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26  TS3/TSM: The Pudding / The World Of Pudding / No rocks/gems/metals/seeds/lizards/turtles spawning on: 2013 March 22, 19:23:19
Ugh. Well, I'm just having all sorts of problems lately.

I'm not sure this happened as a result of University or not, because yesterday I snatched up a ton of SPs/EPs from Origin (SPs are on sale for $6, for anyone who hasn't ARR'd them). Therefore, I now have every EP/SP except for Master Suite, Katy Perry, and Diesel.

When I first noticed this problem, I had all of my mods installed, so I removed the Mods folder to test (and cleared caches). I started a vanilla game in Sunset Valley and used testingcheats to give my Sim the Collection Helper. The problem I am having is this:

No gems, seeds, lizards or turtles are spawning.
Fish, insects, birds, snakes, and rodents are spawning, although, besides the fish, there are very few spawned.

I was not focused on collecting when I first installed University, but I seem to remember sending someone off with AM to collect rocks/gems/metals out in the world without issue. Before I removed my mods today to test, I discovered the lack of gems using SC, and got the popup, "No collectables of this type on map!"

As I said, I just recently downloaded new EPs (SN, Gen, SHT) with which I'm not entirely familiar. I have read something that seemed to indicate that the same spawners for rocks/gems are also used to spawn small animals, so that I may have to wait a few Sim weeks (seriously?!) for gems to spawn. This doesn't sound right to me, as I collected a plethora of gems with the Pets EP installed, all the way through Seasons, with no issues.

I downloaded Gen, SN, SHT, and a a number stuff packs simultaneously, so they all installed back to back. I suspect that if there is a problem, this caused it.

Is this normal game behavior with these new packs installed, or is there something wrong with my game?
27  TS3/TSM: The Pudding / The World Of Pudding / Re: Uni Life Thread on: 2013 March 21, 14:08:22
PPS. SJActress: Yes, not just in the Uni world either.  My sim at home, say Jim, will click on his own assigned bed and get "Sleep in Jim's bed".
I don't have University, but I get same thing.  Sim Rho="sleep in Rho's bed"

That's not what I'm saying. It's a roommate I don't control, so I was using, say, Jim, to click on Jane's bed to check and make sure it was assigned to Jane, and it was. However, upon re-assigning it to Jane, the game seems to think that "Jane" and "Jane" are two different people, as opposed to the same one, which is why Jane wasn't sleeping in her available bed.

I noticed that if she has to go to classes and game prompts the action in her queue, her needs will remain static until after she has attended classes.

I'm pretty sure this is intended behavior, so Sims don't pee themselves or starve to death during lectures. I'm not sure why she'd still be hungry after finishing eating, though.
28  TS3/TSM: The Pudding / The World Of Pudding / Re: Uni Life Thread on: 2013 March 20, 23:07:19
Is anyone else having bed assignment problems?

I built a Uni house and enabled roommates. I assigned them all beds. A couple of nights later, I realized that one roommate (we'll call her Jane Doe) was up at three in the morning and exhausted, and her bed was available. I clicked on the bed and the option "Sleep in Jane's Bed" was there. I decided to assign it to her again anyway (I did not Reset it; I clicked "Assign" or its equivalent in the pie menu). In the menu, I assigned the bed to Jane. A pop-up said something along the lines of, "Are you sure you want to assign this bed to Jane Doe? If you do, the Sim you previously assigned it to, Jane Doe, won't be assigned to it anymore."

In essence, there is something happening to the Sim/Bed relationship, where one is no longer recognizing the other.
29  TS3/TSM: The Pudding / The World Of Pudding / Re: Uni Life Thread on: 2013 March 19, 03:46:54
1. When returning to Uni for a second term, a notification for the Meet and Greet happens, but when your Sim autonomously tries to attend it, there's a jump bug and the interaction cancels. It still shows up on the map as an event, but trying to Attend manually just cancels out. If you send the Sim to the building, none of the Meet and Greet tables are there. It makes sense not to have a Meet and Greet after the Sim has already been to Uni Town once, but it would be nice if the notifications, etc. disappeared.

