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Asinine Airhead

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Hack Descriptions
« on: 2005 November 29, 15:17:15 »

Since so many people have whined about not having descriptions for the FFS Hacks, I decided to share mine.  I hope you all find it helpful.

FFS Hack Descriptions

All hacks listed as "Officially Nightlife Compatible" can be found at

All hacks listed as "Unofficially Nightlife Compatible"  were listed as such in Boris's Official List
and can be found in the Uni version of the Director's Cut located at

All hacks listed as "Not Nightlife Compatible" have either not been tested or updated for Nightlife or were
part of the list of discontinued items for Nightlife.  They can also be found in the Uni version of the
Director's Cut located at

12/2/05 Changed the description on some of the items because they are an "object, not hacks, not updated but should work in Nightlife" for the items that have not been updated that appeared on Boris' Official List.  These objects can be found in the Uni version of the Director's Cut located at

« Last Edit: 2005 December 06, 23:08:51 by nenechell » Logged
Asinine Airhead

Posts: 26

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Re: Hack Descriptions
« Reply #1 on: 2005 November 29, 15:21:51 »
THANKS THIS IS GREAT - Officially Nightlife Compatible
   Tired of Sims suddenly going into an obsessive-compulsive bed-making spree that
   you can't stop even if you X it out well before they get to the bed because they
   suddenly got this pointless urge from across the room? This hack makes "Make Bed"
   abortable like everything else, so if you X it out before they begin, the behavior
   will cease. No longer will your Sims waste an hour making the bed and miss work.
   Who the hell actually does this, anyway? You're just going to sleep in it again.
   Added: Sims will no longer automatically queue-as-continuation "make bed" if their
   queue already contains other actions. - Officially Nightlife Compatible
   Sims will no longer drop their entire queue and clip through their chairs to
   lecture or yell at babies (or anyone else) when somebody soils themselves. The
   lecturing and shouting will only be permitted when they aren't doing anything already. - Not Nightlife Compatible
   Serious sims no longer autonomously perform juvenile pranks.  Guests may no longer
   initiate water balloon-throwing in someone else's private residence. - Not Nightlife Compatible
   Noodlesoother, Thinking Cap, Energizer, and Love Tub are now rechargeable, so you don't
   have to go into buy mode to dispose of used ones. The cost to recharge is proportional
   to how much has been used. The drop behavior of the hats has also been tweaked slightly
   so Sims preferentially favor surfaces in the room, rather than dropping them on the kitchen
   counter and blocking the food preparation because the counter was deemed "closer" on account
   of being on the opposite side of the wall.
   I.   Sims no longer autonomously barge into your special tub, wasting its charge. They
      should only enter if you tell them to, or ask someone to join.
   II.   Used Noodlesoothers and TCs can be disposed of if you do not wish to recharge them,
      such as if you have too many or you're putting them on community lots. - Officially Nightlife Compatible
   This object can be bought and placed in any room, inside or outside, upon a wall. Once in
   the game, you can set its security preferences by programming the allow, deny, and override
   settings for various classes of people.

      All visiting, non-NPC, non-resident sims are denied. If on a community, this affects
      all of the naturally occurring wandering visitors, but not the Sims you control (or
      invited - seperate Maxis bug).
      This category includes all malicious NPCs: A social worker coming to steal your children,
      and the burglar are all hostiles. Note that a burglar is reclassified to EMERGENCY if he
      has been arrested, and to SERVICES if he is coming to purchase the virus (although we do
      not know how this can happen normally). All NPCs which are invited by phone are considered
      visitors for the duration of that visit. Some Social Workers can walk through walls and are
      not affected as a result.
      This category consists of hired workers that perform disruptive activities if allowed
      to wander too freely around the base. This category currently includes only the Nanny
      and Evil Mascot.
      This category consists of NPCs who are touring the base and can become stuck on certain
      types of objects if allowed to wander into them. Members of this class include the
      Headmaster and the Boss(disabled scenario), as well as all the non-service-related
      University NPCs like the Cheerleader, Professors, and Mascot (Llama).
      This category consists of NPCs that are hired to perform services on the base. 
      Members of this class include the Gardener, Repairman, Maid, Pizza, Newspaper,
      and Grocery Delivery persons, Bartender, Postal Worker, Social Worker (when delivering
      an adopted child), Burglar(when purchasing the virus), the Cashier, and the Chinese
      This category consists of emergency personnel: Firefighters, Police Officers, the
      Burglar(when arrested), and the Exterminator.MISCELLANEOUS This category consists of
      NPCs not otherwise recognized presently.  No members are currently classified as such
      as of this edition. Any custom NPCs created in other hacks, or NPCs added in expansion
      packs not supported, may be classified in this category.
      This category consists of resident controllable sims that are not performing a
      user-priority interaction or greater. Also includes, or perhaps *specifically* includes,
      Sims trying to puke.
      This category includes all babies and toddlers.  While babies are not normally mobile,
      should a baby somehow acquire the ability to move while still being classified as a baby,
      it will be prevented from entering.  Toddlers will be unable to pass through this setting.
      This category includes all Sims of the "Child" age stage.

      This category includes all Sims of the "Teen" age stage.

      This category includes all Sims of the Adult and Elder age stages.

      This category includes everyone, regardless of anything else, who is routing to a
      destination that is not within the room itself. It has no effect on Death Mode and
      is not applicable in Lockdown Mode.  Anyone who is attempting to navigate to a point
      or object not within the room itself will be denied access to enter this room.  Set
      this on your bathroom if your sims insist on trying to route through the bathroom,
      then being unable to pass through because somebody's legs are in the way: The room
      will then be rendered invalid for pass-through routing and sims will always go around
      unless they are attempting to go into the room itself.
      Everyone not classified as UNTOUCHABLE is a member of this category. If this setting
      is set, nobody may pass through this door when the lock is engaged, and everyone will
      be denied access.
      This category includes the Social Bunny, Therapist, Ghosts, the Repo Man, and the Grim
      Reaper. This category is always able to pass through due to their non-corporeal,
      imaginary, or unstoppable/game-critical nature.

      In all cases, the most restrictive setting applies: A Maid is classified as "SERVICE",
      "ADULTS", and "EVERYONE", for instance. DENY disallows that class of people from passing
      through locked doors. PERMIT removes a previously set DENY. LOCKDOWN sets DENY on the
      entire base, even in rooms without a panel.  A HOSTILE deny lockdown is automatically
      triggered, as well as the intruder alert, if a hostile burglar is detected.

      This command engages or disengages the door locking for the room, or all configured
      rooms. Unless the room is locked, people who are set for DENY will still be able to
      pass through the doors.

      This command engages or disengages the Death Field. All Sims set for "DENY" will be
      killed if they walk into or out of the room. This option is not available on community lots.

      This command adds a specific Sim present on the lot to the OVERRIDE list,or removes
      a previously set OVERRIDE. Sims set for OVERRIDE may pass through all doors locked
      by this system on the lot regardless of permission settings.

