More Awesome Than You!
Welcome, Guest. Please login or register.
2022 May 27, 20:01:57

Login with username, password and session length
Search:     Advanced search
540176 Posts in 18051 Topics by 8068 Members
Latest Member: lamegamer
* Home Help Search Login Register
  Show Posts
Pages: [1] 2
1  Awesomeware / AwesomeMod! / Re: Just trying to track down a bug in my game. on: 2022 May 26, 15:33:37
Do you mean the career that lets you design rooms in houses?

Yes exactly. It shows a budget of like 2.0000000 on the popup when you get the option to accept a job. Im not saying its caused by awesomemod but tryna track down the issue, and just wondered if people who have the nokewianbasedsubstitute on experience this issue too.
2  Awesomeware / AwesomeMod! / Just trying to track down a bug in my game. on: 2022 May 25, 17:41:27
So the issue I'm trying to track down regards the architect career and that the popup will show the wrong budget (showing like trillions of simoleons) but once you build its the real budget so no issue there but just minor annoyance. I have turned on the acceptnosubstitute thingy in the config which makes quality of items impact scoring. Does anyone know if that options could cause this bug? If someone else experienced something similar. I dont have access to my computer atm so thought might as well ask so that in case its responsible that I could just fix that once I get access again.
3  Awesomeware / AwesomeMod! / Re: How well does the neighborhood pet adoption work with awesomemod installed? on: 2022 April 20, 21:31:22
I run both. I don't run a 'buy a pet' shop, I use the phone and get a choice of 6-8 animals. These can be completely modified in pet CAS so it doesn't really matter what you get. In NRAAS you can set max numbers of roaming animals in the hood, and say no to pets on community lots. I rarely see any pets other than the ones belonging to the active family.

Thanks for your response! thats what I do now when I want a pet I use the shelter option since I otherwise have neighborhood pet adoption unavailable. So it becomes a game of checking every few days to see if they got a pure bred dog or just another mutt (I think the chance is like 20% to be a pure bred dog/cat/horse in the shelter option).

However, my issue is when I use awesomemod storydriver no one seems to have pets adopted to their families so it gets a bit boring being the only family with a pet during the dog meetup etc Tongue I could add manually but would get tedious so considering making neighborhood pet adoption available instead since that would at least force the game to spawn pets in families every now and then.
4  Awesomeware / AwesomeMod! / Re: How well does the neighborhood pet adoption work with awesomemod installed? on: 2022 April 20, 21:25:41
I don't see how it would cause any issues, so should be fine.

Thanks! I'll give it a try. Btw, are families using the awesomemod storydriver supposed to adopt pets? cause I don't think any of the families in my town has any pets tbf.
5  Awesomeware / AwesomeMod! / How well does the neighborhood pet adoption work with awesomemod installed? on: 2022 April 18, 11:59:58
I noticed that no one really adopts pets with the awesomemod story driver (unless I've ticked some option somewhere), hence considering to enable the neighborhoodpet adoption in overwatch in order to cause more adoptions of pets in the neighboorhood. I turned it off previously due to people mentioning a lot of bugs and issues with the pet adoption feature.

So the question is, does it work well with awesomemod installed I noticed that the mod cleaned up some parts of the neighboorhod pet adoption system by reading the manual. Is it worth to put it on or will it still cause a bunch of issues and bugs, or even maybe get my neighborhoods run over with pets?
6  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 April 10, 16:19:53
Oh wow. Bless you kind stranger! Perfect I'll have a look! Boat neighborhood I assume means isla paralagso? But from what I take it doesn't prevent sims from randomly spawning boats to path over water.
I'm not a stranger, I'm tsen. Well, Pescado changed my username, but still. I'm not a stranger, I've been here for like 13 years! Anyway, I'm not clear on what effect it has on that - do they need to HAVE boats to spawn boats that way? If so, not having boats would prevent this (if you take away their boats). But if not, no, it probably has no effect.

Sorry if I've been leading you down the wrong path, I've just been trying things I usually try when my game breaks.

"To verify that your trait loaded successfully, use the "traitinfo" console command to see if data could be brought up." - from 'creating custom traits'.
For the record, I was using that exact document as a source since I have it from you in your TS3 director's cut. Tongue

Thanks for your help! Ive been MIA for a bit due to not having access to my computer for the game. I still kinda confused regarding the whole boat thing tbh I guess it dont really matter and I should try to start a world in order to experiment. Like does it refer to the boat taxis or like npc using randomly generated boats to path, cause I honestly dont remember getting free boats.

I'm new to this forum unfortunately so I assume Im the stranger and that means everyone else is a stranger to me Tongue But I appreciate that there are friendly souls helping out other people here. I managed to figure out my issue thankfully though with the chosen thing. I was being stupid at the end of the day, you need to remove the trait cap apparently which I didn't realize.

