Apartment Life Borkiness, or how i ended the world in 1 hour.
birene:
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Frack. Yes, that's the flamingo I was referring to. There's only one set of portals for the carstop and bus together.
Well then I have run out of ideas myself. Maybe a lot bin corruption?
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For the 'Greet' Customers problems at Owned Businesses, Paladin at SimWardrobe has a fix up now.
Oh, good. Does it stomp the greeting obsession on not owned community lots too? I just played Dustin Broke's funeral - that stupid fucker set his ass on fire with the toy train of all things - and all attendees insisted on greeting each other, which I found a bit annyoing. On the other hand it makes for nice screenshots.
Mandapotpie:
Quote from: jsalemi on 2008 September 05, 15:53:12
Quote from: Qwiggles on 2008 September 05, 15:37:19
Aaaccck, this drove me crazy last week! I played these 2 families first and I thought this was the norm. So when I finally moved in another family in the same building, I was stunned to see those two families' apartments being dark. And I lost a lot of precious playing time testing and retesting this scenario until I came to the conclusion that Cho & Riley were special. So, yeah, they're borked. Although it's a nice bork -- I like seeing what the other inhabitants are up to.
Ok, so it's not my game -- thanks! I guess EAxis has it setup that way as a sort-of 'scenario' to force the issue of those two getting together. Makes sense, since his apartment looks more like it's setup for 4 people than her's is.
OTOH, it'll take a bit of finessing to get their relationship up, since neither can talk to the other on the phone. I wonder if the current setup also borks any move-in type interactions. May have to move one of them out and back in and see if that resets it.
I was able to fix this without moving the families out. I made the current playable house (Cho for example) knock on the other one's door. This would normally make the apartment viewable anyway. Then I had them interact for a while and when they left and went back to their own apartment, the other one went dark like it is supposed to be from the beginning.
Knukleur:
An oddity happened in my unhacked game when one of my playable Sims was abducted by aliens (without a cheat code) while using the expensive telescope on a neighbor's balcony. The neighbor's apartment remained lit and the neighbor Sim visible in it while the abductee was away for processing. When the abductee was returned by the UFO, the neighbor's unit continued being visible until I directed the abductee to return to the neighbor's apartment and leave through the door. So perhaps there is something in the apartment doors that toggles the lights/visible state? I forget whether the the abductee had the option to "knock on door" of his neighbor on his second visit or if I just directed him to interact with the neighbor and he entered without knocking. The playable Sim in this scenario proceeded to have a "normal" pregnancy and spawned a mostly alien-featured daughter, with brown hair like her he-mom.
I also noticed that furnishings that I'd placed on balconies of apartments that became occupied by townie neighbors were initially invisible, but after I had a playable Sim visit the neighbor, the balcony items remained visible after the visit ended. These were a card table & 2 cheap Ikea chairs at one unit, and the expensive telescope at another unit.
jsalemi:
Quote from: mandapotpie on 2008 September 05, 20:29:20
I was able to fix this without moving the families out. I made the current playable house (Cho for example) knock on the other one's door. This would normally make the apartment viewable anyway. Then I had them interact for a while and when they left and went back to their own apartment, the other one went dark like it is supposed to be from the beginning.
I never thought of trying that -- I'll have to give it a go next time I play them.
ETA: That worked! Everything is fine with the two apartments working as they should now.
starlady:
I finally have my game, and I haven't seen any of the major listed borkinations here in my game. The game has crashed a couple of times for me (but that's pretty much normal on this computer, it's old. My boyfriend has AL installed on his computer too so that I can play on his pc when he's not around... no crashes there, no borkinations, either).
There are a few, though, I think. There's 22 pages here, so I can't remember all that I've read.
I have noticed that the landlord will come every day and give me the message that, "Everything is in working order, there's nothing for me to do here. I will be back tomorrow." Someone mentioned this earlier, and I'm not sure if it's the same message they're getting, but to me it seems that him showing up each day is a "feature" rather than a bork. He hangs around from about 7 a.m. to 3 p.m. and, if nothing's broken or there's no gardening to be done, he leaves. (Another feature... "weekend apartment gatherings" ... how often does that happen?)
I don't know if it's a good thing or a bad thing to be unable to see anything that the inhabitants in the other apartments are doing... it would be rather nice to know what they're up to.
Both Samantha and Kimberly Cordial have one-bolt attractions to their respective witch friends in my game and have more than once acted upon it in free will... not that the good or evil witches minded much (if they goose their witch friends one more time... I'm going to scream). I have also noticed that it is much more difficult for Kimberly to gain evilness. Samantha maxed out her goodness level in about two days of constant studying/making reagents/etc. while Kimberly, who was subjected to the same treatment, is still simply "evil."
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