      Activates or deactivates the alarm. All sims present in a room with a panel will be
      awakened by the alarm. Lockdown will not auto-change when the alarm has been sounded.
      A HOSTILE deny lockdown is automatically triggered, as well as the intruder alert,
      if a hostile burglar is detected. - Object, not hack, not updated but should work in Nightlife
   Adds "automatic socializing" to your sims: To use, either click on the target sim and choose
   "Macro.../Socialize", or if holding a party, click on your sim and choose "Macro.../Socialize
   Friends". Must be seen to be believed. Individual Socialize includes "Good" or "Bad". You decide! - Object, not hack, not updated but should work in Nightlife
   Adds the following calling features to your phone:
   I.   CALL FRIENDS - Automatically picks and chooses existing friends and calls until relations
      are repaired. Will not appear if you lack any friends in need of calling or if nobody
      is available to be called (at work/school, too late, etc.)
   II.   CALL ENEMIES - Automatically picks and chooses existing disliked sims to harass until
      relations bottom out (unilateral). Will not appear if you have nobody you dislike or
      nobody can be harassed at this time (too early, not home).
   III.   CALL FAMILY - Presents a dialog of family members looked up in the phonebook, including
      those you haven't personally met yet: Useful for introducing sims to their relatives
      without ridiculous amounts of shuffling between lots. Will not appear if there are no
      relatives with STR < 95: Use "Call Friends" instead.
« Last Edit: 2005 December 03, 03:05:28 by nenechell » Logged
Asinine Airhead

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Re: Hack Descriptions
« Reply #2 on: 2005 November 29, 15:22:54 »
THANKS THIS IS GREAT - Object, not hack, not updated but should work in Nightlife
   Are you tired of your sim's inept baby-care skills? Here is something new and more awesome:
   It tells your sims how to do it instead. When combined with the anti-harassment package, it
   is truly awesome. More awesome than YOU, anyway.  Family members of the baby, or nannies,
   will be directed to take care of the babies as needed. Whether you're just inept, or merely
   lazy, the eye in the sky has got you covered.
   I.   PROCESS BABIES/TODDLERS IGNORE/MANAGE - Enables or disables the management of babies
      or toddlers.
   II.   PROCESS BOTTLES IGNORE/DISPOSE/DISINTEGRATE - Decides what you want to do with used
      bottles: Ignore them and let you deal with them yourself, instruct a sim to dispose
      of it, or vaporize them as if you went to buy mode and deleted them.
   III.   OPTION: LOBOTOMIZE NANNY ON/OFF - Enables or disables a lobotomy-equipped nanny's
      standard baby care loops.  If the nanny is lobotomized it will spend its paid time
      wandering around your lot doing autonomous visitor crap until the baby controller
      directs it to perform child care.  If not-lobotomized, it will harass your children
      as normal. See Description of Lobotomy Package for details.
   IV.   OPTION: MANUAL OVERRIDE ON/OFF - If the override is enabled, the baby or toddler
      will not be directed to do anything while it is selected, or a valid selected
      caregiver is present in the room with it, allowing you to perform a manual
      interaction without being interrupted.
   V.   ALWAYS SMART MILK ON/OFF - If this option is enabled, toddlers will preferentially
      always be fed smart milk, in hopes of triggering the smart milk emitter bug which
      sometimes causes them to retain the skill bonus into childhood, or maybe because
      you just like doing it.
   VI.   WARNING BOX ON/OFF - If this option is enabled, a warning dialog will appear
      once per half-hour if a baby requires attention but its relatives are all busy.
   VII.   EMERGENCY STOP/RESUME - If the emergency stop is chosen, all baby controller
      options are suspended until resumed. Useful if the controller has gone berserk
      or you have other big plan in mind. - Officially Nightlife Compatible
   Are you tired of Sims using the bathroom all at once, causing bathroom pileups?  Well,
   in Soviet Russia, you don't use bathroom: Bathroom uses YOU! Handles many configurations
   of bathroom, including single toilet + shower and multiple stall toilets + separate shower
   rooms, or stall toilets + communal shower room.  Accepts room-only and radial device
   search modes. Compatible with all standard showers, toilets, and urinals. Because in Soviet
   Russia, ass wipes YOU!
   I.   BE USED - Instructs the bathroom to use the Sim.
      a.   ROOM ONLY: Controller will only search for devices inside current room.
      b.   RADIUS: Controller will search for devices within specified radius.
      a.   OFF: Bathroom will only use people found loitering in the bathroom.
      b.   ON:  Bathroom will use resident sims as required.  For optimal results,
         place them at least one per bathroom minimum, preferably one per toilet.
         For optimal results, the "stall" toilets are recommended. - Unofficially Nightlife Compatible
   Repairs an 0x85 "too many iterations" issue in the birthday party want, as well as
   fixing it so it no longer attempts to want to throw birthday parties for nonresident
   sims, because this is completely and utterly impossible. - Unofficially Nightlife Compatible
   Breaking up on with a non-resident no longer evicts the non-resident from his home. 
   If a married couple is living in separate houses when they break up, the breakup-ee
   no longer is evicted. If a couple breaks up on a community lot, the breakup-ee no
   longer is no longer sent to "The Family". You will have to move him out yourself. - Officially Nightlife Compatible
   Sims will now run when called over if they are active or the distance they have to
   travel is very far, rather than ambling across the lot at 2 mph taking 3 hours to
   cross the other side, then turning around and going home because they need to pee now. Officially Nightlife Compatible
   Captain Hero will no longer be unable to go to work if you cancel his carpool because
   you want him to pee first so he doesn't wet himself in a very unheroic manner when he
   returns home. If Captain Hero's carpool is cancelled, he will receive the order to go
   to work shortly if he has no instructions on his queue and is not overdue. - Not Nightlife Compatible
   Inappropriately dressed friend from work:  Friend is now properly dressed in accordance
   with own rank.  Unloading clog for vehicles with insufficient doors reduced.  Inability
   to load more than one Sim into a helicopter at a time without annoying queue drops fixed. - Not Nightlife Compatible
   IN YOUR FACE, MAXIS!  Kiss chat/jumping bug goodbye.  Let the games begin! - Officially Nightlife Compatible
   It's a clothing tool. Lets you buy new clothes for your sims in all categories with a
   single command (and inflated price premium!), and snarf career and special-event (wedding,
   graduation, etc.) outfits worn by your sims for use in the "Plan Outfit" dresser, plan
   all of your outfits at one click(after aging!), as well as gives you one last shot to
   plan your outfits before returning home from college (if global override hook included in
   zip is installed) so that your sims do not return to the fambly bin looking like hobos! - Officially Nightlife Compatible
   Sims no longer hike 30 miles in the snow uphill and against the wind both ways just so
   they can put their coffee cups on a table. If no surface is nearby, they're content to
   just drop the damn thing. They'll even put it straight into a dishwasher if one is
   really close! Object, not hack, not updated but should work in Nightlife
   1.   Reset or Fast-forward College Timer back to either 72 hours or 1 hour.
   2.   Freeze College Clock for all controllable students in family via either pie
      menu option or "aging off" for as long as a clock remains present on lot.
   3.   Reroll Lifetime Want if your sim wants something really lame and dumb!
   4.   Synchronize clock to selected sim so all residents have the same semesters. - Officially Nightlife Compatible
   Controlled Sims, NPC's, and townies may gain skills while visiting community lots,
   including non-college community lots. Notifications of skill-point gain will only
   be displayed for controllable sims. - Unofficially Nightlife Compatible
   Lights on Community lots are always on. - Not Nightlife Compatible - Discontinued for Nightlife
   Another 0x85 bugfix for too many sims when chatting on the computer. - Unofficially Nightlife Compatible - Discontinued for Nightlife
   "Paint Continuously" now appears as an option on the easel. When chosen, the sim
   will paint a picture, then auto-sell it, then continue painting. - Officially Nightlife Compatible
   The Gardener will now come every day.  Gardener next no longer maintained for conflict
   avoidance - code modification only. - Officially Nightlife Compatible
   Sims who die of old age now properly receive their tombstones and give out their
   inheritances even in severely overcrowded neighborhoods with some 900 Sims living
   and long dead. - Officially Nightlife Compatible - ONLY FOR NIGHTLIFE
   Sims no longer look and wave at you when they're upset or whatever, instead just
   doing their thing (screaming, passing out, peeing themselves, dying) without
   stopping to wave at you. - Unofficially Nightlife Compatible
   Doorbell is no longer loud enough to wake the dead. - Not Nightlife Compatible
   Breaking up is now more available: You only need to be below 90 relationship. - Object, not hack, not updated but should work in Nightlife
   Are you tired of the annoying micromanagement involved in trying to use the
   Encourage options on your sim children?  Is it so irritating that you give up
   because you have to repeat it so many times to accomplish anything, and it cannot
   be queued, and usually somebody wanders off in mid-encouragement?  The Encouragificator
   handles this task management for you! Simply choose Macro.../Encourage.../Whatever,
   and it will automatically encourage the sim in question for you, over and over,
   until a mood failure occurs or you tell it to stop.

