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26  TS3/TSM: The Pudding / The World Of Pudding / Re: Generations: What Sucks, What's Fucked, and What Did EA Get Right by Utter Luck on: 2011 June 02, 02:16:40
His dad ... wanted to get stronger, buy a car, plan a new everyday outfit.

These wants aren't new.  I've had sims roll them up before.  The "get stronger" want rolls up for sims who have some athletic skill, and the other two wants tend to roll up for sims who have the snob trait.
27  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 May 29, 07:15:29
does spawnnewoverlords still work with the new version, i cant find/get it working

By "new version", I assume you are referring to the latest version of AM, uploaded on the 20th of May, and not the (withdrawn) patch for the game or the new EP?  AM won't work with Generations or patch 1.21.

BTW, the name of the command you are looking for is not spawnnewoverlords.
28  TS3/TSM: The Pudding / The World Of Pudding / Re: More Awful Than You - March on: 2011 April 23, 08:55:47
I wonder if the fugly sims are an attempt to make the hairs look halfway decent.
29  TS3/TSM: The Pudding / Pudding Factory / Re: Jfadeworld - A New Pudding Destination on: 2011 April 10, 14:15:25
Problem: There are no options coming up on either grocery store.  I click on a grocery store and.... nothing.....  Other shops I've been to are fine. 
It's probably me.... it usually is.  I'm fully patched, but nothing is decrapyfied.  I didn't use your save, just played as it was. 

Not a problem with Jfadeworld, is a known EA bug.  Been discussed here before, so a search should turn up the solution.
30  TS3/TSM: The Pudding / The World Of Pudding / Re: Sims 3 Motive Decay Project- WIP Looking for feedback and input. on: 2011 March 27, 02:29:34
You make your sims spend their lives grinding, and then you complain when their skills are too high and they are too successful.  You are complaining about the result of your own actions.

On the "good objects are too easy to afford" issue, the answer is simple.  Don't buy them good objects, even though they can afford them.  Edit and save the neighbourhood before you play it to remove the good objects from public lots.  Replace quality objects on public lots with Kewian-based objects or take them out completely.  Take out the shelves with skillbooks in the library (or take out the library completely).  Remove any other skilling lots, too - we didn't have skilling lots in Sims 1.  Use the saved version of this neighbourhood as a template for future neighbourhoods.

If your sims are grinding skills too fast and getting promoted too fast, then make them do non-skilling things: socialise more, or hang out in the park doing bugger all.  If being friends with co-workers and their boss is a career metric then make them become enemies.  If socialising will build their charisma, then only socialise with sims who are best friends already, or socialise by fighting.

If you are incapable of controlling your urge to grind your sims unless the game imposes a limit on you, then maybe the tweak you should consider making is to adapt the fatigue from the athletic skills to apply to all skills.

EDIT @BaronElectricPhase
If having mega-fun then fatigue/low comfort/ hunger is more easily ignored.
<snip>
but in TS2.. might be interesting to experiment with.
TS2 had that.  If sims were "in the zone" they were less likely to drop out of an activity due to moods dropping.
31  TS2: Burnination / The Podium / Re: Unsavoury charlatan on: 2011 February 26, 07:41:37
I once had Crumplebottom spawn on a residential lot in a custom hood with no uni subnh:  this is nonstandard, yes?  Also, the hood in question did go FUBAR shortly thereafter.  I still don't know where she came from; she appeared shortly after Humble, who shouldn't have shown up either, considering I had "nohumble" installed (!).  NPCs do the wierdest things.

Why do you think the absence of a Uni subhood is relevant to Mrs C?  She was added with the NL expansion (EP2), not the Uni expansion (EP1).
32  TS3/TSM: The Pudding / The World Of Pudding / Re: A serious error has occurred... on: 2011 February 13, 23:37:37
Don't know where I'd find the patch information as there's nothing anywhere that says what version it is.  It's the latest one via the launcher, that's all I can tell you unless it's hidden in some secret file somewhere.

