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201  The Bowels of Trogdor / The Small Intestines of Trogdor / Re: Help needed with CT - Object Menu options on: 2007 June 08, 13:51:52
This is just my knee-jerk reaction, but I think you need ":=" instead of "==" on those Temp lines.

I was thinking about that... but it had worked previously (before I added all the other new YA related options).  The line before those I emboldened:

Quote
   001D : 1007 : 0900000A00000A000A0000010000 : 01 : 001E : 0022
[private 0x1007] Interaction - Choose Major - TEST (Param 0x0000)

I actually have this BHAV set T0 to 4 or 5 depending on whether the sim in question (P0) has a major set already or not.  It should return T0 as 4 if no major is set, and T0 as 5 if the sim already has one.

Do I necessarily have to specifically set T0 inside the CT - Object Menu BHAV itself?  I mean... since I am already checking if T0 == 4, and the option correctly shows up on the pie menu... then... if that option is selected, would it not pass that through to CT - Object Menu Command properly?

Or do I actually have to do something retarded like:

Quote
     001E : 0002 : 0000040000020800000000000000 : 00 : 001F : 0021
[prim 0x0002] Expression (Temp 0x0000 == Literal 0x0004)

     001F : 0002 : 0000040000050800000000000000 : 00 : 0020 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0004)

     0020 : 0032 : 0000000003000000000000000000 : 01 : 0022 : FFFC
[prim 0x0032] Add/Change the Action String ("College.../Registrar - Declare Major")

     0021 : 0002 : 0000050000020800000000000000 : 00 : 0022 : 0024
[prim 0x0002] Expression (Temp 0x0000 == Literal 0x0005)

     0022 : 0002 : 0000050000050800000000000000 : 00 : 0023 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0005)

     0023 : 0032 : 0000000004000000000000000000 : 01 : 0024 : FFFC
[prim 0x0032] Add/Change the Action String ("College.../Registrar - Change Major")

That sorta seems redundant... no? Huh

Ste

ETA:

Ok, I figured it out.  Since I had disconnected that part above...

I needed to set the Stack Object back properly before setting T0 and the Add/Change String.  Stupid little mistake that I missed.  Gah.
202  The Bowels of Trogdor / The Small Intestines of Trogdor / Help needed with CT - Object Menu options *RESOLVED* on: 2007 June 08, 06:11:58
So, I added tons of new options to my growuptownies hack, but for some reason a certain interaction does not work.

The "College.../Register - Declare Major" option will show up on the target sim's menu.  However, when I cilck on it, it acts like it is not running the subsequent CT - Object Menu Command BHAV.

Here is the code from the CT - Object Menu BHAV.  This appears to work correctly, in that all the options show as I want them to.  I have emboldened the particular lines of code where I am adding the options to the menu.

Quote
     0000 : 0002 : 0100000000020900000000000000 : 00 : 0001 : FFFE
[prim 0x0002] Expression (Param 0x0001 == Literal 0x0000)

     0001 : 0002 : 0000000000051900000000000000 : 00 : 0002 : FFFC
[prim 0x0002] Expression (Local 0x0000 := Stack Object ID)

     0002 : 1004 : 0900000A00000A000A0000010000 : 00 : 0003 : FFFE
[private 0x1004] CT - Menu - Where Be I? (Param 0x0000)

     0003 : 0002 : 0000000000050A00000000000000 : 00 : 0004 : FFFC
[prim 0x0002] Expression (Stack Object ID := Param 0x0000)

     0004 : 0002 : 00000B0000100A00000000000000 : 00 : 0005 : FFFE
[prim 0x0002] Expression (Stack Object ID != My object id)

     0005 : 0002 : 2200814700021300000000000000 : 00 : 0006 : FFFE
[prim 0x0002] Expression (Stack Object's Greet Status == Const 0x010F:0x01)

     0006 : 0417 : 0900000A00000A000A0000010000 : 01 : FFFE : 0007
[global 0x0417] Group - Is Outing(0) or Date (1)? (Param 0x0000)

     0007 : 0002 : 3A000148000E1200000000000000 : 00 : 0008 : FFFE
[prim 0x0002] Expression (My Person Age >= Const 0x0110:0x01)

     0008 : 0002 : 3A000148000E1300000000000000 : 00 : 0009 : FFFE
[prim 0x0002] Expression (Stack Object's Person Age >= Const 0x0110:0x01)

     0009 : 0002 : 3A003A00000E1200000000000000 : 00 : 000C : 000A
[prim 0x0002] Expression (My Person Age >= Stack Object's Person Age)

     000A : 0002 : 3A00044800021300000000000000 : 00 : 000B : FFFE
[prim 0x0002] Expression (Stack Object's Person Age == Const 0x0110:0x04)

