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1  TS3/TSM: The Pudding / Pudding Factory / Re: More visitors XML mod on: 2011 June 08, 17:30:00
I'll do a Generations patch update once I get the Generations patch, which probably will happen very shortly after Pescado puts up a non-test version of AM for that patch.  Mine didn't break when OLS came out, although it's possible I never patched to that, except that my other mods including AM all work, which I wouldn't think would be the case if I hadn't patched it but was using mods for the patch.

In the past, my mod has needed updates for EP patches, but not SP patches.
2  TS3/TSM: The Pudding / Pudding Factory / Re: More visitors XML mod on: 2010 November 07, 02:04:47
Late Night version is up (should work with the Late Night patch, with or without the expansion):

http://www.mediafire.com/file/ovvscnkwfktpmm4/MoreVisitorsLN.rar
3  TS3/TSM: The Pudding / Pudding Factory / Re: More visitors XML mod on: 2010 October 20, 21:03:12
Okay.  I just noticed the post.  I'll get an update in asap (I know, not much help now that a new EP is about to come out, which will make this one obsolete), but I mod the file for myself so it's just a matter of tweaking a few things (I put more visitors in the one I made than I put in my own) getting into my old account or creating a new one.

I'll also remember after Late Night comes out to post a new new one.

Link: http://www.mediafire.com/?m6u177lx4a5ex8g
4  TS3/TSM: The Pudding / The World Of Pudding / Re: New Patch 1.10/2.5/3.1 on: 2010 February 12, 23:46:26
I'm really annoyed that JM is forcing us to patch up to use AM. For the love of heavy machinery, please leave a link somewhere with the old versions of AM. You could throw them on your MTS account or something.

Are they cupping your balls, Pescado? Why are you sleeping with the enemy?

There is a good reason that JM is only supplying one version and it has nothing to do with "sleeping with the enemy".  It's almost impossible for one person to support multiple versions of a core mod like AwesomeMod.  If he gives people access to older versions, he'll get lots more outdated bug reports and requests for new features that have already been implemented in the newest version and demands for removal of the expiry date.  Why would he want that kind of hassle?

If I could think of a good solution to these problems, I'd be willing to upload (unsupported) older versions for every patch level.

He could do what I've seen on other sites:  Have an "Unsupported Obsolete Versions" subsection underneath the Awesomemod board, with the last version of AM for each patch level.

In addition, on loading an obsolete version, instead of the Flagrant System Error that tells you you can't use AwesomeMod there could be a, just as big box saying, "You are running an obsolete version of Awesomemod.  DO NOT ASK for support at the site or we will just laugh at you!"

Note that just placing versions in an obsolete section usually is enough in itself to keep people from asking for support; it prevents it, for example, at NRaas.  But add in a very obnoxious pop-up when they begin and the meanness with which people asking for help with obsolete versions would meet with here, and I really think there would be at worst minimal disruption from people expecting support.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Is there a way to temporarily select a service npc? on: 2010 February 07, 20:43:03
It is nice to know that they definitely can be edited without breaking anything, anyway.  I see less service NPC pudding in my TS3 gaming future.
6  TS3/TSM: The Pudding / The World Of Pudding / Re: Is there a way to temporarily select a service npc? on: 2010 February 06, 22:23:25
I want to replace my service NPCs appearances with some of the sims I have in the CAS bin, but so far I've had no luck. I tried the "editsim" command, but it doesn't load the pre-made sims. And the "snatchbody" command seems to only work for selectable sims. 
I figured I could (maybe) get it work if there's a way to make service sims selectable. Does anyone know if this is possible?

Well, there is a way to make a service sim temporarily selectable, but I don't know if it will accomplish what you want.

With testingcheatsenabled and debugcheatsenabled (really just one of them, but I'm not sure which one), you can shift-click or maybe ctrl-shift-click on one to "Add To Current Household."  They then become selectable.

