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1  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 March 23, 07:22:39
Anyone else playing with Genies find that SC cannot move them around properly? They have a special Genie glide instead of running that awesome mod doesn't seem to be able to utilize.

Also, maybe more feature request than bug but they can summon food, so SC shouldn't send them to cook.
I don't have any in my game, so provide a save with one so I can test.

Here's a new game with a genie: http://www.mediafire.com/download.php?3tqiz0ltx1brm6o

Newest awesome will use the genie glide, but sometimes they have trouble exiting the toilet after Use Bathroom. But that is not always the case so I'm not sure what could be the problem.
2  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 March 21, 04:58:15
Anyone else playing with Genies find that SC cannot move them around properly? They have a special Genie glide instead of running that awesome mod doesn't seem to be able to utilize.

Also, maybe more feature request than bug but they can summon food, so SC shouldn't send them to cook.
3  Awesomeware / AwesomeMod! / Re: Game Update for: 1.15/2.10/3.6/4.3 on: 2010 September 08, 06:11:20
It would be nice if this patch actually fixes the preferred vehicle function.  Though I'm thinking it probably doesn't.
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Ashfordville: A Teenie-Tiny CAW Town (In Progress) on: 2010 January 29, 09:43:53
For small communities I had always thought it nice to have a uniform style for all lots.  For a quadrangle community like this a brownstone or modern style should look nice.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Sims 3: Integrated Economy on: 2010 January 21, 05:31:53
I used Jade's model in my game play and I miss it terribly. I am still hoping for an OFB type pack but I have a feeling they are moving away from strategy in this game and more toward rpg-like features.

Well, gardening and nectar making is sort of like a strategy game.  And it would make sense that if they continue to add stuff like this they should also have an OFB type expansion.  It's pretty underwhelming seeing your well-aged nectar just go poof when you sell them...
6  TS3/TSM: The Pudding / Pudding Factory / Re: a new world, Coconut Island on: 2010 January 19, 01:56:25
Is there any way to edit the spawners? I am enjoying playing this world but there's a few spawners that can't be reached and they're driving my sims crazy.

Yeah, near that observatory lot there are few bug spawners that would get sims on SC bug collection stuck.
7  TS3/TSM: The Pudding / The World Of Pudding / Re: Getting engaged to/marrying foreign sims. on: 2010 January 12, 02:11:36
It does seem like inter-'hood relationships are very borked.  I did some tests with a sim on a brand new game.  First I had him romance up various people in the base 'hood: singles, steadies, married people (just ask them to break up first) were all romance-able to boyfriend status and add to the heartbreaker LTW count.  I then have the sim go to egypt, romanced up the first guy and then break up, romance up a second guy, then instead of breaking up I went back to the base 'hood.  Invite him over for a visit, break up, then send his ass back home.  After that my sim were unable to go steady with other sims, with or without previous relationships.
8  TS3/TSM: The Pudding / The World Of Pudding / Re: Cannot delete business cert from inventory on: 2010 January 11, 07:12:05
I was talking about Inge's business certificates.  Unfortunately, I don't know how you can get rid of items once they are stuck if the "nuke" option does not work.

That was months back... Anyway, going on another vacation fixed my relic problem (the problem seemed to come from analyzing them), however the beeper is still something that I cannot get rid of.
9  TS3/TSM: The Pudding / The World Of Pudding / Re: Cannot delete business cert from inventory on: 2010 January 11, 04:37:00
Can you sell them?  When I've moved a family, I've begun selling the certificates prior to the move, since I know they won't be worth anything afterward.

Can't, they cannot be dragged, but I can still open the stack and view them.  The law enforcement beeper is similarly borked.  Even after you quit the job you can't get rid of that damn thing.
10  TS3/TSM: The Pudding / The World Of Pudding / Re: Cannot delete business cert from inventory on: 2010 January 11, 04:21:13
I now have a stack of French relics that I cannot delete or move.  Ctrl Shift click doesn't show the Nuke option either (it does on other items), is there anyway to flush the inventory?
11  TS3/TSM: The Pudding / The World Of Pudding / Re: A way to force Sims to go steady? on: 2010 January 10, 10:58:54
No stone heart perk.  I hate this bug.  I reverted to a previous save which is not fine but better.  If I make any couples break up the bug reappears.  I am thinking no more breakups... ever?  So unrealistic.  I am thinking that installing CAW did my game in.  I uninstalled it only hours after, but it seems that the damage is done.   

How about No Jealousy perk?
12  TS3/TSM: The Pudding / The World Of Pudding / Re: A way to force Sims to go steady? on: 2010 January 09, 13:20:31
It seems that a lot of relationships got stuck.  I had Mortimer and Corneila Goth split up and neither of them can get into another relationship.  Pauline and Hank split up and they are stuck (even after changing their personalities from commitment issues) and I also Marty and Justine Keaton get a divorce and he has no options for a relationship with his mistress (these were not even all on the same saved game).  I would think that these base relationships were not suppose to be altered, but I have done it in the past on previous saved games.  I am getting really fed up with this game.  Why play if nothing ever works?  To top it off, the super computer, once downloaded, either keeps my game from starting or acts as if uninstalled and changes nothing.    

It's not just the base ones, I had a sim I played from birth that has this same issue.

Random question: Do your sims have the Stone Heart perk?
13  TS3/TSM: The Pudding / The World Of Pudding / Re: Merging mods to increase Performance! (Manually creating .dbc archives) on: 2010 January 08, 03:52:28
This is probably more of a question of s3pe, but I got an error saying: "Expected magic tag 'DBPF'.  Found 'DBPP'." while importing files as .dbc.