     000B : 0002 : 3A00034800021200000000000000 : 00 : 000C : FFFE
[prim 0x0002] Expression (My Person Age == Const 0x0110:0x03)

     000C : 0301 : 131F000A00000A000A0000010000 : 01 : FFFE : 000D
[global 0x0301] Death - Is Sim Dead? (NID) (Stack Object's neighbor id)

     000D : 018F : 0A00000A00000A000A0000010000 : 01 : FFFE : 000E
[global 0x018F] Pregnancy - Is Sim Pregnant? (Stack Object ID)

     000E : 0002 : 2000004200101300000000000000 : 00 : 000F : FFFE
[prim 0x0002] Expression (Stack Object's Person Type != Const 0x0104:0x00)

     000F : 0002 : 2000024200101300000000000000 : 00 : 0010 : FFFE
[prim 0x0002] Expression (Stack Object's Person Type != Const 0x0104:0x02)

     0010 : 0002 : 3D00005D00101300000000000000 : 00 : 0011 : FFFE
[prim 0x0002] Expression (Stack Object's family number != Const 0x013A:0x00)

     0011 : 0002 : 3D00015D00021300000000000000 : 00 : 0013 : 0012
[prim 0x0002] Expression (Stack Object's family number == Const 0x013A:0x01)

     0012 : 0002 : 3D00035D00021300000000000000 : 00 : 0013 : FFFE
[prim 0x0002] Expression (Stack Object's family number == Const 0x013A:0x03)

     0013 : 0002 : 3D003D0000101300000000000000 : 00 : 0014 : FFFE
[prim 0x0002] Expression (Stack Object's family number != My family number)

     0014 : 0002 : AF00010000021300000000000000 : 00 : 0015 : 0022
[prim 0x0002] Expression (Stack Object's kEP1 - Young Adult( 0=no, 1=yes ) == Literal 0x0001)

     0015 : 0002 : 2000014200021300000000000000 : 00 : 0016 : 0022
[prim 0x0002] Expression (Stack Object's Person Type == Const 0x0104:0x01)

     0016 : 03C9 : 131F00060A0007FF0A0000010000 : 01 : 0017 : 0018
[global 0x03C9] College - Have Key? (Stack Object's neighbor id, Current House, Literal 0xFFFF)

     0017 : 0002 : 00008347000201191001FFFFFFFF : 00 : 001D : 0018
[prim 0x0002] Expression (Stack Object's attribute 0x0000 == Const 0x010F:0x03)

     0018 : 03C9 : 131F0007FFFF07FF0A0000010000 : 01 : 001D : FFFC
[global 0x03C9] College - Have Key? (Stack Object's neighbor id, Literal 0xFFFF, Literal 0xFFFF)

     0019 : 1005 : 0900000A00000A000A0000010000 : 00 : 001A : 0022
[private 0x1005] Interaction - Goto Final Exam TEST (Param 0x0000)

     001A : 0002 : 0000000000050A00000000000000 : 00 : 001B : FFFC
[prim 0x0002] Expression (Stack Object ID := Local 0x0000)

     001B : 0002 : 0000030000050800000000000000 : 00 : 001C : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0003)

     001C : 0032 : 0000010098DECB8D00010A000000 : 01 : 001D : FFFC
[prim 0x0032] Add/Change the Action String ([Fallback: SemiGlobal] "College.../Go to Final Exam")

     001D : 1007 : 0900000A00000A000A0000010000 : 01 : 001E : 0022
[private 0x1007] Interaction - Choose Major - TEST (Param 0x0000)

     001E : 0002 : 0000040000020800000000000000 : 00 : 001F : 0020
[prim 0x0002] Expression (Temp 0x0000 == Literal 0x0004)

     001F : 0032 : 0000000003000000000000000000 : 01 : 0022 : FFFC
[prim 0x0032] Add/Change the Action String ("College.../Registrar - Declare Major")

     0020 : 0002 : 0000050000020800000000000000 : 00 : 0021 : 0022
[prim 0x0002] Expression (Temp 0x0000 == Literal 0x0005)

     0021 : 0032 : 0000000004000000000000000000 : 01 : 0022 : FFFC
[prim 0x0032] Add/Change the Action String ("College.../Registrar - Change Major")

     0022 : 0002 : 0000000000050A00000000000000 : 00 : 0023 : FFFC
[prim 0x0002] Expression (Stack Object ID := Param 0x0000)

     0023 : 0436 : 0A00000A00000A000A0000010000 : 01 : 0028 : 0024
[global 0x0436] Rel - Does Param 0 LT Love Me? (Stack Object ID)

     0024 : 0437 : 0A00000A00000A000A0000010000 : 01 : 0028 : 0025
[global 0x0437] Rel - Does Param 0 ST Love Me? (Stack Object ID)