   NOTE: Like with normal Encourage, you cannot queue orders to occur after it,
   as the Encourage system does not take well to this. As a result, if you queue
   anything after encourage, the action will be terminated. Finally, you can whip
   the lazy out of your miserable snot rag sim children! - Unofficially Nightlife Compatible
   Enemy status does not disappear over time if you ignore the relationship.
« Last Edit: 2005 December 03, 03:06:35 by nenechell » Logged
Asinine Airhead

Posts: 26

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Re: Hack Descriptions
« Reply #3 on: 2005 November 29, 15:24:13 »
THANKS THIS IS GREAT - Not Nightlife Compatible
   Buying clothes no longer performs browsing as well - Sims simply go and get from
   the rack, then pay. Try On flipping has been removed as well, to expedite getting
   your Woohoo. - Officially Nightlife Compatible
           Detonates the Headmaster Controller, which can become corrupted and
           prevent the headmaster from appearing correctly on your lots.
           Upgrades an Adult or Elder sim to 6 want slots/2 locks + Uni graduation
           with no major. Most useful for pre-Uni sims so that they aren't
           permanently confined to second-class citizen status.
           Destroys the party controller, which can become corrupted and result
           in the inability to hold parties, neverending parties, or corrupted
           party scoring. Any currently in progress party is immediately terminated.
           Scrambles the sim generator by advancing the sequence a random number of
           places to avoid the identical-child-personality "firstborn" effect. Will
           exit the lot without saving as a side effect. Save before use.
      V. SET/REMOVE LIFETIME WANT BIT (non-Original)
           Grants or revokes permanent platinum LTW status in a sim. Use for bugged
           LTW satisfactions where status is not granted, to remove if you simply
           don't like it, or because you're a cheating lamer.
           Removes "static motives" flag from all visiting sims and dormies.
           Deletes all potentially stuck bills hiding on and off the lot.
           Indiscriminately removes all sims loitering invisibly off-lot. May cause
           undesired side effects if used at the wrong time.
           Attempts to reenable build/buy/save/exit.
           Deletes the "haunted" emitters which cause sims to freak out at random
           objects, even if ghosts are not present on the lot.
           Fixes the platinum-asp mood boosts for all sims on the lot.
      XII. UNSTICK ME (debug mode only) (experimental)
           Attempts to unstick a sim that has lost the ability to move for some
           unknown reason. Experimental.
           Nukes the college move-out controller, which can become corrupted and
           prevent sims from moving out of college.
           Attempts to retrieve a missing sim which is stuck off-world by teleporting
           it to the mailbox and forcing an error.
           Attempts to remove stuck invisible tiles potentially blocking fridges.
      XVI. FIX FUNKY MOVEMENT (debug mode only) (experimental)
           Attempts to force a sim back to walking normally and stop the "iceskater"
           effect. Experimental - intended for testing only.
      XVII. RE-GIVE DIPLOMA (debug mode only) (Uni)
           Re-issues a sim's diploma in the event that it is lost/stolen/eaten.
      XVIII. MAKE ME SMART/STUPID (debug mode only)
           Applies or removes "stuck smart milk" effect to sims.
      XIX. FORCE ERRORS (experimental)
           Forces all objects of specified locality (all/in-world/off-world) to
           error. Do not run while debug mode is ineffect or thousands of error
           dialogs may appear! May crash, freeze or spam your game. Consult your
           doctor before use.
      XX. TEST IQ
           Returns percent-learning rate (100 is normal) for current sim.
      XXI. RESPAWN TOMBSTONE (debug mode only) (experimental) (NL)
           Regenerates a tombstone for a dead sim. Note that the dead sim must be
           the selected sim, which means you must spawn him somehow, then make
           him selectable and choose this command.
      Not all options are displayed unless applicable to current sim and situation.
      Not all options displayed are applicable. - Officially Nightlife Compatible
   Sims will no longer moth fires by panicking when something catches fire. Sims who
   have seen more than one fire before will attempt to extinguish it rather than
   panicking.  Visitors finding your house to be on fire will immediately declare this
   to be somebody else's problem and find an urgent and pressing interest in being
   elsewhere, rather than going into aspirational failure....after all, why should
   they care...unless they are on FIRE. - Officially Nightlife Compatible
   Delivery persons should no longer be irresistibly drawn to the inaccessible door
   of the mausoleum in the backyard when making their deliveries. Garage doors are
   not considered front doors regardless of level. - Object, not hack, not updated but should work in Nightlife
   Any ghost that comes to a stop inside a room with one of these objects is
   banished back to its urnstone. If the ghost is already *AT* its urnstone,
   it will be zapped. Available as an aspirational award, for 12K. Because
   we all have way too many ASPs to burn. - Officially Nightlife Compatible
   Schizophrenia and crush from Handheld game eliminated. - Not Nightlife Compatible
   Throw Party for Birthday/House/Anniversary parties should no longer jump if
   an excessive amount of dead wood is present in the neighborhood. Sims will
   now only be able to invite people they actually know, but this is no real
   loss because invited people not known by the calling sim would never attend
   anyway.  Not strictly necessary for TS2U but prunes down the list to people
   who might actually have a snowball's chance in hell of showing up. - Officially Nightlife Compatible
   The parent-home-from-work hug will no longer wipe out your entire queue. - Officially Nightlife Compatible - ONLY FOR NIGHTLIFE
   Fixes bug in hygiene-code when a sim becomes stinky as a result of an external
   action, (Me != Param0), because the original code by Maxis is munged. yay. - Officially Nightlife Compatible
   Has it always bothered you that you have to greet people, thus giving them
   free run to traipse through your house at will, even if the only thing you
   plan to do is pummel the living crapola out of them for kicking your trashcan?
   Want to just unceremoniously pummel the living crap out of them, or say a
   word or two to passers-by, and then let them go on their way, without having
   wave, hug, or do whatever it is that sims insists on doing? Want to beat the
   snot out of that cow?  Go for it! - Not Nightlife Compatible
   Changes the time that parents come to retrieve their visiting children from
   8:00 p.m. to 12:00 midnight. - Officially Nightlife Compatible
   Sims whine less, particularly about stupid things. - Not Nightlife Compatible
   Caveat:  The nanny lobotomization routines are not loaded into any preexisting
   nannies due the way NPC code instantiation works. In order to install the
   package completely, you must perform the following steps:
   1.   Open up this package (lobonanny.package) in SimPE and extract the one BHAV.
   2.   Open up your neighborhood in SimPE.
   3.   Note down the nannies' N###_User#####.package file numbers.
   4.   For each of the above files, select the BHAV with the same instance(0x1016)
      as the one you extracted above, and REPLACE it with the extracted version. 
   5.   Save your changed nanny character file.
   If you don't understand the instructions above, or just can't be bothered because
   this alternative approach is more amusing, forget about it and just kill all of
   your old nannies by whatever means you find most expedient or amusing.  You know
   you want to.

