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26  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2022 June 11, 21:16:39
Are you using previous gigs that were on the buffer, or are you looking at newly-generated ones post-update?
27  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2022 June 09, 22:52:35
I don't know, I didn't see the notification, only you did.
28  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2022 June 09, 15:06:44
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.
29  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2022 June 09, 02:59:48
Uploaded new version, MAYBE resolves your weird renovation payout issue. Dunno anything about the fridge issue.
30  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2022 June 08, 17:08:30
Apparently it's common, I guess, since I didn't edit anything that would reset fridges.
31  TS3/TSM: The Pudding / Pudding Factory / Re: Roaring heights festival lot download? on: 2022 June 04, 11:43:11
Oh, where was that?
32  TS3/TSM: The Pudding / Pudding Factory / Re: Roaring heights festival lot download? on: 2022 June 01, 15:20:15
Man, I definitely remember there was some trick to downloading from the Exchange as a Pirate Cat, but I can't remember what it was.
33  TS2: Burnination / The Podium / Re: Are stub character files really harmful to your game? If so, how? on: 2022 April 19, 06:11:29
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.
34  Awesomeware / AwesomeMod! / Re: How well does the neighborhood pet adoption work with awesomemod installed? on: 2022 April 19, 05:37:02
I don't see how it would cause any issues, so should be fine.
35  TS3/TSM: The Pudding / The World Of Pudding / Re: THE MUNICIPALITY NEEDS YOU! SUPPORT THE MUNICIPALITY! on: 2022 April 16, 16:08:23
Not actively, really. The site is currently sustained by other operations that run off the server. You can still give if you want, but the warchest currently is sufficient to cover the site for another 20 years or so long as nothing interferes with the actual flow of funds.
36  Awesomeware / TS4 Stuff / Re: No Stupid Preload Actions on: 2022 March 05, 04:41:12
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.
37  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 18, 04:00:10
It's an action with very little in the way of any prerequisites, so if it fails to take effect when clicked, and the turn on/off option change, something is interfering with the game's very basic command pathways. Do OTHER actions do anything?
38  Awesomeware / AwesomeMod! / Re: Make Sacred. Will it prevent someone from getting a career? on: 2022 January 16, 04:00:12
Sacred SHOULD prevent the game from making destructive alterations to the sim, yes.
39  Awesomeware / AwesomeMod! / Re: Random orange trackers on sims (update) on: 2021 December 27, 04:03:44
That's the color of a sim that's doing the thing. Story Progression in action.
40  Awesomeware / AwesomeMod! / Re: 2 questions regarding the AwesomeMod on: 2021 December 20, 06:00:39
There shouldn't be any problems with appending to it, far as I know, although I don't know what "autoupdate!" is.
41  Awesomeware / AwesomeMod! / Re: 2 questions regarding the AwesomeMod on: 2021 December 18, 23:30:53
Okay, I attempted a fix for this particular weird case, see if it helps.
42  Awesomeware / AwesomeMod! / Re: 2 questions regarding the AwesomeMod on: 2021 December 16, 09:51:27
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?
43  Awesomeware / AwesomeMod! / Re: World adventures, food registers question? on: 2021 September 01, 16:31:11
I don't recall anything like that, no.
44  TS4: The Pee-ening / Insert Amusing Name Here / Re: Pausing University on: 2021 August 19, 09:53:07
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.
45  Awesomeware / AwesomeMod! / Re: Awesome Mod Storymode population question. on: 2021 August 08, 05:35:23
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.
46  Awesomeware / AwesomeMod! / Re: Does AwesomeMod have a tagger in it? on: 2021 August 01, 03:06:19
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.
47  Awesomeware / AwesomeMod! / Re: Does AwesomeMod have a tagger in it? on: 2021 July 29, 14:05:41
I forget the exact details of how that worked, but I think it just unlocks them, it doesn't actually make them appear, so you need the standard cheatcode for showing hidden stuff.
48  Awesomeware / AwesomeMod! / Re: Does AwesomeMod have a tagger in it? on: 2021 July 28, 05:52:36
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.
49  Awesomeware / AwesomeMod! / Re: Does AwesomeMod have a tagger in it? on: 2021 July 26, 01:25:51
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.
50  TS4: The Pee-ening / Insert Amusing Name Here / Re: Pausing University on: 2021 July 25, 10:05:40
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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