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1  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 25, 02:56:35
I am sure this question has been asked tons of times. Honestly, I don't have the time to sit here and raffle through each and every post to see if it has. Why oh why oh why oh why does this mod have an expiration date? Is there an honest to goodness GOOD reason for it??
Do you know how long it took me to actually get it installed properly a few days ago? I spent an entire afternoon on it. I'm honestly not sure I can do it again. Very very very frustrating. Is there a way around this?


Because otherwise people will constantly be reporting bugs that are no longer bugs.

Once you have installed the mod for the first time, it should be fairly easy to replace it again... all you need to do is replace the mod and config files. You should know, people at this forum have very little sympathy for the computer-illiterate. Or, for that matter, those who don't know how to use the search function. Wink I understand the procedure can seem complicated; you're best off finding a friend who's good at this sort of thing to assist you.

The latest pre-patch edition of AM, which can be found in the downloads file, has a very long period before it will expire, I understand. Though this does mean it won't be supported. Otherwise, you'll have to change your computer's clock to be behind the expiry date, which is a bit of a hassle, but could be worth it depending on how desperate you are not to bother with the expiration.
2  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 15, 00:30:02
I'm using WA and the latest version of AM. And with AM, my Sims do not go to work or school. There's simply a jump bug and they refuse to go, whether using the carpool or directed to the actual building. When I remove AM, it solves the problem.

Just want to confirm that this must have been an un-AM-related coincidence, because the game is now working correctly with latest AM installed. Thanks EA.
3  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 13, 23:56:49
The old version of AweIndie is just how I like my game to run, have tried other story modes but I always went back to Indie.  Also many other modders are not going to update their mods to 1.7 and I have rather gotten used to them and there are no new ones of the same kind.  IE Gender bias being one of them, essential that one and untill EA brings this to the game I won't budge...lol

The great thing about Twallan's mod is that you can customise it to run exactly like Indie. Messages and everything. Sure it requires a little fiddling, but don't you think it's worth it for a stable game and working AM?
4  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 13, 06:53:41
I did do the 1.7 thing but some of my mods that are not going to be updated did not work and I cannot do without them

Are you referring to IndieStone? Because Twallan's mod is quite a good replacement. Don't be intimidated by all the options.
5  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 December 13, 06:04:34
I'm using WA and the latest version of AM. And with AM, my Sims do not go to work or school. There's simply a jump bug and they refuse to go, whether using the carpool or directed to the actual building. When I remove AM, it solves the problem.

I'm loathe to post this in the new bug thread because I haven't seen this reported anywhere else. I am also using Twallan's story mode mod, but removing that does not solve the problem. No other mods.

Anyone have any idea why this would be?

Quote
Is there a certain pattern of interactions these need to get to respond favorably? I of course have Awesomemod, and I've tried several configurations of Story, Jealousy modes, etc, but all with the same results.

Have you tried getting the relationship up really high?
6  Awesomeware / AwesomeMod! / Re: What exactly is the awesome story driver? on: 2009 November 22, 23:11:18
ISM is an abandoned project.

I am surprised that people still use IS because of this.  Especially as there is probably a very strong chance that it won't be compatible with the EP, which according to my local EB games store is due out this week.

I can't speak for everyone, but I kept IS up until this week because I knew it worked, and because I'm lazy when it comes to computer games. But I would definitely recommend switching to AM storymode or Twallan's mod now.
7  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 16, 09:23:36
It SHOULD be safe to move IN-GAME, but do not attempt to edit town move them.

Ah! No wonder I've only just noticed. Yeah, 'split household' causes problems, but normal moving out does not. Good to know.
8  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 16, 01:38:41
I'm guessing this is a stupid EA thing, but has anyone else noticed that on the family tree, if a Sim's parents aren't married, or don't live together when they're born, they have no father? I have a sim with no father. And he didn't recognize him as his father when he met him, either. Is there any way you could make it so the sim's father shows up, whether or not the parents are married or live together?

Actually, this shouldn't happen. I'm experiencing this too lately, and not just with parents who don't live together or aren't married.

For reference, I'm still using ISM with the AM core, but this has never happened before a couple of days ago (whether parents were unmarried or living together or not), and I've had a lot of kids in my game. (This could be still an issue with ISM of course; I'm switching to AM story mode when I get my computer back, so I guess I'll see if it still happens then.)

Basically, my system is to get family members married with a baby on the way (using regular old "try for baby" interactions) before they move out of the house. All good. Now suddenly, whenever I move them out, a couple of days later a baby is born, but fatherless? I'm having to switch to that household and use the debug interactions so the father can adopt the kid. It's not really a huge deal, but it's a bit of a pain.
9  Awesomeware / AwesomeMod! / Re: Long pauses on: 2009 September 11, 03:07:56
FWIW, I was having these problems, and then my husband upgraded my video card.  I had an NVidia GeForce 7950 GT and now have a 9800 GTX.  I thought I had a decent card before, but the difference is amazing.  The game is running very smoothly now, and it had become almost unplayable before.