   This is a supporting package for the FFS Baby-O-Matic system that enables the
   lobotomization of the nanny, deactivating all nanny-related work routines on command. - Officially Nightlife Compatible
   Lifetime wants for careers are no longer strictly aspirationally correlated, and
   will instead vary by appropriate interests and personality. Career-wants for varying
   careers may appear outside of aspirational boundaries due to family influence, and
   sim personalities will match desired occupation. Crazier lifetime wants (Marry Off
   6 Children, Have 6 Grandchildren) will disappear in neighborhoods of advanced age
   and therefore population to slow down Armageddon.

Macrotastics - Officially Nightlife Compatible
   Most features accessed by clicking on your sim and choosing Macro.../Option.
   I.   HARVEST MONEY TREES  - Harvests money trees on lot. Option appears if your
      sim is in gold+ aspiration and you have money trees on your lot. Your sim
      automatically travels from tree to tree harvesting the shinies until he
      either runs out of trees or his mood becomes very critical, or he loses
      gold aspiration.
   II.   PROCRASTINATE - Your sim will stand there and idle until you or something
      else tells him to do something more intelligent, or motives become really
      low. Option is only available in "Free Will", since the purpose of choosing
      this is mostly to block your sim from choosing other actions if you want
      him to simply wait for something.
   III.   USE BATHROOM - Your sim will seek out the nearest designated and appropriate
      bathroom and perform bathroomly tasks.  Requires properly installed and
      configured FFS "Bathroom Uses You" controllers (>= v1.68). Option will not
      appear if none are installed or appropriate.
   IV.   GO TO BED - Your sim will go to sleep in his designated bedroom. Requires
      properly installed and configured FFS Sleep Clock. Option will not appear
      if none are installed, or your sim is not assigned to any of them.
   V.   CONCENTRATE - Your sim will concentrate on his present task, boosting it
      in priority so that it will not immediately drop if you queue another order
      after it.  Examples of when to use this include an autonomously chosen task
      you want your sim to complete, not abort, when you queue things after it,
      and tasks like "teach" or "help with homework", which have the annoying habit
      of canceling themselves if you tell your sim to do anything after it.
   VI.   CLEAN/REPAIR/GARDEN - Your sim will seek out things to clean, repair, and
      garden, using better search algorithm than "apparently at random" that the
      maid/gardener use.
   VII.   TAKE OUT TRASH  - Your sim will empty the trash. Including the trash
      compactors.  This will be automatically called after "CLEAN" is invoked,
      or it can be called manually.
   VIII.   KICK STUFF - Your sim will seek out and kick the nearest flamingo or gnome,
      re-standing them up if they fall automatically so that they can be kicked again. 
      Requires properly installed and accessible Lawn Flamingos and Gnomes.  Fastest
      source of fun in the entire game!
   IX.   CAFFEINATE - Your sim will chug-a-lug the coffee to restore his energy. Bathroom
      breaks will automatically be taken as appropriate if "USE BATHROOM" option is
      available. Chugging will continue until energy is filled or a critical motive
      becomes too low and cannot be resolved.
   X.   DO HOMEWORK  - Your sim will seek out homework belonging to him on the lot
      (where-ever) they may be hidden, and do them. If Fun or Bladder is too low,
      the sim will attempt to resolve the problem by kicking stuff or using the
      bathroom before continuing.
   XI.   PAY BILLS - Seeks out the mailbox, fetches mail, and pays affordable bills.
   XII.   COLLEGE RAMPAGE! - Accessible from the "College" menu, begins a rampage where
      your sim studies for college using all of the college tools until he maxes his
      current grade-o-meter! All needs except hunger automatically are taken care
      of during the rampage.
   XIII.   EAT - Sim will scavenge for available edible foods and eat foods that can
      restore his hunger without being overfilling. If no foods are available,
      sims with adequate cooking skills will cook one.
   XIV.   POWER IDLE - Sim will autonomously handle all basic needs. Will autonomously
      call friends if AutoYak is available, using cellphone if available. Sim will
      respond to any orders you give it while performing this function.  If not
      given any orders, and all needs are satisfied, sim will do something quiet
      and non-disturbing, like cleaning the room or sitting quietly in a couch.
      Will not bogart the desk chairs and render it impossible to use the computer. - Officially Nightlife Compatible
   Navigation Orders (Go/Run/Skip Here) will no longer be erased from the queue if you
   queue another order after it: Sims will now travel to their destinations by the route
   and means of your choosing if you plot their route for them! - Officially Nightlife Compatible
   The marriage "spouse" line is no longer automatically disconnected after death. 
   The surviving partner may remarry as usual, which will correctly connect the line to
   the new partner and disconnect the old one, but unless the survivor remarries, when
   he dies, their marriage line will still show as connected on the family tree, like
   those of the deceased Maxian families. - Officially Nightlife Compatible
   Female gets male's last name, regardless of who initiates the proposal.  Useful for
   getting townie last names into the game, or just for those of us who like to do
   things the traditional way. For same-sex unions, everybody keeps their own name,
   but they still get a line on the family tree. - Object, not hack, not updated but should work in Nightlife
   Do you have The courage, the determination, and the five bucks?  Buy this item
   in Misc/Misc and send money to your Sim's friends and family!  In pre-Uni games,
   this object also serves as the controller for the receipt of money, so the receiving
   Sim must live on a lot with one present, although it does not need to be used. Buy an
   extra and bury it someplace out of sight and you can send and receive all the money
   you want (NOT needed in Uni+).  Or at least have. Yours for only one half of ten bucks. - Officially Nightlife Compatible
   Eliminates overflow jump when sims move out.
« Last Edit: 2005 December 03, 03:07:55 by nenechell » Logged
Asinine Airhead

