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Quote: Originally posted by Orilon
To be fair, if this topic was covered thoroughly in mandatory High School Biology or Health classes (or the equivalent), I must have been absent on the day it was. ![]() |
I was going to ask in the WCIF area for a mod for this but I realized that it may not even be possible. Is it possible to have some function in the game that sorts accessories in CAS by category? I hate having to scroll through an endless stream of necklaces and earrings to get down to the socks at the very bottom.
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Are aliens considered an Occult?
Marc Keaton (the son of premades Justine and Marty) married my CAS Sims older alien daughter, and celebrity gossip is that he is woohooing with an occult. His wife is an alien, so are the rumors true or is there something he can do about it? (Poor guy can't win. His wife is an alien, but if he woohoos a human he's cheating.) |
Quote: Originally posted by Orilon
It might depend on who's asking (context), but I believe the answer is yes. The only difference between Aliens and other occults is that a sim is officially considered an Alien if they have at least 20% Alien DNA. MasterController can be used to view and change that DNA amount. The other occult states are more like on/off switches. Meaning there is no such thing as a half-vampire for example or someone who is slightly werewolf-ish. Even if only one parent is a vamp, and even if hybrids (multiple occult states) are allowed for, either the child is a fully fledged vamp or they are not. |
In the context of the celebrity disgrace system. Marc is a level one or two celebrity and the last several times he woohooed with his wife I got the notification that he was disgraced for woohooing with an occult and has the disgraced celebrity moodlet. I had him sue for slander the first time and he lost the case. When he woohooed with her agian he got the moodlet again.
She has 100% alien DNA being the child of alien abduction. Its going to get old really fast if he gets the moodlet every single time he woohoos with her. Is there a way to turn it off? |
Quote: Originally posted by Orilon
NRaas StoryProgression has options to disallow celebrity disgrace by type, this is one of them. If not using NRaas SP, I'm afraid there might not be a solution for this other than switching off the entire celebrity system. Would have thought the Above Reproach LTR might help, but apparently in this case it does not. |
Quote: Originally posted by Orilon
You need to register at the Asylum to see and download it, but this is pretty much what you're looking for - No Celebrity Disgrace. There are a few versions and one removes exactly the disgrace for woohooing with an occult. I use the 'No Disgrace for Anything' in the saves where my sims tend to misbehave on the regular cause that moodlet got old and annoying pretty quick. I think the last straw was the 'Child Out of Wedlock' thing where the parents were living together for a million years and just weren't married - seriously, what is that, the moral police?! Go climb a cactus, celebrity system. ![]() |
I do use Nraas SP, but didn't know that it had those options.
Thank you enable_llamas that was what I was looking for. I forgot to look at the Asylum for Late Night mods after I installed Late Night. |
On the SP end, that would be
NRaas > General Options > Options:Friendships > Options:Celebrities > Disallow Disgrace by Type (SP Relationship add-on module required) Not everyone thinks to look for Celebrity options under "Friendship," but this is how they are sub-categorized both in the game's tuning and within SP. |
What does this tag mean above a residential lot?
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Quote: Originally posted by chokolady
I believe that one means the lot type is Residential-(Player) Ownable rather than Residential-Regular. Meaning that other inactive sims cannot move into it, but it's available for purchase by an actively played household (or is already owned as a second home, I keep getting those map tags mixed up myself). Does anyone own it and what does the lot type say in Edit Town? |
Planning on reinstalling Island Paradise- is the lag largely contained within Isla Paradise, or does it affect other worlds as well?
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Quote: Originally posted by jje1000
I think Nraas go here and the route fixed worlds take care of most problems. |
So it sounds largely like an issue caused by Isla Paradiso itself? Sound good
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The only problem I have with the IP expansion is in worlds where sims try to route places by boat, but the waterways are too narrow (e.g., Riverview) to allow for that and they get stuck going in circles with no way to reach the shore. NRaas GoHere, the current version, fixes that with its option to disallow boat routing.
As for Isla Paradiso itself, I had only minimal problems there once I took some steps to fix the world up, get rid of a few very difficult or impossible to fix residential lots, and move most of the premades living on houseboats to residences inland because there were far too many of them on houseboats to start for that to work well. Since then another approach has evolved. https://forums.thesims.com/en_US/di...oving-ip-lag/p1 |
Is there any way of removing foundation posts (the ones from the IP patch) from lots after you've placed them from the Library?
