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101  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 December 05, 00:24:05
Moyrie's set is not nearly as convenient as a monthly set, complete with a list of what each package includes.

Moyrie's set does not tell you what is in which package, the package naming system (by his/her own admission) is senseless now and things have been mixed into the wrong packages, etc. As well, you don't have to regularly overwrite these packages, meaning you don't have to waste time/bandwidth redownloading the same information over and over again.

There are more packages than Moyrie's system, but they're also clearly much more convenient.
102  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2010 December 04, 22:38:15
Make absolutely sure that you "rebuild routing data" before testing, too. Even a tiny change can cause a big routing issue if you don't make sure to do it.
103  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 December 04, 05:48:09
Could sheer NPC count be bogging down Bridgeport?

My bridgeport apparently houses 179 sims. Sunset Valley has 70, Twinbrook has 75. I've never had a town with over 90.

Awesomemod lets you limit the population cap, but that means that a TON of space is dedicated to NPCs, and the rest of the town is a complete ghost town.

Edit: I used aweconf to limit the population to 75. I then used SpawnMoreOverlords on an empty world. The game is running much faster, but like I though, NPCs are included in the population count and no longer spawn- no bartenders, no bouncers. But the game IS doing much better capped at 75...
104  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2010 December 03, 04:10:16
For the sake of simplicity (Since the Store Downloads thread is an absolute mess and impossible to navigate for the first 10 pages), here's a link to a demonoid torrent of EVERY STORE UPDATE UP TO NOVEMBER separated by month, in package format. Files are named like this:

Sims 3 Store Update 01 - June 2009.package
Sims 3 Store Update 02 - July 2009.package
Etc

Very simple system, very easy to tell what you have and don't have. Files are NOT in a zip file, so you can download individual files that you need.

http://www.demonoid.me/files/details/2441884/16887936/

Download this and Panama Crew's " December2010.package" and you'll have the entire store from start to finish. The torrent does include a file list that implies that gifts and registration items are indeed included.
105  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 December 02, 23:50:38
Keep in mind the situation I posted is also with Awesomemod (test version for new patch), which I believe makes celebrity status harder to get. Maybe these events (impressing a celeb, dating as a celebrity, engagement as a celebrity) are hard-coded 1-star events.
106  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2010 December 02, 23:35:25
Celebrity rules are ridiculous.

I decided to try and play a sim to get celebrity status. So Sim A and Sim B are hanging out. NEITHER has ANY celebrity status.

Sim A impresses a celebrity. Sim A now has one star. That's reasonable. Sim A asks Sim B to go steady- getting into a relationship is a big thing for a celebrity, and he gains YET ANOTHER celebrity star because of it. Sim B, in the meantime, jumps from 0 stars to 2 stars, because of dating a celebrity.

Sim A proposes marriage. Sim A gets yet another star.

I understand that celebrity romances travel fast and it's big news, but is it really enough for someone to become a 3 star celebrity simply from KNOWING a celebrity and getting married? Maybe a few points towards getting another star, sure, but two full stars just from going steady and getting married? He's more than halfway to 5 stars and it hasn't even been a week in game. Hell, he's still at the first level of the film career.
107  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 November 30, 20:46:56
Is there a compiled list of awesomemod non-config commands somewhere?

I'm trying to find the command that forces treasure spawners to respawn but I can't find it, and now that I'm thinking about it there are a bunch of commands that you wouldn't know about unless you read about them, and it'd be nice to know what those are.

I also can't get the setoutfit command to work and I can't find what it's supposed to be.
108  TS3/TSM: The Pudding / The World Of Pudding / Making a default replacement ceiling tile. on: 2010 November 30, 06:46:17
I have absolutely no idea where to begin. Can anyone tell me where such a thing might be found?

I'd love to make a default replacement that is pitch black as opposed to creamy white. Would make tomb-raiding a lot less hideous.
109  TS3/TSM: The Pudding / The World Of Pudding / Re: New Patch 1.17/2.12/3.8/4.5/5.2 on: 2010 November 30, 04:35:08
Are high-detail lots high-detail just visually or both visually and functionally? Are the sims inside the high-detail lots active and moving around instead of standing there in low-detail mode? I've never, ever seen next-door neighbors doing anything on their lot, so I have to wonder.

