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Scholar
Original Poster
#126 Old 26th Apr 2013 at 4:24 PM Last edited by ChickieTeeta : 15th Jun 2013 at 11:31 PM.
Quote: Originally posted by Tarinah
Ive had problems with all the marriages I've tried. First one was in the forest, as a part of a quest. Trying to do the marriage would result in the "path failure" tantrum, no matter what i did to move the participants to other places. The NPC I was to marry kept returning to stand on a blanket, beside a tent.
Solution for me ended up joining a church, and having the ceremony there....

Another marriage, this time in the Throne Room, had the exact same problem, but unlike the forest situation, the NPC did move around, and so they did manage to get married eventually.


The game has always had route fail problems for marriage. It still has nothing to do with this mod. The mod doesn't even have anything to do with marriage.
It says nothing more than 'to be allowed to petition the monarch one of the available conditions is a petitioning sim must be in the reception hall.' I don't see how the throne being petitionable in the reception hall is causing your sim to route fail getting married in the forest.
Silverprinz thought it might have been this mod only because he was trying to get married in the reception hall, he thought it might be interfering with a quest that required the reception hall. I tried to duplicate his problem with the same quest and couldn't, my marriage took place in the reception hall with no problems at all.
The route fail weddings I have had seem to be caused by things with a high advertising call, If I remove kegs etc, when there's nothing left to distract them, the marriage takes place as it should.
Route fails also happen in places where the ground isn't perfectly flat, or if the quest sim has been instructed (by the game) to stand in a specific place, sometimes they cancel out and go back to where they were meant to be. The forest can be particularly bad for weddings for a number of reasons. My first wedding in the forest was in 2011, long before this mod was around. It was the quest that gives you 3 different choices to marry your hero off....he had to chase the NPC down the path because she kept cancelling out and trying to go home, over and over again, by the time the marriage took place they were nearly at the arch way in the kingdom wall, and the problem with that type of fail lies partly in the uneven ground and partly in the scheduler.
There are loads of reasons why marriages fail.
The NPCs motives alone can be a problem sometimes.
There also has to be a fairly large space around them for the wedding to take place, since 'Sky Priest' needs to land on one side of them, and there should be a space available between the couple and any guests, so any sims, uneven ground, objects in that space that should be reserved will also cause it to fail, it's a shame that when you choose to get married there isn't a buy mode type grid that appears to allow you to select the marriage spot, because that would let you see straight off if it's a suitable spot or not.
You also don't have to choose a religion to use the church, just invite the sim to the church and then choose to 'get married here'. They should still make their way to the podium.

This thread was started 10 months before I made the throne able to accept petitions in the reception hall, and the problem has been mentioned in other threads as well.

(I'm wondering if having a podium in the spot you want your marriage to take place will make marriage work better since it forces the couple to wait (assuming it doesn't have building restrictions on its functions like some objects do))

*edit* I put the podium in the forest, used 'get married here', they walked to the podium and waited and the marriage took place first time. I waited longer than usual and although they weren't cancelling out of the interaction, sky priest wasn't appearing either. Eventually 4 'guests' turned up at the forest and sky priest automatically appeared as they arrived. Now I'm wondering if part of the wedding fails involve guests not being able to get to the destination before the time out, so it cancels the wedding instead. I waited nearly 2 sim hours for sky priest to appear, and I'm assuming the reason they didn't cancel out before this is the podium forces them to remain beyond the time out.

*edit*2nd wedding I've tried in the reception hall, it was mobbed but all the sims made their way to the right side of the room, when get married here was selected, the couple then took their place in front of the podium, once they were, straggling sims trying to get to the other side were route failed and sent to left side of the room (instead of the wedding couple failing and cancelling). Sky priest came down, and as soon as he landed all the shifted sims who'd waited on either side of the room were free to move around the whole room again.
One of the problems with non church marriages is that the space needed for Sky Priest gets invaded by wandering sims and the wedding cancels. The podium doesn't seem to allow sims to invade that space and seems to be moving stragglers away when it's selected for use for a wedding.

Most of the sims in the room moved to the right side of the room when the couple agreed to get married in the reception hall. When they'd moved, the couple took their place at the podium, once they were at the podium it seemed like no other sims were allowed to cross over. There is room for this sim to get by, but while the couple wait for sky priest to appear she route failed instead, otherwise the wedding would be cancelled when she interrupts them
The sim above that route failed moved back into the left side of the room. The sim in this pic and 2 others to the left of her stood and waited there while sky priest came down. When he landed properly they crossed over to where they trying to get to.
Straight after Sky Priest got both his feet planted on the ground, all the sidelined sims immediately started wandering around wherever they wanted

The problem with marriage appears to be that choosing to get married in a random place does not have any function to keep milling sims out of the way of the wedding couple, or hold a couple in place when they decide to do something else for whatever reason, or hold a couple long enough for 'guests' to appear. If you're happy to use buy debug to get at the podiums try using a podium to ensure they stay where you want them to and to ensure other sims in the vicinity behave themselves while the all important sky priest touches down. I'm not saying it will work every time I've only tried it out a couple of times but the results have been good, and what seems like apparent behavior on those tests has been good as well, so unless it's just been luck a podium should help a lot for non-church weddings.

*edit*
Another podium test wedding, these sims weren't quite as well behaved, they still moved out of the way initially, couple took their place, but the 'guests' were so quick to move on sky priests appearance, he'd barely even landed and they were all over the place.. The girl nearly trampled poor sky priest to stand in that spot and the red haired guy photo bombed the poor wedding couple lol .

