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26  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits Cheat Sheet - Work in Progress on: 2009 June 07, 03:17:28
Well the Evil bonus to criminal may be applied in addition to the free moodlets, I just know that you do get the moodlets.  If there's a performance increase then it is probably pretty small.  Brave supposedly gives a bonus to Law Enforcement and Military, but there are no moodlets for it.  Although it could also be that it's helping you earn RAISES in the associated career, and not necessarily promotions.  We really cannot say without doing some testing.

Testing evil vs non-evil in criminal should be easy enough.  Just make sure they are both at the same quality for mood (you can really only control this by keeping them both at excellent, which should be easy) and the same athletic level (obviously easy).  Unless there are performance bonuses for going above and beyond what qualifies "excellent" mood, the Evil one will either have better progress, or the exact same progress.  Even if there is a performance bonus above and beyond excellent, it should be pretty easy to just max out the mood on both, so that presumably they get the same bonuses (unless there is no actual maximum for mood and the bar just cuts off arbitrarily).

Getting them to max mood long enough to go to work should be easy with a well-timed baby larva and an expensive trip to the spa.
27  TS3/TSM: The Pudding / The World Of Pudding / Re: My review of TS3. What I liked, don't like. on: 2009 June 06, 16:44:31
I'm pretty sure you don't HAVE to do the whole color wheel thing if you design new clothing, hair, or objects.

Even if you choose the blank pattern and pick white on the color wheel, all of the objects in the game still have their own texture.  Furthermore, there are areas on some objects where you CAN'T apply patterns or colors.  It's not unreasonable to assume that you could design entire objects, hairs, or clothes that use texture areas that can't be patterned or colored.  What you would have is something exactly like in TS2 where the player had no control over the color scheme in the game.  Granted, the color wheel interface would still be there, it just wouldn't DO anything.

  Maybe so...but the game only came out a few days ago, well, a few weeks if you want to count the leaked copies, and we already have custom skins, hacks, and textures. Are they perfect, no, but they are there. As much as I hate to sound like EA, I am sure if we give it some we will be able to have the wheel usable with custom objects. There has to be a way because Maxis can do it with their own. Just have to figure out their secret. Or the miracles of miracles will happen and they tell us Roll Eyes.

  In the very early days of the Sims 2 if you told someone we were going to have custom meshes and animations you will most likely get laughed out of the forum. There were a lot of near impossibles that we overcame in the Sims 2 and coming from my usual pessimistic self, I have hope that we can overcome the same quagmires(SAT word, go me!) in this game as well.

  Otherwise, you are allowed to throw pies at my face.
 

The OP's complaint about the color wheel was that it restricted object and clothing design to use of only 4 colors.  I'm pointing out that, even if you do use the color wheel, it is not restrictive.  You don't have to apply ANY areas to the texture that can be patterned/colored IF you don't want to.  Allowing the player to customize patterns and colors does not automatically limit what the creators are able to make with it.  I'm just saying that if the whole pattern/color thing turns out to be too restrictive, it should be entirely possible to design textures that don't use it at all.
28  TS3/TSM: The Pudding / The World Of Pudding / Re: My review of TS3. What I liked, don't like. on: 2009 June 06, 12:37:05
I'm pretty sure you don't HAVE to do the whole color wheel thing if you design new clothing, hair, or objects.

Even if you choose the blank pattern and pick white on the color wheel, all of the objects in the game still have their own texture.  Furthermore, there are areas on some objects where you CAN'T apply patterns or colors.  It's not unreasonable to assume that you could design entire objects, hairs, or clothes that use texture areas that can't be patterned or colored.  What you would have is something exactly like in TS2 where the player had no control over the color scheme in the game.  Granted, the color wheel interface would still be there, it just wouldn't DO anything.
29  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits Cheat Sheet - Work in Progress on: 2009 June 06, 12:20:06
Evil sims in the crime field can (and often do) receive the fiendishly delighted moodlet while at work.  I'm not sure they actually get a performance increase just because they are Evil, I think they just get free moodlets.  Not completely sure, but it doesn't SEEM to be any easier.

