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- Base Game - What did you discover today while playing TS3?
#10751
24th Sep 2017 at 1:09 AM
Last edited by igazor : 12th Nov 2019 at 8:09 AM.
Posts: 4,518
Quote: Originally posted by Spamaccount
Meanwhile I'm also beginning to suspect that either Overwatch or ErrorTrap have some unintended interactions with the Uni world. |
"Uni World: Where the Unintended Happens Every Sim Day" should have been its tagline. But feel free to approach us on a different thread or, even better, at NRaas if we can be of assistance there. I've never had any trouble with those mods in Uni World although I sure have to work with StoryProgression a lot to get things to move forward there in the ways that I want them to.
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Lab Assistant
#10752
24th Sep 2017 at 3:35 AM
Last edited by Spamaccount : 24th Sep 2017 at 4:00 AM.
Posts: 121
Thanks: 1060 in 8 Posts
Quote: Originally posted by igazor
"Uni Word: Where the Unintended Happens Every Sim Day" should have been its tagline. But feel free to approach us on a different thread or, even better, at NRaas if we can be of assistance there. I've never had any trouble with those mods in Uni World although I sure have to work with StoryProgression a lot to get things to move forward there in the ways that I want them to. |
I've come to think that more than any other EP, Uni was so rushed it had no business being released in the state it was and, thanks to to how quickly the team had to move on to ITF/TS4, is still in. That said, once I can look into things some more I'll definitely swing by NRAAS and try to see what's going on. I remember that I still have another file I need to ask around there about whenever I can stomach looking at it again.
#10753
24th Sep 2017 at 3:53 AM
Posts: 4,518
If we're going to rank the EPs in order of "What the heck were they thinking releasing things this way?!" as a metric, I would have to say that Generations wins the prize. Not that I would want to get rid of it as it does have redeeming value, but it's also one bugged out, unnecessary scenario after another and almost just barely enough content to even warrant being called an EP (compared to the other ten). This is ancient history now and a little before my time, but as I understand it the development of Pets was experiencing delays so EA rushed Generations forward before it was fully baked just to get something to market.
Not that any of that helps Uni World run any better, just making conversation in the meantime.
Not that any of that helps Uni World run any better, just making conversation in the meantime.
Lab Assistant
#10754
24th Sep 2017 at 3:32 PM
Posts: 81
Quote: Originally posted by igazor
If we're going to rank the EPs in order of "What the heck were they thinking releasing things this way?!" as a metric, I would have to say that Generations wins the prize. Not that I would want to get rid of it as it does have redeeming value, but it's also one bugged out, unnecessary scenario after another and almost just barely enough content to even warrant being called an EP (compared to the other ten). This is ancient history now and a little before my time, but as I understand it the development of Pets was experiencing delays so EA rushed Generations forward before it was fully baked just to get something to market. Not that any of that helps Uni World run any better, just making conversation in the meantime. |
Gotta agree with you on Generations. I'm glad I bought it with World Adventures instead of separate, because there's not much to it. I am thankful to have it because so many of the items I've gotten attached to (mostly the couches and chairs, oddly enough?) on using, but it does feel unfinished.
I'd give my opinion on Uni but I don't have it. ;w; I do think the world looks really nice though.
#10755
24th Sep 2017 at 3:55 PM
Posts: 5,656
Thanks: 1035 in 5 Posts
Generations just feels like a collection of stuff that potentially could've been in the base game, but wasn't for EA reasons. It's not a bad pack, but it's very disjointed and it's clearly not as well defined as a concept as the other packs.
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( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
Lab Assistant
#10756
24th Sep 2017 at 4:26 PM
Posts: 81
Quote: Originally posted by GrijzePilion
Generations just feels like a collection of stuff that potentially could've been in the base game, but wasn't for EA reasons. It's not a bad pack, but it's very disjointed and it's clearly not as well defined as a concept as the other packs. |
Exacly! It's not bad, and it's one of those odd packs where it doesn't add much but it's not a terrible pack. It feels more like a mod collection tbh.
Although I'm one of those oddballs who likes the imaginary friends lol.
#10757
24th Sep 2017 at 11:25 PM
Posts: 4,518
Today I encountered my first mummy in-game and learned that they are fickle.
