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1  TS3/TSM: The Pudding / Pudding Factory / Re: Coffee-Flavored Coffee (aka, Hot Beverages for Traditionalists) on: 2010 November 18, 08:28:51
Yes, it's purely flavor text (no pun intended.)  Which, on the one hand, is fairly pointless as you say, but on the other hand makes it extremely simple to change.

That simplicity is exactly why I got carried away writing a mod that adds seventyeleven million flavours of coffee in the first place.  Wink I'm glad you came up with a saner alternative.
2  TS3/TSM: The Pudding / The World Of Pudding / Re: EA Data Logging - Ambitions & Patch on: 2010 June 02, 07:03:04
Data Logging/Telemetry is responsible for producing the Sims3Logs.xml and DeviceConfig.log files in the user folder, right? Does it do any more than that?
3  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 February 05, 03:28:52
These are the extra objects (rabbit holes, farm stuff) that come bundled with Riverview in individual .package form. Obviously, you can use these in lieu of installing Riverview.Sims3Pack. If you delete the packages with Farmer in the filename you'll never have to deal with townies in fugly overalls ever again. Smiley The Riverview.world file is NOT included. These are just the objects.

http://uploadmirrors.com/download/19QEKVHW/Riverview_objects_only.zip

Contents:

afBodyFarmer.package
amBodyFarmer.package
DW1_BusinessShort.package
DW1_CityHallNoWings.package
DW1_DaySpa.package
DW1_DoorDoubleSaloon2x1.package
DW1_fauxCow.package
DW1_Hospital.package
DW1_MilitaryBrick.package
DW1_nbhBeaverStump.package
DW1_nbhCrates.package
DW1_nbhFirewood.package
DW1_rockPig.package
DW1_rowBoat.package
DW1_scarecrow.package
DW1_SchoolBrick.package
DW1_ScienceLabBrick.package
DW1_signNoFishing.package
DW1_signVenue.package
DW1_SiloCheckered.package
DW1_waterTankOld.package
DW1_waterTowerCheckered.package
DW1_waterTroughLong.package
DW1_waterTroughRound.package
efBodyFarmer.package
emBodyFarmer.package
4  TS3/TSM: The Pudding / The World Of Pudding / Re: No text when I load on: 2010 January 24, 03:44:13
A similar error happened to me ages ago (without WA installed). I had no idea what caused it, but reinstallation fixed it. I think morriganrant is right: it's most likely an issue with Riverview.
5  TS3/TSM: The Pudding / Pudding Factory / Re: Fern Lake, my first attempt at CAW goodness. on: 2010 January 22, 03:47:00
And has anyone figured out how to switch the vast sea with fake land? They did it in Sunset Valley.

That's a special Environment object called Distant Terrain, basically an enormous mesh placed around the edges of the world. However, it only works on the largest map size. There's some more details about using it in the CAW walkthrough.

The endless water thing sucks. What I did was scrap my medium land-based world and start over from scratch on the largest size, obscuring the horizon around the edges with terrain and restricting the camera with non-routable paint. This still requires testing from a LOT of angles to look natural.
6  TS3/TSM: The Pudding / The World Of Pudding / Re: Sims 3: Integrated Economy on: 2010 January 21, 03:14:12
On a happier note, we do have certain content available that could make this system work. The "Give" interaction mod by treeag from MTS2 allows transactions so we could, for example, transfer items from our sims' inventories to the mayor's when paying taxes. Of course, that would take forever but it's all I can think of for now. A better alternative would be something similar to Monique's Automatic Payment Mod for the Sims 2. God, I miss those days...

twallan's Supercomputer has a Money Transfer feature, though I don't know if it's automatic.