Evil sims can indeed steal candy from babies.  This is one of the best ways to get "Fiendishly Delighted" as I believe the value is +15, it doesn't seem to negatively affect the baby in any way whatsoever (It might hurt the relationship, but if it does then not by much) and the baby can't do a damn thing about it.  This can be used on your own baby.  In fact, I recommend it for a free mood boost before you head off to work (it's better than beating your spouse anyway Tongue)
30  TS3/TSM: The Pudding / The World Of Pudding / Re: List of Extant TS3 Mods? on: 2009 June 06, 12:12:06
I'm guessing that CyberOps mods are of the "XML injection" flavor.  I doubt he would release multiple script packages instead of just one script package containing all the changes, if they can't be used together.
Most of these mods simply make it so you can do trait-specific actions without possessing the trait.  This sounds more like XML stuff.  It would be very stupid for them to write out all of the restrictions in the script rather than just have the script check the XML file.  I'm not going to rule out stupid, but even if those mods are script packages, I don't think you can do harm by installing more than one.  They simply will not all work.
31  TS3/TSM: The Pudding / The World Of Pudding / Re: Heartbreaker LTW question on: 2009 June 05, 22:07:21
By the way, I have to say I absolutely LOVE that there is an interaction for "romantic interest" called "Let's just be friends."  It doesn't even have a huge negative effect on the relationship (after all, you aren't even going steady!).  In the Sims 2, falling out of love with somebody was irritatingly difficult.  People got jealous over the stupidest crap, and the only way to stop them from getting jealous was to get rid of the love, which was usually only possible by doing something to make them jealous =P  Basically, falling in love ruined relationships in Sims 2.  It was very hard to go back to being friends.

How did you get this option to pop up? I've got a Sim who's recently married and I'd like to kill off her "romantic interest" relationship with her coworker, but have never seen this come up.


It's under "Mean..." I think, just like any other break up.  I've never had any problems doing a break up regardless of the current relationship or social state, so I'm pretty sure that it's always available.
I just figured out today that romantic interest is not like love from TS2 anyway.  They don't just get it when you do something romantic with them.  The action "Confess Attraction" is what causes it, so you can easily have some sex buddies without those messy feelings getting in the way.
32  TS3/TSM: The Pudding / Facts & Strategery / Re: Gardening and fertilizing on: 2009 June 05, 20:42:51
I can't answer your question, but I can add that you can find mystery seeds by rummaging in people's trashcans in the Law Enforcement career.  None of my Sims have gardening ability--so I'm not sure what they do.  I'm working on increasing the gardening, so I'll report back.

Mystery seed can also come from exploring the catacombs.  I'm not sure either what it is.  I assumed it just meant that my gardening skill was not high enough to identify it, or maybe you don't know what it is until you plant it.  These are just guesses.
33  TS3/TSM: The Pudding / The World Of Pudding / Re: Neighborhood Shifting-The Horror-or not! on: 2009 June 05, 20:34:21
The bin is not really the same as it was in TS2.  Households in the bin are pretty much "copies."  All save games have the same bin, and any households you place from the bin will stay in the bin so they can be re-used elsewhere.  Similarly, you can copy households into the bin without actually removing them from the neighborhood (I'm pretty sure.  I've not actually done this).  The bin copy, of course, will not have any relationships with outsiders.

Personally, I would be kind of irritated if another crappy family got copied into my bin every time someone I don't care about moved out of the hood.  As it is, you either play with Story Progression and accept the fact that you don't own any sims that you aren't playing as and they will do whatever the hell they want to, or you turn story progression off (with Pescado's hack) and accept that you don't have a "dynamic, living neighborhood."

Pescado already said that he is going to look into some way of indicating households of your choice as "off-limits" to the Story Progression, so you can have a "dynamic, living neighborhood" and still have more than one family that you still have complete control over.

If you like story progression but want to have absolute control over your sims, your simply restricted to one playable household per save game.
34  TS3/TSM: The Pudding / The World Of Pudding / Re: Extreme difficulty in killing sims by fire? on: 2009 June 05, 16:53:31
Haven't seen it happen, but I have not really tried.  I think it's kind of dumb that every pre-made house in the game comes with a fire alarm.  Not that putting fires out on your own was difficult even in TS2 but it at least made it mean something instead.  I just cancel the panic actions and gradually move towards the store until I get out of the room and the fire stops stomping my queue.  Let the authorities deal with it then, I don't have time to stand around!

On a slightly related note, my evil sim rolled a wish to see the fiery ghost of the firefighter.  Impossible wish FTW.
35  TS3/TSM: The Pudding / The World Of Pudding / Re: Work Options on: 2009 June 05, 16:51:15
Certainly if they have a big one like marriage or babies keeping them happy, working hard is fine, but the point is that if all you care about is getting promoted, and money doesn't matter at all, then working hard has no purpose.  I'm okay with that, I just wish that it was more clear.

Wages and raises should be simple enough to figure out.  Have a sim get promoted without getting any raises by taking it easy every day at work and passing on all opportunities, then have a sim earn a bunch of raises by working hard and see if their numbers come up differently after any given promotion.  The incident that TheCheat described doesn't give me much hope though.
36  TS3/TSM: The Pudding / The World Of Pudding / Re: Work Options on: 2009 June 05, 13:37:30
Good point.  Now that you mention that, it seems to match my observations.  I earned more raises with my professional slacker Sim, while the Sim I'm playing hasn't earned a raise in his entire young adult life (I've been taking it easy and socialize with coworkers the whole time).

