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Pages: 1 [2]
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26
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 14, 00:06:31
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What exactly determines whether someone is going to be gay/lesbian/bi? So far I have not seen anything like that in default Sunset Valley. Interestingly enough, Gobias Koffi who is "strongly hinted at" being gay always happily marries and produces tons of kids in my games.
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29
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 12, 10:33:20
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About those shared houses, would it be possible to stop the game from automatically renaming them to the family name of the eldest member living there? As it is Single Moms gets renamed to Kimura every time, Working Friends to McGraw, etc.
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32
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Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9
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on: 2009 August 09, 20:23:06
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A compromise could be allowing non-played families to have one baby without a crib, and then needing a crib to have more. Give us an announcement "so and so just had a baby, they need a crib!" so we can go and edit their house if we want them to continue reproducing.
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33
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 09, 18:06:27
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To prevent baby overpopulation you could perhaps code a child limit beyond which parents won't go... say 1-2 kids normally, up to 5 if they have Family-Oriented trait or Surrounded by Family LTW, or zero if they have Dislikes Children.
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34
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Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9
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on: 2009 August 07, 16:49:12
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I think I found a way to combine the two story drivers. Here's how I did it:
Configure the AM file so that IndieStone driver is enabled and AM Story driver is disabled. Delete your script cache. Start/load game as normal. Type showconfig to check that the options above are set. Type setconfig UseIndieStoneDriver false Type setconfig UseAwesomeStoryDriver true Check showconfig again to make sure that you got them switched.
What happened to me then is that AM story driver started working, but Indie did not stop, and the two ran together. You can configure Indie options to your liking and run both together for your ideal game experience. For example you can turn off careers and relationships in Indie and let AM handle those, while still enabling Indie to make babies. You can use both drivers at the same time for relationships and careers, even, although it may lead to some job hopping as Indie assigns someone a job and then AM makes them quit. However the two drivers seem to run together just fine, I had no crashes or other weird game behavior.
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36
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 05, 13:42:16
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I'm actually a bit concerned that houses require cribs in order for families in them to have babies. Since most of the default houses don't have cribs that would mean a baby-less neighborhood, which was one of my biggest problems with the original AM. I'm not really looking forward to editing every house making sure they have enough cribs for all their future needs...
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38
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 04, 11:27:02
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It is a good question, and a valid one. Take the Bunch family for example: can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house? Especially if their work performance is scaled to a longer game via config options. I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do. Probably: The Bunches own their own house, so are not homeless and paying rent to a slumlord. Therefore, their bills are equal to what you would pay if you were playing them, and so they should be fine, as even the most menial jobs tend to manage basic upkeep. I am using a bills mod that quadruples the bills as well as makes them payable only once per week on Friday, would this make things more difficult for non-player families in AM storymode or would I be better off removing that mod? I like the higher bills for more personal challenge but I don't want NPC families to fall into poverty as a result. For the record it's this mod, I am using the quadruple bill once a week version.
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39
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Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness
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on: 2009 August 01, 11:18:18
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Indie does tend to make some weird pairings... in two separate games Holly Alto decided to marry Iqbal Alvi and Geoffrey Landgraab, both elders at the time. I guess she's into older men. I'm sure Nick Alto was pissing blood over that one.
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40
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Awesomeware / AwesomeMod! / Re: Install 1.3 update or not?
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on: 2009 July 29, 19:30:50
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I was getting "invalid file" error until I removed the mods subdirectories, resource.cfg (the Mods one), 3booter, fps limiter, and restored the original .ini files for the camera settings (I had those modified) as well as Sims3.ini (where I modified the collision distances). No idea which of those might be the culprit.
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44
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 July 26, 09:57:54
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After some personal tweaking, I got all my sims going back to work physically. As expected there is a bit of a lag, but not horribly so. I have about 75 sims that trod off to work each day, though not all at the same time mind you.
The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.
As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.
Heh, this actually became a problem in my latest game... every morning there is a zerg of kids and teens milling around the school entrance (which is tiny). Since their pathfinding sucks and they have to stop for ages any time they bump into someone else, few actually manage to get into the school on time. My active teen just couldn't fight his way past the zerg one day and only managed to come into the school at 13:00. Any way Pescado can fix the pathfinding? Or at least greatly reduce the time sims stop and tap their foot when they bump into someone?
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45
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Awesomeware / AwesomeMod! / Re: Story Mode
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on: 2009 July 17, 19:38:43
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What I've done for now to keep my town alive:
1.Play with AM until you feel like you need some more townsfolk. Save. 2.Disable AM, enable Indie. Delete script cache. Reload the save. 3.Config Indie options for Silly Fast story progression, relationships allowed, childbirth allowed, household moving not allowed (if you prefer to keep everyone put). You can also enable reports for all to see what's going on. 4.Play with Indie until you get enough marriages and new babies to satisfy your needs. At Silly Fast setting playing for half a day to a day will get you tons of that. 5.Disable Indie, enable AM. Delete script cache. Reload the save. Continue playing with all-new townsfolk relationships.
This seems to work fine for me so far. I don't use Supreme Commander though and assume it would not allow this kind of mod hopping, but if you are not into controlling everything then the above should get you by.
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47
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Awesomeware / AwesomeMod! / Re: Any information on core mod compatability?
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on: 2009 July 15, 15:38:42
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I really hope AM can incorporate some kind of story progression soon. I am not into running the entire neighborhood myself, I like to play only one specific family and let the NPCs take care of their own procreation, so having the entire town statically age and die off is a major put-off.
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