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1  Awesomeware / AwesomeMod! / Re: Awesomemod for TS4? on: 2014 September 04, 11:19:49
We'll see. It's too early in the process to tell, but it certainly looks possible. It is likely we will return to the TS2 system of individual mods rather than having to have a single core mod, though.

All this, however, will have to wait until it is even possible to get and play the game.

This is very good news!  It's great to know you're even considering it!
2  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 19:27:36
Ok here's a stupid question.  Has anyone been able to edit an already running hood?
That's more or less why I came on for my question, as far as I can see, we can only edit Rivervew and Sunset Valley, we use the lite version and that will load without any buildings or sims.  What I want to know is where are the Adventures worlds, can we use them to edit to make regualr towns?  I've tried editing someone else's worlds and I get an error that it can't open packaged files, so a world that has already been uploaded and installed won't work.  I'd love to be able to use the 3 adventure worlds as my regular towns!
3  TS3/TSM: The Pudding / The World Of Pudding / Re: Create-A-World Tips, Tricks, and Annoyances on: 2009 December 18, 17:36:51
I was going to try it, especially as I'm running the Base game only, but your link's broken.
Fixed now.
I just downloaded it and had no trouble with the link, it installed through the launcher just fine, am going in game now to check it out, looks really good!
4  Awesomeware / AwesomeMod! / Re: What needs to go where to make AM work on: 2009 December 03, 17:15:56
You should have the .dll file in the WA directory only, not in both as Lady Moiraine states.
I'll remove the .dll file from the Program Files\Electronic Arts\The Sims 3\Game\Bin folder and see how it runs.  I know without that file in the WA folder, the game would not run for me, so I copied it.  There has been so much mis-information posted in many forums on where these folders and files go, it has been confusing.  Thanks for the advice, I'll give it a whirl now and check it out.

**********************

Update, my game is running fine.  I removed the .dll file from the Program Files\Electronic Arts\The Sims 3\Game\Bin and kept it in the WA folder and no problems. 
5  Awesomeware / AwesomeMod! / Re: What needs to go where to make AM work on: 2009 December 03, 09:53:16
The Sims 3>Mods>Files>DDFMap.txt
The Sims 3>Mods>Files>Resource.cfg
That Files folder is nothing for us, it's part of the AM framework.  Your actual resource.cfg file that starts the game should be in Program Files\Electronic Arts\The Sims 3.  In that same folder (The Sims 3) you should have Mods\Packages.

The ONLY file you need in the The Sims 3 World Adventures is the .dll file and that goes in BOTH places, the Program Files\Electronic Arts\The Sims 3\Game\Bin AND Program Files\Electronic Arts\The Sims 3 World Adventures\Game\Bin.  It does not hurt to have that .dll file duplicated --- at least I have not had any trouble running my game this way.  If you use sub folders, coconnor has the correct resource.cfg file.  But that is a different one than the one in the framework folder (Program Files\Electronic Arts\The Sims 3\Mods\Files), leave that one alone--leave that entire Files folder alone.  If you look there are 8 resource.cfg files throughout the Sims 3 folders, the ONLY one we are concerned with is in the Program Files\Electronic Arts\The Sims 3 and that file is the one responsible for your game starting or not.
6  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 14:06:50
Just to clarify, you are having the same problems with awesomemod removed from your game?  Does this happen even if you don't save during the vacation?  My game was fine, with respect to this issue, when I was running no awesomemod and unpatched WA, I shall try running no awesomemod and the patched WA to see if it makes any difference.
Oh no, the arrows work fine with the awesomemod removed.  My sims come and go I have had a sim visit each country and return home safely without the AM installled.  They click to go to base camp when they are in the country, then they can either use the phone or computer to return home back to the hood.  The AM is what is causing the problems with going home.  My game is fully patched.
7  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 11:34:49
I thought this too.  However after my first adventure in France (in a new test game post-awesomemod installation) the same thing happened.  I had put back in my awesomeconfig which still had the auto save set and it had saved whilst in the tomb.  So I am thinking that if you save whilst in the travel hoods, the 'return to base camp' button reverts to 'return home' and your sim disappears.  Anyone care to test this?
I only get click to go home in all my games, I removed the AM and it really is supposed to say click to return to base camp.  The arrow should not revert, there is something wrong going on here.  The phone, the loss of sims, this is al bugged.  Last night I even tried using the laptop to return home and they just stay in the country, they never leave, even if their time has expired.  When they are not in the base camp, the arrow should always read click to return to base camp, it's in my game like that when I remove the AM and my sims are able to leave the country either ahead of schedule or when their time is up, alive.  Wink

