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1  TS3/TSM: The Pudding / The World Of Pudding / Re: Deadly Ghosts on: 2009 September 06, 16:46:34
I think it'd be funnier if the dead sims hung around attached to a living sim like the ghost of Obi-Wan Kenobi.

It would be even funnier if the ghosts could use the Haunt interaction on other sims, and possess them.
2  TS3/TSM: The Pudding / Pudding Factory / Re: Three new sets just added to the Store on: 2009 August 06, 20:45:21
can someone please fix the castle set and the ultra lounge youth set?
I have a mac so i can not use the compressor Sad

Here ya go. My desktop is PC, but my laptop is Mac, so I feel your pain when it comes to stuff like this.  Smiley

Compressorized Files

No, panther, no patch required. This is just content.
3  Awesomeware / AwesomeMod! / Re: crash crash crash help me, somebody, please on: 2009 August 06, 19:40:25
Since the game shouldn't be looking for any Mods folder, the fact that it is not there will not be causing your game to crash.

And since you have yet to tell us at exactly which point in the loading process you are CTD, I can't tell if it's crashing before you try to load a saved game, or not.

IF you had AwesomeMod installed on the saved game you are trying to load, and
IF you had SupCom enabled and active on lots in that saved game, and it is now no longer present, and
IF you are crashing when you try to load said saved game, then:

That MIGHT be a factor.

We can't help if you don't give us the proper information. I sent you a PM with some info on 3booter.exe, that might help.
4  TS3/TSM: The Pudding / Pudding Factory / Re: Three new sets just added to the Store on: 2009 August 06, 18:47:39
I am in the process of uploading both Jet Sets if ppl can wait a tick...  Smiley

EDIT: Here they are, both in .rar, premium RS account. I've already run them through the Compressorizer Redux so they should install from Launcher just fine, they did for me:

Adult & Teen Jet Sets
5  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 15:02:57

Well I think it depends on what you are talking about. Some things need rules to operate on to make sense. Like sim families generally shouldn't be moving to a cheaper home unless there is some good reason. That is a very blatant and noticeable thing.

But other things like romance to me is fine being random. I don't think it matters if they are compatible or not. In fact, it's kind of realistic if some couples weren't so compatible.

And how do I know that some townie sim who just got a promotion wasn't sucking up to the boss and then asked for a promotion while at work away in a rabbit hole? I don't. It doesn't matter as long as the amount of promotions in town is tweaked to not seem excessive.

I don't know, maybe I just don't have a very logic and mathmetical oriented mind and maybe I just feel like the end justifies the means as long as the town seems alive and runs itself okay.


In quantum theory, the Schrodinger's Cat thing is great: cat is alive and dead at the same time. Cool. It doesn't work that way in binary. It's either random, or it's not. You can't have it be selectively random--how on earth would the program possibly decide what needs to be random and what doesn't for any given player or situation? There's too much variability. You're just asking too much of a game, and of AwesomeMod. Really, I'm sorry, but you cannot have it both ways, and in binary, there is no "middle road 1" or "middle road 0".

I'm afraid that's just the way it is until we have true quantum computing.  Smiley
6  Awesomeware / AwesomeMod! / Re: crash crash crash help me, somebody, please on: 2009 August 06, 13:40:24
Your issue has been covered I believe right on the main page where you download the AwesomeMod. I sent you a PM about it--check your forum inbox. Let's not start another thread on this.
7  TS3/TSM: The Pudding / The World Of Pudding / Re: New EP & still no Hood Editor! on: 2009 August 05, 17:12:32
*sigh* I want Will Wright back...and the damn neighborhood editor.

Hear, hear. The game has lost so much of the charm that captured me with TS1. The new devs are trying to maintain that quirkiness, but it's all just updates of the original game's little quirks and in-jokes. Now that EA is so terrified of offending anyone, they are boring everyone. Will was always enthusiastic about the community and our contributions. I wonder what he thinks of the direction the franchise is going in now? From what I can glean from interviews, he's probably engrossed in another project and doesn't even care. Too bad. He was quite discouraged by the abject failure of TSO, I think.