The program just stops there then, and the error message doesn't tell you which package causes the error either, is there any simple way to fix that?
14  TS3/TSM: The Pudding / The World Of Pudding / Re: Bugs in WA on: 2010 January 05, 22:20:53
Fixed! I cleared all of the caches and got rid of all of my CC except awesomemod and it works now. I think it was the hidden trait enabler from MTS2 that was doing it.

Good for you.  I only have xml tweaks besides AM.  I suspect corrupt game files in my case, but I'm so not going to reinstall again.
15  TS3/TSM: The Pudding / The World Of Pudding / Re: Bugs in WA on: 2010 January 05, 00:30:09
I tried to "droptrait" the mummy trait from one of the elders but it said they didn't have it, so something in my game is majorly borked.
Thats interesting that it didn't use any canopic jars on yours. Did yours do the animation where it comes out of the sarcophagus? Mine did but nothing came out and then an elder turned up

No.  When I select the interaction, my sim will walk up to the sarcophagus, but as soon as he reaches it he bounce back a feet away (kind of like a jump bug) and the interaction is dropped.  Nothing visible happens.  When I did it I also tried it many times, so I had like 5 elders turn up all at once some time after.
16  TS3/TSM: The Pudding / The World Of Pudding / Re: Bugs in WA on: 2010 January 04, 22:38:50
Same, I got the mummy bug too. I tried it on both the light and the dark Pharaohs sarcophagus but always ended in the same result. lost a whole lot of canopic jars that way

Oh, my situation is a little different.  I don't lose the jars.
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Bugs in WA on: 2010 January 04, 22:14:26
I couldn't summon mummies in my game.  Whenever I direct a sim to use the interaction, it jumps back and drop the action, then sometime later some elders would show up at the door and gets added to the household, they have the mummy names, but look like normal sims and don't walk like mummies, it's all so borked.
18  TS3/TSM: The Pudding / The World Of Pudding / Re: Bugs in WA on: 2010 January 02, 23:55:36
Just wanted to list some minor things...
Has anyone mentioned the songs?
When I choose "Sing..." on my sim, each song is listed twice. Don't really know why.

Also a pet peeve, in the queue it says "Zeneport" but in the description for the reward for 150 hours of meditation it's spelled "Zeniport." Not really a bug, but it bugs ME.

Haven't noticed many major bugs, but I'm updated to 2.3 and all of that grah.

In my game the second copy of the song has the charismatic logo on it (The sim is charismatic).  I thought it meant the traits can modify the effect?
19  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits that matter on: 2009 August 19, 11:01:10
Well, for me, some sims tend to queue drop.  When it happens there will be a thought bubble with an orange question mark in it.
20  Awesomeware / AwesomeMod! / Re: STOP THE INSANITY - Common sense for people w crashing & other issues post patch on: 2009 August 04, 06:44:43
This thread has my vote for:

1) Sticky-ness.
2) Adding a mod onto the forum such that you can't see any other threads until you read this one.
3) Only being able to read this one for the first ten minutes you've registered with the forum and visit.
4) An auto-emailer addition that blasts this out to new registrants once they've done so on MATY.

If I can think of any other reasons or methods to force someone to read it several times more, I'll add them in later...



None of those suggestions are practical.  The post is too long for them to read.  They will passively skip it no matter how you try to circumvent.  The only thing you can do is to split/sticky useful threads that contained the information people needed so they are easier to search for those who will search.  Or, alternatively, people who posted information should put them on the matywiki as well, which should work much better than reading through threads filled with useless banter.
21  TS3/TSM: The Pudding / Facts & Strategery / Re: Gardening and fertilizing on: 2009 July 30, 05:22:48
Pescado, you might want to inform my game about that then, because I've had one of my sims revive one twice and had the option to revive it a third time, but I just deleted it because he had already harvested quite enough death flowers for each member of the household. Not that they really needed it or anything though, since you really have to try to get an 'accidental' death, thus making death flowers overall pretty useless.

You might have an xml hack that modified the number of harvest for death plant, probably, or your game is bugged.
22  TS3/TSM: The Pudding / The World Of Pudding / Re: CAS Sliders on: 2009 July 23, 10:08:05
As a fun exercise:


I had something like this in mind when I see your description.  This is stretched to the max with 2X slider, I use HP's eye replacement.  Also, I found a way to change face length as well (sorry Solace).  It's jaw height.
23  TS3/TSM: The Pudding / The World Of Pudding / Re: CAS Sliders on: 2009 July 21, 22:00:19

The first slider you are talking about only moves the facial features up and down and it does not elongate the face.  Yes, there are more sliders and I have really experimented a lot with all the eye tabs and there is not one to stretch the eye lengthwise. 

Are you trying to make an alien? If not, the length is more or less right, to make the appearance of an elongated face, make the head narrower, or move the eyes up, or ask her how she did that.  To stretch eyes, you scale the eye up, then edit the eye lits so that they get closer.  Doing it this way also result in less distortion than TS2's eye stretcher.
24  TS3/TSM: The Pudding / The World Of Pudding / Re: CAS Sliders on: 2009 July 21, 14:03:42
I thought there is a face length slider? It works the same as in TS2 too, moves all the facial features (except ears) up and down.  As for the eyes, I think it is superior to that one in TS2, what kind of almond shape are you trying but failed to create?  There are so many more eye sliders than in TS2, did you try the ones under the outer eye corner tab?  To me, the only things that are really missing out are the eyebrows, chins and the cheek.
25  Awesomeware / AwesomeMod! / Re: TS2-Aging -> earning very much money??? on: 2009 July 18, 20:38:43
I'm pretty sure that is not what OP is looking for.  He's just pissed because he wanted to play the game like TS2 - with inactive families completely frozen.  He'll most likely want some normal wages and stuff when he switch to those families.
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