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51  TS3/TSM: The Pudding / The World Of Pudding / Re: Working our way toward Period Towns One Mod At A Time on: 2009 October 27, 12:15:12
That is not exactly a solution. It is not about stopping them from GOING, its about stopping (hiding? blowing up?) all cars AND make the sims walk instead, but still GO to work.
52  TS3/TSM: The Pudding / The World Of Pudding / Re: Working our way toward Period Towns One Mod At A Time on: 2009 October 27, 09:10:50
I was just going to say something about your TS2-work, Dragon Slave - excellent that you are on the Sims3-wagon (also literally Tongue). These ugly and environmentally dangerous vehicles of modern days must be destroyed. Tongue
53  TS3/TSM: The Pudding / The World Of Pudding / Re: Working our way toward Period Towns One Mod At A Time on: 2009 October 26, 23:56:29
Of course it will happen. Or, there will be a way to choose the carpool as an option.
54  TS3/TSM: The Pudding / Pudding Factory / Re: Medieval Career Replacements - Make your sim a Rat Catcher or maybe a Beggar? on: 2009 October 25, 20:39:06
Not much. There is some female adult/YA stuff at TSR and MTS, but nothing really specific. This is something sorely needed, especially for male sims, but really for all ages and both men and women.
(Unfortunately I couldn't change the career outfits for these replacements, mostly because I don't know how, lol. I will post an update WHEN I find out how to do that.)
55  TS3/TSM: The Pudding / Pudding Factory / Medieval Career Replacements - Make your sim a Rat Catcher or maybe a Beggar? on: 2009 October 25, 20:13:24
I have edited the text strings for the careers to get a complete set of Medieval Career Replacements for the Base Game. Its based on Twallan's Career Mod, but can be used without that mod if you don't want it.


Read more and download here:

http://simverses.net/blog/archive/2009/10/25/medieval-replacement-careers.aspx
56  TS3/TSM: The Pudding / The World Of Pudding / Re: Can't load my neighbourhood anymore on: 2009 October 19, 17:04:58
Probably lost. I recommend the autosave functions in AM, and also a regular backup manually once or twice a week.
57  TS3/TSM: The Pudding / The World Of Pudding / Re: Can't load my neighbourhood anymore on: 2009 October 19, 16:45:41
Did you try without mods in? Reinstall the framework? Deleted cachefiles?
58  TS3/TSM: The Pudding / The World Of Pudding / Re: Can't load my neighbourhood anymore on: 2009 October 19, 13:56:03
Do you have a backupfile of the save? Try rename it, and load it. (Save an extra copy somewhere too, for extra safety.)
59  TS3/TSM: The Pudding / Pudding Factory / Re: Does anyone want to try some DIRT ROAD REPLACEMENTS? on: 2009 October 13, 10:21:09
Last time I checked there is an option on the Super Computer to pick Maintenance, then Object, then Stats/All, it is the same function he made to flush the limos. Just get the lamps instead. You can also clean out some deco objects (not all though Sad ) - they have a traffic sign or something that looks like it as a symbol. Cleaning out those does NOT clean out the signs, but som wooden towers and hay bales and such in the otherwise inaccessible hood areas. I posted a cleansed, as-empty-as-possible-at-this-point Riverview here:

http://simverses.net/blog/archive/2009/10/02/no-street-lamps.aspx
60  TS3/TSM: The Pudding / Pudding Plots / Re: Church, Inn, Market - all medieval style + replacement careers on: 2009 October 13, 07:45:10
Well, I am maybe not exactly recreating the Sims2-hood (Windlebridge) as much as doing a new version with the Sims3 possibilities (and limitations). I can see great new things in Sims3, for example the Create-A-Style makes it possible to make almost anything looking oldish. That is a good thing. It is also surprisingly easy to make text mods, and I am working on a complete set of career replacements. In Sims2, I didn't let my medieval sims work at all. In Sims3 they will be able to, and it doesn't look too hard to make new additional careers either. (Like a dead end peasant career. I never liked "medieval" careers starting with serf-ending with king..)
About making the whole hood available for download - hmm, it's a work in progress. I add stuff all the time, rebuild, ect. So I don't think so, but I will post the houses I feel is worth it.

And Regina, the new road replacement looks fabulous!
61  TS3/TSM: The Pudding / Pudding Factory / Re: Does anyone want to try some DIRT ROAD REPLACEMENTS? on: 2009 October 13, 07:34:23
Of course! Looks great! Will test tonight Cheesy

ETA: Just looked at your pics. I see an annoying street lamp. You know they can be destroyed, yes? Use Twallans comp, Maintenance, Objects, you can see the street lamps in the list - they are 121 in Riverview. Flush them. Gone.
62  TS3/TSM: The Pudding / Pudding Plots / Church, Inn, Market - all medieval style + replacement careers on: 2009 October 12, 09:59:35
I posted a couple of community lots:
Windle Church

Download here, and see more pics:
http://simverses.net/blog/archive/2009/10/12/windle-church.aspx

(There is also a small replacement file you can use to make the Gallery a Church, if you want to. Simple text mod, no code changes. Download link in same post.)

Windle Inn and Market

Download here, and see more pics:
http://simverses.net/blog/archive/2009/10/09/the-windle-inn-and-the-windle-market-place-quote-square-quote.aspx

I also made some career replacements - medieval versions of the Culinary Career, and the Grocery Store Part Time Job as well as the Mausoleum Job.


