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51  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 10, 04:08:56
I've hunted for any mention of this, but no dice.

I have Awesomemod installed and no other core mods. I have plenty of affordable housing within the price range for my sims, but whenever they try to relocate I get 'failed executing findhome.' They're in the homeless bin, with ample fundage to move, and they try to move every few sim hours, but no dice. All houses have cribs and there are plenty of homes in their price range. Am I missing something exceedingly obvious?

You've mentioned that your houses have cribs, but you didn't say if there were enough beds.  A homeless family of 5 is going to need a lot with enough beds to sleep 5 sims.
52  TS3/TSM: The Pudding / Pudding Factory / Re: Absimiliard's Realistic Aging Mod on: 2009 September 10, 03:55:05
teenager is the most interesting life stage

I disagree, and am so glad this mod cuts the teen stage to about where it should be.

I always felt that they made the teen stage twice as long as it needed to be in TS2, and they've done the same in TS3.  Personally I find the stage boring, especially in TS2 - by the time my sims turned teen they were one point away from maxing out all skills, so it was a case of picking knowledge & getting the Max Skills LTW completed, picking up the last couple of scholarships, using TJ's crystal ball to summon a compatible townie teen to macro/romanticate to get the first kiss out of the way, then on to uni ASAP.  The only advantage TS3 teen stage has over TS2 teen stage is that I can grow my sims up as soon as they hit teen if I get too bored with the stage.
53  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 06, 06:07:21
Some questions:
- why was a boss created as soon as the sim hit lvl 9, when there is no boss metric at that career level?
You probably did something to trigger it, such as turning in a quest or picking a tone which granted boss relationship, thus causing you to meet it (which means it needs to be generated now). A random event may also have given you this.
My sim has several friendship-based lifetime rewards, including the attractive bonus which made them instant friends.  No quest was involved, and the tone was either working hard or normal.  The only random event was my sim's arrest, which was after the boss was created.

Quote
- Am I going to have wait until my sim's pay reaches §525/hour before she can displace the boss and take her place?  At §33 per pay rise, with a pay rise every second working day (assuming she doesn't get arrested on the second working day), and with a 4 day working week, it will take a while before she earns enough to displace the boss.
No, you only need to have a bigger pay-rise than the person you're trying to displace. In this case, your opponent has a "0", so at +33, you will displace them at the next session.
Good, I was worried that it might be a comparison between hourly rates of pay.
54  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 September 06, 05:52:49
Running ASM, timestamp: 01:02:02 2009/09/06

I expected my sim to be promoted to the top of her career when she maxed out her performance at level 9, but it didn't happen.

The background & some relevant details:
- My sim was promoted to level 9 of the criminal (thief) career, Cat Burglar.
- As soon as she got promoted to level 9 the game created a level 10 thief to be her boss.  I'm not sure why this happened, as there isn't a boss metric for this particular career level.
- My sim didn't interact with her boss, but she has the "attractive" bonus and they went to instant friends as soon as the boss was created.
- When my sim's performance was maxed out I expected her to get a promotion, however she got a pay rise instead.  Again I'm not sure why, as I didn't think Master Thief would be a job that is limited to only one position.
- I used Twallan's supercomputer to check that there was only 1 sim working as a Master Thief. 
- The boss is earning §525/hour, which is apparently the base pay for the position (her jobinfo isn't showing any bonuses). 
- My sim's hourly pay is §225 (base) + §33 (the pay rise she just got).

Some questions:
- why was a boss created as soon as my sim hit lvl 9, when there is no boss metric at that career level?  I thought ASM didn't create unnecessary bosses.
- why is Master Thief limited to one position?  I would expect a town to have more than one active criminal who could thieve at that level.
- Am I going to have wait until my sim's pay reaches §525/hour before she can displace the boss and take her place?  At §33 per pay rise, with a pay rise every second working day (assuming she doesn't get arrested on the second working day), and with a 4 day working week, it will take a while before she earns enough to displace the boss.

It seems like the boss was created solely to slow down my sim's run to the top of her career, turning a 3 working day wait for promotion (it would have been two days, but she got arrested on the second day) into a wait of several weeks.  I considered killing off the boss, but I assumed the game would simply create another one to take her place since the game seems to think my sim needs a (pointless) boss.
55  TS3/TSM: The Pudding / The World Of Pudding / Re: fridge bug on: 2009 August 28, 02:16:03
Anyways, a quick delete and replace should solve your issues.

