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TS2: Burnination => The Podium => Topic started by: knitro on 2005 September 14, 04:21:34



Title: mods that do and don't work
Post by: knitro on 2005 September 14, 04:21:34
Well, tried the romance mod, which is essential to how i like to play my game,...and it prevents dates from happening....basically you can't ask someone on a date, it will just drop from the queue.  So doesn't work.


Title: Re: mods that do and don't work
Post by: J. M. Pescado on 2005 September 14, 04:24:11
Considering that this was definitely on the list of things-that-won't-work, this doesn't surprise me. Expect an update once I have the game.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 September 14, 18:10:22
That is probably the biggest reason I'm hesitant to install NL, now. I don't want to deal with all that slapping again.
 
Waiting for the romance mod, doo dah, doo dah
Waiting for the romance mod, oh doo dah day!


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 14, 18:34:25
Expect an update once I have the game.

Will you be having the game delivered to your bunker via Pony Express again like you did with university or do you plan to get it sooner via some more expedited method like oh, say, going to a store? ;)


Title: Re: mods that do and don't work
Post by: knitro on 2005 September 14, 18:45:00
That is probably the biggest reason I'm hesitant to install NL, now. I don't want to deal with all that slapping again.
 
Waiting for the romance mod, doo dah, doo dah
Waiting for the romance mod, oh doo dah day!

Yeah, I forgot about it last night and had an instance of it, it affected my date (not their relationship tho) and she was his rival for the date. interesting though, what sucks about it is that her relationship with him was practically at 0 when they started only the love and crush left, now its WAY down of course, and i was so excited for my in love, non commited romance sims to go downtown and get it on!


Title: Re: mods that do and don't work
Post by: cwieberdink on 2005 September 14, 23:16:42
Expect an update once I have the game.

Will you be having the game delivered to your bunker via Pony Express again like you did with university or do you plan to get it sooner via some more expedited method like oh, say, going to a store? ;)

Motoki, that would require talking to actual, real people -- face to face!  Ack!  And quite possibly sunlight.  Double Ack.

C


Title: Re: mods that do and don't work
Post by: virgali on 2005 September 14, 23:42:11
Are you people sure Pescado isn't a vamp? ;D


Title: Re: mods that do and don't work
Post by: Baddmark on 2005 September 15, 00:30:58

From what he's told us about the amount of hair on his face, it's more likely he's a werewolf.   ;D


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 15, 02:54:40
Back on topic, the phone hack unfortunately works very funky with NL so I'm yanking it which sucks because the phone is probably the single most irritating feature IMO. :(


Title: Re: mods that do and don't work
Post by: MokeyHokey on 2005 September 15, 03:09:49
I put it in another thread, but since this one seems to be a bit more obvious title-wise:

The clothing tool so far seems totally functional.  I've tried it with many different age groups/lots and haven't glitched yet. :D  Did I mention that it also uses the new clothing selection interface? ;)

Edited to say (off-topic) Motoki, I'm glad you came out of the woodwork! I used to enjoy reading your posts at VS--and thanks for helping to make Morrowind prettier. ;)


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 September 15, 03:16:34
Ok guys and gals These mod work hugging hack and no cheering hak. I got sick of them jumping up and down and also the hugging wipes the cue so I am pleased that they both work
 ;D ;D ;D ;D ;D ;D


Title: Re: mods that do and don't work
Post by: FatedCircle on 2005 September 15, 03:19:08
I heard somewhere that Nightlife got rid of the constant A+ cheering thing.  I would be interested to know if this is actually true.  Are you sure it's the hack that's working and not a feature of the game?  I'm just curious. :)


Title: Re: mods that do and don't work
Post by: linolino on 2005 September 15, 03:41:54
one more right into the list:
The lesswhiny hack kills the free-will. Every sim "jumps" whenever an autonomous action is queued. They can't do anything autonoumous.

In the other hand the following hacks seems to work just fine:
manual-navigation
noroutefail
callover
coffecuphack
punchcuphack
ManPeeStandingHack

The following two i thinkthey work fine, but have to do more testing:
gardeningfun
frontdoorhack


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 15, 04:35:09
one more right into the list:
The lesswhiny hack kills the free-will. Every sim "jumps" whenever an autonomous action is queued. They can't do anything autonoumous.

You know, I was wondering what the hell was causing that because I yanked out everything that Clean Installer lists as global (in red) and less whiny wasn't showing up as global according to it so I thought it was safe. :( Well I guess I have to go back to putting up with the temper tantrums again. :p

Oh and MokeyHokey thanks for the kind words. :) I actually haven't modded for Morrowind in ages but perhaps Oblivion will lure me back away from Sims 2. ;)


Title: Re: mods that do and don't work
Post by: Zoltan on 2005 September 15, 04:37:05
The phone hack may be a problem, I will look more into it tomorrow...there is the option to call matchmaker but after clicking it on the phone menu, nothing happens.

Another weird thing: I dont have baristas/waiters/bartenders/ maitre d's/cooks...they arent there; clicking on the podium to be seated just goes away, no action available
although there was this floating semi-invisible face I think was a bartender   :-\

Another problem is I cant 'scope room'.

and after I drove to a Downtown lot, I couldnt click my car to go to another lot; i had to call the cab...but when I got in the cab to go home, I came back home driving the car I left with...but I was a cab   ???

Im gunna ditch everything and try adding them one by one: something is causing this weird stuff cause it didnt occur without CC enabled.

one good thing is the voodoo bottle & merolas multi painting seem to work


Title: Re: mods that do and don't work
Post by: linolino on 2005 September 15, 05:01:43
You know, I was wondering what the hell was causing that because I yanked out everything that Clean Installer lists as global (in red) and less whiny wasn't showing up as global according to it so I thought it was safe. :( Well I guess I have to go back to putting up with the temper tantrums again. :p

Ha, yes yes, this was kinda annoying to figure out, it seemed completely harmless.
I had to take one hack at a time to figure out this one.


Title: Re: mods that do and don't work
Post by: Hook on 2005 September 15, 09:00:16
Are you people sure Pescado isn't a vamp? ;D
Silly Virgali.  Pescado IS a vampire.  He's said so! :D

Hook


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 September 15, 09:25:57
I have found that run to class works. and now after a few hours of testing no eat crap does as well



Title: Re: mods that do and don't work
Post by: Rebochan on 2005 September 15, 19:55:20
Does payatbox.package still work?  Kind of afraid to try it.

I have the FFS Lot Debugger in my game still, since I had some non-Uni sims I wanted to upgrade.  I haven't tried any of it's other functions, but upgrading their want slots hasn't caused my game to explode into a big fire ball visable from space.


Title: Re: mods that do and don't work
Post by: Ancient Sim on 2005 September 15, 20:22:41
The Baby Controller doesn't seem to be working properly.  All the adults are rushing to see to the baby as they would without it, but when they get there the instruction is cancelled out, presumably by the Controller.  So it's sort of half-working, I suppose.