It seems like another one of those bugs they never fixed. |
Quote: Originally posted by jje1000
Answer is yes, there is a way. Sadly, I don't recall how I did it. I remember it being tedious and never used those again because any changes are tedious... Part senility, part just a terrible memory that I didn't want to relive ![]() |
What are "pose packs" FOR? Just for screenshots?
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Quote: Originally posted by BlackjackGabbiani
![]() ![]() Yes ![]() |
Quote: Originally posted by Gargoyle Cat
TS3 will benefit from being installed on an SSD, and also by having one's user game folder on one -- Documents can be redirected in its entirety at the Windows level or symlinks can be used. Some games/other programs show no benefit, TS4 happens to be one of those. The places that show marked improvement are loadups, saves, caching, and CAS and Build/Buy catalog building and display. For actual gameplay once things are going, I don't think there's much or any difference. The threshold question though would be is this SSD also running Windows and how much space have you got to work with on either drive. Both Windows and the game need a fair amount of free space to maneuver properly, so a 128 GB or smaller SSD is not going to cut it. A 256 GB might, but over time you'll likely be forever shuffling things like content and saved games around to other drives to keep enough free space. |
Quote: Originally posted by Emmett Brown
You seem surprised. I've never used them and I see them everywhere. I don't know what they're for. There's no need for the look. |
I feel like I'm going insane...
I distinctly remember there existing a parking space for community lots (White painted outline?) and being able to line them up next to each other to create parking. I checked community objects, I checked cars, I checked buydebug, but it's just.. gone. What happened to it? Did this even exist in the first place? |
Quote: Originally posted by BlackjackGabbiani
There are different reasons why some may use pose player/poses. For me, it's nice to hang up photos of in-game screenshots in the Sim's homes even though it's through a program/mod. Sometimes I just like taking screenshots other than just gameplay even though I never fail to find something to capture that's interesting. Lately I've been very much into creating different outfits for a Sims wardrobe's or to get a visual idea of what certain makeup colors look like, etc.
Quote: Originally posted by Kylaaab
Do you have UL installed? I think that is the EP it comes from. ======= I have a question now. What happened to the game guides and some of the other useful information about TS3 over at SimsVIP? Nevermind, I guess. Maybe the main link just is not working or something. |
There is a floor tile set that I've had forever which is in the Miscellaneous section. It doesn't exactly advertise that you can use it for parking spaces, but it's black with a white line and comes with intersection and corner pieces. I forgot the name of it, but I think it was something like "bordered tile." If you rotate it to make the sides, and use the intersection and corner pieces in the right spots, you can make white lined parking spaces with it.
(And pose packs are also good for freezing one or more sims in place while leaving free will on. Just remember to either freeze motives as well or to pay attention so they don't starve while frozen. ) |
Quote: Originally posted by Kylaaab
Are you sure that you're not remembering this old TS2 mod? http://www.modthesims.info/download.php?t=330492 |
As for the TS2 mod, I'm sure it wasn't that.
It might just be that it came with UL, since I had it up until four years ago and decided it was my least favorite EP, and had a lot of pointless things, or things I didn't use much (social groups especially), though admittedly some positives, that I'd rather have the higher settings and less lag in exchange for. Ahah, just the fact that I haven't used the parking spaces in four whole years is surprising enough (I hadn't realized it was that long). Thanks though, that would've driven me crazy not knowing. |
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So I was seeing a little bit of lag in my game. Too many Sims... so I went into Master Controller and did a total annihilation of half the population.
Oh muh gawd... I'm Thanos. |
That household must be very unlucky. It can't be linked to wealth as my new sim got robbed on her very first night. The burgler took the toilet, which says a lot about how good her stuff was. I have always thought it was just random.
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Does anyone know what this icon's gesture means or means to you?
I think this icon originally comes from UL and is seen during the "Ask to Sketch" social. Anyone good at picture/image interpretation and analysis? |
If it's any help, I think I have seen my Diva sim with that same, or a very similar, thought bubble when she is complimenting herself. In that context I have taken the thumbs of the icon to be pointing at itself with an I am great attitude.
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Quote: Originally posted by Gargoyle Cat
On the other hand a Babilon is an extremely covetable item, so in a way I do understand the burglar's motive. |
Quote: Originally posted by Gargoyle Cat
If using NRaas StoryProgression, NRaas > SP > Sim Options > Career:Allow Find Job > False. Note that this only prevents SP from shoving the sim into a career, the game itself might still do so. For further protection, I might give them the Careers mod Unemployed placeholder career while inactive -- it is a career technically, but with no hours, location, work to be done, pay, or retirement plan. They probably won't be pushed to write while inactive that way though, so in this case it might be a last resort. |
Is there a way (mod or otherwise) to get an NPC to care for your horses? Like a stablehand or something? I'm keeping some horses on a community lot and it'd be nice not to have to make my Sim run over there all the time or use need cheats.
