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101  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sooo, Does Anyone Play This Game? on: 2017 March 01, 14:34:42
Eh, I can see that. It does have a few mean interactions that may be appealing (tranquilizing handshake for one), but not a heck of a lot, admittedly. Have not yet had the chutzpah to play a sim that Hates Kids and have them Crush Toddler's Dreams yet, though.
I tried to do that with my own kid, but it is too much like its parents and is as cynical as we are. How the hell do you crush the dreams of a kid that wants to be a tax attorney?
102  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sooo, Does Anyone Play This Game? on: 2017 February 28, 13:49:47
I'm surprised that Pescado isn't interested in playing the cracked version
Have you even TRIED getting an up-to-date version of the game? It's basically impossible.

since there are a few murder and mayhem mods out for the game that are rather well done. Some features that I've seen are: drowning in your own pee, embarrass a sim to death, and a Chucky mod that allows the toddler to set things on fire and literally stab a sim to death using an actual knife and results in a bloody stab wound and the immediate death of the victim.
That's not really my thing. What's MISSING from the game is the opportunity for Sims to generally fight and have utterly dysfunctional relationships like seen in TS2's Awesomeland. No handbag walloping. No Punbot-smacking.
103  Awesomeware / AwesomeMod! / Re: Awesome Mod Incombatibility Message on: 2017 February 27, 05:30:24
Okay, see if that shuts it up.
104  Awesomeware / AwesomeMod! / Re: Awesome Mod Incombatibility Message on: 2017 February 26, 10:47:29
Will also need Game/Bin/scripts.package
105  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sooo, Does Anyone Play This Game? on: 2017 February 26, 06:44:18
The server is running on a potato ATM and tends to seize up at random. THAT'S WHY YOU NEED TO SHOW UP SO I CAN SMACK YOU MORE.
106  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sooo, Does Anyone Play This Game? on: 2017 February 25, 04:59:21
Oh, hey, it's Smackable Punbot. Where have you been? I haven't smacked you in awhile.
107  Awesomeware / AwesomeMod! / Re: Awesome Mod Incombatibility Message on: 2017 February 22, 03:59:31
The Game/Bin/Gameplay/GameplayData.package file.
108  TS3/TSM: The Pudding / Facts & Strategery / Re: Has TSR changed its coding? on: 2017 February 14, 16:53:03
To the best of my knowledge, TSR went free ages ago, so there is no "piracy" or useful marking involved. Decrapifying is concerned with specific forms of crap that I am not aware of being present in TSR, as crap tends to prevent the item from being installed via launcher, but not from being installed by hand as loose files. Doing this with a TSR file will not produce any helpful results and may break the file.
109  TS2: Burnination / The Podium / Re: The Booty on: 2017 February 02, 01:46:26
Re-booted.
110  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 December 30, 01:26:21
Checked the internal assembly on AwesomeMod and TS3, AM expect SimIFace module version E4365BD8-6054-4CB5-8702-C69B1C102CE9, while that patch level provides 3D0E30C5-DBFE-42F3-BE98-52248E3D39B9. Does this difference only on version number, even when AM is targetted on patch level 1.67?
OKay, see, that information is useful. I can add that in with the next update, although it will functionally be equivalent to just pressing the "ignore error" button.
111  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 December 24, 21:03:39
I think it just doesn't report it if it's successful.
Actually, the opposite should occur: On a failed result, there should have been a previous message indicating why the mission returned a failure state, of which the only two that should occur are "Couldn't find house to move FAMBLY into!" or "Moving FAMBLY into LOT". It should not be possible to get a "Failed executing" without a previous message. There is no logical condition that should not produce at least one of these previous messages prior to failing.

However, I'd like some clarification on what exactly is considered a 'suitable home'. For example, I often see messages like 'Derp failed executing FindHome' where Derp is a 1-member household with $20k even though there are plenty of empty starter homes in the town.
A home should be considered suitable if it has: At least one fridge, if there are organic meatbags, at least one bed per meatbag 6+, at least one crib per meatbag larva, and at least one robot charging station if there are robots.

112  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 December 11, 08:11:52
I don't actually see an error in that log. Keep in mind that if you're turning on the storydebug reports, "mission failed" is actually a normal condition and does not represent an error. Actions are not expected to always succeed. If a sim attempts to find a home or split, for instance, but there are no valid positions into which this can occur, the action fails, and the debug report indicates this. A common cause: Kids are unable to move out of their parents' house because they can't afford to buy any of your homes that suit them. If you were storydebugging real life, you'd see this "failure" message a lot. FindHome tends to fail if a sim wants to move out of his home because his home is inadequate for his needs...but upon checking the housing market, he can't afford any of them. This is normal and realistic. You may, of course, choose to examine this situation in your neighborhood and maybe install some low-income housing...or you could just say "fuck it", and let them live in their parents' basement. There's nothing wrong with simply ignoring the issue, and does not mean the mod is not functioning correctly to get these messages in your story debug scroll. You're not actually supposed to be looking at those messages, anyway.