If they're only visually high-detail, and not "active", then limiting them seems a bit dumb. Why wouldn't anyone want to have all the lots around the currently active lot looking great?
110  TS3/TSM: The Pudding / The World Of Pudding / Re: Ridiculous texture banding and smudging after latest patch on: 2010 November 29, 21:30:40
http://www.modthesims.info/article.php?t=97876

This?

It's a fix of some kind but it doesn't mention the game using the wrong textures or anything like that. I think most of my settings already match this anyway but I'll try it later.
111  TS3/TSM: The Pudding / The World Of Pudding / Re: Ridiculous texture banding and smudging after latest patch on: 2010 November 29, 15:44:47
Texture quality is at "3" in the options config, but then I don't remember a textures option in the menu.
112  TS3/TSM: The Pudding / The World Of Pudding / Re: Ridiculous texture banding and smudging after latest patch on: 2010 November 29, 04:46:30
The empty bookshelf hole actually looks significantly worse the FARTHER you are from it.

And no, it's not game settings. And yeah, LN has to have made it worse- I had dark skinned sims before and never had this weird rainbow problem, and I did have weird splotchiness on the walls (particularly the drywall), but again, nowhere near this bad.
113  TS3/TSM: The Pudding / The World Of Pudding / Re: Newly-placed lights won't light up. on: 2010 November 29, 04:43:15
ctrl-shift click on the lights and change the color to white (even if they are already white). If that does not work, ctrl-shift click and turn it off, then turn it back on. Repeat these things until they light up.
114  TS3/TSM: The Pudding / The World Of Pudding / Re: More Awful Than You: December - Painful Patterns on: 2010 November 23, 18:37:51
Pretty much any "licensed" pattern is going to be horrible, because people don't think to do something clever or use an actual existing pattern- they just slap an image down and call it a day.




Who in the world would use these? In what situation would these look good, on anything?
115  TS3/TSM: The Pudding / The World Of Pudding / Re: Changing textures in a world after it has been completed on: 2010 November 20, 04:31:58
Yeah, I load up a new file each time.

Judging by that question I assume that means I've got the process down? I'm doing the right thing? It's just not working for some reason. Hm.
No, I haven't tried editing a world with SimPE. The TS3 version is still a little too abstract for me, so I only use it for known and tested actions. I did, however, make changes to a world of mine I'd previously installed in CAW, uninstalled the world and reinstalled the fixed one, replacing my save file...to find my changes didn't show. They only did on a new world. So, thought it was a good bet.

Oh, I see. Well, it is the right process, as it worked with another world. So for reference, yeah, all you have to do is open the installedworld file, find the texture you want to replace, and just replace it.

Did you try a decrapify and fix? Try the -fD switch.


Tried it. Now the launcher says it is installed, but it does not show up in installed worlds at all. Boooooooooo.
116  TS3/TSM: The Pudding / The World Of Pudding / Re: Ridiculous texture banding and smudging after latest patch on: 2010 November 19, 21:38:16
Well, that sucks. It's kinda one of those "can't un-notice it" things. The second I noticed something was up with the sim's forehead of all things I noticed it everywhere.

I guess the fact that it's visible in screenshots should've said that it's a game problem, not a graphics card or monitor problem, but I was still hoping there was a fix. Or maybe some setting or something designed to cut down on gradient banding.

The base game cheap fridge had a huge problem with this, which was solved by changing the Multiplier so that the texture was flat instead of a gradient. I guess the game just is really really bad at managing gradients? Maybe a default replacement skin would solve the sim problem, and I guess eveyrthing else just is too bad so sad.
117  TS3/TSM: The Pudding / The World Of Pudding / Ridiculous texture banding and smudging after latest patch on: 2010 November 19, 21:22:05
Is this something that's inherently just THERE in the game, or is there a way to fix it? Is it on my end, or the game's end? Textures are smudgy, and gradients are just plain terrible. Even on sim's faces. It was not like this before.





118  TS3/TSM: The Pudding / The World Of Pudding / Re: Changing textures in a world after it has been completed on: 2010 November 19, 16:54:35
Ahh, where the hell did that worldcaches folder come from? Jeez.

