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1  TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Mods - Updated 10th July 2012 (1.36) on: 2012 August 30, 16:13:45
I read somewhere, I think it was from Twallan, that the fee for a taxi isn't possible...but I could be wrong.

Well...  There are ways to do it, with say a monitoring task that routinely watches for the existence of taxis and bills their occupants.

However, I do not consider that a sound approach, due to the high processing requirements.

So, it is possible, just not feasible in my mind, and unfortunately cannot be done via tuning. Smiley
2  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 November 09, 19:25:40
The only explanation I can think of for this is that the Traveller mod is deeply broken, and the static init bootstrap method is producing an uncaught exception which is then derailing the rest of tuninginit.

The ACTUAL issue is that Traveler replaces the InWorldState:Startup() function, in which Awesome has added a call to Main.WorldInitialize().

When Traveler is installed, that routine is not called, causing glorious confusion for Awesome.

The documentation for Traveler has been updated to state that it is NOT compatible with this Core-Mod.

Smiley
3  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Romancer on: 2009 September 07, 07:57:45
It still seems impossible to have cousins kiss. The "Romantic" interaction tree doesn't even show up no matter how high you bump the relationship. Is there any way to get past the "blood" check for interactions?

You may be able to do it with XML tuning, by changing the <Socializing> file.  Perhaps an XML modder has already done so.

If that avenue is unavailable, one would need to add a whole new set of interactions that bypass any coding block.  Such an endeavor is not currently on my list of priorities, sorry.

Good Day. Smiley
4  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 September 05, 04:19:07
That is a very sad thing, because I really like that mod...
Even though the "core" package of the Awesome Mod makes the "mod" package of that mod be compatible with "Sims 3" 1.4.6, problems are encountered when the config is going to applied on all households...
So, it is very sad that the problems will not be solved in short time...
I have the read the detail above, but I think the creator of the Awesome Mod can ask for the source code of the Indie Stone Mod, because I think he has expertise and endeavor to merge that mod with the Awesome Mod (or to improve that only...).
However, I think the best way of continuing the development is to make this mod be open source...

Pescado has his own Story Progression system available in Awesome...  So it's incredibly doubtful he'll pick up IndieStone and start maintaining someone else's work.

Good day. Smiley
5  TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror on: 2009 September 01, 15:49:20
Good to know. Queries.GetObjects<Sim>() gets all Sims, right? If not, my backup method is useless...

It gets all instantiated sims, yes.  It won't get all the SimDescriptions in town, unless all the residents are currently instantiated. 

Non-homeless should be instantiated all the time, unless some bug accidentally disposed of them. Or they happen to be a toddler left at home without a babysitter. Tongue

Good Day. Smiley
6  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Romancer on: 2009 September 01, 15:39:22
Is it possible to you all of your mods together? reason for asking is that most of them use the ficus plant and I only ever see the inseminiator options.

Buzzler is correct.  All my ficus mods work together, as I use them myself this way.

If you are having issues, it's most likely an installation problem.

Good Day. Smiley
7  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Romancer on: 2009 September 01, 07:11:03
for those of us plant challeged what is a ficus?

It is listed in the Buy Mode under the Sort By Function \ Decor \ Plants section and costs 230 simoleons.

Good Day. Smiley
8  TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror on: 2009 August 31, 23:42:45
Just two klicks more and it would have been obvious... in my defense: This stuff is pretty voluminous, and it's easy to get on the wrong track, at least if you got roughly a week of experience on your shoulders. Wink Well, on the other side, I could have looked at your code, too... speaking of which: I've seen a lot of checks in your code after using SimDescription.CreatedSim. Can this actually return a null value, unless something's seriously borked?

Sims, such as homeless and Service NPCs, which are NOT currently out and about in town will have a CreatedSim == null .

Cheers. Smiley
9  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Romancer on: 2009 August 31, 16:32:55
Is there any way to enable romantic interactions without increasing the level of relationship? You know what I mean, to make casual woohoo without romance at all. Of course, I'm adding this romancer to my set NRAAS, this is a big step in modding, but if you were investigating for further...