Are you using Twallan's ErrorTrap?

I was, but I removed it precisely because there were reports of it causing the issue. Cleared caches, etc., but it's the same result without it.

ETA: From his explanation, I see why. Herp derp.

You could use a less autonomous guitar mod (registration required to view and download.)
http://simsasylum.com/tfm/index.php?/topic/976-autonomous-instrument-mods-ln-10-flavors-flavors-updated-march-17-2013/page__hl__guitar

You could also try Retuner.
http://nraas.wikispaces.com/Retuner


These might be worth a shot. I will check them out. Baa.
30  TS3/TSM: The Pudding / The World Of Pudding / Re: Uni Life Thread on: 2013 March 17, 22:24:29
I've got five specific errors/annoyances that I'm just going to throw out there.

1. When returning to Uni for a second term, a notification for the Meet and Greet happens, but when your Sim autonomously tries to attend it, there's a jump bug and the interaction cancels. It still shows up on the map as an event, but trying to Attend manually just cancels out. If you send the Sim to the building, none of the Meet and Greet tables are there. It makes sense not to have a Meet and Greet after the Sim has already been to Uni Town once, but it would be nice if the notifications, etc. disappeared.

2. Using the same Sim, I had to try three different times to get him to graduate and go home without error. This issue has been widely reported, and Google Fu adequately illustrates what happens when it borks. For me, I have fixed the problem by A) Not adding a new trait, and/or B) not inviting anyone to graduation. I'm not sure which one fixed it, or whether either of them fixed it, but not doing those two things resulted in a successful graduation and trip home.

3. Sims intermittently skip class. I have not been able to figure out why. Clicking "Attend Class" results in a popup that it's not your class time, even thought the Uni tab shows that you're "Missing Class!"

4. Directing a Sim to upgrade the keg to "Auto-Refill" does not register as one of the ten unique upgrades required for the Tinkerer Skill Challenge.

5. Jesus H. Christ, ENOUGH WITH PLAYING THE DAMN GUITARS. I think I spend the majority of a Sim's party attendance clicking "Take a Break from Playing" on other Sims. I can of course seek out a no autonomous mod for this, but I don't necessarily want it to NEVER happen for non-controlled Sims.
31  Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread on: 2013 March 15, 16:52:03
I'm still hoping for an option to Set Beautiful Vista for lots. 

Seconded.

Additionally, I'm hoping EA will tackle this with its next patch, but if you don't check your mail in University town, upon arriving home, any mail left behind is conveniently placed in your inventory. There are bills in that mail, and they are stuck. I know how to remove them with the config, but it would be nice if the bills didn't come along at all.
32  TS3/TSM: The Pudding / The World Of Pudding / Re: Uni Life Thread on: 2013 March 12, 20:13:03
Does anyone have a problem with some of the community lots in the university world having the name  "Community Lot" and being categorized as "No Visitors Allowed?"

I haven't noticed it in University world, but there's a community swimming pool in Aurora Skies that was categorized this way.
33  TS3/TSM: The Pudding / The World Of Pudding / Re: Seasons Impressions? on: 2013 March 10, 03:56:30
Believe me, if it's only ten posts down the page, it's not disrupting the forum to post and bump it to the top.

Oh, thank you for explaining how shit works in your head. I really appreciate you assuming that everyone else in the world should comport to it.

The whole reason Necromancy is bad is because it's stupid to have stuff resolved a year ago bumped to the top with new dumb questions.

Or dumb musings and/or pointless comments, regardless of the amount of time that has passed.

That's not the case here.

Yes, actually, it is.

It would be retarded to post a new thread on this when the Seasons thread is less than halfway down the front page.

Your comment is stupid, whether starting a new thread or necromancing an old one. You've contributed absolutely nothing of import or interest.

The forum is so dead you should be celebrating anyone who bothers to try to add something, especially if they're someone who was around in the good ol' days and can write in complete sentences, instead of being ragingly bitchy to anyone who posts anything.

Your attempt to add "something" has succeeded, although I don't see why anyone should celebrate it.