Thanks! |
Quote: Originally posted by lakme
Will this do what is needed? http://www.modthesims.info/download.php?t=588077 |
Quote: Originally posted by lakme
Maybe these mods are what you are looking for? Horse Boarding Service by psjutton: http://www.modthesims.info/download.php?t=588077 No autonomous Go Home for horses by KittyTheSnowcat: http://www.modthesims.info/download.php?t=587102 [eta] Dang, too slow ![]() |
Thank you! I didn't know the horse going home would be an issue, so these are super helpful.
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Quote: Originally posted by miriamnz
Service Sims and Role Sims are not the same class and are/need to be handled differently from each other. Service Sims are those who are (usually) called or pushed to your sim's house to perform their services. These include maids, mail/pizza deliverers, babysitters, butlers, grim reapers, time travelers, stray animals, mermaids not living in a real residence, among others. Service Sims belong to a virtual service household and can never be town residents. When moved into a "real" household, they will instantly drop their service assignments. Role Sims are those who are (usually) tied to a role giving object in town. These include cash register attendants, mixologists, bouncers, coffee baristas, tattoo artists, Seasons festival booth workers, again among others. Role Sims can be either homeless or proper residents belonging to a proper household, but they shouldn't really be a part of an actively played household as their role assignments then become unstable. NRaas Register is required, on the role giving object, to remove their assignment to it. There are a few special cases called Global Role Sims, the Paparazzi, Uni Mascots, WA Special Merchants, whose assignments can be reached and removed using the Register > Global Roles menu on City Hall. |
Here comes the original tutorial on populating worlds. The part about what type of sims are needed is useful .
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This is not totally updated, but later information is googlable. |
Quote: Originally posted by Gargoyle Cat
Removing the vehicle enthusiast trait should do the trick imo. |
Say I have several mods that modify the same xml.. These mods will conflict, but I can get them both to work if put one of them in the overrides folder? I'm not really clear on how to avoid conflicts by using the override.
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Quote: Originally posted by tysika
No if you have multiple mods that mdify the same xml file. Only one will load regardless of whether you put in Overrides or packages. What you can do is edit the xml yourself so the same xml contains the edits of all those mods. S3PE is required for this. And check out the tutorial for making tuning mods. |
Quote: Originally posted by skydome
Ahh! I see. I have 0 programming knowledge... well there's a first to everything. |
Quote: Originally posted by tysika
It's pretty easy actually. Editing the xml just means changing some values usually. |
Quote: Originally posted by miriamnz
There is no need to find a way to remove their service assignments. Making them town residents, inactive or otherwise, will remove them from the service pool for you; a maid, babysitter, or social worker simply cannot be a resident and have those service assignments at the same time. You may find that you are unable to direct social (friendly, romantic, etc.) interactions towards them when they are no longer Service Sims because the lack of ability to socialize with them so as not to get in the way of their duties sometimes get stuck during the transition. This is easy to fix if you notice it with an NRaas DebugEnabler command on the affected sims, the now former Service ones. NRaas > DE > Options:Sim (or Smartphone) > Sim > Enable Socials If Town aging is off but the Service Caste aging is on, then the Service Sims will age. If both are off, then of course they should not. Caste settings will trump Town settings. Many of us want different things here. If my town is aging overall, I wouldn't want the Service Sims to stay static on age or else generations will come and go but the same newspaper deliverer will still be a child, the same babysitter will still be a teen, the cashier who waited on great grandmama decades ago is still young and at her station, etc. But if aging is off across the board, I could see where one wouldn't want Service (and Role) Sims to age either. On the service pool getting replaced so rampantly, are you using SP's Population module and do you have it set to replace Service Sims with "immigrants"? If so, then this would be why replacements of the pre-mades were happening. NRaas > SP > General Options > Options:Sims > Options:Immigration/Emigration > Replace Service (and/or NPC Roommates) with Immigrants It's usual purpose is to do the opposite of what you want. That is, replace the zero slider boring pre-mades that other worlds are more famous for with more interesting ones as per the settings on the rest of the Options:Sims > Immigration/Emigration menu that it unlocks. This is not to be confused with the setting under Options:Lots > Options:Immigration/Emigration, those are for the immigration (or lack thereof) of newly spawned households, and that menu has its own settings. |
Quote: Originally posted by skydome
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I forgot that if you have a vehicle and live in the dorms at university, one of your roommates will take it. Only a motorcycle this time and not a Motive Mobile... so no big loss... just one hour cloning a plasma bug to replace it
Edit: got my motorcycle back. Found it in the parking lot at night. Seriously, the science degree: skills are science (make sense), alchemy (uh.. okay) gardening, fishing. Gardening and fishing? Wut? |
Quote: Originally posted by Emmett Brown
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I was playing a solo alien. I have a bunch of odd mods like NRAAS Woohooer. I've noticed that if you woohoo in university you get a bunch of kids when you return home from Uni.
