skilling non-family Sims
Lord Darcy:
Quote from: Ellatrue on 2008 January 31, 23:55:24
I thought they could gain skills when visiting a playable sim's lot, anyway? Or am I remembering incorrectly?
Only if you have Comm-skilling installed.
Alexx:
Comm-skilling cannot work for local guests and tourists,because their family numbers not included(or not listed) in Skill-Start procedure of this mod.
J. M. Pescado:
Quote from: Alexx on 2008 February 01, 22:17:04
Comm-skilling cannot work for local guests and tourists,because their family numbers not included(or not listed) in Skill-Start procedure of this mod.
Fixed now.
Quote from: jolrei on 2008 January 31, 18:27:34
TwoJeffs also has fitness4all or some such (and may have other skilling hacks - can't remember now) at the InTeen site. I know I use a couple, but I'm not on my game compy at the moment.
Fitness4all is from here. Accept no Kewian-based substitutes!
edalbformat:
Thanks very much for all the answers. Now I can define my game-play. It was the only thing missing. Actually, I like BV.
edalbformat:
Hi, there are some questions left and would be better to continue here.
I had made a mistake when I created and included Sims in the tourists folders. When I transferred them from the townies folder to the tourists folder I forgot to commit, then I had the same sims in two different folders. The game didn't crash but gave preferrence to the townies folder so the tourists didn't show up. Revising my actions I deleted the double occurrence.
The conclusion is that it makes absolutely no difference where you place the tourists so long it is not used 7FF1,2 and 3.
The only thing that is required is that they have the same family name in each folder because of same name for hotel registration.
Tourists don't show up in owned lots, so if one wants them to show up there, they must be placed in the Locals folder. It makes also no difference. I play a hood name Dullywood, a beach lot, where I have no hotels, only owned houses and I placed a lot of Sims with Artists look in the folder 7FF1 and they show up in all owned houses. Locals show up also in hotels normally.
I placed my created tourists in the right folders and as they were townies before, they had jobs, etc (tourists are normally unemployed). It made no difference, they kept their positions at jobs.
I also created a family with relationships, father, mother and a child and connected to a teen tourists with the same name.
All of them showed up in the first trip to a beach hotel. So, it seems not to make any difference. One could even take a normal played family and make them to tourists.
So, I wonder if there are any ingame tool to make whatever sim to tourists, once it doesn't matter who.
The other question is if someone had tried to send pets on vacation. Nothing special happened in any of my tests and cats and dogs behave normally as if they were home. I wonder why it was used the pets code for the tourists. They could simply be added as normal part of the family and it would be possible to bring the pets too. As they make the vacation pals to pets there are a lot of inconviniences because the game really consider they are pets.
By mistake I used a JM macro on a vacation pal and he was stuck. It is not possible to cancel an interaction and I got trouble.
I deleted the v.pal to get rid of the macro and of course he disappeared from the hotel.
In lack of knowledgement I used an ingame interaction named Recover Family. For my surprise, it recovered the whole family besides the deleted v.pal. It means that I got all the members of the main family, including the ones that were not send on vacation and their cat pet. The normal members entered in the left side and the cat entered the v.pal side.
Trying to clear off the non-residents, nothing happened, they all remained on hollidays.
The next inconvinience was that the extra members could not enter the reserved room. I still didn't try to see what would happen if I had reserved more hotel rooms. I don't know also where is the code for allowing more than nine sims on vacation.
The whole coding is unecessarily complicated once the v.pals could simply have been considered temporarily selectable. So I wonder if the reason was that all EPs after Pets are screwing Pets regularly. They are provoking everytime more jumps, though they have sort of reset automatically included. They are sinking on the ground everytime more often though the only interaction that is fatal is when they try to interact with a female who is giving birth. The game freeze once there is no reset for child birth. It is fatal, but don't screw up the game irreparably, it is only a forced exit without saving and lose all the sequence.
So, JM, is it possible to make your macrostatics not to be available for v.pals?
If someone else send pets on vacation, could you report what went wrong? Up now I could solve most of the hamperances.
By the way, I sent a whole group of nine sims to a tropical community lot and make them all to enter the sea for bathing together.
The game didn't tolerate and had the same old swimming pool trouble, they were not able to leave the water and continued swimming on the whole lot. There is also a very bad limitation here. I could not send them back home because they were stuck on swimming. The solution was to command the main sim to walk home and delete all the members stuck in water. Everything went OK.
The funny with BV is that it is full with bugs and all the bugs can be solved by deleting Sims.
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