Author Topic: Sunset Valley 7.0 (ALGPSs)  (Read 330160 times)

Online sdhoey

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #325 on: September 09, 2012, 10:51:04 AM »
I'll wait for it!!  ;D Tomorrow, I'm upgrading my RAM from 6gigs to 8gigs. I'm hoping that maybe I can run Union Cove now. But I LOVE your version of Sunset Valley.

Shannon

Offline SOHare1981

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #326 on: September 10, 2012, 12:36:06 AM »
Naga that's cool I can wait  8). I was just wondering if you were or not.



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Offline MannyR_

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #327 on: September 11, 2012, 03:38:39 PM »
I needed to make an account here right after seeing this! Many thanks! I love the effort you've put onto it and I'm looking forward to the next version. :)

Offline Trentorio

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #328 on: September 14, 2012, 12:45:04 PM »
I am a big fan of your Sunset Valley. I can't wait to see what you manage to do for Supernatural.


Offline Sincereagape

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #329 on: September 29, 2012, 12:51:04 PM »
Hi.  This is great! Thanks for making this NAGA.

Question: Were there any modifications to the NPC or the citizens of Sunset Valley.

I just started a campaign with the (ALG) version and I believe it appears that Zelda Mae is a vampire. 

This would make sense because I know in the original version her young adult/adult life span has a narrow window. 


Offline Naga

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #330 on: September 30, 2012, 11:07:33 PM »
I didn't change the NPCs directly, but because you have Late Night, townies may randomly turn into vampires.

I'd also like to say that I've got Supernatural and am currently making sure that not only it works, but also that I fix the bugs from Showtime that sneaked past me.

Offline SOHare1981

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #331 on: October 02, 2012, 10:32:55 PM »
 :) can't wait. :)



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Offline AliceHyde

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Re: Sunset Valley 5.0 (ALGPS)
« Reply #332 on: October 06, 2012, 11:14:53 AM »
I've just registered to be able to comment here :P First of all, a HUGE THANK YOU, Naga. I've downloader and played many wolrds, but Sunset Valley is very special for me and I (and EA) suck when it's time to update it :P (seriously, would it be that hard for EA to update their OWN worlds to their OWN EP?)

Can't wait for the supernatural update! Althoug I already made a few change: placed the Elixir Shop (it suited at a empy lot) and added the Arboretum and the Gipsy Wagon at the Central Park (the Arboretum takes the place of the big fountain and the wagon just lays at the ground :P) I think they fit quite well there.

Thanks again for your work!!!

PS. Anyone knows if there are any "updates" for other worlds or at least lots (elixir shop, coffee house, venues...) for them?

Offline Naga

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #333 on: October 08, 2012, 07:25:57 PM »
Hey people! Version 6.0 is out!

I added a gypsy wagon to Maywood Glen and an Elixir Cosignment Store (which includes a Zoomsweeper Broom Arena and a Fae Ray Arboretum). Hope you guys like them!

Also made sure to fix some audience bugs on Showtime lots, and moved a little something that was wrong in the Dance Club lot.

Last, but not least, I removed the apartment building. After testing it a bit, I learned that I have no idea how to make it work. xD

Now, time to play some more. Have fun!

PS: Happy Thanksgiving, Canada!

Offline Cedia

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #334 on: October 08, 2012, 08:43:58 PM »
I just have one thing to say:

\o/

Offline Ravingrooster

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #335 on: October 09, 2012, 05:56:38 AM »
Thank you so much for doing this!

I tried and failed to update Sunset Valley myself for Supernatural, but it just didn┤t look right.

Naga to the rescue.  ;D

Offline AliceHyde

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #336 on: October 09, 2012, 04:05:21 PM »
*starts clapping and cheering like a fangirl*

Offline JenZen

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #337 on: October 22, 2012, 04:30:40 PM »
Thank you for this awesome creation! I've been waiting patiently for a Supernatural update! :D

One thing, I love how you condensed the Arboretum and put it with the Alchemy shop. However, when you go down a level, the Arboretum seems to stay above while everything else disappears: Example.

No idea if this is just me though.

Offline Naga

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #338 on: October 23, 2012, 06:48:22 AM »
I was actually hoping that only happened to me. =/
Any ideas on how to fix it?

Offline Seabody

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #339 on: October 25, 2012, 01:25:26 AM »
I was actually hoping that only happened to me. =/
Any ideas on how to fix it?

I think it's a bug relating to graphics settings. In Options, make sure that "hide objects on inactive floors" is checked. If it is, uncheck and recheck it.