Title: Re: mods that do and don't work
Post by: MokeyHokey on 2005 September 15, 21:47:56
Noroadpillows seems to completely disable pillow-fighting. (For that matter, TJ's no indoor kickybag disables kickybag as well)  Darn.  How will I ever survive without insane, constant pillow-fights and kickybag all over my downtown and residential lots?  ;D


Title: Re: mods that do and don't work
Post by: Baddmark on 2005 September 15, 22:50:20
Noroadpillows seems to completely disable pillow-fighting. (For that matter, TJ's no indoor kickybag disables kickybag as well)  Darn.  How will I ever survive without insane, constant pillow-fights and kickybag all over my downtown and residential lots?  ;D

Excellent! That's the best reason I've seen for me to buy Nightlife.  :D


Title: Re: mods that do and don't work
Post by: notovny on 2005 September 15, 22:51:15
Another weird thing: I dont have baristas/waiters/bartenders/ maitre d's/cooks...they arent there; clicking on the podium to be seated just goes away, no action available
although there was this floating semi-invisible face I think was a bartender   :-\


You wouldn't happen to have Christianlov's "All in One NPC" hack, perchance? While I wasn't carefully disabling my hacks, and disabled a few others I can't remember when I got rid of that one,  in the purge where I got rid of that hack, the waiters started showing up again.

My biggest current problem seems to be that Maids and Gardeners stop after cleaning/clipping one thing. More examinations appear to be needed.

Oh, and "Ask..." seems to be a Romantic Interaction. How I hate that.


Title: Re: mods that do and don't work
Post by: Ms.Perception on 2005 September 15, 23:10:58
Oh, and "Ask..." seems to be a Romantic Interaction. How I hate that.

Yes, I learned this one the hard way. I can't wait for JM's romance mod to be updated. Its so annoying worrying about stupid sims getting slapped because one had a crush on another simply because they asked how money they have or what job they work at.


Title: Re: mods that do and don't work
Post by: gynarchy on 2005 September 15, 23:18:36
Yeah, I wasn't expecting "what skills do you have?" to cause my Sim to develop a crush. I didn't bother with any of the other questions after that.


Title: Re: mods that do and don't work
Post by: Scotty on 2005 September 15, 23:34:11
Is the romance mod like the old no jealousy mod? I have that one, and that works at least. But Im going to have to do some further testing to be sure.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 15, 23:44:04
I agree, the whole ask=romance thing is stupid. Since when is it romantic to ask someone what they are afraid of?

Though I suppose the primary use ask is for dating, I can see other uses for it. I mean, if you invite a sim over as a friend, you might want to say, ask them what their fears are to see if they are afraid of parties before you throw one etc.


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 15, 23:44:48
The Baby Controller doesn't seem to be working properly.  All the adults are rushing to see to the baby as they would without it, but when they get there the instruction is cancelled out, presumably by the Controller.  So it's sort of half-working, I suppose.

It's working fine for me with a toddler.  I haven't tried with a baby yet.


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 15, 23:45:41
Does payatbox.package still work?  Kind of afraid to try it.

Yes, payatbox is working fine for me.

Karen


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 15, 23:46:42
Yes, payatbox is working fine for me.

Hmm, but how does payathebox handle other mail NL adds like letters and free dinner coupons?


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 16, 00:01:46
Also, Macrotastics is working fine for me -- bathroomusesyou, skillinator, etc. all seem normal.

The autoyak seems to be OK although I haven't tried it much.  As long as that is working, I think I can live without the phonehack for a while.

Karen


Title: Re: mods that do and don't work
Post by: gynarchy on 2005 September 16, 00:15:40
I can see how some questions like "Do you like what you see?" and "Hey baby, what's your sign?" could be romantic (they seem to work occasionally in RL bars anyway) but asking someone what they're into and what they like/don't like should be a neutral question that Sims can ask anyone without causing a swarm of jealous behaviors.


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 16, 02:42:37
I have the FFS Lot Debugger in my game still, since I had some non-Uni sims I wanted to upgrade.  I haven't tried any of it's other functions, but upgrading their want slots hasn't caused my game to explode into a big fire ball visable from space.

The "re-enable controls" function of the Lot Debugger is working fine.


Title: Re: mods that do and don't work
Post by: Dark Trepie on 2005 September 16, 02:57:24
I heard somewhere that Nightlife got rid of the constant A+ cheering thing.  I would be interested to know if this is actually true.  Are you sure it's the hack that's working and not a feature of the game?  I'm just curious. :)

I took everything out of my downloads folder before installing NL just to be safe.  Had a teen driver herself to school, and when she came back she quietly walked into the house and put her homework down on the floor.  I had to check her school performance a couple of times to make sure I wasn't missing anything, but she still had an A+.

So maybe NL did indeed fix the constant annoying cheering.

And what's this about Ask... being romantic?  I had that same teen ask a female vampire (who I can safely assume is an adult) her interests. 


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 September 16, 03:04:43
I have found that no influnce wants works and no random flirts wants as well.


Title: Re: mods that do and don't work
Post by: Dark Trepie on 2005 September 16, 03:12:03
Call/Friends doesn't work anymore?  How depressing...

Does Macro/Socialize/Friendly-Unfriendly-Romantic still work?


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 16, 08:38:35
Call/Friends doesn't work anymore?  How depressing...

Don't get depressed just yet!  Call...Friends works just fine in my game.  Call...Family works too. 

Does Macro/Socialize/Friendly-Unfriendly-Romantic still work?
Yes.  Also, Socialize Friends still works.

Karen


Title: Re: mods that do and don't work
Post by: buddha pest on 2005 September 16, 08:45:47
manual-navigation
Mostly.

I noticed if you que them up to run somewhere before performing a social interaction, the running usually gets bumped to second priority.

This may or may not have been only on dates and such though. I wasn't paying very close attention.


Title: Re: mods that do and don't work
Post by: Trubble on 2005 September 16, 09:08:58
ari - who I know lurks here, so I hope she doesn't mind - posted this list  (http://www.livejournal.com/community/thesims2/1329208.html)at the livejournal TS2 community. I don't think anyone else has mentioned it yet.


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 16, 09:29:42
The "rechargeable aspiration objects" hack is fine.  There is a small problem with the baby controller not automatically "stowing" babies in cribs.

Karen


Title: Re: mods that do and don't work
Post by: skandelouslala on 2005 September 16, 10:01:54
The phone hack caused some problems for me..I was unable to call sims for a date...it would let me, but then the dialogue box that comes up saying rather they accept or reject was blank.


Title: Re: mods that do and don't work
Post by: skandelouslala on 2005 September 16, 10:04:49
ari - who I know lurks here, so I hope she doesn't mind - posted this list  (http://www.livejournal.com/community/thesims2/1329208.html)at the livejournal TS2 community. I don't think anyone else has mentioned it yet.

That list seems to be compatiable with what I have found so far..however..my custom food files are still working fine with the exception that some of them flash blue during the cooking process which they did not do before, but other than that..no problems.


Title: Re: mods that do and don't work
Post by: amjoie on 2005 September 16, 11:10:45
The phone hack may be a problem, I will look more into it tomorrow...there is the option to call matchmaker but after clicking it on the phone menu, nothing happens.

Another weird thing: I dont have baristas/waiters/bartenders/ maitre d's/cooks...they arent there; clicking on the podium to be seated just goes away, no action available
although there was this floating semi-invisible face I think was a bartender   :-\

Another problem is I cant 'scope room'.

and after I drove to a Downtown lot, I couldnt click my car to go to another lot; i had to call the cab...but when I got in the cab to go home, I came back home driving the car I left with...but I was a cab   ???