The marriage I tried after the one above. I put the King in that throne and had him hold court while the wedding was taking place. I didn't get a cap but when they selected to get married here, he got a route fail thought bubble while sitting on the throne.
It's a little clearer from that test that the podium is moving sims away from the wedding couple, not to the extent of that first reception hall test, but still moved, and the space that isn't allowed to be invaded is Sky Priest's space. Sims were still being called to petition, both the petitioning and the wedding in conjunction went without a hitch, which surprised me given how close to the throne the wedding couple are standing. (I have moved the podium back 2 tiles from where it is in these pics)
I tried a double wedding in the Peteran church ages back but it didn't work, I'm wondering if there's 2 podiums available if 2 sky priests will appear.
Screenshots
Scholar
Original Poster
#127 Old 6th Jun 2013 at 4:30 PM
Bumping this thread to say that all versions of the socials mod that have the new money menu have all been updated to include text and translations for the new menu.
If you play the game in English don't re-download, nothing else has changed.

All the languages were done using Google Translate, so if I've got it wrong in your language, please let me know.
Scholar
Original Poster
#128 Old 8th Jun 2013 at 7:29 PM Last edited by ChickieTeeta : 10th Jun 2013 at 11:46 AM.
Some items made buyable...
They work like the ones in buy debug, so you can't sell them back to the catalog.
These were made for personal use, but I think I've made all the strings for them.
If you find a name or description that's blank, please let me know, and I'll fix that.
If the pricing is weird on anything, let me know and I'll change that, (I probably just put in random numbers for testing them). I won't change the price on the pulpit though, as it fixes the non-church weddings bug and so I think that should remain free


Some notes:
The teddy bear is the only one that can be both bought and sold. This is the Teddy Bear that's in TS3, it is in our buy debug though, which is where I took it from.

The judgement tree can't be touched at all once placed, not even with the moveobjects cheat, so if you place it wrong, the undo button is your friend. If you place it and return to game and it's not in a suitable place, you'll have to re-load your kingdom to get rid of it, assuming you haven't saved. If you've saved you'll have to use a back up save.
There is no icon for the judgement tree as it was never meant to be bought, so there wasn't one made for it.

The cathedral window said Jacoban in the build files, but I can't see it anywhere on or in the Jacoban church, I've checked some of the other buildings and don't see it there either.
The window looks lovely from the correct side, but will make wall cutouts on the reverse, so only use this if that won't bother you.
It's not all bad though.....
It's handy for viewing what's going on in another room, and stuff can be grabbed or clicked on through the cutout, and I also got some nice effects in the castle that made it look like ruins, that I was happy enough with to save that kingdom with the windows in place. But please, if you use these, switch the grid off (gives a much more accurate view of how things will look in live mode) and swing your camera around to view the window from the reverse side to see if you're happy with the cutout effect first as these can't be sold back to the catalog, you'll be stuck with them.
You can always strategically place furniture to hide the cutouts as well.

The Jacoban pulpit is for use for non-church weddings as the pulpit holds the couple in place, moves other sims away, lengthens the time out for guests appearing and stops Sky Priest's space from being invaded which all stops the mad cancelling of weddings.
Because you shouldn't have to be placing one to get married wherever you want, and it's a viable option in the game that doesn't work properly, I've made the pulpit free to get from the catalog.

I added the spawners to test stuff for the recipes/harvesting mod, which is why there's only these 2 done just now. I'll get round to adding the others though.
Attached files:
File Type: rar  Forsaken_CathedralWindowBuyable.rar (571 Bytes, 781 downloads) - View custom content
File Type: rar  Forsaken_JacobanPulpitBuyable.rar (3.1 KB, 764 downloads) - View custom content
File Type: rar  Forsaken_JudgementTreeBuyable.rar (870 Bytes, 692 downloads) - View custom content
File Type: rar  Forsaken_TeddyBearBuyableSellable.rar (901 Bytes, 666 downloads) - View custom content
File Type: rar  Forsaken_ValorootSpawnerBuyable.rar (692 Bytes, 763 downloads) - View custom content
File Type: rar  Forsaken_WellRusticBuyable.rar (1.3 KB, 711 downloads) - View custom content
File Type: rar  Forsaken_WildflowerSpawnerBuyable.rar (798 Bytes, 830 downloads) - View custom content
Scholar
Original Poster
#129 Old 15th Jun 2013 at 11:22 PM
Default Buyable/Sellable Tombstones
Buyable and sellable tombstones.
Tested to the extent that I've decorated with them, returned to live mode had a sim wander round the graveyard and returned to buy mode to test selling them.
I haven't saved with these in yet.

The knights yard has a nice amount of space for a proper graveyard, and the space outside the reception hall could hold your Royals (the dead ones of course).
Build a whole graveyard straight away or use them to keep track of how many sims you've randomly slaughtered along the way.

