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Re: Coconut Island 3.0 BETA! *Updated May 23*
That worked!
Now to get EIG to work correctly...the hurdles you have to jump to get it to work without Generations...yeesh!
update:Phew! I can now 100% say after two weeks of working to get the world up and running without Generations, we are back in business! I'm going to work hard to get half of the Quest finished and ready to test by the end of October. I will also include a "Vacation" edition as well, which I HIGHLY recommend!
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Wed Sep 21, 2011 1:43 am
Profplumbob
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Re: Coconut Island 3.0 BETA! *Updated May 23*
thought some pictures were needed...
Spoiler:
Splash Park has been expanded a little bit, made room for picnic tables and an outhouse,
I have completely redone Stoney Port,
A new lot, "Palms of Serenity" is a bungalow near the castle that's for a Day Spa rabbit hole rug,
and...
Spoiler:
Meet the Watubi's, They love the environment, and are ready to start a family,
and Dash Audrey, A flirty Adventurer ready to explore love and tombs,
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Tue Sep 27, 2011 3:00 am
Scryer
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Re: Coconut Island 3.0 BETA! *Updated May 23*
Profplumbob wrote:
That worked!
Now to get EIG to work correctly...the hurdles you have to jump to get it to work without Generations...yeesh!
update:Phew! I can now 100% say after two weeks of working to get the world up and running without Generations, we are back in business! I'm going to work hard to get half of the Quest finished and ready to test by the end of October. I will also include a "Vacation" edition as well, which I HIGHLY recommend!
You are most definitely welcome.
I don't want to pressure you or anything but you might want to consider getting the quest(s) done before the Pets EP release (which might be impossible). Generations also crippled my CAW for a while so I'm thinking that the Pets EP is going to make it 10X worse. Please, please, please back up your world since it is a beautiful piece of work!
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Abraxis wrote:
I hope you all get AIDS and die.
Tue Sep 27, 2011 3:35 am
Profplumbob
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Re: Coconut Island 3.0 BETA! *Updated May 23*
I'm not even going to touch Pets, Generations was evil enough. The idea of finishing the Quests by Pets sounds...like...I need a drink. That's how it sounds.
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Tue Sep 27, 2011 3:50 am
roshky
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Re: Coconut Island 3.0 BETA! *Updated May 23*
*gives vodka*
On a side not.... OMG mummies! Those always freaked me out! *shiver*
Tue Sep 27, 2011 7:14 am
Swatme101
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Re: Coconut Island 3.0 BETA! *Updated May 23*
Wow. Families look great! Very unique! And yeah. You may not want to touch pets.
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Re: Coconut Island 3.0 BETA! *Updated May 23*
Thanks
I've had enough vodka since Friday, I'm glad it's all finally gone!
Offtopic: So I'm listening to Cinemix, a radio station that plays soundtracks, and Sims 3 - Generations - "A Family Portrait in Pixels" came on. Thought that was fun worthless information to share.
I just noticed I had more room for a larger lot at "Breezy Bungalow" I might make it bigger.
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Fri Sep 30, 2011 3:07 am
Charlie
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Re: Coconut Island 3.0 BETA! *Updated May 23*
Thanks Charlie!
The basecamp/Adventure HUB is officially The Dragonfly Inn, located in the village
Spoiler:
Nice accommodations for those who can't afford a vacation home.
The Adventure HUB in the basement,
Getting close to an update...
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Last edited by Profplumbob on Thu Nov 03, 2011 8:09 pm, edited 1 time in total.
Sat Oct 08, 2011 6:33 am
Profplumbob
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Re: Coconut Island 3.0 BETA! *Updated May 23*
Pet's is upon us! I won't be getting it for a while(must finish Coconut Island, no distractions!), but I'd love to know how they work out in the world.
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Last edited by Profplumbob on Wed Nov 02, 2011 8:02 pm, edited 3 times in total.
Wed Oct 19, 2011 3:31 am
Profplumbob
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Re: Coconut Island 3.0 BETA! *Updated May 23*
It has been updated!
Who wants to take a stab at the first 4 Quests? Don't feel like you'll spoil anything, I made sure that it ran smoothly, and the first 4 Quests are narratively written as part I of III. I'm not saying it won't go 100% perfectly(although it better after my relentless and obsessive testing!), but I'm glad it's finally updated!