I guess you didn't see this part of the original post:

I deleted it, bought another, same thing.
56  TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror on: 2009 August 28, 01:54:04
Now only if it would have the option to abort. Buskill turns to bus abort. I have a pregnant elder ghost (don't ask) and need to get rid of the spawn. It doesn't come out EVER, elders aren't supposed to breed. Can't edit in CAS, it gets stuck, so abortion should work.

GIEV ABORTIONS NAO!

If you have AwesomeMod in your game, try the falconpunch command to abort the spawn.
57  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 24, 07:26:38
The process I use uptodate to change a household name is to move all members to another household, rename them and then move them out again to create a new named household. It would be easier if I new it beforehand by a screen notice.

Or you could rename your household on the Edit Town screen.
58  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2009 August 24, 01:17:48
I don't know if this problem came with indiestone mod or awesomemod but I have the same problem. In my neighborhood the "Roomies" became the "Mcgraw" and the "Single moms" became the "Mcirish". I suppose it is changing the lot name to the last name of the oldest membe can someone clarify?

One of ISM's features was that it would change the household name in the manner you describe.  This is not the same as the lot name, neither AM nor ISM changes the lot name.

You are confusing lot name with household name.
59  TS3/TSM: The Pudding / Pudding Factory / Re: Hatchet Falls: Sunset Valley, Redefined on: 2009 August 23, 01:41:26
The only things missing are the theater and the spa, because I think they're pointless and I couldn't find a good way to make them work in a rural hood

I would argue that both of these could be made to work in a rural community.

Many small towns & hamlets in the rural area I grew up in had a civic hall, a building near the council chambers that was basically a hall that could be hired.  The hall was a focal point of the local community, and was often used for movies, for dances, for wedding receptions, for meetings of various local clubs/societies (and for functions these groups may stage), and for gigs by local bands.

As for the spa - what about a beauty parlour or hairdressing salon?  What small town doesn't have hairdressers who also double as beauticians?
60  TS3/TSM: The Pudding / The World Of Pudding / Re: question about the death of a Chosen sim, when the family wasn't being playe on: 2009 August 22, 12:18:07
minonda, I think you missed my point.  I mentioned the Adult Jobs For Elders hack (or whatever it was called) simply because it removed one of the few significant differences between adults & elders in TS2.  It's not that I found the jobs inherently interesting in themselves.

Once you took away the employment discrimination there really wasn't a great deal of difference between adults and elders in TS2.  The main differences were that elders could not get pregnant/give birth, and that elders had an advantage over adults when it came to encouraging personality traits.  Did you find pregnancy & birth so fascinating in TS2 that sims who were no longer capable of it were suddenly boring?

I'm not elderly myself, being only in my mid-40s.  I do think it is unfortunate that our beauty-oriented, youth-obsessed culture tends to fear elderly women (oh no, is it catching?) & the aging process (zOMG, it IS catching!).  I suppose my gameplay reflects my values when it comes to the elderly.  Personally I'd rather play sims who are elders than sims who are in the overly-long teen stage.

BTW, double posting does not mean making the same post twice.  It means making two consecutive posts in a row, without anyone else posting in between your posts.  We have a modify button so that you don't need to double post.
61  TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss on: 2009 August 22, 04:42:37
Is the sim pregnant?  Editsim won't work if the sim is pregnant, and neither will any other cheats or mods that send the sim back to CAS (such as the tweak option in ISM).
Yes, she is. That explains it thanks, glad I mentioned it or else I'd be trying to load cas over and over  Undecided.

I honestly thought this was common knowledge.  It's been mentioned so many times here now I don't know how you could have missed it.
62  TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss on: 2009 August 22, 04:29:07
Currently I was using the editsim and just changing the age back, but now Create-A-Sim won't load after I enter the cheat. The load screen comes up but, after that it just spins around. I'd report it, but the manual says it's still experimental and unsupported. I was going to uninstall AM and then reinstall it ot see if that would fix it.

