, you don't get to pet him first.

Probably just my nitpicking brain, but I find it odd that when family members with lower relationships try to give a gift, the other sim will still say 'I really don't know you well enough to accept a gift from you.' Que? You cannot say that to your own mother. You take the damn present and exchange it for the CDs you wanted.. This doesn't require much tweaking. Just an altering of the text when two sims are related to one another.
-
More of a question than a request.. not certain if it's your area of expertise. We're beginning to see custom animations for TS3. What is the likelyhood of the TS2 Urn Smash returning?


Title: Re: Awesomemod Request Thread
Post by: tizerist on 2012 June 18, 16:44:00
Pescado, any chance that deers and raccoons could live on a lot without a human sim being in the family? The household just disappears if you try to do this currently.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 June 18, 17:42:52
Pescado, any chance that deers and raccoons could live on a lot without a human sim being in the family? The household just disappears if you try to do this currently.

"Deer" is both the singular and plural form of the word.


Title: Re: Awesomemod Request Thread
Post by: HomeschooledByTards on 2012 June 21, 18:05:53
Pescado, any chance that deers and raccoons could live on a lot without a human sim being in the family? The household just disappears if you try to do this currently.

"Deer" is both the singular and plural form of the word.

Jezzer! How dare you correct poor "deer" tizerist? Didn't you get the memo, the silent "majority" voted* and declared MATY to be a kinder and gentler place these days.

* Allegedly. So far no proof on this matter is forthcoming. Some speculate that, like the existence of a God, this caek is a lie.


Title: Re: Awesomemod Request Thread
Post by: LemmeIn on 2012 June 27, 04:49:58
Y'know how when you have a teen sim flirt with a young adult sim the YA rejects it (the first try) and gets the "Creepy" moodlet and the YA will only accept further romantic gestures after the "Creepy" moodlet disappears? Well I just found out that Nraas's Woohooer allows for Incest. Can we have family members whho try to flirt with each other get the "Creeped Out" moodlet too?


Title: Re: Awesomemod Request Thread
Post by: funkilla on 2012 June 30, 03:39:08
Hell, I want other people to get the Creeped Out moodlet when they are around Sister-Wives.


Title: Re: Awesomemod Request Thread
Post by: Eeyore on 2012 June 30, 11:34:33
Nraas's Woohooer allows for Incest. Can we have family members whho try to flirt with each other get the "Creeped Out" moodlet too?
Have you tried taking this request (or complaint, rather) to NRaas?

I personally see no reason to force T-T, T-YA or T-A woohooing. If there is a long aging up lag between members of a teen couple, there are any number of ways to even out sim ages built right into the game. Also, delaying the woohoo action until YA gives you something to look forward to and helps pace the game. But then again I use Rule of 6, i.e., I don't play teens exclusively.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 June 30, 23:47:24
The 'allow close relation' option is off by default so LemmeIn must have searched it down. There are also several ways to turn off the various inter-age romances and disallow teen romance. I think s/he is merely trying to encourage Pescado to 'moral outrage' so that he will take steps to add 'fun' curbers to this NRAAS option the same as he did the paedophilia option.


Title: Re: Awesomemod Request Thread
Post by: Eeyore on 2012 July 01, 13:42:00
Y'know how when you have a teen sim flirt with a young adult sim the YA rejects it (the first try) and gets the "Creepy" moodlet and the YA will only accept further romantic gestures after the "Creepy" moodlet disappears?

Well, it appears that the Creeped Out moodlet isn't much of a barrier if, as mentioned above, the moodlet only appears once -- especially in a family with more than one Flirty sim. In order to implement moral consequences, you'd need some sort of Deliverance- or Angels and Insects-type traits, or to build incest into the reputations system, or something more substantial than an ineffectual moodlet.

However, I imagine there aren't a ton of people playing, or clamoring to play, the incest option, whereas the teen romance advocates are numerous and loud. It may be this, more than anything else, that inspired FOJ to implement the AM Pedobear system.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 01, 19:10:50
When it comes to incest, I'm more inclined to allow you to do it, then give you the retarded, deformed flipper babies you clearly asked for. If I ever get around to it.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 July 01, 22:04:40
Not to mention squidbabbies (http://www.youtube.com/watch?v=MCbZ1h6RWac&feature=related).


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 July 01, 22:22:36
You add that to the game and I might be tempted to turn on the incest options just to see the result.


Title: Re: Awesomemod Request Thread
Post by: Anach on 2012 July 02, 07:43:22
When it comes to incest, I'm more inclined to allow you to do it, then give you the retarded, deformed flipper babies you clearly asked for. If I ever get around to it.

On a similar note to incest, but not quite as illegal. Could I request that the unlocking apply to the vampire interactions that are blocked for related Sims, so we can drink from and offer to turn relatives?


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 July 03, 07:16:10
Every time my sims go abroad, their silenced phones are unset. When they come home again, the phones need to be silenced once more. This happened in France and Egypt, travelling from the new desert world.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 July 03, 07:53:28
In relation to this - is there any way to set the default option for mobile phones to silent?


Title: Re: Awesomemod Request Thread
Post by: Louisb on 2012 July 09, 15:44:25
I've been having issues with fish in my Sims' inventory disappearing whenever the Sims travel between neighborhoods (e.g. to return from vacation, which means the WA fish are unobtainable legitimately). My searching  around the internets suggest that this may be related to Pets (EAxis introduced bugs that are somehow related to cats hunting for fish, or something.)

Any chance that this could be fixed through AwesomeMod?


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2012 July 09, 19:50:15
On a similar note to incest, but not quite as illegal. Could I request that the unlocking apply to the vampire interactions that are blocked for related Sims, so we can drink from and offer to turn relatives?

I second this request.


Title: Re: Awesomemod Request Thread
Post by: Arithmancer on 2012 July 12, 05:23:36
Quote
If this isn't an awesomemod type mod, I'm sorry for suggesting this. Is it possible to add Illness, Diseases and Injury and an unhealthy trait to awesomemod? This could lead to health care, use of the hospital other than giving birth, and much more.

Seconding this.  I'm not certain that this is something you'd be interested in, but if you are that would be great.  I'm particularly interested in illnesses--they're one of the things from TS2 that I miss the most (except it would be nice if they would last longer and have more obvious symptoms than in TS2).  Someone posted about the possibility of doing this on nraas a while back (http://nraas.wikispaces.com/message/view/Chatterbox/54750322?o=0 (http://nraas.wikispaces.com/message/view/Chatterbox/54750322?o=0)), but the person was not experienced with modding and nothing came of it (unsurprisingly).

I'd also like to echo the request for something to allow pregnancies without woohoo/using random sperm donations.


Title: Disabling Light Cloning
Post by: dragonheart on 2012 July 15, 02:24:58
Is there a way to disable Light Cloning? And if not, could a way be added? I love most of the features of AwesomeMod, and of those I don't care for, this is by far the most annoying, and the only one I cant seem to disable. I don't want to have to stop using the mod just because of something as silly as this, but I've gotten to the point where that is likely to be the case if I cant disable it.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 15, 03:51:47
Can you elaborate on what exactly the problem is?


Title: Re: Awesomemod Request Thread
Post by: Anach on 2012 July 15, 13:24:41
Would it be possible to change the outfit copy/move command to specify a sim:  "outfit[cp|mv] [sim] <source category>[.#] <destination category>[.#]" and maybe even a different sim as destination: "outfit[cp|mv] [sim]<source category>[.#] [sim] <destination category>[.#]"?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 15, 14:03:08
No, you definitely cannot copy an outfit to a different sim. That would be BAD. This is because what a sim looks like, in addition to what it is wearing, is part of its "uniform". Directly copying an outfit like that would be Very Bad and could cause your game to explode.

Added the first suggestion, though.


Title: Re: Awesomemod Request Thread
Post by: dragonheart on 2012 July 15, 17:22:30
The problem is that I don't always want the properties of a light to be copied to new lights. Sometimes I want to change one light, or one room, then move on to another room, and have the lights I put out have default settings without having to change them myself. If there were a way to disable Light Cloning, I would appreciate it. Through a command preferably, as I do like it sometimes.

There is another lighting issue I've had, though I don't know if it is caused by the Light Cloning or not. Sometimes when I add lights, they wont work. As is, they provide no light at all. No changes to brightness/color/etc, or even turning them off and on again, will fix it. The only way I've found to fix them is turning black light on and off. This may just be an EAxis bug/fault, and totally unrelated, however.

Another suggestion I had, if it isn't too much trouble, is to add hunting to the Supreme Commander for pets. That's pretty much all I do with the pets usually, and it would be nice to be able to automate it.

Also, thanks for all your work. Despite the minor irritations I've come across, your mod really is a game changer for me. It makes the game much more enjoyable.


Title: Re: Awesomemod Request Thread
Post by: danielmyst on 2012 July 15, 20:32:28
I would like to see some functionality that allows users to delete relationships from the relationship panel like with Twallan's RelationshipPanel mod: What is the airspeed velocity of an unladen swallow? (http://What is the airspeed velocity of an unladen swallow?)

I would use AM and this together, but they both use the ctrl-click keystroke. Since the RelationshipPanel mod overrides AM's ctrl-click functionality in the relationship panel, they are incompatible. Would like to see some way to delete relationships from the relationship panel in AM regardless!

Thanks.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 July 15, 21:25:19
Sometimes when I add lights, they wont work. As is, they provide no light at all. No changes to brightness/color/etc, or even turning them off and on again, will fix it. The only way I've found to fix them is turning black light on and off. This may just be an EAxis bug/fault, and totally unrelated, however.
I often get this and the fix you have suggested is the only one I've found to work.

Quote
Another suggestion I had, if it isn't too much trouble, is to add hunting to the Supreme Commander for pets. That's pretty much all I do with the pets usually, and it would be nice to be able to automate it.
Any cat I've had with the hunting trait has trained itself. Is that what you mean?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 16, 08:15:29
Supreme Commander already exists for horses, as horses have actual meaningful skills to grind. Are there cat/dog related things worth grinding? I wasn't aware those were pets with skills that needed grinding, as opposed to just pets that ran about being pets.


Title: Re: Awesomemod Request Thread
Post by: dragonheart on 2012 July 16, 10:03:27
You can train Dogs and Cats to hunt.

Cats can train themselves, actually, by clicking on a toy and choosing practice stalking. Once they learn how to hunt (hunting skill 1), you can click on the ground outside and choose "Stalk for prey" which causes them to sniff around and find insects and critters. these are ones that spawn specifically for the cat, rather than ones that are already spawned. I get all of my minor pets (except big birds like falcons) from my cat. I keep one of each of the rare quality ones. They only find beetle class insects, not butterflies, but it is still a source of income. In my current family, my cat has brought in more money, selling minor pets and beetles, than my Sim... who is a photographer, so I'll let it slide.

Dogs have to be trained by Sims. Once they learn (again, hunting 1), they can dig up space rocks, gems, metals, and unique buildables, like the dive well, sarcophagus, etc. from World Adventures, but different ones(fire hydrant statue, skeleton of a person, dino skeleton, and a dog statue). The clickable for them is called "Sniff out collectable." My dog has earned his weight and then some by finding Tiberium, which i then cut, let grow, and sell for a ginormous wad of cash.

Once they are high enough in Hunting, they can find specific types, but it puts a waypoint on the map that you have to click on with them, so just the standard "Stalk.."/"Sniff out..." functions would be best to automate.

There are also dig spots that spawn around town similar to the excavation points in WA that the dog can dig at, and automating that would be nice as well, but not as important in my opinion.

So if you could work it out to automate that, it would be great... Not expecting miracles. I'm sure if you take the time at all that it will take a while to figure out and script, so no worries.

And, no offense... How did you not know about that?

Thanks again for your hard work.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 16, 12:31:34
Probably because the game is so clunky to load that I don't really play all that much: By the time it finishes loading, I've forgotten what it was I was going to do.


Title: Re: Awesomemod Request Thread
Post by: dragonheart on 2012 July 16, 12:57:56
Heh, I have days like that... though usually it's my depression talking. Other days, I cant seem to get away from the game. Must say, pretty awesome work you do for a game you hardly play.

On a side note, if you look at the turtle terrarium (sure I spelled that wrong, but the spell check agrees with it,) there is a shelf under the case (for food and such.) On the shelf is a half eaten piece of pizza. When I first saw it, I was thinking, "Why the hell is there pizza under the turtle case..?" Then I facepalmed, as the obvious, yet humorous, answer occurred to me.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 July 16, 13:26:53
If you're going to go tweaking cat and dog skills I'd request you make sure that hand of god applies to them. The last time I bothered to keep pets in the game I wasn't running hand of god so I don't know if it's already implemented or not, but I do know that hunting pets gather complete shit in their inventories.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 17, 12:58:59
On a side note, if you look at the turtle terrarium (sure I spelled that wrong, but the spell check agrees with it,) there is a shelf under the case (for food and such.) On the shelf is a half eaten piece of pizza. When I first saw it, I was thinking, "Why the hell is there pizza under the turtle case..?" Then I facepalmed, as the obvious, yet humorous, answer occurred to me.
Okay, you lost me. Why?


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 July 17, 13:46:53
On a side note, if you look at the turtle terrarium (sure I spelled that wrong, but the spell check agrees with it,) there is a shelf under the case (for food and such.) On the shelf is a half eaten piece of pizza. When I first saw it, I was thinking, "Why the hell is there pizza under the turtle case..?" Then I facepalmed, as the obvious, yet humorous, answer occurred to me.
Okay, you lost me. Why?
I think it's because of the Teenage Mutant Ninja Turtles, they seem to be avid pizzs eaters.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 17, 14:04:40
When was that? Late 70s? Early 80s? By now they'd be the middle-aged mutant ninja turtles, and that pizza can't be good for their cholesterol. Although I hear turtles *ARE* apparently putatively immortal, so perhaps not. Still, didn't they brutally murder their putative foe already?


Title: Re: Awesomemod Request Thread
Post by: dragonheart on 2012 July 17, 18:25:50
When was that? Late 70s? Early 80s? By now they'd be the middle-aged mutant ninja turtles, and that pizza can't be good for their cholesterol. Although I hear turtles *ARE* apparently putatively immortal, so perhaps not. Still, didn't they brutally murder their putative foe already?

More like since the mid 80s. They are still insanely popular, even though there is currently, to my knowledge, no show running. There have been several over the years, however, and then of course movies, which there are rumors of another one upcoming. Ironically, something most fans don't know, the idea originated from a post apocalyptic, much darker and not very kid friendly comic series, aimed more towards a mature audience. There was also a pen and paper RPG, published by Palladium.


Title: Re: Awesomemod Request Thread
Post by: jfade on 2012 July 24, 16:36:18
I know that we already have a magical push button (buyarandomtoading) to advance story mode happenings, such as moving people around, getting jobs, making babbies, sending sims out on dates, etc. but it gets a bit tiresome to have to type this in over and over to get things to happen. I have informonstoryaction set to true, and, maybe it's not entirely accurate in its reporting, but it seems like unless I use buyarandomtoading, certain things do not happen.

I'll give you an example: In my new hood, there are a LOT of single people, but it seems like they're not dating or getting married nearly fast enough. After a more than a week, most of them only had friends or loose romantic pairings, very few had gone into a "steady" relationship (actually, only one), and that was the furthest any of them got. And that's WITH me typing in buyarandomtoading nightly in the game while my Sims are sleeping.

So, I guess my request (or is it a question?) is: Can we get a super ultra magical push button that will run any and all pending story mode actions at once? It'll execute all the moves, send Sims on all the dates, and make people get all the jobs possible at the same time. Or, alternatively, am I being too impatient, and how long should I expect to wait for Awesome Story Driver to get couples in my town hitched and started on making the next generation so that my playables can do the same?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 July 25, 03:28:01
It sounds like your neighborhood just has poor compatibility with each other, which is why their romances aren't advancing very quickly. It is also possible that the story generator doesn't cycle enough actions often enough. I will look into the feasibility of tweaking the progression rates.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 July 25, 04:15:08
I'll second JFade's request because I must have poor compatability too.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 August 06, 19:10:33
Could you add an auto "moviemakercheatsenabled" cheat like you have for "testingcheatsenabled"?


Title: Re: Awesomemod Request Thread
Post by: Mylinda Antoinette on 2012 August 09, 00:15:55
There is one thing that constantly bothers me about the game.  How come sims with the nausea moodlet still get hungry?  Wouldn't it make more sense if their hunger motive froze when they get nauseous?

Is that something you could fix?


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 August 09, 05:38:12
Not having been pregnant myself I can't speak with complete certainty, but I don't think it works that way. I think people tend to starve to death if they don't eat - probably faster if they also have growing parasites and vomiting.


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2012 August 09, 22:28:34
Where did this person mention pregnancy? The nauseous moodlet doesn't come solely from pregnancy. You've never had a flu before, or food poisoning? One's appetite isn't exactly blossoming when they're hunched over a toilet retching.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 August 10, 05:14:15
And the result of what she is suggesting would have the largest impact on pregnant sims. The other occurences of nausea are temporary in comparison, and even then sick people need to eat even if they don't want to. You have to remember that the hunger motive is your blood sugar, not your om nom nom drive.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 August 10, 13:39:47
Apparently they think your body magically draws nutrients from the air when you're nauseated.


Title: Re: Awesomemod Request Thread
Post by: HomeschooledByTards on 2012 August 10, 16:11:16
Nausea can also sometimes be cured by eating. It doesn't always work, but a lot of times some crackers or soup will settle your stomach and you'll feel fine again.


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2012 August 10, 21:13:23
Aye, but in this game hunger and om nom nom drive is one in the same. Sim loses hunger motive, Sim seeks food, even if realistically they may NEED food but not want to eat. What would be cool is a "No Appetite" moodlet where your Sim will reject player's demands to forage and then starve themselves to death in the process.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 August 10, 21:46:11
Yeah, that would be really fucking awesome and incredibly useful.


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2012 August 10, 23:17:42
What, you think that was a serious request? Are you stupid?


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 August 11, 02:08:54
Well, it was an idiotic request, and you're kind of an idiot, so I don't know why it would suddenly be beyond the scope of reason to assume that you were serious.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 August 11, 14:27:51
Let's just drop this line of inquiry right now, because I'm not doing it. If you REALLY want to do that, AwesomeMod includes a plugin functionality for use with the Undiscovered Shiny that you can use to write your own plugin. But that's an advanced topic that goes beyond the scope of what a drooler like you is probably capable of. So yeah, y'all just go back to drooling into your bibs and staring derpily at the wall.


Title: Re: Awesomemod Request Thread
Post by: spiration on 2012 August 12, 06:24:58
Would it be possible to hide plumbobs and speech/thought bubbles separately from each other? Right now it's sort of an all-or-nothing choice with hideheadlineeffects, which can get annoying sometimes since I like the speech bubbles but the plumbob annoys me to no end. I guess skill bars could be lumped in here too, since they also get hidden with the other stuff anyways.


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2012 August 12, 22:43:38
Well, it was an idiotic request, and you're kind of an idiot, so I don't know why it would suddenly be beyond the scope of reason to assume that you were serious.