btw, I am running with the awesome config also with the story progression turned off.  And I never used the Indie stone.
8  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 02:39:16
And I see what the problem is with the arrow.  The awesome mod says Return Home but it is supposed to say Return to Base Camp.


I don't know if Pes has fixed this, but in my game while in China, the arrow says return to base camp, and sends my sim back to base camp without any problems, haven't tried all regions yet.

No, they are not fixed yet, I am in France with some new sims and it still says "Click to Go Home"  It should say, Click to return to Base Camp.  I just downloaded the newest version of the beta mod from today at 5:something pm.


I placed a copy of the d3dx9_31.dll and the Resource.cfg files into their respective locations in WA, then installed AM into the base game folders, where it use to go, and so far haven't encountered any strange behaviour, and no crashes yet, but time will tell.

I have just tried that now also and it does seem to be working.
9  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 00:32:11
I went through the tomb in France (Celtic Foray) and had no trouble with colllecting the items or doing the quest.  And I see what the problem is with the arrow.  The awesome mod says Return Home but it is supposed to say Return to Base Camp.  That is why the sims died I guess.  I think Thornton actually has come back to the game somehow because Morgana talked to him on the phone when she was inside the tomb, he also showed up grayed out with the other sims in Sunset Valley so he might actually be there.  I have a feeling Morgana will somehow come back to the game also, but I wanted to report what the arrow should read, not Return Home but Return to Base Camp.

To enter the tomb you have to be given the quest.  BUT if the quest is not completed and the initial clearing out of the fisrt door has been started, another sim can be given the same quest and pick up where the first sim left off.  The country does not reset itself after each sim visits.

Also, in order to do the buy and build modes in a country, you must have testingcheatsenabled true on if you don't have the config file with the awesome mod or if you are not using the awesome mod, that is part of the game itself.  Although it would be nice to be able to unlock the ability to build on a lot without having a sim on it, you have to unlock a code and I have not found out how to do that yet and testingcheatsenabled true does not help in that case.
10  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 24, 00:09:16
I have just had the Wolff family die in France.  I sent them separately.  There is the arrow to click for home and instead of going back to the home base, they die.  I have no other hacks, only Riverview and some paintings and furniture, the awesome mod is the only hack I have in my game.  It is still in the WA folder.  I honestly don't remember having the "click to return home" arrow the first time I played the quest in France but I might have, I'm going to put a new game in and see if it keeps happening.  Also, Morgana Wolff did that weird arms straight out to the side thing when she got off her scooter in France.
11  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 23, 18:58:14
For true testing purposes I should have left it that the game won't load where the files were originally intended in the Sims 3 folder but my curiosity got the best of me and I too moved the files  to the WA folder and the game does play now.  Sorry boss, I know work arounds are not what you want to see.

But I do have the original saved game that would not load saved if it is needed.
12  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 23, 18:27:08
I have a totally clean game, put in the framework and awesome mod and the game won't start.  It hangs on the WA screen.  If you would like a saved game, let me know, I'll be glad to link it to you.  If you want a saved game, let me know which one you want, from the base or WA folder.
13  Awesomeware / AwesomeMod! / Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion on: 2009 November 23, 17:25:01
I noticed in the download there is no config file to place in the game along with the mod.  Can we use the old config file?  Or just showconfig from within the game?  I have uninstalled and am reinstalling the game now to make sure it is totally clean.
14  Awesomeware / AwesomeMod! / Re: Awesomemod is not yet compatible with the expansion Pack on: 2009 November 21, 11:40:48
Right. Anyone feeling particularly brave can report to #grah for the 1.7 Basegame test.
If you need any additional testers, I'd be glad to help, I start a new game all the time, I'd love to help.  
15  Awesomeware / AwesomeMod! / Re: New AwesomeMod Request Thread on: 2009 October 02, 00:05:28
A console command to turn on/turn off all sprinklers on the lot would be nice.