You need to patch every EP & SP you have installed.  The launcher doesn't do this.  The Sims 3 Patch Downloader utility over at MTS will check if you're missing any patches, download them and install them.  You can also use it to check your version numbers.

This may or may not solve your game issue, but at least you'll know your game is properly patched, and you will be able to give a direct & non-rambling answer to the question: what patch versions are you running.  Your tendency to  ramble makes most of us want to skip your posts.

BTW, don't presume you are alone in having health issues.  Many people live with health issues.  Having health issues doesn't make you particularly special and listing them doesn't make us feel sorry for you - it's more likely to make us point and laugh at your attempt to play the "speshul snowflake" card.
33  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 February 01, 17:02:07
I've seen much the same thing happen when sims get promoted at the end of a shift that starts before midnight and ends after midnight (i.e. sims in the crime career and sims in the medical & law enforcement careers who get called in to work).

What I've noticed:
- it doesn't matter if the day would be a normal work day or not, the game thinks they are due at work
- if they don't go to work, their performance meter drops until I send them to work
- if they do go to work, their performance meter doesn't rise, unless the shift extends beyond midnight - at midnight they start gaining performance
- at the end of the shift I have to cancel the work interaction otherwise they stay at work

I have AwesomeMod and Twallan's overwatch and master controller.  All EPs / SPs up to Late Night, all fully patched.
34  TS3/TSM: The Pudding / The World Of Pudding / Re: Late Night bugs & annoyances on: 2011 January 17, 23:21:51
I went to the official BBS and there were other people having the same problem. Some suggested that it was due to the patch and that it is the cheap beds that are triggering this. But, I tried buying more expensive beds (They are in the $1000 range) and my Sims's mood is STILL very red.

If you're talking double beds then a §1000 bed is still crappy.  The cheapest non-crappy double bed is the LuxurLove at §2200.  Price alone is no indicator of quality, as there are some more expensive beds that are not worth using.

As for single beds, there are three in my game that are non-crappy.  The Single Sophisticate @ §1450, Topsy-Turvy (from the store) @ §1600, and the Iconic Ionic @ §1650.

AwesomeMod can tell you which beds are not worth using - they're identified as Kewian-based.  Accept no Kewian-based substitutes.
35  TS3/TSM: The Pudding / Pudding Factory / Re: Testing the waters: What do you want in a 'hood? on: 2011 January 08, 02:21:02
I use comm lots for skilling since they have so many bonuses, and nothing sucks more than having to go from the arse end of a hood across town to gain a quick level in athletic/at the library.

Agreed.  While we're on the subject of accessibility to skilling locations, please put roads near fishing spots.  It irritates me when a sim has to run across a lot of terrain to reach fishing spots, especially if it's a low- to mid-level fish they're after.  I know I can add the Riverview fishing lot to neighbourhoods where this is an issue, but that feels kind of cheaty to me.
36  TS3/TSM: The Pudding / Pudding Factory / Re: Testing the waters: What do you want in a 'hood? on: 2011 January 04, 04:39:29
Personally, I'd probably nuke all the characters you put in since I like to populate my hoods myself, so I can't give you any suggestions on that aspect.  I realise this is the core of your idea, but like you, I'm picky.  I'd rather play characters and families I created instead of someone else's.

I have an older, slower computer, and hoods with large populations are incredibly slow.  Keeping the number of unhoused sims down (i.e. how many bars and how many non-playable apartment doors would the neighbourhood have?) would be important from my point of view.

I'm not a fan of the EA terrains.  I like flat neighbourhoods, or at least neighbourhoods with flat lots.  To show you what I mean, currently I'm playing with myskaal's Bayborough neighbourhood.  It's pre-Ambitions, but there are plenty of routable spaces near roads where lots can be added for Ambitions & Late Night.