Well, now you'll know for next time that assuming makes an ass out of you. But then, so does all the rest of your hilarious "wit" you mercilessly salt each thread with.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 August 13, 00:26:54
Bitter cat is bitter.


Title: Re: Awesomemod Request Thread
Post by: danielmyst on 2012 August 13, 05:52:13
I would like to see some functionality that allows users to delete relationships from the relationship panel like with Twallan's RelationshipPanel mod: http://nraas.wikispaces.com/RelationshipPanel+Phase+Five (http://nraas.wikispaces.com/RelationshipPanel+Phase+Five)

I would use AM and this together, but they both use the ctrl-click keystroke. Since the RelationshipPanel mod overrides AM's ctrl-click functionality in the relationship panel, they are incompatible. Would like to see some way to delete relationships from the relationship panel in AM regardless!

Thanks.

Hey Pescado and crew, just wondering what your thoughts are on considering this as a mod to the relationship panel in AM and/or if there's any other way to do this currently via AM or another scripting mod that isn't documented.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 August 13, 12:47:36
Deleting relationships doesn't serve any clear functional purpose to do casually, and may actually negatively affect aspects of the game, such as disrupting scoring counters of how many sims your sim has encountered for achievement purposes. The game already performs its own cleanup when a sim is deleted, anyway. I may consider it as a debug functionality. Just what kind of problem are you attempting to resolve this way?


Title: Re: Awesomemod Request Thread
Post by: danielmyst on 2012 August 13, 15:49:19
Deleting relationships doesn't serve any clear functional purpose to do casually, and may actually negatively affect aspects of the game, such as disrupting scoring counters of how many sims your sim has encountered for achievement purposes. The game already performs its own cleanup when a sim is deleted, anyway. I may consider it as a debug functionality. Just what kind of problem are you attempting to resolve this way?

I found that my relationship panel inflates itself pretty quickly with "acquaintance" relationships and tends to get pretty crowded/overstuffed with these. I found that simply ctrl-clicking the desired sims that I would never come in contact again with seemed pretty convenient and kept my relationship panel from getting over-bloated.

I understand some people may find this irrelevant and risky, but I'm sure lots of other people may find this handy like me!

Thanks for your consideration Pescado!


Title: Re: Awesomemod Request Thread
Post by: jfade on 2012 August 14, 00:27:01
Let's just drop this line of inquiry right now, because I'm not doing it. If you REALLY want to do that, AwesomeMod includes a plugin functionality for use with the Undiscovered Shiny that you can use to write your own plugin. But that's an advanced topic that goes beyond the scope of what a drooler like you is probably capable of. So yeah, y'all just go back to drooling into your bibs and staring derpily at the wall.
Plugin? Undiscovered Shiny? I would like to formally request information about these two topics: May I have information about AwesomeMod plugin capability and the Undiscovered Shiny?


Title: Re: Awesomemod Request Thread
Post by: Roobs on 2012 August 15, 23:48:59
I notice there are several oversights with the DJ booth. Was wondering if some changes could be incorporated into Awesomemod.

- There is a DJ Service NPC for hire in the game but DJs don't actually appear on community lots, where they would actually be of some use. It's kinda stupid how most of the Showtime venues are silent unless you actually send your sim to do the damn job themselves.
- When a sim starts using a DJ booth, it doesn't automatically disable other music sources in the room like the instruments do. You have to manually disable/enable stereos, which is annoying, or otherwise allow your ears to bleed.
- The LN dance floors require music to be playing in order for sims to dance. Apparently an active DJ booth doesn't count. I'm guessing this is probably something to do with the music from the DJ booth actually being made up of sound effects. But whatever it is, it's still stupid.
-Making a Groove, or whatever, seems to prompt every sim on the lot and in the household to react to this interaction. I had a sim run out of work in the middle of their shift just so they could go home to boo the DJ.


Title: Re: Awesomemod Request Thread
Post by: scamander on 2012 August 22, 16:55:16
One thing I have noticed is that the Supreme Commander does nothing with the pet skills. I think that the Pet skills should be incorporated into the Supreme Commander. For the hunting skill at least, it should be very similar to the "Collect:..." command for regular Sims.


Title: Re: Awesomemod Request Thread
Post by: Monty on 2012 August 24, 06:31:48
I've been playing my vampires recently, and the novelty quickly becomes tiresome as the game feels the need to constantly remind me that vampires do not like sunlight (it even admits it is a well known fact-- why the fuck are you telling me then?) every time I order one to bring the newspaper into the house, walk into the garage or go to work. Maybe Awesomemod should change this so that this warning is only thrown up when a vampire is being a retard and has already been standing out in the sun for long enough to get a well done crisp going.

Because at the moment, it's creating a boy who cried wolf effect where I just click away the warning every single time and find out the vampire has been chilling in the sun for the past 5 hours when the camera pans over to him starving to death. When you switch households, the warning is thrown up when vampires are about to die; instead of when they've walked onto the front porch, since the game has been making them play in the sun while I've been occupied on another household. So while I expect to click away this warning as yet another pointless EAxian reminder, I have to micromanage my vampire households. It's just a pain in the ass. It could have been a warning for imminent death, but it's pestering me every time they briefly go outside. I don't know when to ignore the warning or not because it doesn't throw up the warning when it's appropriate.


Title: Re: Awesomemod Request Thread
Post by: phnxflyng on 2012 September 01, 20:56:21
One thing I really like with AM is that way famblies must have a crib to have babies. I'm wondering if you could do the same thing with the pet dish and horse water troughs. That way, no horses in the tiny houses I build for my poor sims. No animals living in a house where they can't be fed, either.


Title: Re: Awesomemod Request Thread
Post by: Basilo on 2012 September 02, 16:47:40
Of course, with the new 1.38 update EA screwed more stuff up. This time it's the interactions "Tend Garden" "Harvest" and "Weed plant" They used to have your sim do all of the plants on the lot, but now they only do 1-5, and they seem to snap into a different animation when they're done, as well as the occasional teleportation. Would you mind fixing this?


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2012 September 03, 06:17:22
I am recalling with fondness my favourite pes-creation from sims 2 - SMITE! I hereby put in a request for smiting, the meteor shower would be wonderful for it - and no, I don't care about collatoral damage, what self-respecting deity does?

Can we please have 'rocks fall, everyone dies'?


Title: Re: Awesomemod Request Thread
Post by: Kitty on 2012 September 03, 10:55:44
Is it possible for you to add an option to keep inactive (or only chosen inactive) sims from earning or spending money? Like the option for job performance?

Thanks very much.


Title: Re: Awesomemod Request Thread
Post by: Bain on 2012 September 06, 01:52:22
If my sim has martial arts, I should be able to karate chop zombies! Or atleast kick them off of my lot by beating them up. Any chance of adding this functionality to defend again zombies?


Title: Re: Awesomemod Request Thread
Post by: akmpe on 2012 September 06, 22:18:32
I am recalling with fondness my favourite pes-creation from sims 2 - SMITE! I hereby put in a request for smiting, the meteor shower would be wonderful for it - and no, I don't care about collatoral damage, what self-respecting deity does?

Can we please have 'rocks fall, everyone dies'?

I believe there's a debug interaction that summons a meteor on where you activate it.


Title: Re: Awesomemod Request Thread
Post by: gulgris on 2012 September 07, 07:20:09
I wonder if it would be possible to allow for less traits with AM.
Without AM I can choose to finish even if I have not assigned a full bar, I only have to click on continue (anyway?) on a pop-up.
Whith AM this is impossible, so I have to close the game, pull AM, enter the game to modify the traits via cheats, close the game again, put in AM and load the game once more. It would be great not to have to do that. I use the configuration tool but have not seen an option for this there?


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 September 07, 09:55:16
I'm back to request that while you are having to poke around in the code to update AM could you PLEASE take a look at the digital photo frames to force them to display their stored images upon save load instead of having to manually update them every time a save is loaded?


Title: Re: Awesomemod Request Thread
Post by: EsotericPolarBear on 2012 September 07, 12:20:35
Make the lunacy moodlet go away, please.  My sims shouldn't turn insane just because its a full moon and the constant queue stomping is absurd.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 September 07, 17:17:27
I'm back to request that while you are having to poke around in the code to update AM could you PLEASE take a look at the digital photo frames to force them to display their stored images upon save load instead of having to manually update them every time a save is loaded?

ERMAHGERD! I will once again second this.


Title: Re: Awesomemod Request Thread
Post by: sloppyhousewife on 2012 September 08, 15:33:59
Make the lunacy moodlet go away, please.  My sims shouldn't turn insane just because its a full moon and the constant queue stomping is absurd.

I don't mind the +40 buff from the moodlet, but it would be nice to have it without the queue stomping, yes.

I have another request: PLEASE kill the "go online so I can share with friends"/phoning home attempts when clicking on an elixir in inventory.

Scrap that - I found a way to get rid of it.


Title: Re: Awesomemod Request Thread
Post by: gumbyscout on 2012 September 09, 02:07:17
I'm not sure if this is a bug or a 'feature', but after you get the ability to use elixirs like roofies in drinks, you loose the ability to throw the elixirs. This makes certain elixirs almost useless, because to even give a spiked drink, you have to be friends with the sim and they have to be interactable(which zombies aren't), and then it's up to them to use it in their inventory. So my request is to make it to where you can throw elixirs, regardless of how high up you are in alchemy.


Title: Re: Awesomemod Request Thread
Post by: akmpe on 2012 September 09, 03:58:24
Request:

Custom pattern filter as default, along the lines of the filter options for the sim bin and the clothing.


Title: Re: Awesomemod Request Thread
Post by: Naiad on 2012 September 09, 05:02:21
Please stop the constant zombie avalanches. They are not cool and I'm tired of using resetsim every time one tries to eat the garden.
Better, make an option to disable zombies altogether, so people who like them can keep them. The witch reanimation ritual will probably need to be an exception, though.


Title: Re: Awesomemod Request Thread
Post by: akmpe on 2012 September 09, 05:10:25
Please stop the constant zombie avalanches. They are not cool and I'm tired of using resetsim every time one tries to eat the garden.
Better, make an option to disable zombies altogether, so people who like them can keep them. The witch reanimation ritual will probably need to be an exception, though.

http://simsasylum.com/tfm/index.php?/topic/3389-no-zombies-spawning-on-full-moons-requires-supernatural-ep-for-the-zombies/ (http://simsasylum.com/tfm/index.php?/topic/3389-no-zombies-spawning-on-full-moons-requires-supernatural-ep-for-the-zombies/)

I think you need to register to see/download it, but it's just a simple tuning mod. Edits the LunarCycleManager XML.


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 September 09, 06:42:03
Please stop the constant zombie avalanches. They are not cool and I'm tired of using resetsim every time one tries to eat the garden.
Better, make an option to disable zombies altogether, so people who like them can keep them. The witch reanimation ritual will probably need to be an exception, though.

There's a tick box in options to turn zombies off.


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2012 September 09, 08:07:50
Please stop the constant zombie avalanches. They are not cool and I'm tired of using resetsim every time one tries to eat the garden.
Better, make an option to disable zombies altogether, so people who like them can keep them. The witch reanimation ritual will probably need to be an exception, though.

There's a tick box in options to turn zombies off.

Claeric? Is that you?
(http://farm9.staticflickr.com/8176/7901606188_be3949a23b.jpg)

ETA: Here's a thread on how to actually shut them off though: http://www.modthesims.info/showthread.php?t=486259&c=1&ht=&page=1&pp=25#startcomment


Title: Re: Awesomemod Request Thread
Post by: witch on 2012 September 09, 08:22:42
I SWARE MY GAME HAS A TICKBOX!

No, seriously, I scanned the list and thought, yeah, they've covered all the supes. I was wrong.

HAPPY NOW?


Title: Re: Awesomemod Request Thread
Post by: coltraz on 2012 September 09, 08:57:46
We all thought we did know from time to time.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 September 09, 17:11:07
Gotta give credit where credit is due:  that was a textbook "Facerake and Spork" one-two punch, with bonus points for tangentially sporking the Vole.


Title: Re: Awesomemod Request Thread
Post by: sloppyhousewife on 2012 September 09, 21:15:46
Make the lunacy moodlet go away, please.  My sims shouldn't turn insane just because its a full moon and the constant queue stomping is absurd.

I think I managed to kill the queue stomping (http://www.moreawesomethanyou.com/smf/index.php/topic,21769.0.html). Also, my own no zombies mod for those interested.

As for the tick box: I was absolutely sure I had one, too :D


Title: Re: Awesomemod Request Thread
Post by: Pixelen on 2012 September 10, 18:05:01
I don't actually mind the zombies, but I would like it if they spawned less often on my lots and stopped eating so many plants.


Title: Re: Awesomemod Request Thread
Post by: sloppyhousewife on 2012 September 10, 20:28:10
[...] and stopped eating so many plants.
That's the reason why I have a fenced-in garden that can only be entered through the backdoor ;).


Title: Re: Awesomemod Request Thread
Post by: Edana ni Emer on 2012 September 11, 02:23:09
Would it be at all possible to kill autonomous werewolf furniture-scratching? In a house with six werewolves it's hard to ride herd on the little fuckers to keep them from trashing everything. Maybe make it a directed action instead, for anyone who mysteriously wants to wreck their own furniture?


Title: Re: Awesomemod Request Thread
Post by: sloppyhousewife on 2012 September 11, 15:47:49
Would it be at all possible to kill autonomous werewolf furniture-scratching? In a house with six werewolves it's hard to ride herd on the little fuckers to keep them from trashing everything. Maybe make it a directed action instead, for anyone who mysteriously wants to wreck their own furniture?

I made two test hacks (http://www.moreawesomethanyou.com/smf/index.php/topic,21769.msg594659.html#msg594659) for this - try them out at your own risk  ;)


Title: Re: Awesomemod Request Thread
Post by: akmpe on 2012 September 11, 20:55:12
Is it at all possible to allow occult statuses of one species apply to other species when manually added? I want my witch's familiar (cat) to be able to cast spells, but adding the unicorn trait and debug-commanding Occult>Add>Unicorn hasn't done anything. I even tried adding the "short on magic" buff that unicorns get to see if that would activate the commands, but it didn't. When I tried adding the Unicorn occult state to it through Master Controller, it made no difference, and when I checked in that section again it said its occult state was still None.

I'd imagine there would be animation difficulties, but I don't think I'd mind my cat becoming a stretchy freak if it means it can catch things on fire.


Title: Re: Awesomemod Request Thread
Post by: Versus on 2012 September 12, 01:09:27
If it's possible, can you make it where townie werewolves revert back to human form when it's no longer the full moon? After a full moon all of the werewolf townies stay transformed forever and it's really killing the purpose of a full moon for me.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 September 12, 02:07:34
If it's possible, can you make it where townie werewolves revert back to human form when it's no longer the full moon? After a full moon all of the werewolf townies stay transformed forever and it's really killing the purpose of a full moon for me.

You need to lurk moar too. This is being covered elsewhere.


Title: Re: Awesomemod Request Thread
Post by: Twilight Oracle on 2012 September 13, 20:35:07
Since Awesome already allows disabling aging for ghosts and robots, may you perhaps implement the option to toggle aging for other occults? Particularly vampires, who are supposed to be immortal, and mummies, who are already undead. (a mummy dying of "old age" is just a huge logic bomb, he's already like 4,000 years old...)


Title: Re: Awesomemod Request Thread
Post by: akmpe on 2012 September 13, 20:38:09
Since Awesome already allows disabling aging for ghosts and robots, may you perhaps implement the option to toggle aging for other occults? Particularly vampires, who are supposed to be immortal, and mummies, who are already undead. (a mummy dying of "old age" is just a huge logic bomb, he's already like 4,000 years old...)
There is a lifetime reward for vampires to become immortal. Also, I think you can turn individual ageing off with debug commands. Alternatively, Twallan's Master Controller can turn ageing off for specific occult types, I think. If not, it can at least turn it off for all sims of that occult type.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 September 14, 17:00:18
Can you make it so that when your werewolf sims transform they either keep their normal face or only the new sliders (brow, ears and jaw) are applied? The fact that every werewolf in my town has the same two faces urks me something fierce.


Title: Re: Awesomemod Request Thread
Post by: fiberglassdolphin on 2012 September 14, 21:09:33
I was playing The Sims 3's very own generic Edward Cullen and realized that he does not burn up in the sun, nor does he get a vampiric vigor from the moonlight. It seems that vampires under 18 are VINOs (vampires in name only). It'd be great if vampires below YA could heat up in the sun.


Title: Re: Awesomemod Request Thread
Post by: BillyGruff on 2012 September 15, 01:48:48
I would like to request a repack & reupload of the latest awesomemod base file, as there is something wrong with the zip, I know how to unzip, I do it all the time. thanks.


Title: Re: Awesomemod Request Thread
Post by: akmpe on 2012 September 15, 02:01:52
I would like to request a repack & reupload of the latest awesomemod base file, as there is something wrong with the zip, I know how to unzip, I do it all the time. thanks.

PEBKAC


Title: Re: Awesomemod Request Thread
Post by: RebelRed on 2012 September 15, 02:20:58
I would like to request a repack & reupload of the latest awesomemod base file, as there is something wrong with the zip, I know how to unzip, I do it all the time. thanks.


Didn't we all just tell you that you are a fucking idiot in ANOTHER thread?  Stop thread shitting asshole, and leave.


Title: Re: Awesomemod Request Thread
Post by: Starler on 2012 September 15, 02:25:21
Everyone else is able to unpack the mod just fine, which means that any problem is on your end only. How stupid are you, really?


Title: Re: Awesomemod Request Thread
Post by: EsotericPolarBear on 2012 September 15, 02:43:22
No, no really, the zip is corrupted if you're him.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 September 15, 03:36:53
I know how to unzip, I do it all the time. thanks.

I don't think your fly counts.


Title: Re: Awesomemod Request Thread
Post by: Toasty on 2012 September 15, 03:53:06
I would like to request a repack & reupload of the latest awesomemod base file, as there is something wrong with the zip, I know how to unzip, I do it all the time. thanks.

I would like to request that you GTFO and learn to consistently capitalize the beginnings of your sentences. No one is going to help you if you insist on being a retard.


Title: Re: Awesomemod Request Thread
Post by: HomeschooledByTards on 2012 September 15, 17:02:08
I would like to request a repack & reupload of the latest awesomemod base file, as there is something wrong with the zip, I know how to unzip, I do it all the time. thanks.

I would like to request that you GTFO and learn to consistently capitalize the beginnings of your sentences. No one is going to help you.

FTFY.


Title: Re: Awesomemod Request Thread
Post by: Jayroo on 2012 September 15, 20:45:33
Can you make it so that when your werewolf sims transform they either keep their normal face or only the new sliders (brow, ears and jaw) are applied? The fact that every werewolf in my town has the same two faces urks me something fierce.

While reading the forums at MTS I noticed Twallan seems to have figured out some of the issues with Werewolves and their transformations.  I do not use that particular mod though so I must admit I would also like Awesomemod to handle this one day.


Title: Re: Awesomemod Request Thread
Post by: Versus on 2012 September 15, 21:11:11
Can you make it so that when your werewolf sims transform they either keep their normal face or only the new sliders (brow, ears and jaw) are applied? The fact that every werewolf in my town has the same two faces urks me something fierce.