Were you having individual Sims freezing or the whole game freezing or both?

My whole game's started freezing now, almost every time I play for longer than fifteen minutes or so. It's pretty irritating, I really hope my computer gets fixed soon. Sad
10  Awesomeware / AwesomeMod! / Re: Long pauses on: 2009 September 07, 07:31:48
I have this issue on my current computer (particularly when working out, they freeze with sweat dripping off them and it's freaking weird), but not on my boyfriend's computer. Both have same versions of AM. Is it possible it could be related to hardware, since he has an amazing computer and I am using my flatmate's spare which just about meets the minimum requirements while mine gets fixed? Or could be a coincidence, I suppose.
11  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 30, 02:59:55
I was explaining Pescado's comment, which I believe was just referring to the "top-down" governmental system, which is a feature of practical communism.

Actually, it's Leninism.  Marx actually calls for the withering away of the state.  But then, few who talk about Marxism have actually read Marx.  Otherwise, they would understand that the term "capitalism" was actually coined by Marx.

Yes, that's why I said 'practical' communism, because communism in real life is quite different to the idealistic version. Oh, and like tjstreak indicates, the features of practical communism are often the features of humans failing to live up to ideals in general, so it's not surprising they're exhibited all over society.

Edit: And exhibited in the Sims 3 and IndieStone. Tongue
12  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 24, 00:43:12
The game has a preference for wanting to spawn sims in full bodied outfits vs two piece ones. The obvious reason being you don't end up with heinously mismatched pieces that way. The problem though is that there are so few of them, particularly for the men, that you see the same damned outfits A LOT.

Ahh! I had wondered about this. I wouldn't mind mismatches to be honest, the dungarees are just disturbing.
13  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 17, 01:30:03
I noticed the npcs too. I got rid of them all and in a short time I had over 40 again. I can't for the life of me understand why. I almost never interact with them except for one or two. The paper kids and mail people I understand since they always come around, but why do we need the others unless we do something that specifically requires their presence?

I seem to remember something along the lines of an NPC being created for each role for each household, which obviously leads to a ridiculous number of NPCs.

Also, none of the NPCs I've had seem to grow older. At least, my toddlers meet teen babysitters and are then able to catch up with them once they reach high school, which is weeeird and is just like TS2.

Also, back in my first game, when I was playing without story mode, one of my Sims moved out of the home and then became a maid. I remembered it because it was the only instance of someone getting a job without me having to force them into it. Is that even possible, or did something get warped there? And would a system like that ever be possible, where playable (but not necessarily played) Sims in houses become maids/paper kids/etc and you don't need single people commuting in from elsewhere who never grow up? It would be nice...
14  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 13, 23:40:53
I was explaining Pescado's comment, which I believe was just referring to the "top-down" governmental system, which is a feature of practical communism.

But goddamn, my mind is now filled with amazing visions of TS3: War. I would much prefer that to Vacation.  Tongue
15  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 13, 22:56:01
Would like to point out this is not Communism, this is dictatorial government much the same way our military is run.

Well, yes, and then again, no. Perhaps you're right about communism in its purest and most academic form, but practically, it involves a top down central government system that is in fact much the same as that exhibited in fascist systems. Just look at what happened to the Soviet Union; the government tried to coordinate everything, and that was completely inefficient.

Woo for high school history. Smiley
16  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 08, 07:01:27
I've been thinking about this a lot and I'm getting close to wanting to try the Awesome story driver.  The whole charity system thing is what is pushing me over the edge.  However, I don't want to have to go around placing cribs and doing other things to households that I have no intention of playing just to keep the town's population balanced.

Mr. Pescado, could you please make a version for single family players, or at least have settings where we can disable this crib annoyance and anything else like it?

Seconded. Tongue

Fourthed. I like the idea of a top down approach, but I don't want to have to get involved myself to make sure things work. I just want them to work.
17  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 06:58:25
Two "dislikes children" sims who marry one another should have an extremely small chance of ever having a child at all.

ISM did have something like this, I believe. Family-oriented Sims have more children, too. And people are more likely to get jobs which fit with their traits.

As for considering traits in people getting together -- I don't think that's necessary. I know a lot of 'non-trait-compatible' couples IRL who work together just fine. Obviously 'commitment issues' should greatly reduce the chance of people getting married. But apart from that, why shouldn't a good Sim and an evil Sim get together? It's combinations like that which make the game fun. What I really dislike is the incompatibility of ages. The way my game's working out, almost the entire neighbourhood is related in some way, and I find it intensely creepy when a young adult fresh out of teenager-hood marries his elderly second cousin.  Undecided
18  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 06, 04:33:31
Quote
and screw you all the people who were unneccessarily rude about the lack of an update, like you were paying us or anything.

