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1  TS3/TSM: The Pudding / Pudding Factory / Re: Children can Garden *Updated Feb 14th WA and HELS* on: 2010 February 16, 13:48:45
I have updated this to work with the latest patch, WA and HELS. I have tested, and am currently using this, in my game and it works fine. Smiley
2  TS3/TSM: The Pudding / Pudding Factory / Re: Children can Garden Updated July 5th on: 2009 July 05, 12:42:09
I've updated the files. Please re-download!  Cool
3  TS3/TSM: The Pudding / Pudding Factory / Re: Children can Garden on: 2009 June 30, 07:32:29
I want them to actually garden, rather than just get the skill. Which is why I made this Smiley
4  TS3/TSM: The Pudding / Pudding Factory / Re: Children can Garden on: 2009 June 29, 17:49:52
Yeah I know, freaks me out too. I solve it by not watching them garden  Wink
5  TS3/TSM: The Pudding / Pudding Factory / Children can Garden *Updated Feb 14th WA and HELS* on: 2009 June 29, 10:36:46
Updated Feb 2010- I remade this with WA and HELS, latest patch. It works with this configuration, I do not know if it works with any other. There is only one version now, no hygeine loss and a small fun gain. The mood tweaks affect all sims.

This Mod I did for myself, but I thought others might like it.

Updated: Fertilizing now works, as does omniplant. Updated motive version. Please redownload. You'll have to manually delete the old version, the file names have changed.

Updated again: Added seed collection and live plant disposal as suggested in my thread at MTS2.

What it does:

Children can plant, and plant many. They can water, fertilize, talk to, harvest and dispose of dead plants. They can also cash in money bags harvested from money trees, and feed and harvest OmniPlants. They will gain gardening skills while gardening, as adults do. In response to a comment below, I state this to clarify that children will get skills while performing gardeing tasks, just as adults do.
Other stuff:

The graphics are wonky. I can't change that. When children plant and weed, they become really tall during the action, then go back to normal after. When watering they don't stretch out, but they lack a watering can. I find the temporary graphical glitches worth it to be able to have children grow their own veggies.

The two versions are now:

ChildGarden.package - basic children can garden mod

ChildGardenPlusMotives.package - as above plus less hygiene decay and slightly more fun (ala JoshiJacks lowest fun gain setting). The Hygiene decay is pretty drastically changed (hardly any decay) and the fun gain is only mildy improved, which is how I want it in my game. So thats whatcha get!  Wink  Other modders are free to use my changes with other modders/their own changes if they would like something else in their game.

I've tested this pretty extensively, but please let me know if you find any problems not mentioned above.

As far as I know this does not conflict with AwesomeMod in any way, I've been using both together without problems. Should also be compatible with Black Spirits harvest mod since he alters a file I don't use for this mod. Enjoy!

6  TS3/TSM: The Pudding / Pudding Factory / No Empty Potty Mod on: 2009 June 29, 10:18:48
I don't know if anyone here would be interested in this, but I saw this requested at Simlogical and decided to make it.  It's been in testing over there for a few days, a couple of things came up:

1) You may need to buy a new potty chair when you install this mod. If you have a dirty one in your save when you install it, the green smoke will stay. So just replace the potty if you have this problem and it'll be fine after that.

2) This conflicts with other mods that change this file. I went ahead and made a version with Lostaccounts (at MTS2) 4x faster toddler training mod code change so that people who want to use both, can. I didn't do a 10x version. Someone else is welcome to use my changes in the 10x one if they like.

So, what the mod does:

It takes 100 uses of the potty for it to need emptying.
A dirty potty does not give a negetive moodlet
It takes 100 uses to cause a puddle

The 4x version also makes toddler training on the potty 4x faster, as in Lostaccounts mod.

I had to set the uses to 100, because setting it to 0 or -1 just caused the puddle to appear after one use and the potty always needs to be emptied.

I hope some find this useful, please let me know of any problems. This is compatable with AwesomeMod.

Edit: Removed lite version, does not work as intended. Removing the skill points gained line completely, actaully causes the potty training skill to be gained in one 'sitting' Wink
7  TS3/TSM: The Pudding / Facts & Strategery / Re: Kleptos Only Stealing Light Fixtures on: 2009 June 24, 17:27:54
The community lots do not reset every day, at least not in my experience. I've played two kelptos heavily and it appears they reset about every three to four sim days. The only thing I can think that might make this deifferent between our games is I usually play with long/epic lifespan or with aging off. If you play on something shorter perhaps they reset more often?
8  TS3/TSM: The Pudding / The World Of Pudding / Re: Playing Tag Bug on: 2009 June 24, 17:19:26
I have noticed in a few of my sims that if they play tag with someone while they are a child (or I suppose if they have the Childish trait) that after they stop Playing Tag, they continue to gain LTR with the sim they are no longer Playing Tag with.

In at least one of these scenarios, the sims in question, upon becoming teenagers, were unable to advance in romantic relations because even after several romantic interactions, the other sim would think they are "Being Okay"

Has anyone else noticed this bug?

I have had this as well. In my situation, when the sims were teens for a couple of sims days (can't remember exactly how many) their relationship did finally start to decay as normal.
9  Awesomeware / AwesomeMod! / AWESOMEMOD & SCRIPT HACKS: CRASH ISSUES THREAD on: 2009 June 07, 15:24:10
An update on my side of the crashing issue.

Firstly, I had deleted the script cache when I did the update I mentioned above, that had crashed. Only removing the enablescripterror.package allowed it to load correclty. I apologise, I should have mentioned that.

Second, I tried this latest version, it crashed on start up repeatedly, after I deleted the script cache, and then tried deleting them all. Same deal. Oddly, putting the enablescripterror. package IN this time, allowed it to load.

So yes, this all looks very strange, and I don't think there is an ideal answer the suits everyone.  Considering the many crash issues people are having with the vanilla game, I think at this point it's all red herrings and guesswork.  I am grateful for this mod, and a little fiddling with files is no biggie if it means I can use it.  If I can ever reproduce this issue in a reliable way, I will post back.

10  Awesomeware / AwesomeMod! / AWESOMEMOD & SCRIPT HACKS: CRASH ISSUES THREAD on: 2009 June 07, 09:33:06
I Just wanted to add my experience with the crashing issue in case it's useful. I didn't have any crashes with the first version of the mod, and with the second one I added the enablescripterror.package at the same time as I updated the mod yesterday and I crashed on startup. Took out the enablescripterror.package and tried again and it loaded fine. I have XP sp2. I haven't yet tried this newer version.
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