Posts: 26

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Re: Hack Descriptions
« Reply #4 on: 2005 November 29, 15:25:07 »
THANKS THIS IS GREAT - Unofficially Nightlife Compatible - Discontinued for Nightlife
   Fixes the jump/reset that occurs when two sims become enemies. - Officially Nightlife Compatible
   Eliminates the magic 20K handout when a sim moves out or graduates from college. 
   A sim moving out will simply take a proportional split of the cash reserves of
   the current family. No more. No such thing as a free lunch. If a sim family breaks
   up, the sim being booted out will take the minimum amount to afford a lot, 3K,
   from the treasury if available. Otherwise, he gets whatever is left. If that's
   not enough to afford even the odd 2x2 lot... too bad! Life's a bitch and then
   you're raped by wild boars! - Officially Nightlife Compatible
   Only the first A+ memory is recorded. - Officially Nightlife Compatible
   Gets rid of the "age discrimination" that locks elders into only crappy jobs,
   also making it impossible to retire without "Get Useless Job" wants clogging
   the want panel. To get a real job, use the computer. If, for some reason, you
   actually WANT the lousy job, you can still get one with the newspaper - Officially Nightlife Compatible
   Everyone and their dog will no longer swarm to the room where you have chosen
   to have somebody grow up. Only people currently in the room and not busy doing
   something will watch. - Not Nightlife Compatible
   Assignments left behind by dormies or visiting sims disappear instead of taking
   up valuable table and floor space. - Not Nightlife Compatible - Discontinued for Nightlife
   Sims should no longer check their email autonomously unless they have reason to
   suspect there might be email (such as by actually having an email). No more
   "Pippa has no new email dialogs." - Not Nightlife Compatible
   Are you tired of your sims poking, prodding, badgering, and otherwise harassing
   your babies and toddlers 57 times an hour? This hack shuts off autonomous baby
   pestering, in a non-pie-menu way. - Officially Nightlife Compatible
   Most sims teen and above will no longer bogart the swings. Certain sadly immature
   individuals who also seem to enjoy playing Pirate in bathtubs will continue to
   exhibit this obviously childish behavior, though. - Officially Nightlife Compatible
   Private homes and frat houses are no longer considered appropriate venues for
   buskers to setup in, unless there is a party occurring. - Not Nightlife Compatible
   1. Extended A+ Cheer
   2. Bus Unloading Clog - Officially Nightlife Compatible
   Other sims no longer obsess over other teens unless the teen is close enough to
   adulthood as well. Teens no longer obsess over getting a ton of scholarships that
   they aren't even close to qualifying for - the relevant wants only appear when
   they can actually be met before disappearing. - Unofficially Nightlife Compatible
   The formation of the corrupted death memory, as seen in gossip of the form
   "jagged lines", "tombstone", "dead Sim", is now suppressed. Existing corrupted
   death memory markers not affected, and will continue to spread unless eliminated
   in SimPE. You can usually identify corrupted death markers, because one will
   follow every directly-experienced death of visitor or family member, and is
   flagged "invisible", with no event owner. It will spread to other Sims in gossip,
   and all memories of this form (no event owner, $Subject Died, Dead Sim), are
   corrupted "jagged line" memories. Delete these whenever they show up in gossip,
   noting which sim possesses them, and which sim received it. Find the corrupted
   memory in both Sims and expunge it from anyone you can find.

   For non-advanced or lazy users, you're stuck with your existing jagged lines for
   now.  New neighborhoods will be clean - Officially Nightlife Compatible
   Sims who are not nice will not cry from being teased by another sim.  The only sims
   who will cry are "nice" sims - Officially Nightlife Compatible
   Only the first Dean's List memory is recorded. - Officially Nightlife Compatible
   Dormies no longer spawn when vacancies exist in dorms. Existing dormies are unaffected
   and continue to function normally. Special-university townies like the Secret Society
   members should be unaffected - only the random dormie population is affected - Officially Nightlife Compatible
   Eliminates pointless dropping of tired babies and toddlers. Since when could people
   not hold onto an unconcious baby, anyway? - Officially Nightlife Compatible
   Sims (who are not fat or lazy) will no longer stuff themselves until they explode.
   Lazy and fat sims will continue to eat everything and thus can still become fat,
   because sometimes, you just want fat people. Sims who would not eat out of a trash
   can will cease eating food that has gone spoiled. 

   Sims will talk considerably less when eating, especially if they are in a hurry
   (because they're tired, starving, need to pee, have more orders), or if they're
   eating without the benefit of chairs. - Not Nightlife Compatible
   Sims will only bring co-workers home from the same job level that they are
   currently on. - Officially Nightlife Compatible
   Sims will no longer want to buy useless gizmos, unless a kiosk is actually
   present, or they actually could make use of a cellphone. Wants to play handheld
   games no longer appear unless the sims actually HAVE one. - Officially Nightlife Compatible
   Sims should no longer wish to join Greek houses if none exist on campus. - Officially Nightlife Compatible
   Reduces the obsessively irritating "influence someone to do something that doesn't
   need doing" wants. Sims will only exhibit influence wants during a narrow window
   of influence-opportunity between having a half-full influence bar and being filled
   (after which they learn you are not playing silly influence games and stop asking). - Officially Nightlife Compatible
   The memory and want satisfaction are now correctly assigned even if somebody else
   answers the publisher phone call. The typewriter will thus appear over the head
   of the author, not merely the person who happens to pick up the phone.

nopuddlerage - Officially Nightlife Compatible
   Neat Sims no longer become irrationally furious at someone when told to clean a
   puddle (right after enthusiastically cheering, at that!). Game apparently does
   not distinguish terribly well between puddles of pee, puddles from water
   balloons (which were thrown by the sim in the first place!), puddles from
   showers, puddles from puddles... - Officially Nightlife Compatible
   Do you hate the way the rabbit toy spins whenever you cancel the order to use it,
   usually causing it to spin to an inaccessible facing? Is it just creepy?  This hack
   makes the damn rabbit STAY facing the way you put it, unless actually blocked, not
   merely because you cancelled it! Nyah - Officially Nightlife Compatible
   Eliminates the random crushes caused by giving lessons on career objects and the
   "Cheer Up" interaction. - Officially Nightlife Compatible
   Non-Romance Sims no longer want to flirt with everything that moves, unless they
   and the intended target are available, or they are already involved. - Unofficially Nightlife Compatible
   Sims are not spammed with wants to resurrect other sims - Officially Nightlife Compatible
   Eliminates the endless annoyance of being bombarded with "get a crappy useless
   minimum wage job" for retired elders, so they can actually enjoy being RETIRED
   without being flooded with 4-6 "get useless job in random field" wants for the
   rest of their lives. - Officially Nightlife Compatible
   Family reunions no longer generate tons of blank memories. - Officially Nightlife Compatible
   Sims may no longer hold pillow fights in the road: The target must now be in the
   same room, and a nearby bed in the room is required. - Not Nightlife Compatible
   This is an improved version of the original "No Route Fail" that retains
   some feedback (the route failure thought) and reduces the abruptness of the
   stop, while continuing to eliminate the screaming hissy fit in the annoyingly
   loud, obnoxious, and generally violence-inducing voice. Now you can see that
   something is clearly blocked if you did it on accident, without having to
   constantly listen to that screaming if it is, in fact, blocked deliberately
   and you have no intent of moving it precisely because you DON'T want them
   to have access. - Officially Nightlife Compatible
   Outgoing sims will no longer shriek when they see other sims naked. - Officially Nightlife Compatible
   Gets rid of the 5-mile-baby-drag when feeding a toddler smart milk:  The toddler
   is no longer pointlessly and unnecessarily picked up unless it is inside the crib. - Not Nightlife Compatible
   Eliminates re-spawning of Secret Society members. Secret Society members should
   not be spawned to replace ones you happen to kill for whatever reason, except
   as a very last resort of total desperation (which should be near-impossible, but
   is there just in case), in which it will create one member. If there are not enough
   SS members, when the game attempts to generate one, it will, instead of generating
   a new NPC, induct a YA townie instead, and use him. The game will also not insist
   on generating more to fill max visitor count when you are abducted (IF you still
   are abducted: should theoretically work with no-abduct).  Therefore, if there is
   no SS townie, the game will first attempt to create one by promoting an existing
   YA townie. If it cannot, it will only create one if there is not even a single
   available member to perform the initiation ceremony. If for some reason your
   university has a dormie population of zero, don't kill this last guy. - Not Nightlife Compatible - Discontinued for Nightlife
   Gets rid of a Sim's desire to dance with total strangers. A sim will no longer
   offer to dance with anyone that it would not have accepted a dance invitation from. - Not Nightlife Compatible
   Most memories are no longer transmitted telepathically to relatives that they have
   never even met before. They can still be passed normally by gossip, but memories
   do not begin appearing in the relative's memory bar unless they've actually met
   that person. - Not Nightlife Compatible
   Puddles of water don't magically teleport to weird locations, like the other side
   of the fence. - Not Nightlife Compatible - Discontinued for Nightlife
   Townie children no longer regenerate when removed from the townie pool.  Existing
   townie children are unaffected and continue to function normally. If removed from
   the pool, they will be replaced by adult townies. - Officially Nightlife Compatible
   Townies no longer regenerate when removed from the townie pool. Existing townies
   are unaffected and continue to function normally. Service NPCs continue to be
   generated as needed. - Not Nightlife Compatible
   Sims should no longer autonomously turn off the computer. Who the hell turns off
   computers, anyway? - Officially Nightlife Compatible - ONLY FOR NIGHTLIFE
   Disables the "magic invulnerability protection" given to non-selectables in Uni
   dorms and frathouses that appears to have activated itself due to NL/patch. 
   Dormies and visitors will now be required to eat, sleep, pee, and bathe like
   everyone else again. Hilarity ensues! - Offiially Nightlife Compatible - ONLY FOR NIGHTLIFE
   Game no longer partially destroys sim file on deletion of tombstone. May
   resolve potential random tombstone losses when moving tombstones to community
   lots resulting from shredded character files produced by unlinkage. May also
   contribute to global warming. - Officially Nightlife Compatible
   Non-dormies no longer vanish into dorm rooms. - Officially Nightlife Compatible
   No more "What's This?" and "Where did it go" actions. If they appear at all,
   they will not cause the sim to take any direct action. - Officially Nightlife Compatible
   Adds a progress bar when a Sim attempts to write a novel after Creativity
   is maxed indicating the progress of the novel-writing.
« Last Edit: 2005 December 06, 23:07:07 by nenechell » Logged
Asinine Airhead