While reading the forums at MTS I noticed Twallan seems to have figured out some of the issues with Werewolves and their transformations.  I do not use that particular mod though so I must admit I would also like Awesomemod to handle this one day.
Yes, Overwatch fixes it.


Title: Re: Awesomemod Request Thread
Post by: Jayroo on 2012 September 15, 22:51:19
Can you make it so that when your werewolf sims transform they either keep their normal face or only the new sliders (brow, ears and jaw) are applied? The fact that every werewolf in my town has the same two faces urks me something fierce.

While reading the forums at MTS I noticed Twallan seems to have figured out some of the issues with Werewolves and their transformations.  I do not use that particular mod though so I must admit I would also like Awesomemod to handle this one day.
Yes, Overwatch fixes it.

Oh, I actually use that one. 


Title: Re: Awesomemod Request Thread
Post by: lsmithiii on 2012 September 16, 15:18:37
I would like to request that if a sim has 1 of the Showtime careers, ie.magician that sc have them perform for tips as their default work state when sc is set to work school. As things stand now the acrobat will skill athletic till athletic is maxed then goof off. The others will just goof off.

Also it would be cool if there was an option similar to sell/refine added to the gem cutter from Supernatural.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 September 17, 04:35:54
Can you make it so that when your werewolf sims transform they either keep their normal face or only the new sliders (brow, ears and jaw) are applied? The fact that every werewolf in my town has the same two faces urks me something fierce.

While reading the forums at MTS I noticed Twallan seems to have figured out some of the issues with Werewolves and their transformations.  I do not use that particular mod though so I must admit I would also like Awesomemod to handle this one day.
Yes, Overwatch fixes it.

Nope, still only the two faces. You Nrassians need to get your facts straight, here you say cverwatch at MTS they say master controller, neither of which do what I was asking for.


Title: Re: Awesomemod Request Thread
Post by: Jayroo on 2012 September 17, 06:59:30
Can you make it so that when your werewolf sims transform they either keep their normal face or only the new sliders (brow, ears and jaw) are applied? The fact that every werewolf in my town has the same two faces urks me something fierce.

While reading the forums at MTS I noticed Twallan seems to have figured out some of the issues with Werewolves and their transformations.  I do not use that particular mod though so I must admit I would also like Awesomemod to handle this one day.
Yes, Overwatch fixes it.

Nope, still only the two faces. You Nrassians need to get your facts straight, here you say cverwatch at MTS they say master controller, neither of which do what I was asking for.

I noticed the discrepancy afterwards also but neglected to bring it up.  I suppose I will just wait and see who offers the best solution.  I'd prefer it to be Awesome.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 September 17, 14:05:52
I think the Werewolf genetics might be a wee bit messed up too.  I had the Werewolf smooshed nose show up on a normal child, when both parents had normal noses.


Title: Re: Awesomemod Request Thread
Post by: BlueSoup on 2012 September 21, 00:13:21
Can you please add the alchemy recipes to the no-poofing-after-reading?  


Title: Re: Awesomemod Request Thread
Post by: WatersMoon on 2012 September 23, 19:44:03
It would be really great if there were a way to edit new Werewolves in game. It is (obviously) easy to edit werewolves in CAS when you make a new family, but if a Sim is bitten in game there doesn't seem to be any way to edit their werewolf form. The mirror doesn't work, and Shift/Clicking to send one to CAS doesn't seem to ever pop up with the second form icon over the Sim icon in the bar. I need to get rid of the horrible werewolf hair, which doesn't match my Sim's normal look at all.
Master Controller fixes this.

Having werewolves keep most of their features, as previously asked for, would solve this for me.


Title: Re: Awesomemod Request Thread
Post by: Ambular on 2012 September 23, 20:16:17
Would it be possible to hide the useless "Player Profile and Wall" and "Simport" options in the menu?


Title: Re: Awesomemod Request Thread
Post by: fiberglassdolphin on 2012 September 23, 22:52:12
If AllVampiresAreVampires seems like a good option for the configuration file, then CarnivorousZombies might be as well. I'd rather the zombie horde eat all my Sims' brains than all of their plants.

It would be really great if there were a way to edit new Werewolves in game. It is (obviously) easy to edit werewolves in CAS when you make a new family, but if a Sim is bitten in game there doesn't seem to be any way to edit their werewolf form. The mirror doesn't work, and Shift/Clicking to send one to CAS doesn't seem to ever pop up with the second form icon over the Sim icon in the bar. I need to get rid of the horrible werewolf hair, which doesn't match my Sim's normal look at all.

Though having werewolves keep most of their features, as previously asked for, would probably solve this for me.

Good news, everyone! The improved CAS of Twallan's Master Controller features a werewolf transform button while editing existing Sims.


Title: Re: Awesomemod Request Thread
Post by: LordHellscream on 2012 September 24, 03:10:52
A few requests for supernatural ep.

In general I think spells in this expansion is way underwhelming, it will be AWESOME if the awesome mode can beef them up and potentially add some new spells

1. Greater Fire blast - this should set the sims on fire and with a good chance to kill the sims.
2. Greater Ice blast - this should have 100% chance to freeze the sims solid, which should last forever until fire blast is cast on it, in addition, the spell should FREEZE all motives the sim shouldn't age while frozen.

3. Charm/Curse energy - in additional to hunger, hygiene and bladder, new spells should charm/curse energy, the charm version should cost a lot of magic so it won't be OP'ed
4. Teleportation
5. Curse of Age - curse the sim to age to next stage
6. Charm of Youth - reset to day 0 of current stage
7. Bless - remove negative moodlets
8. Remove major curses - cure lycanthropy and vampirism
9. Fly - similar effect like fairy. be able to fly instead of run for 24 hrs.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 September 24, 17:11:50
Can you please add the alchemy recipes to the no-poofing-after-reading?
But those actually *ARE* magic scrolls!


Title: Re: Awesomemod Request Thread
Post by: Iolanthe on 2012 September 24, 18:48:46
Kleptomaniac sims used to be able to steal things from inside buildings.  With one of the recent patches, EA changed it so they can only steal things outside on community lots.  I don't want them to have unlimited swipes or be able to do it all day (as one mod allows), but it would be nice to be able to steal from inside museums and such.  Is this within the scope of Awesomemod, or would it just be an XML tweak?


Title: Re: Awesomemod Request Thread
Post by: BlueSoup on 2012 September 24, 23:56:01
Can you please add the alchemy recipes to the no-poofing-after-reading?
But those actually *ARE* magic scrolls!

More like scrolls about magic, not magic scrolls :P


Title: Re: Awesomemod Request Thread
Post by: akmpe on 2012 September 26, 03:43:03
It would be really great if there were a way to edit new Werewolves in game. It is (obviously) easy to edit werewolves in CAS when you make a new family, but if a Sim is bitten in game there doesn't seem to be any way to edit their werewolf form. The mirror doesn't work, and Shift/Clicking to send one to CAS doesn't seem to ever pop up with the second form icon over the Sim icon in the bar. I need to get rid of the horrible werewolf hair, which doesn't match my Sim's normal look at all.

Though having werewolves keep most of their features, as previously asked for, would probably solve this for me.

Have you tried editsim? If you don't even know what I'm talking about, RTFM.


Title: Re: Awesomemod Request Thread
Post by: WatersMoon on 2012 September 26, 05:24:36
It would be really great if there were a way to edit new Werewolves in game. It is (obviously) easy to edit werewolves in CAS when you make a new family, but if a Sim is bitten in game there doesn't seem to be any way to edit their werewolf form. The mirror doesn't work, and Shift/Clicking to send one to CAS doesn't seem to ever pop up with the second form icon over the Sim icon in the bar. I need to get rid of the horrible werewolf hair, which doesn't match my Sim's normal look at all.

Though having werewolves keep most of their features, as previously asked for, would probably solve this for me.

Have you tried editsim? If you don't even know what I'm talking about, RTFM.
Of course I did. However, using Master Controller, I can switch between normal and werewolf forms while editing my Sim.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 September 26, 06:43:23
It would be really great if there were a way to edit new Werewolves in game. It is (obviously) easy to edit werewolves in CAS when you make a new family, but if a Sim is bitten in game there doesn't seem to be any way to edit their werewolf form. The mirror doesn't work, and Shift/Clicking to send one to CAS doesn't seem to ever pop up with the second form icon over the Sim icon in the bar. I need to get rid of the horrible werewolf hair, which doesn't match my Sim's normal look at all.

Though having werewolves keep most of their features, as previously asked for, would probably solve this for me.

Have you tried editsim? If you don't even know what I'm talking about, RTFM.
Of course I did. However, using Master Controller, I can switch between normal and werewolf forms while editing my Sim.

Then what are you fucking complaining about?


Title: Re: Awesomemod Request Thread
Post by: Starler on 2012 September 27, 16:06:45
Can you please remove the censor for the toddlers on the potty too?

A wild pedobear appeared!


Title: Re: Awesomemod Request Thread
Post by: Jayroo on 2012 September 27, 17:09:33
Can you please remove the censor for the toddlers on the potty too? I don't want to use yet another mod just for this knowing that AM already remove it for the adults.

Awesomemod doesn't remove the censor for adults using the toilet.  On a completely different point of discussion there seems to be a new patch for addressing the zombie spam from EA.


Title: Re: Awesomemod Request Thread
Post by: WatersMoon on 2012 September 27, 17:39:54
Have you tried editsim? If you don't even know what I'm talking about, RTFM.
Of course I did. However, using Master Controller, I can switch between normal and werewolf forms while editing my Sim.

Then what are you fucking complaining about?
I complained first, then installed Master Controller. Then fixed my post.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 September 27, 22:52:07
A wild pedobear appeared!

My username isn't helping I admit. They use the potty with their clothes on anyway.

Awesomemod doesn't remove the censor for adults using the toilet.  On a completely different point of discussion there seems to be a new patch for addressing the zombie spam from EA.

Too many time using the decensor mod, I guess I'll have to suck it up and keep using it then.

You can also try Reading The Fucking Manual, which clearly states the rationale for keeping the censor on the terlet.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 October 03, 22:40:15
... This time it's the interactions "Tend Garden" "Harvest" and "Weed plant" They used to have your sim do all of the plants on the lot, but now they only do 1-5, and they seem to snap into a different animation when they're done, as well as the occasional teleportation. ...

I have this bug too.

Look, idiots, it's the reset bug and the reset bug is caused by tight pants - so bloody well check your CC and shut the hell up.


Title: Re: Awesomemod Request Thread
Post by: gamegame on 2012 October 04, 10:40:13
1.38/9 made huge changes to gameplay files - almost all existing mods MUST be updated.

Feature request - Supreme Commander for cats to do Hunting. Because humans aren't fast enough, i need everybody to gather stuff for ME.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 October 07, 04:05:35
Can you please remove the censor for the toddlers on the potty too? I don't want to use yet another mod just for this knowing that AM already remove it for the adults.
The blur will not be removed for the terlet because at this point, it's not censor blur that's hiding something that is there, it's abstraction blur that's hiding something that SHOULD (or rather, shouldn't) be there, but ISN'T. Much like the bed covers in woohoo, it's hiding something that ISN'T actually there, and seeing what is REALLY happening would break the illusion more so. Thus, the terlet blur stays. This is also the reason why the blur is separated by sex: You may or may not have any installed genitals to be not-hiding.


Title: Re: Awesomemod Request Thread
Post by: Edana ni Emer on 2012 October 09, 23:03:45
Now that the Witches have ways to set people on fire, is there any way to remove the coding that blocks them from setting someone with the 'singed' moodlet on fire? It would be a quick and easy 'murder your neighbors' fix (and with murder enabled, it would be tough to find reasons to play a non-Witch ever again.)


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2012 October 16, 20:30:44
Can anything be done about the Jukeboxes and MP3 player from Showtime not having any effect on mood? They still produce the Enjoying Music moodlet but they have no value.
Regular stereos still give a positive mood boost as they should.
I've tried this both with and without mods and the issue still persists. I've no idea if this has been an issue since release as I only took notice of the moodlets today.


Title: Re: Awesomemod Request Thread
Post by: phnxflyng on 2012 October 23, 19:07:07
... This time it's the interactions "Tend Garden" "Harvest" and "Weed plant" They used to have your sim do all of the plants on the lot, but now they only do 1-5, and they seem to snap into a different animation when they're done, as well as the occasional teleportation. ...

I have this bug too.

Look, idiots, it's the reset bug and the reset bug is caused by tight pants - so bloody well check your CC and shut the hell up.

I have the same bug, and no CC, unless hair and clothes from the EA store count.


Title: Re: Awesomemod Request Thread
Post by: gamegame on 2012 October 24, 01:27:54
It has been posted that the bug is caused by Gardener trait and money tree.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 October 24, 03:27:08
The gatherer trait and the money tree does not cause the jump bug. It kills freezes money trees.


Title: Re: Awesomemod Request Thread
Post by: gamegame on 2012 October 24, 05:59:58
well, so much for my memory skills.


Title: Re: Awesomemod Request Thread
Post by: SickPuppy on 2012 October 24, 06:00:31
Yes, it freezes the money tree in the harvest state. There is nothing to harvest, though, and the sim exits the queued interaction(harvest or tend garden, I believe).

I've stopped that particular jump bug with chicken0895's mod, but I still get another jump bug sometimes, when I use the mailbox.


Title: Re: Awesomemod Request Thread
Post by: Druscylla on 2012 October 30, 21:59:02
I would like to have a prompt for the autosave function, I pause my game a lot to take pictures and when the autosave kicks in it's never the right moment. For now I'm using Twallan's Saver mod but if I could have that feature in AM it would save (eheh) me the use of another mod. Also please never remove the freeze pregnancies when using ts2 aging.
Very...punny. :P Well you could set AM to only autosave while the game is paused in the config so it doesn't interrupt your playing.

On another note, new patch added swimmable oceans and attraction - and its already displaying routing issues and disappearing sims. I'm hoping the freeze bug doesn't get worse. No mod seems to permanently correct/prevent it. I think sometimes the game is so depressed by its bugs that it just decides to go belly up.


Title: Re: Awesomemod Request Thread
Post by: sloppyhousewife on 2012 November 05, 10:25:15
I'd really love a "no gifts" option. Since patch 1.42, my sim is spammed with potted plants and ugly paintings.


Title: Re: Awesomemod Request Thread
Post by: Bain on 2012 November 15, 21:32:08
I would like an option to turn off the chance to be turned into a tragic clown by the LLAMA box.


Title: Re: Awesomemod Request Thread
Post by: Edana ni Emer on 2012 November 16, 02:57:12
Some kind of 'summon aliens' functionality because the odds I've been quoted of telescope + space rocks = 90%+ are clearly lies since I've been trying for this idiot Sim's entire life with no results.


Title: Re: Awesomemod Request Thread
Post by: thumbprints on 2012 November 16, 05:54:43
I'd like to request a way to turn on and off the being able to cook all meals any time of day feature, if possible, please.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2012 November 16, 05:58:02
I'd like to request a way to turn on and off the being able to cook all meals any time of day feature, if possible, please.

Why? Is there some magical force in the real world that stops you from having cereal for dinner?


Title: Re: Awesomemod Request Thread
Post by: dragoness on 2012 November 16, 21:37:37
I'd like to request a way to turn on and off the being able to cook all meals any time of day feature, if possible, please.

Not gonna happen. The FOJ points out that if you don't want them cooking spaghetti for breakfast there is nothing forcing you to choose that option.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 November 17, 00:41:52
Can you please kill the "next rest day is <annoying red circle>" part of the weekly calendar?


Title: Re: Awesomemod Request Thread
Post by: PA on 2012 November 20, 01:20:18
I request adding the vampire's Sparkly buff to NoSparkleMotion.  I just granted one immortality without realizing this would make him sparkle for eternity.


Title: Re: Awesomemod Request Thread
Post by: Bain on 2012 November 20, 05:18:33
I request the ability to turn off sims bursting into flames during the summer, at least have service sims be immune. Those outdoor vendors keep dieing off and getting reassigned, then die off and rinse and repeat...

Also some of the bouncers and other service sims never get to their jobs because they are too busy burning for hours without putting themselves out...

Kinda funny visiting the dinner and seeing three service sims burning all jumping up and down while I go in eat my meal, then go home...


Title: Re: Awesomemod Request Thread
Post by: gamegame on 2012 November 20, 06:43:29
Have you gotten the latest AM, the excessive spontaneous combustion bug is supposedly fixed.


Title: Re: Awesomemod Request Thread
Post by: Bain on 2012 November 20, 07:47:23
I have the Nov 18th version. I didn't see a later one yet. Would just rather turn off the entire feature rather than deal with it.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 November 20, 10:42:59
Try now. I forgot the part where I actually upload the change.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2012 November 20, 17:44:19
Two requests:

(1) Option to turn off Neighbourhood Pet Adoption. Violates consistency like babies without cribs. So I'd either like to see it completely turned off or restricted to households with pet objects.

(2) Tweak to Queen/King of the Fae LTR. This has got to be the most annoying effect when idle: Three coloured pixies swirling around the Sim. I could live with that, but in addition they jingle.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2012 November 20, 21:35:43
Would it be possible, not interested, or too difficult to have an option to turn off aging in the vacation worlds while maintaining normal aging in the home world?


Title: Re: Awesomemod Request Thread
Post by: Kitty on 2012 November 21, 07:46:16
Would it be possible, not interested, or too difficult to have an option to turn off aging in the vacation worlds while maintaining normal aging in the home world?

Please Please Please! I've been trying all sorts of aging mods to see if they do this, and nothing will, even TS2 Aging option with AM lets sims in Vacation worlds age. Even adding them to the TS2 Aging would be easier, but I'd love this.


Title: Awesomemod Request: Umbrellas do not degrade
Post by: IAmCat on 2012 November 25, 00:34:33
I request that Rain Disruptors actually work like umbrellas are supposed to work and keep you from getting the Soaked moodlet and (shocker!) work to keep the rain from resulting in dripping Sims. Since the umbrella is autonomous, maybe just having one in your inventory could stop you from getting the Soaked moodlet. Does the Soaked moodlet cause the dripping Sim, or vice-versa? Either way, it is annoying. Please kill it.

Update: The umbrellas seem to inexplicably degrade at an insane rate, and as they do, they cease to protect Sims from rain. So, perhaps my request is actually that umbrellas do not degrade, or degrading in a Sim year is reasonable. I answered my own question and see that killing the soaked moodlet stops the Sim from dripping, so as long as my theory is correct, and stopping the umbrella from degrading stops the moodlet, then bazinga.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2012 November 25, 15:13:37
Would it be possible, not interested, or too difficult to have an option to turn off aging in the vacation worlds while maintaining normal aging in the home world?

Isn't aging already turned off in vacation worlds by default?


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 November 25, 21:21:02
For the travellers, yes. For the locals time passes, and they may die on you in the middle of a quest.


Title: Re: Awesomemod Request Thread
Post by: Baarogue on 2012 November 26, 08:19:37
My Investigator sim (living in Moonlight Falls with the preset families) has cases fail whenever they begin with or reach a step involving a Ghost resident. I'm paraphrasing but the message I get is, "This case cannot be completed because a sim is unavailable," and the Career Opportunity vanishes. I didn't think to check if the Ghosts were sleeping at the time but I suspect it's either that, or they're possessing something, or (and this is my favorite for the culprit) they're 'unavailable' because they're dead.

