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1  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 April 01, 04:08:30
I'm having cursor issues with the latest version. I'm patched up to 1.33. The cursor (...) shows as grayed out pointer, or as feet, or even the forbidden symbol.

Varmint, with Awesomemod installed, could you please try clicking and dragging an interactive object in a community lot (or anywhere other than current Sim's lot) and confirm if your game crashes? I have been testing and besides the previous CTD, the game also crashes to desktop when haphazardly dragging an object from the inventory of a Sim. It is also likely to CTD when issuing orders to playable Sims if the cursor moves a pixel in any direction while the left-button is pulsed.

I did this, took a boombox and a picnic basket to the park and was able to drag them around on the ground and in and out of inventories with no problems, no crashes. My cursor just doesn't display the correct icons on most interactable objects.

EDIT: After re-reading your instructions I did experience a CTD by leaving the playable sims on their home lot, scrolling my camera over to the nearest park and click-dragging on chess tables. Restarted and was able to repeat the CTD the same way.
2  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 March 31, 19:13:24
I'm having cursor issues with the latest version. I'm patched up to 1.33. The cursor reports the wrong info, it doesn't seem to want to display the basic gear/cog icon when I mouseover objects, instead it shows as grayed out pointer, or as feet, or even the forbidden symbol. I tested with several different mod combinations-- none, only AM, everything but AM-- and it stops happening when AM isn't installed. The game is still playable since clicking still brings up the correct menus, it's just annoying to lose the proper 'you can interact with this' visual cue.
3  TS3/TSM: The Pudding / Pudding Factory / Re: The new Sim 3 non-borked Create-A-World tool DIRECT LINK on: 2010 July 10, 16:46:39
Wait, what? Do you mean EA is stupid for leaving the source code of a page open to the public?
No, you silly llama.  Grin
I mean having the .exe file link in the page source.
On a related note, exchange items on the Sims 3 site work the same way. Just search for .Sims3pack on the page source of the item you want to steal, I mean, obtain.

Unfortunately, EA is smart enough to encrypt the link using javascript for their own store items.

And hoorah for Create-A-Crap!

Wow, you mean that free stuff that is freely downloadable for free is actually freely accessible via direct link? And this link shows up in the page source? And stuff that isn't free is protected somehow? The Internet is truly full of miracles.
4  TS3/TSM: The Pudding / Facts & Strategery / Re: Tutorial: Making Adopted Children Look Biological on: 2010 July 06, 01:32:27
What determines what should be squashed and what shouldn't?

Pescado. Who you seem to think will change his mind about some of these squashings if you kermitflail passionately all over the forums. Whose mod you are enjoying for free. How's all that working out for you?
5  TS3/TSM: The Pudding / Facts & Strategery / Re: Tutorial: Making Adopted Children Look Biological on: 2010 July 06, 00:23:40
Fixated? FAPPING?

Please.

My sim towns are sausage fests. They eat nothing but hot dogs and the theater is proud home to most of the conceptions in town. Female babies are regularly cast away off the shores of Fire Island and goggles are required apparel on the beach. They are the world's biggest users of silicone, body glitter, and astroglide.

Believe me. If anything, I'm doing the opposite of fapping when writing those posts.

Gotcha. You're not obsessed with lesbians, you're just a narcissistic gay misogynist.
6  TS3/TSM: The Pudding / Facts & Strategery / Re: Tutorial: Making Adopted Children Look Biological on: 2010 July 05, 20:39:46
I am curious to see what would happen if two men were allowed to have a hideously deformed and barely-human spawn that had two y-chromosomes. It's lifespan would be incredibly short, it would have limited mobility and the only interaction it could perform would be Friendly -> Please Kill Me. Could someone get on this?
7  TS3/TSM: The Pudding / Facts & Strategery / Re: Tutorial: Making Adopted Children Look Biological on: 2010 July 05, 13:21:25
Quote
This worked great, thanks.  Cheesy Just tried it in a "test save" everything came out as should be except that my sim's outfits (all of them except nude) were the exact same, I'm assuming this can be changed via the dresser or editsim though, right?

Sadly, if you mean the pregnant sim, no, there aren't a lot of maternity fashions available, that set of meshes only includes one or two clothing options for each category. But hey, it's better than invisible torso syndrome. As for using dressers or mirrors or any kind of edit-sim-like command on pregnant sims - I don't do it. I don't think you're supposed to. Or maybe I'm just superstitious. Basically, once they start to show, they can only use clothing that has a pregnancy mesh, which is limited even for women, it's not like they have the full range of choices. Best to just wait until the spawn is ejected, then you can restyle to your heart's content. No maternity fashion for you.
8  TS3/TSM: The Pudding / Facts & Strategery / Re: Tutorial: Making Adopted Children Look Biological on: 2010 July 04, 16:19:42
My tried-and-true, biologically-correct homopregnation method is:

1. Male pregnancy meshes. I use these, they haven't been updated in a while but they still work fine for me.
2. Use pollinate command from twallan's supercomputer. After successful pollination, supercomputer also allows you to set the gender of the nascent spawn. There's also an 'Instant Baby' command in there I've never played with.
3. Congratulate your new homoparents.