Well, my Alien, Zork, didn't woohoo. He's a serious student. Anyway, I thought, "you know, the frat house has some interesting characteristics. I can clean it up and add it to my home world." So, I added it to my library and then did an edit home town from University, so I could move in as soon as I return to home. Added it to the home world, and go back to game... Got a New Sim! Welcome Paige Corono! Her Parents are Leonard Shelly and Ashley Corono, who were roommates at the dorm. I see how this happened, I think I'm going to go with it and keep poor little Paige. Zork is a better parent than either of her parents. Gonna say she was abandoned and I took her in as my ward. |
You know how Kleptomaniac sims steal items from community lots if you leave them unattended, and how you can return those items via the mailbox?
Well, are those items placed back where they were stolen from, or do they just disappear into the ether? :o On an completely unrelated note, I need to keep a closer eye on a particular sim... |
No, they are not replaced. Your sim just feels good about sending it back, but you can edit the lot yourself to replace it.
The bigger problem comes when you accept an invitation to another sim's house (especially for a party) and your Klepto is left alone in a room after dark. I've seen evidence that items stolen from another sim's house may not be replaced, either. And you can't replace them yourself without either moving the family or making them active. |
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My stupid question... In CAW, when you first start a new world you pick out a map with a height (100, 200, or 300) and set the maximum height in the drop down box.
Okay... Height of what? Is that the maximum height of the mountains or the camera? If it's the camera, then setting a lower height means I can set the camera routing much thinner so you don't see the edge of the world (and that the world is really flat!) effectively allowing the world to have more space. If it's terrain, then why would I want 100 or 200 when I can set it to 300 and just make smaller mountains? Edit: Is it disrespectful of plumbot rights to put a plumbot charging station next to the washing machine? What if the plumbot has a crush on the washing machine? Is this ever okay? |
I feel really stupid to ask because I'm sure everyone knows about the answer but me: so... what happened to Modyourpanties (the image sharing site of MTS)? I noticed months ago that I couldn't login anymore (I click on "Click here" and nothing happens). Has it moved? Or messed up behind any repair? or MTS doesn't pay for a site like that anymore?
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Quote: Originally posted by Emmett Brown
It's the height of the world. If you use the sculpting tool with "Hill Steep" excessively in one spot you will at one point hit the ceiling ![]() |
Quote: Originally posted by Floraflora2
It died: http://www.modthesims.info/showthread.php?t=611818 Attach images to your posts for now. ![]() |
Hi everyone
My problem is error code 12 actually I did EVERYTHING that was said to do I deleted many families and lots,I deleted bad save files and deleted everything unnecessary in my sims 3 folder I installed error trap and overwatch etc And by the way my ram has a lot of free space Actually my problem started when I lost my cd so I used no cd mod and I opened my game from program Files/Electronic Arts/Island paradise/Game/Bin.there is file name TS3EP09.ex and by clicking on this I go into my game Is my problem related to this? Have you ever faced this situation? I know there are lots of topics about error code 12 but I saw them all and tried Doing them all Please help me with this |
Quote: Originally posted by Gargoyle Cat
Ok thanks |
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What is this dynamic challenge stuff in my downloads folder? it doesn't show up under 'downloads" when I go to install stuff. Is it some sort of Digital rights management?
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Yeah. I'm using the steam version of 1.67. I can also see some challenges XML tuning files in the gameplay.package. Maybe I should study this as there may be game magic inside.
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Quote: Originally posted by Emmett Brown
The Dynamic Challenge files are related to the Badges we can earn, as displayed on the old TS3 website under our profiles. You can delete them at the risk of losing some badge progress (many of us couldn't care less about that), they will return the next time you log in at the Launcher level. I usually just ignore them. It has nothing to do with DRM. |
If you go into the notepad Sims3 file in the Program Files/Origin Games/Sims 3 folder, I know you can change the memory usage from the default 2 higher.