     0025 : 0236 : 0A00000A00000A000A0000010000 : 01 : 0028 : 0026
[global 0x0236] Rel - Am I Best Friends with Param 0 (Stack Object ID)

     0026 : 0167 : 0A00000A00000A000A0000010000 : 01 : 0027 : FFFE
[global 0x0167] Rel - Am I Friends with Param 0? (Stack Object ID)

     0027 : 02B7 : 0750000764000A00070100010000 : 01 : 0028 : FFFE
[global 0x02B7] Social - STR Rel. Test (Literal 0x0050, Literal 0x0064, Stack Object ID, Literal 0x0001)

     0028 : 0002 : 3A00014800021300000000000000 : 00 : 0045 : 0029
[prim 0x0002] Expression (Stack Object's Person Age == Const 0x0110:0x01)

     0029 : 0002 : 3A00024800021300000000000000 : 00 : 0045 : 002A
[prim 0x0002] Expression (Stack Object's Person Age == Const 0x0110:0x02)

     002A : 0002 : 3A00034800021300000000000000 : 00 : 002B : 0048
[prim 0x0002] Expression (Stack Object's Person Age == Const 0x0110:0x03)

     002B : 0002 : AF00010000021300000000000000 : 00 : 002C : 0045
[prim 0x0002] Expression (Stack Object's kEP1 - Young Adult( 0=no, 1=yes ) == Literal 0x0001)

     002C : 0002 : 0000000000050A00000000000000 : 00 : 002D : FFFC
[prim 0x0002] Expression (Stack Object ID := Local 0x0000)

     002D : 0002 : 0000060000050800000000000000 : 00 : 002E : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0006)

     002E : 0032 : 0000000005000000000000000000 : 01 : 002F : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Drop Out.../Freshman Year")

     002F : 0002 : 0000070000050800000000000000 : 00 : 0030 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0007)

     0030 : 0032 : 0000000006000000000000000000 : 01 : 0031 : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Graduate.../Without Honors")

     0031 : 0002 : 0000080000050800000000000000 : 00 : 0032 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0008)

     0032 : 0032 : 0000000007000000000000000000 : 01 : 0033 : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Graduate.../Cum Laude")

     0033 : 0002 : 0000090000050800000000000000 : 00 : 0034 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0009)

     0034 : 0032 : 0000000008000000000000000000 : 01 : 0035 : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Graduate.../Magna Cum Laude")

     0035 : 0002 : 00000A0000050800000000000000 : 00 : 0036 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x000A)

     0036 : 0032 : 0000000009000000000000000000 : 01 : 0037 : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Graduate.../Summa Cum Laude")

     0037 : 0002 : 00000B0000050800000000000000 : 00 : 0038 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x000B)

     0038 : 0032 : 000000000A000000000000000000 : 01 : 0039 : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Be Expelled.../Freshman Year")

     0039 : 0002 : 00000C0000050800000000000000 : 00 : 003A : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x000C)

     003A : 0032 : 000000000B000000000000000000 : 01 : 003B : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Drop Out.../Sophomore Year")

     003B : 0002 : 00000D0000050800000000000000 : 00 : 003C : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x000D)

     003C : 0032 : 000000000C000000000000000000 : 01 : 003D : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Drop Out.../Junior Year")

     003D : 0002 : 00000E0000050800000000000000 : 00 : 003E : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x000E)

     003E : 0032 : 000000000D000000000000000000 : 01 : 003F : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Drop Out.../Senior Year")

     003F : 0002 : 00000F0000050800000000000000 : 00 : 0040 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x000F)

     0040 : 0032 : 000000000E000000000000000000 : 01 : 0041 : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Be Expelled.../Sophomore Year")

     0041 : 0002 : 0000100000050800000000000000 : 00 : 0042 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0010)

     0042 : 0032 : 000000000F000000000000000000 : 01 : 0043 : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Be Expelled.../Junior Year")

     0043 : 0002 : 0000110000050800000000000000 : 00 : 0044 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0011)

     0044 : 0032 : 0000000010000000000000000000 : 01 : FFFD : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Be Expelled.../Senior Year")

     0045 : 0002 : 0000000000050A00000000000000 : 00 : 0046 : FFFC
[prim 0x0002] Expression (Stack Object ID := Local 0x0000)

     0046 : 0002 : 0000010000050800000000000000 : 00 : 0047 : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0001)

     0047 : 0032 : 0000000001000000000000000000 : 01 : FFFD : FFFC
[prim 0x0032] Add/Change the Action String ("Ask to Grow Up")

     0048 : 0002 : 3A00044800021300000000000000 : 00 : 0049 : FFFE
[prim 0x0002] Expression (Stack Object's Person Age == Const 0x0110:0x04)

     0049 : 0002 : 0000000000050A00000000000000 : 00 : 004A : FFFC
[prim 0x0002] Expression (Stack Object ID := Local 0x0000)

