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126  TS3/TSM: The Pudding / The World Of Pudding / Re: Motive Decay rates on: 2010 November 13, 07:16:05
Social needs to be reworked so that actions give a small amount of boost. Harder actions (actions that take more conversation to reach, like the special romance ones) would give more.

Hunger has needed to be fixed since hte game came out. An apple fills your hunger completely. A lobster does the same. The only difference is the mostly inconsequential moodlets that either gives/doesn't give. In The Sims 2, cooking different quality meals meant different levels of hunger boost- which is much preferable. Why should I bother making an expensive lobster that requires ages of cooking experience when the moodlet it gives me will do nothing more but push me even FARTHER over the "constantly gaining happiness points" threshold? It's easy enough to pass that already.

An apple should give maybe 10 hunger (normal quality, maybe 50 for perfect?) Soup from the fridge should give 25. Waffles 50 (100 for best quality). A burger 125 (200 for best). Lobster a full 200. And a boost for all of them when cooked with actual ingredients instead of magic hammerspace ingredients from the fridge. That way, the best quality food would be filling if cooked by a good cook with good ingredients (optional), but a poor cook would have a harder time filling their hunger without wasting money/time/having to eat 20 apples. This is a game, after all, it needs to bring back more of these difficult elements. The whole game is about advancement, advancement to make things easier and branch out and afford you more fun things to buy/do/afford. But a lot of the things in 3 avoid that.

But a mod like that...I wouldn't know where to begin. Of course, I have already made non-ingredient meals cost more, so that's a short step towards makingt hings more game-y.
127  TS3/TSM: The Pudding / The World Of Pudding / Re: Motive Decay rates on: 2010 November 13, 07:00:35
An odd request, can anyone give me the default motive decay rates from The Sims 2 for each age?
You can rip them from SimPE yourself.

Well, sure, if I buy and install The Sims 2 again. Unless these values are built right in or something.
128  TS3/TSM: The Pudding / The World Of Pudding / Re: Motive Decay rates on: 2010 November 12, 21:09:06
I can't find anything on gamefaqs except for how many hours it takes for a motive to get from fully to empty. I could do the math, but that doesn't mention what ages it applies to, and I know different ages have different rates.

I do not trust prima, either.
129  TS3/TSM: The Pudding / The World Of Pudding / Motive Decay rates on: 2010 November 12, 20:04:31
An odd request, can anyone give me the default motive decay rates from The Sims 2 for each age? I want to compare them to Sims 3 (though I'm not sure where to find the Sims 3 rates, I'm sure they're somewhere) and possibly "port them over". Something about the motive decay in 3 seems poor to me, and I'm trying to figure out what.
130  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 08, 02:08:43
Not sure if it's a bug or user error, but I don't see any consistency in the rules for inviting another sim to join bands.

Any ideas why this option comes and goes?

I'm not sure why, but it seems that sometimes, once you have a higher relationship with a sim, the band invitation moves under the "Friendly" interactions list, rather than being in the main list.

Because if you're friends with someone and don't want them in your band, it'd be obnoxious if the option was always on the main first-click menu. With strangers, it doesn't matter, and might be the option you're clicking on them for in the first place.
131  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 06, 16:05:51
Sims can sleep or nap whenever their energy is below 200 (full).  What you'd want to do to fix that is do a quick XML edit to make it so that they can only nap when their energy is above a certain number. This should be possible because I have a mod that makes it so sims can only nap from 50-200 energy, but can't sleep until under 50. (This is how it worked in The Sims 2, sims could only nap ntil they were significantly tired, at which point they could finally sleep. Sims 3 got rid of this entirely.)

 I imagine there's also a mood threshhold for napping, and you could change it to be something they can only do when barely tired.
132  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 November 04, 18:23:39
Are those "moroccan" sofas just ported over from the sims 2?
133  TS3/TSM: The Pudding / The World Of Pudding / Re: Vampires on: 2010 November 04, 05:55:50
I also get blue.
134  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 03, 22:47:45
Has anyone figured out a surefire fix to the slow and jerkiness bridgeport seems to get over time? I know about overwatch and the cars, but that doesn't quite cut it. It's still jerky, way more than anywhere else, after a while.
135  TS3/TSM: The Pudding / Facts & Strategery / Re: Building Your Own Apartments: Late Night on: 2010 November 03, 20:21:39
Try hiring a maid until you get one you haven't met/that you know doesn't live in your apartment. If it is indeed simply housing service NPCs in the NPC apartments, shouldn't you be able to find their house and go visit them? Or try until you get the maid you already met, and see if she just wanders from her house to yours.
136  TS3/TSM: The Pudding / Facts & Strategery / Re: Building Your Own Apartments: Late Night on: 2010 November 03, 18:57:08
I read it. There was no "These look hideous in-game" warning when they were first posted. It also didn't mention (and still may not mention) that they apparently cause blue lots. Excuse me for not going back and regularly re-reading the download info for things I already downloaded.

Even with a warning, how hard is it to not include the broken ones in the damn package to begin with?
137  TS3/TSM: The Pudding / Facts & Strategery / Re: Building Your Own Apartments: Late Night on: 2010 November 03, 02:01:13
Noticed something fun about apartments built with Jynx's placeable shells.