That's got its own problems, though, because once I did that when I had a non-cleaning maid problem, to get the maid to clean.  But when I removed her from the household, she became like a regular sim and just left the lot.

If you're getting them into CAS (which "editsim" followed by their name should do, even if not selected), you should be able to edit them, even if you can't use a premade sim, and that's pretty good.  Editing a service sim might cause a bug, but as long as you save just before it, it could be worth a shot.
7  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 February 04, 21:49:51
My thanks to those that answered my question, albeit in a very roundabout way. I hope I have brought you MOAR LULZ. This is a lesson to not take things so literally.

I will resume my status of LURK MOAR and on the sad day I return I hope to be less retarded.

Feel free to continue to mock me and serve Him MOAR LULZ.

I just have one comment then I'll drop this, a comment about something much more obvious than the roundabout way I suggested you find your answer, the point I'd have made if I had wanted to answer your question directly rather than give a roundabout hint:

What sense would it make to have a secret subscription version of AM, regardless of anyone's feeling about pay sites?  A subscription version, if enough improved, would make some sense if Pescado were in favor of pay sites.  A secret version...perhaps, if Pescado wanted to give extra features to people he really likes.  It would be a lot of work to keep both versions going; but while highly unlikely, it's not unthinkable.

But if there were a subscription version, it would be done for profit (or at least for income).  So why wouldn't he want as many people as possible to know about it, so as to maximize income?  Would T$R keep the fact that subscribers can get extra pay content secret?  Isn't it in their best interest to advertise that?  Now, T$R's spyware and the like is what's secret.  But I think you'd find that any site that offered a paid version of content wouldn't have it "secret."

That was the lulzy part to me.  Having a "secret subscription version" is something that no one would ever do.
8  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 February 04, 02:12:06
I love the subscription version.  It's cool to be able to come up with any interaction I want with any properties I want and have the subscription version incorporate it into the game.  I love my "Bow in Worship of [my real name]" interaction. Wink

Actually, I'll give you a little hint if you want to figure out what's really going on:

See the "Attention KMart Shoppers" box in the upper right corner of the screen.  See if there's anything in there that suggests whether or not this site would be run for profit.
9  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 29, 23:30:11
I get the freezing and rarely use Supreme Commander except for its radar tracking.  I have a number of sacred households (which likely isn't a factor) and a pretty full neighborhood (over 200 sims).

It hasn't been that awful since I've tested my CC with ProcMon (the process monitor is a free download for Windows) and gotten rid of the stuff that was getting loaded thousands of times, as well as combining CC into fewer, bigger packages, which is explained somewhere among the posts on "The Horror" board; but it still happens to some degree.

I don't know if the limits throughout XML files of 10 sims "pulsed" per tick have anything to do with it, but it's possible.  Those could just be "broadcasters" (things that cause reactions) but also could be how many can do something per tick (a tick is likely even shorter than a sim minute, but still it would then be a limit).
10  TS3/TSM: The Pudding / The World Of Pudding / Re: Error codes 12 and 13 along with crashing. on: 2010 January 27, 04:15:40
Some extra steps may help if you're using 32-bit Windows.
http://forums.civfanatics.com/showthread.php?t=224178  (not a sims site, but apparently RAM size limitations cause problems in many other games so the solution applies here too.)

This thread was very, very useful to me.  I'm sure I'll jinx myself by posting this, as whenever I post anywhere that a problem with my Sims game is fixed things go bad again; but so far it seems that this thread has the key to allowing TS3 to actually use extra memory, making it much less E12 or crash prone.

Through most of the thread people are saying that those of us with XP Home edition are out of luck, but the thread begam in '07, and I don't think Service Pack 3 was even out by then.  Very late in the thread it turns out that it will work with XP Home if you have SP3.

And my experience is that it does work with XP Home/SP3.  It also works with XP Pro and Vista, as per those who posted.