I hung the dude in the cage from the judgement tree, he looked good.
Seems a bit cruel that he died looking at where he was headed, even crueler that he never made it to consecrated ground since he's still in the cage.
Attached files:
File Type: rar  Forsaken_TombstonesBuyable.rar (831 Bytes, 656 downloads) - View custom content
Scholar
Original Poster
#130 Old 16th Jun 2013 at 1:51 AM Last edited by ChickieTeeta : 16th Jun 2013 at 3:26 AM.
Wasn't sure where to put this....
This is SimRecruit's combat all heroes mod.
If you're using this mod then you'll probably have noticed that your hero's bonus levels don't work. This is still SimRecruit's original mod but I've edited it to return the missing bonus levels. This version has been in my game since I discovered this is what was causing the bonus levels to not work, which was about 4 months ago, so it's well tested.
Hope this is ok with SimRecruit.
Attached files:
File Type: rar  Forsaken_SimRecruitsCombatV2UpdatedForBonusLevels.rar (7.6 KB, 743 downloads) - View custom content
Scholar
Original Poster
#131 Old 5th Jul 2013 at 11:13 PM Last edited by ChickieTeeta : 6th Jul 2013 at 12:11 AM.
Default Another buyable spawner
belladonna spawner made buyable.
and the Blue Pendant light as mentioned by Sweet Delilah in another thread. There's a picture of it there as well http://www.modthesims.info/showthre...932#post4179932
Attached files:
File Type: rar  Forsaken_BuyableBelladonnaSpawner.rar (825 Bytes, 633 downloads) - View custom content
File Type: rar  Forsaken_BluePendantCeilingLight.rar (686 Bytes, 578 downloads) - View custom content
Test Subject
#132 Old 11th Jul 2013 at 2:53 PM
Quote: Originally posted by ChickieTeeta
belladonna spawner made buyable.
and the Blue Pendant light as mentioned by Sweet Dalilah in another thread. There's a picture of it there as well http://www.modthesims.info/showthre...932#post4179932


Thank you so much ChickieTeeta, you are a wonderful person for helping each of us here! :lovestruc
Test Subject
#133 Old 22nd Jul 2013 at 5:10 AM Last edited by kingdomheartstislight : 23rd Jul 2013 at 3:26 AM.
thank you ChickieTeeta!you are the only modder that has tried to help me, and did not ignore me.if you have any mods you need help with beta testing Ill be more than happy to help you*hugs*I consider you a good friend,best of luck with your future mods.ChickieTeeta you can use the sim relationship in cheat opt,by holding shift and set relationship to spouse.you mod should work there.thats what i did.
Test Subject
#134 Old 22nd Jul 2013 at 5:19 AM
and yes i love your family of 17 mod, it will conflict with the 6 heros mod,its not needed since ith this one you can have 15 heros kids,*lol*Its so good that one of my games my queen is a whorX she is going with every man she lay eyes on,she has the seduction traite with the another trait that i cant recall,she has no neg buffs cause of her traites.its so funny, there would be 3 or 4 ncp sims fighting to make out with my queen.the moders here rock!peace to ya all!I tell ya this game is been keeping me entertained for hours.if you have a seductive queen be sure to place them tents on other lots, have the cheats enabled and hold down shift an buy on lot an plop that tent down. a tub, booze,benchand camp fire and watch the fun!*lol*
Field Researcher
#135 Old 25th Aug 2013 at 1:03 PM
Replying to you Chickie concerning your post Buyable/Sellable Tombstone. These are really fabulous. I have made a graveyard in my previous game just outside the Reception Hall, near the trees, and I tried putting items in my knights yard yet again, as you suggest here, but I am always prevented, even in moveobjects on mode from adding very much. I cannot even add items in the middle of the yard, but only at very close range to the front door area of the knights home. I can barely add a wall lamp on the outside of the building. One particular event that occurs and I find very frustrating, is that if I get too close to the cut off point where I cannot place any item, the object I placed becomes stuck, and in no way shape or form can I remove the object....a few times plus, the object is rightfully within the boundaries, but my game insists it is outside of the border in that my pointer remains white, and never will show the grabbing hand figure. So, I am forced to play the remainder of the ambition with the out of place or ugly object I wanted to remove. This recently happened with a smoking floor lamp while I decorated the entrance to the kingdom from the town, having put the lamp in the corner spot near the town sign. I do not know how to heck you got that graveyard so large in the pic if it is in the knights lot, as in my game that would be impossible, though if I am extra careful, I might be able to place such a large graveyard before the Reception Hall.
Is there some kind of mod I am obviously not using that opens up more space on the outsides of buildings in order to decorate? Oh pahlease, I hope so!
Also, I wanted to include a HOT-SPOT for treasure hunting that at least for me is nearly 100% guaranteed to get the best items available in the same % of digs, especially for the Blacksmith, and that area is the default graveyard in front of the cave. It is a secret I tested, as I jumped for joy the first time I had Xylan dig there, which was a few days ago, and he got a mythral shovel, the blacksmithing to make the mythral shovel book, a few ancient powders, and money all in one dig, then later he got marked map pieces ancient powders money and 3 ancient bones, another time he got the Watchers Hammer, ancient powers ancient bones, and money. Another monarch I was forced to use instead of Xylan as it is a new digital download game I am playing now and not my previous game from discs received the Silver eye shovel, and the same extras as written above. There has only been two times no treasure was found there, and only after much digging there and also with my Peteran Priest, Lagger Beer. I always point inside the graveyard for them to dig, but the always dig just outside the tombstones so if anyone tries this secret I found, they might try it as I do it and hope they have the good luck my Sims have had.
And dear lady, I want the credit for this spectacular revelation, as it is I Xeny who discovered this Sims Medieval Pirates and Nobles treasure hunting secret! LOL, and no I am not using any treasure hunting mod whatsoever. I didn't care for the method of that one mod I read about, and I do prefer the surprises in the game a way lot more than the guarantee's. You know?
Thanks Babes for your talent, and I sure hope you have a resolution to my space unavailability, and also object sticking in and out of bounds problem.