Quote
Are you 100% sure that story progression is turned off in NRAAS?

Are you testing in a brand new world?

I also run the patch for after version 1.67, for the game before Origin, just in case any files have become corrupt. If you play through STEAM, don't do that, I don't know what version 1.69 does.
PROBABLY none of those things should matter, excepting possibly the last one: If you have the steam version, definitely don't use the steam version, since it may or may not change something awesomemod needs, like potentially how traits are defined or something like that.
7  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 23, 01:09:07
Just a question btw if you happen to know. When I typ showconfig an option appear that you can't alter in the configuration file from the awesomemod website. Namely "no free boat". You cant change it yourself in the config file from here, but I'd like to have it permnanently as false (if I understood what it means correctly) cause I do have issues with random townies trying to path through waters but it kinda fudges up most of the time.
It may simply be unimplemented/unfinished and I've asked about it already, so I'll let you know if I hear back, but, in principle, you should be able to add the option to the internal XML file in aweconf.package, if you know how to do that.

Update: Pescado says that it is implemented, and that what it does is stops free boats from spawning in sim inventories so they have to pay for them properly. He doesn't seem to recall why it's not in the config tool.

Update update:
17:40 <@Pescado> Okay, there, I fixed it.
17:40 <@Pescado> The server didn't have the latest aweconf file so the page script wasn't
                 listing it.
17:41 <@Pescado> The config option made it so sims don't get free boats outside of the
                 Boat World.
17:41 <@Pescado> Default game, apparently, gave every sim, everywhere, regardless, a free
                 boat that they didn't need.
17:42 <@Pescado> AwesomeMod changes that so they only receive the boat in the boat
                 Neighborhood, because that's the boat world.

Oh wow. Bless you kind stranger! Perfect I'll have a look! Boat neighborhood I assume means isla paralagso? But from what I take it doesn't prevent sims from randomly spawning boats to path over water.
8  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 22, 19:04:22
Hmm, I tried the addtrait. I tried 'sacred' 'radar' 'bless' 'blessed'. It came up as a non-existant trait. Maybe there is my issue somehow.
Can you add, uh... "incontinent", "pedobait", "narcolepsy", or "tealdeer"? If none of those work (disclaimer: I'm not sure whether any of them might have been removed, because some of the traits were never fully implemented, although I think those all were) then you probably don't have any of the Awesomemod traits, and you should check your config first and then check for possible trait list conflicts.
I actually think there's a command you can use to list traits, but I'm not sure what it is. Try "traitinfo"? That might just be for info on specific traits though. (You should still use it to test out specific traits to see if that might give more useful information.)
If one or more of those DO work, then you have at least some Awesomemod traits, but you might be missing the Administrative traits (which is what sacred and radar are) in particular. I've asked Pescado if there are any others that you can try to confirm; I'll let you know.

Just to be totally sure, try using addtrait on a basegame trait you know exists, too, to make sure it isn't trait-adding that's broken somehow.

(And, to be clear, it's definitely "sacred" and not "blessed", that one I have seen in the game specifically.)

I'll give it a try thank you very much!

Just a question btw if you happen to know. When I typ showconfig an option appear that you can't alter in the configuration file from the awesomemod website. Namely "no free boat". You cant change it yourself in the config file from here, but I'd like to have it permnanently as false (if I understood what it means correctly) cause I do have issues with random townies trying to path through waters but it kinda fudges up most of the time.
9  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 22, 16:10:06
I'll give that a try! What is the name of the trait for sacred and the trait for radar? I assume that also that means it will only track and/or protect that sim and not the whole household.
The trait for sacred is 'sacred'. It looks like the trait for radar is 'radar', but I didn't confirm that in game or by looking in the package. The command actually just applies the trait, so it's exactly the same - doing it for the whole household just means applying the trait to everyone in the household. Well, I guess it's possible it could be doing something extra I don't know about - ask Pescado.

For the record, witch's advice here is completely unrelated to anything that could reasonably be the problem. Tongue

Yeah, of course, I'm just happy that anyone is trying to help me with any means possible. Thanks for that.

Hmm, I tried the addtrait. I tried 'sacred' 'radar' 'bless' 'blessed'. It came up as a non-existant trait. Maybe there is my issue somehow.
10  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 21, 10:14:59
UberCuber: my game resets itself to default options when I swap out an AM. I have to go into game options and set everything the way I want it.