It's basically a change to C:\boot.ini that tells Windows to allow programs to use 3MB.  You also can limit that below 3 (but above 2) by another switch, which from the postings can be needed so your graphics card can work.  Of course, you have to with CFF Explorer let Windows know that the TS3 (or TS3EP01 if you have WA) is allowed to use more than 2 MB of RAM.

I don't think I've had an E12 or crash since changing Boot.ini and rebooting with it changed, even when I've done things I didn't dare try before.  I'm sure E12s and/or crashes will be back, as this just gives the game a bigger limit in what it will take; it doesn't eliminate the limit entirely.

But it's a major positive step.
11  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 24, 00:02:51
I'm not sure if he even updates the thing, so you are on your own once they update the game. By the way, you should also get his super computer, which must be around there if you search in that link.

For the record, Twallan updates his mods very conscientiously.  He's not the workaholic that Pescado is, so it took him a couple of days longer to have updates in place for the 1.79 patch.  So at least with past history as a guide, there won't be a problem with updates.

I prefer Awesome Story to Twallan's, but Twallan's SuperComputer is truly super and his Story Progression should be great for those who liked Indie Stone, on which Twallan's is based.  He also has a few other cool mods on his board.
12  Awesomeware / AwesomeMod! / Re: Question re. JobDifficultyScaling on: 2010 January 16, 20:58:23
There are parts of this I think I can answer, even though I'm not all that awesome.

PPH is most likely Performance Per Hour.
PPD is most likely Performance Per Day (that the sim works, so if he works 5 hours a day it would be PPH * 5).

"Metrics PPH" seems to be the hourly performance the sim gets from the job metrics, which is Nadine's case are mood, relationship with her boss, and charisma.

PPH from traits deals with such things as (as I recall) the Ambitious trait giving you something like +3 PPH (might be more or less), the Evil trait helping people in the Criminal career with bonus PPH, and possibly others.  The MultiTasker perk most likely works the same way.

Hope this helps.
13  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 January 09, 22:22:50
Has anyone else noticed in their games that the premade houses have white 'THIS SHOULD NOT APPEAR IN GAME' blocks at the bases of the stairs? They can't be deleted. What are these?

Those are spawners (can be seed spawners, beetle spawners, etc.).  You probably wouldn't want to delete them if you could, as it seems sims can walk right through them, and if you want to collect anything for any reason that's where collectables come from.
14  TS3/TSM: The Pudding / The World Of Pudding / Re: The game has magically slowed to a snail's pace. Suggestions? on: 2010 January 09, 02:45:08
Two things I suggest you try:

Procmon, discussed in the MTS thread linked to here,  http://www.moreawesomethanyou.com/smf/index.php/topic,17460.msg507158.html#msg507158 , can help you find problem package files that are loading a boatload of times.  Follow instructions in (I think) posts 250 and 283 of the MTS thread.  A couple of bad pieces of CC will slow your game down horribly.

This, putting CC together into dbc-style files, as described here:  http://www.moreawesomethanyou.com/smf/index.php/topic,17746.0.html , also has sped my game up somewhat.  But you want to use the procmon method first, or you may end up just putting bad files into files with good ones and you'll then have a hell of a time identifying them.
15  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 31, 23:58:37
12. "bodysnatch <sim>": Steals body of sim of compatible age/sex, making your
     currently selected sim appear like that sim, ala SimSurgery. Destroys the
     target sim. Requires testingcheatsenabled. Useful for updating appearance
     of selfsims with better precision than editsim. Will copy weight.


I have a question about the body snatching option in AM.

When you do this, does it also copy traits, name, favorites, and LTWishes ? I don't think it does, but I've never tried it and I want to be sure.

Thanks.

I recently used it, and it definitely doesn't copy name, traits, or skills.  It does, however, copy clothing choices.  I'm not sure about favorites and LTW's.

Its best use is if you want to redo a sim's looks because you think you can do a much better job than you did at making them look as you want (most often, this will be if you want the sim to look like a specific person).
16  TS3/TSM: The Pudding / Pudding Factory / Re: More visitors XML mod on: 2009 December 30, 22:58:51
Does this work with WA?