Well, now I can't open the installedworlds folder .package. It says "expected DBPF, found DBPP". Turns out it's because I am using a legally obtained Barnacle Bay. Even after decrapifying it, it still gives me the same error. I uninstalled it, deleted it, deleted the installedworlds file, caches, save, and redownloaded it, decrapified it...same thing. It installs fine, I just can't open it in S3PE.

On the bright side, it works perfectly with another world, which is great since the main reason I asked is because someone is making a great world, but with really dark grass, and it would be great to be able to replace it. Still would love to fix Barnacle Bay though.
119  TS3/TSM: The Pudding / The World Of Pudding / Re: Changing textures in a world after it has been completed on: 2010 November 19, 04:38:35
Yeah, I load up a new file each time.

Judging by that question I assume that means I've got the process down? I'm doing the right thing? It's just not working for some reason. Hm.
120  TS3/TSM: The Pudding / The World Of Pudding / Re: Attempting to Unlock the other High Rise shells on: 2010 November 18, 22:36:33
Jynx at CustomSims 3 did it already, but the file contains broken buildings, some of which cause crashes/blue lot, and some of which have incorrect LOD information and look ridiculous from too far away.

He refuses to remove them from the file or post an alternative that doesn't include them, though, on the pissy stubborn grounds that it is "in testing" and therefore it's NECESSARY to include broken data that can screw up your save file should you accidentally use the wrong building.

I'm a little annoyed by that, mostly because before he updated the page to say that some were broken, I made a whole 3 apartments, only to learn that each one had a broken LOD. And he has yet to upload the download page to warn you that some cause blue lots.
121  TS3/TSM: The Pudding / Pudding Factory / Re: Bridgeport With Cribs (And Ceilings) on: 2010 November 18, 20:58:21
Found a problem at the Cook house in your copy of Bridgeport.....



That is with another family active and just viewing the house from outside.  If the Cook family is active, it's only visible when the 2nd floor and above is showing. It's not visible when on the main floor view.

It extends straight up past the camera view angle. and is only visible when looking at the house from the from.  It disappears when viewing from behind.



That's odd, I get that too now that I look, but only from one tiny angle- I can't even consistently get it to show up. It's something to do with the floor tiles, an issue that seemed to show up with Ambitions. It should go away if you go at it with the sledgehammer tool.
122  TS3/TSM: The Pudding / The World Of Pudding / Help changing Barnacle Bay textures? on: 2010 November 18, 18:47:55
I'm trying to change the textures in Bridgeport and Barnacle Bay. I open the world files in S3PE, find the texture I want to replace (The hideous piss-stained sand in Barnacle Bay, for example), and simply replace it with another texture.

But when I go in-game, there are no changes. The beach is still piss-stained and horrible. What am I doing wrong? Is there something special I have to do to make it work in-game? I deleted all the caches, as well.
123  TS3/TSM: The Pudding / The World Of Pudding / Re: Attempting to Unlock the other High Rise shells on: 2010 November 18, 17:12:19
You probably placed the elevator with moveobjects on. If the elevator is placed with it, just like with windows and doors, it might not register properly. Windows won't cut into walls, and elevators won't realize they're connected.
124  TS3/TSM: The Pudding / Facts & Strategery / Re: Building Your Own Apartments: Late Night on: 2010 November 16, 19:29:10
Is a callbox necessary when the sim's door opens into the public outdoor space?

In Sims 2 I used to build lots with 2 houses on them (20x30 lot) so that I could make suburbs look more loaded with houses. i figure I can do this but make the other house an NPC apartment. But if I do this, will the "apartment", in this case a completely regular house, need a callbox?

Additionally, do sims actually USE the callbox, or is it an object that simply has to exist? If it's necessary, I'd like to hide it somewhere, but that won't work if the sims physically have to be able to route to it to use it.
125  TS3/TSM: The Pudding / The World Of Pudding / Re: Motive Decay rates on: 2010 November 13, 17:26:18
Yeah, I don't recall saying it was realistic. This is a game. A game where things should be hard and get easier as you advance in skills/work/earnings. And food being horribly unfilling at lower qualities (but satisfying when good qualities) would help that idea along.
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