No Playable Shoppers
Thraxwhirl:
Quote from: notovny on 2006 March 26, 21:36:41
Actually, I think the version that works that way has been availiable since the day after I made the request. The Awesome one just hasn't updated the first post's readme to reflect it.
Erm, when you say "a version that works that way," you mean that playable sims who shop there don't part with their families' funds and get their Inventories filled with rubbish(as I've hoped and prayed would come from somewhere)? Or do you mean, as one of the above posts mentioned, simply a version whereby playable sims can be permited back onto specified Lots?
Sorry, just wanting a clarification.
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I've tried it that way in home lots, and it worked fine., Haven't tried it on owned community lots, because I haven't been able to find the money order in the community-lot catalog. plan to move one there to a community lot with inventory tonight.
There is another way to do it while AT the Business Lot - it can even enable you to buy stuff that's not anywhere in the Community Catalogue. Use the Business Tag Tool, and put the Lock ON. Residential-only items will appear, and be purchased as STOCK. Then just use the Tag tool again to De-STOCK them, and they can then no longer be purchased, but will instead remain and act as functionable items as normal. :)
J. M. Pescado:
Quote from: jdanddpt on 2006 March 23, 19:52:10
That's exactly how it should be, my friend, and God alone knows what possessed Maxis to do it the way they did. Can they have been so earth-shatteringly short-sighted as to have imagined for a second that players wouldn't get seriously fed up of cleaning out Inventories, time after weary time, of useless crap? I think it's probably that same trade-mark "no Alpha-testing" policy they have which peculiarly resulted in Messrs Le Tourneau et al failing to notice within, oooh, 14-and-a-half seconds, that Objects can no longer be placed in roads and on sidewalks... and then actually releasing the product onto the shelves in such a poor state of health.
Well, depending on your stores, you may *WANT* your sims to have what they buy. This is particularly true when they buy some of those nice handy snapdragons from my playables-allowed store, and I find them in their inventory later, saving me the bother of having to drive over there and fight with the obnoxious browsers to buy out the store. :P
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Too bad the only solution is to prevent playable Sims from entering the lot. If only you could code it so that their shopping transactions (as visitors) have no effect on their inventory or their cash... oh well...
Yes, but then people would start demanding it the other way, because they might WANT the items they purchase. Ultimately this seems to be no-win, except to selectively ban playables from patronizing establishments NOT suitable for them, and allow them into others.
The present No Playables allows this level of control: You can permit playables on a shopwide basis by hiding the token on your lot, or you can permit SPECIFIC playables to show up at all lots, or you can ban all but specifically exempt playables.
Perhaps in the future, an improved populator-replacement will be made to enable one to designate specific clientele for your lot. So you can run, say, a gay bar, that will thus only be patronized by gay sims. Because as it stands, every sim will visit anything.
Sleepycat:
Quote from: J. M. Pescado on 2006 March 27, 05:21:19
Perhaps in the future, an improved populator-replacement will be made to enable one to designate specific clientele for your lot. So you can run, say, a gay bar, that will thus only be patronized by gay sims. Because as it stands, every sim will visit anything.
twojeffs Visitor Controller does this very well already ;)
http://www.moreawesomethanyou.com/smf/index.php?topic=2271.0
J. M. Pescado:
The Jeffistani Visitor Controller is not directly connected to the OFB's business customer summoner, and is also a global override hack (conflict risk). I was thinking of extrapolating it into a replacement controller entirely.
Thraxwhirl:
Quote from: J. M. Pescado on 2006 March 27, 05:21:19
Well, depending on your stores, you may *WANT* your sims to have what they buy. This is particularly true when they buy some of those nice handy snapdragons from my playables-allowed store, and I find them in their inventory later, saving me the bother of having to drive over there and fight with the obnoxious browsers to buy out the store. :P
I note you use the word "depending", ie. in some circumstances it may be that some purchases made randomly by sims over whom the player has no control may JUST prove not to have been completely undesirable and thus, it VERY OCCASIONALLY vindicates the inventory-based shopping system we currently have... so that Playable sims can buy snapdragons.