Casual Woohoo eh?  It appears that the only thing stopping you from doing such are the following:

1) The sims must be the appropriate age for woohoo
2) The sims must have kissed at sometime in the past
3) You must satisfy a minimum relationship defined by an XML tuning value

Using the Mod Generator over at MTS you can change the tuning value yourself.

The value is in the "Sim" file under "Range: -100 to 100.  Description: If the relationship value between two Sims is higher than this tunable, they will agree to relax or sleep in the same bed.".  There are two, change the one that is positive.

So all you really need to worry about is the First Kiss, and I believe you can change the effects of using the First Kiss in the <Socializing> XML without any coding changes.

I only deal in script-coding...  There are plenty of other users more adept at XML tuning than myself.

If you find I'm in err, and there is a scripting change required, please feel free to bring the issue to my attention.

Does the Romancer makes sims divorced?

Yes, it follows the Sims 3 partnering rules.  If you go beyond "Romantic Interest", the old partnership will be dissolved.

It irritates me no end that "one partner rule". Is there any way, that a sim could cheat on his/her partner?

It's simple enough to set the "Spousal" flags, so you could "show" as having two partners.  However only one would be the true partner, as the game only have a single space to store the "Partner".

You can be married and have many "Romantic Interests".  I have several sims in my games that cheat on their wives while at the wife is not on the lot.

However if you are requesting a sim that can be partnered with multiple sims, that would require an extensive core-mod.

Cheers. Smiley

Edit: spelling
10  TS3/TSM: The Pudding / Pudding Factory / The NRaas Romancer (v2) on: 2009 August 31, 02:58:31
This mod is now hosted at Crazy Town.

Direct link to the forum thread:
http://www.the-isz.com/theisz/index.php?showtopic=2677

Version 2: Adds a new "Set to Level" interaction which can be used in place of the original "Bump" interactions.

Have Fun. Smiley
11  TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror on: 2009 August 31, 00:49:51
It appeared to me, that all this stuff is adding the Gossip to the active Sim, too, and I didn't see a way to avoid that. So, yes, I'm not using an EventListener right now.

I'm simply pointing out an example of use.

My suggestion is create your own listener in your mod and do whatever you want in the callback function.  Namely display a notification of the birth.

Cheers. Smiley
12  TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror on: 2009 August 30, 23:08:25
'Inform on Births' is Alarm-based, and triggered every 20 minutes. This is kind of like a retinal operation performed via the rectum, but I couldn't think of any other way, while keeping this thing a non-core mod... Therefore there's a really slight chance it will miss a birth under certain circumstances. Really slight, though.

You are not using an EventListener to handle birth announcements? 

Look up Sims3.Gameplay.StoryProgression.Notifications:  That class has many examples of various messages sent out from the system that you can catch.  One of them being baby birth notification.

Check out EventTypeId for a full list of all the messages you can catch.

Cheers. Smiley
13  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 22, 07:07:32
It's a report from twallan's supercomputer. I'm not sure what exact gender preference numbers it expects to classify from 0 to 4, I just know everything gets gayer as you move down the list.

It's a cutdown version of the scale detailed on the "Kinsey Scale" Wikipedia page.  I removed two of the levels because I felt they were unnecessary.

Honestly speaking, the "2" level is also completely redundant and will always be zero, as there is almost no way to have a sim with exactly the same male and female gender preference due to the way the game handles the numbers.

"0" is purely straight
"1" is mostly straight with a greater than zero gay component
"3" is mostly gay with a greater than zero straight component
"4" is entirely gay

Cheers. Smiley
14  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Orienter on: 2009 August 18, 15:27:27
Does this work with the Pollinator?

Yes, you'll receive both sets of interactions on every Ficus plant.

Cheers. Smiley
15  TS3/TSM: The Pudding / Pudding Factory / The NRaas Orienter on: 2009 August 18, 03:46:40
Another request from Simbology.

THE MOD

This mod provides the user with new interactions to set the Gender Preference for a sim.

A new menu, "Gender Preference", has been added to all Ficus Plants in town.

Within it are three new interactions:

"Orient Me" : Shows the current orientation of the active sim, and allows you to change the value.

"Orient Other..." : Allows you to change the the orientation of any sim on the current lot.

"Version" : Displays the version of this mod.