I do like hoods with plenty of cribified housing in a range of prices (a decent amount of starter homes, most of the houses mid-range, and a couple of mansions).  I also like having empty lots in a range of sizes that I can build on or that I can use to plop down some of the lots I built for my own use.  Additionally, I like to have routable space near roads where lots can be added as required by future EPs.

The mod issue wouldn't bother me, as I use AM and Twallan's MC.  I don't see why using them to construct the hood would affect the completed hood, since AM can be uninstalled using the uninstall command, and Twallan's mods can be deactivated simply by removing the downloads.

Adding in spawners for some of the new gems, plants, and fish would be nice.  I have a community garden I built that has all the WA plants added.  I use this lot in all of my neighbourhoods.  I haven't bothered to upload it anywhere as it's nothing flash, and most players could easily build a better version of it.
37  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2010 July 21, 05:05:43
Has the Skill: Cooking macro been changed?

I know that couch potatoes will watch tv to skill cooking, but I'm finding other sims are also using the tv instead of heading to the library to read cooking skill books.  It's not because their fun is low, a sim with fun at 78.7 just sat down to watch the cooking channel.  If I send them to the library, they watch the cooking channel on the tv there instead of reading skill books.

It's a custom library, and yes, it does have all the skill books.
38  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions and SURPRISE! - CTDs on: 2010 July 19, 05:43:04
The only other real game changing mods I had were slider hacks, and yes, I made sure they were compatible/updated.

It's not just game changing mods that can cause game problems after patching.  Regular CC (hair, clothing, objects, etc) can cause problems as well.  Which is what Zazazu tried to tell you.
39  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's borked on: 2010 June 24, 07:11:55

A borkage I've noticed is that meteor strikes break the mailbox.  I had a meteor land in my sim's front yard and the mailbox on that lot can no longer be checked manually.  It can be checked by AM's sell/refine macro, so if one of the sims in the household hits level 10 in a skill, I send a sim out to collect some gems & rocks until they have something worth cutting or smelting.  Then I run the sell/refine macro to collect the mail from the borked mailbox.

I would just move my Sims to a new house.  Then I'd bulldoze the house and set it back down again.  If it is a house that came with the town rather than downloaded one, you can package up a fresh one by opening a new town.  I save all of the houses I make to the bin before moving any Sims in.  If you are worried about paintings and stuff the family has accumulated, it can all be put in the family inventory.  After the new house is set, you can move right back in.  This does not take in account the depreciation of the old house but it is an option.

By the time the meteor strike happened the garden had every plant in perfect condition, a pond stocked with deathfish, and the house had been extensively refurbished/redecorated/recoloured.  I'm not in the habit of moving a family out, lotbinning the lot, and then moving the family back in after improvements, so I didn't have a copy of the house after the modifications.  Rather than lose all that and then having to redo it just because the mailbox lost its menu from the meteor strike, it is easier to spend a few minutes using AM's collect rock macro and then use AM's sell/refine macro to get the mail.

It's not a major problem for me.  Thanks to AM's billpaying feature, my sims don't check the mailbox very often.  I usually only send them to collect the mail when they hit level 10 in a skill, or in the case of this particular household (my robot-making household), when a pink diamond has been sent for cutting.

Fortunately I save every sim night.  Now that I know that meteors kill mailboxes, the next time it happens I can just go back to the last save and lose less than a simday of play.  It's just this one lot that is borken.
40  TS3/TSM: The Pudding / The World Of Pudding / Re: Ambitions: What's borked on: 2010 June 24, 01:22:56
Here is a strange one.  I never noticed this before Ambitions.  Maybe someone else has, but this is a first for me.  The ghosts in my graveyard are driving around in NPC Motor Pool cars at night.  They are hopping out of their graves, walking to the road, snapping their fingers for a car, getting in and going for joy rides while the town sleeps.  I guess I should send my ghost buster after them.

That one has been around since base game.  Someone once posted pics of it here.