Download here:
http://simverses.net/blog/archive/2009/10/09/medieval-career-replacements-for-culinary-career-grocery-store-and-mausoleum.aspx
These files only changes the text, not the coding in any way.


63  TS3/TSM: The Pudding / Pudding Factory / Re: New rabbitholes on: 2009 October 08, 14:23:05
Yeah thats what you can do. Build a house around it. I placed the bistro sign so it appears as they vanish when they enter the door of the Inn. Works great. They either eat "inside" (invisible) or get the food and then sit down either inside or outside - makes the place look like a restaurant Cheesy. I have a foosball-game inside and a bar, and sims flock there, then eat in the bistro when they get hungry.
64  TS3/TSM: The Pudding / Pudding Factory / Re: New rabbitholes on: 2009 October 08, 08:45:07
The site added another 5 signs, now covering all the rabbit holes. They have also added smaller versions of the diner sign.

I have tested some of them, and successfully built new custom buildings for diner, bistro and food store. It's a little tricky to place the signs so they are not blocked, easiest is to play test extensively while building. But other than that they work great. Twallans custom careers stick to them, and work fine.
65  TS3/TSM: The Pudding / Pudding Factory / Re: New rabbitholes on: 2009 October 03, 22:02:17
To build your own city/village/whatever with? You know, themed hoods ect. Very popular with many simmers.
66  TS3/TSM: The Pudding / Pudding Factory / New rabbitholes on: 2009 October 03, 18:39:32
..in the form of small signs. Available here:
http://www.toolregame.com/forums/thread-575.html

I have tried them out, works well as far as I can see.
67  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 03, 14:36:14
A disabling of all cars, at all times, is still on my wishlist Smiley
68  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 October 02, 22:07:40
They apparently do.
69  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 October 02, 15:01:05
Odd.. the pattern for the stones doesnt have a CC or other symbol, I thought it was from game too. I will try to search where I got it from. I hate that we don't have the tooltip-filename options we had in Sims2 CAS, for example..

ETA: I am 99% sure its a pattern from Tammy Traumas stone set, found here:
http://www.modthesims.info/download.php?t=370171
70  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 October 02, 12:22:06
If there was a nice open-hearth-fire (no surrounding tiles)  I would place that, and remove the chimney, maybe just save the top part that makes the smoke.

Havelock, I now added a fireplace recolor, the rar-file also includes simspacks with the patterns, find them here:
http://simverses.net/blog/archive/2009/09/28/the-monastery.aspx

71  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 October 02, 06:59:42
I am aware of the chimney problem - for the rich family in Windle I built a longhouse, more similar to the viking longhouses. I did use chimneys in it, in the middle, even if I know they are not accurate, as we dont have any alternative fire hearths to use. I did put them in though, becuase of the fireplace buff and that an open fire at least was better than just a disguised modern stove. Oh, to have an open fire for the sims to really cook on - the one they roast marshmallows on, feels a bit wrong..

I also have great hopes for the WA expansion bringing some useful stuff. My plan is to take the hood slowly through the "sim medieval" times and then, when we hopefully get more historical clothing, further through the history.

And the Neo coat is not really my fave clothing for monks either. Again, maybe Egypt (and our clever creators of CC) will bring some better options..
72  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 October 01, 17:14:36
The cars - thats just clever photography, and also, as I don't have more than two rabbit holes, the food store and tha graveyard, not so many cars and school buses driving around. I would not mind a mod to switch off cars altogether, until w can have nice replacements. The roads - thats a mod, from Bogsims, link: http://www.bogsims.com/sims3/regina/misc/around-town.htm
73  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 October 01, 11:02:41
I appreciate your comments, don't think otherwise! Maybe my approach to the era is more Nordic (I am Swedish) and here most people think of the era before 1000-1100 as Viking Era and not really yet medieval. I am not an historian, just very interested in history Smiley.
74  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 October 01, 07:48:59
The monastery does not claim to be historically accurate, maybe I should have pointed that out. I know the era is a bit early for this kind of institutions.. even if christianity came to parts of  northern Europe rather early (I recently visited Iceland, where irish monks had settlements as early as in the 800-s).  My reasons for adding a monastery to the village in Windle are the following: its a cool and beautiful environment. I get a place to shove the surplus male offsprings, especially those with some kind of scientific/literary wants. (Monasteries were the place to study stuff, write books ect.) The farming of Sims3 also fit in - as monks often had experimental and important gardens in the old times. Of course the limitations of the game as it is at the moment, makes it hard to create truly accurate buildings ect. In building this I also aimed for playability.
Lets call it a Sims3- "interpretation" of the monastery concept. In my Sims2 hood I had a convent for nuns also, but that will have to wait a bit until we get more proper clothing for them.

Havelock, I will pack up the texture used and put it up for download asap. It was based on a Cyclonesue-pattern, I will give links to that too.

75  TS3/TSM: The Pudding / Pudding Plots / Re: Two Farmhouses and a Monastery on: 2009 September 30, 20:17:46
Hehe, Haveock, I really didn't know it works like that - thats why I put in a link to the window set, I thought a shopping list was needed as in old Sims1-days.. Missing pattern confuses me, I thought patterns were kind of presets when used, and that you didn't need to include the pattern itself, or a link to it. Hmm.
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