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126
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Awesomeware / AwesomeMod! / Re: Problem with Awesome and Indie
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on: 2009 July 23, 00:28:07
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You have to either enable story mode notifications via the aweconfig file a la Awesomemod, or you have to enable notifications once you are in the game via the phone a la Indie Stone, or they won't show up.
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127
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TS3/TSM: The Pudding / Pudding Plots / Re: White default replacement of town hall
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on: 2009 July 22, 23:21:00
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I don't mind the glowing, anything is better than the default. Does no one at EAxis have any taste? Wait...why do I even bother asking that?
Well, "better" and "taste" are relative terms. If this were a simple recolor, instead of a default replacement, I would download it, but the original brick building looks better in certain neighborhoods. A choice is always better than an imposed restriction, even if you prefer the imposed restriction. @Annika. I really should just learn not to bother opening a thread when I see that you are the last person to have posted in it. Alas, I am an optimist by nature, and still, even after all evidence has shown otherwise, I dare to hope that one day you'll actually have something of value to add. Silly me.
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129
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TS3/TSM: The Pudding / Facts & Strategery / Re: Traits that matter
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on: 2009 July 22, 08:16:18
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Good sims get a positive moodlet for donating to charity, and also have the "brighten day" interaction, which gives a positive moodlet to those whose days they brighten. Otherwise, they're useless.
The problem I have with absent-minded sims is that they occasionally "forget" to go to work. I have to watch them like a hawk, or their work performance will plummet.
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130
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 July 22, 08:07:14
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I think OpiumGirl is trying to make her households sacred, not trying to switch active households. If that's the case, then she needs to ctrl-click a non-active sim using the currently active sim. You can't ctrl-click the active sim to make it sacred. To be honest, it's easier to just type "bless" into the console box, because doing so blesses the entire active household.
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138
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Awesomeware / AwesomeMod! / Re: Story Mode
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on: 2009 July 19, 05:24:30
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Madame Mim, your statement is more accurate than you realize. My cat tried to kill me when she was a kitten. She'd lie on my neck, squashing my windpipe, and then cover my mouth and nostrils with her paws. I kid you not. I had to start sleeping under the covers, to avoid suffocation by cat. She eventually grew out of it, obviously, since I'm still alive.
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139
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Awesomeware / AwesomeMod! / Re: Story Mode
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on: 2009 July 19, 01:27:20
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Gah! I started a new default Riverview and, like clockwork, at 1 AM I see moves, moves, and more moves. I've only recently started playing with storymode reporting enabled, and I now understand what everyone's been complaining about. I see reports for anywhere from 5 to a dozen famblies moving out of their houses EVERY SINGLE NIGHT, and it causes lag, especially when I'm playing the family with the large haunted house (Jones, I believe). It's just plain weird.
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140
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TS3/TSM: The Pudding / The World Of Pudding / Re: Who wants to a beta tester? Peggy releases first non replacing mesh
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on: 2009 July 19, 00:36:02
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I suspect that many of the default hairstyles are simple alpha edits. If you look at where the hair is parted, many of the styles have the same lines - poofy on one side of the part, and flat on the other. Even between short and long styles, there are many similarities.
ETA: I forgot to add that it wouldn't surprise me if Peggy's hairs are just alpha edits of original game hairs, in which case she should especially not be charging for them.
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144
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Awesomeware / AwesomeMod! / Re: Story Mode
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on: 2009 July 18, 02:50:19
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Story Progression likes to report fake babbys. I moved a custom fambly that I made, but never intended to play, into a random house that happens to have a crib in it. All three sims are unrelated and single. Two nights in a row, Story Progression reported a babby with an unknown name being spawned on that lot. The next day, I went to check it out. No babby. All three of the single sims were home. I removed the crib from the lot, and have had no more fake babby reports. Apparently, Story Progression senses a crib on a lot and tries to create a story around it, but without actually implementing the story action. This is lame.
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147
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TS3/TSM: The Pudding / The World Of Pudding / Re: Useful glitches?
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on: 2009 July 18, 00:40:24
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When a sim cooks food, the skill bar keeps filling up until the sim puts the food on a surface. If you have the sim cook a single meal, and the dining table is across the house from the kitchen, the sim will keep gaining cooking skill while trekking all the way to the dining table, provided that the sim isn't a couch potato and there's not a sofa or easy chair between the kitchen and the dining area. This doesn't work for group meals, because the sim will just plonk the food on the nearest countertop.
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149
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Awesomeware / AwesomeMod! / Re: Story Mode
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on: 2009 July 16, 02:24:32
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I don't know why my game is behaving so differently from other people's games. I even placed a family on a vacant lot, yet they haven't moved, and I'm pretty sure at least one of them has a job. My active sim once passed their lot while collecting rocks, and they were all just standing by the mailbox. I often see them at community lots, even when my sim is at home (she lives across the street from the bookstore, where I regularly see non-playable sims visiting). It's possible that my game is borked somehow, but since the sims are staying put, I'm not really complaining. I have no 1 AM lag, btw.
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