I have a total of 16 RAM on my PC. That means I can alter it to using 8 at the highest, right? Always half of your RAM in total. |
Quote: Originally posted by CatMuto
There is an urban legend of sorts still circulating out there that such a setting exists. If it's the one I am thinking of, that measures the potential total size of the script heap and if we count the zeros correctly we see that it actually says 20 GB, not 2 GB. I would recommend not changing that, no one except the developers knows why it was set to 20 GB but it doesn't do what everyone who propagated this myth across the web many years ago thought it did. TS3 has been Large Address Aware (LAA) on Windows (not the Mac version) ever since Patch 1.17. That means it can and will reach for just short of 4 GB of RAM on its own if it needs to and if the RAM is available; the actual upper limit is ~3.7 GB due to some overhead. But as a 32-bit application, that is the best it can do. No 32-bit app can ever use more RAM than that, it's a laws of physics and mathematics thing, and if it tries to reach for more RAM than it can possibly use even for a split second the result will be a crash or Error12s upon trying to save. Unfortunately, EA never made a 64-bit version of this game that would have lifted such a limit. |
What is inappropriate behavior for guests?
Yesterday I threw a rather big party in Bridgeport in hopes of finding possible mates for my 2 sims. Around 20 sims showed up to the party and brought food. Some of them were stuck in the garage, as you do, and others went upstairs. My sims spend the whole party getting the "ask to behave" actions for almost all the guests(his brother was also getting the actions), but I cant figure out what those guests were doing wrong. As far as I know being stuck in garage, standing on the front porch, taking in food and using pool are not inappropriate things? Any ideas what my guests could have been doing that I did not notice that was "rude"? |
Quote: Originally posted by Gargoyle Cat
The outbreaks start with one or more random Patient Zeros, as designated by the mod's options on City Hall; I believe they are all one by default. Those that are transmitted by social interactions will spread if/when that sim comes in contact with others while they are contagious. The different diseases spread in different manners though, this is covered on the detail pages for each module that one clicks through to get to where the downloads are. There are no options for castes (that's SP) or to grant actives immunity, although there is an option to prevent actives from getting a disease spontaneously when a new strain evolves. It's already False by default. There might be something in Vector's debug menu about further forms of immunity by sim, will have to check the next time I am in-game. I do know that you can cheat a cure to any sim already infected using the debug commands. |
Quote: Originally posted by chokolady
Using the pool is considered inappropriate behaviour. An additional problem might be if the party was held in an apartment building, because as soon as a guest leaves the residential area of an apartment and enters a public area on the lot they are not considered part of the party anymore and are treated more like uninvited guests, even though they still behave like invited visitors. |
Quote: Originally posted by Don Babilon
I had no idea about the pool. Hopefully that's not the case with a pool party? xD I wouldn't know, I never threw a pool party ![]() |
I have thrown pool parties, and I'm still not sure if using the pool qualifies as inappropriate. Nobody ever gets into the pool!
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I just know that when your own Sim is invited to an NPC pool party and uses the pool without the "Inappropriate in a Good Way" lifetime reward, he/she will be scolded.
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If I make a ghost in cas, can I revive them? Or can only sims that died in game be revived?
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Quote: Originally posted by chokolady
I've never had a problem reviving any ghosts, no matter how they were created ![]() |
It sure is easy to make mods in Sims 4 with Sims 4 Studio and Mod Constructor. Sims 4 is Python based.
Sims 3 is C# based. I made one C# mod per the tutorial on setting it up for Sims 3. Other than that, just XML Tuning and some picture mods. I'd like to make changes. Unity is C# based, and they dropped Python as an option. This makes it hard to decide. I still like Sims 3 better, but I've been unfaithful and playing Sims 4. |
How can I have a romantic date in a gondola if 1 sim needs to be operating it instead of sitting side by side with their date? Wish the gondola would spawn a npc to operate it.
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Quote: Originally posted by chokolady
Yeah, that takes "skills." ![]() I haven't played with the gondola in a very long time, but I always had a sim spawned to be the operator on those. As I recall they weren't Role Sims exactly, but more like the taxi and carpool drivers who are just there to fill the slot and have nothing else going on in their lives that we can see. |
Quote: Originally posted by Gargoyle Cat
Nobody knows how they work, I don't think the game devs even know... What I do know is use multiple alarms, one on EACH side of EACH doorway into the house (on the ground floor). This is because a burglar alarm on the inside of your house does not detect burglars in your front/back yard (etc) I started doing this as I had 8 cars parked outside a house and the burglar got away with the one car that was worth more than the other 7 and the house combined ![]() The only downside to having alarms mounted on the outside walls is the burglar usually gets away from the police as they are detected as soon as the enter the property. (Since I started doing this I haven't lost an object to the criminal underworld) |
Has anyone had a sim autonomously quit college? Is that even an option? The popup said they quit their job, but since they were enrolled in a home-world uni, they didn't have one.