     004A : 0002 : 0000020000050800000000000000 : 00 : 004B : FFFC
[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0002)

     004B : 0032 : 0000000002000000000000000000 : 01 : FFFD : FFFC
[prim 0x0032] Add/Change the Action String ("Say Goodbye Forever")


This is from a "debug" version of my controller for the hack.  I also edited the CT - Object Menu Command BHAV to throw up errors if P1 is 4 (Declare Major) or 5 (Change Major).  However, it seems as if, even though I click on the option, CT - Object Menu Command BHAV is not being run at all for that option.  The odd thing is, it isn't totally broken.  If I choose any of the other options... such as the Grow Up, or other college related ones (Drop Out, Be Expelled, and Graduate), it works fine.  The interactions get queued up as they should, and with the debug version, I get the error thrown up as expected.

So... wtf? Huh The code looks correct to me.  And at one point, it was actually working... but now it's borked and I'm totally confused. Tongue

Basically, it seems like the options show up in the menu ok, but it's as if the game doesn't even recognize that the option was clicked.  I am fairly certain that I did not make any changes to those lines of code.  I pretty much just added stuff after them.  I even looked at the Pie Menus in the interaction package, and those also seem to be relatively unchanged.  It might be something simple that I am clearly overlooking, but I'm just too frustrated and exhausted to see it. Sad

Anyhew, I'll attach the debug package for anyone who might be willing to download it and take a closer look.  I'd appreciate any help.


Ste
203  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) on: 2007 June 08, 05:30:11
Ack, what's the whacks for? Tongue

Ok, I'm having some trouble trying to figure out why the asking to declare major interaction doesn't work.  It looks like I didn't disable it afterall.  The code mostly remains unchanged from when it was last working... I'm not quite sure how or why  it's borked. Tongue

For now, I've disabled those register/change major options.

Ste

ETA: Ok,  I had to package the controllers into one large archive.  One for the regular controllers (with the YA register major and go to final options disabled).  The 2nd has the experimental controllers with those options enabled.  I included a README explaining the differences and reminding you to choose only one. THERE CAN ONLY BE ONE!
204  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) on: 2007 June 08, 00:10:43
Whoops.  I thought I disabled those.  I believe it was reported awhiles back that YAs majors were being reset as well as their semester grades.  I probably disabled the interaction, but I forgot to remove the option from the pie menu...

Perhaps, what I will do is make a separate controller that keeps those interactions enabled and let people play test that one.

I will redo the controllers and post up new versions:

The set of regular controllers with the Declare Major and Go to Class options disabled.
A "new" set of experimental controllers that re-enable those interactions. 

Feel free to play test them, but as of now, since I'm not sure how, when, or why dormies get reset.

I will try and run through the updates (they shouldn't take too long) and post them up relatively shortly (sometime tonight).


Ste
205  TS2: Burnination / The Podium / Re: What hacks are there out there to controll servos the way you want? on: 2007 June 07, 18:55:22
This sort of behavior is actually deadly, as a sim that is being bombarded with socials can end up stunlocked and unable to function because the attacks keep resetting its countdown-to-do-something. I am experimenting with an autonomy tweak to cause it not to wait to choose an action if it has low motives, to avoid stunlocking.

Quae?  Is 'stunlocking' the thing where sims with free will on end up standing around stupidly doing nothing?

An autonomy tweak would be nice.  Would this potentially conflict with dizzy's autonomy thingie?


Ste
206  TS2: Burnination / Peasantry / Re: Make/Make Many Single Desserts on: 2007 June 07, 17:48:25
These would be totally great too!  Try to post 'em if you can.  I'm sure many peeps would appreciate them as well.  If not here, then maybe MTS2?  Or use links to some filesharing site?

No rush, but I like having those foods at home too, and if you've improved them, I'll gladly update. Smiley

Ste
207  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY on: 2007 June 06, 19:54:35
The only thing I don't like is the fact that you have to send them back earlier than you might have done if they have work coming up, wihch means they can't hang around to wait for vampires & so on.  Pity they can't go to work from the community lot and return there, that'd be much better.

Ok... so you can't go to work?  What if you had your sims drive to the comm lot in their own car?  Can you click on the car and send them to work or school in their own car?  I mean, obviously the car pool and school bus won't show up.  That makes total sense and I wouldn't want that changed.  But, it would be nice if you could send sims to work or school from the comm lot, and have them return to that comm lot.  Same as if you sent a YA to class or their final while on a comm lot.  The comm lot just speeds by on 3 as if you were back at their home/dorm lot.  If it doesn't already work like this, is it too hard to enable?