The best to you my dear.

Xeny

Quote:
Some people never go crazy. What truly horrible lives they must live.
Scholar
Original Poster
#136 Old 25th Aug 2013 at 8:29 PM
My pictured graveyard is not on the Knight's lot, it's in the Knight's yard. The bit near the kingball court with the training dummies etc
I've never tried decorating up by the Knight's lot. It sounds real small from what you say though

The advice was to make sure objects are at least one and a half squares within the boundary of 'illegal' plots to avoid problems. It wasn't my finding, I read it in the 'Things You Can Do' thread, long before I decorated anywhere outdoors, but I've always stuck by this rule.

I'll be sure to test out the graveyard for treasure hunters.
My latest wizard (and also my fave wizard) seemed to strike lucky wherever he dug, which I haven't seen happen on other characters.
Field Researcher
#137 Old 26th Aug 2013 at 11:24 AM
Ah, I see. If you had said Training Yard, I would have understood what you were referring to, and would not have asked. I have seen in the ini files where one could edit the allowance for space in the game, and I figure if one edited it incorrectly what a mess the condition of the one's game would likely become. I wonder if any have tried it before? I suppose if any have, they remained quiet about it, and if any explanation as to the condition of their last known game status were to come into question, likely they had an excuse other than the truth to share with the asker of the question? LOL

PS In my latest kingdom, and every kingdom before, Chickie, EVERYTHING is Xylan's for he is the king. Reigh Neigh my knight just borrows the Training Yard, just as any other Sim who deems to train upon its ground. *wink*
Please let me know how the treasure hunting upon the land of dead and its bodies that lay within goes for your Sims, Chickie. I am interested to know if my find will work for others.

Quote:
Some people never go crazy. What truly horrible lives they must live.
Scholar
Original Poster
#138 Old 23rd Nov 2013 at 10:36 PM
Default Art by an 8 year old
Unique painting, won't over-write any of the existing paintings.
Drawing done by my 8 year old daughter.
Frame is re-colorable.

Her original drawing, since I think it lost a little clarity in the conversion.


Pics taken in-game


Screenshots
Attached files:
File Type: rar  Forsaken_PaintingMedievalBy8YearOld.rar (155.2 KB, 158 downloads) - View custom content
Test Subject
#139 Old 28th Nov 2013 at 8:15 AM
Quote: Originally posted by ChickieTeeta
Unique painting, won't over-write any of the existing paintings.
Drawing done by my 8 year old daughter.
Frame is re-colorable.

Her original drawing, since I think it lost a little clarity in the conversion.


Pics taken in-game




Like mother, like daughter I love it
Scholar
Original Poster
#140 Old 2nd Dec 2013 at 8:22 AM
Quote: Originally posted by alexandra.fairly
Like mother, like daughter I love it


She's a bit dejected that the download count stopped at 4, so your comment was very well timed and VERY much appreciated. Thank you so much for taking the time to reply
Field Researcher
#141 Old 3rd Dec 2013 at 5:21 AM
Quote: Originally posted by ChickieTeeta
She's a bit dejected that the download count stopped at 4, so your comment was very well timed and VERY much appreciated. Thank you so much for taking the time to reply


Thank you Chickie, I've put this up in the children's room, it's perfect.

Rory
Scholar
Original Poster
#142 Old 7th Dec 2013 at 3:41 AM
Thank you Rory =)
Lab Assistant
#143 Old 15th Dec 2013 at 8:36 PM
Quote: Originally posted by ChickieTeeta
ArisCrossNecklaceDress
* Pattern at bottom of dress removed.

* Dinginess and pattern on insets retextured.

* Pink lacing at the back of the dress recolored.

* Overlay tinting removed (4th channel is still there, but does nothing now)

I've had dresses that looked urine stained round the bottom or sweat stained round the arms or looking like she rolled in coal dust or something round the shoulders. I find the tinting highly appealing, on your own sim you can set it to the main color as the dress to get rid of it, negating, for me, the need for it to be there at all, if I get an NPC wearing the dress it requires a wardrobe call to get rid of it. I see no point to the 4th channel being there.


Your images make it look like the insert and laces are always white (and were previously always pink). Any chance you could use that now empty 4th channel to make them dyeable?
Field Researcher
#144 Old 8th Jan 2014 at 10:32 PM Last edited by Xeny : 19th Feb 2014 at 10:05 AM.
Chickie? Or ANY modder up for the task, LOL. I have a GREAT idea for a NEW mod that I am certain a GREAT many TSM/P&N obsessed gamers would desire in the extreme....I Pray it is possible....my idea is can a mod be made to allow whomever (sim) is going sailing on the monarch's ship to have a guest sim sail with them at the same time? In other words a mod that allows two sims at least to travel together at the same time on the ship to whatever destination?

This event if its possible might mean a great deal to marriage relationships in-game for a lot of Simmers. Husbands and wives could go on honeymoons, and fishing trips together perhaps tightening their relationships....or the gamers using such a mod just might have a super duper extra fun good time sending couples or groups of sims to wherever... I can imagine all sorts of additional activities that could arise due to a mod allowing at least 2 sims at a time to travel....one of which includes one of my dreams that you and/or others modders might one day develop additions to quests, or new quests for TSM P&N....Makes me think of soap operas and troubles on the High Seas!