Yes, this should work with 1.7.9, 1.7.11, 1.8, and WA (tested by me only on 1.7.9 and 1.8).  I'm pretty sure any XML mod (as opposed to possibly some script mods or core mods) that works with 1.8 will work with WA, as in either case we're modifying the same Gamplaydata.package file.

It's very possible that even script mods and core mods are compatible with WA if they're compatible with the base game patch level you have (as AM is and Twallan's script mods seem to be), as EAxis may have done the same things with the files they modify that they did with the files XML mods modify, by updating the files in the patch and just requiring the EP to activate those parts of them.
17  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 28, 22:35:45
The catch to making your own traits and moodlets is that, unless you already have your own mod that uses them, they will do ABSOLUTELY NOTHING.

But...if I add a "Swallowed Pride" negative moodlet in the Buffs resource XML and fiddle with the socializing tuning XML to give that moodlet to someone when they apologize (as an example of something I might want to do) that would work if I used proper syntax?  The game would recognize the moodlet and everything?
18  TS3/TSM: The Pudding / Pudding Factory / More visitors XML mod on: 2009 December 26, 00:44:08
This will be my first ever shared file.  This came from an AM request.  I sometimes see requests for things that I created XML hacks to do in my game, and thought-- in my Christmas Day boredom-- I might actually share one.

This simply increases the amount of visitors that will come ringing your active fambly's doorbell.  Warning:  It also manipulates the number of people at other venues in a way that I consider beneficial, but you may or may not.

I increased my own game's increase in the number of visitors to try to make sure people will notice the difference.  But don't worry, as it won't cause tons of visitors at any given time.  I know it works, as I've had it in my game since 1.7.9 and had a similar one before (I just had to update for 1.7.9 and 1.8 ).

Here's the Mediafire URL:  http://www.mediafire.com/file/wryuwimmodj/MoreVisitors.package.  If something's broken, please let me know.

UPDATED FOR AMBITIONS (I just realized this was needed):  http://www.mediafire.com/?m6u177lx4a5ex8g.

UPDATED FOR LATE NIGHT: http://www.mediafire.com/file/ovvscnkwfktpmm4/MoreVisitorsLN.rar
19  Awesomeware / AwesomeMod! / Re: What exactly is the awesome story driver? on: 2009 December 25, 07:27:21
I know what I'd prefer with the ASM driver is for it to let us turn on or off any of those 6 things for any given household, plus an option to have it help them (still bottom up) do things like make friends and enemies (by such means as a push to get them interacting in the park).

We can disable them all for a household by making it sacred; but some sims don't need to get jobs, as their fambly has enough money (usually because I use money cheats) without them working.  But the fambly members, which will include some who are employed, still need the help skilling and the like, which I have to disable when I make them sacred.
20  TS3/TSM: The Pudding / The World Of Pudding / Re: Does it always take forever for 1.7 games to load? on: 2009 December 12, 21:54:06
Well, I found something on MTS that helped to reduce the lag for me and, from what people on MTS post, will solve it for many with PC's.  Often a few bad pieces of CC are ruining it completely, as with the patch the game apparently keeps trying to open them.

1) Get "process monitor" for Windows here:  http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx.

2) Unless you know Process Monitor well enough to make your own filter to just catch .package files from TS3, get Delphy's filter linked in post 283 of this thread:  http://www.modthesims.info/showthread.php?t=379085.

3) Run Process Monitor with the filter while you play a bit of your game, then close the game.

4) Use the "Tools" (as described in the thread) to see if a few packages are getting a ridiculous amount of events.  Remove those packages and see if that speeds up your game.
21  TS3/TSM: The Pudding / The World Of Pudding / Re: Does it always take forever for 1.7 games to load? on: 2009 December 10, 23:12:20
Although s3rc does allow you to decompress files, it's a daunting task trying to type in those gibberish package names one at a time (especially in my case where there's 200 of the things). It would be nice to tall s3rc to look at a folder (or directory in DOS-speak) and decompress the contents in one go.