Ste
208  TS2: Burnination / Peasantry / Re: Make/Make Many Single Desserts on: 2007 June 06, 15:33:03
Ahh... Thanks.  I also have a few others... I think they were Ribs and Hot Dogs.  I might have another one, but I can't remember the name now (and can't check since I'm at work).  Did you redo those as well?  I haven't been to the InSim site in a long whiles.  I should probably check for Squingey updates.  Heh. Grin

Thanks for these btw, they're grrrrrrrrrrrrrrrreat!!!11oneone Wink

Ste


209  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY on: 2007 June 06, 05:38:01
Quote
2. If they stay on the community lot when they should be at work/school, they will miss the carpool/bus on the home lot and be penalised.

I have a couple of questions:

1) What happens when work or school time rolls up?  If your sims drove there in a car, can your sims drive to work or school while on the comm lot?  Is the option even available?  If not, can this be enabled?

2) If this can't be enabled, then alternatively, would it be possible to have some notification message pop up... maybe at least an hour or two before their work shift?  I'm sure peeps might be annoyed... but I think it would helpful somewhat... so we can at least decide to have our sims go back home (if we can't send them to work or class from the comm lot).  I think I would rather have a nagging notice than have to constantly check or remember when a sim's work shift start.  A notice for school might not really be as necessary, since that's like a set schedule.  But I think a work notice would at least be nice.

Quote
3. Community lots can not be saved unless they are owned business lots for that sim family.

Doesn't the game already behave this way?  I thought you couldn't save comm lots unless they were an owned business of the current sim family being played, no?  Is this any different than 'normal' in-game behaviour?

Ste
210  TS2: Burnination / The Podium / Re: Help, one of my sims isn't aging on: 2007 June 05, 17:46:39
The advantage is... do it all in one interaction: technically one click (I think I made it so the sim should always accept even though it is considered a social interaction).

In one of my older hoods, I was using pretty much the same method you did.  Using whatever (hack or debug cheat) to make a sim selectable, age them up, and then de-select them.  Except... in some cases, I found that making a sim selectable with the InSim did funky things.  Also... the original "make selectable" menu option from the debug cheats was kind of... ironically Tongue buggy.  It's fixed now, but I don't know since when (OFB? Pets?).  Also... I think (although I'm not totally sure now, since it has been awhiles) that using the "Set Age" option does not give the townie any memories of growing up.  With my hack, the townies get the proper "Grew Up Well" (Or Bad, depending on aspiration) memories, and if they actually have those wants (or fears), they should be satisfied too.

I made the hack as an alternative to moving in townies and having to make them playable just to age them up.  I wanted to still have my sims' childhood, teen, etc. friends age up with them, without me necessarily having to "play" them out.  In this way, I can age them up without having to enable debug mode (although now, I keep debug mode on all the time, but before, I only turned it on when I felt like it) and going through the whole select, age up, deselect process.  Sure, it's not all that hard or necessarily time consuming to do in the first place, but for me, it saves time.  Smiley

Oh... also... depending on what controller type you pick, you could use the hack to grow up other playable sims pretty much any time you wanted, instead of having to wait for their actual birthdays.  Of course you can do this with the debug menu by setting the sim to their birthday, but it's still one less button to click (i.e. you wouldn't have to shift+click). Tongue


Ste
211  TS2: Burnination / The Podium / Re: Family Funds on: 2007 June 05, 17:36:12
Alternatively... use Family Funds only on the current house (if you figure out the correct syntax, I always have to look that crap up again each and every time Tongue) and then use the Money Order to send a specific amount to a specific sim.  This should work (so I've read Tongue) even if the sim is in the sim bin.  At least then, you wouldn't necessarily have to muck around in SimPE and you could be a tad more precise about your target and the amount. Wink

Ste
212  TS2: Burnination / The Podium / Re: Help, one of my sims isn't aging on: 2007 June 05, 14:37:52
If you want to move someone in who can't normally be invited to move in, like a townie teen (do all male teens fall in love with Meadow?) then invite her over, spawn the Tombstone of L and D and use it to add her to the family.  At this point she can be grown up, either normally or with cheats, and your poor lovestruck Sim can marry her.  I can't guarantee that this is totally safe, but at least she ages normally, or did in the base game when I tried it.

Hook

Or use Inge's teleporters to add to family, that's also safe.


Alternatively, you can use a hack that allows you to move in all (or well... most really) sims that you might not otherwise be able to, such as children and teens.  Or... you could try using a hack that allows you to grow up townies, including children, teens, young adults (who can graduate, drop out, or get expelled), adults, and even elders (making them die of old age).[/selfpimp]

You'd probably have to look for these hacks somewhere, but I'm sure you could find them if you tried hard enough. Roll Eyes


Ste
213  TS2: Burnination / Peasantry / Re: Make/Make Many Single Desserts on: 2007 June 05, 03:57:54
Hey Morague, quick question:

I have some hacks already... I think I originally got em at the InSim site from Squinge's section that were named:

MoraguesBakedAlaska
MoraguesCheesecake
MoraguesGelatin
MoraguesLayerCake
MoraguesPie

I did a hack scan and they conflict with the ones you attached here:

BakedAlaska
BerryPie
CheeseCake
Gelatin
LayerCake

So... should I delete the older ones (they have creation dates from 2006, whereas the ones that you attached here have creation dates from 2007).  The [new ones] also seem to be smaller in byte size too?

