Can I fix this?
J. M. Pescado:
Install Bathroom Uses You.
Scratch:
Been there.... done that.... :P
The energy drink drains the bladder bar by 1/2 ... really annoying... but i changed pie menu/motives bladder min from 45 to 20.... can't remember the name of the field right now.... experimenting
Magicmoon:
I'd like to combine the two versions that we have done here. I like the way the bags were put in the trash, but don't know how to do that change. But I like my Sims to buy and drink their energy drink autonomously, and I don't want them buying it by themselves then walking away to let some stranger claim "ground-score".
I've been meaning to try out the altered energy drink. I think I'll pop that in tonight and see if I like it better.
As far as bladder draining, I figure it's one of those high fiber energy drinks that make them have the bathroom need. It doesn't really bother me because the energy drink itself boosts several stats and so makes up for bladder inconvenience.
Quote from: Scratch on 2007 March 18, 07:29:48
The energy drink drains the bladder bar by 1/2 ... really annoying... but i changed pie menu/motives bladder min from 45 to 20.... can't remember the name of the field right now.... experimenting
But if you make a change, wouldn't it be in the other area, not the motive area? Changing the motives will just make them think that an item either satisfies or doesn't satisfy certain needs. To paraphrase the help site of Simpe...If you make a chair with a high bladder motive, Sims will sit on it over and over, thinking it will help their bladder. They will continue to do this until they wet themselves since the chair is only advertising that it helps, but doesn't actually help.
I'm going to try to raise the hunger amount slightly on the snack foods. The boost that it gives now is so barely noticeable that it is almost not worth the time and effort it takes a Sim to buy and consume it.
......................
Oh, and since we learned how to do these modifications, I fixed FeeEssen's toddler only tub. It was advertised as a bathtub that could only be used by toddlers. BYU doesn't like toddlers much and as soon as a parent finishes a kid's bath they put the tot on the floor for BYU to kick them out. Then the parent has to wait to leave the bathroom because the babe is slowly crawling out the door. So I thought that this tub would be nice to have in the nursery.
But in reality, the tub actually allows the toddler to bathe himself! Weird, but kinda time saving. But then I noticed that everyone from parents to visitors were shooing Sims from the nursery to take a bath. I reread the threads on it, and it was mentioned, but ignored. Most posts were the "you are so wonderful type".
So I fixed it. I left it autonomous for cleaning and giving tots a bath. The toddler can still bathe himself, and anyone can clean it or play in it. This way, those adults who are predisposed to playing pirate in the tub can do so without BUY kicking them out for hogging the facilities. But the only ones allowed to actually take a bath in it is toddlers, so no more shooing tots from their skilling to take a bath. That was so annoying.
I don't know what her policy is on her objects. I'll have to check before I upload it, that is, if anyone wants it.
It blows my mind that some people can make such interesting and complicated objects, yet get sloppy on the things that are the easiest to fix.
Scratch:
Quote from: magicmoon on 2007 March 18, 09:03:34
But I like my Sims to buy and drink their energy drink autonomously, and I don't want them buying it by themselves then walking away to let some stranger claim "ground-score".
Most of the time my playables will drink it now, before putting it down....
Quote from: magicmoon on 2007 March 18, 09:03:34
As far as bladder draining, I figure it's one of those high fiber energy drinks that make them have the bathroom need. It doesn't really bother me because the energy drink itself boosts several stats and so makes up for bladder inconvenience.
Quote from: Scratch on 2007 March 18, 07:29:48
The energy drink drains the bladder bar by 1/2 ... really annoying... but i changed pie menu/motives bladder min from 45 to 20.... can't remember the name of the field right now.... experimenting
I should really write this stuff down... I found the expression in Behaviour Functions/Interaction Drink Line 9... Bladder -= Literal 64 That's where the bladder gets drained i think.. i changed it to 32 and then the bladder didn't seem to change at all so now i'm trying 48... i want it to drain the bladder by 25%
Line 7 is where the hunger is satisfied... but i don't know how the numbers work... Hunger+= Literal 3C what's the range with these numbers? 1 to FF??
Quote from: magicmoon on 2007 March 18, 09:03:34
It blows my mind that some people can make such interesting and complicated objects, yet get sloppy on the things that are the easiest to fix.
I'm on a mission now to fix things.... The trampolines I had were made from couches so they were never changed from advertising comfort and energy... the simmies would still sit on a couple of them... they would lounge on all of them... i fix all these things... and made them more attractive to active simmies and they advertise fun now but at a low level... same with a couple of bouncing castles...
It really is sloppiness
Magicmoon:
OK. We finally got this working pretty much how we want it, but I still have a small problem with it. It seems that every time a Sim cancels the interaction with the machine, it throws an error. Do either of you know what is causing it?
I've attached two errors. It happened with a machine on a comm lot. Bartholomew is the active, playable character. He started to buy an energy drink autonomously, but he only had less than $100 on him so I canceled it from the queue. It then threw the error.
The 2nd error, Mr. Roboto, was a visitor at the comm lot who autonomously decided to buy an item from the machine (everything except energy drinks can be bought autonomously by visitors). He got caught up in a crowd and was unable to reach the machine. It must have dropped from his queue at that point because it threw an error. He never did buy anything from the machine.
So what action is the Sim supposed to take if the interaction is canceled or drops out of queue? Either the creator didn't allow for this to happen, or the command is pointing to the wrong line, but I can't quite follow the logic tree.
Quote from: Scratch on 2007 March 18, 20:17:31
I'm on a mission now to fix things....
Me too. I changed the runs with scissors to autonomous. I even enabled it for children, but I don't know if that part works yet. I made it more appealing to playful Sims, but I would have rather made it more appealing to stupid Sims. But I didn't know how to do that.
[attachment deleted by admin]
Navigation
[0] Message Index
[#] Next page
[*] Previous page