Is the sim pregnant?  Editsim won't work if the sim is pregnant, and neither will any other cheats or mods that send the sim back to CAS (such as the tweak option in ISM).
63  TS3/TSM: The Pudding / The World Of Pudding / Re: question about the death of a Chosen sim, when the family wasn't being playe on: 2009 August 22, 01:55:12
Generally speaking I find elders a bore and am happy when they die,  although in TS3 they are more interesting because they can spend time gardening, fishing and collecting. In TS2, until the ability to garden and fish was in the game, they were a complete bore.

In TS2 I was using the Director's Cut set of hacks, with included a hack to allow elders to find adult jobs.  Once I had that in my game the only difference between elders & adults was the fact that female elders couldn't bear offspring (although they could adopt).  Are you arguing that it is the ability to get pregnant and give birth that makes sims not be a "complete bore"?  Why would an elder male be any different to an adult male in terms of interest and playability?  There is no difference in the things they can do, and Motoki's "adult clothes for elders" mod got rid of the pot bellies and saggy boobs.  Elders in TS2 were always useful.  If I didn't keep them working in their jobs to bring in money for the household, then they were useful as unpaid, controllable child-care workers.  They were great for encouraging personality traits in their grandkids.

BTW, we have a modify button for a reason (and yes, it does work).  There is no need to double post.
64  TS3/TSM: The Pudding / The World Of Pudding / Re: The House Phone Only Rings When... on: 2009 August 21, 18:57:01
Even with no house phone I still get notifications that so-n-so has a short time to live, then the next day that so-n-so has died.  There is no reason to have a house phone (IMO)

You need to have one, for a few seconds at least.  Silence one house phone and you silence all the cell phones as well, and the silent setting carries over to other lots you may play in the same neighbourhood.
65  Awesomeware / AwesomeMod! / Re: Awesomemod not working for me on: 2009 August 21, 17:18:33
what do i do after opening awesome.zip

Nothing.  If you can't find the instructions when they were in the post you downloaded the zip from then you are obviously too stupid to use your computer and you definitely shouldn't be messing with beta hacks like AwesomeMod.
66  TS2: Burnination / The Podium / Re: Is it safe to move maxis pre-placed lots? on: 2009 August 20, 19:05:21
As long as you don't lotbin any occupied lots it's safe.
67  TS3/TSM: The Pudding / The World Of Pudding / Re: The House Phone Only Rings When... on: 2009 August 20, 18:58:33
Anyone else ever notice that the house phone only rings when an elder dies from old age? At first I thought it was just that certain household, but as I started creating new families, it was still the same. Is it like that for you guys?

* Kyna tries to find the facts & strategy in your post.  Fails to find any.

This section of the board is not for asking questions.

As for your question, I have no idea.  I switch off the house phone so that none of the phones ring.  Incoming phone calls distract my sims from whatever it is that I told them to do (and yes, they do still get opportunities with the phones turn off).
68  TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss on: 2009 August 20, 18:38:13
The separate on/off aging would be a big help for me. Sometimes you have toddlers and adults in a family, and I always want the toddler to grow up but then you get closer to the adult aging up too.
I didn't have it in sims 2, but I'd love it for sims 3.

Yes I do know about the birthday cake. But after having multiple kids I like playing along with their aging time schedule and teaching them to walk and talk before they have to grow up.

OK, I'm confused.

You said you wanted individual aging so you could grow toddlers up early.  Then 20 minutes later you said that "after having multiple kids" you now play along with their aging schedule to get all the training in.

You must have a very fast computer to have had "multiple kids" in that 20 minutes.
69  TS3/TSM: The Pudding / The World Of Pudding / Re: Deadly Ghosts on: 2009 August 20, 18:24:26
It's just getting harder to kill your sims as the series progresses.

The first time I saw TS1 was when a friend of my daughter was playing it, and she showed me some of the different ways you could kill off your sims.  It looked like fun, and I went out and bought the game for myself so I could have fun killing off sims on my computer.

TS2 made it harder to get accidental death.  I never had the choking-after-giving-birth death glitch, and I never had an illness that went around my neighbourhood killing off my sims.  I think I had less than half a dozen genuine accidental deaths in all the years I played TS2.  I tried to get both "death by flies" and "death by satellite" the first time I played a Legacy, but I lacked the necessary patience and eventually gave up.  Sure, EA gave us "running with scissors", but then they took it away - they replaced the download with a less-fatal version.  Hello EA?  What's the point of that download if it doesn't kill our sims?

