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1  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 May 28, 09:12:58
I wanted to swipe a car with my klepto but could not see a single car parked anywhere in my town.

I was wondering why sims aren't parking outside their houses (their own houses) or outside community lots. The awesomemod feature "Disallow Visitor Residential Parking" only prohibits them to park outside residential lots belonging to others but not their own or community lots?

Is the only way to solve this to edit town and place cars on lots?

2  TS3/TSM: The Pudding / The World Of Pudding / Re: MOVING DAY POLL! on: 2010 January 13, 08:44:37
Welcome to Sweden! We have the Pirate Bay and the IPRED law. Since IPRED came into effect there should be loads of bandwidth left for MATY.

Edit: Don't forget TSR is also located in Sweden, but don't worry they are in another town. My guess MATY is now located in the same server hall that was raided because of The Pirate Bay a couple of years ago.
3  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 17, 15:13:14
Zazazu I really like the layout of your world. The beachfront and the elevated plateau is wonderful and the small hidden beach looks great. Could you keep adding piccys as you develop it further, I am very curious about the outcome (perhaps not in this thread but in Pudding Factory if you would be inclined). So far I have mostly seen really shitty landscaping, but perhaps the really good ones need more time to develop before the sharing starts.

It looks small or are the roads just very large?
4  TS3/TSM: The Pudding / The World Of Pudding / Re: World Adventures Hits the Interwebs on: 2009 November 17, 13:53:59
I will be waiting for awesomemod. Until then anyone care to give a first impressions review?
5  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 05, 22:30:49
I have put the aweconf.package.xml in the same folder as my mod (C:\Games\Electronic Arts\The Sims 3\Mods\Packages).

If you really have the package file, then just rename it.


I renamed it, it's working. *sheep noice*
How come it saves as an .xml?
6  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 05, 08:47:23
I am having a stoopid moment and need a helpful tip. I can't get the aweconf to work. The mod is working great and I can set my configurations in game fine, but now decided that I would start using the configuration tool instead.

When in game using showconfig I get the default settings. I am not using any other mods, I have no CC, I use the framework (not monkey). I have put the aweconf.package.xml in the same folder as my mod (C:\Games\Electronic Arts\The Sims 3\Mods\Packages). I have updated my mod a couple of minutes ago and generated the config at the same time. (The only thing I have never done since my first installation is reinstall the framework. Not even after patch, that would not have been necessary right?)

/cheers
7  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 18, 15:38:45
* Inge covers Pescado with slobbery kisses

Hear, hear!

To actually be able to do this while rest of the roof is in place will be fantastic and very helpful.
*off to build pretty houses*

Edit, in my happiness I almost forgot to ask one itzybitzytinzy little thing.

Are roof patterns a global value? Or would it be possible for different roof patterns too? (I am guessing no here, but need to make sure.)
8  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 18, 09:46:53
But there must be values somewhere for the angles, since the roofs don't change back after the changes. I have set up to 7 different angles on one house and don't think there's a limit. So as I see it I am influencing each partition of the roof, it can't be a global number.
9  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 18, 09:12:54
Got it!  Looks good...

Next question, anyone, this new roofslopeangle thing - is it individual roof angles?  Cos the game already had a roof slider.



I would like to know what this means too, could someone post a screen shot? Is it just a tooltip of a number for the actual angle?

Its already easy possible to fix individual roof angles.
Add roofs - delete the roofs with the angles that are fine - adjust the angle for the rest of the roofs - step back (ctrl Z) and the deleted roofs will come back at original angle without the adjusted roofs changing angle. Now you have roofs with different angles.

Edit: Ok got it! Thanks Pescado.
Another question, if we can change the angle by the means I wrote above, would it theoretically be able to make a "click and angle" function some time?
Edit 2: What Inge said
10  TS3/TSM: The Pudding / Pudding Plots / Re: Modern Wood - a starter home on: 2009 July 29, 11:23:33
True, I enjoy playing that way too. In fact I've been enjoying remodelling the EAxis houses in the game as well as building new ones.

The more expensive stoves/showers/terlets/whatever, probably give good buffs (moodlets). Awesomemod makes full use of buffs when sims are being run by the Supreme Commander. There were some early reports of sims running to the gym to shower because the showers there were better quality.

I don't say I agree with this in terms of new, poor sims. I would rather they worked themselves up from nothing too - but - I play with Awesomemod so for one thing, if I want AM to use my lots and move families in, I have to have at least enough beds and 2 cots.

So I don't know if the showers etc will affect suitability for AM moving sims in. I'll have to wait and see what happens.

So if I want to create an awesome starter with the awesomemod in mind hoping the mod moves familys in, what would the rules be?
Is there a difference between the houses the townies will move into and the starter houses your active families will start with? Do you care if the townies get cold showers and less sleep?