I have never been much of a WA adventure player. My sims vacation in those worlds sometimes, go shopping, pick up new skills and make friends (or more) with the natives, etc., but I only half-heartedly send them into the tombs to look around and maybe collect some stuff. I got bored with the adventure quest chains too quickly years ago. Still playing the same game now, generations later, and I decided to do this up properly with my current household in Al Simhara. This is not my main legacy style household or even directly related to them, they are back home and comfortably wealthy by now. This one has led a rough life in and out of severe poverty for ages, so I thought it would be a treat for them to become adventurers and work though some of the adventure chains without getting carried away about it. So with collected relics including canopic jars coming out of their ears already, while helping themselves to the contents of chests in a room with an ominous looking sarcophagus, the mummy came out and started wandering around. He looked really happy, or at least as happy as a mummy can look, to be free for the moment even though I don't think I did anything directly to trigger this. I couldn't interact with him, so tried to ignore him. The mummy fixated on one of my sims, became his instant enemy, attacked him, and beat the crap out of him. That surprised me because the sim is Level 6 athlete skilled (older teen, almost a YA), but I guess that's not enough to "win" a first run-in like this.
But the entire scene was tempered by attraction hearts flying around the screen and the mummy proclaiming that they appreciate sims like mine who have worked hard on perfecting a craft (or some such Seasons patch related nonsense). To be fair, my sim is very attractive and charismatic. He befriends anyone he meets almost right away and has some finely honed seduction techniques already -- I know this doesn't really mean anything in this case, just kind of going along with it.
My sim passed out from his injuries, the mummy went back into the sarcophagus, my other sim on the scene is just standing there looking helpless, and that's where I saved and quit. What exactly am I supposed to make of this? Is there really no hope for an earlier than May-wayyy past December romance here?
I have never been much of a WA adventure player. My sims vacation in those worlds sometimes, go shopping, pick up new skills and make friends (or more) with the natives, etc., but I only half-heartedly send them into the tombs to look around and maybe collect some stuff. I got bored with the adventure quest chains too quickly years ago. Still playing the same game now, generations later, and I decided to do this up properly with my current household in Al Simhara. This is not my main legacy style household or even directly related to them, they are back home and comfortably wealthy by now. This one has led a rough life in and out of severe poverty for ages, so I thought it would be a treat for them to become adventurers and work though some of the adventure chains without getting carried away about it. So with collected relics including canopic jars coming out of their ears already, while helping themselves to the contents of chests in a room with an ominous looking sarcophagus, the mummy came out and started wandering around. He looked really happy, or at least as happy as a mummy can look, to be free for the moment even though I don't think I did anything directly to trigger this. I couldn't interact with him, so tried to ignore him. The mummy fixated on one of my sims, became his instant enemy, attacked him, and beat the crap out of him. That surprised me because the sim is Level 6 athlete skilled (older teen, almost a YA), but I guess that's not enough to "win" a first run-in like this.
But the entire scene was tempered by attraction hearts flying around the screen and the mummy proclaiming that they appreciate sims like mine who have worked hard on perfecting a craft (or some such Seasons patch related nonsense). To be fair, my sim is very attractive and charismatic. He befriends anyone he meets almost right away and has some finely honed seduction techniques already -- I know this doesn't really mean anything in this case, just kind of going along with it.
My sim passed out from his injuries, the mummy went back into the sarcophagus, my other sim on the scene is just standing there looking helpless, and that's where I saved and quit. What exactly am I supposed to make of this? Is there really no hope for an earlier than May-wayyy past December romance here?
#10758
25th Sep 2017 at 11:44 PM
Posts: 2,875
I learned (Or rather, just noticed, after years of not paying attention) that puppies/kittens/foals who learn new traits will retain those traits as permanent traits when they age up.
"The more you know, the sadder you get."~ Stephen Colbert
"I'm not going to censor myself to comfort your ignorance." ~ Jon Stewart
Versigtig, ek's nog steeds fokken giftig
"I'm not going to censor myself to comfort your ignorance." ~ Jon Stewart
Versigtig, ek's nog steeds fokken giftig
#10759
26th Sep 2017 at 1:44 PM
igazor, when you next load up you may want to check if your attacked Sim has contracted the mummies curse or not.
#10760
26th Sep 2017 at 4:12 PM
Posts: 4,518
Quote: Originally posted by Menaceman44
igazor, when you next load up you may want to check if your attacked Sim has contracted the mummies curse or not. |
Great, so he'll be all broken-hearted and about to die of the mummy's curse at the same time. What kind of abusive relationship did EA really have in mind here?
