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101  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2012 January 07, 20:38:59
Apparently there is an issue with the Edwardian kitchen counter or dishwasher. Someone poster a pic over on MTS in the bloopers thread. When Sims open the dishwasher the counter can still be seen inside. I assume that means the cut-out is missing from the counter.
102  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2011 December 30, 14:48:43
If you are playing a single Sim then pressing the spacebar will force the points total to update. I use that myself.
103  TS3/TSM: The Pudding / The World Of Pudding / Re: Not an AwesomeMod Bug on: 2011 December 27, 19:12:16
You DON'T have 1.29 but you have the latest version of AM for the 1.29 patch? I think that might be your problem there.
104  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2011 December 27, 00:21:01
Pes, since you suggest that the new store features may be causing the crashes in part, do we know if the players experiencing the crashes have the in-game store activated?
I have had the in-game shop mode turned off from day one and I am having NO crashes with the latest build or any other recent build. (Aside from sometimes the game throws a hissy and locks up when trying to generate an object preview in the catalogue but I don't expect that to be AM and is mostly avoidable.)
105  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2011 December 17, 21:20:30
I ran the fans through the TSR rig fixing tool and they appear to run fine in my game. I can turn them on and off as well as selecting a speed. The animations seem fine.
106  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2011 December 11, 21:35:16
AM is usually AwesomeMod.
AMB is usually Ambitions.
107  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 December 07, 17:39:08
WHY must EA impliment game mechanics in such a stupid way?! Why do they have to actually temporarily DELETE the sims? Couldn't they just have them drive to the very edge of the world and fade out like when entering a rabbit hole for the duration of the "holiday" and become temporarily inactive or something?
Sorry, not really adding anything useful here but I needed to vent.
108  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 December 06, 11:27:38
The Sim parents in my current family got the "opportunity" to go on a free vacation the last time I played. I declined as I remember people saying that when parents returned their inventories were empty and that their opportunities had been cancelled.
I know the patch notes state that the inventory emptying was fixed but do Sims still lose their opportunities upon return?
More importantly, does AM fix these issues, if in fact they are still issues?
109  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2011 December 01, 21:34:47
Was that aimed at me? I already have the config set up to my liking which includes having Ultra Speed set to work as it would without AM. I merely said I hope the ability to choose whether we want the AM version or not remains with the planned improvement.
110  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2011 December 01, 17:31:32
I always assumed the function of speed four unpausing was for when you have ALREADY given them a long que of actions where the first might be something boring like sleep. That way you can have the game speed through that and then resume normal speed as your Sim continues on with the previously qued actions.
In other words, I still prefer how it was originally designed and hope that the 'improvement' will still allow it to be turned off. Not that I ever use speed four anyway.
111  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2011 October 27, 11:53:48
I had to install the pet store twice to get the objects and lot to show up. The Launcher knew it was installed and told me so when I tried the second time but when I ran the game again it all showed up fine. This is with an unmodified sims3pack as well.
I haven't actually tried to see if the register works correctly yet though.
112  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2011 October 22, 22:37:21
Okay, still trying to pinpoint if AM is the cause or not.

Had a premade sim in Appaloosa Plains visit the hotspot of the night and saved just as he arrived on the lot. Despite there being a rope on the door and a bouncer he walks straight THROUGH the rope and door, niether open, and enters the lot. Me being me, I told him to ask the bouncer for access, so he walks back outside, this time with both the door and rope opening for him only to have the game lock up and CTD as soon as he begins to speak to the bouncer.

Taking AM out and this doesn't happen although that could be as both Sims, mine and the bouncer, get reset when I take AM out and run the save.

ETA: Ran the save again with AM in and cancelled the interaction to go to the lot. He continued to walk through both rope and door again without them opening. Got him back outside on the porch and waited for his action que to be empty before clicking on the bouncer and selecting "Ask to let in". The lock up and CTD happened again as soon as they began to interact, so there is a bug somewhere there.
113  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2011 October 21, 21:47:29
Relating to the dog motive drop when training. I haven't tried it in game myself but believe it may be partially deliberate due to this info found in the Lessons; "Make sure to include some play time in between training sessions as dogs can quickly become fatigued while being trained".

ETA: Should have kept my mouth shut until I tested in game myself. Played first off without AM and trained a dog to level one of hunting with no issues what so ever. Motive drop was very reasonable.

Reloaded the save today to contiinue training and, after the Sim and dog were reset in place and I re-qued training, the dog's motives dropped almost immediately into the red!
114  TS3/TSM: The Pudding / The World Of Pudding / Re: Pets patch - all CC borked! on: 2011 October 18, 16:09:45
I was notified about the Store patch when I launched the game a few weeks ago and told it I didn't want it. I now have a new file sat in My Documents> Electronic Arts> Content Patch called DontBugMeUNtilNextPatch which has no file extension. I've not been asked again though. Is this Store patch actually needed if we're all using decrapped stuff?