INSTALLATION

In order to run this mod, you must have the modding Framework installed on your system.

Google: Delphy's Framework Install Monkey

WARNINGS

Ensure that you backup any save files prior to installation of this mod.  Even though the mod is very simple, anything that can go wrong, will go wrong.

THE FILES

http://www.4shared.com/file/125797293/150ec864/NRaas_Orienter.html

Have Fun. Smiley
16  TS3/TSM: The Pudding / Pudding Factory / The NRaas InventorySaver on: 2009 August 18, 03:21:30
This one is for those of you out there that DON'T use AwesomeMod.  It was requested by a user over at Simbology.

THE MOD

This mod disables the EAxian Inventory Purge operation that normally occurred every night at 3 am, which deletes all inactive sim's inventories and cleans out all inactive fridges.

In place of this operation, a less obnoxious operation is performed that cleans inactive lots and removes spoiled food from the fridge.  Nothing else is deleted.

Upon loading and unpausing the game, the mod will display a wake up message informing you that it is operating.

There is an additional interaction added to all computers, showing the version of the mod.

INSTALLATION

In order to run this mod, you must have the modding Framework installed on your system.

Google: Delphy's Framework Install Monkey

WARNINGS

Ensure that you backup any save files prior to installation of this mod.  Even though the mod is very simple, anything that can go wrong, will go wrong.

DO NOT run with AwesomeMod.  This mod will disable itself if an Awesome installation is detected, and you will receive a warning message to that effect on loadup.

THE FILES

http://www.4shared.com/file/126257383/a902f53d/NRaas_InventorySaver_V2.html

Updated: Version 2

  • Changes the "Awesome is installed" prompt into a simple warning message, and allows the mod to override Awesome's functionality.  Be aware of this change.
  • Changes the default EA functionality for handling books on the floor.  Books are now re-added to a bookshelf, rather than outright deleted.

Have Fun. Smiley
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Someone want to write a Stereo music fix? on: 2009 August 16, 23:06:21
Yeah, basically as soon as you go to another lot with a stereo on it the bug starts.  For some reason sims seem to like to dance more than anything, so their going to turn the stereo on almost 100% of the time.  Usually on a new game I can go about 10 to 20 minutes before my stereo stops working on my active sim's lot.

Your request has been implemented in Version 9 of the Supercomputer.  Feel free to try it out.

Cheers. Smiley
18  TS3/TSM: The Pudding / The World Of Pudding / Re: Someone want to write a Stereo music fix? on: 2009 August 16, 16:30:31
Anyone out there willing to write a mod that would turn off every stereo in town OTHER than the one inside the house of the active household when it's turned on?

This would completely cure the no music except for custom music working on the stereo as well as there being no music in build and buy mode.

I've tested to make sure that the fix would work by deleting all the stereos in every house except for my active sim, the sound on the stereo immediately started working again.  Unfortunately I don't know a thing about C# so writing something like this is completely out of my league.  I'm thinking it shouldn't take a competent modder more than a few hours at the most to come up with a way to do this.

Yes, turning off all the stereos would be extremely simple.  Since I play with the music turned off, I've never personally encountered this problem.

I'll see about adding this functionality into the next version of Supercomputer.

Good Day. Smiley
19  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 15, 23:32:12
Would it be at all possible to make a "do your freaking homework" pusher?   Tongue  Not that I think *all* sim 6s and 12s should be doing their homework every single day, but as it is none of the ones I'm not directly controlling are *ever* doing it, even those you'd expect should be trying to make the Honour Roll (ie Genius, Bookworm, Perfectionist, Ambitious, Workaholic, ect).

Someone over at MTS asked for something similar, and I have posted a blunt force approach to the solution in the Pudding Factory called "NRaas Homeworker".

Good Day. Smiley
20  TS3/TSM: The Pudding / Pudding Factory / The NRaas Homeworker on: 2009 August 15, 23:29:49
Redirect to the new hosting service for the NRaas mods.

http://www.the-isz.com/theisz/index.php?showforum=215

Version 2:

Added the kActiveCompletion XML tuning value

Good Day. Smiley
21  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 14, 02:40:31
Just to clarify, what I'm referring to as the 'hour until' warning is the 'hour until' carpool warning, so I'm guessing in the code that would be the TwoHoursBeforeWork alarm.