What think you Dearest Mod Lady?

PS On treasure hunting...As I was telling you about the secret treasure hunting spot of the graveyard (default location), the treasures I find there in every kingdom since I wrote the info above remains true. Mithral shovels, The Blacksmithing book of mithral shovel making, jade tigers, ancient powders, and double marked map pieces in one dig continue to occur for me without the use of any treasure hunting mod, so indeed this is a FIND! This location of the default graveyard right to the right of the cave is where the second Silver Eye with the power of 10 can be found. I had always wondered why the description of the Silver Eye shovel when found using the Old Map always meantioned them or they when talking about the shovel...now I know where to practically guarantee there will be 2 Silver Eye shovels present in every kingdom.

Concerning treasure hunting great finds in locations (secret until Xeny finds them LOL) I have found another very lucrative treasure finding location....that being the Judgement Zone. You might recall during The Beast that Diets, and perhaps one of the other quests where ones Doc is a main character, and depending upon the sim he/she may have as a 2nd hero, that the 2nd hero sim must dig for bones or other objects in the Judgement Zone needing special maps not the commonly known, and only for this particular quest, that the "digger" finds some really obscure weapons???? Its not important that, but I reference it to make a point....that being that if Sim Gamers want weapons, the Judgement Zone is the VERY place to dig for treasure. If the treasure hunting sim will receive a treasure find while digging there, he/she is practically guaranteed to unearth at least a steel longsword or a Precise Scimitar, possibly two at a time, plus simoles or ancient bones, power etc. Last night my Doc found the Pirate Lute at the beach, yeehaw! LOL No sim of mine has found that music maker for nearly half a year! LOL

I hope some treasure hunting obsessed simmers gamers of TSMPN read this and enjoy their games and kingdoms at least a 1000 times more than they do now after testing my treasure finding secrets WITHOUT the use of special treasure mods, and so may their sims be the richer for them! And yes, may those who find my secrets a success for their games also grow richer in the category of fun but more like a blast without the need of a bomb as you see, they didn't have mines back in the day, ya know? TC Toots, the best to all!

Xeny

PS here below is a picture I took just yesterday showing Xylan Darksword, my monarch opening the chest he just dug up treasure hunting in the Cave zone. If you cannot see what treasures he found, they are: Ancient Powders (3), Manual of Blacksmithing Mithral Shovel, Mithral Longsword, and a Watcher's Hammer. This is a HUGE treasure find without any treasure hunting mod in use. Now Gamers, the proof is in the pic below that the Cave is a HOT SPOT for fantastic treasure!


Quote:
Some people never go crazy. What truly horrible lives they must live.
Field Researcher
#145 Old 4th Feb 2014 at 7:05 AM
Quote: Originally posted by ChickieTeeta
Larger family requested by Keyneky.

Family size 19. Seems a random number, I know, but Queen Anne had the most kids as far as I'm aware. She had 17 children (none of which survived to inherit the throne) so 17 plus 2 parents gives 19 in the family.

This is untested, so I don't know if there'll be some natural cut-off where the game won't let you actually have 17 children in your household (or 18 if there's only 1 parent). I'd imagine it would though.
I'd also imagine that lag could ensue if your computer isn't up to handling the extras. Even though children aren't added to the family bar and spend most of their time out of the house, 17 kids per hero could lead to 170 extra bodies wandering the kingdom so lag may well be possible if you abuse this mod.


I had a few comments and problem reports to make that I encounter during my game play concerning some of these mods posted in this thread, issues for me anyway, and also a request or two, and then I saw this comment for ya Chickie, and it reminded me of my recent understanding of a great cause of game LAG in TSMPN. One I find difficult to avoid but it can be done.
You see I have read somewhere, not here, that clearing out a sims inventory is very important to a better running game, that having ones sims with overloaded inventories can really cause problems. I have found this to be TRUE to an improvement in my game performance by an estimated guess of 50 to 60%!!!!!!!!
You see, my game lagging in the passed had been terrible, and which causes more problems down a kingdoms many roads especially crashing. I at first tested the theory I read about on my doc, Blade Bungle as he carries his flowers, potions, food, and any other extras, which is a lot of junk, taking quite some time to scroll through. And I want to say it is thanks to you that led me to test this idea of overloaded inventories due to the fact that I encountered so much problems using your forsaken foods mods where my doc had the foods in his inventory along with the previously reported "stuff", which cause my game to freeze and lag so badly I was certain the game would crash on the spot! This event was what clued me in I have an Inventory problem! LOL It is way too convenient for my sims to individually carry all the foods the might eat or share with them as we go on our quests, and it is very inconvenient for them to constantly be cooking, as what we eat and what we do is rather all on the spur of the moment. Any and every planned activity and the manner in which it will be implemented is always up to change at any moment in TSMPN game in my kingdoms. But at a price it seems.
Imagine my poor blacksmith Qyall Quartz! My poor sweet angelic and sexy Qyall! He must have suffered so for all this time since his birth into my kingdoms! He carries or used to carry his stones and potions, food, weapons, and all extras, and after placing him in any of my kingdoms usually we do not go right into a quest with him playing a role, we tend to lay much of the goods he will be selling upon his inventory person in order to make it easier to transfer goods, so in fact he is practically buried in muck, if you will!....and my poor skinny wizard! He has it the heaviest!!! Metals, stones, flowers, food, potions, weapons, extras (birds etc) Holy Petunia! No wonder my game lagged so much!!!
I have been trying to self teach myself to keep larders available for my hero sims where it is possible. It is impossible for my bard, as she has no bloody room left to add even another foot. When/If she has a child, she must go live with her husband at his place, or if she marries a non hero sim, she don't get pregnant PERIOD.
You see, previously to this conclusion of overloaded inventories, I had believed the lagging problem was due to items placed in the kingdom ie: too much decorating, so had limited the larders down to the monarch only, and or added one to the training yard or Reception Hall, but doing this has never seemed to help game performance. ONLY deleting saved colors in CAS clothing, and saved furniture helped in the past, but now even more so I find is emptying most of my sims' inventories to just the bare essentials. There is little need to fear for your sims' health and well being if they do not carry their food around with them even when they are not being played by the gamer.
You know Chickie, that a hero sim will not cook a good meal on their own when not being controlled to do so by the Watcher/gamer, they will eat and cook gruel and flat bread when not a participant of a quest...

