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 1 
 on: 2025 July 25, 07:29:23 
Started by bloodypotter - Last post by bloodypotter
Ok, thank you! Glad to hear it's not something to do with Awesome mod.

 2 
 on: 2025 July 25, 04:49:04 
Started by bloodypotter - Last post by J. M. Pescado
If you're using AwesomeMod's story progression engine, you would see anything happen and have the option to be notified it. However, I didn't make a story progression event that specifically creates or destroys occults, so that's definitely not a thing. And the Sacred tag explicitly forbids a sim from being the target in any story progression event for EAxis or AM's engines, so unless you have another third party engine doing it, what you're seeing is NOT a story progression event. Without knowing what else you've got running and what options you picked, I couldn't really even begin to speculate what is going on. Keep a closer eye on YOUR specific sims see if there's anything which causes them to suddenly lose their occult status. It shouldn't be hard to do: AwesomeMod is heavily slanted towards "world play" and makes it really easy to take control of or monitor everything that is going on. You can literally track the movement of every character or control them on the fly to see what is happening.

 3 
 on: 2025 July 24, 07:46:59 
Started by bloodypotter - Last post by bloodypotter
I'm not sure to be honest. If I were to to guess, I'd say probably not. When I was still using EA Story Progression, random townies would get turned into mermaids and stay like that for a while, before turning back into humans. Not sure what the system behind that is but I feel like that's what happened with my sims as well.

 4 
 on: 2025 July 24, 02:39:10 
Started by bloodypotter - Last post by J. M. Pescado
Hmm. Can't say I've heard of that before. There isn't even a story progression event that changes occults back to normal, so obviously, protection from Story Progression does nothing. Do they lose their occult status immediately when you switch out or something?

 5 
 on: 2025 July 23, 13:20:25 
Started by bloodypotter - Last post by bloodypotter
I've been playing with three households in Isla Paradiso, all of which I've made Sacred, and two of them contain mermaid sims. When I switched over to them after playing with my human household, the mermaids had tuned back into humans. I had to make them mermaid again with NRaaS Master Controller but I'd like to avoid doing that every time I switch to my mermaid households. So I'd like to ask, is there a way to protect occult sims from loosing their occult status and turning into humans?

 6 
 on: 2025 July 13, 01:03:32 
Started by J. M. Pescado - Last post by J. M. Pescado

randomweightedlootfix.zip
matylib.zip

Random Weighted Loot Buff Fix

Congratulations to: Draklixa!

INSTRUCTIONS:
Unzip in your MYDOCU~1\ELECTR~1\THESIM~2\Mods directory.

FEATURES:
Random Weighted Loots that hand out buffs no longer skip buff tests and thus hand out incorrect buffs.
Most commonly seen in getting random memories from milestones for events that never happened (Peed Self, Engagement Rejected, etc).

COMPATIBILITY:
For 1.116.xxx (2025-07-01 and 2025-07-10 Fairies pre-release and release patches) to whenever the fuck EAxis finally fixes it.
Requires MATYlib.
No file conflicts.

SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.

WARNING:
Do not open, crush, dispose of in fire, put in backwards, short-circuit, or mix
with non-awesome hacks - may explode, leak, or catch fire, resulting in injury
and/or death.

 7 
 on: 2025 July 12, 15:37:41 
Started by cobalt - Last post by cobalt
Gotcha, that makes sense. I imagine changing that might also affect how skill classes work. It seems taking a class will still raise a skill by a vanilla amount although I haven't thoroughly tested this.

 8 
 on: 2025 July 12, 03:37:28 
Started by cobalt - Last post by J. M. Pescado
I started using awesome mod to slow down skill and job progression because I play with epic lifetimes. It seems to be working for the most of the skills I have tried so far, such as cooking and painting. However, gardening is still leveling up very quickly, seemingly at the vanilla rate. Each action gives approximately 300 or so points, and my sim is leveling up gardening after working on 5 plants or so. In an attempt to fix this, I have set "ScaleSkillDifficultyToAging" to true, "RegularSkillingDifficulty" and "VacationSkillingDifficulty"  to 10, and checked that is shows up in game with showconfig. Is there something else I can do to make gardening not level up so quickly? Thanks in advance for any help and thanks for making the mod!
Hmm, I think the reason for that is because, unlike most forms of skills progression, your Gardening gain is being driven by one-shot event-driven gains which are not a function of time, which is different from regular skill progression over time. For some reason I applied the patch only to this one spot instead of globally to core AddPoints, and I can't remember why. What I am not sure about is what happens if I change it and whether this will have some sort of unexpected fallout.

 9 
 on: 2025 July 12, 00:06:02 
Started by cobalt - Last post by cobalt
I started using awesome mod to slow down skill and job progression because I play with epic lifetimes. It seems to be working for the most of the skills I have tried so far, such as cooking and painting. However, gardening is still leveling up very quickly, seemingly at the vanilla rate. Each action gives approximately 300 or so points, and my sim is leveling up gardening after working on 5 plants or so. In an attempt to fix this, I have set "ScaleSkillDifficultyToAging" to true, "RegularSkillingDifficulty" and "VacationSkillingDifficulty"  to 10, and checked that is shows up in game with showconfig. Is there something else I can do to make gardening not level up so quickly? Thanks in advance for any help and thanks for making the mod!

 10 
 on: 2025 July 09, 13:55:23 
Started by bloodypotter - Last post by bloodypotter
Quote
I don't remember implementing an aging-control for singular specific households. Just TS2-style where only the household you are currently playing ages vs. Default. If you want finer-grained controls where ONE specific household doesn't age while everyone else does, you probably want some other mod on top.
Thank you. I'll probably start using NRaaS, since it allows me to do so.
Quote
If you have NRass SP, AwesomeMod SP should turn itself off and yield control over to that. At that point, Sacred does nothing unless NRaas is supporting it.
In that case, I guess I can still use the Sacred household feature, since it lets me skip the whole edit town hassle when I wanna switch control to a different household.
Quote
Not that I know of. I have not touched this area and have received no reports of it.
Ok I'm so sorry, this is actually mentioned on the XCAS page at Mod the Sims. The two mods aren't compatible, I guess I didn't see it yesterday because I skimmed quickly through the page but today I read it again and it's explicitly mentioned there. For anyone who might be having the same issue, I managed to get the expanded tattoo locations by using NRaaS Master Controller with the Expanded Tattoo module + the Cmar package file provided at the NRaaS homepage. You just need to click on a sim > NRaaS > Master Controller > Basic > Tattoo. It doesn't work in regular CAS though.

Thanks for helping me!

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