I, for one, am not holding my breath about the neighborhood editing tool. It's utter vaporware, L&P. They're rushing on to the EP/SP grind now, and there will be no looking back when there is more money to be made. If they even released a new version of SimCity that allowed us to do the editing, like with TS2, I'd be happy, since I loved that part of the franchise, too. Okay, so SCSocieties kinda sucked ass, but...the pre-Societies stuff I loved.

Given how unfriendly the devs made it for CC this time around, why would they go out of their way to make the game more user-customizable? Given their track record to date, we're deluded if we think they actually care about letting us make our game truly our own.
8  TS3/TSM: The Pudding / The World Of Pudding / Re: Error codes 12 and 13 along with crashing. on: 2009 August 02, 21:12:26
Like everyone else in this thread, I have been plagued by error 12. Not 13--haven't been blessed with that one yet.

One thing I can throw in, just in case this is AM-related:

On all games (AM installed but not ISM) that were error-12ed, some of my sims, after using the lifetimehappiness cheats, displayed ridiculously high numbers, like over 1 million lifetimehappiness points. Moreover, the points will increase while you watch by the thousands of points, in some kind of uncontrolled runaway effect. I finally concluded that once this happened in a game, I might as well start over from a prior save, because that neighborhood is hopelessly corrupted, and no kludge will save it.

I don't use the lifetimehappiness cheat anymore, and since then have not seen either the high numbers bug or the error 12. Not yet anyway. I'll update if this changes, and I hope this helps find a solution, or at least a workaround.

I have taken to keeping "pristine" start copies of my altered neighborhoods so I can start over again if need be, and I back up religiously, after every play session. If you're playing with regular EAxis stuff you need to do this, I think--more so if you're testing mods. And wonderful as AM is already, it is still only in beta, and we are the testers. So prudence always pays when you're walking the bleeding edge.
9  TS3/TSM: The Pudding / Facts & Strategery / Re: Making Playable Ghosts on: 2009 August 02, 05:14:04
I love messing around with ghosts. I love watching them around the neighborhood. I have Elvis strolling around the local trailer park, dead golden-age Hollywood stars haunting Agnes Crumplebottom's house (funny how the Ginger Rogers and Fred Astaire ghosts love to autonomously dance!), an old Indian burial mound near SimHenge, homeless hungry ghosts in the park, etc...and this Chaos Mod Painting object mod from MTS is great. It mimics the old TS2 Voodoo Bottle object mod. Forgive me if you already know about it, but I didn't see it mentioned in this thread. And for some reason, it's really buried on the MTS site--IMHO, it should be a Featured DL.


http://www.modthesims.info/download.php?t=356513


With it, you can instantly kill any (or all) sims on the lot by any method desired. You can also make a playable ghost corporeal again, make any haunting NP ghost on the lot playable, etc. You can make them take on any of the colors. I like this feature because sometimes I like to see plain old white ghosts walking around, but I don't necessarily want them to be elders (i.e., Elvis-Sim).

This has been a real timesaver for me, because after you've tried to get someone electrocuted for the gazillionth time, it's head- (or computer-) mashing time. And burning your sims to death once is enough. Ditto drowning. Also, for machinima purposes, I don't have to do any staging with "moveobjects on" and other kludges.

It also calls any of the facial or body animations you want, again for machinima purposes. A very useful little gizmod.

The poster claims that it will conflict with no tuning or core mod, as it is a "an object with a custom Sims 3 Signed Assembly within it. It does not override any of the signed assemblies already in the game, but instead references it through its OBJK internal file." I, being a modding noob, have no idea at all what this means.

Still, the one possible issue I can see in using it with AM and/or ISM is that you can also set aging on or off on an individual sim basis, rather than household or neighborhood. I don't know yet if this conflicts with the ISM household settings or AM's Sacred setting as I have not tried it.

Of course, you can also accomplish all this by using the Sims 3 Neighborhood Workshop program in between play sessions, but I like something I can use in-game. Once I've 3booted that sucker on, I like to keep it up for as long as I'm playing that day rather than go through all that again. JM's 3booter app, btw, is the only way I can get 1.3 to start without CTDs with Awesomemod installed.
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