Im gunna ditch everything and try adding them one by one: something is causing this weird stuff cause it didnt occur without CC enabled.

one good thing is the voodoo bottle & merolas multi painting seem to work

Christianlov's NPCs (cooktop, pool_controller, and template) cause the matchmaker call to fail. I have no idea why, but I painstakenly narrowed it down to just those mods (the September 27, 2005 version -- not sure if the new version does it, too). Nothing else was in Downloads or SavedSims, so it was definitely those mods.


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 September 16, 11:27:25
 :( I have found that the mod easybreakup is not working there is no option to breakup took it out and it was back. also I think there is a problem with the no assigment litter I noticed a dormy try do do an assignment it was invisable and when she put it on the table she went to sit down and then popped accross the other of the chair and stood for a second and then walked off.


Title: Re: mods that do and don't work
Post by: notovny on 2005 September 16, 14:26:00

And what's this about Ask... being romantic?  I had that same teen ask a female vampire (who I can safely assume is an adult) her interests. 

Between Romantic-Allowed Age Brackets,  it will kick a relationship from platonic to romantic, if relationship's high enough. I had Katelyn Roomies (Adult) ask  her good friend  Kaylynn Langerak "What are your skills" , and they instantly fell in love with one another.


Title: Re: mods that do and don't work
Post by: Andygal on 2005 September 16, 14:56:08
Quote
Yeah, I wasn't expecting "what skills do you have?" to cause my Sim to develop a crush. I didn't bother with any of the other questions after that.

The same thing happened to me. Mod it! Mod it! *roll*


Title: Re: mods that do and don't work
Post by: katemonster on 2005 September 16, 15:48:51
Yeah--I now have several couples with crushes on each other that I did not want them to have, from this. They didn't fall in love though, and I think at least one couple had a high enough LTR to fall in love. So at least there's no memory and I can delete the crush with SimPE, because they aren't even attracted to each other, so the crush is really very silly.

I also realized how awesome the romance mod is the first time I had a guy take two separate women on dates. The instant he got downtown with the second one, the one from the night before (who was of course on the lot) slapped the bejesus out of him. Stupid, stupid, stupid--he hadn't DONE anything with #2, he had only just arrived with her, and while yes they were on a date, it's not like he was committed to the other girl--they only went out once, and had a mutual crush, so -- really, from 100/40 to -30/-30? Give me a break. At least before NL, community lots were dead boring so I never took any sims there, and it was easy to be careful of who saw you when you were at home. Now, it's impossible, since you get slapped silly before you've even touched the second girl. And the "caught cheating" memory! Argh! You caught your LOVE? You met him yesterday! AND now Girl #1 goes to Girl #2's house to knock over her trash can...every single night! Girl #2, who has 0/0 relationship with Girl #1, has no idea what her problem is. So very silly...

Hope the romance mod is one of the early ones to be compatibilized...and that a brand new EB Games or something has opened somewhere in Montana so we don't all have to wait for the pony express...


Title: Re: mods that do and don't work
Post by: sanmonroe on 2005 September 16, 16:19:11
The no jelousy at all mod works fine as something to use for a while.

No problems with it and played a few hours whorering it up in downtown and at home. A little extreme but kind of funny to public woo hoo 4 people in the photo booth while on a date with a 5th sim.

I also have had no problems with any critical fix other than the amnesia.

Any of the woo hoo mods break nightlife though, the phone hack causes errors when sims call you if you miss a date and messes up phone options. So I currently am playing "buy a phone when I want to make a call" and just using boolprop to keep relationships at what I would normally keep them.



Title: Re: mods that do and don't work
Post by: MokeyHokey on 2005 September 16, 16:22:41
Quote
Also, Macrotastics is working fine for me -- bathroomusesyou, skillinator, etc. all seem normal.

Yep, those seem to be working...but College-Rampage won't even queue up.  :-\


Title: Re: mods that do and don't work
Post by: Dark Trepie on 2005 September 16, 16:39:57
I don't know if it was College Rampage, No Assignment Litter, or maybe another hack, but something funky always used to happen in my dorms.  All of the chairs in the dorm would become unuseable.  And when you went into Buy Mode it said the object was in use.  So I had to use Moveobjects On to sell them and get new chairs.  In one dorm it got to the point where everyone started eating while standing up.  It hasn't happened since I've taken out all my hacks for the moment.


Title: Re: mods that do and don't work
Post by: sara_dippity on 2005 September 16, 17:24:52
I heard somewhere that Nightlife got rid of the constant A+ cheering thing.  I would be interested to know if this is actually true.  Are you sure it's the hack that's working and not a feature of the game?  I'm just curious. :)
I know someone earlier said their teen didn't do it, but my child did. However, I do have kids who aren't doing it... Maybe it's only their first A+? That would actually be pretty cool and realistic. Also would show that *gasp* Maxis removed a design element because they listened to their fans! I'm gonna watch for this when I'm playing again.
I'm gonna leave my game hack free for a bit, make sure people are actually opening up the code to check for things that might conflict, then saying it's okay. Don't want to miss out on a feature of the game because I didn't know it was supposed to happen.
Someone said they couldn't scope out a room, I couldn't either until I had the flirt option come up on someone and used the interation to check out that individual sim for the first time. I didn't have any lightning bolts anywhere or any sign of the new attraction system at all until I used that option, then it was fine.


Title: Re: mods that do and don't work
Post by: Dark Trepie on 2005 September 16, 19:31:37
I would imaging "Scope Room" doesn't pop up until the sim in question has a gender preferance.  But I did just re-introduce some hacks and started playing Don Lothario, and he didn't have "Scope Room".  "Check this sim out" also started screwing up.  Looks like I'll have to weed out some of the hacks.


Title: Re: mods that do and don't work
Post by: buddha pest on 2005 September 16, 19:51:42
Yeah--I now have several couples with crushes on each other that I did not want them to have, from this.
I got an unwanted mutual crush from my sim buying her friend an expresso on a group outing. Errrr, didn't see that coming. It's just way, way, too easy for sims to get all kinky-minded over each other now.


Title: Re: mods that do and don't work
Post by: siriusthinking on 2005 September 16, 20:19:30
Yeah--I now have several couples with crushes on each other that I did not want them to have, from this.
I got an unwanted mutual crush from my sim buying her friend an expresso on a group outing. Errrr, didn't see that coming. It's just way, way, too easy for sims to get all kinky-minded over each other now.

That happens to me and my friends all the time.


Title: Re: mods that do and don't work
Post by: MaxoidTom on 2005 September 16, 20:40:14
Yeah--I now have several couples with crushes on each other that I did not want them to have, from this.
I got an unwanted mutual crush from my sim buying her friend an expresso on a group outing. Errrr, didn't see that coming. It's just way, way, too easy for sims to get all kinky-minded over each other now.

This was originally under "buy drink for..." which was supposed to set the crush bit (like buying a drink for someone at a bar or club).  I've asked the design team and we are going to change it.


Title: Re: mods that do and don't work
Post by: Ancient Sim on 2005 September 16, 21:26:06
I am getting no A+ cheering at all with kids who have previously had an A+ and I don't have the hack in anymore.  They just put their homework down and walk away, in exactly the same way as they did with the hack in.  Bearing in mind that this was presumably originally by design and not a glitch (as I think it was). maybe it bodes well for getting rid of some of the other ridiculous actions, such as Sims constantly calling to say "Where have you been".  This really does drive me insane.  As I've said before, I don't mind the other features the hack gets rid of, but I can't cope with this.  It's absolutely stupid and they really need to remove it.  Once in a while OK, that happens in real life, but not call after call after call.  They all seem to come around 6pm, so I don't let my Sims answer the phone at that time anymore.