I was also around in the good ol' days. I'm actually fairly certain that you can find a post from me back in aught five talking about my mom's boob cancer, and seeing a whole hell of a lot of people being supportive about it. This was long before grammar police, AIDES, and SO MEEN. I think I actually precede LURK MOAR. But I've come to understand that a forum changes with its regular members, and it won't necessarily function according to my desires. Since it's not mine, I tend to shut the fuck up about it and move on.
34  Awesomeware / AwesomeMod! / Re: What needs to go where to make AM work on: 2013 March 09, 03:37:00
Ugh, I hope you are not pushing play on the launcher.

You're probably right. I should have considered Occam's razor before posting my suggestion.
35  Awesomeware / AwesomeMod! / Re: What needs to go where to make AM work on: 2013 March 09, 03:30:09
My framework is in the documents folder (EA/ The Sims 3/ Mods/ Packages).

Click on the link at the bottom of my post and scroll up to coconner's post (the first post). That is ye olde method. However, I *think* [T]he files have to go in all of the expansions, not just the base game and WA, but you can't quote me on that because I use the "new" method.

Edited because I decided to actually read the post I suggested.
36  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 March 07, 22:12:27
For those who are playing without issues: Are you using the AM config file too?

Yes.

I tested it with University as well, but found that Awesome story progression pushed University world students into regular careers they shouldn't have and also caused some to quit their Uni careers.  The students with non-university world jobs then failed to perform those jobs.

I haven't paid much attention, but I think I'm experiencing that, too. I'll have to watch the "Inform on Story Action" notifications a bit closer to verify.

Parties are broken. When a Sim gets invited and accepts, I still get notifications about when it starts, but there's no indicator on the map, and if I send her to the location, there's no party. Then, later on, I get a notification that she missed the party. I'm betting this all has to do with the new, improved smartphone somehow conflicting with AM.

I'm also unable to "Propose Going Steady," at least in University town, but this might be due to the "Commitment Issues" trait or the fact that my Sim has several boyfriends already, as opposed to AM.
37  TS3/TSM: The Pudding / Pudding Factory / Re: KT's Store Fixes (updated 02.21.2013) on: 2013 March 04, 20:17:44
I see that you have a fix for the decrapped version of the Plants vs. Zombies™ Sunflower. I downloaded the legitimate Sunflower from the Store as a Sims3Pack (the entire gardening system with which it came), and the rays of sunlight turn into Missing Object white boxes. I tried re-installing it several times, to no avail. Someone on this thread several pages back reported the same thing. I'll probably download it anyway at some point, but I was wondering if downloading your fixes would fix this problem.
38  TS3/TSM: The Pudding / Pudding Factory / Re: Charred-Trees Firehouse on: 2013 March 04, 20:03:21
Do you have any pictures so we can see what it looks like before downloading?

Also, for anyone wanting to download it, Dropbox calls it a text document, but it is indeed a Sims3Pack.
39  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 March 04, 18:32:05
Some of the confusion may be coming from the fact that there is still an older test version in the test folder on the alpha.moreawesomethanyou.com site.  I think some people may be downloading that and assuming it's the latest version.


That was not the case with me. I downloaded from here. However, I downloaded AM again today (from the Shiny! thread), and the game is no longer whining about it being outdated. Either the FOJ fixed the problem, or it was PEBKAC all along.
40  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 March 03, 02:27:35
I downloaded awesome.zip dated March 2, 2013, and now the game is whining about having an outdated mod. Perhaps it's something else, but I haven't changed anything else since yesterday, and it didn't bitch then.
Have you patched the game?

Yes. I had the test version yesterday, which disappeared from the site, so I installed the latest non-test release today. I grabbed the test version out of my Recycle Bin (downloaded on 2/28) and it's working fine.
41  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 March 03, 00:53:57
I downloaded awesome.zip dated March 2, 2013, and now the game is whining about having an outdated mod. Perhaps it's something else, but I haven't changed anything else since yesterday, and it didn't bitch then.

ETA: It is indeed AM causing it.