I have awesomemod running throughout, and it is fine with all of this.
9  TS3/TSM: The Pudding / The World Of Pudding / Re: Store content not showing up in game on: 2010 July 04, 04:37:31
If this is all content you purchased from the store, then uninstall it all in the launcher, redownload it from the store and reinstall it. If that doesn't work, then you need to take it up with EA, not MATY. If, for some mysterious reason, you cannot complete all of these steps, then perhaps your store items are exactly the kind of custom content they are already talking about in the thread I previously pointed you towards and to which you were too stupid to shut up and go.
10  TS3/TSM: The Pudding / The World Of Pudding / Re: Store content not showing up in game on: 2010 July 03, 23:37:34
I'm sure someone will be along shortly to yell at you to SEARCH, so let me quickly put in a plug for search's under-appreciated cousin, BROWSE. See that thread that's several threads down from this one? The one that says something about getting custom content to work post-1.12/Ambitions? What? You didn't see it? That's tragic, because it's still on the first page of this forum, it's not as if you had to go spelunking through the archives or anything.

BROWSE MOAR.
11  TS3/TSM: The Pudding / The World Of Pudding / Re: Lost Snake Charming Basket on: 2010 July 02, 18:42:39
One of my sims suffered a similarly tragic loss of his snake-charming basket. I just bought him another one. A few simdays later he went to buy groceries and some random dude was playing it in front of the grocery store. I suppose it could get annoying if I lost, say, 20 of them, and they were littering every community lot-- but I decided I kinda like having a couple random snake baskets floating around that the community can abuse.
12  Awesomeware / AwesomeMod! / Re: Don't keep the OLD, Make the NEW: Un- and In-stalling post-Ambitions Mods on: 2010 June 21, 07:44:36
This should replace the current 'framework-for-tards' sticky. It's old-school now.
13  Awesomeware / AwesomeMod! / Re: About Fragrant Error on: 2010 June 18, 00:41:34
Well, first of all, we need more information, like your patch versions, social security number, and the exact aroma of the fragrant error you received. When awesomemod throws an olfactory exception, the nature of the error can usually be determined by the odor produced. Did it smell like lilacs? sardines? I can't remember what either of those mean, but I'm sure someone more familiar with the manual will come along who can map them out for you.

Also, there's a thread to report bugs already, this maybe could have gone there.
14  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 October 04, 05:41:40
Thanks for the reply.  So far, playing the households more than once hasn't fixed the issue.  I only have 2 households marked as sacred but the not going to work or school applies to all families in the neighborhood.  I'll just keep playing and switching around to see if anyone starts going on their own.  I can see where a baby/toddler in the house could cause a parent not to leave since they can't be left unattended but I have it happening where no baby or toddlers are present on the lot.

Sims not going to work or school is, in my experience, an EAxis issue. It happens to me eventually in every neighborhood I've started, sometimes sooner, sometimes later, but eventually they just stop going on their own. Awesomemod doesn't fix this completely, I think because the solution of just forcing everyone to go is too crude and inflexible. Storymode will catch a few of the slackers and send them off, but it definitely doesn't force everyone to work once the problem starts. I use twallan's work pusher mod, which gets the job done, but it uses the brute force approach. Forget taking a day off work if you have the Vacationer perk - it won't let you.

And funny you should mention toddlers - even with the work pusher installed, the occasional sim will resist the push, and 90% of the time I find them standing in the garden with a toddler. I don't think it's so much that they need a babysitter, it's just that between going inside, putting down the spawn, and heading to work, the work command gets blown out of the queue somehow.

Sorry for the delay, my wolfing run got interrupted during the night, and I had to keep it going all day. No, the problem is still there. But there are also a few cases of Sims who are elders and have full life bars, but for some reason won't die. Right now, I'm watching a woman with a full bar at 111 days old; this is still on a normal 90-day lifespan. Could someone please give me some help?

A 90-day lifespan doesn't mean that sims will automatically croak at 90 days. It means that once they get to 90 days, there's a certain percent chance every day that they're going to die. As far as I can tell, this is NOT cumulative, so there's a chance that some sims could live a very long time if the random roll is on their side. I was playing on a 360 day lifespan in one neighborhood, and freaking Nick Alto would. not. die. I think he was 470 when he finally bit it.

EDIT: Bleh, what Pescado already said while I was typing  Tongue
15  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 20, 21:35:43
Windows cannot close TS3 hoods if they are bigger than 40MB.

This is the problem you need to solve, rather than bending over backwards and doing insane contortions with your gameplay to try to keep your saves small. I've been running a neighborhood for 4 generations now and my save files have been over 50MB for most of that time. They're now up to 80MB. And 90% of the time they save and load with no issue. I have encountered a few error 12s along the way, but I can always get rid of them by going to a backup save. Saves can take up to 5 minutes when the want trees start getting bloated, but 'resetallwants' is all I have to do to get shorter save times and chop about 10MB off the save size.

