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AmberLokisdotter

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Posts posted by AmberLokisdotter

  1. With the kinds of packs they've been coming out with?  I suspect the end is very near.

     

    I agree, Snowy Escape is the first one I've had any interest in.  I had some interest in the Star Wars pack (being a huge SW fan), but when I saw the reviews on it and watched some of the reviewers actually playing parts of the game to show how dumb it was, I got terribly depressed.  I would love to have a light saber in the game, but not with that garbage pack.

     

    I love TS3 the best, but tried to play it recently; after the game took about 45 minutes to load my save, I played for about two hours, and during that time I managed to get my Sims to each paint 1 large painting.  It took them an entire Sim day to do that much, because they stood around so much while the game just froze while doing other things.  That game is so poorly optimized that it's ridiculous.  The Sims in TS4 are relatively boring, but at least the game can play, and with a combination of all the packs I have and the various mods out there, it helps a lot.

     

    I'm very curious about whatever mods you've been working on.  It sounds like more of the World Sims Control mods or something along those lines, and those are absolutely your best mods.

  2. Oh wow!  Infinite servings?  Awesome!

     

    One question: For a game already being played, if there are party-sized or family-sized serving plates already in the fridge or other storage, do those also become infinite?  Or should those be deleted and the Sims just make some new group meals?

     

    Edit: Based on what you said about the coffee and tea, I think I'm going to go with delete them all and re-cook everything.  That sounds like the safest bet.

  3. Your mention of them getting up while doing something else and interrupting it, I've seen that recently as well.  I was rather baffled by the fact that I could not queue up interactions for a Sim who was eating; if I did, then he would get up with his plate in his hand, head up the stairs, and start to do whatever.  Still with his plate in his hand.  It was like he forgot it was there, and it just became a prop.

     

    I thought this was just a behavior that I hadn't noticed before.  Your explanation makes perfect sense for what I've been seeing.  Sounds like something they broke in 1.61.  I hope someone mods it out, eventually, since I think most of your followers are going to freeze what TS4 version we're on.  

     

    I probably won't see the Ping Pong behavior too much now, at least in my current game.  I've never done the dorm thing at all (and glad I haven't - everything I've read and watched about Uni shows that it's a huge disadvantage living in a dorm, particularly for getting to class on time, ironically), and I no longer need to do the clubs, as my two main Sims maxed out on all of them several degrees ago.  They only have two more degrees left, and as the only time they actually go to campus is for their graduation, there would only be a few opportunities for that to strike.

     

    That said, I'm certainly glad for this mod!  I hated it when one of my Sims was interrupted right when she was heading in to the stadium for graduation!  And they were a serious annoyance at those times I spent on campus before that, so it will certainly be useful for everyone who has Uni.  :)

  4. On 5/3/2020 at 2:42 PM, coolspear said:

    As such, autonomous two-sim object activities are very rare to see, almost never, probably because they can be very annoying if too many of them were autonomous. 

    One that happens all the time in Uni is the ping pong table.  The first couple of degrees that my main Sims got, I had them also join some clubs and do some college campus activities.  Their queues were *constantly* stomped with the "play ping pong with X" interactions, if there were a ping pong table anywhere around.  Although this was irritating, it wasn't NEARLY as aggravating as the time one of my Sims got it when they were about to head into the stadium for their diplomas.  Of course I canceled the interaction, but the townie who threw it at her and who was also in graduation robes, he just stood there by the table looking like an idiot, waiting for her to finish graduating, I suppose.  He was NOT friends with my Sim; apparently you don't have to have any acquaintance with the other Sim at all.  It is a completely random, queue-stomping interaction.

     

    Now I have my Sims inferniate that table every time I see one now.  (They respawn on the quad, btw.  You can't delete the one on the quad because it's technically not on a lot, so you have to do something like inferniate to temporarily get rid of it.  And annoyingly, the next time you go to that area, the table will be perfectly OK again.)

     

    If you ever visit the Foxbury campus and try to do something on the quad (like one of those robot competitions), you will probably run into this.  And then you might get mad enough to want to inferniate it as well.  :)

  5. I can definitely see how this would be useful.  I really hate how my Sims swarm to certain things in my home, but if those items were in a venue, I'd have no issue with it. 

     

    The massage table comes first to mind; I always have to place my household's massage table into the family inventory whenever my Sims have guests over.  Otherwise I will see the queue stomped on one of my main Sims,  and the "give massage to X" replacing his or her queued interactions. 

     

    When I'm at venues, however, I would certainly want the massage tables there to be used, so a direct "no autonomy" mod wouldn't be the best choice.

     

    Other devices I would see needing this would be karaoke, and the podium.  Those are two household items my Sims keep swarming to, but I don't mind those being autonomous at venues.  If you're not interested in coding those, I would be interested in seeing your code, and I could try to add it to those devices myself.

  6. As per a discussion that I've been having with Coolspear, I made him an H for him to put on his Rimmer hologram.  (He OKd the attachment - really!)

    Spoiler

    H_for_Rimmer_Try2.png.c4e1b67b207bb6d808b18556192b926a.png

     

    It doesn't look stretched like the first attempt I made.  You were concerned that the hairline might cover it, so I lowered it a bit, and it should be safe from all except bangs.

     

    Good for all ages, races, genders.  So you can slap one of these puppies onto your toddler holograms. assuming you have toddler holograms, which is just wrong.