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Re: Hack Descriptions
« Reply #5 on: 2005 November 29, 15:25:38 »
THANKS THIS IS GREAT - Not Nightlife Compatible - Part of Macrotastics for Nightlife
   Bills are now paid at the box.  Bills are only brought to a table at all if more
   than one bill is present, or you are broke ass and cannot afford to pay the bill. 
   If multiple bills are present, the last one will be immediately paid without
   being set down, if affordable, and the others will be automatically inserted
   onto the head of the queue for payment:  If you cannot afford these other bills,
   you will be complained at. - Officially Nightlife Compatible
   1.   The parent of a child who is on the phone will not invite himself inside. 
   2.   The Headmaster will no longer self-invite himself when he calls you, nor
      will the phone freeze up. 
   3.   You should now be able to properly invite new Headmasters even if your
      Sim has married a Headmaster. 
   4.   Sims invited to community lots either by "Invite Sim To Community Lot",
      or by calling them using a standard phone installed by a hacked community
      collection, will no longer stand there like logs unless someone interacts
      with them until they pee themselves. They will either be controllable by
      you, or, if you invited your own family members for some reason, they will
      function as standard visitors. This is done because of weirdness involving
      taxi boarding if members of the same family which did not arrive together
      are present when one leaves by taxi.

   1.   Teens can now go and sneak out even, or especially if, they lack a guardian. 
      This should not be construed as support for parenticide, although we're sure
      some of you are going to try it now. In event that no adult is present, the
      teen sim no longer requires permission to go out, because, obviously, he has
      nobody to request it from but himself. The options to "Go Out" and "Sneak Out"
      will appear at the appropriate times.
   2.   Harassment Call Lock - Ever wondered why your Sims somehow seem to decide to
      go to sleep earlier when you're not playing? Tired of them simply screaming
      at you even though normally, they never go to sleep under YOUR direction until
      like 2 in the morning? We couldn't make insomnia-tracking to determine which
      families are regularly insomniacs, but you are now protected from accidentally
      doing this:  If your sim attempts to call another sim outside of valid calling
      hours, he will pick up the phone, then realize this is a bad time and put it
      down before bugging the other sim. You may still attempt to place emergency,
      service, transportation, sneak-out, and crank calls normally.
   3.   No more dumbass phone calls: Friends who miss you no longer make stupid phone
      calls just to waste your time with their whining: They will instead make a
      USEFUL phone call, so if a friend you haven't heard from in awhile calls you
      to talk, instead of bitching about it, this is why. 
   4.   Sim-children should no longer bug random adults that they bumped into on some
      community lot by phone. Sim children should only call their relatives or other
   5.   Sims should no longer place casual calls when they are NOT SUPPOSED TO BE HOME. 
      No more truant children calling for kids who are at school, or people calling
      when they SHOULD be at work. 
   6.   Now possible for teens to introduce people to adults using the phone:  Teens
      no longer shouted at unless phone call join is declined. 
   7.   Now possible to invite headmaster if toddler will auto-transition at 1800
      while headmaster scenario is in progress. 
   8.   Calling in sick no longer generates a useless NPC to clog your data files.

   1.   Set Ringer - Set the number of rings you want your phone to ring when an
      incoming call is received: 5, 10, 15, the default 20, or even OFF, which
      means you will not be notified or receive any incoming calls. - Officially Nightlife Compatible
   A piece of improperly cloned Maxian legacy code from the TS2 Original piano corrupts
   the new expansion-pack piano's attributes, causing the piano to become no-fun. This
   hack prevents the corruption and restores the damaged attributes to their correct
   attributes so that the piano remains properly fun. - Not Nightlife Compatible
   Reduces the amount of breakage in plumbing. Not entirely eliminated yet, at least
   until the "Pescado Home Furnishing" set comes out, when you can pay exhorbitant
   prices for indestructible, bulletproof bathroom fixtures. - Officially Nightlife Compatible
   Visitors should no longer insist on jumping into your pool at the first unattended
   moment: They will only use the pool if appropriate dressed for it, as opposed to
   magically pulling their swimsuits from their butts the moment you leave them
   unattended for 3 seconds and then proceeding to wander the house soggily after you
   shoo them out. Sims no longer change back immediately after chickening out from
   diving. Sims who are being WATCHED while diving will not be able to wimp out anymore.
   People would make fun of you for that. And then push you in anyway. Last but not least,
   the option to swim naked has been made available, so if your sim is already naked,
   he won't change before diving.  Making your sims get naked for the task is left
   as an exercise for the reader. - Officially Nightlife Compatible
   New from the company that brought you Coffee Cup Hack: Punch Cup Hack! - Not Nightlife Compatible
   Significant alterations to the way romance and jealousy works: Sims can now exhibit
   loyalty to existing relationships and will not simply fall in love with random people
   who flirt with them. Sexual orientation of a sim now actually matters! A very straight
   sim will decline homosexual interactions and vice-versa. Finally, sim-jealousy will
   make more sense: Romance sims, depending on personality(Nc+Pl+Ou > = 15), are more
   likely to have "open" relationships, and will not become jealous (although some are
   simply hypocrites who think the rules apply to everyone but them), and sims will no
   longer spaz at random people for no discernably sensible reason. Romance sims should
   never spaz. It is no longer defined as "cheating" if you are not in an actual committed
   relationship, and you will not have knives-memories or "caught cheating" fears satisfied
   unless you are actually caught by a partner in a committed relationship
   (steady/engaged/married). - Officially Nightlife Compatible - ONLY FOR NIGHTLIFE
   Romance sims no longer lose earned platinum tombstones when moved to the
   cemetary. - Officially Nightlife Compatible
   Active sims who have "run here" automatically run to class instead of walking. - Not Nightlife Compatible
   Visitors will no longer rob your money trees. As of 1.0p1, it seems the gardener,
   whenever he waters it, will, however! As this appears to be an intentional feature,
   it has been left unmodified. - Officially Nightlife Compatible
   Sims will now put the scanner gun back where they found it rather than ditching
   it God knows where. If it gets dropped, it will be automatically moved back to its
   original resting place. Sims will refrain from scanning objects likely to disappear
   on them, like things that are in use, and vehicles. If an object manages to disappear
   anyway while being scanned, the sim will gracefully stop scanning things rather than
   jump and lose the scanner, their hat, and their queue. - Officially Nightlife Compatible
   Includes 8 macros, 7 for gaining each of the 7 skills in the game, and one to designate
   a sim with high skills as an instructor for training others on the career objects. - Object, not hack, not updated but should work in Nightlife   
      SET WAKE HOUR Sets the hour you want the setting sim to wake up. That sim
      will then wake up at that time if his energy bar is full, instead of at the
      utterly ridiculous, thoroughly boring, and very premature hour of 0600. Unless,
      of course, you specify an even more boring hour. Sim will not awaken even if his
      energy bar is full/you queue stuff until the appointed time, unless his energy
      bar is full 6 hours in advance of the time (as standard). Only affects the
      targetted Sim if he sleeps in the room with the clock in it. Can store settings
      for two sims at a time. Only affects residents.
   2.   UNASSIGN Clears the assignment for a Sim so you can set a new setting for another
      Sim. Clock only holds settings for two Sims at a time, so if one Sim moves out
      or dies and you want to program for a new Sim, clear the absent Sim.
   3.   AUTO BED CALL  Clock will automatically compute the hour at which your Sim should
      go to go to sleep based on your desired waking hour, the class of bed you have set,
      and the energy level of your Sim. The order to go to sleep on a bed in the same
      room as the clock will be automatically pushed at that time. Setting this to "Max"
      will result in the instruction overriding currently queued user orders.
   4.   SET BED CLASS Sets the class of bed you are associating with the clock. Classes are   
      as follows:

      E8-38: 38 NRG/hr: Includes: Medieval(dbl)
      E6-36: 36 NRG/hr: Default: Includes Colonial Ironwood(dbl) and Soma(dbl)
      E6-35: 35 NRG/hr: Includes Funkensnooze(dbl) and Ajoque Beds(sing)
      E6-33: 33 NRG/hr: Includes Medieval(sing)
      E4-31: 31 NRG/hr: Includes Slimboy(sing) and Touch of Teak (dbl)
      E4-29: 29 NRG/hr: Includes Zenu Meditation (dbl)
      E3-28: 28 NRG/hr: Includes Courtly Sleeper(dbl) and Caress of Teak(sing)
      E3-27: 27 NRG/hr: Includes Protozoa(dbl)
      E3-26: 26 NRG/hr: Includes Protozoa(sing)
      E2-25: 25 NRG/hr: Includes Craftmeister(sing) and Cheapeaze(dbl) 
      Selecting an incorrect bed type will result in the incorrect calculations.  For best
      results, only one bed should be located in the vicinity of the the clock:  The bed
      chosen will always be the bed closest to the Sim after arriving at the clock.
   5.   BEDTIME WARNING Sends a notification dialog of impending calculated time if turned on. - Officially Nightlife Compatible
   Fixes another misuse of 0x85 in counting the number of secret-society friends you have. Not
   sure why it had to be done in the most asinine manner possible, or what problems this may
   cause, but if you're experiencing weirdness in not receiving your abduction, this is why. - Not Nightlife Compatible
   This hack makes the Social Worker behave more reasonably. The Social Worker will only be
   summoned for child abandonment if a child-aged sim is left unattended for extended period
   of time, such as if all adults are very dead, or if the unattended sim is a toddler and
   therefore should not realistically be left home alone at all. The bizarre metric of
   "child-hours" has been eliminated.

   The social worker will not be summoned for a child receiving bad grades unless the number
   of bad children out numbers the number of passing children: No more adopted bad child
   causing all your good children to be taken away because he came with a failing grade
   from when he was taken away before.

   The Social Worker will continue to be summoned if you intentionally abuse your children
   by starving or neglecting them, so you can still get kids taken away to fill the adoption
   pool if you want.

   Parents will also no longer be physically prevented from going to work if children are
   present on the lot. No more having to miss work because the stupid nanny refused to show
   up until 15 minutes afterwards. - Not Nightlife Compatible
   Sims no longer turn the stereo on and off autonomously. The repairman may even actually
   repair the expensive one this time. - Officially Nightlife Compatible - NIGHTLIFE ONLY
   Removes invisible stuck objects that are blocking tiles. Buy it, place it on top of the
   tile you think the stuck object is in, and wait for it to be indicated as burninated. - Officially Nightlife Compatible
   Makes fighting a more desirable option in the game, eliminating those bizarre "phalanx
   defeats battleship" outcomes by making fight loops keep score and accumulate advantages
   instead of simply having their outcomes ignored. Fighting is now also more skill-based,
   with Mechanical and Logic skill playing small roles alongside Body. Combat experience
   adds a bonus to the fighter's skill. Grouchy sims will find fighting to be fun! The
   grouchier the sim, the more fun fighting is! - Not Nightlife Compatible
   Fixes some exploits pertaining to tipping:  Tipping no longer produces money ex-nihilo,
   and the money you can earn from a tip is no longer limited by the amount of money you
   have in your account.  If somebody gives you money, that money actually comes from their
   treasury.  Sims will not give themselves completely into the poorhouse, so if everyone
   around is broke, you won't get much.  Find richer people to perform around.  The likelihood
   you will receive a tip is now directly related to your actual skill: Lousy musicians
   performing in front of hostile crowds don't get a whole lot. Tippers will move away from the
   jar as per original Twojeffs hack. - Not Nightlife Compatible
   Sims will no longer continuously toast each other to the point of pissing their pants. 
   Makes the champagne less attractive. - Officially Nightlife Compatible
   Ever get annoyed by sims who can't seem to figure out that a toga party is for people
   in togas? While non-YAs don't have togas, and therefore are excused, what's everyone
   else's excuse? No more of that. YAs will now show up at toga parties properly wearing
   frickin' togas, instead of their underwear, or what-have-you! - Not Nightlife Compatible
   Paper airplanes will also count against newspaper maximum and suppress the warning
   message.  If you turn 3 newspapers into airplanes, no more newspapers will be delivered.   
   Remove me!  Unsubscribe!  Take me off the list! - Officially Nightlife Compatible - ONLY FOR NIGHTLIFE
   Some issues related to BLEH!!! and peeking into coffins which do not properly update
   certain attributes. Eliminates random biting of NPCs and townies. - Unofficially Nightlife Compatible
   Keeps sims from quitting in the middle of a "death match" however, they also won't
   stop to take care of their needs if two are playing. - Not Nightlife Compatible
   Throw Party for wedding parties should no longer jump if an excessive amount of
   dead wood is present in the neighborhood. Sims will now only be able to invite
   people they actually know. This is slightly limiting on wedding parties, as invited
   guests always attend the wedding, but at least you CAN have wedding parties now.
« Last Edit: 2005 December 03, 03:10:16 by nenechell » Logged
Blathering Buffoon
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Re: Hack Descriptions
« Reply #6 on: 2005 November 29, 15:51:59 »

Thanks very much!  Quite helpful for newbie wusses like me. Smiley
Feckless Fool
Posts: 283

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Re: Hack Descriptions
« Reply #7 on: 2005 November 29, 19:11:45 »

Wow!!!  That was great!!  You put a lot of hard work into that!!!  If I could give you benes, I would.   Grin
Asinine Airhead

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Re: Hack Descriptions
« Reply #8 on: 2005 November 30, 04:00:15 »

I'm glad that the two of you like the list... I hope others will find it useful instead of whining that the hacks don't have descriptions.