By the way, JadeElliott's site is still available (partially) on the Wayback Machine.
7  TS3/TSM: The Pudding / The World Of Pudding / Re: EA to block any and all Custom Content? on: 2010 January 20, 00:51:55
I read the post you linked to. Lots of people have speculated that EA was attempting to thwart CC because it makes so much intuitive sense, but so far I don't think anyone has offered any real evidence of this. This guy at the forum talks about a "validation binary" but he doesn't state where he got his "facts" from. Yes, he mentions someone who work(ed?) for EA who he met at a party, but he doesn't specify what kinds of info he actually got from this person. And what exactly is the "big joke" at EA? The bugs? The challenge of "defeating" the modders? What??

He might be right, who knows, but it's a very unclear and unsubstantiated message, if you ask me. And I almost never run the sims while connected to the Internet and I use the no CD option to start the game, which others could do too, so surely if they try to make it mandatory to stay patched it won't affect the player unless they choose to let it. I was even able to install all the new store items by compressing the files and using the 3viewer, and the game runs (mostly) fine and the files show up in game.


Exactly. I don't put much stock in vague rumours and speculation from an unknown poster and his friend of a friend. There's this general trend to attribute malevolence to completely sensible moves by EA. People said that because of the limited core files they were trying to eliminate modding, without considering the possibility that it was just more practical for them to develop this way. EA breaks custom Sims3Packs, and people cry that they're trying to stop their use for CC distribution. Wrong, they were purely trying to protect Store content and their bottom line by implementing a new shop mode.

Besides you can never really eradicate a modding community if the demand is high enough. The best you can do is run them underground.
8  TS3/TSM: The Pudding / The World Of Pudding / Re: Job transfer strangeness on: 2010 January 18, 00:43:09
Hm yeah, I could try that .. is there any way to reliably trigger an opportunity in-game (provided that it exists)? I wouldn't know how to test for it otherwise. I was thinking there must be a mod for that somewhere on mts, but apparently not.

There's three ways I know of. The first way is to enable debug interactions in AM, then while in game CTRL+SHIFT+click and and find the "Opportunity..." interaction in the debug cheats. If you have WA, it's much more difficult to use this method because the pie menus get clogged with the new adventure quests, though there's an option to trigger an opportunity by name. This cheat will automatically boost your Sim's skills and/or switch them into the correct career necessary for the opportunity, so don't save after using it.

The second is to enable debug interactions or cheats (can't remember which) and SHIFT+click on your Sim's work rabbit hole, which gives you the option to "Force Opportunity", "Force Event" or "Force All Events". It's useful when you want to see which opportunities/events can pop up at a certain career level.

The third, much easier way to do this is to download twallan's Supercomputer. It adds an interaction to Sims called "Basic.../Opportunity". The catch is you can't select opportunities that your current Sim is ineligible for.
9  TS3/TSM: The Pudding / The World Of Pudding / Re: Job transfer strangeness on: 2010 January 17, 14:25:52
And is there a way to really disable this kind of thing, seeing as my way of "disabling" it doesn't seem to work?

Perhaps you could remove or comment out that transfer event in your mod so it's not loaded into the list of possible career events?
10  The Bowels of Trogdor / The Large Intestines of Trogdor / Re: Question re. in-game career mechanics, and also the <MappingsX> key on: 2010 January 14, 04:18:26
So after some more testing, it seems pretty clear that the values are min, midpoint (normal performance), max. I'm still baffled by the first question though .. why that sim got a level 2 job without being qualified for it.

This could happen if the sim had previously worked in the political career, specifically at level 4, and got fired and quit (rather common when you combine story progression with Sims that refuse to go to work). Sims that are rehired will join the career at 50 percent of their old level (rounded up); this is an XML tunable.
11  TS3/TSM: The Pudding / Facts & Strategery / Re: Novels - A Guide on: 2009 December 30, 10:37:06
I'm sorry for necroing this topic, but I just wanted to point out that there is a third pregnancy book. it's gotten from the medical career as a reading-material-opportunity and is called Gift of Life. The opportunity doesn't say anything about it being pregnancy book, but it has white covers. Noticed when mommy had taken both normal books with her and daddy wanted to prepare for sprog.