Just kidding, thanks but yes I know about the curse and what to do about it from reading the game guides. I was just having fun with the odd timing of the attraction hearts in the middle of the scene and was surprised that my sims couldn't interact with the mummy at all, but I guess the ones that aren't freed entirely from their sarcophagus are just there to guard things and aren't meant to be messed with.
#10761
26th Sep 2017 at 7:32 PM
Posts: 6,839
Thanks: 1343 in 7 Posts
I guess your Sim found the mummy stunning - in the most literal sense.
#10762
26th Sep 2017 at 8:38 PM
Last edited by Don Babilon : 26th Sep 2017 at 9:41 PM.
Posts: 6,839
Thanks: 1343 in 7 Posts
I just discovered that even the pigeons that fly around as an effect in all worlds are different in Midnight Hollow: they're pitch black.
#10763
27th Sep 2017 at 1:18 AM
Posts: 288
Today I discovered (it might be old news, but I didn't know about it before today)...
We can add unhidden/uncharted islands from Isla Paradiso to other worlds via Edit Town.
Using cheats to unlock hidden islands, choose your favorite(s) and save a copy of the lot to your Library/Bin.
Place an empty lot in the water, at least the same size as the island, then add the copy. You can then edit the island any way you wish. If you rotate the lot, check for spawners that likely duplicated during rotation.
This will probably work with other small islands as well.
I did an in-game test after placing Plunder Cove in Sunset Valley:
My Sim had to be directed to the beach first, then I used 'Boat Here' to get her to the island. The action dropped from her queue when I tried to get her to the island directly from her home lot. It's possible that I put it further out in the ocean than I should have, I'll need to check on that.
Plunder Cove (64x64) IMO is the most low maintenance island with little or no sculpting required.
Cheats used, in-game Edit Town mode (need to be in a game with an active Sim, easy to start a game just to grab copies of the islands):
testingcheatsenabled true <enter>
discoverallunchartedislands <enter>
If you want to return the island to its hidden state, here's a link to nikel23's create a hidden island tutorial. At the end of the tutorial, nikel23 provided a download link for the required Uncharted Island Marker (awesome).
http://modthesims.info/t/506296
Same info, but with screenshots in my signature link.
We can add unhidden/uncharted islands from Isla Paradiso to other worlds via Edit Town.
Using cheats to unlock hidden islands, choose your favorite(s) and save a copy of the lot to your Library/Bin.
Place an empty lot in the water, at least the same size as the island, then add the copy. You can then edit the island any way you wish. If you rotate the lot, check for spawners that likely duplicated during rotation.
This will probably work with other small islands as well.
I did an in-game test after placing Plunder Cove in Sunset Valley:
My Sim had to be directed to the beach first, then I used 'Boat Here' to get her to the island. The action dropped from her queue when I tried to get her to the island directly from her home lot. It's possible that I put it further out in the ocean than I should have, I'll need to check on that.
Plunder Cove (64x64) IMO is the most low maintenance island with little or no sculpting required.
Cheats used, in-game Edit Town mode (need to be in a game with an active Sim, easy to start a game just to grab copies of the islands):
testingcheatsenabled true <enter>
discoverallunchartedislands <enter>
If you want to return the island to its hidden state, here's a link to nikel23's create a hidden island tutorial. At the end of the tutorial, nikel23 provided a download link for the required Uncharted Island Marker (awesome).
http://modthesims.info/t/506296
Same info, but with screenshots in my signature link.
#10764
28th Sep 2017 at 3:04 PM
Posts: 2,822
Thanks: 12627 in 61 Posts
The Sunlight Charm gets rid of the "Mourning" moodlet.
Tumblr - more downloads! ◾ CC reuploads / creator backups ◾ TS3 CAS Conversion Catalog - for basegame, EP, SP, and Store clothing!
Tumblr - more downloads! ◾ CC reuploads / creator backups ◾ TS3 CAS Conversion Catalog - for basegame, EP, SP, and Store clothing!
#10765
29th Sep 2017 at 6:35 AM
Posts: 2,016
Thanks: 2127 in 22 Posts
I discovered what raccoons dream about:
#10766
29th Sep 2017 at 9:22 PM
Posts: 1,348
Quote: Originally posted by sweetdevil
The Sunlight Charm gets rid of the "Mourning" moodlet. |
Then the "Stone hearted" lifetime reward is worthless if you become a level 8 Witch....
