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Author Topic: Awesomod discussion/questions/helpful tips thread  (Read 1722497 times)
J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3050 on: 2011 August 01, 04:12:50 »
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I have fixed the custombooks-bookstore issue. However, the issue you're getting with the assembly-keyed method is CAUSED BY YOUR STUPIDITY.

You see, you named your assembly "SimsMxBooks"...which means the CORRECT book file would be "SimsMxBooksBooks". In the process of trying to track down why YOURS didn't work, I discovered that YOU ARE AN IDIOT, so I added a kludge to also load just the raw file in the event that you somehow named the assembly something ending in "Books". BECAUSE YOU ARE STUPID!
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simsmx
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3051 on: 2011 August 02, 03:56:44 »
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Thanks, the general and fishing books are now loaded correctly and my Sims can buy them at the bookstore. However, skill books are not recognized by the library, nor the bookstore.
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3052 on: 2011 August 02, 04:06:05 »
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Is it possible that they aren't recognized because they are for non-valid skills? Do they work in other tests?
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3053 on: 2011 August 02, 08:17:45 »
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Look at all this helpful advice. It's got to be worth $10, right?
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simsmx
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3054 on: 2011 August 02, 23:38:23 »
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They used to work before you updated (when I was using the old "CustomBooksXX" method), but now they don't show up (I've tried both methods: old and assembly). They are skill books for hidden skills like Arcade Machine, VideoGames, Snake Charming, etc.
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3055 on: 2011 August 03, 04:26:22 »
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Try now.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3056 on: 2011 August 04, 20:19:40 »
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It works now, thanks for the help.

rohina, here's $7.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3057 on: 2011 August 05, 05:12:40 »
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Give your money to Pescado, not me.
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pandora
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3058 on: 2011 August 05, 20:15:57 »
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hi,

i've been using awesomemod for some time now and i am absolutely content but one little thing annoys me: all meals are available at any time, so my sim can eat turkey at breakfast Sad is it possible to turn off this feature? thx a lot.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3059 on: 2011 August 05, 20:21:12 »
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hi,

i've been using awesomemod for some time now and i am absolutely content but one little thing annoys me: all meals are available at any time, so my sim can eat turkey at breakfast Sad is it possible to turn off this feature? thx a lot.

That's the whole point, you can eat whatever you want at anytime, just like IRL.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3060 on: 2011 August 05, 20:57:50 »
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The game is already set up so that you can eat any food at any time.  You just can't cook it at any time.  Even without Awesomemod, your sims will skip whatever breakfast foods you have prepared and go for the leftover spaghetti in the morning if you leave them to their own devices.
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pandora
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3061 on: 2011 August 06, 11:12:41 »
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The game is already set up so that you can eat any food at any time.  You just can't cook it at any time.  Even without Awesomemod, your sims will skip whatever breakfast foods you have prepared and go for the leftover spaghetti in the morning if you leave them to their own devices.

yes i know that but i think the menu is quite confusing nevertheless. i liked the EAxian way when certain meals are only available at a certain day time. is there a way to turn off the feature to cook them at any time?
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3062 on: 2011 August 06, 11:14:33 »
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Not at the moment, because, frankly, it's stupid, and made it really annoying to complete quests that required it...for absolutely no good reason, seeing as there is no real life analogous force that magically prevents you from making any damn food you wish any time you please.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3063 on: 2011 August 06, 15:41:02 »
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yes i know that but i think the menu is quite confusing nevertheless. i liked the EAxian way when certain meals are only available at a certain day time. is there a way to turn off the feature to cook them at any time?

Given that you don't capitalize the personal pronoun "I", I am guessing that you spend your day in a fog of confusion as it is.  That menu must make your brain bleed with all its choices.

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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3064 on: 2011 August 07, 12:12:50 »
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Is there any way in AM to turn off teen mood swing notifications? They are completely unrelated to what is happening in the game and simply annoying.

EG teen in house alone - parents off on one of those silly entrapment-weekends - he has no intention of throwing a teen party - and he gets a mood swing message - the whole household is in uproar because of it, it says. Gah! WHAT whole household?
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simsmx
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3065 on: 2011 August 08, 02:25:17 »
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Now that I'm done with custom books, I'm trying to make custom traits and moodlets.

I've managed to get my traits to load successfully. However, my moodlets are not working. Everytime I load the game I get a "Flagrant System Error," I have attached the error log.

I'm using the same assembly I used for my traits (as these moodlets are going to be related to the traits) if that matters. Below is the XML, I'm using:
Code:
<?xml version="1.0"?>
<buffs>
 <BuffList>
  <Hex></Hex>
  <SKU>BaseGame</SKU>
  <BuffName></BuffName>
  <BuffDescription></BuffDescription>
  <BuffHelpText></BuffHelpText>
  <ThumbFilename></ThumbFilename>
  <AxisEffected></AxisEffected>
  <EffectValue></EffectValue>
  <DelayTimer>0</DelayTimer>
  <TimeoutLength></TimeoutLength>
  <PermaMoodlet>False</PermaMoodlet>
  <PermaMoodletColor></PermaMoodletColor>
  <PolarityOverride>NoOverride</PolarityOverride>
  <SolveCommodity></SolveCommodity>
  <AttemptAutoSolve>False</AttemptAutoSolve>
  <SolveTime></SolveTime>
  <Stackable>False</Stackable>
  <IsExtreme>False</IsExtreme>
  <FacialIdle></FacialIdle>
  <IncreasedEffectiveness></IncreasedEffectiveness>
  <ReducedEffectiveness></ReducedEffectiveness>
  <CustomClassName></CustomClassName>
  <Topic></Topic>
  <ShowBallon>True</ShowBallon>
  <Travel>False</Travel>
  <DisallowedOccults></DisallowedOccults>
  <JazzStateSuffix></JazzStateSuffix>
 </BuffList>
 <BuffList>
  <Hex>CustomBuff1=0x6283c82173468974</Hex>
  <BuffName>CustomBuff1</BuffName>
  <BuffDescription>CustomBuff1Description</BuffDescription>
  <ThumbFilename>moodlet_readAMasterpiece</ThumbFilename>
  <AxisEffected>Happy</AxisEffected>
  <EffectValue>0</EffectValue>
  <PolarityOverride>Positive</PolarityOverride>
 </BuffList>
 <BuffList>
  <Hex>CustomBuff2=0x76085706fe7ca9a4</Hex>
  <BuffName>CustomBuff2</BuffName>
  <BuffDescription>CustomBuff2Description</BuffDescription>
  <ThumbFilename>moodlet_outofsorts</ThumbFilename>
  <AxisEffected>Angry</AxisEffected>
  <EffectValue>0</EffectValue>
  <PolarityOverride>Negative</PolarityOverride>
 </BuffList>
</buffs>