But I like ghost babies. Not that I had any yet, but a ghost baby (or toddler) would be a nice addition to a dark scary house.. They should not age. They should haunt the house forever, as babies. Reminding of the terrible thing that make them die. In Sweden we call ghost babies "mylingar" and no, they never grow up.
Als der Frost ins Kind geflogen
hat es die Spieluhr aufgezogen
eine Melodie im Wind
und aus der Erde singt das Kind
16  TS3/TSM: The Pudding / Pudding Plots / Re: THE Community Lot on: 2009 September 24, 12:15:17
I actually liked this idea so much I made my own lot.  I have the bookstore, grocery store, theater, spa, Doo Peas, bistro, gym, picnic area, playground and pond.  Using this kind of a lot does free up many extra lots in the hood.  I have a 2nd lot that is not finished yet that has the hospital, warehouse and diner on it so that frees up 3 more lots in the game.  You can find my Central Park lot here:

http://ladymoiraine.com/forum/index.php?topic=276.0
17  TS3/TSM: The Pudding / Pudding Factory / Re: Male pregnancy clothing - now with morphing on: 2009 September 23, 11:54:51
Meanwhile, here's the 'pants pack' for my previous mod corrected for teens, if you decide to stick with that.
Oh thank you so much!!  That is really thoughtful of you, I had to scrounge way back for the original download because when I grabbed the new morphing mod, I had deleted the other clothes instead of keeping them in a safe place!  Thank you!  Should I decide to go to a longer pregnancy, I'll get your morphing clothes!  I start a new game so often I rarely play through them more than a week so for now, I use the 12 hour pregnancy.  Most of the time, I don't even see the babies aged up before I start a new game.  Once the awesome mod stabalizes, I'm sure I'll switch back to a longer pregnancy and slower games.  Wink
18  TS3/TSM: The Pudding / Pudding Factory / Re: Male pregnancy clothing - now with morphing on: 2009 September 22, 17:31:20
I just tried my mod with the 12-hour preg mod, and he's already huge when he does the preg spin-and-change. Give it a try and let me know!
In my game he does the spin but has no bump.  He went to the hospital in the maternity clothes but with no bump.  He walked like he was pregnant but did not show.
19  TS3/TSM: The Pudding / Pudding Factory / Re: Male pregnancy clothing - now with morphing on: 2009 September 18, 21:32:57
I was so excited to see you upgraded this mod but it won't work for me.  I use the 12 hour pregnancy and have to go back to your older version with the teens with no pants.  Could you possibly update the teen CMAR pregnancy clothes so people using your mod with teens will work right?  I would love to have a newer version than the original but it just won't work for me--not as long as you keep the morphing stage so late.  Sad
20  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 September 05, 14:49:32
Only my families that have the bless don't cheat.  Otherwise, all my married couples cheat on their spouses.  I don't care about them, they are the game's families but even after they are married, they still cheat.  If I bless a family, they are fine and don't cheat after marriage.
21  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 24, 12:10:11
That is normal. Sims tend to initially start out playing the field a bit, otherwise they'd deterministically settle into their best relationship, which people think is boring. However, after they reach the commitment stage, the other relations are frequently terminated, to avoid the previous pattern of the retained relationships resulting in constant affairs.
In my game, my Sims keep the red heart (romantic interest) they get when the romance is begun even after they marry someone else.  Also, I've noticed, if I don't bless a family, the NPC's of the game keep dating even though they have already married.  Now these are the Sims that come in the game.  I'm talking specifically about one of the females in the Roomies household that married Ian Bowlan (fat, neurotic, black guy that comes in the household with Abram Finkle) and he moved into the Roomies home with her, but she is constantly dating others.  I don't care about her, I left a couple females in the game to see what would happen to my gay males but she is quite the hussy.  As I run out of housing I will eventually delete her, reduce Ian's size and use him for one of my males but my game so far has been more of an experiment than a game so it's been interesting to see what happens using story mode.  I've used it in my past couple games and it's been kind of fun seeing how the game runs itself and I am using the awesome story driver.
22  TS3/TSM: The Pudding / Pudding Factory / Re: The NRaas Orienter on: 2009 August 19, 12:39:25
It works well. Do you casually know what are the extreme numbers for gender preference? I mean in TS2 they were about -1000 to +1000 I think. I was not sure in TS3 so I used -100 to +100 just to be on the safe side.
I think you can go as high as 9999, I wouldn't take it over 4 digits though.  For testing purposes I have one sim at +1999 and -1999.  When the game sets up the prefrences, the range is quite drastic, I was surprised.  It's usually around +1020 and -1020.  I use the Neighborhood Workshop to check these numbers.