And steel bladder worthless at level 6.
#10767
30th Sep 2017 at 8:11 PM
Posts: 2,822
Thanks: 12627 in 61 Posts
Quote: Originally posted by Emmett Brown
Then the "Stone hearted" lifetime reward is worthless if you become a level 8 Witch.... And steel bladder worthless at level 6. |
Apparently, the Sunlight Charm can also cure the "Sore" moodlet sims get after the "Fatigued" one runs out. It doesn't quite get rid of it, replacing it with the "Fatigued" moodlet instead, which doesn't have any negative effects once it runs out!
Also, sims' Energy motive goes up during the graduation ceremony at uni.
Tumblr - more downloads! ◾ CC reuploads / creator backups ◾ TS3 CAS Conversion Catalog - for basegame, EP, SP, and Store clothing!
#10768
5th Oct 2017 at 10:50 PM
Last edited by LeeAlee : 6th Oct 2017 at 1:46 AM.
Posts: 288
I discovered that when you can grab and delete distant terrain in Edit Town/World Editor, the edges around the world look like landscaping for an old train set (the kind on a platform, assembled mostly for the Christmas holiday).
I was poking around the University world converted to a home world and the highways in and out of town caught my eye. I can grab the overhead highway signs, what happens if I try to grab the actual highway? Ooops!
I was poking around the University world converted to a home world and the highways in and out of town caught my eye. I can grab the overhead highway signs, what happens if I try to grab the actual highway? Ooops!
#10769
6th Oct 2017 at 12:51 AM
Posts: 1,027
Quote: Originally posted by LeeAlee
... |
OMG I needed this. I've only played isla paradiso once back when I was a baby simmer and I put subway stations on every island just so I could visit them "quicker" and walk around them for like 2 secs. This is a great discovery.
#10770
6th Oct 2017 at 1:48 AM
Last edited by LeeAlee : 6th Oct 2017 at 8:56 AM.
Posts: 288
Sweet baby jeezus, I never thought to add subway stations to IP. Thanks @pretenshus !
I learned that we can have default and default replacement worlds, both at the same time. Simply add the creators name at the beginning of the replacement .world file and add it to ...Electronic Arts > The Sims 3 > Game Data > Shared > NonPackaged > Worlds.
This worked for me this morning when I downloaded a default replacement and learned the replacement would override the original world. I like having more options, so now I have both.
I learned that we can have default and default replacement worlds, both at the same time. Simply add the creators name at the beginning of the replacement .world file and add it to ...Electronic Arts > The Sims 3 > Game Data > Shared > NonPackaged > Worlds.
This worked for me this morning when I downloaded a default replacement and learned the replacement would override the original world. I like having more options, so now I have both.
#10771
6th Oct 2017 at 5:33 PM
Posts: 1,027
Here's a potato photo of the islands that can be saved, edited, and placed as lots in their own tiny world
#10772
6th Oct 2017 at 6:05 PM
Posts: 5,656
Thanks: 1035 in 5 Posts
Quote: Originally posted by pretenshus
Here's a potato photo of the islands that can be saved, edited, and placed as lots in their own tiny world |
Realized just now that I probably thought of the idea to use lots to add islands or modify a world's coastline long before Island Paradise had it's island lots.
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( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
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#10774
6th Oct 2017 at 8:13 PM
Posts: 5,656
Thanks: 1035 in 5 Posts
I've always found it a pain that there has to be a 1-tile gap between lots, and that because of that the lot terrain always matches up with the world's terrain at the edges. If the 1-tile gap weren't a thing, they could've made it so that directly adjacent lots could join their terrain level rather than the world's, thus allowing islands or lakes larger than 64x64.
insert signature here
( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
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Lab Assistant
#10775
6th Oct 2017 at 11:33 PM
Posts: 103
Quote: Originally posted by GrijzePilion
I've always found it a pain that there has to be a 1-tile gap between lots, and that because of that the lot terrain always matches up with the world's terrain at the edges. If the 1-tile gap weren't a thing, they could've made it so that directly adjacent lots could join their terrain level rather than the world's, thus allowing islands or lakes larger than 64x64. |
This. I've always wished that would be possible...
Who Posted
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