Is it within the scope of AM to correct this EA oversight in some way? I know this might be easier said than done, but I suspect all it would require is for the case to not be deleted automatically. If not that, would it be possible to remove Ghosts from the pool of sims the cases are populated with?


Title: Re: Awesomemod Request Thread
Post by: Kitty on 2012 November 26, 11:39:32
Would it be possible, not interested, or too difficult to have an option to turn off aging in the vacation worlds while maintaining normal aging in the home world?

Isn't aging already turned off in vacation worlds by default?

When you are visiting the vacation world, it is. When you are back in the home world, it isn't. Even if TS2 Aging is enabled. Even if all sims in the vacation world have aging disabled when you look at their status and their age bar thing says 'Days to Age Up: Never'. THEY STILL AGE EVERY DAY AGING IS ON FOR ANYONE. It's really annoying and I'd really like to get rid of it.


Title: Re: Awesomemod Request Thread
Post by: KawaiiMiyo on 2012 November 26, 21:37:49
Have you gotten the latest AM, the excessive spontaneous combustion bug is supposedly fixed.

Just had two favorite Sims get killed, a witch and a normal, both found burned to death on a community lot during summertime. I immediately came here to figure out wtf happened so I could hopefully put a stop to it, and see two references to fire here. The first coming from witches, and the other from being out in the sun too long?

Which one of these are you referring to? Or have they both been fixed?

Also I'd like to second the request regarding custom patterns showing by default.



Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 November 27, 01:40:08
That refers to the over heating from summer. If you want to combat the witch problem you need to go Naughty Sims Asylum (needs registration) for a pile of non-autonomy mods.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2012 November 30, 22:53:53
Would it be possible, not interested, or too difficult to have an option to turn off aging in the vacation worlds while maintaining normal aging in the home world?
Isn't aging already turned off in vacation worlds by default?

Aging starts as soon as a sim visits the world, assuming you play with aging on, which I usually do.  As has been mentioned before, I have had sims die of old age before my sim returned to complete a quest they had already started, and as a result the quest got lost somewhere.  The bigger issue was in a different game when I sent my 4th generation sim to china and the only inhabitants were the few spawned to man the registers, there weren't even sims for the martial arts tournament, no one else was there as they had all died off from old age, as my 1st gen sim had visited and triggered the aging process.

Being able to independently turn off aging in the vacation worlds would make it easier, and less problematic with later generations.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2012 December 01, 09:31:39
Vacation worlds are a gigantic mess if left to run on their own for an extended duration. It is recommended that you do not attempt to take home any Foreignians. There is an experimental Foreignia Nuke Reset process I have lying around somewhere, which allows an existing neighborhood to reset/remove Foreignia and allow a fresh version of Foreignia to be generated as a result.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 December 01, 12:04:32
Which would wipe all Foreignian quests attached to a Sim? Reset the tombs et cetera?


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2012 December 01, 20:08:53
I'd love it if only inappropriate and insane sims had the indecency to call up married sims to ask them on a date.  Or maybe only do so if the sim in question already has a slutty reputation.


Title: Re: Awesomemod Request Thread
Post by: Soltis on 2012 December 04, 00:52:23
I'd love it if only inappropriate and insane sims had the indecency to call up married sims to ask them on a date.  Or maybe only do so if the sim in question already has a slutty reputation.

Agreed. It's especially egregious when my 'eternally faithful' sims are constantly bombarded by date phone calls and letters from other married sims.

On another note, I'd like to see something done about the plants going dormant indoors during Winter. It's especially weird when there's a heat source in the room (a fireplace, e.g.) and the plant is frosted white from the "cold".


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2012 December 04, 16:48:02
I'd love it if only inappropriate and insane sims had the indecency to call up married sims to ask them on a date.  Or maybe only do so if the sim in question already has a slutty reputation.

Agreed, this is driving me nuts.

On another note, I'd like to see something done about the plants going dormant indoors during Winter. It's especially weird when there's a heat source in the room (a fireplace, e.g.) and the plant is frosted white from the "cold".

I believe EAxis are trying to fix the greenhouse issues http://forum.thesims3.com/jforum/posts/list/611517.page (http://forum.thesims3.com/jforum/posts/list/611517.page).  Whether they are successful or not is another question.


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: IAmCat on 2012 December 05, 01:50:17
Umbrellas are driving me nuts. See my earlier thread, betwixt the aging discussion.


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: phnxflyng on 2012 December 06, 02:50:47
Umbrellas are driving me nuts.

I second this. I'd like it to be optional that umbrellas degrade at all. My sims wash their one set of clothing daily without ill effect, why should their umbrellas rot within two days? At worst it should only be a consequence of hurricane winds or something.


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: bitterquill on 2012 December 06, 15:55:12
Umbrellas are driving me nuts.
I second this. I'd like it to be optional that umbrellas degrade at all. My sims wash their one set of clothing daily without ill effect, why should their umbrellas rot within two days? At worst it should only be a consequence of hurricane winds or something.

It would be nice to have that incorporated into AM, but in case Pescado doesn't want to add something that can be handled with a tiny XML mod, this should do what you're looking for. (http://editsim.tumblr.com/post/37142240758/no-more-broken-umbrellas)


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: IAmCat on 2012 December 07, 00:49:05
Umbrellas are driving me nuts.
I second this. I'd like it to be optional that umbrellas degrade at all. My sims wash their one set of clothing daily without ill effect, why should their umbrellas rot within two days? At worst it should only be a consequence of hurricane winds or something.
It would be nice to have that incorporated into AM, but in case Pescado doesn't want to add something that can be handled with a tiny XML mod, this should do what you're looking for. (http://editsim.tumblr.com/post/37142240758/no-more-broken-umbrellas)

Thank you, bitterquill. I will try that. I am of course always leery of stray mods and would prefer that there "be only One", but I'm game. I don't ever know how big or small things are to change, and I don't want to create mod conflicts.


Title: Re: Awesomemod Request Thread
Post by: Edana ni Emer on 2012 December 07, 17:25:54
I'd love it if only inappropriate and insane sims had the indecency to call up married sims to ask them on a date.  Or maybe only do so if the sim in question already has a slutty reputation.

Agreed, this is driving me nuts.



And maybe not have Sims in relationships call up for dates and then be "Oh! You flirted with me! How dare you flirt with me on the date I asked you for! I will clutch my pearls, call you a cad, and slap your face!"


Title: Re: Awesomemod Request Thread
Post by: Soltis on 2012 December 10, 20:47:25
I'd like to to request some examination be given to the Ghost Hunter job completion code. I'm not talking about the broken Ghostly Presence and Ghostly Invasion jobs (that's already well known) -- what I mean is that, in my case, I did a simple XML tweak to cause my ghost hunter to receive more jobs per night; I figured a high ranking ghost hunter should be in demand, and get more jobs than some nobody just starting out, so I changed the number of jobs to go from 1-3 at rank 1, to 3-5 jobs at max rank, per night.

Anyway, after doing this, my ghost hunter suddenly became very successful at completing spirit invasion and poltergeist jobs -- a little too successful. Or in other words, if I had to capture, say, 5 spirits for a particular job, capturing one would cause the tally to go from "0/5" to "2/5" (or "3/5", "4/5", or even complete the job entirely). It looks like something (probably the ticket drawing) is somehow interacting with the tallying, since every successive night I get jobs, the number by which the tally increments is prone to increase -- so if every job gives me two points for every captured spirit, the next night I'll get either two points, or some value greater than two -- but it will never, in my experience, go back to one.

Anyway, I'd like it if the Ghost Hunter profession can get some attention, and maybe even fix the Ghostly <Noun> jobs as well, if that's possible.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2012 December 11, 07:35:04
req: no inactive parties

According to Twoftmama the seasonal parties cannot be stopped with an xml mod (I think you need to be a member to view the link) http://simsasylum.com/tfm/index.php?/topic/858-no-inactive-parties-v3-updated-october-23-2011/page__hl__inactive. I would like to beg grovel and plead for something that stops the bloody inactive parties. Or, if you refuse the stupid invitation, at least makes it so that you don't get a later message telling you about how much they all missed you when you didn't go.


Title: Re: Awesomemod Request Thread
Post by: The Dashing Wario on 2012 December 11, 14:30:04
My town is covered with leaves in the middle of spring and after looking around all I can find is more people bellyaching about the same damn problem. Any chance of tweaking to make leaves autonuke at the end of Fall or at least a code to destroy all leaves in a town at once or something?


Title: Re: Awesomemod Request Thread
Post by: Soltis on 2012 December 12, 03:34:25
Or, if you refuse the stupid invitation, at least makes it so that you don't get a later message telling you about how much they all missed you when you didn't go.

This. A thousand times, this. RSVP => nr=nty


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: phnxflyng on 2012 December 12, 22:54:38
It would be nice to have that incorporated into AM, but in case Pescado doesn't want to add something that can be handled with a tiny XML mod, this should do what you're looking for. (http://editsim.tumblr.com/post/37142240758/no-more-broken-umbrellas)

I, like IAmCat, prefer not to add lots of hacks to my game, which is buggy enough as it is. However, I did try to follow your link, and I also googled "editsim no more broken umbrellas" as well as a few other phrases, and I'm guessing... tumbr is down? I'll try again tomorrow I guess.


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: HomeschooledByTards on 2012 December 12, 23:22:45
It would be nice to have that incorporated into AM, but in case Pescado doesn't want to add something that can be handled with a tiny XML mod, this should do what you're looking for. (http://editsim.tumblr.com/post/37142240758/no-more-broken-umbrellas)

I, like IAmCat, prefer not to add lots of hacks to my game, which is buggy enough as it is. However, I did try to follow your link, and I also googled "editsim no more broken umbrellas" as well as a few other phrases, and I'm guessing... tumbr is down? I'll try again tomorrow I guess.

Yes, tumblr is down. Thanks for this utterly fascinating insight.


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: phnxflyng on 2012 December 13, 00:49:26
Yes, tumblr is down. Thanks for this utterly fascinating insight.

You're welcome.


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: bitterquill on 2012 December 13, 21:21:30
It would be nice to have that incorporated into AM, but in case Pescado doesn't want to add something that can be handled with a tiny XML mod, this should do what you're looking for. (http://editsim.tumblr.com/post/37142240758/no-more-broken-umbrellas)

I, like IAmCat, prefer not to add lots of hacks to my game, which is buggy enough as it is. However, I did try to follow your link, and I also googled "editsim no more broken umbrellas" as well as a few other phrases, and I'm guessing... tumbr is down? I'll try again tomorrow I guess.

Your google-fu is rusty. More general searches are likely to get more results. MTS has two different styles of umbrella mods on their very first page.


Title: Re: Awesomemod Request Thread
Post by: GnatGoSplat on 2012 December 13, 22:03:05
I'd like supernaturals and simbots to skate like humans, on roller skates, instead of flying around in circles like morons.
I'd settle for "no autonomous supernatural & simbot skating".


Title: Re: Awesomemod Request: Umbrellas do not degrade
Post by: HomeschooledByTards on 2012 December 13, 22:48:10
Your google-fu is rusty. More general searches are likely to get more results. MTS has two different styles of umbrella mods on their very first page.

Yeah, not surprising that this tard can't google. It's too stupid to know how to use computer. I'm actually surprised that it can get the game to run at all.


Title: Re: Awesomemod Request Thread
Post by: Pyromaniac on 2013 January 04, 00:00:13
Requesting a re-tuning of the new attraction system. I want it to be more logical and selective, although I don't know how feasible some of these ideas are. There's already a similar mod available at MTS, which is fairly extensive, but the attraction scoring for that mod is too arbitrary. (Here's the mod if anyone's interested: http://modthesims.info/download.php?t=492102)

Anyway, here are some ideas of what the retuned attraction system could incorporate:

  • Opposites Attract: Sims with incompatible traits will be attracted to each other -- this is the main thing I'd like implemented, because it's already far too easy for trait-compatible sims to strike up a relationship, whereas sims who are incompatible take forever to get anywhere. The attraction system could be useful for balancing this out. And it could lead to interesting households, instead of just families with homogenized traits.
  • Body Types: Sims are more likely to be attracted to sims with the same body type
  • Lifetime Rewards: Sims with the 'Attractive' or 'Eye candy' LTR will be more likely to attract other sims
  • Interests: Sims are more likely to be attracted to each other if they have the same favourite music genre / food / colour
  • Tattoos/Accessories: Sims with tattoos, or sims who wear glasses, will be attracted to other sims who do the same (or the opposite could be true)
  • Skills: Sims with high proficiency in a skill (i.e. => 7 bars) will be attracted to other sims with the same proficiency
  • Moodlets: Having certain moodlets could contribute to attraction (e.g. Minty Breath, Attractive, In the Mood, Love is in the Air)...
  • Reputations: Having certain reputations could affect your chances of being attracted. (No effect for faithful reputations, positive chance for experienced reputations, negative chance for betrayal reputations)
  • Facial Hair: No idea how this could be implemented, since TS3 lacks a "turn-on" system, but it'd be nice if some sims could be attracted to sims with facial hair
  • Celebrity Status: High-ranking celebrity sims will be attracted to other high-ranking celebrities.
  • Age range: Sims will be more attracted to sims in their age range (YA-YA, A-A, etc). Alternatively there can be age discrimination, and sims will be more attracted to Young Adults than any other age


That's all I can think of for now.  :P


Title: Re: Awesomemod Request Thread
Post by: SJActress on 2013 January 04, 02:43:36
"React to wet dog" or whatever the action is called is queue-stomping. For example, I had a Sim I instructed to upgrade the TV, and he kept canceling the action to react to his wet dog, who had just come in from the rain. I would love a fix for this.
The "Ark Builder" LTW still seems to be borked, as collecting all the fauna and putting them in cages will not register that the requirements are fulfilled, so a fix or an explanation for what the game is looking for would be great, so I could check to see what I might have done wrong.

I would also like unbroken umbrellas to be part of AM, but for now I will use the mod previously cited.


Title: Re: Awesomemod Request Thread
Post by: Konork on 2013 January 10, 06:19:30
Can you take a look at the Formalize autonomous action used by the Proper trait? It looks like it tends to override outerwear, and I'm pretty sure I've had a situation where a sim who was standing outside kept switching between formal wear and outerwear until I made him go inside


Title: Re: Awesomemod Request Thread
Post by: socks on 2013 January 10, 09:38:10
A fix for planting Trees in Game with the World Editor would be nice. I don't want to have to use CAW just to exchange some stupid Trees in my Neighborhood.

The problem is that the Trees don't 'plant' into the ground, but rather they seem to stand on the very base of the mesh which looks ridiculous.

A picture of what I mean because it's hard to explain:

http://i.imgur.com/RTzKz.jpg


Title: Re: Awesomemod Request Thread
Post by: Quijotesca on 2013 January 12, 20:35:16
I wish all bars could function as professional bars. EA gives you all these bars and only two that will spawn bartenders. It's annoying.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2013 January 13, 00:03:01
I wish all bars could function as professional bars. EA gives you all these bars and only two that will spawn bartenders. It's annoying.

The professional bars use different, larger meshes than the regular bars.  It's not just a matter of flagging regular bars for professional functions.


Title: Re: Awesomemod Request Thread
Post by: Olechka on 2013 January 13, 18:30:05
Hi! I would like Awesome to have a NRaas MasterController feature (which I'm not using) to show more levels of Family Tree!

And one more thing: is it possible to stop Pet Adoption system (again... NRaas Overwatch)... you know, random house with random pets?!?


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2013 January 14, 23:43:33
Hi! I would like Awesome to have a NRaas MasterController feature (which I'm not using) to show more levels of Family Tree!

And one more thing: is it possible to stop Pet Adoption system (again... NRaas Overwatch)... you know, random house with random pets?!?

Why don't you just use the nrass mods?  They work just fine with AM, plus Pescado has always said he won't add anything to AM that is provided by someone else, unless it is something HE specifically wants.


Title: Re: Awesomemod Request Thread
Post by: anthonyfatale on 2013 January 15, 21:27:23
I am only posting a small issue I've noticed that seems like some bad coding that idk if awesomemod would fix. I have found little info on the webs about it myself.

If there is any dead animal in a terrarium when my witch casts Restoration Ritual they bug out and become uncleanable/unstockable and remain a tomb of that dead animal that sims will continue to mourn untill I delete it.

Thanks anyway !


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2013 January 19, 08:45:58
Is there any way with AM to give every townie an umbrella without buying them and handing them out individually?
Most townies start with an umbrella in their inventories when you start a new game. AM deletes these. The consequence of this is that whenever it rains most of the town's residents will immediately start to run and then go home, effectively emptying all community lots of Sims and sometimes preventing Sims from going to work, because the "Go Inside" command seems to override any other autonomous action. A townie with an umbrella, on the other hand, will most likely stay where it is and not run around as if the end was near, something I like better.
Same with Service NPCs. They should have an umbrella, too. NPCs like maids without an umbrella sometimes refuse to come to my lot when it rains.


Title: Re: Awesomemod Request Thread
Post by: witch on 2013 January 19, 10:02:06
vorpal I moved your post here and have notified Pescado in #grah. Hopefully he can make an exception, in the Hand of God thingy, for umbrellas. Don't suppose there's any way to retro-fit umbrellas though.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 January 19, 10:25:10
AwesomeMod does not remove the umbrellas. However, AwesomeMod prohibits free handouts, since this results in an endless rain of free money. Not to mention an annoying number of random books , newspapers, expensive instruments, and soforth that they then annoyingly whip out at every occasion.

However, the NPC maid issue will be noted.


Title: Re: Awesomemod Request Thread
Post by: witch on 2013 January 19, 21:36:12
Howdy folks,

sorry for making yet another noobish post. So, I've started to play the Ambitions careers again recently, and it's all messed up. Especially the Ghost Hunter career, as "Sim ghosts" (those medieval and stone age dudes) don't spawn at all anymore, effectively ruining the entire career since they're ... simply not there. I've also noticed a bug in the Firefighter career where the game wants me to rescue invisible Sims.
Since these bugs seem to be present since Supernatural and EA hasn't bothered to fix them ... I thought I'd ask the nice folks at MATY if there's a fix?

Thanks,
Rocki


Title: Re: Awesomemod Request Thread
Post by: mistyk on 2013 January 19, 22:04:24
May I request a fix for outerwear, it is winter and NPC's are running around with only gloves as outerwear. Also could you add to AM to change out of formal wear the same as AM has for changing out of career outfits. If NPCs go to a LN bar that requires formal wear they spend the rest of the game in it, unless they change for work.


Title: Re: Awesomemod Request Thread
Post by: Stitches on 2013 January 21, 22:25:41
Howdy folks,

sorry for making yet another noobish post. So, I've started to play the Ambitions careers again recently, and it's all messed up. Especially the Ghost Hunter career, as "Sim ghosts" (those medieval and stone age dudes) don't spawn at all anymore, effectively ruining the entire career since they're ... simply not there. I've also noticed a bug in the Firefighter career where the game wants me to rescue invisible Sims.
Since these bugs seem to be present since Supernatural and EA hasn't bothered to fix them ... I thought I'd ask the nice folks at MATY if there's a fix?