twallan, I want to thank you for this mod, it does help keep the preferences in a more realistic range.  I might want to have a sim want only a slight preference to see what happens and since the game does set up such a large spread between positive and negative, I like using this mod to tone things down in my game.  Thank you very much! Smiley
23  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 13, 21:42:52
Gunther immediately paired up with one of the gay guys and moved in with him.
Old Gunther is one of the easiest Sims to "turn."  He's got a hot little number with him right now but you have to watch him because he wants to flirt with the ghost of Simon Crumplebottom when his main squeeze is sleeping.

I have just started playing with the story mode on and using the AS driver.  I have found some unusual hookups and shock regarding genders in my game.  I am setting up a new hood and have not made anyone "gay" or straight.  I went through the hood using the save game editor and made sure everyone's gender preferences were set to 0, both male and female.    Now I HAVE removed all females from the game except the ones the game will now generate but I'll keep those in the game.  I've removed all previous spouses which is why I reset everyone's gender preference to 0.  While I've been working on lots building and furnishing, I've noticed a couple that has really shocked me.  Dave Ramsey and Christopher Steel hooked up and I was surprised because they had a kiss moodlet and romance heart by their relationship after they had gone to tour the science lab.  I went into the save game editor and saw their gender preferences were 1005 for males and -1005 for females, this is game generated.  That is quite a spread.  I was really surprised at that kind of a spread, usually you'll find straight couples with a preference in favor of 5 - 9 maybe and a dislike at -2 - -5 but 1005 to -1005 was a real surprise.  I don't even edit a gender preference that low for dislike, I might change a preference but I always leave the other number at 0 and let the game adjust it, I find it odd the game adjusted this couple with such high numbers—neither one has the flirty trait but I do need to check and see if one of them has hopeless romantic.  Hell, what happened in that rabbit hole anyway?   Grin
24  TS3/TSM: The Pudding / Pudding Factory / Re: Male pregnancy clothing - with moderate added shininess on: 2009 August 13, 15:43:03
You've done a great job on this mod and I am happy to say I no longer have to bring the clothes in and out of the game as the pregnancies come and go, I'm able to leave your clothes in the game at all times now.  The only problem I'm having is with the teen everyday bottoms.  There aren't any.  If you get a chance, could you please take a look at this so my teens can have some pants when they head on out to the hospital?  Thanks!    Cheesy
25  TS3/TSM: The Pudding / The World Of Pudding / Re: Save Game Editor - Make things different. on: 2009 August 10, 16:54:18
One more last comment on the genders.  I spent all day yesterday setting up a brand new game, cleaned out the hood and now have a male only hood.  I also made sure all the gender preferences were set to 0 just to see what happens.  I ended up turning off story mode because I had SO many romances going on I could not keep up with it and I'm still tweaking the hood so I can safely say, in an all male surrounding, even with a gender preference set to 0, that does not stop them from romancing each other.  In a more balanced hood with mixed genders, I'm sure the preferences would kick in with more discrimination.
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