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1  Awesomeware / AwesomeMod! / Re: flagrant system error every 15 game minutes, no sims selected when traveling on: 2012 May 28, 02:35:42
I will fix this in the next update, but honestly, this is more of a symptom than the problem: There should never be a situation in which the game is actively running the clock yet there isn't an active household, and the fact that your travel didn't load a household correctly is a symptom of a bigger, not-AwesomeMod-related problem, which in turn triggering a cascade error condition because a basic condition of the game has been violated. So, this update will stop this particular error, but your game is probably still going to break because whatever is causing this basic state violation is still there.

I was able to find a previous save that was not too long ago where this does not happen, thankfully. I am assuming that this would not be easy to fix, or even fixable...

The only thing that I did which I think that could have been a contributor to the problem would have been editing an existing dog in CAS by using shift-click? That is pretty much the only time I've used it. It is strange that it would glitch travel since dogs don't travel.
2  Awesomeware / AwesomeMod! / flagrant system error every 15 game minutes, no sims selected when traveling on: 2012 May 27, 00:21:40
Game is version 1.33, with a recent awesomemod (< one week old) installed, and no other mods installed.

The game seems to be working normally, until I attempt to travel (I have travelled successfully in the past), but when the foreign map finally loads, there is a flagrant sims error that occurs every 15 game minutes, and my sims don't show up so there are no portraits in the left side of the window. Has this happened to anyone before? Does anybody know what the problem is?
3  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 May 01, 03:47:27
Although AwesomeStory and Aging are actually somewhat interrelated: Sims that are not aging will not perform "passage-of-time" based story actions, such as breeding, because otherwise you'd get a litter of ageless babies all over the floor.

If there currently isn't any way of letting everyone in town age except sims in the currently active household or blessed, then I formally request that feature. I think it would be nice to have a dynamic town while not having to worry about giving your current sims life fruit on time. I can never remember to have them eat that before its too late.
4  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 April 29, 01:49:29

They always existed in your town. They would wander around, possibly perform jobs, and do the other things that non-played sims in your town would do, but whenever it was time to go home they would disappear into the ether.

If you enable Awesome story-mode but never bother to put cribs in homes, yes, your town will eventually die off, with the exception of those premade homes that already have cribs in them, which isn't many if I remember right. I do not use Awesome story mode for that reason, as I cannot be arsed to bother stuffing cribs into houses of sims I am not playing.

I assume that NPCs such as mailmen or firefighters do not get homes? If they do, then would another NPC spawn to replace them if they die?

Also, if you have aging off, but awesomemod story mode progression turned on, would other non-sacred, non-selected sims age? It says on the wiki that Awesome story mode does not affect aging, which, I assume means that they would age normally like in EA story mode? Normally I would think that having aging off would also turn off aging in story mode, but the config option for TS2aging leads me to believe otherwise.

Sorry if it seems like I have 1000 questions, but, well, I have 1000 questions!
5  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 April 28, 05:41:00
Quote
They didn't "move into town" for no apparent reason. They had always existed, and so they were put into the town.

Existed where? Where does it grab them from, the generic premade models, or just sims that would already spawn and were already NPCs but the game never assigned them a home?

And for the cribs: if you enable story mode progression and aging, but never bother to put in cribs into homes, will everyone in the town eventually die off (except for blessed sims)?
6  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 April 25, 23:21:21
Maybe moving them out to the Bin and then moving them back into town?  I know it happens somehow, but it is usually regarded as a bad side-effect; sorry to be no actual help - but I know it is possible to achieve.

Thank you. That actually worked in fixing my bugged out sim who wasn't able to propose or be proposed to.
7  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 April 25, 01:10:42
Is there a command to completely reset the selected sims relationships? ie, make him/her not know anyone?
8  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 February 06, 04:04:13
I can't think of anything that would cause this, but send a save and I can take a look when I get time.

I sent you a PM, but I am not seeing anything in my outbox and I never saw a confirmation of it being sent, so since it had a captcha that might have silently failed, I am posting this message in case you didn't get it. Thanks for looking into this for me.
9  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 February 05, 18:38:28
Your information is a bit vague.  Is the other sim already engaged/married, that would prevent the option from appearing.  If the other sim is a random non-playing sim, it may be that story progression has entered them into another relationship without your knowledge.  Also what are their traits?  someone with commitment issues may not get the option, there are many possibilities, including mod conflicts that can cause this. 

Neither sim is engaged or married to any other. One sim does have two other "romantic interests", but that should not affect the option from coming up. Both sims were made in CAS, and story progression is off (this should only stop other sims from getting engaged on their own, right?). I have even changed their traits so that both of them are a "hopeless romantic" with no success. Awesomemod is the only mod installed.

Exactly. Also, if all else fails, swap sims and propose that way. If you end up with a family name that you don't like it's easy enough to fix at the town hall.

I have tried swapping, and then also doing nothing but romantic interactions with the other sim, but still, with the relationship at "girlfriend/boyfriend 100" and the other sim saying that the controlled is being "extremely irresistable", but proposing still never comes up.

Are there any time restrictions on the time between going steady and proposing? Would having aging set to epic or off affect this? Would there be something that can cause the fixall command to not work? Usually when I try running that command, it says that bad traits and "phantom butts" were removed. Is it normal to see that feedback?
10  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 February 04, 22:10:36
I seem to have some relationship glitch where no option to propose will ever show up for one of my sims, and the fixall command doesn't seem to fix it. I posted about it here: http://www.modthesims.info/showthread.php?p=3430055#post3430055
and got a reply from pescado saying that it should be working normally and to keep trying, but as my replies indicate, I have tried everything that I can think of (both sims' needs fulfilled, both happy, and relationship is at max) and my sim still seems to be glitched. Is there anything that I am not seeing here or anyway to possibly reset all of that sims relationship statuses?
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