ETA: Wow. I decided to Ignore and start the game. There were 89 errors recorded with ErrorTrap, and everyone disappeared.
42  Awesomeware / AwesomeMod! / Re: Where is the thread with the pictures that show where to put the Awesomemod on: 2013 February 06, 07:31:58
Where did you get the Resource.cfg (I don't even know if the game will load without out it, but it's worth asking)?
43  Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread on: 2013 January 25, 04:17:03
According to Hituro in this thread, EA wasn't even aware of the bug until two weeks ago. I don't know who he is, but it wouldn't surprise me for his claim to be true.
44  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 January 10, 04:07:47
Given that "random crap" means "Let the EA autonomy engine pick after all vitals are taken care of", it's not surprising that the random crap chosen is incredibly frivolous and stupid, since at that point the sim literally has nothing it needs doing.

I agree that they are frivolous and stupid actions and nothing needs doing. However, to clarify, I didn't mean that they endlessly "Contemplate Surroundings," I meant that they endlessly try to "Contemplate Surroundings" and the queue keeps dropping and popping itself back up. In order to get them out of it, I have to give them some other meaningless chore.

You may have understood it that way anyway; I don't know. I won't whinge about it further, either way.
45  TS3/TSM: The Pudding / The World Of Pudding / Re: New Patch - 1.47 on: 2013 January 10, 04:00:17
I had the marriage issue once and the telescope issue once, but since I can force marriage and I don't care about aliens (and both problems occurred with the same, likely-corrupted save), they weren't major issues to me.
46  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2013 January 04, 02:51:24
When using MC and instructing a Sim to do Random Crap, it sometimes gets stuck in a loop of "Bathe Pet..." (at least when there are multiple available pets) and "Contemplate Surroundings."
47  Awesomeware / AwesomeMod! / Re: Awesomemod Request Thread on: 2013 January 04, 02:43:36
"React to wet dog" or whatever the action is called is queue-stomping. For example, I had a Sim I instructed to upgrade the TV, and he kept canceling the action to react to his wet dog, who had just come in from the rain. I would love a fix for this.
The "Ark Builder" LTW still seems to be borked, as collecting all the fauna and putting them in cages will not register that the requirements are fulfilled, so a fix or an explanation for what the game is looking for would be great, so I could check to see what I might have done wrong.

I would also like unbroken umbrellas to be part of AM, but for now I will use the mod previously cited.
48  TS3/TSM: The Pudding / Pudding Plots / Re: Remodeled Colonial for Rich Puddings on: 2012 June 30, 05:27:02
I agree, Anach. That would be great.

Okay, the link should be fixed now. I highly suspect PEBKAC on my part.
49  TS3/TSM: The Pudding / Pudding Plots / Re: Remodeled Colonial for Rich Puddings on: 2012 June 29, 03:40:33
I'm not sure what happened. It worked yesterday. My internet is down right now, so I can't fix it. I will update this post when it's fixed. Sorry.
50  TS3/TSM: The Pudding / Pudding Plots / Remodeled Colonial for Rich Puddings on: 2012 June 28, 04:08:33
I think this is the first time I've ever shared anything from TS3, so I may be posting more information than necessary.

I was inspired by this house:


So, trying to copy the outside structure exactly, I created this house (the inside is loosely based on the floor plan):


Backyard at night:


Kitchen:


Master Bedroom:


Master Bath:


More screenshots available here.

It contains 4 bedrooms (two double beds, three singles, and a crib), 4 1/2 baths, a master sitting room, a study, a play/movie/party room, an eat-in kitchen, and formal dining.
Sits on a 30 x 40 lot.
Furnished: $159,000
Unfurnished: $82,000

Custom Content Required:
Vitasims Flower Set
leesester's Federal Windows and Caesar's Pathway Doors
eris3000's HomeSpa Bathroom Collection One
Lisen801's Modular Stair Corners
rolltocrit's Shallow Traditional Wall Cabinets

EPs and SPs:
WA, HELS, Ambitions, Pets.

No Kewian-based objects. I haven't examined AwesomeSpec since TS2, but the only thing that I suspect is non-Awesome is the nursery's location on the second floor.

Admittedly, I went theme-crazy with the decorating. Comments/Suggestions/Sporking are welcome (not that my permission is necessary).

DOWNLOAD HERE


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