A borkage I've noticed is that meteor strikes break the mailbox.  I had a meteor land in my sim's front yard and the mailbox on that lot can no longer be checked manually.  It can be checked by AM's sell/refine macro, so if one of the sims in the household hits level 10 in a skill, I send a sim out to collect some gems & rocks until they have something worth cutting or smelting.  Then I run the sell/refine macro to collect the mail from the borked mailbox.
41  Awesomeware / AwesomeMod! / Re: House Hoppers on: 2010 June 23, 15:16:51
I play a custom hood and I have seen some musical houses, mostly concerning the 2 lots that have 2 cribs.

I'll get a message that Family A has moved out, and that Family B has moved in for breeding room.  A day or two later I'll get a message that Family B has moved out, and that Family C has moved in for breeding room.  Another day or so later, and Family C move out and Family A move back in.

I noticed it (before Ambitions was released) while playing a custom hood that had quite a few houses with cribs and plenty of single beds, but only the two lots with two cribs, so the only pressure for breeding space was from households that had already had a baby or toddler.

I wonder how many of the people with this issue are playing Twinbrook?  Twinbrook doesn't have many single beds (21 spread between the 40 furnished lots*), so ASM would have a tough time finding homes for families when their 0s turn into 6s.  There are 5 cribs in Twinbrook, but I don't know how many of them are in houses with single beds.

If you're getting too many moves under ASM, try reducing the pressure for breeding space by adding cribs and single beds to some of the lots.

* For a comparison, SV has 7 cribs and 41 single beds in its 42 furnished lots.  RV has 6 cribs and 32 single beds in its 43 furnished lots.
42  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 21, 10:58:01
I had that happen in a neighbourhood the other day.  I assumed it was because my lone sim was a ghosthunter and needed occupied houses for ghostbusting jobs.

In my neighbourhood these other sims did get married under ASM.  After a sim-week or two of playing the neighbourhood another round of families were generated (presumably because the marriages meant there were no longer enough households for her job needs).
43  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 4.0.87 (AMB) TEST THREAD on: 2010 June 18, 11:36:14
Okay so I am getting the random deaths while on vacation. Was at China with my fambly and about 3 different sims from the area died, no reason at all they were just using the martial arts training board and dropped dead randomly, it looked liked they starved to death. I tried to play chess for their lives, but the Grim Reaper ignored me.

That's a WA problem.

Not long after I installed WA I had a holiday end prematurely because one of the sims who died at the Academy was apparently important in some quest (even though none of the sims in my game had any unfinished opportunities at the time).   My daughter suggested adding some way for non-playable sims to eat, so I added a fridge and table & chairs to the Academy lot (I put them in a corner of the lot that I was unlikely to focus the camera on, so they wouldn't distract from the atmosphere), and the Academy deaths stopped happening in my game.
44  TS3/TSM: The Pudding / The World Of Pudding / Re: Simbots are awesome on: 2010 June 15, 11:54:06
I have a household of 2 simbots, one invented by the other.  I really don't like the "eek, a Simbot" reaction that stomps their queues whenever one of them walks past the other one.

http://www.modthesims.info/download.php?t=406959

Pescado hates queue stomping, so he'll probably be getting rid of this behaviour in AM.
45  TS3/TSM: The Pudding / The World Of Pudding / Re: Simbots are awesome on: 2010 June 15, 06:29:28
I have a household of 2 simbots, one invented by the other.  I really don't like the "eek, a Simbot" reaction that stomps their queues whenever one of them walks past the other one.

I've had them roll up wants to eat at the bistro.  Sorry, but I don't think the bistro serves scrap.

They also roll up wants to become more muscular, which I don't think is possible.  If EA weren't going to block this want for simbots then they should have added a "change simbot body shape" interaction on the inventing station.

The reprogram option when they have shorted out is a nice way to change their traits without spending aspiration points, but it's a shame that it doesn't change their LTW.
46  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD on: 2010 June 12, 15:32:10
Not hoping to cause trouble (I'll be yelled at, anyway, though), but is there any chance we could get a progress report? An estimate, or something, of when Ambitions work might start?