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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3066 on: 2011 August 08, 03:19:10 »
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Don't include the "0x" part of the Hex. The moodlet and trait thing definitely works fine, because I use it in the Undiscovered Shinies that Fat Gwilly People haven't asked for. Note, however, that traits and moodlets won't *DO* anything unless you put in code that makes them actually function.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3067 on: 2011 August 08, 05:04:07 »
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I removed the "0x" part and I'm still getting the "Flagrant System Error." Obviously "buffinfo" refuses to find them. It's weird because custom traits load fine (i.e. "traitinfo" finds them and I can add/remove them with "add/droptrait.")

Edit: "buffinfo" says: "BuffName for 'CustomBuff1' found, but no buffentry data was located." What am I missing?

I have another question, how are commodities defined? None of the awesome traits uses them (except Incontinent, which uses "Bladder"). I've tried adding a commodity to my traits and that kept the trait from working. I also tried the method described here (see code below), but it seems outdated and when using it the game crashes.

Code:
  <CommodityKind>
    <Name></Name>
    <Hex></Hex>
  </CommodityKind>
« Last Edit: 2011 August 09, 02:18:53 by simsmx » Logged
J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3068 on: 2011 August 10, 13:13:50 »
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YOu need to add a field <Version>1.0</Version> to the header part of the Buffs entry file. Don't actually use it anywhere else, just put it in the top like is done in awesometraits. Dunno about the commodity thing offhand. Don't think there presently is a method as nothing uses it.
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3069 on: 2011 August 10, 14:57:39 »
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Adding that stopped the "Flagrant Sytem Error," but "buffinfo" keeps telling no buff entry data was located. I tried renaming the XML to "AwesomeBuffs," just to check if there was a problem with my assembly, but "buffinfo" gave me the same messsage. I've also made and added custom classes to the buffs, but that didn't work either.
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3070 on: 2011 August 11, 01:59:18 »
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Well, you're definitely doing it wrong, because it's working perfectly for me. Show me your current file?
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3071 on: 2011 August 11, 11:45:41 »
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Here it is.

Edit:
Is there any news on why my buffs are not working? I'm still getting the no "buff entry data" located.
« Last Edit: 2011 August 18, 01:32:55 by simsmx » Logged
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3072 on: 2011 August 16, 10:02:38 »
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Sarah Billingsly is a clown car.

 I know this is my fault.  I placed the cribs and the beds.  Quite a few of them actually, to keep them from moving out to a different home when I switch families. But, I don't switch families anymore.  If I do, Sarah will get pollinated again like she has 10 times.  It's 11 children altogether now because I originally had her adopt my vampire's child.  I have the "more than 8 sims" on because I dig large families/parties and have a computer that can handle it.
 Wasn't expecting 10 though.  Before the patch, every sim had their icon at the side, but now I have to find most of the family members to select them.  I just sent 8 children to boarding school because of the madness.
 I don't do the falcon punch...yet.  I'm thinking about killing the father.

I'm writing, because I know I'm doing something wrong. I've searched and know people have had issues with little reproduction happening in the past.  Saw no point in necromancing those threads. As I mentioned, I don't mind the large families and the majority of my homes have 2+ cribs and plenty of beds in them.  Is that the problem?  I'm wary of removing the beds, because they shift homes so easily to spawn if I do, but, Sarah's brother next door is already on his 6th child...and there are others. 

I know it used to be that if we gave the home the family name, they would be significantly less likely to move away. That doesn't seem to happen anymore. I used to be able to control their pollination better with cribs and such, but now that also seems different.  Is there a limit where I can take out the cribs and they'll stop?  Also, do the # of beds have to exactly match the # of household members?   



 
« Last Edit: 2011 August 16, 10:14:51 by jonas » Logged
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3073 on: 2011 August 16, 12:44:09 »
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Children and up require beds. Toddlers and below require cribs. Babies can be spawned as long as cribs are available, even if beds are not available. When the babies grow up and require beds, the fambly then decides to pack up and move.

Also note that AM has a population cap setting.
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J. M. Pescado
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Re: Awesomod discussion/questions/helpful tips thread
« Reply #3074 on: 2011 August 17, 03:00:48 »
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I know it used to be that if we gave the home the family name, they would be significantly less likely to move away.
That feature is still in place, but it doesn't prevent individual members of the fambly from moving OUT once they grow up, and it is possible for a house to thus become vacated because all of the original residents died.

But yes, if you take out the cribs, and prevent them from leaving as above, they will stop. Of course, every neighborhood needs a resident clowncar, right?
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