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1  TS2: Burnination / The Podium / Re: Second AL patch is out. on: 2008 October 24, 16:39:17
Do not install until a reliable no-cd for ALp2 is released, unless you want securom back on your system.
I installed the patch like the kerrazy mow foe I am and it works fine with the previous No-CD cracked *.exe. So fill your boots.
2  Awesomeware / Playsets & Toys / Re: Salvaged Stories Crap on: 2008 October 23, 19:41:12
It's in the back, amongst the most expensive items of misc/misc.
Ah, ok... ta J.M. The A.K.A. (something like Cup of Days) and the picture of the massive stone structure was confusing me. I was was expecting an ickle, bitty cup.
3  Awesomeware / Playsets & Toys / Re: Salvaged Stories Crap on: 2008 October 22, 23:00:14
Where's the Holy Grail found?

I can't see it in the buy or build menus - is it contained in some other object, or winnable via some task or other?
4  TS2: Burnination / The Podium / Re: Moses' Burning Bush Bug on: 2008 May 11, 18:21:20
The breadfruit tree does this for me. Apparently, it's a common bug. I've had to avoid using it, and it's one of my favorite trees.
I think the tree from the screenie was a breadfruit tree, so that's handy to know it's a 'feature' of the game. I've got the latest FT patch too. Looks like they missed that one.

I've also had bushes burning 24/7 though; the full Moses Monty. I'll havebto check whether deleting burning bushes gets rid of the effect.
5  TS2: Burnination / The Podium / Re: Moses' Burning Bush Bug on: 2008 May 11, 16:39:19
Well I've sent an email to the Pope - there's a chance he might classify this as an official miracle. Might be a while before he responds though, it being Sunday and all.
6  TS2: Burnination / The Podium / Moses' Burning Bush Bug on: 2008 May 11, 10:51:55
I'm having trouble with trees burning perpetually after having been struck by lightning? Even deleting the flaming tree sometimes has no effect - the burning effect can linger on in mid air. On one lot it looks like the residents are a couple of KKK nut jobs (they're not - some of their best friends are black Grin) with a 20 ft burning cross blazing on the front lawn:

Anyone else having this trouble?
7  TS2: Burnination / The Podium / Re: The 'Vampire Death By Ticket Machine' epidemic on: 2006 May 02, 17:31:05
Ok thanks for the info Pescado, with your permission I'll pass this info on to the others affected.

I have noticed some of those effects you described on loading other lots. Both lots in my game on which this happened were freshly set up, home businesses that had been running for a several days without problem until the vampire showed up. Neither lot had been exited or saved since the business startup.

Both vampires however had last been seen in the 'Aaaah!... flee' state - but on other lots. So the salient fact seems to be something gets stuck in the individual vampires character file and it's nothing specific to the lot on which s/he carks it.

So my rant about 'Home Businesses' isn't the problem. Seems like the only way people can protect their neighbourhood vamps is to shoo them off any lot well before sunrise, so that should they appear on a business lot and immediately perform an absorbing action like a 'Buy' then they won't be stuck in "On Fire!" mode.
8  TS2: Burnination / The Podium / The 'Vampire Death By Ticket Machine' epidemic on: 2006 May 02, 03:51:25
Just thought I'd warn everyone (especially vampophile, Gothy types):

I just had another Vampire Death By Ticket Machine(TM). The syndrome occurs on Home Business lots where a ticket machine is installed. Vampires seem to randomly kick the bucket while purchasing their ticket well before sunrise. It's happened to me twice where vampires have been killed before midnight and I know of others who've experienced the same problem.

Two of my valued, Maxis, stock townies have bought the farm just for daring to be different; for daring to be vampires. In a daytime-obsessed world where people run around happily in daylight, and frown upon feeding on others' blood, Komei 'Ginger-Bob' Tellerman and Sandy 'Sucker-Lips' Bruty have been reduced to ashes.

Let not their memory be in vain. Has anyone else been witness to an instance of this syndrome? Please share your pain and hopefully, together, we can find out the cause of the problem.

If you haven't been affected then please be warned that your neighbourhood vamps maybe in danger if allowed to purchase tickets on a Home Business lot.
9  TS2: Burnination / The Podium / Does ANYONE get a 'Got Mail' dialogue from checking email?! on: 2006 May 01, 19:58:57
Just a quickie question... everytime a Sim checks their mail they get a 'Has no new email' message. Even when I've deliberately set up an email correpondance between two Sims on separate lots... sure enough when you load up the other Sim's lot and get them to check their mail - nothing! Roll Eyes

Is the whole email aspect of the game a red herring or what? It doesn't seem to even provide Fun/Socilal boosts so what's the bloody point? Huh
10  TS2: Burnination / Oops! You Broke It! / Re: How do I get rid of 'Cory's Group Talk' boolprop cheat? on: 2006 April 29, 19:33:35
Well I tried this in a blank dummy lot with a dummy Sim (you only need one because this 'Group Talk' thing seems to be a self-referential interaction). I used boolprop to spawn the Memory Manager, adding the '*Talk->Cory's Group Talk' to the Sim's pie menu. Put an FFS Degugger box on the lot, clicked on it and chose 'Force Errors...->On Off-world'.... Nothing.

I turned boolprop back on and repeated and got about 5 or 6 Object Error dialogues. I deleted the one referring to "Memory Manager - Old" and reset the others. Sure enough when I clicked on my Sim her pie menu was without the '*Talk' group, so it can be done.

I opened up the  lot I'm having trouble with and tried the process there. There must have been a thousand Error dialogues - it's a medium-large lot. I was cancelling some and resetting others; I came across an instance of "Memory Manager - Old" and deleted it; I think I came across another but reset it instead of deleting it by mistake. When the process was over the '*Talk' group was still in my Sims' pie menus. Undecided

I had a vision of floating through space as a Sim and gazing down on a big, fiery ball. So I exited the lot without saving. I think I'm going to go with the wussy-but-safe move-out-and-back-in method.  Tongue
11  TS2: Burnination / Oops! You Broke It! / Re: How do I get rid of 'Cory's Group Talk' boolprop cheat? on: 2006 April 29, 05:20:42
Wicked. Thanks for the advice man! I trawled through the family and lot files in SimPE but didn't find anything obvious there and I'd looked over the options list in the FFS Debugger thread and wasn't sure whether any were relevant.

At least now I know which one to use. I'll give it a go and post the results.
12  TS2: Burnination / Oops! You Broke It! / Re: How do I get rid of 'Cory's Group Talk' boolprop cheat? on: 2006 April 28, 04:20:09
Okay, thanks guys. I've found out it's an age-old and recognised problem by doing a general Google search. No one knows how to solve it other than by moving out and back into the lot.

Someone's suggested I try the FFS Lot Debugger. I'm going to give that a whirl.

13  TS2: Burnination / Oops! You Broke It! / How do I get rid of 'Cory's Group Talk' boolprop cheat? on: 2006 April 27, 18:14:59
I was messing around with boolprop the other day and clicked on Spawn->Memory Manager (amongst other Spawn items). Anyway, now when I play that lot my Sims have an extra bit in their pie menu labelled '*Talk' (which is as well as the normal 'Talk' item).

When you click on another Sim and choose *Talk it then says 'Cory's Group Talk', but this doesn't seem to do anything special so I'd like to get rid of it. Is there an object that physically spawns like the Sim Modder baby or the Tombstone of L&D that I can just delete? If so what does it look like (I didn't notice any object appearing at the time)?

So anyone know what this Cory's Group Talk is and/or how to get rid of it?

p.s. I've searched the web and I asked the TSR forums and didn't get anywhere so far.
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