Title: Re: mods that do and don't work
Post by: noname on 2005 September 17, 00:43:33
Actually, I find that after installing NL, if I try to place a new bathroomusesyou toilet paper anywhere, I cannot rotate it, regardless of wheter or not moveobjects is on or off. turning it with the greater than/less than keys doesn't work either.


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 September 17, 00:55:20
Hi I have found that the no 20K hand out works.
I think I said earlier that the no influnce obbision works I think now that it does not seem to be working I am still getting a lot of influnce wants I am going to remove it.


Title: Re: mods that do and don't work
Post by: amjoie on 2005 September 17, 02:15:07
ari - who I know lurks here, so I hope she doesn't mind - posted this list  (http://www.livejournal.com/community/thesims2/1329208.html)at the livejournal TS2 community. I don't think anyone else has mentioned it yet.

The StayThingsShrub doens't mess up the game, but one house I tried to use it in was left totally empty after moveout. So test it on a house you don't care about in your game before you trust it. After that episode, I decided to move it into the "doesn't work" category.

TeleporterShrubPlus works for "make me a townie" and apparently the "adopt out baby" feature works -- at least the baby disappeared off the lot. I didn't check to see if it was adoptable, though. The "teleport in" function works fine, as does the "clear" function.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 17, 02:30:18
re: noinfluence hack.

That one never seemed to work right for me even before NL, I still always got those damned influence wants all the time.  :P

re: things stay here shrub

There's another way to keep all your furniture when you move out. You can do 'changelotzoning dorm', save, move the sims out into the family bin, then go into the lot and do changelotzoning residential'. Note that the sims then will NOT get the value of the furniture, but if you jot down the full value of the lot they were in before they moved out you can always kaching it back to them. It requires a little more steps than the shrub, but it works.

Also with NL you can put any furniture in you inventory. You could even stash all the furniture in the house in a sim's inventory before they move out, it will just be tedious as all hell to place them all one by one. :o


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 September 17, 03:10:02
I was wondering if the death fix is need anymore or do we still need it

I have found that the no automony compter games work.


Title: Re: mods that do and don't work
Post by: gynarchy on 2005 September 17, 05:06:45
nostrangerdance removes the "Dance Together" interaction altogether.


Title: Re: mods that do and don't work
Post by: Inge on 2005 September 17, 08:14:48
Another thing I tend to do if I want to keep the furniture in the house is I use the teleporter to move in the new occupants before the old ones leave.


Title: Re: mods that do and don't work
Post by: Hook on 2005 September 17, 10:33:23
Comm skilling appears to work.  I didn't test it thoroughly, but it appeared to work normally and didn't crash.

Manual navigation works too, except for two new vampire modes of locomotion:  stalk here and fly here.  The moves just cancel out, nothing crashes.

FFS Lot Debugger seems to work, at least the stuff I tried.

Hook


Title: Re: mods that do and don't work
Post by: nothingbutsims on 2005 September 17, 17:42:55
Yes, payatbox is working fine for me.

Hmm, but how does payathebox handle other mail NL adds like letters and free dinner coupons?

Payatbox will only pay your bills.  It does not handle the letters or free dinner coupons - just leaves them in your mailbox.  So, if you want the free dinner coupons, don't use the hack.


Title: Re: mods that do and don't work
Post by: gynarchy on 2005 September 17, 18:22:38
I ended up with 8 "Made Dean's List" memories while using the nodeanspam hack (not sure if the A+ one works) and the sshack causes blank car dialogue boxes, like when it asks if you're sure you want to get a car alarm installed. The yes/no buttons still show but the text box is blank. Also with the ffsdebugger, when I selected "Clear Offworld Loiters", instead of getting the "Fixed X Objects" dialogue, I got the same dialogue that comes up with the randomize Sim generator option ("this will quit without saving, do you want to continue?"). There was no confirmation box or anything, it was just displaying the wrong dialogue.

Motoki, are your Sims' influence bars empty or full when you're getting the influence wants? I don't care for that aspect of the game and leave all of my Sims' influence bars full and haven't gotten any influence-related wants. The only time I get them is when the meters are between 0-50% full and 50-100% full.


Title: Re: mods that do and don't work
Post by: IgnorantBliss on 2005 September 17, 20:02:35
Has anyone noticed if the nobabyharassment hack removes the option to hold toddlers completely, and also causes other interactions to be missing with babies? I don't have the hack myself but someone else reported this problem.


Title: Re: mods that do and don't work
Post by: amjoie on 2005 September 17, 22:20:16
Update Re: StayThingsShrub

This comes in two parts -- the mod file named StayThingsShrub and a "global fix" file. I think I only had the StayThingsShrub file in downloads, when I tested it the first time. Because I wasn't sure, I put both files in downloads the second time and tested it again.  It seems to be working, now. I won't completely trust it until I try it several more times, but since it was reported safe by others, and has worked for me now, I think it's probably fine. I'm very happy, since I used it regularly, in University.   :)


Title: Re: mods that do and don't work
Post by: witch on 2005 September 17, 23:36:22
The only time I get them is when the meters are between 0-50% full and 50-100% full.

? So you get them all the time then...  ::)


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 September 18, 00:17:58
The lot debugger works but I have found that I can not turn it around to face a direction that I want. Has any body else notice this.


Title: Re: mods that do and don't work
Post by: J. M. Pescado on 2005 September 18, 00:58:16
Manual navigation works too, except for two new vampire modes of locomotion:  stalk here and fly here.  The moves just cancel out, nothing crashes.
Is flying faster than running? If so, the Nightlife-updated versions of macros will default to "Fly Here" when available for vampires.


Title: Re: mods that do and don't work
Post by: Entgleichen on 2005 September 18, 01:27:04
one more right into the list:
The lesswhiny hack kills the free-will. Every sim "jumps" whenever an autonomous action is queued. They can't do anything autonoumous.


I consider the lesswhiny to be very dangerous. Even after moving it out my Sims didn't went back to freewill. In debugging mode, there were errors over and over. I made a reinstall because of this.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 18, 01:32:23
Motoki, are your Sims' influence bars empty or full when you're getting the influence wants? I don't care for that aspect of the game and leave all of my Sims' influence bars full and haven't gotten any influence-related wants. The only time I get them is when the meters are between 0-50% full and 50-100% full.

To be honest, I have no idea, but I am guessing their influence meters might be low? I really don't care for the whole influence thing and pay absolutely no attention to it other than to do it when they get those wants just to cycle them and get them out of the way.

re: Things stay here shrub global

IIRC, I think all that does is just make it so the refridgerator stays, because otherwise it won't for some reason. I don't think the global package really does anything else, but Inge would be the one to ask on that.


Title: Re: mods that do and don't work
Post by: Shivani on 2005 September 18, 01:35:15
Is flying faster than running? If so, the Nightlife-updated versions of macros will default to "Fly Here" when available for vampires.

I'll probably get smacked for this, but will stuff like Macrotastics get updated to prevent vampires from running outside during the day? I'd rather see them drop the queue than go up in a big puff of smoke on the obstacle course (well, unless it was intentional).


