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1  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 June 30, 15:49:42
One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?

I did play Sims 2 and I don't know what this is either.

It was awesomeware, arguably one of Pescado's most amazing inventions. It was an object that, when you dragged it from the buy catalog, would instantly depreciate all of the objects on the lot. It's essentially the same effect as moving a family in, as the act of simply buying an object causes it to become devalued, except that you don't have to bother with any of that crap.
2  TS3/TSM: The Pudding / Pudding Factory / Re: Captain Swoopties 50/50 Gender mod on: 2009 June 29, 15:37:14
Am I the only person who thinks this business of eating certain fruit when you are pregnant to get a girl or a boy is seriously weird? Electronic Arts must have some real strange people working there. As it is I am pregnant now and would like a girl as I have 1 girl and 3 boys. However, I don't think eating fruit would have any effect!!

Well it's not like eating some watermelon is terribly difficult. Try it out! Report back with results!
3  TS3/TSM: The Pudding / Pudding Factory / Re: Captain Swoopties 50/50 Gender mod on: 2009 June 27, 17:06:50
Honestly, I have no idea if this mod works at all. People were asking for Awesomemod to remove the genderfood effect, but it appeared to be controlled by a basic XML value tweak, so I put it forth as a "Try this and see if it works" kind of thing. I haven't actually had time to play the game much at all, and cranking out babies has never been my style anyway. It's much quicker to just make an XML tweak and offer it up as a science experiment.

From what I've seen, base gender offset is listed as .5, and the two types of fruit add to that offset (by .15 IIRC) to a maximum of a further .5, bringing that gender's offset to 1. So presumably, you eat 4 apple-based meals and you're guaranteed a boy. All I did was change the .15 to a zero, the idea being that the fruits would then have no effect. That's the theory, at least, and that's as far as I'm able to go with it at the moment.

Keep in mind that there can be only one pregnancy mod. If you're using one that makes pregnancy longer or whatever, then it'll conflict, and if the load-order is as per usual, any mod whose name begins with a letter will take this mod's place.
4  Awesomeware / AwesomeMod! / Re: AwesomeMod Config - Stylish on: 2009 June 26, 16:25:02
This is what I got from it:
5  TS3/TSM: The Pudding / Facts & Strategery / Re: After installing .sims3 pack with the launcher.. can I delete the files? on: 2009 June 23, 15:10:31
When you install downloads from the launcher, it bundles all the installed data into the dccache file. The sims3pack files  in the downloads folder are just there for the launcher to slice and splice. You can safely delete them.
6  TS3/TSM: The Pudding / The World Of Pudding / Re: I overwrote my Game/Bin/Resource.cfg, aaargh on: 2009 June 18, 05:13:34
Priority -29
PackedFile UI/UI.package
PackedFile Automation/AutomationData.package
PackedFile Jazz/JazzData.package
FileType 0xf0ff5598 triggers
FileType 0x0333406c xml
FileType 0x1a3201cd mod
FileType 0x025c95b6 layout
FileType 0x025c90a6 css
FileType 0x062e9ee0 ttf
FileType 0x062e9ee0 otf
FileType 0x062e9ee0 ttc
FileType 0x03b33ddf mod
FileType 0x0604abda dreamtree

Don't do that again.

P.S. You're the only one.
7  Awesomeware / AwesomeMod! / Re: IMPORTANT DESIGN POLL on: 2009 June 17, 23:00:00
Yup, I agree completely.
How can anyone NOT use a scroll wheel?

As stated before, by being physically unable to use a standard mouse.
8  TS3/TSM: The Pudding / Facts & Strategery / Re: Making Playable Ghosts on: 2009 June 17, 20:04:24
Looking at the code, it appears that phonecall opportunities can occur, at the least, every 2 days and, at the most, every 4 days, presumably from the last time an opportunity roll was performed. The ghost restoration opportunity has a 75% chance to occur per roll. Further, the ghost restoration opportunity has a requirement of "HasHighRelationshipWithDeadSim," but no indication of what, in numbers, that actually means. So it looks like your problem is either a relationship that's not high enough, or a string of bad rolls.
9  TS3/TSM: The Pudding / Pudding Factory / Children can pick up seeds. on: 2009 June 16, 00:36:30
No point in making a new thread for this. Now kids can pick up seeds.
10  TS3/TSM: The Pudding / The World Of Pudding / Re: Poor Body Textures Outside of CAS on: 2009 June 15, 05:19:29
I'm having a bit of a difficult time with the lips still - another reason I want me some Awesomemod (trying to wait as long as possible for the mod's shininess to be fully polished) and sometimes the skins just aren't attractive.