I'm also seeing school-related opportunities timeout prematurely. Not sure if it's the world that's wonky or if I messed up something with Relativity. |
1. How long it takes for other sims to move in the new town?
2. "There is a crowd for romance. You'd have to dial it down to make it a regular group. Do you want to do so? " What does this mean? |
It means that you have some sims who were being sent out on a date and got another sim who was going to join the group. Since the game only expects your own active sims to be involved in that kind of situation it's giving you the option of either cancelling the join request and keeping it a date or allowing another sim to join and turning the outing into a regular group. Even if you have no idea of who is going on the date or who is joining it. Or it means that two sims in a group are getting more interested in turning it into a date and need to either tone it down or leave the group together. Again, you get the pop-up even if none of your sims are involved.
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How many "hold meetings" outside of working hours(business career) does it take for the smiley meter to be anything above average. It feels like 100000
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I think the "three's a crowd" thing is a glitch that EA never fixed.
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Hi everyone
My problem is so weird... Actually I used traveler mod and changed my sims hometown from sunset valley to Isla Paradiso and when I Wanted to go back to sunset valley to do some works I used another Isla Paradiso townie and used traveler mod and went back to sunset valley but all the sunset valley townies were disappeard I mean the icon of sims were up to them but they weren't showing not in relationship bar and nor in town it is like they are under the ground I used Mc reset everything from city hall but every sims hairs and appearance tottaly changed and they were all like each other but with different skin tones and hair colors they faces were like NPCs😳 I was so shocked that I quieted the game and restart and did traveling and changing hometown again but again this happened Can you please help me? |
Regarding the showcase of a lot of design and pertaining in seeking the feedback of one, do I post such thread in The Sims 3 Create Forum for better results in discussion?
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Quote: Originally posted by Shaghayeghyz
Do you have Overwatch and ErrorTrap in play in addition to Traveler? Regardless, invisible sims appearing to be underground are an indication that their outfit assignments are broken. Not the outfits (clothes, CAS parts) themselves, the assignments of the sims to them. MC Resetting will not fix this. There are two other ways. -- Get each sim to dress themselves again, even if that means ordering them to put on the outfit they were already supposed to be wearing. That can be very tedious for a population of inactives, but MC's Outfit command should do it and is a lot easier than getting them all to go swimming or something. -- Use NRaas DebugEnabler's Fix Invisible Sim command. That should find and fix usually at least 80% of them by regenerating the links from the sims to their current outfits if link breakage is detected. It runs on all sims in town, so that would be more efficient when faced with a town full of them. If either method still causes the sims' appearances to change dramatically, to the point where they aren't really recognizable anymore, I'm afraid to say that the original world and its inhabitants were corrupt to some extent. |
Right, here's a stupid question: how do I give a Sim an abnormally large mouth? What kind of slider could do that for me? Just a regular-shaped mouth, only 25% bigger. Like Julia Roberts's.
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Quote: Originally posted by igazor
Yes I have both errortrap and overwatch I used the sims to dress again but while dressing sims and the outfits were still invisible but the icon of sims were still remaining The way like they were under the ground I even make them go and take a shower or go swimming but it didn't work....I have to use the mod that you said to see the result |
Quote: Originally posted by igazor
HI I just went to nraas to download debugenabler mod but nraas was updated and it only had mods for 1.69 patch Isn't there any way to download this for my 1.67 patch? By the way patching sims to 1.69 needs origin and origin doesn't work for my country |
Quote: Originally posted by GrijzePilion
http://www.modthesims.info/download.php?t=434270 Use the slider hack that comes in this mod. IT comes with three packages for 2x, 3x and 4x the normal sliders. But it isn't a single huge mouth slider tho'. You'd have to adjust all the mouth sliders |
Yeah I know, I have the sliders set to x2 already. But not being able to size the mouth with a single slider is a problem. I need to be able to make the mouth wider and taller, and I need the teeth to be bigger.
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Although I made a thread over this question, but I don't I got a clear answer: using CFE or some kind of form of CC, would it be possible to make a vertically-curved swimming pool that close in on a room on its walls, making the said room look like a dome shape? This might be the stupidest question, not because of it being silly, but more because it's asked again and somewhat skipped the answer or didn't pay much attention. I might need to relook at that thread. ETA: my concern is If the pool will render in the said shape.