High end: showers/tubs, beds, stoves and fridges. Anything else?
Number of beds and cots?
Anything extra?

This would be a great challenge for me! Not only do I have the 16K for single sim and 20K for couple sim budget but I need to make sure stuff is up to standard if I create "awesome starters".
11  TS3/TSM: The Pudding / Pudding Plots / Re: Modern Wood - a starter home on: 2009 July 28, 12:46:14
One would think that creating a "starter house" would imply a similar "starter" level of furnishings. The goal would be to get a house on a lot for at or below 16K. After that is done, the interior furnishings can be upgraded as funds allow. I also agree that variety with regards to furnishings is nice so one does not end up using the same five or six 'best items" for every house.

I think I might agree with this.
What would the reason be to furnish with the better utilities from start when you will quite quickly be able to replace the crap once your sim gets "started"?
I am a builder and mostly do starters (below 16.000), I would like to know why this would be important for you guys.  Huh
12  Awesomeware / Armoire of Invincibility / Re: TOOL: 3Booter, the Incooperative Game Kicker on: 2009 July 08, 14:26:46
Great! The repeat boot sounds like my kind of stuff, I am lazy. Just wanted to make sure, some people make strange stuff that doesn't really do what you expect them to do (like EA and The Sims 3). I do trust you though for good or for bad.
13  Awesomeware / Armoire of Invincibility / Re: TOOL: 3Booter, the Incooperative Game Kicker on: 2009 July 08, 11:30:25
<snip> If the game crashes within 30 seconds of an attempted start, 3booter will kick it in the taco.

<snip>

What exactly does "kick it in the taco" mean? What happens when it's kicked?
When its kicked, is it kicked only once? Also does it load correctly or will it start to iterate UNTIL it loads?

I think I will need this. Yesterday I could not get my game to load. I tried 15+ times and then finally gave up. I have been crying on the shoulder of the "chief of development" all morning here at work, but he (as all dev guys) can only talk zeros and ones. I think he said something like this:
"When the Sims is loading it is threaded and depending (random) what manages to load first it will crash if other stuff isn't in place yet. It will not wait for the goods to load if they come in the wrong order for the mod, but it should. Because of the random order of loading (due to the threading) it's like a lottery if you manage to load or not. Only way around this is the source code to the Sims 3".
I would love to give him the source code, he would have a blast during his vacation.  Can he be correct? Its EA's fault! Grin

I refuse to play this game if it's not awesome!
14  TS3/TSM: The Pudding / The World Of Pudding / Re: Variations in House Cost for the same file on: 2009 July 04, 16:33:33
brownlustgirl - Thank you for the information!

Will keep checking back here to see if any of you find out anything else about this issue.
15  TS3/TSM: The Pudding / The World Of Pudding / Re: Variations in House Cost for the same file on: 2009 July 04, 07:19:35
Can I ask you guys for a little test please?  Cheesy
(As I mentioned before I cant get to my game until next weekend or I would muck about myself.)

So there are three "views":
1. Build/buy mode
2. Edit town (where house is placed on lot)
3. The lot bin

Where are the differences? Would the price change in Edit town due to depreciation, but not in the lot bin? I have made the mistake of uploading from the edit town view, but now been told to use the lot bin instead for sharing. 
16  TS3/TSM: The Pudding / The World Of Pudding / Re: Variations in House Cost for the same file on: 2009 July 03, 14:34:50
Ok thanks blackcat!

Silverdrake - Don't know if I misunderstood you, do you mean the lots in the bin have different prices than when placed? Could it be the difference of prices in edit town view (if you see them in the bin before placing) and in Build/Buy mode be due to the actual "lot" cost? I mean they all have different "empty lot" prices depending on how big they are but also where they are located? So if placing the same "house lot "on two different lots would make the price change depending on if one is rated as more desirable (ex. beach front) and other less?

I might have been imagining the different empty lot prices though? So irritating not being able to load and check right now.
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Variations in House Cost for the same file on: 2009 July 03, 12:26:06
I think that's because in build/buy mode it calculates all the gardening and outdoor stuff, and when your sim moves in he doesn't pay for this, so it shows lower price.

I am also a builder and specialize in starters (under 16k). The costs are therefore crucial for me. Right now I can't get to my game until next weekend, but I would love to get this theory confirmed. Will the cost of the gardening (flowers, trees, bushes, stones etc) be deducted from the total cost of the house when moving in a Sim?

Also does anyone have any tips on how to decrease total cost (and make that decrease stick for sharing) so it's possible to add more stuff? I got the tip of moving in and living for one week. Also heard of exiting and re-entering a couple of times, but looking for a faster way. (Would the magic wand work for this?) Not really sure that the price tag on my lots will be the same when other players download the lots.
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