Ste
214  TS2: Burnination / The Podium / Re: Request, nay Demand! for a new FAQ on: 2007 June 04, 20:37:37
Yeah, that would be an excellent idea.  Wiki style would be neat.  Too bad we can't just cut and paste from the various excellent resources we have here at MATY already.  I know it's been brought up before, but maybe there should be a MATY centric wiki, rather than a Sims 2 wiki, since that wiki doesn't seem to be getting developed any further...

So... in the spirit of h*r, why not have our own MATY wiki, complete or replete Tongue with snarky, sardonic rhetoric. Cheesy

Our wiki could be More Awesome Than everyone else's wiki!  It would be the definitive wiki, to Rule THEM ALL!!! Muhahahahahahaa!!!111oneone

Or you know, just for fun and mostly to amuse ourselves I suppose. Wink

Ste
215  TS2: Burnination / The Podium / Re: Request, nay Demand! for a new FAQ on: 2007 June 04, 19:15:01
Marrying a cheerleader is an annoyance, not a game-breaker. Same with the Seasons family with the twins (Ottowhoever they are) - it's annoying but doesn't seem to cause a BFBVFS. The annoyances can be fun, when someone gives the llama mascot a story-background (furry warning.)
Marrying a cheerleader is a harmless annoyance: Other than annoying the hell out of you, it doesn't actually have any negative side effects. The Ottomas brokenness, however, actually damages data integrity.

Question about the Ottomans.  I was following that thread in the Oops... forum, and what I got from it was that the "problem" was fixable.  All you had to do was point the pregger tokens to correct NIDs for the father or something like that.  Did I misunderstand that?  Or is there something else that is even more broken about them?  If this FAQ is ever put together, I think there should be a brief section explaining what sort of things are borked with certain Maxis EA pre-made playables, and there should be references to baratrons thread about bad genetics and how to fix them, as well as references to (or recommendations to use) SaraMK's Clean and Empty templates.  And maybe a brief explanation of how to fix the Ottomans using SimPE or what not.  Sure there are plenty of people out there who might be too scared to use SimPE, but then there are some of us who are willing to take the chance and somewhat reasonably capable of fixing things if given sufficiently detailed instructions.


I suppose we could terror-alert the various wrong things you can do.

I third this motion.  In some cases you could "politely" recommend avoiding things, and in other cases you should prod with pointy sticks and threaten with pointing and laughter should someone fail to listen. Grin

Ste
216  TS2: Burnination / The Podium / Re: Help, one of my sims isn't aging on: 2007 June 04, 19:01:05
I sometimes wish the sims community had a clearer set of definition.  We tend to refer to Townies (regular non playable sims) and NPCs (maids and gardeners), but the only true NPCs, in the way most RPGs (which is where the term comes from) use it, are the Grim Reaper, the Hula Zombies, the Shrink, the Pollination Technitian, Mrs. Crumplebottom, Ideal plant sim, and if you have the holiday packs; Santa, Father Time and Toddler New Year.  The Social Bunnies are somewhere inbetween NPC and Worker, and so are the Social Worker, Drivers and Repo Man, I think.

Well, I think the only "definition" that matters is what the game considers an NPC.  PCs are basically sims that were created in CAS, born in-game from families that originated from CAS sims, or other sims that were made playable via marriage or moving in.  Townies are potentially playable sims.  Auto generated by the game and mostly fully functional as PC sims, except they are "immortal" or at least ageless (until they are married or moved in).  NPCs are similar to townies, but many of them have some kind of "special" job that they perform, and they have "special" uniforms and "special" additional programming to do whatever jobs they are assigned.  In some cases, there are NPCs that you can't interact with unless you cheat or there is some loophole (like the OFB business perks or using hacks to summon/teleport sims in).  Then there are the "special" and "unique" sim types like the Grim Reaper, Hula Dancer, etc. which you shouldn't be able to meet and don't have "full" sim character data.

As jordi points out, there are NPCs that are probably "safe" to move in or marry, but due to additional programming, they are kind of annoying and appear to be buggy, since they have a tendency to revert back to their NPC behaviour in often unpredictable ways.  This may not necessarily break your game or turn it into a BFBVFS, but it is probably best to avoid them anyways, unless you don't mind the weirdness. Tongue

Simpe does differentiate between working townies and true NPCs.  I guess I should be more careful in my wording too.