There's no reason not to go ahead and get Awesomemod. It won't destroy your game.
11  TS3/TSM: The Pudding / The World Of Pudding / Re: My review of TS3. What I liked, don't like. on: 2009 June 15, 04:57:07
A lot of the issues with TS3 is because EA tried to appeal to people like him (the so called "gamers", I call then "proof we need eugenics") , its more of a "game" and that is why it fails.

It's true. It's like they took a look at all the shitty console ports of the series they've done and said, "Hey, wait a minute. It wasn't that they didn't like the gameplay. It must've been the controller!"

It always seemed to me that the real strength of the Sims games was the creative aspect. You could build the terrain and roadways, fill it in with houses, parks, and facilities that you built, and populate it with people you created, and when that's done, you direct those people through life in what way you see fit. Most of that is still there (give us the fucking neighborhood tool), but it hasn't really been expanded upon all that much. Look at Build Mode: I can count five things that are actually new and were never part of The Sims 2. So now we have stairs that build their own little designable (or destroyable) underwalls, and we can put any railing on any type of stair, yet we still can't use the design tool on the stairs themselves or the damn rails. We can't even change the color! Same with roofs: you get x shingle designs in y colors, but that's it. We still can't redesign fences. Ground-level walls can't be built against foundations without geometry-warping workarounds. Same thing for stairs with landings. Windows and doors can't be placed on the half tile. Half-length walls could be useful, but it's still one wall per tile, just like in The Sims 1. Some things you can look at (the lack of hair, clothes, objects in general) and say, "Well, that'll get filled in with expansions and store items," but the aforementioned build mode things are core and won't be changing.
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Lot sizes! on: 2009 June 15, 03:10:48
I thought we were talking about same-size moves or small-to-bigger moves having rotation issues. Clearly a 30-tile-wide lot won't fit in a 20-tile-wide space.
13  TS3/TSM: The Pudding / The World Of Pudding / Re: Lot sizes! on: 2009 June 14, 23:20:09
I've had several instances where I can only rotate them in 180 degree increments instead of 90, and no matter what the intended entrance is perpendicular to the road.

Well that's fucked up. What could possibly be the purpose of that? Do you have any problem lots available somewhere that I could download and fiddle with them?
14  TS3/TSM: The Pudding / The World Of Pudding / Re: Lot sizes! on: 2009 June 14, 20:17:29
A better way to handle it would've been to make the actual structure of the house itself movable, rather than the just the whole lot. I've built a couple of houses now that have turned out smaller than I expected them to, and end up with a huge bare yard. They'd fit great on a 2x3 lot, but they're stuck being moved to another 3x3 or larger. The only choice is to grab some graph paper, draw out the floor plan, and start from scratch on a new lot.

All my lots seem to rotate 90 degrees upon placing them onto an empty lot, resulting in driveways and paths leading to empty grass spaces. If that isn't complete fail, then I don't know what is.

You're given the option to rotate lots once you place them.
15  TS3/TSM: The Pudding / Facts & Strategery / Re: Work Performance Facts on: 2009 June 12, 21:39:35
Does "build independent case" actually do anything, then? I've been ignoring it so far.

I've had one success with it in the Science career track. He was awarded with a sizable boost in job performance. I don't have any hard numbers, but it was enough to max his job performance resulting in a promotion at the end of the day. He was probably a bit less than halfway through the performance bar at the time, but I'll admit that I don't watch it all that carefully.
16  TS3/TSM: The Pudding / The World Of Pudding / Re: Poor Body Textures Outside of CAS on: 2009 June 11, 22:22:20
And, by the way, notice how HARD IT IS to zoom in?  That's a different issue.  It's difficult to get the camera just right to get an actual good look at anything.  Which may be a blessing, I guess.

This mod makes the free camera much more manageable:
17  TS3/TSM: The Pudding / Pudding Factory / Re: Experiment: Spanish Revival home for download on: 2009 June 10, 23:41:34
I wonder if it will apply your set patterns since it doesn't have to switch out objects.

It will.
18  TS3/TSM: The Pudding / Pudding Factory / Re: Experiment: Spanish Revival home for download on: 2009 June 10, 21:08:36
Yeah, it's a shame that the patterns aren't auto-applied to the new furniture, but I imagine it has to do with different objects having different style regions, so the game just takes the path of least resistance and gives them different patterns. The upside is that it appears that the dummy patterns aren't just randomized. Your pink and white cc sofa may turn into a brown and blue base sofa, but it looks like it will always turn into a brown-and-blue sofa, so at least there would be consistency in the inconsistency.