Am I the only one who read this and thought "Why WOULD anyone be paying you?" Also, I'm not really sure what I think about two people who started something and couldn't follow through with it for more than a month or so - a quick glance at TS2 modding would have clued them into what a time sink it is.

I think their point was more that people don't have a right to ISM updates. Which I agree with. It's completely their prerogative to update or stop updating.

Also, from reading the thread, it sounds like they got a real life opportunity they weren't expecting, which is why they couldn't devote time to trying to make the patch work.

And I'm looking forward to trying AwesomeMod storymode out, though. I'd probably never take the plunge otherwise, so in that sense I'm glad.  Tongue
19  TS3/TSM: The Pudding / Facts & Strategery / Re: Schrödinger's Baby on: 2009 August 04, 03:38:53
I've never tried the trick with consulting a doctor, but I don't think there's any other way for a boy and girl birth to occur.

I would say this too.

I have never, ever used this trick, and I have had many, many multiple births in game, both in the family I'm playing and out (and both determined by food and not). I have never had a mixed gender multiple birth, as much as I'd love to.

Still, it's good to know there's a way. Smiley

Edit: I just tried the trick with consulting a doctor, and the mother had twins, a boy and a girl. Absolutely stoked!
20  Awesomeware / AwesomeMod! / Re: Indie Stone Now with added Awesomeness on: 2009 July 27, 11:10:28
I have another family I am currently playing and the 12 daughter is doing the same thing.  But neither of her parents have the nevernude trait so obviously I was wrong about that causing it.  Then again, the dad is a slob and he randomly throws the newspapers in the trash every couple of days... I haven't seen a slob do that before.  So I guess I have no idea what is up with that or why they seem to have some traits they shouldn't.

Does she, perhaps, have the 'insane' trait...? I know you might've already thought of this, but it hasn't been mentioned. The 'insane' trait does cause people to wear inappropriate clothing.
21  Awesomeware / AwesomeMod! / Re: Story Mode on: 2009 July 27, 04:45:29
I don't want to completely disable immigration, but only the Library cloning. I don't think there's an option for that. If you're thinking of the option to create breeding fodder from sims in the Export bin, that's something completely different, and it has nothing to do with the Library cloning.

So it keeps moving in duplicate copies of the families in your Library? That's weird. I've been playing with Indie for a while now and not experienced that... anyone else had this problem?
22  TS3/TSM: The Pudding / Facts & Strategery / Re: Choosing Sex of Babies on: 2009 July 06, 02:25:10
So if every sim and her dog can grow apples but watermelons have to be sought out, what does this do for the gender ratio in a neighbourhood where you make no attempt to control things?  It seems to me, if you play without knowing this information, given the ubiquity of apples (as Jolrei pointed out, though not quite in those words), aren't we going to get a sort of China Syndrome where there are more male babies born than female?  If you ask me, this is offensive to feminists.  OTOH, I got bored with the game and am not playing, so apologies if my information is wrong because of my lack of experience.

I'm guessing it only affects the family you're playing. At least, the Sim I'm currently playing is quite the romancer and now has 20 children by random neighbourhood women. (I'm waiting to see which child grows up looking the least retarded before I pick a successor.) Of those children, 8 are boys and 12 are girls. Obviously this isn't a scientific trial, but seeing as apples are so ubiquitous as a food ingredient, you'd expect the number of boys to be much higher.

Actually, has anyone tested this out, or is it possible to tell from the XML whether it makes a difference to families which aren't being played...? I'm pretty curious now, it's not something I'd considered before.
23  TS3/TSM: The Pudding / The World Of Pudding / Re: Grampa's losing it a little on: 2009 July 03, 08:31:53
I've had this happen with adult Sims (close to being elders) regarding their already-married YA children. And yeah, always happens to both parents at the same time. And neither are insane. Pretty sure it's a glitch.
24  TS3/TSM: The Pudding / Facts & Strategery / Re: How can we de-lard fat townies? on: 2009 July 03, 02:23:32
By the next sim day, he was back to staggering around on toothpicks, though he'd never exercised in any form or had his Hunger bar drop below half at any point.

I had a similar problem with a fat adopted daughter. Even the body sculptor changes didn't seem to be permanent.

Luckily, her kids seemed to take after their father.
25  TS3/TSM: The Pudding / The World Of Pudding / Re: Moodlets + Six Bars vs. Eight Bars on: 2009 July 02, 05:16:42
I kind of like the system, but the only time I've ever had to worry about negative moodlets was when a Sim died in the house; then everyone feels pretty heavily down for the next couple of days. I'd like to see more negative moodlets, and some of the current ones make no sense: why is my Sim who doesn't like children over the moon that he's just had triplets?

As someone who has to deal with a rather crippling-at-times state of depression, that sort of thing can help but not quite to the degree the game believes.

I don't think Sims are supposed to be clinically depressed. I think the unhappiness is just regular feeling down, which can be alleviated more easily.
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