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Yes, but then people would start demanding it the other way, because they might WANT the items they purchase. Ultimately this seems to be no-win, except to selectively ban playables from patronizing establishments NOT suitable for them, and allow them into others.
The present No Playables allows this level of control: You can permit playables on a shopwide basis by hiding the token on your lot, or you can permit SPECIFIC playables to show up at all lots, or you can ban all but specifically exempt playables.
To be entirely honest with you, JMP, I'm very surprised to see you of all people write this kind of thing. As someone I've always admired for thinking outside the Box, and grasping the simplistest and most elegant solution to a simple problem.
Lovely though the idea above IS, of banning specific sims from specific Lots, while allowing others - and believe me, I welcome it, and have always wanted to be able to do it - you can't seriously mean that it's the most convenient and easily playable way to prevent UNwanted purchases, surely? Not when you've got to configure each Lot individually(or each sim) every time, and then wait for the required sim to show up when the game randomly chooses, and then persuade them to purchase the right item you want them to have, while steering them away from purchasing stuff you DON'T want them to buy, then reset the configuration to prevent them returning, then, later, remember to extract the item(s) from their Inventory, removing(at a loss) any superfluous item(s) they may also have bought, and then putting on display any you want to keep... all for the sake of the occasional Snapdragon or any other crafted Items...?
...and all that in favour of keeping a very clunky and NON-foolproof Inventory-based purchase system? When a far more workable and easier system would be to have the Illusory system of "fake" purchases, as outlined by jdanddpt, which would prevent, with 100% effectiveness, any unwanted purchases(and thus necessitate Inventory clearances) that slipped through the net?
I find that hard to believe, sir, coming from a man with the awesome intellect you have always hitherto shown.
I mean, if a Global Hack that worked the way jdanddpt suggested, WHO would seriously wish to return to the way things currently work, and burden him/herself with the necessary, Lot-specific set-up, for the sake of a few crafted items, which could far easier be purchased on Residential Lots with this Collection:
http://www.modthesims2.com/showthread.php?t=138087
It contains ALL the flowers, toys and robots(to my knowledge), and they can be placed directly in the sims' homes. Job done. On my other PC to my right, I've just tested this by purchasing a Snapdragon Bouquet and placed it on a desk in a Residential Lot. No problems. The OFB Craft Objects Collection solves the issue of "the bother of having to drive over there and fight with the obnoxious browsers to buy out the store."
This Collection would thus(if a Global "No Inventory purchasing" Hack complemented it) remove the need for ever, as you put it, wanting sims to keep what they buy(on Business or Community Lots). When would a user ever require their playables to keep the stuff they'd bought, if just about every Community- and Craftable- item from all EPs is available for instant purchase in one Shop-at-Home Collection or another?
Now, I grant you that I have no idea whether or not a Global Hack such as the one jdanddpt and myself talked about is at all possible; nor do I know if it is easy to code; nor do either of us have any right to demand it or expect it of you or anyone else for that matter. Not one iota.
BUT, I do declare that it's by far the best and most playable way of rectifying this "unwanted Inventory Items" problem... and it would leave nothing to chance, while still permitting playables to visit our Businesses by default, and a the Hack in THIS thread would serve to complement it as a nice, optional filtration process to go along with it.
And if, as you point out, some users were to start "demanding it the other way, because they might WANT the items they purchase", why on Earth would they DL such a Hack in the first place? ??? Nobody would be forcing them to.
JMP, with all due respect, I've always admired you for the work you have done, and for your keen intelligence, which has time and again proven that YOU, above all others, have out-thought both Maxis and the average user vis-a-vis how the game can be made more convenient and easily playable with a minimum of unwanted micromanagment and handling during said gameplay... that is precisley why your arrogance and frequent lip-ripping are justified(we wouldn't endorse them if that weren't so).
Thus, surely you must see how a Hack, the nature of which I speak, coupled with use of the Collection I linked to, provides a foolproof solution which covers every eventuality while ellimating the need for ever again worrying about who's allowed where or who's filled their pockets with what useless crap?
Am I wrong?
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