Actually, the only two books that will satisfy the Read a Pregnancy Book wish are the two in the bookstore (the code only checks for those two specific titles). That medical book reuses the "prenatal" cover but it won't fulfil the wish.
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 26, 05:53:42
More of a causeway than a bridge. Though I suppose they would have their place.
13  TS3/TSM: The Pudding / The World Of Pudding / Re: Error codes 12 and 13 along with crashing. on: 2009 December 17, 03:14:06
I've recently gone back to playing my old save which was previously afflicted with Error 13. After installing WA to the latest version and updating my mods, I did some 'resetworld' and game-flushing voodoo, and played for a while. Eventually I found that I got an E13 only when story progression was turned on (I was using AwesomeStoryDriver). If I turned it off, I got no errors and even the save times were considerably shorter.

At first I thought Awesome was the culprit, so I tried disabling it and saving with the default story progression on, and then saving with twallan's mod active. Both error-free. I then went back to Awesome, and for some curious reason I get no E12s or E13s anymore. I'm guessing that because I clean-saved without any story progression mod active in between, I cleaned out whatever glitchiness was causing the errors. But don't take my word for it; I seriously I have no clue why my game is now working.
14  Awesomeware / AwesomeMod! / Re: AwesomeStory not producing any babies? on: 2009 December 04, 00:34:55
As I wrote in my first post, I'd like to be notified of who's getting married or getting a baby. That's the only reason why I activated the info popups.
It would be nice if in the near future the ability to choose which information to show in these popups was introduced.
This stuff is perfectly accessible for scripting mods; there's really no need to pester Pescado with it. I just took the related code snippet from the BCM and made a stand-alone birth notifier. I'v made a marriage notifier as well, but it's difficult to test it, because marriages are difficult to initiate without involvement of the active sim. And to work with StoryProgression mods, it's necessary that said mods send the appropriate events so the notifiers have something to catch.

I've found that using the age transition events don't work well either if you're trying to create a birthday notifier. A lot of the events only get sent if they happen in the active household.
15  TS3/TSM: The Pudding / The World Of Pudding / Re: World Adventures Hits the Interwebs on: 2009 November 23, 07:17:34
Newbie to arr'ing here. Can I someone recommend a good, freeware/shareware virtual drive creator? Yeah, I know, Daemon Tools (Google is my abusive butoccasionally helpful friend), but I can't afford it. Don't get me wrong; I've figured out how to find them. I just want to know which ones are actually good and won't cause my drive to stop working after the 30-day trials ends or something.

I told myself after Spore that I wasn't giving EA one more cent, and this time, I mean it.

MagicDisc.
16  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.7/2.2 on: 2009 November 19, 14:02:58
If you're still on 1.4.6 and skipped the 1.6 patch (i.e. the "can't live without working AwesomeMod" crowd): http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/Sims3_1.7.9.002002_from_1.4.6.00002.exe

Wait a second, what does the link here have to do with the people who can't live without AM? It's not as if this patch is any more compatible.

Sorry, temporary brain fail. That makes no sense to me too now that I read it.
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.7/2.2 on: 2009 November 19, 11:02:02
If you're still on 1.4.6 and skipped the 1.6 patch (i.e. the "can't live without working AwesomeMod" crowd): http://akamai.cdn.ea.com/eadownloads/u/f/sims/sims3/patches/Sims3_1.7.9.002002_from_1.4.6.00002.exe
18  TS3/TSM: The Pudding / The World Of Pudding / Re: World Adventures Hits the Interwebs on: 2009 November 19, 03:19:01
I also wish they had left the names of the countries out of it, because I feel like it ruins the suspension of disbelief. The only two countries we had ever heard of were Sim Nation and their enemy, the Red State or something like that.