I'm steering well clear of Pets and its patch until more info is known on the issue.
115  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2011 October 02, 15:38:03
Hint: It hasn't been uploaded as an individual item but IS available in the downloads thread.
116  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 October 02, 15:32:20
Would rings that don't sit on the same finger be safe enough to use this on then?
117  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2011 September 30, 22:14:19
Is there an AM console command which allows for the wearing of multiplle accessories that share a catagory such as having a Sim wear multiple rings on the same hand at once? I swear I read there was in a post a few days ago but I cannot for the life of me find it again and it's not for the lack of searching.
The list of commands on the wiki mentions nothing of the sort either.
118  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2011 September 26, 15:16:49
Thanks I guess. Or should I be using the sheeple button?
I don't tend to mess around with options not usually available so I'm not aware of a lot of them.
119  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2011 September 25, 17:24:44
Would there be any way to mod the file so that the upgrade is applied automatically when one is purchased?
120  TS3/TSM: The Pudding / The World Of Pudding / Re: NPCs and Homeless constantly spawn from Apartment lot. on: 2011 September 06, 15:46:34
Well I just took my game back to before my Sim moved in and tried again after making sure the lift shafts had public markers in them.
As soon as my Sim arrives at the lot to head to his room three NPC Sims immediately leave the lift and walk off-lot. They are usually mixologists or bouncers. Within the hour I had a firefighter turn up and fade out in front of the lift.
I haven't played long enough on this run yet to see but last time whenever a paper was due to be delivered the paper boy would cycle to the lot as usual, drop the paper and then head to the lift to fade out instead of cycling away.

I'm going to remove the lifts and see what happens.

ETA: Without the lifts there don't seem to be as many NPCs spawning but it still happens only now they are vanishing and spawning at the edge of the lot instead of by the lift (which I have removed as mentioned previously).
I just counted and 51 Sims are listed on the callbox of this 8 apartment building!

ETA2: Moved my Sim into another apartment lot based from the same downloaded lot and there are no issues. My Sim still doesn't like using the lifts but will do on his own when the carpool arrives. No random NPCs spawning or vanishing and one genuine NPC family has moved in.
When telling my Sim to visit the old lot there are still 25 Sims listed on the call box despite there being no available 'Ring Bell' options on the NPC doors. They are all greyed out.

ETA3: It's not the lot! I removed the lot completely and all of the NPCs listed as occupants all started to appear on the call box of a different apartment lot which was previously listed as having no inhabitants. Looks like this world save is just doomed to never have apartments. It did it with a prebuilt EA shell apartment as well. Sad
I've played an EA apartment in Bridgeport but never noticed this behaviour before.

ETA4: I took drastic (?) measures and made use of the "destroyallhumans" command. Putting a fresh copy of my Sim into the apartment lot I have not had NPCs insessantly spawning and leaving the lot. I have seen ones such as burglars and firefighters show up who I don't think should be doing but none are spawning out of the lift in a morning or complaining it is late before leaving.
There are only about 15 Sims listed on the call box now and roughly 25 on the neighbouring apartment call box. Still doesn't seem right but the spawning at least seems to have stopped... for now.
121  TS3/TSM: The Pudding / The World Of Pudding / Re: NPCs and Homeless constantly spawn from Apartment lot. on: 2011 September 06, 12:27:19
There were but I took them out as I thought that was causing the lift issue. He still didn't use the lifts even with public room markers. Or do I need them in to prevent the NPC issue?
122  TS3/TSM: The Pudding / The World Of Pudding / NPCs and Homeless constantly spawn from Apartment lot. on: 2011 September 05, 21:40:00
How do I stop it?

I recently downloaded an apartment lot from MTS. I added it to my game and made a few alterations to it. All of the doors to blacked out apartments are marked as NPC doors and the rooms have hidden room markers in them. All public rooms have public room markers in them. There is a set of lifts that goes to every floor and spiral stairs that run along side them.

The first minor issue is that my Sim will NOT use the lifts even when clicked on directly. He will always use the stairs. The only way to get him to use the lift is to remove one of the stair sets making the lift the only option. There appear to be no routing issues with the lifts when he does use them.

The main issue I have is that NPC Sims and those belonging to the Homeless household spawn constantly at the lift! They arrive at the lot, head straight for the lift and then fade out in front of it. Some time later in the middle of the night I get notifications that "it is late" and then there is a mass exodus of between five to ten Sims all leaving the lot from the lift only to return later on. In some cases I never actually see them come back but when it gets around to night again there is another load of messages and the Sims leave again. This happens EVERY night.
I have seen mixologists, bouncers, a paper boy, burglar, firefighter and Sims belonging to the Homeless household all visit the lift.

There are Sims genuinely living in the other apartment rooms on the lot but if I use the call box it is populated with well over 30 Sims and there are only 7 rooms besides the one belonging to my Sim.

Is there something I need to do to the lot (besides killing it in a fire) that will enable it to function correctly and remove the surplus Sims from thinking it is home?

I had this happen to a previously custom built apartment lot before but I think that was due to forgetting to set NPC doors. When I did that the surplus Sims went away only the doors are already correct this time.
123  TS3/TSM: The Pudding / Pudding Factory / Re: Pudding Factory is for downloads: put your lame requests & WCIFs here on: 2011 September 04, 20:26:54
I think it was meant that the compilation set hadn't been made available here. Not that one didn't exist at all.
124  TS3/TSM: The Pudding / Pudding Factory / Re: Testers Wanted: Fix for original EP4 body hair not staying selected on: 2011 September 04, 20:18:38
Of course it's bloody compatible with AM!
It works too.
125  TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here on: 2011 September 02, 12:36:46
Check the compilation sets.
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