Also, I will try to keep it updated as Pescado adds and modifies more of his wonderful hacks
Deformed Freak
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Re: Hack Descriptions
« Reply #9 on: 2005 December 01, 14:03:47 »

I just want to let you know that the Lot Debugger is in fact NL compatiable. In fact Pescado has released a new version since he got NL but the old Uni version works as well.
Sucky Name Person
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Re: Hack Descriptions
« Reply #10 on: 2005 December 01, 21:03:32 »

But do get the NL version if you have NL, because it has a lot of shiny new options. Cheesy

EDIT:  The Sleep clock works just fine with NL.  JM is planning to update it though with options for Vampires and coffins.
Asinine Airhead

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Re: Hack Descriptions
« Reply #11 on: 2005 December 02, 06:07:08 »

I knew these types of messages would be showing up.  I know that several of the other hacks are working with Nightlife, however, I only listed those that are either officially compatible (in the nightlife directory for hacks) or were on Dr. Boris' list.  I did add the new descriptions and compatibility to the attachment and will attempt to keep it up to date, however, keeping all the posts following (for those who didn't want to download the file) up to date would take forever.  If I have some free time, I will look at updating those to match the attachment.  The attachment should be complete and the most accurate version of this listing.
Sucky Name Person
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Re: Hack Descriptions
« Reply #12 on: 2005 December 02, 06:37:15 »

Doctor Boris listed the sleep clock as an object not a hack, and said that he could not test them without actual gameplay.  But I as well as others have tested this object in actual gameplay and found that it works with no problems.  Other objects such as the clothing tool are classified by him as being objects, not hacks.  Objects don't usually have a lot of problems when new EPs come out because their code is self-contained.  They may not always function as before, but they wouldn't cause conflicts like a global hack would, such as the phonehack or the romancemod.
Asinine Airhead

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Re: Hack Descriptions
« Reply #13 on: 2005 December 02, 17:18:47 »

Likewise i think autoyak, autosoc, and encouragificer are considered objects too, though not completely sure.
Sucky Name Person
Whiny Wussy
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Re: Hack Descriptions
« Reply #14 on: 2005 December 02, 18:36:49 »

Here is Dr. Boris' Official Nightlife List:

Following objects not hacks and cannot be meaningfully tested without actual gameplay, which Boris does not presently have time for:

Asinine Airhead

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Re: Hack Descriptions
« Reply #15 on: 2005 December 03, 03:12:54 »

I hope that the new wording I used for those objects listed is acceptable... If there are any other changes, please leave a note.  I will do my best to keep everything updated.
Sucky Name Person
Whiny Wussy
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Re: Hack Descriptions
« Reply #16 on: 2005 December 03, 03:34:48 »

That should work. Smiley  Thanks for putting this together, nenechell.
Lipless Loser
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Re: Hack Descriptions
« Reply #17 on: 2005 December 11, 17:12:38 »

Very cool! Thanks bunches!
Blathering Buffoon
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Re: Hack Descriptions
« Reply #18 on: 2006 January 03, 16:46:14 »

Thank you soooo much for gathering this information together!!  I was just looking around for some descriptions and found your thread!!!!   Smiley

Asinine Airhead

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Re: Hack Descriptions
« Reply #19 on: 2006 April 24, 14:08:28 »

This is a very useful list as I'm having problems with the game on an almost daily basis. I have noticed that since the arrival of NL, cooking fires are much more common. It used to be that once you got past level two or three in cooking skill you didn't get cooking fires anymore, but now it seems that around one in five times (or there abouts) you get a fire. In fact I had one family who just had fire after fire, no matter how good their cooking skills are.

So I looked at your entry for the and thought that would at least be a bit helpful. However, this is not listed in the NL hacks section - only in the OFB section. Does anyone know if you can use this version even if you don't have OFB? OFB does not appeal to me one bit and I'm no rush to get it (even for new game features) until JM and TJ have rendered the entire thing mostly harmless. I went through endless 'pulling my hair out' moments with the original game, Uni and NL because I bought them as soon as they came out (well, I'd actually learned my lesson with Uni, but someone bought NL for me as a 'sorry' gift).

Any guidance on this OFB version of the hack would be welcome. My hair thanks you all in advance.
Hairy-Bellied Heretic
Terrible Twerp
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Re: Hack Descriptions
« Reply #20 on: 2006 April 24, 14:15:58 »

OFB has already been rendered mostly harmless...  I don't know about backwards compatibility of anything, but I would suggest you carefully RTFM and perhaps back up your game files and try it if you are really desperate.  If things go too wonky, you can always remove it and restore the backups.
Asinine Airhead

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Re: Hack Descriptions
« Reply #21 on: 2006 April 24, 16:38:33 »

I'm not that desperate to get it - it just might have been helpful. I have been adding quite a few hacks I didn't previously use as they cancelled out stuff I had been prepared to live with, such as people napping on sofas, pillow fights and hanging out, but I've noticed that since I added Two Jeff's anti-pranking hack that my Sims have fallen back on other social interactions that they now take to extremes. I have one family where I have invited three Townie teens to join the family and it was already a sizable family before that. Now I have adult Sims who prevent my teens from skill building by continuously wanting pillow fights and to play red hands or that really stupid 'Punch You - Punch Me' game. Macrotastics makes life so much easier, but I notice that as soon as one of the adults goes on a Pillow Fight/Red Hands/Punch You - Punch Me rampage, the teens find their way blocked by the grown-ups, drop out of their Macrotastics tasks and end up playing silly buggers with the adults instead. And with that large family, they all cluster around the same spot in the house, so no one can get past them to do other things.

Another reason I'm holding back on buying OFB is purely financial. I'm planing to move to LA in September to go to Film School for at least a year. Although the cost of living in LA is comparable to where I live now in the UK, I'm still going to need as much money as I can to see me through the year, so I'm cutting back on my regular purchases of games, CDs, DVDs and all that stuff.

Having said that, I might still buy OFB if it crops up cheap at Play.Com.
Sucky Name Person
Whiny Wussy
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Re: Hack Descriptions
« Reply #22 on: 2006 April 24, 23:23:21 »

The firemod is in the NL director's cut.  I've been using it with NL with no problems.  However, I also use Carrigon's safe cooking mod, which gets rid of cooking fires.  They will still burn food sometimes, but it won't catch on fire.  It seems like in Sims 2 cooking fires happen more, even with cooking skill maxed out.  I don't think a highly skilled cook should be setting the kitchen on fire all the time.
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
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Re: Hack Descriptions
« Reply #23 on: 2006 April 25, 01:12:59 »

The Fire Mod affects all fires, which may be helpful if you commit other incendiary acts, other than cooking. Most of my sims have switched to the ethereal diet.

Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Asinine Airhead

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Re: Hack Descriptions
« Reply #24 on: 2007 June 12, 16:50:16 »

Is there any way this could be updated for the new EPs, or is there a thread already posted for this?
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