Do raises "carry over" as you get promoted though?  If I earn a raise at level 1 and then get promoted, do I earn the base level 2 salary or is getting promoted just going to add a certain amount on top of my already raised value?  If it resets to base value at each promotion, I'm never going to work hard until the top of the career.  No point since the raises early on are pathetic amounts anyway, and if they don't even carry into higher levels it's a waste of time.
37  TS3/TSM: The Pudding / The World Of Pudding / Work Options on: 2009 June 05, 12:56:09
I'm not exactly sure what effect "Work Hard" has, and for that matter "Take it Easy"
I don't notice my job performance increase any quicker or slower with either option, in fact it goes up easier while I'm taking it easy because I will have Fun moodlets the entire day.  Is there some other benefit to Work Hard that I'm not seeing, or is it just broken?

And no, my Sim does not have the "Professional Slacker" award, nor any award for that matter.
38  TS3/TSM: The Pudding / The World Of Pudding / Re: Heartbreaker LTW question on: 2009 June 05, 10:34:57
I'd be okay with the fact that you can only have one significant other at a time, but what I don't like is that you have to manually break up with the first before you can ask out another.  You should just be able to ask out another and the first automatically disappears.  Yes, the first SO would learn psychically that a break-up had happen (perhaps talk about the town) but then at least you don't have to go through the trouble of inviting them over just so you can dump them.  All the while your new SO is waiting patiently for you to flirt her back up to romance status...

Granted, finding a new SO without breaking up with the old one FIRST should make the first one a lot more angry with you.


By the way, I have to say I absolutely LOVE that there is an interaction for "romantic interest" called "Let's just be friends."  It doesn't even have a huge negative effect on the relationship (after all, you aren't even going steady!).  In the Sims 2, falling out of love with somebody was irritatingly difficult.  People got jealous over the stupidest crap, and the only way to stop them from getting jealous was to get rid of the love, which was usually only possible by doing something to make them jealous =P  Basically, falling in love ruined relationships in Sims 2.  It was very hard to go back to being friends.
39  TS2: Burnination / Peasantry / Re: Testers Wanted - Realistic Sickness on: 2008 August 24, 20:26:25
This mod is killing off all of my sims...
It doesn't make any sense to me because I had a sick sim sleeping in bed (he should have been recovering regardless of any other conditions right?) only to get OUT of bed in order to fall over dead from his illness.
The fact that my sim was pregnant AND sick at the same time might have had something to do with it, but I was doing my hardest to get him to recover quickly.  Sleeping every chance I got, relaxing or lounging while awake.  I only got up when I absolutely had to eat or use the toilet.
40  TS2: Burnination / Peasantry / Re: Seasonal Aging Project - Testers Needed. on: 2008 May 29, 18:43:21
This would be pretty awesome if you could also nerf the rates of skill gain and LTR change, proportional to how much longer sim's lives are, so that lifetime wants are still kind of a lifelong pursuit instead of something you knock out in 1 or 2 years of your sims life Smiley
I don't know if that kind of change would be possible.. but it's something to consider.
41  TS2: Burnination / The Podium / Pregnant Zombie on: 2007 July 20, 01:52:18
Yes, I know under ordinary circumstances zombies cannot be made pregnant, but something very interesting has happened to me.
My sim had just woohooed and gotten pregnant, then met an untimely demise mere hours later.  A generation later, I resurrected her as a zombie, and after a day her belly got bigger!  A pregnant zombie, still carrying the baby of her husband who died long ago of natural causes... remarkable!

I'm just curious as to whether this will actually work.  Will my sim still be able to give birth even though she's not supposed to be fertile?  I don't want to go through with the birth if it's going to cause a problem with my game, so I figure it's better to ask if anyone has something like this happen.
It does give me some hope though, since her LTW of "Graduate Three Children" can be fulfilled, she has one child that is still a teen, and birthing twins would give her three she needs.
42  TS2: Burnination / The Podium / Re: Play Style: The Nitty Gritty on: 2007 July 18, 02:52:01
Definitely more of a player rather than builder.  I like to decorate my homes to a certain extent but I can't build large homes because it will cause too much lag... so I just build nice small homes.

I start a neighboorhood with a certain number of families (usually around 5 or so) and play each one equally.
I don't ever move in or have babies with townies or NPCs (alien pregnancy is ok).  After many generations, most of the playable sims will be related and it is difficult to pair them up to make babies, I like the challenge this introduces.
No aspiration rewards since it's too easy.
Tombstones stay on the lot.  After many generations, the ghosts will make things more difficult but this is also fun.