UNLESS a player has a food item made by the sim they are controlling/playing with and drops the food item upon the hero sim that is not an active participant at the time. He/she when they are hungry will automatically take the cooked item in their inventories and consume a plate or a bowl of it if it is large, and if only one serving, eat it all. In fact Qyall was the very sim who taught me this. I had at first thought he was just wiser than the other heroes of mine. Ya know I hate to see my sim babies in any kind of pain, so when I dropped apple pie on Qyall out of my monarchs inventory, I nearly cried when he immediately took the pie and consumed a piece as I knew he was hungry but at the time of this event I speak I hadn't the knowledge or experience to solve the dilemma of getting non participant sims to eat a good meal when not participating in a quest. It can be very difficult to recall the last meal every hero sims has in their inventories, and the amount of the dishes servings, and unless I view their inventories content, with my memory it is impossible, unless I go beyond simple sanity, and record such things on a notepad...LMAO! However, I know my sim heroes well enough that I can usually detect their needs by the look upon their faces, so as per the need, I have ny participating sim make a few pies or stews, and drop them upon whichever of my sims needs.

A note for humor: I find this amazing, and quite funny, that since doing this dropping of food upon hero sims not active, and I am guessing due to each of my non monarch sims having been Welcomed to Home by the monarch, most of them come to the Throne Room for breakfast, lunch, and sometimes supper, even though the food item they consume comes from their own inventory. They, especially Qyall will not eat at home his breakfast, unless I am controlling him to do so.

It would be GREAT to have a mod that allows a non active hero sim to use items in his/her inventory on their own, cook foods they have on them, drink energy potions, since we Watchers do have the option to set a sims free will on high, why not then can we have them make food items for their own focus even if we are not playing with them?
I have a terrible, and easy ability to "Freak Out" if one of my sims is in any kind of "pain" negative buffs included. My sims when not being played with by me, use all of their energy levels to a life-losing EXTREME I notice as sometimes I shift click on one of them to check their condition, and what caused me to do this was because some of my sims take up the act of going to bed/sleep in the active sims bed instead of going home to sleep. This is an event that occurs maybe 15 to 20% of the time in any of my kingdoms as all my sims are the best of friends...a main goal in my kingdoms. Most others are outsiders to them.

Hope this info helps other Sims Players as I am thinking some of them are unaware that their hero sims can consume prepared foods in their inventories and kept from decaying there and will last the time for all of the dish to be consumed as long as the right mods are installed on their PC's. I use Moraelin_TSM20_FasterCooking_10xSpoil.package, and I don't want to be without it! Love that mod!

I typed loads once more Dear Chickieling, but I am not sorry. I figure some Simmer out there somewhere can use it to their betterment, whatever that be, for their sims, or whatever else makes them happy!

But I still wish the option to Murder by was consistent in showing up in my actions menu's during game play. Many times it will not when my only need and desire is to do away with the evil sim in question, and then I am forced to enable Grim's interactions menu, and not just ShimrodsSocialsbothfullversions, and every time I do this the options menu freezes after I click the Accept button. It does not deflate, or spring back, but remains held down and can take up to 5 minutes to snap back to Live mode. BOTH in enabling Grims Core interactions, and disabling them. His option to Debug Murder by is the only option of this nature that I can guarantee will show up to select when desired, its just a pain in the buttocks to get there and back, so to speak, but otherwise its too lengthy for me to use as the default interactions menu for my games. Perhaps this is an issue for Shimrod to look into since it is he that developed this mod? I appreciate all yall do, regardless, Toots. <wink>

One last wish before I go on another adventure with Xylan and his minions LOL, is I super duper wish the children in TSMP&N could interact with more items in game, and perhaps be able to have an ability or two as children, and not be forced to have to grow up in order to participate in the kingdom, or be useful. Long ago I tested on a child the abilities of medicine as the monarch needed energy potions desperately, and she the child could sell healing potions, but only weak ones, a child can be given the combat ability, but when they fight, the armor is stretched about them overlapping their arms legs neck, as well as the child contorted grossly in an attempt to fit the armor in such an ugly manner as to appear like a monster from Creature of the Black Lagoon or worse!
As I have stated before here to you, its no wonder the medieval children have such potential at misbehavior since there is almost NOTHING they are able to participate in, poor kids, its a wonder they are not zombie-like or suicidal! LOL! Do you realize a child cannot even Watch a performace by a bard, or dance???????? Now how CRAZY is that????? A child not allowed to dance????? THAT is INSANE!