Title: Re: mods that do and don't work
Post by: buddha pest on 2005 September 18, 02:34:40
Has anyone noticed if the nobabyharassment hack removes the option to hold toddlers completely, and also causes other interactions to be missing with babies? I don't have the hack myself but someone else reported this problem.
Yeah, I noticed that today.

I'm not taking it out of the game though unless it explodes or something. I can't really survive without this hack.


Title: Re: mods that do and don't work
Post by: Qwiggles on 2005 September 18, 04:09:43
I have found that run to class works. and now after a few hours of testing no eat crap does as well



When you had noeatcrap hack, did you happen to go on a date?  I noticed that I couldn't steal a bite, throw food, or feed a bite while the couple was eating.   ???


Title: Re: mods that do and don't work
Post by: IgnorantBliss on 2005 September 18, 04:31:11
I have found that run to class works. and now after a few hours of testing no eat crap does as well



When you had noeatcrap hack, did you happen to go on a date?  I noticed that I couldn't steal a bite, throw food, or feed a bite while the couple was eating.   ???

I tested this in University town (with Nightlife installed, of course), and it causes the same problem, those interactions don't show up. They show up again after I remove the hack.


Title: Re: mods that do and don't work
Post by: J. M. Pescado on 2005 September 18, 04:33:14
I'll probably get smacked for this, but will stuff like Macrotastics get updated to prevent vampires from running outside during the day? I'd rather see them drop the queue than go up in a big puff of smoke on the obstacle course (well, unless it was intentional).
Yes. Vampires will be retrained to ignore outdoor objects on all smartcontrollers.


Title: Re: mods that do and don't work
Post by: Xav on 2005 September 18, 04:55:00
Manual navigation works too, except for two new vampire modes of locomotion:  stalk here and fly here.  The moves just cancel out, nothing crashes.
Is flying faster than running? If so, the Nightlife-updated versions of macros will default to "Fly Here" when available for vampires.
It looks a bit slower than running. It seems useful for sims who cannot run.  Even if they're in the house, all of their moods will  go down faster than a normal sim. However, if they go outside, it'll be going down rapidly. Vampire is an excellent choice for a sim with a night job. Their moods don't drop at all at night, so they can go to community lots to do all the other stuff with ease and come back with lots of time left.

There also some other annoyances that I wonder why in the hell would Maxis still include. For example, the doorbell still wakes everybody up including the vampire. So, if you're not paying attention, all his/her moods will go down and you'll have to make him/her go back to the coffin.

A good thing they fixed is that the cellphone does not ring when a sim is sleeping.


Title: Re: mods that do and don't work
Post by: Ruann on 2005 September 18, 04:57:34
Motoki, are your Sims' influence bars empty or full when you're getting the influence wants? I don't care for that aspect of the game and leave all of my Sims' influence bars full and haven't gotten any influence-related wants. The only time I get them is when the meters are between 0-50% full and 50-100% full.

To be honest, I have no idea, but I am guessing their influence meters might be low? I really don't care for the whole influence thing and pay absolutely no attention to it other than to do it when they get those wants just to cycle them and get them out of the way.


That's your problem then.  If your influence bar is not completely empty or completely full (or nearly so), you will continue to get Influence wants rolling into your panel.  Of course, acting on them only serves to keep your influence bar less than completely full.  Ignore them.  Fill other wants.  Or turn on testing cheats and shift click the want to fulfill it and make it roll to something else.


Title: Re: mods that do and don't work
Post by: Inge on 2005 September 18, 07:41:22
re: Things stay here shrub global

IIRC, I think all that does is just make it so the refridgerator stays, because otherwise it won't for some reason. I don't think the global package really does anything else, but Inge would be the one to ask on that.

The patch is because if you have a fridge on the lot when you use the shrub to make things stayable, the fridge gets that no-cooking bug.  The patch overrides a BHAV in fridge globals that stops cooking if the fridge is marked to stay on the lot.  No idea what the design decision was!

But you don't need the patch if you are prepared to buy a new fridge after using the shrub.


Title: Re: mods that do and don't work
Post by: Hook on 2005 September 18, 09:43:48
Running looks to be a lot faster than vampire flying.  Like Xav said, it would be useful for lazier Sims who don't run.

Don't call a vampire during the day (7 AM to 7 PM) as they complain about being called when the sun is up and their relationship with you will plummet (although your relationship with them won't take a hit).  You can call a vampire after midnight just fine, as you would expect.  Something to think about for the phone hack Pescado.

Basically, vampires need to remove all windows (including doors with glass) if they intend to be awake during the daylight hours.  Even with all windows removed the needs seem to go down faster than normal during daylight.  This is balanced by the needs not dropping during the night at all. 

I had one vampire Sim exercise on the weight bench most of one night and her hygiene dropped barely at all.  And expect to use that weight bench a lot if your vampire goes out to eat with anyone, as their hunger need stays full all the time which causes their fitness to go down if they eat.

Oh yes, and buy a coffin for your vampires to sleep in.  But don't sell off the bed, as you still need it for woohoo. :)

Hook


Title: Re: mods that do and don't work
Post by: Velax on 2005 September 18, 11:05:53
Basically, vampires need to remove all windows (including doors with glass) if they intend to be awake during the daylight hours.

Or just make sure you have an interesting basement. ;)


Title: Re: mods that do and don't work
Post by: Hook on 2005 September 18, 12:17:41
Update on comm-skilling:

This works for dormies and townies, but not for downtownies.  I guess this is reasonable to expect at this point.  Where you *really* need comm-skilling is for dormies:  if you buy instruments for a dorm and your dormies play them, at least they'll get to the point where they don't make your ears bleed.  After playing a dorm through several students, there will be a lot of dormies with maxed creativity and they can really rake in the tips, which you collect. 

Hook


Title: Re: mods that do and don't work
Post by: Kristalrose on 2005 September 18, 13:38:43
How about "Nowhatsthis?"  Does it work?  That's one of the most annoying things that JMP had fixed for me, and now that it's back, well, it's annoying!  LOL


Title: Re: mods that do and don't work
Post by: miramis on 2005 September 18, 14:08:52
Has anyone with the Lot Debbuger noticed if their sims autonomously play kicky-bag?  My sims no longer seem to play of their own accord, they will play when ordered to though so I'm not bothered by this.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 September 18, 14:35:32
Basically, vampires need to remove all windows (including doors with glass) if they intend to be awake during the daylight hours.

Or just make sure you have an interesting basement. ;)

As guests though, they won't stay in your house when daylight hits even in a windowless basement. I had one chatting with my sim in her basement and he took off like a bat out of hell, no pun intended ;), when daylight hit.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 September 18, 15:19:11
Has anyone with the Lot Debbuger noticed if their sims autonomously play kicky-bag?  My sims no longer seem to play of their own accord, they will play when ordered to though so I'm not bothered by this.

Mine do. I have the Lot Debugger, and I took out the no indoors kicky bag hack, and they immediately went at it like it was going out of style. I'm putting the hack back in. It removes the kicky bag option altogether, but it's so annoying that I don't mind.


Title: Re: mods that do and don't work
Post by: miramis on 2005 September 18, 15:35:26
Ok thanks, I thought something might have been wrong but perhaps they're just too busy fighting and playing on swings :D


Title: Re: mods that do and don't work
Post by: knitro on 2005 September 18, 16:37:53
So far the final exam fix seems to be working just fine.