Offline Ogriv83

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #340 on: October 26, 2012, 08:15:16 AM »
I love you updated version of Sunset Valley.

Thanks so much.

Offline mtglady

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #341 on: October 26, 2012, 12:33:26 PM »
Thank you for all your hard work.  Sunset Valley is my favorite town as I have played many generations of Simmies there (I have been playing only your versions for the past year and a half).  Now the newest generation can enjoy more than their previous generations could - almost like real life 8)
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Offline KimK972

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #342 on: October 27, 2012, 07:36:53 AM »
Naga, after months of lurking on this board I have finally registered just to say thank you so much! This version of Sunset Valley is brilliant and so are you. I love it, and I love Joria's clubs, too!

Offline Summers

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #343 on: November 09, 2012, 12:16:42 PM »
What a Fantastic Job!! Thanks very much!! :D
Very hard to be escaped from Sims.

Offline BunnyFat

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #344 on: November 10, 2012, 03:49:56 PM »
I can't wait to use this. I was always so frustrated trying to fit all the new lots into a place and I could never get it right. I'm so happy to have found this!

Offline Odie

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #345 on: November 13, 2012, 07:45:51 PM »
Thanks for the update Naga. I really like it! :)
Problem? Don't panic! There is always a solution. You just have to find it  :D

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #346 on: November 14, 2012, 12:41:21 AM »
Thank you for this awesome creation! I've been waiting patiently for a Supernatural update! :D

One thing, I love how you condensed the Arboretum and put it with the Alchemy shop. However, when you go down a level, the Arboretum seems to stay above while everything else disappears: Example.

No idea if this is just me though.

Welcome to the forum JenZen.
I see things like that happening in my game ealmost everytim I place an object that without cheers only can exist on the around floor but which I have played manually on every floor except that one.
It also happens when items on the second or above floor are placed slightly or half through walls. You see them 'floating' when you are a level below that one.

I assume it is a 'out-of-the-grid' kind of bug.

Offline Odie

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #347 on: November 14, 2012, 05:23:02 AM »
Welcome to the forum JenZen.
I see things like that happening in my game ealmost everytim I place an object that without cheers only can exist on the around floor but which I have played manually on every floor except that one.
It also happens when items on the second or above floor are placed slightly or half through walls. You see them 'floating' when you are a level below that one.

I assume it is a 'out-of-the-grid' kind of bug.

About the problem with the seemingly floating arboretum when you're one floor lower... For me this got solved when I went into build mode, picked up the arboretum and then clicked Ecs. The arboretum is then automatically placed back without faults this time.

This also works if you have problems like objects half in floors etc. I also use this when I have downloaded a lot from someone and the ground floor of the lot is higher or lower then the rest of the world. I first use constrainfloorelevation off to level the floor with everything on it and then I pick up every single object with a weird height and press esc each time to have it placed on the correct height again.
Problem? Don't panic! There is always a solution. You just have to find it  :D

Leto85

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #348 on: November 14, 2012, 05:32:57 AM »
About the problem with the seemingly floating arboretum when you're one floor lower... For me this got solved when I went into build mode, picked up the arboretum and then clicked Ecs. The arboretum is then automatically placed back without faults this time.

This also works if you have problems like objects half in floors etc. I also use this when I have downloaded a lot from someone and the ground floor of the lot is higher or lower then the rest of the world. I first use constrainfloorelevation off to level the floor with everything on it and then I pick up every single object with a weird height and press esc each time to have it placed on the correct height again.

And they will stay in place with that trick? That would be awesome.

Offline Odie

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Re: Sunset Valley 6.0 (ALGPStSn)
« Reply #349 on: November 14, 2012, 06:00:04 AM »
And they will stay in place with that trick? That would be awesome.

Everything that I changed like this always stayed in place.
But I'll start up a game to see if the arboretum also stays in place.

Edit: For the current game you are playing, the arboretum stays in place. However if you save and reload, the arboretum is visible again if you're one floor lower. Of course you can do the same trick again, but it is only resolved for the current game.
I have been trying some things and if I change the lot type it always says that there is a special building on the lot and if you want your sims to use it the way you selected it, then you have to remove the special building. In my opinion the special building is the arboretum. And I see that even though the lot is selected to be an elixir store, on the map it always shows as an arboretum. This happens with any lot type you choose, so I believe the arboretum was ment to have it's own lot. I don't know what it will change or maybe block in game when the lot is not seen as an elixir store. If there are opportunities for the elixir store, they probably won't work. But that's just my estimated guess ;)
Problem? Don't panic! There is always a solution. You just have to find it  :D

 

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