Make sacred/track radar not working all of a sudden
Milhouse Trixibelle Saltfucker III:
Quote from: Ubercuber on 2022 January 18, 17:13:21
I'll give that a try! What is the name of the trait for sacred and the trait for radar? I assume that also that means it will only track and/or protect that sim and not the whole household.
The trait for sacred is 'sacred'. It looks like the trait for radar is 'radar', but I didn't confirm that in game or by looking in the package. The command actually just applies the trait, so it's exactly the same - doing it for the whole household just means applying the trait to everyone in the household. Well, I guess it's possible it could be doing something extra I don't know about - ask Pescado.
For the record, witch's advice here is completely unrelated to anything that could reasonably be the problem. :P
Ubercuber:
Quote from: Milhouse Trixibelle Saltfucker III on 2022 January 22, 15:48:24
Quote from: Ubercuber on 2022 January 18, 17:13:21
I'll give that a try! What is the name of the trait for sacred and the trait for radar? I assume that also that means it will only track and/or protect that sim and not the whole household.
The trait for sacred is 'sacred'. It looks like the trait for radar is 'radar', but I didn't confirm that in game or by looking in the package. The command actually just applies the trait, so it's exactly the same - doing it for the whole household just means applying the trait to everyone in the household. Well, I guess it's possible it could be doing something extra I don't know about - ask Pescado.
For the record, witch's advice here is completely unrelated to anything that could reasonably be the problem. :P
Yeah, of course, I'm just happy that anyone is trying to help me with any means possible. Thanks for that.
Hmm, I tried the addtrait. I tried 'sacred' 'radar' 'bless' 'blessed'. It came up as a non-existant trait. Maybe there is my issue somehow.
Milhouse Trixibelle Saltfucker III:
Quote from: Ubercuber on 2022 January 22, 16:10:06
Hmm, I tried the addtrait. I tried 'sacred' 'radar' 'bless' 'blessed'. It came up as a non-existant trait. Maybe there is my issue somehow.
Can you add, uh... "incontinent", "pedobait", "narcolepsy", or "tealdeer"? If none of those work (disclaimer: I'm not sure whether any of them might have been removed, because some of the traits were never fully implemented, although I think those all were) then you probably don't have any of the Awesomemod traits, and you should check your config first and then check for possible trait list conflicts.
I actually think there's a command you can use to list traits, but I'm not sure what it is. Try "traitinfo"? That might just be for info on specific traits though. (You should still use it to test out specific traits to see if that might give more useful information.)
If one or more of those DO work, then you have at least some Awesomemod traits, but you might be missing the Administrative traits (which is what sacred and radar are) in particular. I've asked Pescado if there are any others that you can try to confirm; I'll let you know.
Just to be totally sure, try using addtrait on a basegame trait you know exists, too, to make sure it isn't trait-adding that's broken somehow.
(And, to be clear, it's definitely "sacred" and not "blessed", that one I have seen in the game specifically.)
Ubercuber:
Quote from: Milhouse Trixibelle Saltfucker III on 2022 January 22, 17:10:18
Quote from: Ubercuber on 2022 January 22, 16:10:06
Hmm, I tried the addtrait. I tried 'sacred' 'radar' 'bless' 'blessed'. It came up as a non-existant trait. Maybe there is my issue somehow.
Can you add, uh... "incontinent", "pedobait", "narcolepsy", or "tealdeer"? If none of those work (disclaimer: I'm not sure whether any of them might have been removed, because some of the traits were never fully implemented, although I think those all were) then you probably don't have any of the Awesomemod traits, and you should check your config first and then check for possible trait list conflicts.
I actually think there's a command you can use to list traits, but I'm not sure what it is. Try "traitinfo"? That might just be for info on specific traits though. (You should still use it to test out specific traits to see if that might give more useful information.)
If one or more of those DO work, then you have at least some Awesomemod traits, but you might be missing the Administrative traits (which is what sacred and radar are) in particular. I've asked Pescado if there are any others that you can try to confirm; I'll let you know.
Just to be totally sure, try using addtrait on a basegame trait you know exists, too, to make sure it isn't trait-adding that's broken somehow.
(And, to be clear, it's definitely "sacred" and not "blessed", that one I have seen in the game specifically.)
I'll give it a try thank you very much!
Just a question btw if you happen to know. When I typ showconfig an option appear that you can't alter in the configuration file from the awesomemod website. Namely "no free boat". You cant change it yourself in the config file from here, but I'd like to have it permnanently as false (if I understood what it means correctly) cause I do have issues with random townies trying to path through waters but it kinda fudges up most of the time.
Milhouse Trixibelle Saltfucker III:
Quote from: Ubercuber on 2022 January 22, 19:04:22
Just a question btw if you happen to know. When I typ showconfig an option appear that you can't alter in the configuration file from the awesomemod website. Namely "no free boat". You cant change it yourself in the config file from here, but I'd like to have it permnanently as false (if I understood what it means correctly) cause I do have issues with random townies trying to path through waters but it kinda fudges up most of the time.
It may simply be unimplemented/unfinished and I've asked about it already, so I'll let you know if I hear back, but, in principle, you should be able to add the option to the internal XML file in aweconf.package, if you know how to do that.
Update: Pescado says that it is implemented, and that what it does is stops free boats from spawning in sim inventories so they have to pay for them properly. He doesn't seem to recall why it's not in the config tool.
Update update:
17:40 <@Pescado> Okay, there, I fixed it.
17:40 <@Pescado> The server didn't have the latest aweconf file so the page script wasn't
listing it.
17:41 <@Pescado> The config option made it so sims don't get free boats outside of the
Boat World.
17:41 <@Pescado> Default game, apparently, gave every sim, everywhere, regardless, a free
boat that they didn't need.
17:42 <@Pescado> AwesomeMod changes that so they only receive the boat in the boat
Neighborhood, because that's the boat world.
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