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Pages: 1 [2] 3 4 ... 659
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28
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Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread
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on: 2022 June 09, 15:06:44
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Resets aren't technically script errors, a reset is something the game does on its own, that various scripts trying to catch script errors will log. Why your fridges are being reset, I don't know.
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33
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TS2: Burnination / The Podium / Re: Are stub character files really harmful to your game? If so, how?
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on: 2022 April 19, 06:11:29
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If you mean "will doing this in very isolated incidents explode your game instantly", then no. However, once you fall into a pattern of it, it will cause unbounded growth of these stub files that are largely invisible to the player. As the game has no intrinsic garbage collection routines, this means it never, ever, gets cleaned up.
This can produce several kinds of failure and problems:
1. You can overflow the file limits of the OS. Each of these dud entries still counts against you here. This will cause total failure of the game to load or save correctly.
2. Anything which actually does have to iterate through all these stubs in script code can overflow the game's max instruction count ("too many iterations"), and thus fail.
3. If none of these conditions are reached, the game ultimately has a hard limit on the number of sim descriptors present. While this is a number that's probably too high to plausibly reach in normal play, casually spamming ghost entries into your neighborhood save can easily hit this limit, which is why transplanting households across neighborhood saves is extra bad as this explosively grows the numbers of stubs.
4. The problem can be compounded if unsafe mods attempt to interact with these stubbed entries in incorrect ways.
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36
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Awesomeware / TS4 Stuff / Re: No Stupid Preload Actions
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on: 2022 March 05, 04:41:12
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Maybe? It depends on what annoys me that someone else hasn't already done, because while I will ultimately make my own, I don't tend to publish if someone else already has one. I tend to be rather "not invented here" when it comes to what I put into my own game, though.
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42
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Awesomeware / AwesomeMod! / Re: 2 questions regarding the AwesomeMod
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on: 2021 December 16, 09:51:27
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1. I've noticed my simfests being empty. Could that be caused by awesomemod story progression not creating performers? (I also have NRAAS register so could be related to that, or both, but figured I would ask about that first) Story progression is not responsible for creating performers, that's normal NPCgen, which is not prevented. However, any number of obstacles coudl have prevented them from arriving. 2. I disabled pedophilia so adults / teens cant interact romantically. However it blocks all options EXCEPT take romantic selfie which will cause game to crash if used (as intended). Will this option be blocked in some further update? Err...I'm not familiar with this interaction. Can you explain what it is, what it does, and how you triggered it?
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44
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TS4: The Pee-ening / Insert Amusing Name Here / Re: Pausing University
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on: 2021 August 19, 09:53:07
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University results for each semester are released at some point (I keep forgetting to check the time) each Monday. Not really. Terms last 5 business days. If you do what I do and enroll them on Friday Evenings (so you get the entire weekend to do your homework before class starts), your results will come out Friday Evening shortly after the term ends. That's the reason yours are out of sync like that. The technique probably still applies, but the point remains that you can't leave anyone in mid-season or they fail.
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45
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Awesomeware / AwesomeMod! / Re: Awesome Mod Storymode population question.
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on: 2021 August 08, 05:35:23
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I see that you can decide population in the configuration tool. Does that only effect actual residents with houses (like if you reach the limit it wont move in / create more sims) OR does it include homeless sims as well (service/role sims etc)?
It includes all sims instantiated in the world for any reason. It does not include homeless sims who are deinstantiated, such as service sims.
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46
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Awesomeware / AwesomeMod! / Re: Does AwesomeMod have a tagger in it?
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on: 2021 August 01, 03:06:19
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You don't, other than not using it. AwesomeMod Story Progression uses it to drive story progression events, though, because I take a simulationist attitude towards these things and rather than just magically granting advancement to sims, I try to make them actually do those things. So that notifies you that Story Progression is in progress, I guess.
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48
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Awesomeware / AwesomeMod! / Re: Does AwesomeMod have a tagger in it?
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on: 2021 July 28, 05:52:36
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Also, if you dont mind me asking, what exactly does the "forceunlocksimportrewards" do? Cause I have it enabled, but I can't find any of the rewards in cas or build mode? I recall it forcibly unlocks the various simport-related rewards, although I forget what they were, for those of us who obviously have no friends, especially since the game is now defunct and its online features won't work normally.
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49
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Awesomeware / AwesomeMod! / Re: Does AwesomeMod have a tagger in it?
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on: 2021 July 26, 01:25:51
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The tags Im referring to would show things like: Mode (low detail mode etc), Task (dancing, eating etc), and stats. That sounds like a Supreme Commander tag. If sims have orders they're executing, then you'd also see a tag on them. What color is the tag? Though if you don't mind me asking, is it AwesomeMod that makes me get messages from NPC conversations when they gossip? someone said that NRAAS story progression caused that in their games, so I assumed since I dont use NRAAS that maybe AwesomeMod story progression perhaps did the same thing? I think that's actually vanilla, because I didn't do anything to stop, alter, display, or otherwise do anything with NPC gossip.
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50
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TS4: The Pee-ening / Insert Amusing Name Here / Re: Pausing University
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on: 2021 July 25, 10:05:40
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This is a subject of some level of irritation that I have been looking into, although with only limited success. But yes, you're basically only allowed one batch of sims actively enrolled at a time, and absolutely everyone else will FAIL MISERABLY as a result of being unable to perform activities.
The tricky part is that once a sim graduates from university, their performance history is rendered unrecoverable, which makes it hard to figure out what the expected performance standard is. I can calculate this based on existing performance for a single individual sim, but not for completely fresh sims, and thus there are two options: Assume Awesomeness, or Everybody Fails (which is just the status quo). The former option works as long as it's just for my personal use, because I am awesome, obviously, but the same can't be guaranteed for the rest of you.
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