ETA: Try clearing all leftover caches from previous games. I made a batch file.

del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\CASPartCache.package"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\compositorCache.package"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\scriptCache.package"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\simCompositorCache.package"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\socialCache.package"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\DCCache\missingdeps.idx"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\DCCache\dcc.ent"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\Downloads\*.bin"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\SigsCache\*.bin"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\SavedSims\Downloadedsims.index"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\IGACache\*.*" /q
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\Thumbnails\*.package"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\FeaturedItems\thumb_*.png"
del "C:\Users\witch\Documents\Electronic Arts\The Sims 3\WorldCaches\*.*" /q
exit


ETA2: Make sure you are using AM's story mode drivers. Check your AM config file. You may have to turn off NRAAS storydriver in its own interface. There's also a way to turn off the command line feature if you don't use it, so check that it's on. (Testing cheats enabled true?). There is a setting in NRAAS that by default disables the command line.

STORY MODE FEATURES:
1.  Awesome Story Driver [Optional - Default: Enabled]
     Enables the experimental AwesomeMod Story Driver, replacing the EA driver.
2.  God's Chosen People
     Control-Clicking a sim/house will offer the option to "Make Sacred" or
     "Remove Sacred", giving that household or sim immunity to StoryProgression
     and other assorted random toadings. The Chosen receive a gold halo on
     their house and on their tracking tags when tracked on radar. You may
     switch instantly between the Chosen household with CRTL-RClick. This
     feature will only function if you are using the EA-based or Awesome Story
     drivers. Other third-party drivers do not use this.


ETA3: Blessed is the only other word that Sacred ever used, to my knowledge.

1. I do use a save cleaner so I tend to clean out those files fairly often

2. I don't use nraas story progression, and I am pretty sure that its awesomemod story driver active since I get the tracking things in mapview which says things like "doing: skill class" etc of random sims being pushed by the story driver.

3. I guess this is in relation to the trait? That the trait of sacred sims would be called "blessed". I'll try addtrait "blessed" today when I get back and see if that works.

Thanks
11  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 18, 17:13:21
Can you add traits to the sims using the command?

Can you add those specific traits to sims using the command?

I'll give that a try! What is the name of the trait for sacred and the trait for radar? I assume that also that means it will only track and/or protect that sim and not the whole household.
12  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 18, 11:45:56
I have tested the new Awesomemod with my game and Sacred works as normal. Did you reset all your options in the game and then restart before loading a game?

Sorry, what do you mean by reset all options? I don't think I saw something like that before.
13  Awesomeware / AwesomeMod! / Re: Make sacred/track radar not working all of a sudden on: 2022 January 18, 11:42:50
It's an action with very little in the way of any prerequisites, so if it fails to take effect when clicked, and the turn on/off option change, something is interfering with the game's very basic command pathways. Do OTHER actions do anything?

Yes all other commands work as far as I am aware except (I tried them in command format as well) "bless" /make sacred or "radar" / track on radar. I did the listchosen command and it shows up an empty list so that kinda confirms that it's not taking effect for me.

I have tried before in another save to see what it was and then I could I use the track on radar (never tried the make sacred but I assume theyre some how connected since neither of them work now).

I don't tend to use many mods: Awesomemod, Nraas. Bug fixes mod, default replacements and xml tuning files to make the game harder. But I've been using the same mods for the most part I'm pretty sure. Or at least dashboard doesnt say that anything is conflicting.
14  Awesomeware / AwesomeMod! / Make sacred/track radar not working all of a sudden on: 2022 January 17, 20:15:29
Hello again. This relates to the previous post but wasn't sure if it was gonna notify in the comments. Ive previously used track on radar option before just to try it out and it worked fine. I'm playing on another save now and the options appear and the mod works, but neither track on radar nor make sacred works. Clicking on them results in nothing happening and they still have the same options on them while clicking as if nothing has happened.
15  Awesomeware / AwesomeMod! / Re: Make Sacred. Will it prevent someone from getting a career? on: 2022 January 17, 11:42:26
If you're having trouble making sims sacred, ctrl-click on another sim and choose sacred. From Map view I think it might be ctrl-rightclick on the house, but just experiment.

Like the interactions show up, but nothing happens when you click it. It worked fine before when I used the track radar thing, the person was being tracked and when you clicked again it said "Untrack" or something like that. However, now it doesn't appear to work at all.

I tried to do it on another sim and same there, nothing. Nothing at all…
16  Awesomeware / AwesomeMod! / Re: Make Sacred. Will it prevent someone from getting a career? on: 2022 January 16, 20:12:54
Sacred SHOULD prevent the game from making destructive alterations to the sim, yes.

Hmm make sacred don't appear to work for me. I press it yet nothing happens..

Same with track radar. Nothing. I'm confused, it worked in my other save just fine…
17  Awesomeware / AwesomeMod! / Re: Make Sacred. Will it prevent someone from getting a career? on: 2022 January 16, 11:26:16
Do you have the same trouble with butlers and also sometimes with maids?