I thought SimPE does kind of differentiate between them.  If you list sims, townies are kinda grouped separately, no? 

I'm looking at Family Ties and Service NPCs have their own group.  I think townies are grouped by whatever townie names they are (I can't remember off the top of my head), or maybe they are alumped all togehter as Default?

I have noticed that if I "cheat" to make a townie selectable and move him/her into a household, that newly playable sim does not age, although everyone else in the house ages normally.  I got around this by adding or subtracting a day from the age of the sim (using InSim), and then resetting age (back to day one of the adult stage, for example).  After doing this, the sim aged normally with everyone else.  Hope this helps.

In my experience, the "newly selectable sim does not age" thing happens consistently and I always have to fix their aging as described above.

That's the thing is... if you "cheat' and make them selectable, the townie is still a townie.  The "true" way to make a sim playble is by using the Propose.../Move-In or Propose.../Marry options.   Making a sim selectable might not properly set all the sim data that allows the game to properly identify the sim as playable (so Age Controllers can recognize them and make them grow up properly).


Ste
217  TS2: Burnination / Peasantry / Re: Cboy's Penis Creature Skins on: 2007 June 04, 11:24:59
I think, as far as custom/recolours of the penis for males, at least, that should be fine.  I think he specifically made that CBOY_cock_user_textures.package for users to create their own recolours.  I'm pretty sure KSK made a set of recolours as I had that in my game from way back when.

Here is a link to the "original" thread (moved from MTS2 to SexySims2.com) over here.

I'm not quite sure if he has a clearly defined redistribution policy.  It says do not distribute, but only because there will be updates (of which, there haven't been any since the last one: 4/6/2006).

It also says, any changes made to the mod will not be supported by him. *shrugs*

I'm sure if Crammyboy has a problem, he would have said something by now.  If not, he could always come by and log a formal complaint, no? Grin  In the very least, the recolours should be fine, since he even made that custom user package for peeps to make their own skins.

Ste
218  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2007 June 03, 20:57:30
Haha... ok, I'll probably regret my suggestions later when my 'hood falls prey to the zombie horde.  ATM tho, I only have one zombie, and she's kinda lame.  Since she's a YA, I think she only shows up on College commlots, which I hardly ever go to.  And I go to the College gyms even less so.

How about the Test for attacking others depend on hunger level.  I think that zombie attacks should satisfy hunger somewhat... at least if they succeed.  If they succeed in converting a sim to a zombie, then their hunger bar should be replenished.  Then the test can check if hunger is >= to some threshold, and only attach if their hunger level is below said threshold.  That way, even aggressive zombies will only attack if they are actually "hungry" (for brains) so to speak.

I think that would be somewhat reasonable. Smiley

Ste
219  TS2: Burnination / The Podium / Re: Help, one of my sims isn't aging on: 2007 June 03, 20:32:03
Definitely not safe:
Drivers, repomen, social workers, call-in-sick-guys (if these even exist -- get the phonehack)

Irritating (because of stupid hardcoded behaviour), but otherwise probably safe:
Drama profs, cheerleaders, llamas, cows, nannies, gypsies

Think that's them.

This should be added to the FAQ for things not to do in order to avoid a BFBVFS or just annoying crap.

Also... I thought that Pescado recommended avoiding marrying/moving in Uni NPCs (which I assume covered all profs, cheerleaders, mascots, cafeteria workers/cooks, coaches and streaks - are there any other Uni specific NPCs?).

Maybe a warning should be included for those that are "harmless" per se, but just really annoying.

Also... I like Kyna's idea of setting those "bad" sims as having negative gender pref towards both.  Perhaps this should be done with a patch automatically... or maybe something that twojeffs' ACR hack can include when running the randomizer.  Maybe all NPCs that are considered "bad" should be set to negative pref?

Also... is there anyway to hack that phonecall thing from OFB to exclude all "bad" sims from showing up?  I think it would be a good idea if there was a hack/fix/patch for this, since a lot of people won't know any better and don't realize they should avoid interacting with these sims.


Ste
220  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2007 June 03, 18:01:34
They are, but they also have the reflexes of cold molasses, so it evens out.

Vamps/werewolves/servos already do have a strength bonus. Aliens are not distinguishable in-game from normal sims, and pod people are known for their hippie tree-hugging ways and not for their prowess in battle.

Will look into it.

Sweet.  Oh, and maybe  base the self inviting zombies on personality?  Since some people don't seem to want more aggressive zombies.  But those zombies are fairly rare, no?  All the zombie movies I've seen, they pretty much tend to attack as soon as they are aware of your presence.  So maybe more aggressive zombies can be identified as those with more "points" in logic, body and fitness, and outgoing?  Stupider, slower zombies (with low logic, body, and fitness points) should be more likely to continue walking by without noticing others.  The more smarter, faster/stronger zombies should pretty much try to attack like all the time.