Thanks,
Rocki

I would like to second this request. I encountered the ghost hunter bug yesterday and looked into it. Dozens of similar reports since Supernatural came out and no official fix yet.


Title: Re: Awesomemod Request Thread
Post by: Cyberdodo on 2013 January 22, 21:03:39
Requesting a re-tuning of the new attraction system. I want it to be more logical and selective, although I don't know how feasible some of these ideas are. There's already a similar mod available at MTS, which is fairly extensive, but the attraction scoring for that mod is too arbitrary. (Here's the mod if anyone's interested: http://modthesims.info/download.php?t=492102)

Anyway, here are some ideas of what the retuned attraction system could incorporate:

  • Opposites Attract: Sims with incompatible traits will be attracted to each other -- this is the main thing I'd like implemented, because it's already far too easy for trait-compatible sims to strike up a relationship, whereas sims who are incompatible take forever to get anywhere. The attraction system could be useful for balancing this out. And it could lead to interesting households, instead of just families with homogenized traits.
  • Body Types: Sims are more likely to be attracted to sims with the same body type
  • Lifetime Rewards: Sims with the 'Attractive' or 'Eye candy' LTR will be more likely to attract other sims
  • Interests: Sims are more likely to be attracted to each other if they have the same favourite music genre / food / colour
  • Tattoos/Accessories: Sims with tattoos, or sims who wear glasses, will be attracted to other sims who do the same (or the opposite could be true)
  • Skills: Sims with high proficiency in a skill (i.e. => 7 bars) will be attracted to other sims with the same proficiency
  • Moodlets: Having certain moodlets could contribute to attraction (e.g. Minty Breath, Attractive, In the Mood, Love is in the Air)...
  • Reputations: Having certain reputations could affect your chances of being attracted. (No effect for faithful reputations, positive chance for experienced reputations, negative chance for betrayal reputations)
  • Facial Hair: No idea how this could be implemented, since TS3 lacks a "turn-on" system, but it'd be nice if some sims could be attracted to sims with facial hair
  • Celebrity Status: High-ranking celebrity sims will be attracted to other high-ranking celebrities.
  • Age range: Sims will be more attracted to sims in their age range (YA-YA, A-A, etc). Alternatively there can be age discrimination, and sims will be more attracted to Young Adults than any other age


That's all I can think of for now.  :P

I'd add to this a request for a way to have a sim opt out of the attraction system altogether. A new 'Repulsive' trait seems like a logical way to do that.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 January 23, 12:34:25
I would like to second this request. I encountered the ghost hunter bug yesterday and looked into it. Dozens of similar reports since Supernatural came out and no official fix yet.
Thirding.
Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2013 January 23, 20:03:06
I would like to second this request. I encountered the ghost hunter bug yesterday and looked into it. Dozens of similar reports since Supernatural came out and no official fix yet.
Thirding.
Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.

Probably because EAxis don't know how to fix it.


Title: Re: Awesomemod Request Thread
Post by: SJActress on 2013 January 25, 04:17:03
According to Hituro in this thread (http://forum.thesims3.com/jforum/posts/list/45/591964.page), EA wasn't even aware of the bug until two weeks ago. I don't know who he is, but it wouldn't surprise me for his claim to be true.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2013 January 25, 14:02:02
From the threads I've read, it's been reported several times, and each time EA acted like it was the first they'd heard of it.


Title: Re: Awesomemod Request Thread
Post by: jonas on 2013 January 26, 08:50:36
Another vote for the fixing of the ghost hunter profession. How they can let that go for half a year without addressing it is beyond irresponsible.

Also, I am interested in using this mod: http://www.modthesims.info/download.php?t=470349&c=1&ht=0&page=3&pp=25#startcomments, but as it's not compatible with the Awesome, there's just no way.
Is there a possibility for an incorporation of compatibility?


Title: Re: Awesomemod Request Thread
Post by: AnnaM on 2013 January 27, 19:10:53
Another vote for the fixing of the ghost hunter profession.

AOL! AOL!

(Oh dear. Showing my age, I guess. That means "me too", from the mists of Ye Olde Internets 1.0)


Title: Re: Awesomemod Request Thread
Post by: ivegothulk on 2013 February 01, 00:24:24
Is it possible to create one-way relationships between sims?  It seems crazy that there are no crushes on disinterested sims or misguided, unlucky sims who count someone as a best friend while the other sim thinks of them merely as an acquaintance.  I understand that this may be a huge undertaking, but it certainly would add a new dimension to gameplay.

Also, I can't be the only one who desperately wishes for the ability to select the day of the week or skip ahead by an hour/change time.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 February 01, 02:14:53
Alas, no. One-way relationships ala TS2 appear to have been lost in the dumbening down.


Title: Re: Awesomemod Request Thread
Post by: cwieberdink on 2013 February 06, 18:00:44
Better handling of umbrellas?  My Firefighter was trying to put out a fire, but kept getting out his damn umbrella because it was raining.  He looks like a retard running around with an umbrella when he should be putting out fires.


Title: Re: Awesomemod Request Thread
Post by: PA on 2013 February 06, 20:31:02
Since it seems both intentional and stupid that supernatural sims cannot use the "Spin With..." interaction on roller rinks and ice skate rinks but witches (at the least) can do the interaction autonomously, would this be something AM can address?  I understand that a sim that can float or vampire-speed around aren't going to bother learning the skating skills of lesser mortals, but we should be able to command witches to do all the same skating interactions that human sims can.  It would amuse me for vampire and fairy sims to have to put their skate shoes on and fumble around like lesser mortals if they wanted to skate with someone though.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 February 14, 22:58:50
Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.

OK, my Investigator just had to abandon all dignity and question a horse about a stolen car.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2013 February 15, 05:51:09
Professions seem to be the forgotten stepchild of the game.  So much is fucked up and nothing is being fixed.

OK, my Investigator just had to abandon all dignity and question a horse about a stolen car.

Maybe he thought the horse was one of the ones from under the hood?


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 February 15, 11:56:19
Surprisingly she managed to get some information out of it.  It took a couple of tries before the horse did some of that freaky body origami, and spilled the beans.


Title: Re: Awesomemod Request Thread
Post by: PA on 2013 February 15, 22:05:39
Surprisingly she managed to get some information out of it.  It took a couple of tries before the horse did some of that freaky body origami, and spilled the beans.

Seems I recall that being able to get information out of horses is intended Awesome behavior, given that sometimes investigators have to question them.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2013 February 21, 19:23:21
As I understand it, currently, AM ignores anything to do with the official population demographic options that were introduced with Supernatural overriding them with a "don't create any creatures at all" type rule.
I would like to request that since we now have these options available to us, that AM take note of them and react accordingly. That way, if players using AM don't want any supernatural creatures then they can simply untick all the options. If I want certain creatures such as vampires and werewolves to to be created by the game then I can do so by checking the relevant options.
As we have these options in game now I don't see why it would be unreasonable to ask that AM actually takes those settings into account.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 February 22, 05:00:17
The official population demographic options are a function of EAxian story progression. If you are using AwesomeStory, EAxian Story Progression "demographics" don't exist, as AwesomeStory does not use demographics: It simply runs it as a simulation, and you get what you get. There is no hamfisted railroad attempt to enforce a specific distribution. Since the mechanism which does this is simply not present in AwesomeMod and never will be, the EAxian demographic options don't apply.

Thus, no one just spontaneously becomes so: They have to become so as a result of action that occurs in-game. As for whether I should include such behavior into AwesomeStory, if I ever find it necessary to actually do so, it will, of course, follow the options set in your game, just as Story Progression on/off does, because I don't really care for creating redundant and clunky controls when I can integrate with the existing options.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 February 22, 22:12:52
Tiny annoyance: Could awesomemod do something to prevent normal, sensible sims from pulling a drum set out of their ass in the bedroom and start playing, waking up their spouse?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 February 23, 07:02:03
Why do your sims even HAVE a drumset in their ass, and how do they even FIT it in the standard 6x4 bedroom? In any event, removing the autonomy from an item is usually an XML thing and falls outside of AwesomeMod's scope.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2013 February 23, 11:49:26
Twoftmama has musical instruments as a non-autonomous object by instrument.


Title: Re: Awesomemod Request Thread
Post by: snowyrat on 2013 February 23, 19:25:53
Would it be possible to see some information about the books *before* pulling them out of the shelf (or ass/shop). The page count would be my topmost interest, but maybe also the Genre (it is not always obvious by foreign books) and of course whether the active Sim has already read it (at least "reread" appearing already in the command queue icon, not post factum, allowing one to cancel the command in time). Maybe it's not possible to display this info in a Buy-mode style, but what about when hovering over the relevant command row icon, or by some other, more elegant solution?

Another thing wished since ever: an option to prevent all monetary extra-bonuses and rewards (at work, by opportunities etc.), or to scale their percentage. In fact any and every option that'd add at least some financial challenge to the game would be greatly appreciated. (I know how to pulverise the money fast and ongoingly through Object - Delete It, but I'm not sure if this doesn't produce crap to the game, and anyway, after a while it starts to taste so... hypocrite. I want to be really poor with no prospects!)


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 February 24, 20:29:32
I don't really want the autonomy removed, just in bedrooms.


Title: Re: Awesomemod Request Thread
Post by: EsotericPolarBear on 2013 March 08, 03:29:53
Will SC be updated for the new (oldnew?) skills and professions?


Title: Re: Awesomemod Request Thread
Post by: LittleBear on 2013 March 09, 04:11:27
Routing in University is awful.  My sim runs to the other side of a building to enter, doubles back on sidewalks constantly, and takes an hour to get to class when it should only take 30 minutes.  If a path-finding fix isn't actually possible, my apologies.  I fully admit I didn't read through this whole thread since I only noticed a serious problem in University and that is so new.

Thanks for the awesomeness of Awesomemod.


Title: Re: Awesomemod Request Thread
Post by: RebelRed on 2013 March 09, 04:16:04
This is not something that will be addressed by AM.  Try MTS and wait for ellacharmed to upload routing fixes is your best bet.


Title: Re: Awesomemod Request Thread
Post by: Nighteyes on 2013 March 11, 09:19:01
I'd like to request a way to turn on and off the being able to cook all meals any time of day feature, if possible, please.

This was posted before there were a million foods to serve for each meal. Please reconsider this one.


Title: Re: Awesomemod Request Thread
Post by: Roobs on 2013 March 11, 11:28:18
It would be nice to have the ability to move house while at university. Seems like a glaring omission.


Title: Re: Awesomemod Request Thread
Post by: EsotericPolarBear on 2013 March 11, 12:09:34
It would be nice to have the ability to move house while at university. Seems like a glaring omission.

Why would you need to?  You're there for two weeks tops and there's no meaningful need to move.  Sims 2 did it better.


Title: Re: Awesomemod Request Thread
Post by: Roobs on 2013 March 11, 13:14:49
It would be nice to have the ability to move house while at university. Seems like a glaring omission.

Why would you need to?  You're there for two weeks tops and there's no meaningful need to move.  Sims 2 did it better.

In case I regret my choice of accomodation, or want to get well away from annoying dormies?


Title: Re: Awesomemod Request Thread
Post by: HomeschooledByTards on 2013 March 11, 20:27:07
In University Life NPC sims seem to be randomly assigned to roles (mixologist, barista, professor, roommate, etc) each term. So your professor last term may end up being a classmate the next, or your professor this term may be living in a dorm with you. It would be nice if that could be squashed.


Title: Re: Awesomemod Request Thread
Post by: Iolanthe on 2013 March 11, 22:02:29
It would be nice to have the ability to move house while at university. Seems like a glaring omission.

Why would you need to?  You're there for two weeks tops and there's no meaningful need to move.  Sims 2 did it better.

In case I regret my choice of accomodation, or want to get well away from annoying dormies?

I guess that's rather realistic, then.  But it would be nice to be able to move in case of glitches, etc.


Title: Re: Awesomemod Request Thread
Post by: HomeschooledByTards on 2013 March 11, 22:08:18
It would be nice to have the ability to move house while at university. Seems like a glaring omission.

Why would you need to?  You're there for two weeks tops and there's no meaningful need to move.  Sims 2 did it better.

In case I regret my choice of accomodation, or want to get well away from annoying dormies?

Drop out and re-enroll. Or go to the admin building and request a roommate reassignment.


Title: Re: Awesomemod Request Thread
Post by: LittleBear on 2013 March 13, 06:33:25
Is it possible for Awesomemod to change the way Seasons and University work together? I hate that when I go to university it's a different time of year than when I left home and vice versa.  I could use the weather objects to rectify this, but I wonder if it could be made automatic? Thanks.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2013 March 13, 19:14:30
I would like to request that the new parking spaces from UL be made exempt from turning invisible in Live mode. As it is, the fake parking lots in the university wolrd look a little bit odd.


Title: Re: Awesomemod Request Thread
Post by: Kitty on 2013 March 14, 12:02:13
I believe it's Awesome Mod that stops the 'tidy non active houses every night' routine - would it be possible to turn it on again? At least for laundry? Whenever I visit anyone else in town, there's always piles of dirty laundry everywhere making all the sims unhappy and it would be really nice if it could all get deleted every evening...


Title: Re: Awesomemod Request Thread
Post by: ThatSimsGuy on 2013 March 14, 21:07:29
Easiest way to prevent piles of dirty laundry is to not buy Laundry Baskets and Washing Machines / Dryers.  Im not sure if this applies to Universities as well as I havent bought that expansion yet.

---

Im still hoping for an option to Set Beautiful Vista for lots.  Using Create a World Tool is the only consistent way I know of to change it, but that tool is designed for creating New worlds, not editing existing worlds in save games.  One program that I know of that was able to change the value isnt supported any more.  So it sucks when you bulldoze a lot and lose the moodlet because you cant get it back otherwise.


Title: Re: Awesomemod Request Thread
Post by: SJActress on 2013 March 15, 16:52:03
I'm still hoping for an option to Set Beautiful Vista for lots. 

Seconded.

Additionally, I'm hoping EA will tackle this with its next patch, but if you don't check your mail in University town, upon arriving home, any mail left behind is conveniently placed in your inventory. There are bills in that mail, and they are stuck. I know how to remove them with the config, but it would be nice if the bills didn't come along at all.


Title: Re: Awesomemod Request Thread
Post by: simsmx on 2013 March 17, 20:02:40
I would like to request a new metric for the Science career, so Sims can level up with the new Science skill. Just like Sims in the Music career can improve performance with any music skill.

Edit: Nevermind, did it myself.


Title: Re: Awesomemod Request Thread
Post by: Nauthiz on 2013 March 17, 20:49:24
I'd love to see no more free stuff being given. Why are all newly created sims getting a WA camera, if there is perfectly good camera included in the new smartphone? Why do they receive free street art bags, megaphones etc., if all these things are in the buy catalog and the're not very expensive? Why is the stupid mascot showing up at home, if the welcome kit can be bought for a few simoleons? Let it stay at the University. There were some free seeds being given on raising of the gardening skill (as if they couldn't be found easily...), but now it's getting ridiculous. My sims sometimes roll wishes to buy something, but it was already given for free. Grrr!



Title: Re: Awesomemod Request Thread
Post by: Roobs on 2013 March 17, 22:08:07
Why are all newly created sims getting a WA camera, if there is perfectly good camera included in the new smartphone?
Without WA installed, this is the only way to get a proper camera (it would have made more sense to just sell it at the supermarket though).


Title: Re: Awesomemod Request Thread
Post by: chazzhay on 2013 March 17, 23:47:13
Why are all newly created sims getting a WA camera, if there is perfectly good camera included in the new smartphone?
Without WA installed, this is the only way to get a proper camera (it would have made more sense to just sell it at the supermarket though).

The consignment stores sometimes sell them, but that's just it sometimes.


Title: Re: Awesomemod Request Thread
Post by: Mekare on 2013 March 26, 15:54:55
This is a very old annoyance, been around since the start of the game... I looked into making a mod for it myself, but I couldn't figure it out.  It might be in the core, so figured I'd ask here.  I'm looking for a way to turn off, or at least slow down relationship gain when playing for tips.  Getting tired of being best friends with every sim in the entire city just because I send my sim to make some money at the park every now and then.  Thanks :)


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2013 April 06, 00:59:15
Would you be willing to fix the uber-fast skilling bug that came with the Uni patch?  Overwatch fixes it; but it also makes my game freeze around midnight-ish, Sim time.


Title: Re: Awesomemod Request Thread
Post by: ihartsnape on 2013 April 30, 07:24:53
With University Life, EA gave Sims the ability to use laptops while sitting on the ground, but for some idiotic reason they didn't give us all the standard options that Sims normally get when using a computer (unless my game is just borked). When my Sim sits on the ground using her laptop, I simply get a drop down box (like what appears when a Sim is at work or in class) that lets me choose to study, surf the web, or play games. Is it possible to restore this functionality? I was really looking forward to having my Sim sit on the ground by the lake while working on her novel.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 May 01, 18:46:56
Is there anyway you could stompinate the autonomous "berate ignorance" for sims who aren't mean or evil?  Not all nerds are ass-holes.
Someone over at MTS did a mod, but it hogs the whole of SocialData_EP9 ITUN, which is more than 6500 lines of XML.  There must be a better way.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 May 04, 07:47:43
Would you be willing to fix the uber-fast skilling bug that came with the Uni patch?  Overwatch fixes it; but it also makes my game freeze around midnight-ish, Sim time.
Are there more details on this?


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2013 May 04, 12:38:30
Would you be willing to fix the uber-fast skilling bug that came with the Uni patch?  Overwatch fixes it; but it also makes my game freeze around midnight-ish, Sim time.
Are there more details on this?

It has to do with the protests on campus.  They give a moodlet that increases skilling, but neglect to clear out the skilling modifier when it expires:  http://sims3.crinrict.com/en/2013/03/sim-learn-skills-insanly-fast.html


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2013 May 04, 20:19:15
Would you be willing to fix the uber-fast skilling bug that came with the Uni patch?  Overwatch fixes it; but it also makes my game freeze around midnight-ish, Sim time.
Are there more details on this?

It has to do with the protests on campus.  They give a moodlet that increases skilling, but neglect to clear out the skilling modifier when it expires:  http://sims3.crinrict.com/en/2013/03/sim-learn-skills-insanly-fast.html

The weird part is, my Sims have never held (or been to) a protest.


Title: Re: Awesomemod Request Thread
Post by: Mekare on 2013 May 07, 01:43:49
Would you be willing to fix the uber-fast skilling bug that came with the Uni patch?  Overwatch fixes it; but it also makes my game freeze around midnight-ish, Sim time.
Are there more details on this?

It has to do with the protests on campus.  They give a moodlet that increases skilling, but neglect to clear out the skilling modifier when it expires:  http://sims3.crinrict.com/en/2013/03/sim-learn-skills-insanly-fast.html

The weird part is, my Sims have never held (or been to) a protest.

Same here... I don't even have the university expansion, yet my skills are so stacked that my sim went from level 6 to level 8 cooking just from making one meal.  I used fixall, which made things normal for a couple sim days before it started bugging out again.