Thanks Chickie, and Shim...you all are the best, and so may your day and night also be the best!
Xeny

Quote:
Some people never go crazy. What truly horrible lives they must live.
Scholar
Original Poster
#146 Old 4th Feb 2014 at 8:57 AM Last edited by ChickieTeeta : 4th Feb 2014 at 8:24 PM.
Xeny it sounds like a problem with your computer rather than with the game.
Grims core takes a second or 2 to load in the options and to remove them again.
Every mod you add will slow your game some more, and some more than others depending on what it adds and how it's used.
My sims inventories are always full, and I gather everything I see, keep ingredients in there, never sell my bards plays etc, I don't have this problem.
It sounds like your computer or at least one of your components isn't up to it.

As for the kids, it's not possible easily. There are no animations for the children for most things which is why they stretch up when you try to make them do something they previously couldn't, so animations would have to be made for the children for each interaction you wanted to add.

Inactive sims bars auto refresh, and focus doesn't affect them.

About the comment you quoted, I have tested it with all possible sim kids and by the time I had the full quota I had only 5 townies spawning from the village each day, so the game compensated by removing townies instead.
I don't play with that mod in anymore though, since it seems the intent behind the kids was just to send them away so you can get stuff sent back from them, which might also help explain why there's nothing much for them to do.
Field Researcher
#147 Old 5th Feb 2014 at 5:18 AM Last edited by Xeny : 5th Feb 2014 at 5:34 AM. Reason: added info
I cannot understand how the issue can be with my computer as it is practically new. Some of my specs are:
Asus System Model CM1831
NVIDIA GeForce GTX 650 Ti
Processor AMD FX(tm)-8150 Eight-Core Processor, 3600 Mhz, 4 Core(s), 8 Logical Processor(s)
Total Physical Memory 16.0 GB
Total Virtual Memory 32.0 GB
588GB free disk space

This computer is definitely up to snuff to play this game and more. Perhaps there may be a setting that might be changed, but what, I don't know. The game has lagged on more than one computer that I have played it on in its older kingdom stages. Not in the beginnings of a kingdom, and in both versions ie digital, and disc.

I have not experienced troubles with Grims sim interactions menu before adding the forsaken foods mods, but since then even after removal of them when I select to enable them in the options menu, the menu remains for about 1 to 5 minutes, the Accept button remaining depressed. I restate this event so as to insure you understood exactly what I was saying. It is not his Core interactions menu that loads slowly, but the options menu for the game when I select to either enable the sims interactions menu, or to disable it. Otherwise any selections in the Options menu of the game responds immediately. It is only when I am selecting Sims Interactions from Grims Core in the main options window of the game does the main options menu window freeze, or load or de-load slowly. It is strange to me.

I quoted all of that message to hint at the lagging, not specifically that phrase, as I was happy to share the info I had concluded was a large part of the reason my game lagged so in its later kingdom stages. I have also determined some causes of some crashes that being when adding or changing mods around without first deleting the cache packages in ones Documents folder before starting the game up. The game encounters difficulty in reading some modules addresses when this happens. I imagine that it is due to the save inside the My Documents folder not having memory of the actions the newly installed mod intends to perform in the game, as usually these are stated as Unknown module in the crash reports made by the game, or Exceptions.

So now I make sure to delete the Caspartcache, SimComposition Cache, and compositor cache packages before restarting up my game after adding new mods to my game. But anyway, my game has been acting wonderfully for me since applying the actions I stated previously and now, so pleased am I.
By the by Chickie dear, if you happen to have an advice on specific settings that might be made to improve game play for a PC gamer, I am all ears...don't worry, they're clean! LOL TC Xeny

PS: I run Windows 7 64-bit OS, and according to Windows' Experience Index, my computer benchmarks at 7.5
One cannot get much higher a rating than that. My hard drive is rated 7.8

Quote:
Some people never go crazy. What truly horrible lives they must live.
Field Researcher
#148 Old 14th Feb 2014 at 10:34 PM
Quote: Originally posted by ChickieTeeta
As for the kids, it's not possible easily. There are no animations for the children for most things which is why they stretch up when you try to make them do something they previously couldn't, so animations would have to be made for the children for each interaction you wanted to add.

Inactive sims bars auto refresh, and focus doesn't affect them.



I swear I saw a listing in Grims Interactions menu for animations when in my last Ambition, as I was clicking on a child sim, and then back to the Interactions menu I normally use. I didn't however click on it to investigate what they option entailed. Also my sims' levels of focus are important for me as sometimes I may require their particular skill within a quest I am playing, so to have their levels up at all times when able is something I do, but also because in my mind they are suffering especially when exhausted, like Doc Blade Bungle, yesterday screamed out at the chessboard hen Reigh was wanting to give him a drink...Doc's an alchy, don't ya know, and when any of my sims screams, I know they are nearly too tired to move...the grumps!

I really am writing here to you now Chickie to tell you of some events that have occurred in my last Ambition, which I finally decided to quit as I had already achieved its requirement and the problem was too much to enjoy trying to fix ie searching for a method to attempt to fix the problem.