Now in TS3 it's become even harder to kill our sims.  We've lost "remove the ladder" to drown our sims, instead we now have to wall the pool in.  Removing a ladder was much quicker.  Electrocution isn't as easy as it used be, now we get a warning when trying to electrocute our sims - the singed moodlet.

I like the idea of accidental deaths, they add interest to the game.  They're almost impossible to achieve now, probably due to too many complaints from whiny BBS sheeple who didn't know how to look after their sims.  It's also become harder to deliberately kill our sims, and there's no reason I can see for EA to have done that, after all we wouldn't be deliberately trying to kill our sims if we didn't want them to die.
70  TS3/TSM: The Pudding / The World Of Pudding / Re: Objects I miss on: 2009 August 20, 18:04:41
The separate on/off aging would be a big help for me. Sometimes you have toddlers and adults in a family, and I always want the toddler to grow up but then you get closer to the adult aging up too.
I didn't have it in sims 2, but I'd love it for sims 3.

In TS3 you don't have to wait until the birthday to age up your sims.  You can age them up any time using the birthday cake (or by using the cheat on the shift-click menu).  Your toddlers can grow up without the adult aging a single day.

I know this isn't the same as separate aging, but it does deal with the situation you mentioned.
71  TS3/TSM: The Pudding / The World Of Pudding / Re: Deadly Ghosts on: 2009 August 19, 17:01:20
I haven't tried anything with sims that have the coward trait, but so far...No deaths, no peeing of the pants, no fainting.

Cowardly sims will faint, and so will cowardly ghosts.  The Goth lot has a ghost with the cowardly trait, and she is constantly fainting when she sees any of the other ghosts there.
72  TS3/TSM: The Pudding / The World Of Pudding / Re: Big bug CAS randomly generate Male invisible on: 2009 August 19, 01:34:48
As you've noted: the recent patches (1.3 and 1.4) added this bug to the game.  It seems to be connected with an adult male one-piece outfit.  YA males are not affected.

I don't know if there is a fix for this bug, but there is a workaround - try dressing the sim in two-piece clothing (i.e. separate top & trousers).
73  TS3/TSM: The Pudding / The World Of Pudding / Re: Someone want to write a Stereo music fix? on: 2009 August 19, 01:27:29
No, this fixes it so that the build/buy music will play again as well as the stereo.  If you don't want build/buy music, just make another household active, buy them a stereo and turn it on.  Then switch back to your house and turn off/on the stereo.  That will cause the bug that stops music from playing in the build/buy menus.

Or, you know, go into the options and fiddle with the audio settings...

I must be either blind or stupid (or possibly both) because I can't find a way to mute the build/buy/cas music that doesn't also mute the music in live mode.  I want music in the game, I just don't want music in build, buy, cas, or that music that plays when I am exiting the game. 

On the music tab I can see lists of the tracks that play in most of these modes (except the exit music), but the only option I have is to "preview" the tracks.  On the sound tab I have an option to mute music, but that would mute the in-game music as well.

So how do I fiddle with the audio settings to turn off music everywhere except in live mode?
74  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2009 August 17, 02:33:15
How are managing to have the house name automatically become the same as the household name?  Do you have a mod that renames the house to match the name of the household?

It's not automatic; you have to rename the house yourself.

I know that.  Figwit was saying that in their game it is automatic, and I was curious about how that was happening.

I was also wondering if perhaps they were confusing house name with household name, which may explain why AM's "ancestral home" feature doesn't seem to work for them.
75  Awesomeware / AwesomeMod! / Re: deconstructing the 1am freeze on: 2009 August 17, 01:35:38
Does this still work?  Most of mine seem to automatically have their names as the house name anyway and it doesn't stop story mode from moving them.

How are managing to have the house name automatically become the same as the household name?  Do you have a mod that renames the house to match the name of the household?

I know ISM had an annoying feature where it would rename the household to match the surname of the family, but that's not the same thing as matching the house name to the household name (which is what AM requires to keep the family from moving out).
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