And hey, at least the furniture doesn't just disappear or go all flashing blue.
19  TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss on: 2009 June 10, 20:47:52
I know it sounds silly, but I miss the cheap doors. You know, the ones that were just flat and plain? I used those things all the time.
I also miss the cheap counters. Actually, I just miss a lot of the plain stuff. All those things would mesh nicely with Create-A-Style. I hope that when the bright minds get a hold on object creation that we'll see some straight conversions of some TS2 objects; at least the ones that don't have their own unique animations and such.
20  TS3/TSM: The Pudding / Pudding Factory / Re: Experiment: Spanish Revival home for download on: 2009 June 10, 20:08:49
No issues installing. Furnished price comes out to $67,363. The Laytons even got to do a challenge upon move-in (ghost attack).

All furniture placement is intact, replaced by base-game objects, many of which are (clearly) more expensive. None of the CASt patterns you made are automatically applied to the stand-ins. The double-bed, for instance, has a cow-print comforter. Everything else seems to keep its design.
21  TS3/TSM: The Pudding / Pudding Factory / Re: Experiment: Spanish Revival home for download on: 2009 June 10, 18:22:36
Zazazu, this appears to just be the Layton household, and not the actual house itself.

ETA: I've found it useful to just identify the lot file in the library and rename the file to something useful. I've been doing that to transfer lots I've built between my desktop and laptop, and it seems to keep everything intact while bypassing the launcher.
22  TS3/TSM: The Pudding / The World Of Pudding / Re: Poor Body Textures Outside of CAS on: 2009 June 07, 00:05:16
The global lighting in 3 is pretty weird. Part of the reason the CAS view looks so good is because it's set up like a photo studio, with several bright lights evenly illuminating the sim. If you turn your sim around so his back is facing you, though, you can see the shitty lighting in the mirror reflection. It wreaks absolute havoc on the face. If you put a sim in a room and face him toward a handful of bright, white lights, you'll get a decent illumination. Take him outside, and it falls apart.

The lighting, in my opinion, actually looks quite good where objects, terrain, and structures are concerned. But it seems exceptionally flat and dull on a sim's face. Two games I can think of off the top of my head that have a similar effect are Everquest 2 and Oblivion. Whenever the sky goes overcast, the lighting changes and you get that same flat lighting on the face that shades the geometry in weird ways and makes a big mess.

The textures shouldn't have that much of an influence on the look of the face in-game as there's not much going on in the default skin texture to begin with. There'll be banding in the gradients, sure, but there's not much detail (pores, fine lines and wrinkles, blemishes, etc.) there to lose clarity.

I do not know why sims' faces seem to take the lighting so poorly, but I do hope someone will be able to modify it in the future.
23  TS3/TSM: The Pudding / World of Puddings / Re: Pudding Submission Policy on: 2009 June 04, 18:50:45
This is going to sound stupid but once you have downloaded the sims of here, What file do you put them in, i put them into my savedsim folder but they never appeared on my game.. Please help.

1. Copy the .sim file to your documents/.../Savedsims folder
2. Go to Create-A-Sim
3. Click on the "premade sims" button
4. Click the various filter buttons until your search matches the downloaded sim's properties (age, sex, etc.)
     (tip) Click the little custom content star icon to only show sims that you've created or downloaded
5. Select the portrait of the desired sim and whack the checkmark button

the SavedSims folder doesn't appear until you either save a CAS sim to the bin, or create the folder manually.
24  TS3/TSM: The Pudding / World of Puddings / Goopy MkII on: 2009 June 03, 21:21:59
He may not be a self-sim, but he's certainly a part of the MATY family.

Hmm. That looks a bit like that Goopy Gilscarbo guy...

Oh yeah, that's him all right.

Nice threads, dude.

While it may not be a perfect likeness, I was pretty happy with the results. I think he's at least recognizably Goopy.
As for traits and all that, I imagine that everyone has a different notion of who Goopy really is. I certainly remember the first time I met him. A friend was over, and I was showing him the game:

Me:     "See, I built this house and made this whole family. All kinds of stuff happens. Oh, there's someone named Goopy walking by. Looks like little Melanie is going to say hello to him!"

Friend: "Is he going to molest her?"

Sadly, his shirt isn't in the base game. I feel like I saw it in the store, but I've been having trouble connecting to it to even look, so I'm probably wrong about that. I tried to at least match the colors with a different pattern. The shorts were fairly straightforward, save for the cargo pockets, but I couldn't recall what kind of shoes he had. The socks-with-sandals look seemed fitting enough. Hope you enjoy having this legendary sim in your game. If you make a better likeness, please do share!

25  TS2: Burnination / The Podium / Re: completely clean install opportunity - What would you do? on: 2009 March 01, 17:19:16
A good place for you to start is,7.0.html. It has links directly to the awesomehack directories for the various EP configurations. The Director's Cut is the file you see in there. It contains the hacks from the /hacks subfolder as well as a few others. The Director's Cut doesn't contain any descriptions of the hacks, but for most of them, it's easy enough to tell what they are by looking at the filename. For the rest,,14444.0.html has descriptions collected in one convenient place.
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