The shells look completely fucking different in low detail mode. The aqua-ish one looks white, the fancy one with the deck and two stories on top goes almost COMPLETELY white, and the one with the plain black "windows" all over it looks like the aqua-ish one. It really looks terrible.
138  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2010 November 02, 19:46:33
Does anyone have Moyrie's "Part 1" download? The link says it is invalid, and since I am redownloading the entire store using their system for convenience, I don't know what is and isn't included in whatever file "part 1" is, so it's necessary to complete the set.
139  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 02, 16:34:33
Yeah, I get that constantly, and visitors don't leave after they say it. Looks like they set it so that when you leave, they pretend they have to leave, but since you didn't actually leave the LOT, they don't leave. I even get it with the maid, and that's the second they arrive.
140  TS3/TSM: The Pudding / The World Of Pudding / Re: Request for Custom "No Cut-Away" Wall Style on: 2010 November 02, 05:38:07
I doubt anyone would use non-cutaway walls externally, since when you have cutaway walls turned on it's the external ones that stay up. That'd be a rare issue, I'd think.
141  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 02, 05:03:12
Yeah, I think maybe the mailbox has something to do with it, then. Because I tried it some more, and welcome wagons where the mailbox was outside *never* came inside for me to use the buzzer, but at other apartments it worked fine.

Also, I noticed the opposite of a bug/annoyance: Walls can now be placed next to windows. Like, interecting them. FINALLY. They probably did this for the half-walls, but it works with regular walls too- they can bisect right through a window.
142  TS3/TSM: The Pudding / The World Of Pudding / Re: Request for Custom "No Cut-Away" Wall Style on: 2010 November 02, 04:29:41
I have to admit, this would be pretty amazing. You could make the non-external walls always stay up, and as long as every room had external walls, you could always see every room no problem- but each room would also have walls that didn't cut away. It would look a lot better.

Why not just use the walls always up option? Also there's no such thing as a non-default wall.

Walls always up makes it hard to see. I imagine they want this to let certain walls, that don't get in the way, stay up. And fences can be non-default, so making it as a fence might work. Though making them look the same wallpaper-wise would be limited since you can only CAST fences, not wallpaper them.
143  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 02, 03:11:39
A few of my vampire sims seem to be missing fangs, which is a minor annoyance. It seems that if you make a vampire using debug commands or if a sim is born a vampire, he or she won't have fangs. I've tested this with both custom and stock characters.

What happens if you reset them? With resetsim?
144  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 02, 02:42:06
The difference: I set my config to testingcheatsenabled false.

Mine was set to that until just today, and it still got all stuttery. So I think that may just be coincidence.

As for the welcome wagon, do they have to come inside the building to ask to be buzzed in? I only got the wagon on the non-shell apartment in bridgeport, which has the mailbox outside, which the welcome wagon would stand by. Maybe in the other ones they come inside to the mailbox, and then trigger the "Buzz in" thing.
145  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 November 01, 23:24:48
Welcome Wagons weren't re-programed to work with shells. The welcome wagon is an invitable group of sims, but shells don't work with those- when a sim visits a shell high rise, they ask to be "buzzed in", and the "invite inside" option just plain isn't there. So it's not that "invite inside" doesn't work, but that the welcome wagon is busted when it comes to shells.
146  TS3/TSM: The Pudding / The World Of Pudding / Re: Please help me figure out how the heck bridgeport manages its weather. on: 2010 November 01, 22:35:52
That is not at all what I mean by "weather". "Weather" refers to the sunlight, cloud cover, wind speed, wave intensity, and fog cover at any given time in a neighborhood.
147  TS3/TSM: The Pudding / The World Of Pudding / Re: Please help me figure out how the heck bridgeport manages its weather. on: 2010 November 01, 22:25:12
There are *cheats* to change the weather? Do you mean to load a different weather "type" or to change the values on the fly? I would very much like to see this, yes. If it's a specific cheat it might help me find the files.
148  TS3/TSM: The Pudding / Facts & Strategery / Re: Building Your Own Apartments: Late Night on: 2010 November 01, 21:15:46
Yep, that immediately calls new neighbors.

I've got an apartment completed except for the first floor. I can't figure out how you do the door. I tried putting a wall in front of it with a door on it on the inside, but it wasn't routeable. I ended up removing the walls in front of the door and it works, but it doesn't look right.
149  TS3/TSM: The Pudding / Facts & Strategery / Re: Building Your Own Apartments: Late Night on: 2010 November 01, 16:21:07
Oh thank god.

Note that the shells, like WA shells, can't have fences built through them. So you may have to do some planning before placing them. This one, for example, fits on a 20x20 foundation.



Unfortunately, I can't seem to build on the first floor, rendering the lot useless. Maybe they can't go on foundations. :\ A more likely solution is that I used the alt key to precision place it on the foundation, and it resulted in a useless insides- since, of course, the walls can't line up with the door properly.
150  TS3/TSM: The Pudding / Facts & Strategery / Re: Building Your Own Apartments: Late Night on: 2010 November 01, 05:39:02
Apartments don't work that way. NPCs either pay nothing or they pay the full price of the lot, because the only thing that makes YOUR apartment cost *anything* is the fact that it is neither hidden or public. Any apartment room that is not hidden or public applies to the cost of rent, nothing else is considered. NPC rooms are hidden, and are intended to be empty, so I doubt they pay for the contents.
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