In conflict with what Kyna said, Pescado seems to be waiting for the AMB patch to fix the bigger problems.

When EA releases their patch to fix the crap they broke, or never had working right in the first place, Pescado is going to have to go through and update for Awesome Mod again.   There is a good chance that this future patch will hit areas where Awesome Mod plays.

The latest update to AM (BUILD 06/11/2010 19:31:20), which is the first one in several days (not several per day), contains several changes in addition to an expiration date change.  This is by far the most significant package update in the last week.  It expires in 7 days.

Edit: What changed in the 6/11/2010 19:31:20 version: updated the build and expiration dates, changed several internal text string for localization.  No AMB or patch related changes that I saw.

I wasn't replying to Claeric, and my post didn't address the question of when AM will be updated for Ambitions.  I'm not sure why you linked my comments with a quote from Claeric.

I don't see how your post is in conflict with mine.  I said that Pescado would extend the expiration date when he felt the mod was stable.  The latest build has a longer expiration date, so I assume that AM is becoming more stable.

As for my statement that Pescado "often updates several times per day", that is fairly standard procedure for Pescado after an EP or patch.  I wanted to make sure that Miradne understood that they need to check before each play session that they are testing the latest version.
47  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD on: 2010 June 12, 06:28:57
So far nothing has happened except that Awesomemod keeps saying it will expire tomorrow. I just downloaded it again and it keeps telling me to renew it.

Could someone tell me why AM keeps asking me to renew? I've deleted it, gotten rid of caches, and downloaded a new one. Still says it will expire tomorrow, what happens then?

It is the 13th of June...I'm kind of afraid to try and start the game, though

All you need to do is to check that you have downloaded the latest version.  There will be a new version before the one you have expires.

This is a test thread, and Pescado is uploading a new version of AM frequently (i.e. often several times a day).  This is how testing works: people download AM, we test it in a "I don't care if it blows up in a BFBVFS" neighbourhood, we report any bugs/issues, Pescado updates AM, we download the latest version, and the cycle repeats.

It has a short expiry period so that people don't use outdated versions and report bugs that Pescado has already quashed.

When Pescado considers that AM 1.2.7/2.7.7/3.3.11 is stable, he will extend the deadline before expiry.

If you're not comfortable with the short expiry period, then don't use AM until it's out of testing.
48  Awesomeware / AwesomeMod! / Re: AWESOMEMOD 1.2.7/2.7.7/3.3.11 TEST THREAD on: 2010 June 11, 03:09:19
There seems to be a pathfinding issue with supreme commander. What happens is the current action flickers on and off rapidly and causes the sim to stand still and do nothing. I have noticed this with the toilet action, not sure if it happens with other actions as well. It doesn't happen if I disable supreme commander on that sim and allow the sim to autonomously use the toilet.

Test town: Sunset valley
Installed: World adventures, Ambitions, super computer, awesome mod


Look at where your sim is.  Is the sim standing next to the toilet that is on display in the art gallery when this happens?  Fix is simple: edit the art gallery and remove that toilet.    

It's been a while since I played SV, so I can't remember if it has any male only/female only doors, but they can also cause this problem.  AM sends the sim to the closest toilet, and this issue can result if the closest toilet is behind the wrong gender door.  Replace the doors with standard doors.
49  TS3/TSM: The Pudding / Pudding Plots / Re: Twinbrook Library with skill books on: 2010 June 06, 11:55:33
Will "regeneratebooks" work, given that the right bookcase apparently isn't in the library?

I had heard that the answer to the Twinbrook library issue was to edit the lot and add the bookcase named "The Book Corral".
50  TS3/TSM: The Pudding / Pudding Factory / Re: Antique Chronometer (Story Book Clock) now placeable on Fireplace. on: 2009 September 12, 04:25:41
what a clever kid you are  Grin

What a patronising first post.
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