Title: Re: Awesomemod Request Thread
Post by: pepsihamster on 2013 May 07, 06:30:18
Same here... I don't even have the university expansion, yet my skills are so stacked that my sim went from level 6 to level 8 cooking just from making one meal.  I used fixall, which made things normal for a couple sim days before it started bugging out again.

Yep, same here. I get notifications about my Sims having reached a new level all the time. Be it watching the cooking channel, making a meal, cleaning a shower, you name it, they all get insane amounts of "credit" for it. I don't have University either, I just have patch 1.50. This is killing the fun!  >:(


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 May 09, 16:13:58
Think you could be more helpful than "a moodlet"? Does this thing have a NAME?


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2013 May 09, 18:29:02
Think you could be more helpful than "a moodlet"? Does this thing have a NAME?

"Increased Understanding," I believe.


Title: Re: Awesomemod Request Thread
Post by: Capitaine Marie on 2013 May 09, 20:13:29
Think you could be more helpful than "a moodlet"? Does this thing have a NAME?

"Increased Understanding," I believe.

Yep, that's the moodlet.  More details here:  http://nraas.wikispaces.com/State+of+the+Mod.  Scroll down to 2013-MAR-14.


Title: Re: Awesomemod Request Thread
Post by: patrickz on 2013 May 19, 10:10:46
I haven't read the whole discussion before so maybe this feature has been suggested before. If so, sorry about that.

The Nraas Woohooer offers an option for teens to skinny dip. However this doesn't work properly because of some hard-coded check that can only be solved with a core mod. And since AwesomeMod is the only core mod that works with Nraas products, I figure this is the place to ask it.

Basically the request is to make an option to disable this hard-coded check so teens can skinny dip using the functionality of the Woohooer. Is this possible?


Title: Re: Awesomemod Request Thread
Post by: Coby on 2013 May 21, 06:09:45
If possible can you please fix the new roommate "feature" introduced in patch 1.50. Random Sims keep getting added randomly to my house as roommates and chatting up my Sims wife. Then I have to make them disappear.  ;D

Thanks.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2013 May 22, 12:37:39
Apparently it seems that the wish to "Buy A Fire Cracker" that came with Seasons cannot be fulfilled. I thought it was perhaps something I was doing wrong but another player on MTS has also said they have never managed to get it to fulfill.
I've had my Sim buy individual and bundles of fireworks from the Grocery Store but the wish has never been fulfilled by them. Any chance you could take a look at it to see what is broken?
Or if it can't be fixed, then possibly remove it from valid wishes? There's no point of Sims rolling the wish if it can't be completed.


Title: Re: Awesomemod Request Thread
Post by: Jessjess on 2013 May 25, 18:03:02
I could be wrong about this, but is"Overstuffed" working for plant sims trying to 'harvest' a baby? I have planted around 20 or so forbidden fruit seeds and have not been able to harvest a baby. (My family does have more then eight sims, but I have overstuffed enabled.)


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2013 May 29, 19:15:47
Is there any chance you could do anything about how sh*t the game is at assigning Outerwear? I can sort of understand pre-existing Sims only having gloves applied to whatever their Everyday outfit is but it seems to be doing this for newly aging up Sims as well. Surely the game should be generating an entirely new outfit for the catagory?
It irks and befuddles me why the game is even allowed to use clothing that isn't even catagorised for Outerwear in the first place. I don't use any of the commands to unlock clothing for all catagories.


Title: Re: Awesomemod Request Thread
Post by: Iolanthe on 2013 May 29, 21:52:10
Is there any chance you could do anything about how sh*t the game is at assigning Outerwear? I can sort of understand pre-existing Sims only having gloves applied to whatever their Everyday outfit is but it seems to be doing this for newly aging up Sims as well. Surely the game should be generating an entirely new outfit for the catagory?
It irks and befuddles me why the game is even allowed to use clothing that isn't even catagorised for Outerwear in the first place. I don't use any of the commands to unlock clothing for all catagories.

Seconding this.  Tired of seeing male children running around in the snow in shorts, a t-shirt and long pink princess gloves.


Title: Re: Awesomemod Request Thread
Post by: Selene_Ravenwind on 2013 June 02, 12:28:18
Would it be possible to add a command to the list that can either exit Create a Style or take you directly into Edit Town mode (while editing a lot)?
I just found the "current style is invalid" bug and there's no way to get out of Create a Style. I checked the command list on awesome mod to see if I could find something that would help but I couldn't find anything so I figured I would ask.


Title: Re: Awesomemod Request Thread
Post by: Ellatrue on 2013 June 04, 14:14:43
If possible, I'd really like to see a small UI change so that when we mouseover a lot in edit town it displays the size of the lot, not just the price. Otherwise, I have to click on each lot individually and open up the lot menu in order to determine the smallest possible lot the one I am trying to place will fit on, then select the lot I want to place and drop it instead of doing everything in one go. I want to place as many of the lots I've downloaded as I can into my custom neighborhoods, so there's no sense wasting space that I might need for a bigger lot. It really would save a huge amount of time so we wouldn't have to keep going back and forth to compare things over and over again if we can't memorize the sizes of all the similar-looking lots in a neighborhood at once.

Do you plan on adding a cheat to award University degrees ala TS2? I find playing through more than 1 semester of university kinda pointless. My sims have already maxed out grades/social groups, and it's just boring. I don't have the patience to play through 8 semesters of this crap for every YA (or however long it takes). Alternately, could there  be some way to accelerate the process besides just maxing out credit hours?


Title: Re: Awesomemod Request Thread
Post by: HomeschooledByTards on 2013 June 04, 15:32:54
Do you plan on adding a cheat to award University degrees ala TS2? I find playing through more than 1 semester of university kinda pointless. My sims have already maxed out grades/social groups, and it's just boring. I don't have the patience to play through 8 semesters of this crap for every YA (or however long it takes). Alternately, could there  be some way to accelerate the process besides just maxing out credit hours?

With testing cheats Enable Debug Interactions turned on, there's a menu option (ctrl-shift on the sim -> Academic Degrees) that will give a sim a university degree. Let me fire up the game and see if I can find out where it is again.

Well, I'm having trouble finding it now. I've done it before, surely I can do it again, right?


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2013 June 05, 16:32:40
I've another request.
I've tried doing this myself via a tuning (I think) mod but it didn't work. Would it be possible to enable the Haunt interaction on objects and Sims for playable ghosts? It's always struck me as odd that graveyard ghosts are freely allowed to autonomously Haunt things but playabel ghosts aren't. Surely that should be a unique selling point of playing a ghost, that they can Haunt. The option is there if I have debugInteractions turned on but it's buried a few clicks down the pie menu "more" option on Sims and I'd rather not need those cheats turned on JUST for the pleasure of letting my ghosts haunt objects and Sims which I feel they should be able to do anyway.

TL;DR Enable "Haunt" interaction for playable ghosts.


Title: Re: Awesomemod Request Thread
Post by: Zepher on 2013 June 13, 16:06:29
on supreme commander (or on any read interaction) if the sim has the tablet in the inv. the interaction should be redirected to it unless it was a manual command. same with homework?


Title: Re: Awesomemod Request Thread
Post by: BattyCoda on 2013 June 15, 15:41:37
I've seen some references to this problem here and there, but there doesn't seem to be any way to fix it. Sometimes, when a sim or bonehilda are making a bed, something happens to cause the bed to be unusable by anyone. You can send a sim to sleep in the bed, but they throw a thought bubble with the sim or bonehilda's face, stomp and drop the go-to-bed command out of their queue.

The only way I have found to fix it is to buy a new bed and delete the old one. I tried fixall, reset bed ownership, picking up the bed and putting it back down. None of those work.

Is there any way this can be fixed by awesome mod?


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 June 24, 11:19:55
Would it be possible to prevent sims to drop everything they're doing to run off to play ping pong?  I wouldn't mind if it was just autonomous actions, but sims stop doing stuff they were manually directed to do.  I think kickybag and football has the same problem.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2013 June 26, 10:53:10
Humble request to get an extended expiry date of the current AM. This one will expire on the 29th. Maybe give us another month?


Title: Re: Awesomemod Request Thread
Post by: patrickz on 2013 June 26, 17:01:13
Hopefully by that time the new version (1.55 compatible) will be finished. Sure it will have an updated expiry date as well. Otherwise, that should indeed be a temporary solution.


Title: Re: Awesomemod Request Thread
Post by: nythawk on 2013 July 01, 04:23:25
Hopefully by that time the new version (1.55 compatible) will be finished. Sure it will have an updated expiry date as well. Otherwise, that should indeed be a temporary solution.
If you would search MOAR, you would know that there IS another solution.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2013 July 02, 19:53:38
Seeing as how AM usually takes the approach of disallowing the game to spawn special life states unless initiated by the player, I would like to request that the game be allowed to spawn mermaids.
This isn't because I want to play as them but simply because from what I understand, they are required for the purpose of unlocking one of the "hidden" islands. If the game isn't allowed to spawn any then Sims won't be able to befriend them and therefore will not be able to unlock said island.


Title: Re: Awesomemod Request Thread
Post by: Jayroo on 2013 July 02, 22:30:03
Seeing as how AM usually takes the approach of disallowing the game to spawn special life states unless initiated by the player, I would like to request that the game be allowed to spawn mermaids.
This isn't because I want to play as them but simply because from what I understand, they are required for the purpose of unlocking one of the "hidden" islands. If the game isn't allowed to spawn any then Sims won't be able to befriend them and therefore will not be able to unlock said island.

Would said island still be able to be found via the lifetime reward map?  Would changing a townie into a mermaid alleviate the problem?  Is the island only able to be reached via a mermaid spawned by the game?  I would think perhaps the answer to these questions should be looked into before changing Awesomemod.


Title: Re: Awesomemod Request Thread
Post by: Menaceman on 2013 July 03, 21:54:58
Admittedly I don't know the answers to those questions but I would assume a player created "townie" mermaid wouldn't work as they would be lot based and not ocean based like the ones created by the game are so you couldn't happen across one whilst exploring a dive spot.
I only got my game working again two days ago and haven't actually played in IP yet.


Title: Re: Awesomemod Request Thread
Post by: kissing_toast on 2013 July 03, 22:21:03
Admittedly I don't know the answers to those questions but I would assume a player created "townie" mermaid wouldn't work as they would be lot based and not ocean based like the ones created by the game are so you couldn't happen across one whilst exploring a dive spot.
I only got my game working again two days ago and haven't actually played in IP yet.

Menaceman, I do believe the mermaids in IP are townies so the suggested should work. The moment I befriended a mermaid she led me to the secret mermaid island, whether or not there are more than the one island that require mermaids IDK.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2013 July 04, 01:00:22
According to MasterController the four mermaids that come with the IP world are a separate homeless household called "Mermaid", so my guess is that they are similar to the Alien household or the unicorn in Pets and should respawn once the four initial ones are gone. I haven't tested this yet, though.
And AFAIK the lifetime reward map does not unlock the mermaid island, only the one that you can also unlock by finding the map pieces yourself. You *need* a mermaid for the mermaid island.


Title: Re: Awesomemod Request Thread
Post by: AbyssTanarri on 2013 July 04, 17:53:50
Is it possible to have an option to check lot cost to disallow families to get filthy rich by moving to new houses, far more expensive than initial ones? That seems very strange, when somebody with low-level and non-criminal career suddenly moves from the tiny cottage to a villa ten times more expensive. Ok, maybe that particular sim somehow got an inheritance. But when a lot of families do that, it ruins the economy. Well, I can try to have a couple of cribs in every house, but that is a bit crazy and sometimes sims move out just to split families, not to find cribs, and it is still possible for them to get an enormous start sum.
I also wonder about a way to stop populating town with random crappy people. I tried to use AwesomeStoryPopCap by setting it to 20, which is far more than current amount of residents (I checked that this option is set in game with showconfig command), but no luck, they are still invading the town.
P. S. I apologize for possible grammar mistakes.


Title: Re: Awesomemod Request Thread
Post by: EsotericPolarBear on 2013 July 10, 19:01:08
Will SC be updated for the new (oldnew?) skills and professions?

I would like to reiterate this request.  Although for anyone interested in the meantime the study skills online mod at mts with hidden skills enabled will allow you to grind the skills and professions in a boring semicheaty manner.

I'd much rather do it through normal (albeit macro'd) gameplay when possible.


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2013 July 11, 05:23:57
I can haz smite liek in ts2?


Title: Re: Awesomemod Request Thread
Post by: sloppyhousewife on 2013 July 12, 18:43:02
I can haz smite liek in ts2?
Oh yes, I so second this one.


Title: Re: Awesomemod Request Thread
Post by: socks on 2013 July 18, 00:18:35
There's a bug that causes the game to freeze when a sim who is registered as self-employed tries to check into a Resort. It's pretty annoying because my sim is a self-employed scuba diver and I am trying to unlock one of the islands by doing a quest that requires you to check into a resort and talk to the guy at the front desk. I had to make her quit her job just to do that. Fix please?


Title: Re: Awesomemod Request Thread
Post by: sloppyhousewife on 2013 July 18, 06:59:07
This got fixed with the latest NRaas Overwatch. My self-employed writer could check in and get the island opportunity just fine. I'd prefer this fix to be part of Awesomemod, too, but afaik JMP doesn't bother with stuff that has already be done.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 July 23, 07:39:11
I have a lifesaver who's body count keeps getting reset.  Is this the same issue as with the PI cases?  Can it be fixed awesomely?


Title: Re: Awesomemod Request Thread
Post by: munds on 2013 October 02, 06:56:06
EA seems to have enclosed some wish fulfilment bugs sometime between UL and IP. One of these is the "Throw a Party" and/or "Throw a [positive adjective] Party". I've tried throwing parties left and right, both at home and on community lots, but neither wish are being fulfilled. I've found similar reports from as early as May 2013, and some people got the problem fixed after installing IP, and some (like me) didn't. Any chance you could check into this?

I'm running latest patch/AM with all EPs.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2013 October 04, 17:25:53
EA seems to have enclosed some wish fulfilment bugs sometime between UL and IP. One of these is the "Throw a Party" and/or "Throw a [positive adjective] Party". I've tried throwing parties left and right, both at home and on community lots, but neither wish are being fulfilled. I've found similar reports from as early as May 2013, and some people got the problem fixed after installing IP, and some (like me) didn't. Any chance you could check into this?

I'm running latest patch/AM with all EPs.

Not only am I missing out on getting the achievements, but I don't have anybody showing up for the parties my sim attends.  I was assuming it was a mod problem, but didn't care enough about parties to troubleshoot it thoroughly.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2013 October 08, 09:56:24
Is it possible to have an option to disable the social groups completely. I just don't like to have my Sims become nerds when they play video games, jocks when they play catch and rebels when they watch other Sims play with a rebel object. So far I have only found a mod that makes the hidden skill increase slower but those groups are both a hidden skill and a hidden trait and as this mod modifies the Skills.xml it is highly likely to conflict with other mods.


Title: Re: Awesomemod Request Thread
Post by: Dr Liam Stupid on 2013 October 17, 10:26:00
Is it possible to disable Simport wishes? The feature is pretty useless on an Arr'd game.


Title: Re: Awesomemod Request Thread
Post by: CLmeow on 2013 October 25, 23:00:26
I would love to be able to get rid of a couple mods I have, namely No nose picking, and No Coughing While Eating.  I dunno about you but I usually don't choke on my food when I eat.  Although being able to give a Sim Acid Reflux might be fun.  To puke when you eat or get severe heartburn might be hilarious.  So, if the  two could be added to AM it would be  grand!


Edit: Thought  of another one.  Perhaps add a trait, Autistic.  Might be fun seeing parents deal with such a child. Might not be possible though.


Title: Re: Awesomemod Request Thread
Post by: Potato on 2013 October 27, 11:15:55
Is it possible to have a feature of Consort's core mod integrated with Awesomemod? I.e. extending the EA standard fitness/fatness values from -1/1 to -2/2. I'm not talking about extending the slider values but more of preventing a sim with a fitness of 1.5 snapping back to 1 by exercising.

Here's a link to Consort's mod: http://modthesims.info/d/470349


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2013 October 27, 11:35:56
Potato, you surely have the most appropriate userid ever. If you ever bothered to RTFM, you'd realise am does this already.


Title: Re: Awesomemod Request Thread
Post by: Potato on 2013 October 27, 13:04:43
Potato, you surely have the most appropriate userid ever. If you ever bothered to RTFM, you'd realise am does this already.

6.  Law of Conservation Of Mass [Optional - Default: Enabled]
     The Law of Conservation of Mass applies to sim weight gain: Sims cannot
     revert to being fat if not given food. They must actually eat in order
     to gain weight.


"Law of Conservation of Mass" only applies to sim weight, not sim fitness. Even though it is default enabled my sim still does experience a jump in fitness from 1.5 to 1 while exercising.


Title: Re: Awesomemod Request Thread
Post by: Kibble on 2013 October 27, 18:05:32
This may belong in the Large Intestines of Trogdor, since I'm willing to do the work myself, but how difficult is it to add new behaviors to Supreme Commander? There are a number of these that I would be interested in, as they would help make EPs more playable.


Title: Re: Awesomemod Request Thread
Post by: Kyna on 2013 October 30, 03:27:16
Will AwesomeMod be updated to take into account some of the new objects from ITF?

- AM doesn't recognise the holo-Computer as a computer when skilling writing or when building fun.  This is a portable computer that doesn't need a table & chairs (sims stand up to use it), and can be kept in a sim's inventory.
- The Sonic Shower isn't recognised as a shower.  The upgraded version of this object has power cleanse, which gives a 5 hour moodlet where the sim's hygiene won't drop.
- The all-in-one showers aren't recognised.  They are a quick way to deal with bladder and hygiene at the same time.

There's a new collectible, nanites.  Could we have nanites added to the collect macro?

Also, can we have the skillinator updated to take into new skills from the last few EPs, including bot building from ITF.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 October 31, 12:14:49
Intentionally or not, Nanites are collected when using the bug macro.

I've got some small request:
Could the supreme commander please not insist on curing away moodlets with no negative mood effect?  Some of those (effects of potions and dreaming) actually do useful stuff.  I don't mind them being sacrifised when something bad needs to be cured, but the way it is now the supreme commander wipes them even when there's nothing else to get rid of.

Would it be possible to select preferred vehicle directly from a sims inventory (you can with boats).  (And if possible, somehow FORCE sims to use the damn motive mobile if that's their preferred vehicle even if they have a limo ride to work.)

Seashell collecting?  Never mind the dive sites, just beach combing would go a long way.

There was something else I thought was important, but I forgot.  Will edit if/when I remember.
Ah! Yes, this has annoyed me for a long time:
Whenever a sim travels or moves between neighbourhoods, their bug collection forgets all about fireflies.  It gets re-set after every adventure, every uni visit, every trip to the future.  This drives my gotta-catch-them-all mentality absolutely bonkers!  Can it be fixed?

Another little annoyance I just noticed:  When a sim with the Natural Cook trait tries to "Kick up a notch" a synthesized meal, it decreases food quality.  I'm pretty sure that's not supposed to happen.  Adding honey or herbs seems to do the same thing.