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 18, 19:36:11
A couple of hacks that seem to cause problems with the matchmaker:

noroadpillows - if this hack is installed, buying a love potion from the matchmaker will cause the Sim who buys it to disappear from the lot and from the icons on the left hand side of the screen (no error message, no log file)

dailygardener - causes the text of the Call Service...Matchmaker dialog to come up blank

Hope this helps.

Karen


Title: Re: mods that do and don't work
Post by: nothingbutsims on 2005 September 18, 20:17:59
How about "Nowhatsthis?"  Does it work?  That's one of the most annoying things that JMP had fixed for me, and now that it's back, well, it's annoying!  LOL

Yes, it works and from what I have seen with NL, it does not have any affect on the gameplay.

I've also been using the "Quieter Doorbell" package which is working as well, and I had my first robbery and no one woke up, which I though was unusual.  Now whether this is a fix in NL or a bug in the hack, I don't know, but I guess I'm not gonna complain.


Title: Re: mods that do and don't work
Post by: nothingbutsims on 2005 September 18, 21:29:43
Has anyone noticed if the nobabyharassment hack removes the option to hold toddlers completely, and also causes other interactions to be missing with babies? I don't have the hack myself but someone else reported this problem.
Yeah, I noticed that today.

I'm not taking it out of the game though unless it explodes or something. I can't really survive without this hack.

I hate all of the messing with the babies too, but what kind of problems does this hack cause?


Title: Re: mods that do and don't work
Post by: buddha pest on 2005 September 18, 21:54:23
I hate all of the messing with the babies too, but what kind of problems does this hack cause?
The option "hold so-and-so" is missing from toddlers. But you don't really NEED that option anyway. If you need to feed/bathe/get kid in or out of crib, you're able to hold them just by clicking on whatever object they need. Plus you can hold them by choosing kiss/play/whatever. And you're still able to teach them to walk/talk/potty train just fine.

Babies, I think, still have all their interactions available.

Other than that, it's working fine.


Title: Re: mods that do and don't work
Post by: HelloKit on 2005 September 18, 22:23:46
Don't hold me to it, but the sleep clock seems to be working just fine.

I've also been using the "Quieter Doorbell" package which is working as well

Can anyone else confirm this?


Title: Re: mods that do and don't work
Post by: J. M. Pescado on 2005 September 18, 23:25:58
Power Idle however seems to be broken.  I had a sim on power idle, and she just went and sat down on the couch, (like she would do when theres nothing else to do)  but comfort wasn't one of her needs.   She did goto bed at one point, can't be sure if she just went or if mactorastics told her to,  she had a lot of skills bottomed out, so it might have told her too.   Still testing it tho.
If there's nothing that needs to/can be done, then this is what will happen. Comfort is not specifically addressed by Power Idle at all, it's just that sitting quietly on the couch is the default behavior when nothing else is available (because everything is met/unavailable). Power Idle does not automatically skill on its own, you have to use the Skillinator for that.

Autoyak problems

When you Auto-yack to call your friends they will walk over and pick it the phine, call a friend, talk for a few seconds, the friend seems to appear beside the phone for a second, then disappear, the sim then puts the phone down..

Attempting another call after that brings up the "Do you want to join our conversation" box, with the sim you original called.
This is a classic phone problem generally caused by resetting the game while the phone is in use. Installing an expansion pack while the phone is in use somewhere would definitely cause it! The problem will go away on its own after you mess with the phone a few times.


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 18, 23:36:53
[
Autoyak problems

When you Auto-yack to call your friends they will walk over and pick it the phine, call a friend, talk for a few seconds, the friend seems to appear beside the phone for a second, then disappear, the sim then puts the phone down..

Attempting another call after that brings up the "Do you want to join our conversation" box, with the sim you original called.
This is a classic phone problem generally caused by resetting the game while the phone is in use. Installing an expansion pack while the phone is in use somewhere would definitely cause it! The problem will go away on its own after you mess with the phone a few times.

I have a different problem.  Autoyak doesn't seem to be working properly for non-friends in NL.  If you call an acquaintance, the conversation continues for a few minutes only, and you have to call back several times just to have them stay on the phone long enough to become friends.  (Call...Friends seems to be working normally.)

Karen


Title: Re: mods that do and don't work
Post by: J. M. Pescado on 2005 September 19, 09:01:29
I have a different problem.  Autoyak doesn't seem to be working properly for non-friends in NL.  If you call an acquaintance, the conversation continues for a few minutes only, and you have to call back several times just to have them stay on the phone long enough to become friends.  (Call...Friends seems to be working normally.)
The Autoyak doesn't even have an option to do this. There are three types of people you can call: Friends, family, and enemies. If you're calling someone who's none of the above, you're not using this at all. And conversations with enemies are predictably short.


Title: Re: mods that do and don't work
Post by: nothingbutsims on 2005 September 19, 09:36:17
So, is it determined that Autoyak is or is not working?  I really miss that hack.


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 19, 09:43:39
I have a different problem.  Autoyak doesn't seem to be working properly for non-friends in NL.  If you call an acquaintance, the conversation continues for a few minutes only, and you have to call back several times just to have them stay on the phone long enough to become friends.  (Call...Friends seems to be working normally.)
The Autoyak doesn't even have an option to do this. There are three types of people you can call: Friends, family, and enemies. If you're calling someone who's none of the above, you're not using this at all. And conversations with enemies are predictably short.

Sorry, my mistake.  I must have been confusing this with the phonehack.  (I really miss that one!)

Karen


Title: Re: mods that do and don't work
Post by: witch on 2005 September 19, 09:51:59
And conversations with enemies are predictably short.
Why would you call them at all? I've never seen this, my sims must not have enough enemies, can you insult enemies over the phone and keep relationships low?  :-\


Title: Re: mods that do and don't work
Post by: J. M. Pescado on 2005 September 19, 09:55:12
Why would you call them at all? I've never seen this, my sims must not have enough enemies, can you insult enemies over the phone and keep relationships low?  :-\
To harass them, of course. Phone Harassment is the fastest, albeit unilateral, way to slaughter a relationship. Or keep it slaughtered, as the case may be: Instant -50 to STR, and takes only a few seconds to go through. Your best friends will instantly hate you as much as your worst enemies in only 4 shots. It is the single most heinous crime a sim can commit, even worse than jealousy (which is -80, but only works once, unlike phone harassment, which can be performed serially).


Title: Re: mods that do and don't work
Post by: nothingbutsims on 2005 September 19, 10:15:45
Which hack is the one that keeps everyone from calling you and saying, "Don't forget about me".  That's the one I'm wondering about.  Maybe it's the phone hack I'm thinking about and not autoyak.


Title: Re: mods that do and don't work
Post by: witch on 2005 September 19, 10:41:09
Phone Harassment is the fastest, albeit unilateral, way to slaughter a relationship.

I've not harrassed anyone by phone! I must be too law-abiding or something, I always cancel when is says 'phone harrassment is bad, m'kay?' I never even thought about using the function intentionally to make enemies. D'oh! I feel I should link this to the Retardo forum.  :-X


Title: Re: mods that do and don't work
Post by: Karen on 2005 September 19, 11:11:24
Which hack is the one that keeps everyone from calling you and saying, "Don't forget about me".  That's the one I'm wondering about.  Maybe it's the phone hack I'm thinking about and not autoyak.