I've tested this world using just one mod, the Traveler and it runs very well. I've also tested both as a Vacation destination and a normal neighborhood. If you're not going to be using the Traveler mod, you miss out on the treasure spawners and you'll need to go into EditInGame to change the vacation lots. I will be solving this later down the road, but right now that's how it is. The Traveler mod is HIGHLY recommended and is made by one of the most trusted creators in the Sims community. You really can't go wrong with The Traveler and Coconut Island as a vacation destination is a dream!
Let me know of any issues you come across(if you're stuck, confused, a non Adventure issue, etc) and I will help out. With the Adventure, try not to cheat, or go into build/buy mode. So if you get stuck/confused, post what you need help with and I'll give you a hint or help with any quest related problems. Just remember to mark your spoilers! It all starts at basecamp and happy hunting!
Meet the Thompson's They're wacky. They're tacky. They're not ashamed of being tourists.
The Gnochti's A committed outdoorsy couple ready to start a family
The Frowning Sisters Storming the beaches one club at a time!
The Copperbottom's A grumpy old artist with a beautiful gold digger. What could go wrong?
An assortment of "homeless" sims you'll see wandering around the island,
I feel like I'm casting for a reality show.
If you want your sims to make it into the island, I'll be updating in about two weeks with all these Sims.
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Last edited by Profplumbob on Sat Nov 05, 2011 2:04 am, edited 1 time in total.
Wed Oct 26, 2011 10:27 am
azara
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Re: Coconut Island 3.0 BETA! *Updated Oct 26th-Pg 17 for det
Oh wow, thank you for the update Profp. I just traveled to Coconut Island from Appaloosa Plains and was placed onto the base camp you designated. I haven't tried out the quest yet because I've been going around checking things out.
I did notice though at base camp that I am having trouble going up the stairs from the basement below but that could be because I have the PETs expansion installed. Since installing that expansion, things have been working really weird in game. But it is really neat to see the animals running wild around the island. It gives more life to the environment.
Anyways it wasn't a very long vacation. I was just testing it out to see if the traveling mod works which for the most part, it does. Twallan is such an awesome creator. If it wasn't for him, I don't think I would be having as much fun with the Sims3.
When I travel again to Coconut Island, I'll see if I can try out the quest and see if I can figure out why my sim can go down the stairs but not up.
Fri Nov 04, 2011 4:53 am
Profplumbob
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Re: Coconut Island 3.0 BETA! *Updated Oct 26th-Pg 17 for det
Ahhh, that's new! I tested this update/Adventure a good dozen+ times before I uploaded it, going in and out of the Adventure hub a lot. This problem wasn't happening until I patched the game with the latest update(I don't have pets).
I also noticed that going down the next set of stairs causes sims to go invisi and then they swoop back up. Turn on Testingcheatsenabled, and shift+click the floor for the "teleport" option. Use that for now at basecamp, it's not happening anywhere else(so far). ugh...I'm noticing that this new patch is not very kind to the Adventure...tomb markers don't always register correctly.
Oh, and while testing with all the Sims in the hood, it decided the names I gave them sucked, and rolled them all completely new ones...
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Sun Nov 06, 2011 9:48 pm
Swatme101
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Re: Coconut Island 3.0 BETA! *Updated Oct 26th-Pg 17 for det
Profplumbob wrote:
Ahhh, that's new! I tested this update/Adventure a good dozen+ times before I uploaded it, going in and out of the Adventure hub a lot. This problem wasn't happening until I patched the game with the latest update(I don't have pets).
I also noticed that going down the next set of stairs causes sims to go invisi and then they swoop back up. Turn on Testingcheatsenabled, and shift+click the floor for the "teleport" option. Use that for now at basecamp, it's not happening anywhere else(so far). ugh...I'm noticing that this new patch is not very kind to the Adventure...tomb markers don't always register correctly.
Oh, and while testing with all the Sims in the hood, it decided the names I gave them sucked, and rolled them all completely new ones...
Hmm. Ouchie. What sticks is that, even if you stayed in place patch wise, all the mods would be updated around you, and you'd become outdated very quickly. Luckily, awesome mod made an official 1.24 version, so I got away with not updating for a while.
So, when do you think the final version of this will be released?