Title: Re: Awesomemod Request Thread
Post by: BattyCoda on 2013 November 02, 14:34:37
I thought someone requested this before, but I don't see it here. A robot's desire to scan a human queue stomps the human's queue, including waking them up if they are asleep. This is massively annoying.

Also, when a person travels from the future to the present, the records of which nanites have been reverse engineered are reset back to zero in the collection journal.

ETA: Locking the bedroom door keeps the robots from waking the sim up to scan them.


Title: Re: Awesomemod Request Thread
Post by: witch on 2013 November 02, 21:01:32
The robot puts the meal away instantly, when in the present (past), sims don't have time to get to the household meal. Awesomemod leaves the plates out for a wee bit which is far more useful. Can the robot be delayed?

Can phones please be silenced permanently? Now it's not just Uni, but everytime the sims time travel, all their damn phones get turned on again. Hoverboard preferences, i.e. use the board instead of walk, get nerfed also.

The moon landing flag commemoration on landing with a jetpack is cute the first few hundred times, but after that it gets a bit old, it's gone beyond an acknowledgement to a mockery. Is it possible to make this a fairly rare event?

ETA:
When returning from the future 2/5 of my sims lost all their wishes, have others experienced this? I doubt it's an AM bug.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 November 03, 07:40:23
I've got some small request:
Could the supreme commander please not insist on curing away moodlets with no negative mood effect?  Some of those (effects of potions and dreaming) actually do useful stuff.  I don't mind them being sacrifised when something bad needs to be cured, but the way it is now the supreme commander wipes them even when there's nothing else to get rid of.
Yes, if you specify which moodlets are being harmed, I will add them the exception list. However, due to the way things work, the game views all moodlets that do not have a +mood effect as things to nuke, and the scan code thus reflects this, with a growing list of manual exceptions.

Seashell collecting?  Never mind the dive sites, just beach combing would go a long way.
I wll keep it in mind when I get time in my busy schedule to actually install, play, and wait 30 minutes for the damn game to load.

Ah! Yes, this has annoyed me for a long time:
Whenever a sim travels or moves between neighbourhoods, their bug collection forgets all about fireflies.  It gets re-set after every adventure, every uni visit, every trip to the future.  This drives my gotta-catch-them-all mentality absolutely bonkers!  Can it be fixed?
Fireflies, eh? I'll take a look sometime.

Another little annoyance I just noticed:  When a sim with the Natural Cook trait tries to "Kick up a notch" a synthesized meal, it decreases food quality.  I'm pretty sure that's not supposed to happen.  Adding honey or herbs seems to do the same thing.
Happens in real life all the time. You go around adding strange foreign additives to my food, the food quality DEFINITELY goes down.


Title: Re: Awesomemod Request Thread
Post by: thegreatcatsby on 2013 November 04, 22:33:08
I see that Potato has already requested it, but I am simply requesting the increased thin/fat and wimpy/fit slider ranges because Consort's mod isn't compatible with Awesome. Is this possible? I am not asking for a slider hack; I am asking for values such as -2 and 2 to be obtainable in-game.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 November 07, 14:45:31
I've got some small request:
Could the supreme commander please not insist on curing away moodlets with no negative mood effect?  Some of those (effects of potions and dreaming) actually do useful stuff.  I don't mind them being sacrifised when something bad needs to be cured, but the way it is now the supreme commander wipes them even when there's nothing else to get rid of.
Yes, if you specify which moodlets are being harmed, I will add them the exception list. However, due to the way things work, the game views all moodlets that do not have a +mood effect as things to nuke, and the scan code thus reflects this, with a growing list of manual exceptions.


Here are some neutral moodlets with positive effects:
Invigorated
Potently Invigorated
Hive Mind!
Imminent Nemesis (You wouldn't wan to twart this, would you?)
In Bliss
In Ecstasy
Immunity
Imminent Romance
Feeling Fertile
A Twinkle in the Eye
Instant Handiness
Enlightened
Pure Enlightenment
Animal Familiar
Mosquito Defense
Jobtastic!
Stolen Test Answers
Cheat Sheet
Unusual Blemish
Botanitis Minorous
Aura of Creativity
Aura of Body and Mind
Ensorcelled
Heart of Gold
Wish Master
Liquid Energy

On an unrelated note: The "Stylin'" (from reaching the top of the stylist profession) and "Eternal Joy" (genie wish) moodlets disappear when a sim is uprooted and moved to another game (or similar).  To re-gain eternal joy I've had to use droptrait to purge it before asking the genie for happiness again.  Stylin' might be lost forever; I haven't experimented with it.


Title: Re: Awesomemod Request Thread
Post by: anthonyfatale on 2013 November 10, 18:14:15
Would it make sense if the monies earned from Plumbot tune-ups were applied the the running tally of sales for the Plumbot Builder Career? I'm not sure if other professions have a similar situation.

And I would like to thank all of you for your impressive work!


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2013 November 11, 04:16:13
Couldn't find internal name of some of those moodlets, but added a few more covers for any moodlet that affects "Happy" or "Fulfilled", even if the value is zero, as well as many of those listed.


Title: Re: Awesomemod Request Thread
Post by: YouWereAdopted on 2013 November 14, 00:37:52
Is it possible to make a mod to put jezzer's face on every pre-made sim??

That's all I've ever wanted.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2013 November 20, 17:54:08
Would it be possible to have the confirmation pop-up that occurs whenever you send a sim to the future or back to the present included in expert mode so we don't see it?


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2013 November 27, 20:59:54
Could you do something to prevent non-vegetarian and otherwise sane sims from randomly being assigned tofu food as favourite meal?


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2014 January 21, 07:07:19
Yes, bad necromancy. Bad request for something that has already been ignored.

Given that Twallen has decided to leave the community I ask here once more for risky woohoo. I don't need the ability to have sex with 12's. I don't care if my sims are languishing without the ability to form multiple partnerships or whatever else. I just want a little reality and some occasional consequences.

Please?


Title: Re: Awesomemod Request Thread
Post by: bitterquill on 2014 January 22, 04:38:50
Given that Twallen has decided to leave the community I ask here once more for risky woohoo.

According to the NRaas site (http://nraas.wikispaces.com/News+Of+The+Day), all of Twallan's stuff has been updated to 1.66. He left all his source code and a whole team tackled the few mods that needed updating for the patch. In case Pescado doesn't want to add this to AM, you should still be able to use the NRaas suite to do it.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2014 January 22, 11:09:59
Given that Twallen has decided to leave the community I ask here once more for risky woohoo. I don't need the ability to have sex with 12's. I don't care if my sims are languishing without the ability to form multiple partnerships or whatever else. I just want a little reality and some occasional consequences.
Yeah, you see, I don't really see this as something I wish to add to the game. Besides, in reality, the consequences are essentially nonexistent. It's quite a fixable condition. Of course, it makes no sense to add a problem with including the fix, and this greatly increases the complexity of the project beyond what I have time for at present.


Title: Re: Awesomemod Request Thread
Post by: EsotericPolarBear on 2014 January 22, 16:27:41
Any chance we could get a repeat action type macro that maintains motives a la power idle but returns the sim to a selected task? 


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2014 January 23, 03:59:14
I've considered attempting this in the past, but there's an enormous number of things, often with their own peculiar arguments and data, which makes it somewhat infeasible.


Title: Re: Awesomemod Request Thread
Post by: Gwill on 2014 January 29, 20:18:27
Would making big inventions stack in a sim's inventory be doable?  I'm working on the master inventor challenge and ~100 floor hygienators is making the inventory rather cluttered.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2014 February 02, 05:12:37
You can enable stacking of anything if you CRTL-SHIFT-Click on the object and pick "Make Stackable" or something to that effect.


Title: Re: Awesomemod Request Thread
Post by: cuthbert on 2014 February 06, 02:58:17
Could you enable professions to plumbots? I can't understand why it was disabled in the first place, even with Office Drone chip installed.


Title: Re: Awesomemod Request Thread
Post by: Cyberdodo on 2014 February 07, 05:37:55
Plumbots should also be enabled to DESTROY ALL HUMANS!


Title: Re: Awesomemod Request Thread
Post by: YouWereAdopted on 2014 February 08, 05:51:39
Why was my request ignored?


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2014 June 08, 10:51:55
I've got a request for something that has been bothering me for quite some time now:
Some time since one of the recent patches the game has begun to turn off all stereos at midnight, including those on community lots, nightlife venues etc. Can this be changed to a more sensible time? The last venue closes at 4 am. So either 3am or 4 am I would think to be more appropriate.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2014 June 08, 22:29:33
Why was my request ignored?

Here? Because it was Awesome Mod un-related.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2014 June 09, 16:27:31
Why was my request ignored?

Here? Because it was Awesome Mod un-related.

Also because it's a fucking idiot that should DIAF.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2014 June 09, 20:47:41
Also because it's a fucking idiot that should DIAF.

But that is in general and the request thread doesn't usually run that way. You get ignored in here for being off topic or asking for things Pescado doesn't consider worth doing.


Title: Re: Awesomemod Request Thread
Post by: Nikel on 2014 July 21, 13:04:21
The skill challenge for Glow Bug / Firefly Collector is unachievable. It requires you to collect 10 types of Glow Bugs (according to the codes) but there are only 8 Glow Bugs in the game. Is it possible that AwesomeMod includes a fix for this?


Title: Re: Awesomemod Request Thread
Post by: floopyboo on 2014 July 21, 22:44:08
Pes, could you possibly bring back smite? We have a multitude of heavenly-originated punishments to choose from now, wouldn't it be awesome if they could be user-directed?


Title: Re: Awesomemod Request Thread
Post by: Anach on 2014 September 29, 23:20:09
Been a while since I made a request, but I'd like a multiplier for Base Pay and Pension Pay so I can make things harder on my Sims in game, and not have to edit  Careers and ActiveCareers XML in AwesomeMod.


Title: Re: Awesomemod Request Thread
Post by: Roobs on 2014 October 18, 21:34:02
I don't know whether it's feasible and maybe it's a little cheat-y, but I'd like to be able to give an object multiple upgrades like you can now do in The Sims 4.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2014 October 31, 16:24:06
I was wondering if it was easy, or possible, for the end user to modify AM to change the wording for the paedophile trait to something like "registered Sex Offender" or just "Sex Offender", or is this component buried too deep in the scripting system?


Title: Re: Awesomemod Request Thread
Post by: Cyberdodo on 2014 October 31, 18:07:58
There already is a 'Registered Sex Offender' trait, which you acquire via being caught acting on the Pedophile trait.

As for your question on changing the name of a trait, it depends.  If the name string is stored in a XML, then yes, changing it is fairly simple.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2014 October 31, 19:49:39
There already is a 'Registered Sex Offender' trait, which you acquire via being caught acting on the Pedophile trait.

As for your question on changing the name of a trait, it depends.  If the name string is stored in a XML, then yes, changing it is fairly simple.

If I remember correctly, the name that appears on the trait is "paedophile", but I could be wrong.  As a paedophile is usually adult to child, I would rather have it say sex offender for adult to teen.  Not that I use that these days as I have another mod that bypasses everything.  Just wanted to know how easy changing the name would be, for personal preference.


Title: Re: Awesomemod Request Thread
Post by: Madame Mim on 2014 October 31, 21:20:01
If I remember correctly the child to adult is paedobait - assuming that I've spelt it correctly and it isn't hyphenated.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2014 November 01, 15:08:54
If I recall right, if you gave a teen the paedobait trait, they were more susceptible, and more likely to accept the advances of an adult.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2014 November 02, 19:14:52
The displayed localizations are stored in a STBL, so it is pretty easy to STBL-override them.


Title: Re: Awesomemod Request Thread
Post by: Metalkatt on 2014 November 24, 23:58:26
Nerfing of automatic pumpkin carving?  Stupid sim, I want to make pie out of those!


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2014 November 25, 04:15:23
What Feeble Metalkattian Thing is that?


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2014 November 25, 13:58:58
If you do make adjustments to AM in the future, would it be possible to exclude LTW's from being filled when the "fulfill wants without locking" option is enabled?  I had a teen sim max 3 skills, and when the renaissance sim LTW spun up, the game fulfilled it, and when my teen aged to YA and I selected a different LTW, it showed as being fulfilled even though none of the criteria had been met.


Title: Re: Awesomemod Request Thread
Post by: Metalkatt on 2014 November 26, 16:35:08
What Feeble Metalkattian Thing is that?

Not something I put in, dude.  There's some douchebag code that says if sim has pumpkin in inventory and has been left alone for a nanosecond, s/he will whip that fucker out and start carving it.  So much hate.

Also, now that we have poison apples because magic, I want my damn poison wine.  :P


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2014 November 28, 00:43:48
If you do make adjustments to AM in the future, would it be possible to exclude LTW's from being filled when the "fulfill wants without locking" option is enabled?  I had a teen sim max 3 skills, and when the renaissance sim LTW spun up, the game fulfilled it, and when my teen aged to YA and I selected a different LTW, it showed as being fulfilled even though none of the criteria had been met.
That's an interesting interaction. Technically, the grayed out fulfillment plate is keyed to you completing an LTW, not to you completing a specific LTW, but I will update it in the next update so that the sim will not be flagged as LTW-complete if you manage to fill a really easy one as a whim.


Title: Re: Awesomemod Request Thread
Post by: Borka on 2014 December 02, 07:38:37
I would really like an option to increase/decrease salaries in Awesomemod. There is a mod which decreases the salaries, and that is XML-tunable, but it is incompatible with Awesome. Is this a feature that would be possible to incorporate?


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2014 December 02, 07:50:52
I would really like an option to increase/decrease salaries in Awesomemod. There is a mod which decreases the salaries, and that is XML-tunable, but it is incompatible with Awesome. Is this a feature that would be possible to incorporate?

Are you sure the mod is incompatible with AM?  Generally XML tuning mods are fine with AM, in which case you could just make your own or modify the one that decreases the salaries into one that increases them.


Title: Re: Awesomemod Request Thread
Post by: Borka on 2014 December 02, 10:32:21
Well, the mod's author says that the part that decreases salaries is incompatible with Awesome and I had to take their word for it, since I don't have Sims installed at the moment. The mod is Minimum Wage over at MTS if it's of interest. At the moment making my own is beyond my abilities, but I might give it a try in the end. I do like the thought of sims drudging along on minimum wage it would go well with increasing the difficulty to get promoted with Awesome.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2014 December 02, 15:14:43
It won't cause a fatal reaction if you combine the two, provided you load theirs last, although odd side effects may occur, like ending up with multiple mayors again. The Careers.xml thing isn't critical to AwesomeMod and I am thinking of removing it and placing the data into a different file to improve compatibility.


Title: Re: Awesomemod Request Thread
Post by: Metalkatt on 2014 December 25, 22:35:21
When a sim drinks a bliss elixir, then is put on supreme commander, the macro uses the motive manager to get rid of the positive "blissed" moodlet.  Nerf, please?  Very irritating; I wanted the LTH bonus of a higher bar.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2015 January 24, 19:52:16
If you feel so inclined at some point, would it be possible to stop the ask for autograph and have photo taken options from queue stomping and cancelling any and all queued actions?  I could live with the interaction either being inserted as the next queued interaction, while leaving the other queued tasks remaining, or placing it at the end of the current queue.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2015 January 30, 15:15:50
According to the code, the AskForAutograph action occurs at NonCriticalNPCBehavior level, which is lower than actions you queue, so it should not stomp. What exactly is occurring? Are your sims asking, or being asked?


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2015 January 30, 15:37:00
According to the code, the AskForAutograph action occurs at NonCriticalNPCBehavior level, which is lower than actions you queue, so it should not stomp. What exactly is occurring? Are your sims asking, or being asked?

My celebrity sims are being asked by random sims, and it queue stomps everytime, placing the "Be asked for autograph, or "have photo taken" action as the only thing in the queue.  I can requeue for after that, but should another random sim approach and ask, the new queue gets stomped and replaced with the actions for the next random star-struck sim.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2015 January 31, 05:12:52
Next time you see it happen, do a "What Are You Doing?" as the action starts and show me the results. That will dump the data on the current interaction and tell me where to look for the problem.


Title: Re: Awesomemod Request Thread
Post by: Venusian on 2015 March 08, 16:01:07
There definitely appears to be a core block preventing negative spells of any kind from being cast on pregnant Sims, even simple motive curses, because I could find no means to remove the restriction in any of the ITUN files. Can you tweak Awesome to remove it?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2015 March 10, 17:07:30
Possibly. The reason some of those blocks exist is because of lack of animations, but others are simply all about MUH FEELS. I have not, however, felt the need to randomly curse other sims because it does not serve any useful purpose.


Title: Re: Awesomemod Request Thread
Post by: tizerist on 2015 June 24, 21:56:26
Would it be possible to make  'object > enable / disable interactions' permanent through a save?


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2015 June 25, 02:08:20
I am not familiar with this functionality, it is probably a core EA debugging function and not part of AwesomeMod, so tampering with it is not wise. In any event, to make something like that persistent across saves would involve altering the save format of the game and thus be further unwise.


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2015 June 25, 11:56:56
I have a request to make AM compatible with the EA travel system and the Traveler mod by NRaas (twallan). NRaas Traveler allows you to travel to any installed world, either for vacation or permanently. However when one travels to a regular world (EA worlds, Store worlds or user-created), one will run into the "red box" issue. I don't know the details of this, only that the relationship panel will break and display red squares instead of a Sim portrait and will leave the relationship panel broken.
Another NRaas mod, RelationshipPanel, has a fix for this, but this mod is incompatible with Awesome as it uses the ctrl-shift-click command for different functionalities. My request therefore is to have the fix for the "red box" issue as part of AM, so that I won't need the other mod to fix it, especially as I have no use for the additional functions in the RelationshipPanel mod. I'd rather use the AM functions.
Here's a bit of info on this:
http://nraas.wikispaces.com/RelationshipPanel+Phase+Ten
http://nraas.wikispaces.com/share/view/72303184?replyId=79726670


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2015 June 26, 01:09:14
I have used the Nrass traveller and travelled to isla paradisio (or whatever) and returned (also travelled to a couple of the EA vacation worlds) without any major issues, the relationships and panels remain intact, no red boxes of anything.  I just stopped using it due to minor annoyances, mainly that it cancels out the no aging potion and causes the sims to age, and it maintains a sims job when they are travelling, sometimes the sims simply are not required to go to work, other times they are required to go, especially in the future.  Also, get the settings wrong and you don't get any future relations when going into the future.  I also do not use, and have never used the relationship panel mod.

My main reason for wanting to use it was the ability to freeze aging in the vacation worlds, and to allow my sims to do the islands and houseboats thing at different times, but too many minor annoyances for my liking, so I stopped using it.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2015 June 26, 01:18:05
I don't know of this issue, probably because I have never attempted such an abomination. What exactly does this relationship panel do that fixes it? Removes the broken relationships? Simply hides them?


Title: Re: Awesomemod Request Thread
Post by: vorpal on 2015 June 26, 08:46:34
I don't know of this issue, probably because I have never attempted such an abomination. What exactly does this relationship panel do that fixes it? Removes the broken relationships? Simply hides them?
As I said I don't know very much about the details, but here's what I found.