That's the phone hack, not autoyak.


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 September 29, 19:06:52
The aspiration recharge tweak hack does not seem to be working for me.  Someone else here said it was working for them, but I'm not getting the option on my thinking caps.  This hack isn't listed on Dr. Boris' list either.


Title: Re: mods that do and don't work
Post by: Karen on 2005 October 01, 12:19:33
Please add the baby controller "eye in the sky" object to the list of non-rotateable objects in NL.  It has the same problem that the bathroomusesyou object used to have before the most recent update.

Karen


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 October 01, 13:25:20
I haven't been using the baby controller in NL because I thought someone said it didn't work?  Or was it just limited functionality?  Something about babies not being automatically stowed or some interactions not being available.


Title: Re: mods that do and don't work
Post by: Karen on 2005 October 01, 13:29:25
Most of the baby controller functions work fine.  The problem with babies not being put back into their cribs seems to be an intermittent one, and everything else works OK.  I haven't had any problem using it with toddlers. 

Karen


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 October 01, 16:42:48
Hmm, maybe I"ll try it.  I sure miss the baby controller.  What about the anti baby harassment mod?  My sims are back to continually harrassing the baby now, feeding it when they just finished feeding it, and leaving it in the kitchen in front of the refrigerator.  Then the poor thing wets his diaper, and they feed him again instead of changing him!  The only ones that aren't obsessed with the baby are the child and the toddler.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 October 01, 17:45:39
The baby harassing is driving me up the wall now! I know that no baby harassment was always supposed to be experimental, but I hope we get a NL compatible version.

Also, I don't know what Tom was talking about saying those nannies are being fixed in NL, but they are just as screwed up as ever. A lot of the problem with autonomous sim actions towards babies and toddlers both in nannies and playable sims is that it is extremely biased towards hunger over all else, which I suppose is because that's what will get the social worker to come. So if a baby or toddler is only halfway hungery, but all the way down on energy or bladder, sims will stick them in a high chair while they scream bloody murder or keep going back to the refridgerator to get an endless supply of bottles which the baby always rejects because the poor thing is passed out on the floor. Sims also do not check to see if someone else is already attending to the child so it's not uncommon for 6 or 7 sims plus a nanny to all be trying to interact with the child, which causes a major traffic jam and they just sit there or all try to fight for who's going to harass the kid.  >:(


Title: Re: mods that do and don't work
Post by: Swiftgold on 2005 October 01, 18:08:23
I'm going to take the chance of putting the no harrassment back anyway, if as a previous poster said the only problem is not being able to directly hold a toddler. I didn't realize how well it worked until it was gone and I had a household of six adults/teens AND all the random visiting relatives swarming that poor baby when it was sleeping.

My big question about what works is with the respawn hacks. I had been happily townie-free since pre-Uni, and so I was really wanting to get rid of these new townies NL forced upon me. I'd read elsewhere that the respawn hacks worked, so I put them in and happily moved the townies' character files out and edited memories.

However, through much experimenting and a few "gasp" moments when I couldn't get past the neighborhood loading screen, I discovered that taking all those characters out made the game hang up before loading. My second proto-'hood with only a few Sims in it loaded just fine, and when I put the townies back the first 'hood finally loaded also.

So my question is - is it the respawn hack fighting against the game's want to recreate all those damned downtownies? Is it the fact there are so many "Unknown" slots in the Neighborhood/Memory file after I get rid of them? I'm on a fourth generation now with a couple hundred playable Sims, and I've made exactly one dormie playable. I don't want them, but as it stands now I'm stuck with them...


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 October 01, 18:12:36
Motoki, I just had to laugh at your description above because it so accurate.  I honestly don't understand how some people say some of their sims are so good with the babies and other sims aren't good with babies.  In my opinion, sims are all equally stupid and inept.  Perhaps on a rare occasion a sim will change a baby's diaper if it drags the environment down enough, but I have left sims to their own devices many times with a changing table in the baby's room, and they will never use it without my telling them to.  They insist on shoving bottles in the baby's face but never changing their diaper.  I have seen them bathe the poor thing but only to put the dirty diaper back on them because it still needed changing!


Title: Re: mods that do and don't work
Post by: Renatus on 2005 October 01, 20:49:15
... so I put them in and happily moved the townies' character files out and edited memories.

I think that might be your problem right there, actually... hacking and slashing character files like that tends to lead to badness. It seems that the only safe way to deal with extra townies is not to put a downtown in in the first place, or use deleteallcharacters to wipe those neighborhoods completely clean after setting them up.

Hope you have a backup. :P


Title: Re: mods that do and don't work
Post by: buddha pest on 2005 October 01, 21:41:56
I'm going to take the chance of putting the no harrassment back anyway, if as a previous poster said the only problem is not being able to directly hold a toddler. I didn't realize how well it worked until it was gone and I had a household of six adults/teens AND all the random visiting relatives swarming that poor baby when it was sleeping.
I'm still using it with no problems whatsoever short of that one missing interaction. Also if you leave an infant lying on the floor, you won't be able to click it directly to pick it up again, but there are various ways to work around that.

Of course, for all I know my game could be slowly dying in secret areas I'm ignorant of, but all seems perfectly well. It's bad enough I'm playing without the phone hack.

Without nobabyharrassment, their constant desire to bathe clean toddlers drives me to kill.


Title: Re: mods that do and don't work
Post by: mmmyrs on 2005 October 01, 22:40:30
I noticed they don't run to turn off their computers now. That drove me crazy in Uni!


Title: Re: mods that do and don't work
Post by: Karen on 2005 October 02, 21:54:53
I just put a bunch of Sims through college for the first time since installing NL.  Happy to report that the College Rampage option of Macrotastics worked perfectly for me.  I was kind of reluctant to try it because I'd heard other people having problems with this, but I didn't have any issues at all.

Karen


Title: Re: mods that do and don't work
Post by: Swiftgold on 2005 October 02, 23:46:14
I think that might be your problem right there, actually... hacking and slashing character files like that tends to lead to badness. It seems that the only safe way to deal with extra townies is not to put a downtown in in the first place, or use deleteallcharacters to wipe those neighborhoods completely clean after setting them up.

Hope you have a backup. :P

Yup, I just tossed the character files back in and it worked okay again. I guess I'll just have to go killing them on lots like I did with the original townies before using the NPC Tool item (I think it was by Wintermuteai) to kill them all. I used that again after NL, but it only nukes regular and dormies, not the downtownies. Their files will still clog things up uselessly, but at least they won't keep coming home with my Sims and filling their Want slots...

I'm still using it with no problems whatsoever short of that one missing interaction. Also if you leave an infant lying on the floor, you won't be able to click it directly to pick it up again, but there are various ways to work around that.

Of course, for all I know my game could be slowly dying in secret areas I'm ignorant of, but all seems perfectly well. It's bad enough I'm playing without the phone hack.

Without nobabyharrassment, their constant desire to bathe clean toddlers drives me to kill.

Yeah, so far it's been working well for me even with those issues, too.Tested it in a house with twins and much to my relief they didn't bother them unless I told them to. I'd much rather have to use items to make them pick the kids up than leave it the way it was!