Error trap is, obviously, not trapping these errors because they are not errors, they are functioning correctly to generate correct failure states. If you don't like seeing actions fail, turn off the storydebug scroll, because actions are supposed to be able to fail.
113  TS3/TSM: The Pudding / Pudding Factory / Re: Depth of Field for TS3! (And other VFXs too) on: 2016 November 30, 05:19:07
I'm at a complete loss for why I'd want to have "effects" to make the game MORE blurry. And how would the game even know what I'm looking at? If I want random things to blurry, I WILL DRINK MORE VODKA.
114  TS2: Burnination / Oops! You Broke It! / Re: Super Collection is deleting character files, WTF on: 2016 October 30, 01:55:10
Macs have a limit on how many file handles they can have open at a time. This limit is very low and easily reached in large, CC-infested neighborhoods, which will cause the game to be unable to finish loading or saving your game, as it cannot open the files.

I don't actually own a Mac, but here's some quick information I found:

http://superuser.com/questions/302754/increase-the-maximum-number-of-open-file-descriptors-in-snow-leopard
http://blog.mact.me/2014/10/22/yosemite-upgrade-changes-open-file-limit
115  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 October 18, 13:54:12
Well, the biggest problem with supporting this "patch" is the complete lack of evidence that it actually exists. So far I have seen no one come forward with proof that it actually exists and am convinced this is some kind of elaborate hoax.
116  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 October 08, 16:44:33
It's not "definite", but since no one can be bothered to link this patch or send me the files I need to inspect, it isn't happening until one of these happens.
117  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 September 20, 02:16:58
I don't know if this is a bug or not, but I am unable to change sim lifespans with AwesomeMod installed
I don't see anything unusual, the settings for changing them in the game options work normally. Please include screenshot and better description of what you mean by "unable", the aging controls appear fine to me.

No. I am talking about normal autonomnous social interactions that usualy in non moded game works ok. Did i ever mention romance? Game was tested with using only awesome mod. And when testing I was only using friendly interactions.
Yes, I'm familiar with how pedophile grooming works. Normal, non-pedophile sims will not attempt to groom strange children. If that's what you want, there's an option for this in AwesomeMod. Just don't expect it to be consequence free if you get caught.
118  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 September 19, 09:49:00
Let me guess this straight. You're complaining that your sims aren't sufficiently pedophiles for your taste? You know if that's what you want, there IS a trait for that.
119  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sims 4 Problem and Annoyance Thread--Take 2! on: 2016 September 19, 09:47:22
Seems normal to me. Wife and kid behave exactly like that, too.
120  TS3/TSM: The Pudding / The World Of Pudding / Re: Alternative method of patching pre-Generations add-ons? on: 2016 September 05, 09:33:14
Reinstall and then use a megapatch instead of incremental?
121  TS3/TSM: The Pudding / The World Of Pudding / Re: Does the Awesomemod Racist trait actually do anything? on: 2016 August 05, 04:59:02
That trait was never fully implemented in the release builds and is not normally in the selectable or spawnable list for that reason, as the purpose for which it was intended never took off.
122  TS2: Burnination / The Podium / Re: Paysites Must Be Destroyed destroyed? on: 2016 July 06, 03:26:48
The hosting service broke some file permissions. The matter has been brought to my attention and they've been fixed. Nothing to see here, move along.
123  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sims 4 Problem and Annoyance Thread--Take 2! on: 2016 May 16, 10:21:10
Is this a stock behavior or have you attempted to mod the game? I've seen this before, with early attempts at clock-modding.
124  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2016 March 18, 16:08:34
Should already have been fixed.
125  Awesomeware / AwesomeMod! / Re: Awesome Mod Incombatibility Message on: 2016 March 18, 16:08:12
In the few times I tested AM with 1.69 I noticed that needs were static and skill gain impossible.
Unrelated bug with a recent update that was fixed already.

It happened because I upgraded to 1.69. I've tested it and the mod works, but the prompt is annoying. Is there a way to stop the mod from telling me that it's incompatible with my game?
Well, you could manually edit the file with the appropriate data, but then you'd have to understand how to get that data. As I have never seen a 1.69 patch anywhere, and nobody has volunteered to send the files I asked for, I have no means of acquiring this data. You are on your own.
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