The red box issue looks like this:
(http://www.carls-sims-4-guide.com/forum/gallery/albums/userpics/10058/redbox.jpg)

It is basically that one Sim breaks while displaying the relationship panel and turns out as a red box; all relationships that are supposed to turn up after the broken one will then miss from the panel. It is an issue that can also occur without traveling and in homeworlds. I know that I have had this occasionally in my homeworlds, too, when I changed households in quick succession with ctrl-shift clicking.
From what I remember it is mostly caused by the game failing to update career stats in the relationship panel. And that's probably why I run constantly into this when I use Traveler to travel to a regular world, because there are Sims with careers in those destinations. I had it even when traveling to a fresh world and in a fresh game. My Sim knew a few people in his homeworld but none in the destination Bridgeport but when he arrived there the red box showed as the first relationship and the rest was completely empty (it should have shown some 10 Sims from the homeworld as greyed out relationships).

According to NRaas FAQ it is a general bug in the game but only made more apparent when traveling to "non-legit" destinations:

Quote
A relationship listing consisting of a totally red portrait is the result of a script error while displaying the contents of the Relationship Panel.
This may be caused by a corrupt relationship link, or simply by an EA error while displaying the sim's portrait

Since the Core game stops adding portraits to the window after a script error, you may find that many of your relationships are no longer listed.

To correct the issue install RelationshipPanel.
That mod replaces the display mechanism on that window with one that catches and reports script errors, allowing the window to continue displaying regardless of the error.

And now that I mention this I remember that I've had it before without the Traveler mod installed when I traveled to the future and one household member bounced the panel with a script error mentioning career data and Awesome. I thought that I had posted this script error here in the bug report but cannot find it anymore.


Title: Re: Awesomemod Request Thread
Post by: Piffle on 2015 June 27, 18:10:09
I'd like to request a feature that would cycle the sim through available outfits upon getting dressed.  What's the point in having three outfits for each subset if the game just dresses the sim in the same thing every day?

I realize this is a thing twallan's dresser does, but it comes bogged down with so many features that I don't want that I prefer not to use it.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2015 June 30, 16:03:44
If the function you request is already available elsewhere, Pes rarely adds it to AM unless he specifically likes or wants that functionality.  Unfortunately, a lot of Nrass mods, as do many others, come loaded with a shitload of options and features that people don't want.

If possible, I would like something that stops the paparazzi from actually entering a private lot unless invited.  I find having them hang around the front door, or gate, or walk around a houseboat uninvited to be a real pain.


Title: Re: Awesomemod Request Thread
Post by: witch on 2015 June 30, 23:22:26
Apparently you can pay to make paparazzi stay away, I read somewhere. Try the City Hall. I'm not sure if it's an Nraas feature or a game one, but I think game. It's fairly new. I haven't tried to find it myself yet, because I tried to eliminate paps and celebs. (Which didn't work, as long as one sim somewhere has any celebrity rating, the game creates the paps. Even with the celeb button unticked.)


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2015 July 02, 22:53:19
Next time I am playing and I remember, I'll have a look and see what I can find.


Title: Re: Awesomemod Request Thread
Post by: upsidedowntubesteak on 2015 November 15, 05:43:35
Origin has released an update for The Sims 3, which I have stupidly allowed on to my puter. Is there any hope of an awesome update for the borkedness or am I screwed because Origin?


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2015 November 15, 13:23:33
You were screwed the moment you installed Origin itself.


Title: Re: Awesomemod Request Thread
Post by: Ambular on 2015 November 16, 06:13:42
Origin has released an update for The Sims 3, which I have stupidly allowed on to my puter. Is there any hope of an awesome update for the borkedness or am I screwed because Origin?

What the actual fuck.  Why the hell are they releasing an update at this late date, and what makes them think anybody's going to want to register and sign up for Origin just so they can have the privilege of crippling their game to varying degrees?  Does this thing actually FIX anything?


Title: Re: Awesomemod Request Thread
Post by: upsidedowntubesteak on 2015 November 16, 20:28:35
I believe it's Origin only, thankfully. As per usual, it's borked more than it's fixed and added 'features' no one asked for and modders have already supplied years ago.


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2015 November 26, 01:42:44
Where is this patch and what does it say it did?


Title: Re: Awesomemod Request Thread
Post by: Simsample on 2015 November 26, 10:14:36
It seems to be available via Origin only:
https://help.ea.com/en/article/new-launcher-for-the-sims-3/


Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2015 November 29, 08:05:51
Obviously, that is not going to happen. If somebody wants to actually touch gthing and can send me their bin\game\gameplay and scripts.package, I can do a quick scan of it to see how much damage there was.

Origin has released an update for The Sims 3, which I have stupidly allowed on to my puter. Is there any hope of an awesome update for the borkedness or am I screwed because Origin?
And seriously, what the fuck were you thinking, installing an unapproved update into a modded game?


Title: Re: Awesomemod Request Thread
Post by: columbia on 2016 January 07, 17:17:47
I'm not sure what you mean by unapproved update. I've been happily playing TS3 and 2 evenings ago, opened Origin to check on the price of a game. I hadn't been there since before the 1.69 patch and, since EA's moved on from TS3, had no idea it even existed or any reason to check.  Origin did all of it's own little automatic updates , which I didn't question and obviously included the "downgraded" TS3 update, too. Again, I'd no idea there'd been a patch released on a game EA no longer supported or even cared about so I didn't take any precautions. That makes me reasonable, not stupid.

I've been told I can uninstall/reinstall just the base game (not the EPs/SPs) and then only update through 1.67 to get back to "normal". I'd then have to make certain Origin no longer updates automatically. If I do this, where can I get the 1.67 Awesome mod because I overwrote it without knowing how awful the 1.69 patch is! (BTW, I guess the latest little "fix" that was downloaded 2 days ago also makes the older 1.69 core mods borked - Nraas ErrorTrap isn't working, nor is AM.)

As for the Gameplay and scripts packages, I'd be happy to send you whatever you need. I purchased several of my EPs/SPs through Origin and, when I had to replace my harddrive this summer, I used Origin to install everything as it was just easier. That means my "bin" is in the Origin Games folder but I'd guess that wouldn't matter to you.


EDIT: My gameplay and script files are dated 12/15 so doubt they'll be of any help for the latest "fix". Also, I found a game save from last year with the AM mod dated 4/21/14. Looks like that might be the 1.67 fix so I can just pop it in my game if I go that route.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2016 January 08, 00:34:08
I've been told I can uninstall/reinstall just the base game (not the EPs/SPs) and then only update through 1.67 to get back to "normal". I'd then have to make certain Origin no longer updates automatically. If I do this, where can I get the 1.67 Awesome mod because I overwrote it without knowing how awful the 1.69 patch is! (BTW, I guess the latest little "fix" that was downloaded 2 days ago also makes the older 1.69 core mods borked - Nraas ErrorTrap isn't working, nor is AM.)

I don't know, maybe as 1.69 is not supported here and probably never will be as it appears to only be available through Origin, and not a stand alone patch, maybe, and this is just a wild guess, the AM download link might just have the latest 1.67 AM?


Title: Re: Awesomemod Request Thread
Post by: columbia on 2016 January 08, 02:22:09
Sorry, Merlin, but no. The AM mod I downloaded from here yesterday before finding out it doesn't work is actually dated 10/2/2015. (Guessing AM WAS updated for 1.69!) I checked the date before installing - not so stupid, you know.  I know this crowd must be sad not to have shown me up...:) Also, as I mentioned in my post, I have an old game save with a 2014 AM that is likely the 1.67.

I kept the thread open because of the "fix" a couple of days ago that messed things up again, just in case Pescado wants to take a look at it.

"Have fun storming the castle!"


Title: Re: Awesomemod Request Thread
Post by: Starler on 2016 January 08, 03:12:41
You're guessing incorrectly.

That error seems to indicate something is malformed in the household data, as the error occurs in an unmodified EAxian function. I have added a sanity check to that to see if that helps.


Title: Re: Awesomemod Request Thread
Post by: cwurts on 2016 January 08, 17:43:53
Did Starler just sass the big fish?


Title: Re: Awesomemod Request Thread
Post by: Starler on 2016 January 09, 18:25:00
Nope. Because context.


Title: Re: Awesomemod Request Thread
Post by: columbia on 2016 January 11, 21:35:08

I kept the thread open because of the "fix" a couple of days ago that messed things up again, just in case Pescado wants to take a look at it.



Just as an FYI (and further proof that EA needs to leave things alone because when they start messing with it, it goes from bad to worse) but there is yet another update. I had removed the automatic update option after the 1.69.42 update so got the notification today prior to playing and didn't install, and even though AM doesn't work with this version, I thought I'd pass along the info in case anyone was interested in updating AM.

Info:  http://simsvip.com/2016/01/11/the-sims-3-game-update-1-69-43-january-11th-2016/


Title: Re: Awesomemod Request Thread
Post by: Sita on 2016 January 11, 23:04:10
Question: with these latest two updates, IS AM actually breaking? Mine seems to be working, apart from the warning when game loads?


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2016 January 12, 17:08:05
We can only hope it breaks your computer and sets your house on fire.


Title: Re: Awesomemod Request Thread
Post by: columbia on 2016 January 12, 21:34:15
Question: with these latest two updates, IS AM actually breaking? Mine seems to be working, apart from the warning when game loads?

That would be good to know definitively. I know that in the past, whenever there was a patch, AM would work for a short time before it would quit completely. If it still works, I guess we'll have to wait and see if we only get a grace period or if it is all still good.  I got the warning and just "Quit" as I don't know if it would bork the save or not. Didn't think to play on through. Might have to save my game file yet again and see what happens. And wouldn't wish anyone's house would be set on fire-that's just silly! And it doesn't help anyone at all with the question as to whether or not AM will work with this patch.

BTW, I went into my game today and I'm at 1.69.43 (was 1.69.42), even though I selected the option to not install the update and play anyway. Apparently I have no control whatsoever. Oh well, no surprise there....  :)


Title: Re: Awesomemod Request Thread
Post by: Sita on 2016 January 12, 22:44:48
Thanks Columbia.

I suppose what I really need to know is HOW CAN I TELL if it's working?

ETA OK I can do Showconfig. That works.

From reading around it looks as if the main purpose of the "patches" is to 1) lock us into Origin for starting the game, and 2) to lock us into Origin for buying store points - naturally more expensively than the points available from the Store. Since I never buy Store points, it looked fairly safe.

Mine did update, and yes, willy-nilly, like yours Columbia. I made the decision to carry on playing with this save and hope it's okay.
It isn't quitting out - but, really, is there no way to tell?
Game crashes frequently but then my game does anyhow. I DO play with CC, but even playing without ANY CC including AM it still crashes, so I'm none the wiser.

Oh and Jezzer, go jump in a pond.






Title: Re: Awesomemod Request Thread
Post by: Starler on 2016 January 13, 03:22:19
Apparently I have no control whatsoever. Oh well, no surprise there....  :)

You're using Origin, which voids your warranty. No one is going to feel sorry for you.

On a side note, I had one of those moments where something that was painfully obvious finally dawned on me; of COURSE Titlights uses Origin. Installing it is the stupidest thing anyone can do with their gaming computer.

ETA: Okay, may it's not the number one, all-time stupidest thing, but it's certainly top five.


Title: Re: Awesomemod Request Thread
Post by: columbia on 2016 January 13, 06:32:27
Thanks Columbia.

I suppose what I really need to know is HOW CAN I TELL if it's working?

ETA OK I can do Showconfig. That works.

From reading around it looks as if the main purpose of the "patches" is to 1) lock us into Origin for starting the game, and 2) to lock us into Origin for buying store points - naturally more expensively than the points available from the Store. Since I never buy Store points, it looked fairly safe.

Mine did update, and yes, willy-nilly, like yours Columbia. I made the decision to carry on playing with this save and hope it's okay.
It isn't quitting out - but, really, is there no way to tell?
Game crashes frequently but then my game does anyhow. I DO play with CC, but even playing without ANY CC including AM it still crashes, so I'm none the wiser.

Oh and Jezzer, go jump in a pond.



I know...sometimes it cracks me up that more time is spent with snide remarks, including Starler apparently, than it would take to merely answer a legitimate question!

As for AM, I know that one of the functions it provides is to automatically turn on Testing Cheats. I don't remember if it did "BuyDeBug" but Nraas has a mod that turns it on. Right now (without AM) I have to enable Testing Cheats. I guess if you can put AM in the game and click on the mailbox and have those options come up, AM should be working. Again, my question was whether this was like before when there was a grace period after a patch before AM would no longer run. The answer to that would be a more appropriate use of a reply.

As for Starler, I've no idea what in the world you are going on about. It certainly didn't have anything to do with the question we had but merely seemed a soapbox opportunity. Warranty? What? I bought most of my games from Origin so I've no idea what that is all about. Calling people stupid is rude and pointless, especially when it is nothing more than your opinion. And, with you being so smart, what is the answer to the actualy question?

Sita, if you are having problems with your game (other than the AM update), you need to post elsewhere, like EAs forum. There is obviously something going on with your game/PC and maybe those people over there would be happy and willing to help you out!


Title: Re: Awesomemod Request Thread
Post by: Sita on 2016 January 13, 12:59:25
Apparently I have no control whatsoever. Oh well, no surprise there....  :)

You're using Origin, which voids your warranty. No one is going to feel sorry for you.


Since when does Origin void the warranty? Warranty on WHAT exactly? Starler talking rubbidge as usual. Sounds like that virus that was going to - lessee - sour your milk, make your BF go off with the milkman, and cause an avalanche in Hawaii?

Columbia, I think you'll find the EA Sims 3 forums are closed for posting. They're only interested in Sims 4 now. Never found much help there, apart from Writin' Reg, who was a hero.

Oh and this

Quote
I know...sometimes it cracks me up that more time is spent with snide remarks, including Starler apparently, than it would take to merely answer a legitimate question!

D'oh. This IS MATY! That's why we come here. Most of the time it's very amusing. But Starler's not very good at it.



Title: Re: Awesomemod Request Thread
Post by: Starler on 2016 January 13, 16:08:08
And, with you being so smart, what is the answer to the actualy question?

The fact that you don't know why using Origin is bad explains why no one is going to answer your question; you don't know enough to understand the answer.


Title: Re: Awesomemod Request Thread
Post by: jezzer on 2016 January 13, 17:49:41
D'oh. This IS MATY! That's why we come here. Most of the time it's very amusing. But Starler's not very good at it.

"We"? There is no "we." You're not part of the group, Titlights. You're just an annoying barnacle we've picked up that we can't scrape off. And you're the absolute last person who needs to put in two cents about what is or isn't amusing. Even the Alphatard was more self-aware.


Title: Re: Awesomemod Request Thread
Post by: columbia on 2016 January 13, 18:34:01
Apparently I have no control whatsoever. Oh well, no surprise there....  :)

You're using Origin, which voids your warranty. No one is going to feel sorry for you.


Since when does Origin void the warranty? Warranty on WHAT exactly? Starler talking rubbidge as usual. Sounds like that virus that was going to - lessee - sour your milk, make your BF go off with the milkman, and cause an avalanche in Hawaii?

Columbia, I think you'll find the EA Sims 3 forums are closed for posting. They're only interested in Sims 4 now. Never found much help there, apart from Writin' Reg, who was a hero.

Oh and this

Quote
I know...sometimes it cracks me up that more time is spent with snide remarks, including Starler apparently, than it would take to merely answer a legitimate question!

D'oh. This IS MATY! That's why we come here. Most of the time it's very amusing. But Starler's not very good at it.



Actually you can post on Sims, they just moved the forum. 

http://forums.thesims.com/en_US/categories/general-discussion-en

Not that amusing and I come here for the awesome mod. I'm a grownup - that means I don't see the point in wasting anyone's time, including my own, with childish name-calling, who readily admits to not being a computer programmer and believes that a legitimate question deserves a legitimate answer.

Starler, to clarify, I am looking for an answer on AwesomeMod and if it will be viable without further modifications, in spite of the warning message. Your remarks about Origin are irrelevant to my question and, as I explained before, since I purchased some of my packs from Origin, pointless. I'm educated and capable of logical thought so would likely be able to comprehend a REAL answer to my AM question. Perhaps you cover your own insecurity of NOT knowing the answer with bravado but it isn't helpful nor informative.


Title: Re: Awesomemod Request Thread
Post by: Sita on 2016 January 13, 18:37:00
Self-aware? MOI?

I am not and never will be part of any group with you Jezzer Bitchbot. Never met the Alphatard, to my knowledge. Sounds like an interesting person from her posts.

I find this place amusing. Do you really think I would come here otherwise? Other than to yank your chain?

If I slipped and used the royal "we", well - spank me! On second thoughts, stay a LONG way away.

(http://simechoes.org/images/Dame-Edna-Everage-Barbica-007.jpg)

Columbia, we posted at the same time - thanks for the link to the EA forum.


Title: Re: Awesomemod Request Thread
Post by: Starler on 2016 January 13, 21:37:49
I'm educated and capable of logical thought so would likely be able to comprehend a REAL answer to my AM question.

You continue to provide evidence that this is not true. The REAL answer has already been provided, which is something you would know if your assertion had any merit.


Title: Re: Awesomemod Request Thread
Post by: wizard_merlin on 2016 January 14, 17:15:29
Sorry, Merlin, but no. The AM mod I downloaded from here yesterday before finding out it doesn't work is actually dated 10/2/2015. (Guessing AM WAS updated for 1.69!) I checked the date before installing - not so stupid, you know.  I know this crowd must be sad not to have shown me up...:) Also, as I mentioned in my post, I have an old game save with a 2014 AM that is likely the 1.67.
That version of AM works perfectly fine in my game, and many others with no errors or messages.  Just because AM was updated on 10/2/2015 doesn't mean it is automatically updated for 1.69.  As has been said before, game version 1.69 is NOT supported here, therefore why would AM be at 1.69.  The fact that you are getting a message when you load should be enough to tell someone who is "not so stupid" that AM is not at the same level as the game.

Again, my question was whether this was like before when there was a grace period after a patch before AM would no longer run. The answer to that would be a more appropriate use of a reply.
What is this "grace" period you speak of?  Are you referring to the expiry date that forced people to keep updating to ensure they were using the latest version?  There hasn't been an expiry date on AM for fuck knows how long now, just updates to AM when the FOJ finds something new to fix or add to it.



Title: Re: Awesomemod Request Thread
Post by: J. M. Pescado on 2016 January 14, 18:41:24
Starler, to clarify, I am looking for an answer on AwesomeMod and if it will be viable without further modifications, in spite of the warning message. Your remarks about Origin are irrelevant to my question and, as I explained before, since I purchased some of my packs from Origin, pointless. I'm educated and capable of logical thought so would likely be able to comprehend a REAL answer to my AM question. Perhaps you cover your own insecurity of NOT knowing the answer with bravado but it isn't helpful nor informative.
Obviously, I have no idea if it will work or not, but seeing as they don't appear to wish to actually release a patch or any information of what the patch contains, it's probably not important. Just ignore the message. RAMMING SPEED! If anything explodes, we'll know otherwise.