Al Simhara, Champs Les Sims and Shang Simla would have been plenty. I don't mind the cultural similarities, the symbols etc. but calling them Egypt, China and France really kind of irritates me. I look at that text and go "NOOO! This is the Sims! It shouldn't say that!" Those destination names they came up with for both Bon Voyage and those I mentioned above are fine. We didn't need to bring religious sexism and real world grief into this game!

It was an idiotic marketing ploy. When I get the game it will be one of the first things I mod out (it's just text anyway).
19  Awesomeware / AwesomeMod! / Re: Warning message on: 2009 November 19, 01:01:46
The file check also picks up a mismatch on Rick's enablescripterror_1.3.24.package - I've been using it for debugging and just started getting the popup after updating recently. It's not a big deal though, I know the repercussions and how it's a partial core mod.
20  TS3/TSM: The Pudding / The World Of Pudding / Re: Error codes 12 and 13 along with crashing. on: 2009 November 18, 01:46:35
So far, it seems possible to save without having Error 12s or 13s with WA. But it's hard to tell as of now since there are now 10 files instead of 1 save file for each save.

My first attempt did not result in errors but it crashed to desktop during a save and no save game folder was made.

Saving is now 4x longer since each town has it's own save file.

The game does not save during loading from hood to hood but so far saving from the foreign country accesses the cache of that country during save which somehow bypasses some error 12/13 occurrence. So far this is still in theory and still needs verification.

That's interesting. I'm just curious, but do the new worlds in WA work like the sub-hoods in TS2 - they don't get added until you create them - or are they simply forced on you on the first load?
21  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 10, 00:06:01
An elegant solution is to put everybody except the designated carer on SupCom. I've noticed Sims on SupCom tend to run around and spectacularly neglect their spawn.
22  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 08, 08:28:16
A suggestion: instead of going to the trouble of making these odd ill-designed EA/Maxis careers so that only one person can reach the top, why not just tweak the language of the scripts so that they're not illogical if multiple sims reach the top?  For example, if we assume that Sunset Valley and Riverview and any other future Sim Cities are diplomatic hubs, such as New York, Washington, London, Geneva, etc., it would make sense to have high level politicians in these cities from multiple countries.  Every patriot thinks his/her country is at the top of the "free world", so "leader of the free world" could be consistent with president or diplomat of one's own country, etc.  With some creativity, one could rewrite the descriptions for the political career track so that it wouldn't be illogical to have multiple sims in the same city with the same job description at high level jobs.  Same goes for the criminal track if one assumes that there are multiple crime families and one gets promoted to head of the family.

What do you think?

And, barring that, for those of us willing to play "let's pretend" we're in such a diplomatic city, how about making the "There can be only one" mode optional?  :-)

Your answer is in this thread. Make an override mod of the Careers XML and delete the MOH tags, or just open awesome.package in a package editor and delete the relevant XML (the instance ends in CE302). The feature is effectively optional already.
23  TS3/TSM: The Pudding / The World Of Pudding / Re: TS3 was to include weather. on: 2009 October 05, 04:38:40
If you don't buy from the store don't buy from the store, but don't spoil the fun for everybody. For many simmers, the Sim Store is an invaluable service.

Then start a petition to keep the Store open! I guarantee that you will achieve your goal.
24  TS3/TSM: The Pudding / The World Of Pudding / Re: Error codes 12 and 13 along with crashing. on: 2009 October 01, 07:30:24
Well, I sidestepped an Error 12 to hit an Error 13. Resetworld lets me save, but the error just recurs as soon as I reload and I'm already getting weirdness in my game (NPCs wearing flesh suits, for one). I'm starting to think it's not a viable solution.
25  TS3/TSM: The Pudding / The World Of Pudding / Re: Error codes 12 and 13 along with crashing. on: 2009 September 29, 12:19:09
I've been getting Error 12 intermittently. Normally I roll back to an earlier save, but today I found that using AM's "resetworld" command let me save the file after the process failed the first time. I'll wait to see if I get another error. Perhaps resetting the game state helps to avert it.
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