I'm sure other MATYians are able to save and play games over 40MB under several versions of Windows. I really have no idea why you cannot, but I think this is the issue you need to be troubleshooting rather than trying to play your way around it.
16  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 17, 04:22:25
Not that I am pushing, but, when will we be able to make same sex test tube babies?

You already can. Download the NRaas pollinator. Or you can get one of the many same sex pregnancy/try for baby mods (but those aren't compatible with Awesomemod).

Yep, from a story-telling perspective, it's not quite as cool as ordering up a genetically legitimate larvae from the science lab, but the NRaas pollinator has allowed my gay couples to keep up with the breeders in popping out spawn. There are also some male maternity meshes (from Cmar) over in the pudding factory you can grab as well, if you don't want your man-mommy to run around without a torso for 3 days.
17  TS3/TSM: The Pudding / The World Of Pudding / Re: Any fixes for the sound problem yet? on: 2009 September 10, 10:41:21
The sound bug is basically caused by having more than one stereo on anywhere in your neighborhood. So you have to either go around and turn them all off manually, or use a mod that will shut them off for you. The NRaas Supercomputer has a command that turns off all stereos and should bring back your music. 

The real question is, why would you want the build/buy music back?
18  TS3/TSM: The Pudding / The World Of Pudding / Re: fridge bug on: 2009 August 27, 22:53:23
I have encountered this. It was hardly game breaking, I just couldn't drag-and-drop to the fridge unless it was open, and the fridge model name and image didn't show up in the panel, but everything else worked. I just lived with it for a while. Eventually, I fixed it by deleting the fridge, going to Edit Town, evicting the family and then moving them back in, and buying a new fridge. Possibly not in that order.
19  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 22, 06:49:31
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 just interesting that storymode produced such different outcomes in gay/straight balance in our two neighborhoods. I'm certainly not complaining, after ISM briefly turned my neighborhood into breeder central and forced all the gay sims to be part of the glorious reproductive effort, I'm just glad to have a story engine that generates some variety.

And simwit, it won't nuke all your gay sims, but twallan does have a little orienter mod over in the pudding factory that will let you edit sim gender preferences on the fly, so you may be able to convert some back to straightness that way.
20  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 22, 04:43:52
Hrm. I've had Awesome storymode on pretty much since you could have it on, and I think i started out with more gay couples than you, and this is how it has shaken out for me, maybe a tad more than I was expecting, but damn close to what I think I was aiming for in terms of neighborhood flavor:



Are your gay sims more loaded up with romantic traits or something? Or just much better at recruiting?

The (simultaneously) creepy and wonderful thing about the gay in my neighborhood has been the fact that much of the 'playing for both teams' activity you see above is elders. If someone's hetero-spouse dies in my neighborhood, the widow/widower will grab the nearest unattached YA or adult of the same sex and start in with the lovin'. I'm gonna have to build a swinger's retirement village.
21  TS3/TSM: The Pudding / The World Of Pudding / Re: question about the death of a Chosen sim, when the family wasn't being played on: 2009 August 22, 01:40:42
I really see both sides of this. I actually kind of hated some things about TS2 style aging - like twin sisters who were two life stages apart from each other and other credibilty-straining stuff like that.

But I also felt the weird pressure to keep up with all of my beloved characters in TS3 before they aged without me and I couldn't even enjoy playing them.

Awesomemod has been a great help in enabling easy household switching and being able to protect sims from the more obnoxious forms of story-progression tampering, even if it doesn't stop aging. The other mod that has saved me from feeling so disconnected in TS3 is Jboat's SLAM lifespan mods from MTS. They allow you to stretch and play with lifespans so even if you miss a week or two with one family, they won't all have become decrepit or died. You can lengthen the lifespans during stages that you want to experience all your separate families and speed it up when you want to move things along.
22  TS3/TSM: The Pudding / The World Of Pudding / Re: sim in mailbox on: 2009 August 21, 23:56:11
Sims 3: Goin' Postal!

I'm sure this is no consolation, but congratulations on at least finding a unique bug instead of re-reporting something that has been discussed to death. I've never seen anything like this before. Clearly your sims are expecting something very important in the mail. Anyway, hope you get it sorted out  Undecided
23  TS3/TSM: The Pudding / The World Of Pudding / Re: The House Phone Only Rings When... on: 2009 August 21, 01:06:43
I'm not clear what the use of the house phone is, since everyone is has a mandatory cellphone.

Knowing when one of your friends dies of old age is the only purpose of the house phone, since those calls don't come in on the cell for some reason. Apparently elders all gain the technophobe trait right before they die and leave some sort of provision in their will that no one is to be notified using those newfangled cellular technologies. Not that this is reason enough to have a house phone, mind you, it's really not hard to figure out when someone has died if you're paying a modicum of attention to your relationship panel.
24  Awesomeware / AwesomeMod! / Re: Code Fix for inactive slacker sims on: 2009 August 19, 10:04:15
Old thread is old. This issue still exists, but alternative solutions have been found.
25  Awesomeware / AwesomeMod! / Re: load sim from bin w/ Awesome Mod on: 2009 August 19, 09:52:57
Ah yeah, didn't think about the extra cash, I just like having them in the same house for the instant gratification of seeing them get obliterated.
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