Should go without saying.. but I use a ton of Awesome hacks.  Not many objects though, and no genetics or clothing.
Basic goal when I play is to try to have each sim fulfill as many LTW as possible, with aspiration randomly determined.  Each time they fulfill a LTW though, they can change their aspiration (but still random) and start working on the next.  Keep going until I run out of sims or I get bored with the neighboorhood (I usually start over if I download a major hack or get an expansion)
43  TS2: Burnination / The Podium / Re: More realistic/difficult relationships? on: 2007 July 14, 15:39:54
Some thoughts for such a mod:


-STR shouldn't "decay" so to speak.  It should tend to drift towards the LTR.  The further the STR is from the LTR, the faster it drifts that way.

-LTR doesn't drift upwards because you got STR to 100 in one day.  It will continue to drift upwards towards the STR if the sim is actually "on the lot" whether physically or on the phone.  You don't have to interact with a sim compulsively to boost LTR, you have to interact enough to get them to "like" you (STR) and then just spend time near that sim for the LTR to go up.  The LTR gain while the sim is in the vicinity is greater than what it was previously, to compensate for the fact that it won't be going up at stupid times like when your sim is sleeping.

-When the sim isn't around or on the phone, LTR will slowly decay.  Because STR moves towards LTR, this leads to STR decay.  If STR is lower than LTR, the LTR decay is greater.

-LTR gain is boosted on dates, outings, and parties unless the score is bad.  This will change the playstyle for popularity sims.  No longer do they "win" by calling up random people until they get to 100 STR and then wait until they become best friends.  The fastest way to make a lot of best friends will be to throw a lot of big, successful parties.

-As for romantic interactions, attractiveness should play a MUCH bigger role than previously.  Because lets face it, you can be best friends with someone that you aren't attracted to, but you aren't going to suddenly fall in love with them.  If two sims have "Bad Chemistry" they can still be friends, but lovers will be impossible or nearly impossible (but don't despair, since bad chemistry can usually be remedied with makeovers.  It won't cause enough chemistry to make things EASY but it can still be possible)


These are just some ideas.  I don't even know how much of this would be possible.  The basic ideas are LTR only gains when the sim is around (even if you aren't interacting directly).
Simulating human relationships isn't easy, but I've no doubt we can do better than what's in place right now.
44  TS2: Burnination / The Podium / Re: Best Friends and Birds on: 2007 July 13, 16:03:15
I knew that dead people could still count as best friends (I had seen that message pop up about them no longer being friends plenty of times before the patch) but this sim had been dead for a long time.  Probably close to 30 days.  Not sure how long it would take the relationship to decay though.
Still curious that the icon showed a birdcage, but I guess icons for memories can sometimes be pretty screwy.
45  TS2: Burnination / The Podium / Best Friends and Birds on: 2007 July 12, 22:44:15
I was working on my "20 Best Friends" LTW, and it was fulfilled when I got 19 best friends.  I counted, recounted, only 19 best friends in the relationship panel.

Counted up best friend memories, I had 21 of them, but 1 was a long deceased sim and the other was Mystery Sim, so really only 19.

Then I checked the memory for the LTW, and the icon was a bird cage.  There is a bird on my lot, and my sim talks to this bird often... but I had no idea they could become friends.  It seems really, really strange, but why on earth would my LTW memory icon show a bird cage?
46  Awesomeware / The Armory / Re: Wants & Fears Sanity "Death To All Nesses" Public Beta Edition on: 2007 July 11, 12:54:54
Anyway to kill "Soak in Hot Tub" and "WooHoo in Hot Tub" wants for pregnant sims, seeing as how they can't get in hot tubs?
I don't think they can swim either but I havn't really tried.
47  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.31 on: 2007 July 07, 14:45:31
Sims who die are not unassigned from the Sleep Clock.
I don't know if this actually causes any problems, but I did notice a ghost on my lot (who was assigned to the sleep clock before she had died) float over to the bed in the middle of the day and wondered if the sleep clock might have had something to do with it.
After I noticed this, I checked the sleep clock and I was able to unassign the deceased Sim.

Edit - I'm a Seasons nub, and after playing that lot a little more I'm guessing that ghosts come out during the day if it rains...  This probably had nothing to do with the sleep clock after all, although she was still assigned to it while dead (I doubt it actually did anything though)
48  Awesomeware / The Armory / Re: No Servo "Do Chores" on: 2006 March 23, 23:17:40
JM can you look and see if this (although I am sure it doesnt) affects any of the servo's ability to sleep during the day? I am just checking my mods one by one to try and figure out which one is causing it.

My servo can no longer sleep while anyone else on lot is awake, only when everyone else is asleep and then oddly enough sleeps all night instead of just to recharge. The other mods I have in are toddler/elder sleep through night and no auto napping. Its probably those and I will be reporting there as well I just want to ask you also, to see if there is a conflict or some bizarre effect on the sleep code in do chores.

I use this No Do Chores hack but I don't have any of the sleeping hacks you describe, and my Servos sleep just fine.  They can sleep at any time and will continue to sleep until Power is full, and then they get up regardless of what time it is.
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