Exactly.  I just decompressed a number of resources in s3pe, but no one could have the patience to do them all one by one (at least if, like me, they have tons of CC).
22  TS3/TSM: The Pudding / The World Of Pudding / Re: Does it always take forever for 1.7 games to load? on: 2009 December 10, 21:31:23
I have a feeling that the new EA fucktardery code isn't playing nice with compressed files

I have that feeling too.
As I said in my previous post, I never had trouble with compressed files before the patch.
Now that I have them decompressed (a good 252 MB of joy), my game loads very fast and runs smoothly without (!!) all the bugs I was so angry at.

I pray to Pescado to make a batch uncompressor.

I didn't compressorize my CC, but I'm sure much of it came compressed.
23  TS3/TSM: The Pudding / The World Of Pudding / Re: Does it always take forever for 1.7 games to load? on: 2009 December 09, 09:54:05
Update:  With everything finally seeming to work, I sat down for a nice, long night of simming tonight.

The lag was awful.  The lag is made far worse by the fact that the game clock moves as if there were no lag, so you basically can't accomplish anything, as a simple social like "flatter" can take a sim-hour.  "Chat" could take four sim-hours or something.

If it were my computer's specs, it would have been that way before 1.7.9, and it wasn't.  Or, as is possible, the needed specs to run it decently went up quite a bit with the new patch.

Arrrgh!
24  TS3/TSM: The Pudding / The World Of Pudding / Re: Does it always take forever for 1.7 games to load? on: 2009 December 07, 17:36:56
I gave this a try, but the game seems to be hard-coded not to push for more than 2GB memory usage and as a result, still insists on using 1GB of RAM and 1GB of virtual memory.

There's a memory limit in Sims3.ini in C:\Program Files\Electronic Arts\The Sims 3\Game\Bin.  That might be the hard coding you mean, although I still have never seen in task manager the TS3 process use more than 2 GB of the 3 GB of RAM that I have.

As I wrote before, I'm not certain it helps, but it doesn't break anything and might help some.
25  TS3/TSM: The Pudding / The World Of Pudding / Re: Does it always take forever for 1.7 games to load? on: 2009 December 07, 07:01:40
I think this functionality is done to try to keep the game from overrunning the 2 GB RAM usage limit for a 32bit program and then exploding horribly as a result: The game already eats up a lot of RAM and enough added content would easily push it over if it didn't dump them from RAM to clear space.
Ah, I see what you mean. I've just tried running TS3 in a window with process explorer running. Even with just the store stuff and AM installed, the program is already pushing 2GB in usage (evenly split between RAM and the page file). What puzzles me though is despite there being at least 2GB of RAM free before I start the game, it tops out at 1GB and shoves the rest in the page file. Why not use all available RAM instead?
So, since the game only allows itself 2GB, if I understand that correctly, then can there be a way for people with more RAM to allow the game to use more? Wouldn't that make a difference in rendering times and lagging?

Actually, I think there is.  I'm trying to find if the patch reset mine, but somewhere I picked up that one can use something called "CFF Explorer" to change the limits on the program.  I don't remember where the parameter is set, but I do remember changing it from 2 GB to something higher.

I'm looking with CFF Explorer to find the right key right now, but regardless, I did it before the patch and my game didn't blow up or anything, so I don't think it's that risky at the worst.

Edited to add:  Found it, and my setting had been overridden by the patch.  The thread is here:  http://www.modthesims.info/archive/index.php/t-375907.html.  It could turn out to be a placebo, but again, at the worst it didn't seem to hurt anything.

How did that .exe work for you?

Things are closer to normal now.  I even can play the town I had been playing before (I think and hope I got rid of all the blue-lot producing CC).  It still loads very slowly, and the way it loads lots is strange; but the game play itself is working its way back to normal (unfortunately, just as before, normal includes Error 12/13, but at least I'm only having the problems I used to have....)
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