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1  TS4: The Pee-ening / Insert Amusing Name Here / Re: Sims 4 Annoyance & Problem Thread. on: 2014 September 07, 17:02:36
The put away all books action needs to be streamlined. If there are five books on a table, the sim makes five trips between table and bookcase to put them away. It took one sim four sims hours to refill the bookcase.

I miss automatic hand of god.
2  TS4: The Pee-ening / Insert Amusing Name Here / Re: Emotion triggers on: 2014 September 06, 20:19:45
Once you get focused, you get the otion to do a mathamatical painting that gives a +4 focused buff. I have also made a confident and flirty paintings.

I see awesomespec having lots of little mood rooms.

The painting gives +4 to environmental focus. The actual buff to the sim is only +1 or +2 focused. Spamming the walls with mathematical diagrams does not seem to raise it above +2.

Standard environmental score from expensive crap will stack with the overall mood of the room for an additional +3 buff on the sim.

Viewing one of the diagrams should then be enough to push the sim into the Very Focused state for the next four hours, as long as they don't leave the room.

Can negative emotions also be used for paintings? A rage room could be useful.
3  TS3/TSM: The Pudding / The World Of Pudding / Re: Fishtank woes on: 2010 February 12, 01:06:13
Is it possible the fish are eating each other? That would be seriously cool.
     


Code:
    <!--Range:  0 - 1  Description:  The chance that Hopeless romantics will react to fish woohooing-->
    </kReactionChanceHopelessRomantic>
    <kReactionChanceMeanSpiritedOrEvil value="1">
      <!--Range:  0 - 1  Description:  The chance that Mean Spirited or Evil Sims will react to fish dying or being preyed-->
    </kReactionChanceMeanSpiritedOrEvil>
    <kReactionChanceExcitable value="1">
      <!--Range:  0 - 1  Description:  The chance that Excitable Sims will react to fish woohooing or being preyed-->
    </kReactionChanceExcitable>
    <kReactionChanceOverEmotional value="1">
      <!--Range:  0 - 1  Description:  The chance that Over Emotional Sims will react to fish woohooing, being preyed, or dying-->
    </kReactionChanceOverEmotional>
    <kReactionGainMeanSpiritedOrEvil value="15">
      <!--Range:  0+  Description:  The Fun motive gain for Mean Spirited and Evil Sims when a fish dies or gets preyed on-->
    </kReactionGainMeanSpiritedOrEvil>
    <kReactionChanceNonAngler value="0.45">
      <!--Range:  0 - 1  Description:  The chance that non-Angler Sims will learn the bait when fish are preyed-->

So, yeah.  Fish woohoo, die, and eat each other.
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Custom-stock library bookcases? on: 2010 January 14, 07:56:15
Try Ctrl+Shift clicking while in debug mode, and choosing "stock with genre".  I don't think that works with skill books, but it does with others.  I also don't know if stocking them that way will keep them stocked, or if the library code will just overwrite it again.  Worth a shot though.  For the skill books, there are a couple bookcase styles that always stock with skill books.  The glass bookcase is one such.
5  Awesomeware / AwesomeMod! / Re: AwesomeStory not producing any babies? on: 2010 January 10, 21:36:08
I'm having this problem as well.  No matter how I arrange my 'hood, most of my sims grow old and die without producing offspring.

I start a new game.  I place 24 couples, in identical houses.  The houses have a crib, and two empty single beds.  The couples have at least two matching traits, no Dislikes Children, Loner, or Commitment Issues.  Relationship scores maxed to 100.  Affordable family housing is available when the third child becomes a 6.  Everyone has a job.  Only three of the couples actually produce offspring.  The rest just grow old and die.

Same setup, ten couples.  Two produce offspring.  The rest: old, die, ect.

Four couples, only one reproduces.

I have one couple, both are Family Oriented, both have the Surrounded by Family LTW, and they will sit there for six sim weeks with an empty crib if I put them in the 'hood with 24 couples.  Stick 'em in the 'hood with ten couples and they make like rabbits.

Am I doing something wrong?  Would I be better off creating singles and letting story mode match them up?  Or is it just a feature that only 20% of sims get to reproduce?
6  TS3/TSM: The Pudding / Facts & Strategery / Re: Gem Cut Profit Values - Now A Little Awesomer! on: 2009 December 04, 11:07:00
For the skull cut gem, place one of each cut of a gem on the large display and activate it.