Ste
221  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2007 June 03, 03:08:06
I don't know... I don't think zombies are very discriminant.  They basically should be thinking about eating brains pretty much all the time.  Zombies shouldn't care about who they are attacking either.  They just attack, all the time, and whomever happens to be around.

Incidentally... maybe the fight club hack should be modded a bit to give zombies a slight boost due to 'zombie strength' doncha think (if this doesn't already happen)?  I mean, zombies should be capable of rendering flesh and disembowelment with their bare hands.  Vamps, werewolves (at least when they are transformed), and servos should also get a strength boost too. Tongue  I dunno if this should also apply to aliens and pod people.  But yeah, they should at least get some slight edge, so maybe a weak zombie like the one Ancient Sim has might still have a chance of makin other zombies. Grin

ETA:  Oh... and I think zombie walkbys should "invite" themselves over.  So far, I do have one zombie as well in my game.  I don't remember her stats... but she's gotten into a couple of fights and hasn't made any other zombies either.  I kind of find it funny to see her as a walkby, just hobbling along all casual and what not.  I think it would make sense for zombies who show up as random walkbys to actually attempt to attack residents.  It might make things a tad more interesting... besides, this is supposed to be an apocalypse, no? Cheesy

Ste
222  TS2: Burnination / The Podium / Re: Help, one of my sims isn't aging on: 2007 June 01, 21:11:23
Yeah, that would actually be kind of a neat storyline... to have a singular kind of almost immortal sim...

Well... technically, you could already do that anyways.  Just stock up on Elixir and have one sim out live the rest of em. Grin


Ste
223  TS2: Burnination / The Podium / Request, nay Demand! for a new FAQ on: 2007 June 01, 21:04:43
So... I was checkin out other forums that I frequent, at least one Sim related, and a thought occurred to me:  There are plenty of simmers out there who don't know about potential BFBVFS causing VBTs.

I don't know if anyone has already written up a FAQ about this, as I don't frequent a ton of Sim sites out there... but I think it would be a great idea for someone (i.e. Not ME Cheesy but I wouldn't mind helping out with suggestions Tongue It's just that... I'm long winded and my grammar is awful... yeah... that's the ticket...) or someones to write a FAQ that basically documents all the VBT you should not do, as well as precautions you can take, to avoid turning your 'hood/game into a BFBVFS.

To start off, we know at least the following:

1) NEVER Lotbin a household and try to install it in a new neighborhood

2) NEVER Download an occupied household from the Exchange Tongue and install it into your game

3) If you ARE foolish enough to Download such a household, NEVER install it unless you use the pheverstool

4) You should use Empty Templates or in the very least Clean Templates when starting a fresh 'hood/game.

5) You should use Awesomeware (TM), in the very least all Critical and Very Critical hacks/fixes.

Anything else to add?  Anyone care to like officially write it up and make it all neat and pretty (Flowerchile, Venusy, SaraMK? Anyone?)


Ste
224  TS2: Burnination / Peasantry / Re: Cboy's Penis Creature Skins on: 2007 June 01, 20:54:06
Awesome.  So it looks like there are a couple more files now.  I downloaded the first, sole attachment and only found some .png files in there.  I was... er... confused. Tongue

Does the skin .zip actually contain a .package file we can just plop into our Downloads folder?  Or is this still a DIY kinda thing?  Also... BastDawn raises a good point... since the initial set of .png files only included the skins... did you also include pubic hair for them?

For Aliens... I suppose they could hairless since the Pollinator Tech dude is bald, no?

For Zombies and Vamps, do they have their own hair color?  I can't remember... but if they do, I think it would be great to have a matching texture for the pubic hair.

For Plantsims, do they all automatically get green hair?  If so, then it would be great to have matching green pubic hair.

As for werewolves... I actually agree with BastDawn, but I suppose in those cases, we can choose to use the werewolf texture you added or use regular s1-s4 however we decide.


Ste
225  TS2: Burnination / The Podium / Re: Help, one of my sims isn't aging on: 2007 June 01, 20:34:52
Have you tried:

1) Forcing an error on her and resetting?

2) Forcing an error on her and deleting? (She should come back to the household eventually.  If not right away, then save, quit, and re-enter).

3) Having her Move Out on her own into the sim bin, and then recombining her back into the household?

4) Moving the entire family out of the house into the simbin and then moving them back (or onto a new lot altogether)?

Sometimes sim data just gets borked.  Reseting or deleting them out can fix things (but not always).  Invisible objects like the various controllers that get spawned on lots can also get borked.  So moving sims out and back or to a new household can reset/respawn or spawn new non-borked controllers.

Ste
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