This has been implemented in Version 2.

You may notice the "Carpool is coming" message appear twice for your active sims.  That will cease after the first day after loading the game.  The next time you load the game, it will recur, for again only the first day. 

Simply ignore the issue, I consider them harmless.

Cheers. Smiley
22  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 14, 00:22:06
Thing is, I don't have lag problems anymore with all the limos cleaned up and such. Even with this mod pushing many sims to work at certain hours of the day the lag is barely noticeable, and everyone's getting into the rabbitholes. It's just that at some point, everyone stops going to work autonomously, and this always coincides with the disappearance of the 'hour until' warning.

Hmmm...  There was second component to my original core mod fix suggestion.  That component had to do with an issue where the TwoHoursBeforeWork alarm was actually fired too EARLY.

The EAxian code has a block in the TwoHours alarm that says, "if you should be at work in 2.1 hours from now, set up the HourBeforeWork alarm".

I found that the TwoHours alarm was actually firing 2.5 hours before work.  So when the block was hit, it did not set up the HourBeforeWork alarm.

I simply changed the block to check "3.0 from hours now".  I had completely forgotten about it until your post.

Unlike the "HoursBeforeWork" resync, which Pescado added to AwesomeMod, the "3.0 hours" fix was never included.

I'll see if I can fix that issue as well, without a core mod.

Interesting. Smiley
23  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 13, 23:33:42
Debug messages show it's having to slap just about every sim in the neighborhood. It hasn't restored the 'hour until' alarms -- as my neighborhoods age, this gradually disappears, and that's when the inactives decide to stop attending work/school autonomously. So I still wonder what the hell is up with that, but this mod is a much-appreciated corrective measure. I'm also running it with Awesomemod and can confirm that they appear to play fine together.

From personal experience, the work bounce was a symptom of the CarLimo slowdown.  The CarLimo's took up so much of the Simulators processing time, the system simply didn't make it around to processing the sims quickly enough.  And as the sims got further and further behind, they simply stopped responding properly to the various alarms.

If you are still encountering the error, even with the CarLimos cleaned up sim-nightly, then there is possibly another object running in the background that is dragging down the process.  The Object Stats available on the Toilet or Supercomputer may help you narrow it down, but that tool should be wielded very gently.

If it's not a particular object, then it's still a mystery as to why some of you still have the lag issue.  I've been playing my neighborhood since May, and it still runs pretty well (as long as the multitudes of CarLimo's are deleted each sim night).

Cheers. Smiley
24  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 13, 18:22:55
If you use AM but not SupCom, would this mod be useful then?

The HoursUntilWork resyncing portion of this mod was integrated into AwesomeMod awhile ago.

However if your sim bounces on the EAxian "GoToWork" push, this mod will push them again.

It's up to you to determine whether it will benefit your town.  Install the mod, turn the Verbose messages on and run it for a sim week.  If the Work Pusher doesn't display any messages, then it found no sims that required pushing, and you probably don't need it.

Cheers. Smiley
25  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Standalone WorkPusher on: 2009 August 13, 15:10:51
I use Awesomemod but I don't use SupCom.  I often get the popups telling me Awesomod is trying to kick a certain sim's ass to work, several times for the same sim in the same day.  Apparently they are extremely good at getting lost along the way.  Since I don't use SupCom, would this mod work alongside Awesomemod or conflict with it?  I really want my inactives to get thier asses to work and school (preferably on time) but I don't want to have to micro-manage them.

I used it with AwesomeMod last night, and they appeared to play well together.  It may even work with your sims on SC, I simply haven't tested it, as I don't use that functionality myself.

Does this work for NPCs as well? Awesomemod seems to send most of them to work at time, but occasionally I run into a Sim who should be inside his job or school rabbithole on comm lots.

If by NPC you are referring to the inactive sims in town, then yes, the process resync's and pushes every sim in town (except the Service NPCs such as the maids, paperboys, etc.  Those run on a different system.).

----

If you find, with the debugging messages on, that there is one particular sim continuously being pushed to work, it may be a good idea to select him and find out what the heck he seems to find more interesting than working. Smiley

Good Day. Smiley
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