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Quote: Originally posted by Shaghayeghyz
The only NRaas mod that has a different version for 1.69 vs. 1.67 is ErrorTrap. Yes, we do have to fix that one so that both versions are once again available. The other mods including DebugEnabler are exactly the same for both patch levels because the game files themselves are exactly the same other than their internal build numbers. Everywhere it currently says "Download for 1.69" (except for ErrorTrap and UntranslatedKey that almost no one ever asks about) should really say/mean "Download for 1.67/69." |
Oh, how do I go about preparing to send a sim to a vacation and return them back homeland safely? Last time I done it, I couldn't properly return back to main world without getting stuck with no playable sim in champ les sims whilst stuck in live mode.
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Quote: Originally posted by SneakyWingPhoenix
Are/were you using NRaas Traveler? Working together with Overwatch and ErrorTrap, that one usually takes care of such travel transition failures for us. If you still get failures, the next thing to try in addition to the mods is to relieve as much stress on the game as possible before traveling in either direction. Clear out your sims' personal inventories as much as practical, be logged out at the Launcher and in-game levels, switch off the in-game TS3 store shopping experience and the hidden object startup game, turn all of the graphics settings in the built-in Game Options down to the bare ugly minimums and switch off Advanced Rendering (all only temporarily), only attempt travel in either direction after a fresh save (as), quit entirely to desktop/Origin and reload (which you would have to do after changing some of the game's graphics settings anyway), do a save (as) and another total quit and reload as soon as your sims safely arrive and show as the playable household in either direction, and after they make it to their home, vacation home, or base camp, continuing through to that part is okay, before trying to play forward again. |
Thanks. I was tempted to download it, but I thought of asking anyway as I'm about to send a sim now straight away after loading the game. Just to know any precautions before use.
So basically, I first In short, I should create multiple backups between the two transitions/directions of loading during the trip, before and after traveling, while the main save stores the progress during the vacation in a foreign land? If that's what I got from you. |
1) Why do genii take showers, mop floors and make autumn salad when they can genie clean, make sparkly and summon food?
2) Not sure if it is a glitch or what as I never played a couch potato before. Her one dream was to buy a new TV and she won't read skill books or anything - just sits in front of the TV all day. 3) I can't get my other sim to stay in class (University), that is a glitch! The class suddenly ends, everyone leaves, and he gets the "skipping class" on his occupation tab. Anyone seen that glitch before? It started after I installed the Steam version of CmarNYC XCAS mod. 4) Why is the stupid questions threat my favorite? Is it because the bar is so low here? |
On an unrelated side of note, traveling to Sunlit Tides and choosing a lot to stay in didn't cost me a thing (and there I was worrying that I will have built a base camp through edit town as It didn't came through my head to do so beforehand, lol). Is this an intentional feature?
Oh, regards to selling own grown vegetables, what's practical: should I sell those through an inventory/grocery store or n the consignment store? As for nrass story progression, apology in advance for redundant question as I'm still new to nrass mods: what's advisable in your opinion when it prompts the riddance of homeless by the town council: should I get rid of them or not? Why yes/no? |
So is anyone here good at reading script errors and finding out what they mean. Every now and then I'll have a sim who can't be selected by other sims and it spawns a "Selector Error". I thought the issue was my Kinky World mod so I uninstalled it but the problem still persists.