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Re: Coconut Island 3.0 BETA! *Updated Oct 26th-Pg 17 for det
All problems are fixed. I read that the stairs problem(turning around) relates back to a WA bug when stairs are stacked on top of one another. Deleting the upper set of stairs fixes the problem, so I may just move them to side step the issue. Who knows how long until EA fixes the bug...AGAIN. Although, I do have stacked stairs in several other locations(including the Quests) and they work fine...strange. Tomb markers are fixed, I deleted them and put them back in and they worked without a hitch when I went through the Quests. The other stairs issue also vanished mysteriously.
The final release date...when oh when...well, the good news is there's an end in sight! 3.0 totally spiraled out of control on ambition, but it's finally set in concrete to finish in a matter of months. I went from doing just "Tomb of the Coco Nut" to 3 connected tombs to a full fledged 12 Quest adventure complete with a story of the island. "What am I getting myself into?" has been the motto of 3.0's development. I've had a hard time not adding lots of new stuff. Luckily, the 12 Quests are finally all sketched out and it's just a matter of putting together all the pieces. 5 of them are 100% completed. The bad news is I am going out of town at the end of the month, and won't be back until after New Years. I don't see why it can't be done before March, as long as no more obstacles get in my way.
I will have a new update before I leave at the end of the month and I'll detail that more later. It will include Sims, new Keystone of Discovery locations, fixin's, revisions to Quest #4, and things here and there.
...What would a vacation resort be without a fireworks display? Of course, you will need a key to the fireworks shack.
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Last edited by Profplumbob on Thu Nov 10, 2011 7:58 am, edited 3 times in total.
Mon Nov 07, 2011 10:37 am
Profplumbob
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Re: Coconut Island 3.0 BETA! *Updated Oct 26th*
Whoever has Pets, I need your advice! I enlarged the Stables after seeing a lot of the types of objects for horses and how they work. I'm hoping you could help me out through the rebuilding of The Stables since I don't have Pets yet. Coconut Island won't require Pets, I just want to make sure a location for horses is readily available.
Here it is currently,
I wanted to create a circular "track" after seeing some videos of the horses going through check marks in a similar fashion. Will this layout work (is it too narrow/small/etc?)? I like having a track on the outer area, with a central area for "pens" and feeding/etc. Can the jumps be added in with the check marks(so when they go around the track, they practice the jumps too) or should I create a separate area for the jumps? I'm running completely blind here besides the Youtube videos I've seen so let me know!
I've also massively expanded Camp Barbary,
I broke them all up into 10x10 lots and marked them as hidden tombs. You could turn them into a house lot or a vacation lot if you wanted to. Each spot consists of two tents, picnic table, grill and fire pit. I marked the entrance lot as a small park labeled "Camp Barbary". There's also restrooms with a shower as well as a recreational beach lot. Now it really feels like camping.
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Thu Nov 10, 2011 7:54 am
crs9900
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Joined: Sat Nov 12, 2011 2:40 am Posts: 4
Re: Coconut Island 3.0 BETA! *Updated Oct 26th*
Hey Prof,
Can't wait for the final version!!!
Sat Nov 12, 2011 2:43 am
crs9900
Just Passing Through
Joined: Sat Nov 12, 2011 2:40 am Posts: 4
Re: Coconut Island 3.0 BETA! *Updated Oct 26th*
I'm also assuming that transportation is not needed on this island?
Sat Nov 12, 2011 3:19 am
Evezan
Just Passing Through
Joined: Sat Nov 12, 2011 4:38 pm Posts: 1
Re: Coconut Island 3.0 BETA! *Updated Oct 26th*
As far as I have seen you cannot link the race posts and jumps for horses. And that does look awfully cramped. horses kinda route crazy when doing the racing posts.
Sat Nov 12, 2011 4:53 pm
Profplumbob
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Re: Coconut Island 3.0 BETA! *Updated Oct 26th*
crs9900 wrote:
I'm also assuming that transportation is not needed on this island?
Just your Sims feet There are subways tucked into docks to get around the island quicker.
Evezan wrote:
As far as I have seen you cannot link the race posts and jumps for horses. And that does look awfully cramped. horses kinda route crazy when doing the racing posts.
Yeah I agree, it looked super cramped to me too. I'll probably revert it back to multiple pens like it was before and do away with the track.
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