Funnily, the issue was with my Doc Blade Bungle. Do you recall some time ago, that I mentioned my Doc had married the knight who was female, and my monarch got divorced from an adviser, and after the game asked which children should go to what parent, or home? Yeah Doc married a trader once and also had issues, but this is a different marriage with the knight, and when the pictures showed up in the window of the children, my doc, and his wife were included with the one pic of the daughter of the monarch. In this window there is no option to close the window, so one must decide the question being asked. This time no such event occurred of a literal divorce, but a window showed for my monarch in a quest previous to this one last quest I was playing in which had my doc as the main hero sim. The other window had two images of my monarch and two of the sim he was changing his relationship with, and had them described as "children". I mention the window and think it is related to my docs situation as before when this similar event occurred with my doc and his knight wife, it was due to the window after a divorce. Now what happened this time is my Doc married a servant of the monarch, but she continued to think the throne room was her home. I had retired her from her profession and attempted to add abilities for her that would link her to her husband so as to be of help to him. Duties a nurse might enjoy, such as herbalism, and gathering...

'Quickly I want to add in a side note which I think is important and strange as never before has this ability, or thing EVER happened in any of my games whether I had mods installed or not, that being the nurse the game gives to my doc has the ability to act as my doc, for the last two that I am aware Ambitions, (I only recently discovered this) the nurses can perform operations and make medicine/potions! I have not added any mod that I am aware of that gives the nurse these abilities, without me first implementing them...in fact I never have given the doc's abilities to any nurse! I do not usually like them around.' How could this happen? It happens by modded game default every time since I first noticed the event.

I then noticed my doc acting a bit strange while I had him at the throne room and an operating table to take care of the sickies in there, as I tend to feel sickly myself at the though of some gross and disgusting sim spreading their diseased germs onto my hot babe Xylan. For no apparent reason my doc went upstairs to the children's bedroom and tried to sleep in in one of their beds not even half way gone was his energy level. My monarch had dome similar not much before my doc tried it, but I had thought it might be due that his bedroom door was locked, but no, they were not unusually. I had put it down to the fact the beds were somewhat new, and maybe he just wanted to try out the comfort level...well hell, why could it not be so? I have seen my sims do stranger things, ya know. And it is his "house".

As I was sending commands for my doc to return to the operating table is when I noticed the option to select of "Home", which you know only shows up for sims who are active and at their HOME, not in some other sims' home. So you see, by marrying the servant, the game had my doc believing the throne room was his home as well as the servant continuing to believe so

Throughout this ambition I feel I must also add that I had more than a few quests end abruptly, but I feel I know the causes of most of them, but I tell you this incase you may see a relation to my doc's mental instability. I had also tricked the game into allowing me to have more than 3 children in the family of the monarch in the throne room. At one time I had 1 adult offspring of the monarch, and 6 adolescent brothers and a sister, with 2 babies in their baskets/cradles. Not using any mods to enable this feature, just so you know.

For interested parties: How I tricked The Sims Medieval Pirates and Nobles game to allow more than the by default 3 kids to a household, was to enable the test triples basket option with Grims Medieval Core latest version with one of the mothers, and as some may know, when doing this, the babies never literally show up in the game, at least not for me, but they do appear in the inventory list of relationships of whomever is in their family ie: father, mother, so when we had a third child, and the list of kids Xylan had the option of which he most wanted to kick the hell out of his home appeared, the 3 little devil ghosts appeared as well, even though in my mind they were not "real". They continued to show up each time a new arrival in a crib did, and so repeatedly selecting these ghost children to leave the home, instead of the "misbegotten children" we were able to continue adding more brats to the family. All in all Xylan had about 10 children, some of which we grew up, 2 of them I carried over, as I found a delight in the two, one of which I was able to make a Spy in this very kingdom called Justice, even though I had not yet made the building for the spy headquarters. In the next quest was where I made her sister the real spy and also adding the spy headquarters.
And also were I ended it early, the ambition that is, as at the time I wasn't feeling well, and did not wish to continue the hardship of researching a means of correcting Doc's and his wife's minset, as faulty as they were.

I also feared I would end up with two monarchs as was the eventual outcome of the first time Doc thought the throne room was his home so very long ago, my game completely MODLESS. Xylan really hated having to kill his other self, don't ya know, and I wasn't exactly aching to let him have a go at doing so again.

Any ideas on what went wrong Ms. Chickie-a-ling? Any of you spectacular knowledge concerning Doc Blade and his marriage issues would be muchly appreciated, and NOT just by me! By the way, poor Doc, nearly EVERY TIME the sweet man marries a hero sim, and sometimes an "almost/close to" a hero sim some wacko event takes place! This is why he rarely marries! He has had one successful marriage with a servant before, and a couple with no hopes of hero simage in their lives as long as they show up in Xeny's games maybe twice...the rest of the games he has remained a bachelor. He truly does have a fear for the joining of husband and wife event I tell you once more! Now you know exactly why! Poor Doc Blade, for him no wife can be made!!!!

You should hear his giggle when he is excited....he is just the most darling of men, and doc's...I had told ya once before how when he giggles, he makes me giggle, and there is no help for it. But he needs your help, Missy Chickie, if ya got any? Thanks Babes.

Xeny

Quote:
Some people never go crazy. What truly horrible lives they must live.
Field Researcher
#149 Old 16th Feb 2014 at 10:01 AM
"Do you realize a child cannot even Watch a performace by a bard, or dance???????? Now how CRAZY is that????? A child not allowed to dance????? THAT is INSANE!"

Xeny, maybe all the children are Duggers.
Instructor
#150 Old 17th Feb 2014 at 8:08 AM
Thank you so much for fixing the "angel" armor! That plasticy shine was horrifying!
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