Money wise, not worth it on the lower level gems.  Better on more valuable ones.  Total cost for all eight cuts: 1540.  Average value of 8 Soulpeace gems: 13,600.  Soulpeace skull: 25,000ish.  Profit: 10,000ish.  Your mileage may vary.

EDIT:  Heard that it just takes five different cuts of the same gem type to make the skull, not all eight.  So that could come out a lot cheaper.  Haven't tested that yet though.
7  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 27, 04:28:05
WA makeup doesn't appear with Awesomemod installed in CAS.
Be more specific. I don't know what WA makeup is. How do I look for it, and where it is SUPPOSED to be?
It's eyeliner for the most part - Egyptian. The icons are the orange shaded ones like other EP content has...I haven't been in CAS to know if it's missing. I do know it's available if you change appearance in a mirror in game.

Eyeliner shows up for me, CAS and otherwise, definitely not awesome related. Try moving mod to WA directory. Remember to delete scriptCache.package in My Documents.



Obviously no one fully read my original post. Sometimes the makeup shows up fine and sometimes it just disappears. The normal eyeliners appear but not the Egyptian ones included with WA and I already have the AM installed in my WA directory. This never happened in the vanilla game when I created my 8 females it only happened when I had that version of AM installed, but it has not happened since I got the newer AM now i only have the pregnancy issues where you cannot click on a pregnant female unless she's sitting or lying down.

This has happened at least three times in my game.  No AM here.  So it's an EA issue.  It happened several times after I first installed, playing a fresh game w/no hacks.  I haven't been able to reproduce it today, so maybe a cache issue?
8  TS2: Burnination / The Podium / Re: Is there a hack for less cheerleading and less visits from Prof Taylor Boyle on: 2008 June 01, 10:37:39
The cheerleading bugged me too, but the best I could come up with was to disable the "run up and cheer at sim" thing completely.  Mascots and cheerleaders will still show up on lots uninvited, and will still chase off the evil mascot, but otherwise they act like dormies. 

If you want to try that out, I uploaded it here: http://www.moreawesomethanyou.com/smf/index.php/topic,12060.0.html
9  TS2: Burnination / Peasantry / Testers Wanted -- Less Campus Cheering on: 2008 June 01, 07:01:16
The cheering was driving me crazy, so I had to make it stop.

I think this worked, but I'm like a monkey wielding a pitchfork when it comes to coding, so this is use at your own risk.  Could go boom.

I have it running in my game.  Used the mailbox to bring in a Mascot and Cheerleader.  They hung around, watched TV, chased off the evil mascot and did NOT run up and cheer at my sims.  They will still do the School Cheer interaction, where two sims cheer at each other, but that's shorter, and not quite as brain exploding. 

What I did:

Pulled the "Cheer - Perform Cheer" BHAV from the NPC templates and changed the first line so that both true and false "Return True" and the rest is skipped, so no cheering.  I think this is the game going: "free to cheer?" and the code going "bug off," but who knows.

10  TS2: Burnination / The Podium / Re: So what the hell are the benefits of being in The Zone anyway? on: 2008 May 30, 19:32:42

These results appear inconclusive at best.  Difference is minimal, therefore likely not significant.  Can not reject null hypothesis of no apparent difference.  My view would be that the zone remains, by and large, useless.

Difference is minimal, but present.  I repeated the test, this time doing two paintings in a row, and pausing as soon as the "painting complete" dialog was displayed.

http://i292.photobucket.com/albums/mm1/highstresslevel/thezonetestresults2.jpg (Top zoned, bottom not.)

I did three runs of each zoned and non-zoned.  I layered the screenshots in Photoshop, setting all but the bottom layer to 25% opacity.   This shows that each motive dropped to the same point in each of the three runs, with the exception of environment, which was effected by day/night.  (Note the faint, secondary black line on the environment bars.)  Season was fall for each run, to avoid seasonal motive changes.

Being in the zone does slow motive drain, but again, its not by much. 

11  TS2: Burnination / The Podium / Re: So what the hell are the benefits of being in The Zone anyway? on: 2008 May 30, 17:24:36
On the original topic of this thread...

Being in the zone seems to slow motive decay.  Just not by much.

Ran a test:  Max Motives, paint entire painting, screenshot.  Same sim, five times without zone, five times with.  Fresh sim with no LTA bonuses applied.

I layered the results in Photoshop to show any variation between individual rounds; there was little.

Results here: top zoned, bottom not.  http://i292.photobucket.com/albums/mm1/highstresslevel/thezonetestresults.jpg
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