Maids I don't think so. But they're service sims I believe, but the bistro set creates new homeless sims IIRC. I haven't had a butler yet so I don't know unfortunately
18  Awesomeware / AwesomeMod! / Make Sacred. Will it prevent someone from getting a career? on: 2022 January 15, 23:19:42
I'm using the business as usual bistro set from the store which lets you hire a chef to tend the stove while on a community lot. However, I noticed that it switches everyday with a message like "The regular chef cant come to the shift X will work instead". I then noticed that most of the other previous chefs entered into showtime performance careers which I assume is causing them to not show up for shifts. So I'm gonna try to see if they will continue working if they dont end up ina career. What feature is best to use for that? I noticed there was a make sacred feature which prevents awesomemod from doing anything with the sim as if it was an active sim. Will that feature work in this case?
19  Awesomeware / AwesomeMod! / Re: Random orange trackers on sims (update) on: 2021 December 29, 14:10:14
Apparently that's Awesome Mod story progression. I always thought the brown houses were friends of the active sim. I don't know why they only sometimes show. I don't recall if they can be turned off, I'll ask Pescado. NRAAS has 'Tagger' which allows you to assign tags, but don't know if they can unassign them or whether that would cause a conflict between the control mods.

ETA: Those tags are brown to me so that's where some confusion arose.
The houses are households the active sim knows. Orange (that's orange) tags with sim faces are missions. Under certain circumstances the tags may also be red (low-detail mode, I forget what this ultimately means) or yellow (sacred). I've never seen them blue.

Orange household tags I do get but I believe thats in the original game.

Missions? what do you mean by that?

I get red taggers if I activate the tracker on that sim personally, blue I'm not sure why it became blue but all sims in the family saw the tagger as orange, but one who saw it as blue.
20  Awesomeware / AwesomeMod! / Re: Random orange trackers on sims (update) on: 2021 December 29, 14:07:52
Apparently that's Awesome Mod story progression. I always thought the brown houses were friends of the active sim. I don't know why they only sometimes show. I don't recall if they can be turned off, I'll ask Pescado. NRAAS has 'Tagger' which allows you to assign tags, but don't know if they can unassign them or whether that would cause a conflict between the control mods.

ETA: Those tags are brown to me so that's where some confusion arose.

Aha I see! Well then I don't have to be worried that I fucked something up at least, but would be nice to turn it off if possible. Thanks for your help!
21  Awesomeware / AwesomeMod! / Re: Random orange trackers on sims (update) on: 2021 December 27, 13:08:51
Those are the sims that your active sim knows.


But it only shows random and sometimes none of them know the person. Or are you talking about the blue? If so what rank of friends they gotta be to become blue?
22  Awesomeware / AwesomeMod! / Re: Random orange trackers on sims (update) on: 2021 December 27, 09:59:53
That's the color of a sim that's doing the thing. Story Progression in action.

Ohh so I'm not the only one with these? And these story progression updates can't be turned off?
23  Awesomeware / AwesomeMod! / Random orange trackers on sims (update) on: 2021 December 26, 18:42:53
I've noticed that i'm the only one asking questions but hopefully thats cool. So thanks for being patient.

Like 5-6 months ago I asked about these random orange trackers. I never really found out what it was but I also don't think that I posted a pic to help in narrowing it down. I've asked other users of awesomemod and they didn't have these so I'm a bit unsure how to either remove them (if they can be). I'm gonna post a picture here so I can show what I meant back then and what I experience now as well. This is what it looks like: https://ibb.co/s6ZRrLn some sims in the family can have it in blue as well (but I'm not sure what makes it blue in those cases as the other family members will have standard orange color, I figured maybe some level of friendship but I couldn't really narrow it down).

Thanks
24  Awesomeware / AwesomeMod! / Re: 2 questions regarding the AwesomeMod on: 2021 December 20, 12:42:53
There shouldn't be any problems with appending to it, far as I know, although I don't know what "autoupdate!" is.

It was inside the framework. Thanks for your help. Pray for me that I don't screw anything up.
25  Awesomeware / AwesomeMod! / Re: 2 questions regarding the AwesomeMod on: 2021 December 19, 21:38:06
Okay, I attempted a fix for this particular weird case, see if it helps.

perfect thanks so much!

Sorry if I sounds super stupid now, but the resource.cfg that you put in your sims 3 folder in documents, can I just copy the line "DirectoryFiles  Mods/Files/... autoupdate!" and put it into the resource.cfg file that I have inside the mod folder? or is it crucial that there is a resource.cfg in the direct sims 3 folder? cause now I got two different resource.cfg that has the "PackedFile Mods/Packages/*.package" line, just wanna avoid any possibilities of conflict between the resource.cfgs since the other one is more developed
Pages: [1] 2
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.112 seconds with 18 queries.