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Quote: Originally posted by lil bag2
This is the most relevant part (emphasis added): System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00029 ldfld.o in Sims3.Gameplay.Socializing.SocialInteractionA+Definition:GetTraitIcon (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Abstracts.GameObject) (559D8740 [58EED800] [00000000] ) You seem to have (or have had) a trait (LTR, etc.) in play that the game cannot cope with. Has this ongoing game and/or its sims save ever "seen" the Kinky mod? If so, I would suspect that one first has left something unwanted behind after having been removed. If not, it would almost have to be one of your other non-NRaas mods that is producing this error. Edit: I also note that you have SimsMX's Hospital Overhaul mod in play. That one is not compatible with current patch levels and is known to break players' games. Not sure what that could really have to do with the error at hand, but just worth mentioning. |
Quote: Originally posted by SneakyWingPhoenix
Quote: Originally posted by SneakyWingPhoenix
We all have different "workflows" when it comes to potentially game jarring things like world travel. I do a Save As before having left home and another upon safe arrival. Whether I want more Save As save copies cluttering things up while mid-vacation depends on whether and how many life-changing things that I wouldn't really want to have to re-play happen while there. Sometimes it's plenty, sometimes almost none. Then again just before returning home and finally again upon a safe arrival back home. Now I don't need five or ten frozen in time saves forever documenting all of that progress, the point is to have many safe (safer) points to retreat to should something go wrong here. After convinced that all is well, sometime after returning home I'll just delete the unnecessary ones. Maybe keep one where they were still on that vacation should I ever want to load it up in the future to look something up about the world they are visiting or what was happening back then. I should point out that I have only one ongoing game, coming up on seven years old now, and have easily 200 saves accumulated documenting chapters of its evolution like this. I'm sure the entire system can be scaled back to fit more "normal" (whatever that may mean) games. It's really helpful for me to load up save #65 or #137 realtime years later when I suddenly need to see or find something for whatever reason, but I don't need to see 65a, 65b, etc. from all different travel points that were generated by Save As just to have safe retreat points for that particular portion of the game. If two or five years later save #65 turns out to be a dud and can't be loaded, it's really no big deal and I'll try the ones just before or after it. When your destination has no base camp, and your sims do not own a vacation home in it, you are offered a place to stay among any unoccupied residential lots in the world. We are to think of the cost of lodging being built into the travel tickets. It's a feature of the Traveler mod. If my intention is to stay with friends/relatives or a resort while in town, I will tend to select an empty 10x10 or something as the place to stay, even if my sims have no intention of actually staying there after they arrive safely. Such a placeholder lot would, however, be where they reset to should they ever do get reset mid-trip. One thing worth mentioning, if your world has no base camp and no suitable (even empty) unoccupied lots to select from, it's possible to get stuck on the selection screen upon arrival and not be able to move from it because there will be no lots to select. I always run NRaas SP's version of progression on my foreign vacation worlds, even on Uni, I never have SP's Manage the Homeless switched on (except by accident once or twice) and I never agree to "run the homeless out of town." It's all a matter of player preference as to how the homeless populations are handled, not so much one way being better over the others. Selling grown harvestables through consignment will tend to generate more money especially as your sim gains experience in doing so (or at least that's the way it's supposed to work, that hidden skill never does seem to advance as it should due to some programming glitches), at the risk of no one buying them at all. Selling at the grocery store or by drag and drop through the inventory interfaces may generate less income overall, but you get the cost of the "sale" immediately instead of waiting with bated breath for the next 5pm consignment sales report to roll around. |
Quote: Originally posted by igazor
I've had Hospital Overhaul for a while and never had this problem (though I've also recently updated my game to the 1.67 patch) so I assume it's the other one (will remove Hospital Overhaul next time I play, just to be sure) As for the kinky world mod, you say the issue with a trait my sim may have that was leftover from this mod (said mod did use custom traits). So is there, like, a way to take this sim's traits back to their factory settings? |
Quote: Originally posted by lil bag2
It's Patch 1.63 (and higher) that breaks the Hospital Overhaul mod. Can't say for sure but we do know that Selector doesn't go around barking about sims' traits on a regular basis unless it has a very good reason for doing so. Was afraid that the KW removal tool or whatever procedure its developer has players use might not be as thorough as it could be. That would really be a question for her to answer. We do know that you cannot just remove the mod and play forward, at least we don't know of many players who have successfully done so. But from what we can see, this is only really a suspicion more than something we can prove. Sorry, this is unknown territory for us. I'm tempted to say scrap this game and start a new one with all new sims and without KW ever having seen it. But maybe others here have a prognosis that is less severe sounding. |
Quote: Originally posted by igazor
Hi Igazor I did what you told me to do and used Debugenabler mod and selected the option "fix invisible sims" but what happened was the same and all my sims appearance totally changed and they all looked the same like NPCs...I don't know what to do now...isn't there any other options for me?and isn't there a way that I move the old sims to the town and and transfer they look and outfits to ones that changed? Help me please |
Quote: Originally posted by Shaghayeghyz
If your sims are corrupt to the point that changing their outfits by any means causes them to change appearances entirely as described, then no. Continuing to work with corrupt sims and moving them to other worlds would just cause them to take the corruption, wherever it came from, with them. You could try to bring the sims into CAS and copy them to the saved sims collection, then make all new sims using the templates. That should be okay but then you will have all new sims that merely look like your originals (and have the same traits and other CAS attributes like favorites). Or you could try saving their households down the household bin and place them in a different game, that way would however still risk the corruption following them to wherever you placed them and they will stand to lose their histories and relationships that way. the relationships can be fixed with MasterController, the histories not so much. |
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