     

    H_is_for_Rimmer_v2.rar

  7. Okay, that completely makes sense why I ran into this when you didn't - I've never changed the game speed.  I wasn't sure what effect it would have on my game, so I didn't want to mess with it.  My work-around has been to use your mod for better quality, but LittleMsSam's for speed.  I'm guess she doesn't change her game speed, since hers works for me.  :cool:

  8. I know you are going to be doing updates in a bit, but I thought I would report something I encountered just today, because it might not be something you'll discover as you're doing your updates.  (Since this is your own creation, and not from something of Maxis', as I understand it.)  I use these teleport pads everywhere; they save space, and let me place rooms that I normally wouldn't be able to otherwise get to. 

     

    But when I sent my Sims to Selvadorada, the game crashed every time I selected for them to take a vacation.  It took me about four hours, but I narrowed it down to the teleport pads.  BUT!  A workaround I found was that I could take the teleport pad mods out, travel to Selvadorada, then put the mods back in, and the game does NOT crash.  It means that I will have to replace all the teleport pads on all of my lots, which is a bit of a PITA, but it's not insurmountable.  The rental I was sending them to did have teleport pads in it; I created the home myself, and of course I used them.  I suppose if the lot had not had teleport pads already in it, I might not have encountered the error.

     

    Just thought I'd let you know, in case a report like this helps.  If not, at least reporting it doesn't hurt.  :)

  9. It's possible.  I don't use very many mods that aren't yours or MCCC, but there could be a non-obvious conflict between one of them and this one.  Testing each one of them would take quite a bit of time.

     

    It could also be that you're using a dependency from a game pack I don't have, since I don't own all of them and you do.  In the past, some of your mods caused LEs for me that don't anymore, now that I own several more game packs than I did before.  So you definitely use dependencies on packs on occasion, that might not be obvious to other players.

     

    So, the problem may be a non-obvious mod conflict, or it could be at my end simply because I don't have all the packs you do. yet.  :)  Either way, I don't really find the archaeology time to be too irritating, so it doesn't worry me not to have it.  The other archaeology mod, however, I'm very happy about, because all those counterfeit artifacts were getting a tad annoying.

  10. On 8/24/2018 at 4:08 PM, coolspear said:

    So, yes. I'll be in the jungle, probably tonight. So I'll report here my experience using the table. Although I did put dig sites in my Lab lot for my scientist to dig for stuff and use on the tables while at work at the Labs. Still never an issue there. I can't see the jungle being a different experience than what I've seen at the Labs. 

    I think the problem is that since you're using the items that the museum sends, you're authenticating artifacts that have already been uncovered, and only need to be authenticated.  When you excavate an excavation site (always establish an excavation site when you see a dig mound, otherwise you only get one item from it, and if you establish it as a site, you get a whole bunch), you'll get a combination of A) relic parts, B) artifacts that need authenticating, C) fossils and ancient bone dust, and D) "artifact-shaped" clumps of dirt.  Those so-called clumps of dirt are artifacts that you have to first uncover, and then authenticate.  Your mod makes it hang on the uncover part.

     

    I've simply removed that half of the mod for now, because it hangs forever and goes nowhere.  I hadn't realized that it successfully authenticated things, because it got hung on the clump of dirt stage, and I eventually gave up on it.

     

    One suggestion if you want to continue to test in Windenburg: Use the dig sites from buydebug, and place several on your lot and excavate them.  You'll get a combination of things that you then can try uncovering, and that might help you in testing.  I get the impression that JA is not necessarily your favorite expansion (it is mine), or you would have wanted to go to the jungle area.  I have to tell you, it's absolutely beautiful there!  The artists had a good time creating that place.

     

  11. I tried this mod because I was getting sick of all of the paparazzi, and I have to say this mod works like a charm.  It does not seem to empty the streets of anyone else, so far as I can tell.  The vendors still show up, dancers at the nightclubs, townies everywhere - the only NPCs I see missing are those idiotic paparazzi.  Before I installed this, paparazzi were even showing up in the Jungle Adventures temple!  :duh: With this mod, the only other visitors to the temple are the skeleton guardians, which is as it's supposed to be.

     

    So really, this mod is working great for me, and I love it.  Had I realized how insidiously irritating the paparazzi would be, I would never have allowed my Sims to get involved in the fame system in the first place.

     

    It very well could be eliminating some of the townies you might expect in an area, but since I tend to keep my own Sims in their own little world and only pay attention to townies when they're absolutely needed, I haven't noticed it.  :)

  12. On 7/25/2017 at 8:35 AM, coolspear said:

    In the very near future I will upload a special, purpose built 5x5 room in this thread with the altered pond and the six fishing spots all around it - as described in the special Version 2 of this mod.

    Hi, I was just wondering if you've ever made this room.  I don't see it posted in the thread, so I thought perhaps you haven't had the chance.  If not, can I ask which of the fishing spawners you modified?  There are a whole bunch more than 6 of them in the Debug stuff, so I wasn't sure which ones to use.  Did you use the spawners with a specific footprint size?  (I noticed that some of the spawners have a larger size than others.)

     

    Since I've gotten really frustrated with the Fishing aspiration (I just can't find that 20th species!), I've finally decided to cheat and use your special spawners.  Apparently the first option still doesn't get some of the rarer fish to come up, even though I'm going to the places they should be found in, and I'm using the bait that I believe I am supposed to. 

     

    I hadn't realized until I removed your mod (thinking it might somehow have been blocking those fish) how much it helped prevent fishing up all that trash and garbage.  Damn, those ponds and rivers don't really look all THAT polluted!  

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