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Old 6th May 2013, 05:18 AM #551
DarthKitsune
Instructor

Join Date: May 2011
Posts: 476


You have no idea how glad I am to still be around! And just look at the awesomeness that has occurred in my absence.
Old 9th May 2013, 10:41 PM #552
grimreefer24601
Original Poster

Instructor

Join Date: Aug 2009
Posts: 562
Thanks: 953 in 1 Posts
4 Achievements


I was asking about you to ChickieTeeta not too long ago. Wondering if you came around ever anymore.

Truly, you made my day by posting.

You can't even imagine how glad I am to see you around here again.

Keep on being here. I'm messing with stuff all around here. EA may have forgotten this game, but I haven't.
Old 10th May 2013, 11:00 AM #553
math341c
Test Subject

Join Date: Apr 2010
Posts: 32


Oh this is so great thank you x1000 Best mod ever made for this game. Im wondering you still build more on this since its a beta?

I just want to say, can you make a sky changer and wind speed changer.

Go to The Sims Medieval\GameData\Shared\NonPackaged\Ini
You can see a lot of files like sky stormy sky etc Speedwind.
Old 10th May 2013, 08:26 PM #554
DarthKitsune
Instructor

Join Date: May 2011
Posts: 476


I intend to be here for a while, willing to test out anything without fear!
Old 10th May 2013, 11:50 PM #555
JackieSmith
Lab Assistant

Join Date: Nov 2012
Posts: 107


Quote:
Originally Posted by DarthKitsune
I intend to be here for a while, willing to test out anything without fear!


Oh good there's a new poison I've been working on...
Old 11th May 2013, 06:48 AM #556
grimreefer24601
Original Poster

Instructor

Join Date: Aug 2009
Posts: 562
Thanks: 953 in 1 Posts
4 Achievements


@Math: I'm still doing stuff. I've already made some changes, and fixes. Trying to figure out a few more things before I make another upload. INI editing doesn't really fit in my core though. Not sure that these INI's even do anything, or is that what you're asking for? I think they're left overs from TS3 code. Most of the functionality has probably been stripped.

@Darth: I may hit you up on that. Chickie and I have been messing with Gossip, and there's no way we can make all the possible gossip types show up with traits. We'll need more testers. I'll PM you when we get something ready.

@Jackie: Remind me never to eat at your house.
Last edited by grimreefer24601 : 11th May 2013 at 08:25 AM.
Old 11th May 2013, 04:50 PM #557
math341c
Test Subject

Join Date: Apr 2010
Posts: 32


ok then.
But can you do this, it would be so great really need this.

A thing who do that all sims who creating stuff/Equipment like blacksmiths or wizards etc etc
To sell everything. So example the black smith sell you everything like the expensive swords and armor like doom sword,doom plate armor, also wizard crafts etc etc.

2. shop from inventory where you can buy everything.

Last edited by math341c : 11th May 2013 at 06:20 PM.
Old 11th May 2013, 10:32 PM #558
DeeDawg
Test Subject

Join Date: Oct 2010
Posts: 38


Quote:
Originally Posted by math341c
ok then.
But can you do this, it would be so great really need this.

A thing who do that all sims who creating stuff/Equipment like blacksmiths or wizards etc etc
To sell everything. So example the black smith sell you everything like the expensive swords and armor like doom sword,doom plate armor, also wizard crafts etc etc.

2. shop from inventory where you can buy everything.

The first one will require a couple of XML tuning mods, which isn't something that belongs in Grim's core mod. Take a look at Shimrod's XML tuning mods, as he's already released one that adds more items to the shops. Perhaps get in contact with ChickieTeeta as well.

For your second request, I'm actually working on something similar. Well it's really an ingredient spawner for all craftable items, but I'm planning on extending it with a new version of the shop dialog to enable shopping by recipe. I'm sure I can squeeze an ultimate shop in there as well.
Old 12th May 2013, 09:51 AM #559
math341c
Test Subject

Join Date: Apr 2010
Posts: 32


Quote:
Originally Posted by DeeDawg
The first one will require a couple of XML tuning mods, which isn't something that belongs in Grim's core mod. Take a look at Shimrod's XML tuning mods, as he's already released one that adds more items to the shops. Perhaps get in contact with ChickieTeeta as well.

For your second request, I'm actually working on something similar. Well it's really an ingredient spawner for all craftable items, but I'm planning on extending it with a new version of the shop dialog to enable shopping by recipe. I'm sure I can squeeze an ultimate shop in there as well.


Omg thank you, thank you so much!
You have a main thread about the mod?, or a link to the old version
Please make sortings you know so i can sort what i want to buy example food or items like in vanilla game
Old 12th May 2013, 10:27 AM #560
DeeDawg
Test Subject

Join Date: Oct 2010
Posts: 38


I haven't released anything yet, as I'm still working on it. But when I do, it won't include the "shopping by recipe" feature or the ultimate shop at first, but I'll update it as fast as the time I can spare will allow me.
I should be able to release the initial version later today however, so expect such an update during the course of the following week.

And in regards of the sorting feature, I'll see what I can do.
Old 12th May 2013, 11:25 AM #561
math341c
Test Subject

Join Date: Apr 2010
Posts: 32


Quote:
Originally Posted by DeeDawg
I haven't released anything yet, as I'm still working on it. But when I do, it won't include the "shopping by recipe" feature or the ultimate shop at first, but I'll update it as fast as the time I can spare will allow me.
I should be able to release the initial version later today however, so expect such an update during the course of the following week.

And in regards of the sorting feature, I'll see what I can do.


OK very nice man. But you will also make the Expansion items from pirates and nobles right?
Old 12th May 2013, 11:50 AM #562
DeeDawg
Test Subject

Join Date: Oct 2010
Posts: 38


As the mod will retrieve its data directly from the game itself, it will happen automatically.
Old 12th May 2013, 11:56 AM #563
math341c
Test Subject

Join Date: Apr 2010
Posts: 32


Quote:
Originally Posted by DeeDawg
As the mod will retrieve its data directly from the game itself, it will happen automatically.


Ok very nice man! Cant wait

When you release it you will post it on this section ? "
Mod The Sims > Community > Sims Discussion > Sims Medieval"
Old 16th May 2013, 06:58 AM #564
MoxieGraphix
Test Subject

Join Date: Oct 2004
Posts: 51


Using the core on a fully patched game with P&N (i just downloaded the mod tonight), my game won't load. The loading bar won't even start loading. I'm looking at the mods I have. Better patrols and the spell fix for that borked high level spell. I really wanted to use this but I'm stumped as to why it won't load. Do either of those two mods conflict?

edit: NEVERMIND. I am an idiot. I forgot I reinstalled and didn't put the d3dx9_31.dll back in. *sighs* It just loaded.
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