Title: Re: mods that do and don't work
Post by: Bangelnuts on 2005 October 03, 01:36:49
I noticed they don't run to turn off their computers now. That drove me crazy in Uni!
my sims still run to turn off computers even in nightlife. it drives me batty!the hack I have that isnt supposed to work but does in my game is the nocheering hack..................Thank god.


Title: Re: mods that do and don't work
Post by: chintznibbles on 2005 October 03, 07:42:47
Hmm... anyone know if the StereoHack works?  When I deign to let my sims listen to (the same, old) music, I'd at least prefer to have my say in when it gets turned off and on.  I'm gonna throw it in and see if it causes the good old Fiery Ball Visible From Space, but oh well.


Title: Re: mods that do and don't work
Post by: U_Dog_U on 2005 October 03, 08:00:42
Quote
'm gonna throw it in and see if it causes the good old Fiery Ball Visible From Space, but oh well.

So it's a win-win situation then.  ;D


Title: Re: mods that do and don't work
Post by: Meek_Monkey on 2005 October 03, 09:56:59
If you mean the stereo that u can malpulate the dancing skill yes it does used it soon after I got nightlife. Or did you mean the stereo hack theat JM did I dont know about that one.


Title: Re: mods that do and don't work
Post by: simposiast on 2005 October 03, 10:14:53
Quote
I honestly don't understand how some people say some of their sims are so good with the babies and other sims aren't good with babies.  In my opinion, sims are all equally stupid and inept.

The sims are the same, but the circumstances and the players are different. 

I used to treat babies and toddlers like little alarm clocks. I would only do something when they started yelling or stinking.  That's when every sim in the household decides to interfere.  Pre-emptive strikes work much better, as you can choose a convenient time for other sims to do the feeding or cuddling and the infant doesn't get distressed and press its panic button. 



Title: Re: mods that do and don't work
Post by: chintznibbles on 2005 October 03, 12:16:50
JMs Stereo Hack.  It prevents naughty sims from randomly turning the stereo off, turning it back on, deciding to take a nap spontaneously, being awoken by the music and pitching a fit, then turning it off again, all the while another poor sim is trying to get their groove on with their special someone.

What it does is stop them from autonomously turning it off altogether.  I haven't known sims to turn it on autonomously, so it works well.  If it were possible to actually cancel out of the autonomous "Turn Stereo Off" action, it wouldn't be so bad, but once a sim has decided to do so they will from whatever range they may be, regardless of how I feel about it.

Preliminary testing (ie. using the old version and playing vaguely normally) indicates that the Stereo Hack is working in terms of making the sims slightly less neurotic in their music hardware power choices.  If anything weird starts happening (that isn't a result of me being a dork and messing with things in SimPE), I'll let you know.


Title: Re: mods that do and don't work
Post by: Nihale on 2005 October 03, 17:07:32
My Elders don't seem to be dying properly either with or without the deathfix. It makes no difference.

And there seems to be this new thing where Sims who've just been saved from death disappear from the UI.


Title: Re: mods that do and don't work
Post by: U_Dog_U on 2005 October 03, 18:24:27
JMs Stereo Hack.  It prevents naughty sims from randomly turning the stereo off, turning it back on, deciding to take a nap spontaneously, being awoken by the music and pitching a fit, then turning it off again, all the while another poor sim is trying to get their groove on with their special someone.

What it does is stop them from autonomously turning it off altogether.  I haven't known sims to turn it on autonomously, so it works well.  If it were possible to actually cancel out of the autonomous "Turn Stereo Off" action, it wouldn't be so bad, but once a sim has decided to do so they will from whatever range they may be, regardless of how I feel about it.

Preliminary testing (ie. using the old version and playing vaguely normally) indicates that the Stereo Hack is working in terms of making the sims slightly less neurotic in their music hardware power choices.  If anything weird starts happening (that isn't a result of me being a dork and messing with things in SimPE), I'll let you know.


My sims turn the streo on autonomously all the time. Strangely though, a lot of the time they do it just before they sit down at the piano.


Title: Re: mods that do and don't work
Post by: simposiast on 2005 October 03, 19:07:49
My sims can certainly turn the stereo on autonomously as well as off.  In fact chintznibbles said
Quote
randomly turning the stereo off, turning it back on,
, just before saying they don't turn it on autonomously.

Most of my sims haven't discovered television, so they are more likely to turn the stereo on. I get the impression active sims with low fun are more likely to turn it on, and tired sims are more likely to turn it off.

I suspect some of my sims just turn it off to spite me though.



Title: Re: mods that do and don't work
Post by: Bangelnuts on 2005 October 03, 21:32:30
How about "Nowhatsthis?"  Does it work?  That's one of the most annoying things that JMP had fixed for me, and now that it's back, well, it's annoying!  LOL
Yep it works fine  no problems in my game with it


Title: Re: mods that do and don't work
Post by: radiophonic on 2005 October 10, 01:17:35
Yeah, I wasn't expecting "what skills do you have?" to cause my Sim to develop a crush. I didn't bother with any of the other questions after that.

For me, it was throwing food at another person at the table.  :D Oh yeah, I get a crush when that happens fo sho.


Title: Re: mods that do and don't work
Post by: radiophonic on 2005 October 10, 01:21:08
This was originally under "buy drink for..." which was supposed to set the crush bit (like buying a drink for someone at a bar or club).  I've asked the design team and we are going to change it.

I was wondering why there was a 'buy coffee for' but not a 'buy a drink for'. Look forward to that, it makes more sense.


Title: Re: mods that do and don't work
Post by: witch on 2005 October 10, 06:40:43
I wondered why my sims couldn't buy someone a drink at the bar, I clicked on all sorts of things looking fro an option.


Title: Re: mods that do and don't work
Post by: knitro on 2005 October 11, 17:49:54
My Elders don't seem to be dying properly either with or without the deathfix. It makes no difference.


I had the death bug bad, and it seems to be gone now, without the fix in.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 11, 20:51:55
I noticed they don't run to turn off their computers now. That drove me crazy in Uni!
my sims still run to turn off computers even in nightlife. it drives me batty!

This was one of those hacks that I added before I saw the necessity of it. Now that I took it out for NL, I see the necessity of it. I use Inge's locking doors in all the bedrooms, and all the bedrooms have computers. I'm constantly fighting off sims trying to turn them off. I've had guests lingering outside the doors, as well. When I made them selectable, I saw that, yup, they wanted to turn the computer off. Who in the world turns their computer off, anyway? I leave mine on all the time.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 October 11, 21:01:29
It sounds like something my mother would do. She is utterly convinced that electronics need a "rest".  ;D


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 11, 21:09:07
My grandma is convinced they'll all catch fire.


Title: Re: mods that do and don't work
Post by: ElviraGoth on 2005 October 11, 21:14:34
Funny.  I don't understand why anyone would leave it on all the time.  Memory can only properly be reset and cleared by turning it off.  Not to mention the waste of electricity.  Learned that years ago.

And now that I have a cable modem, I certainly wouldn't want to leave my computer open to attack by some malicious hacker by leaving it on or the network cable plugged in all the time.  Even with three firewalls and anti-virus software.  I'm way too paranoid for that.  I had a telemarketer call recently trying to sell me something that would stop a hacker from taking control of my computer while I was away.  I told them "You have to leave it ON and plugged into the modem for them to do that."


Title: Re: mods that do and don't work
Post by: Shivani on 2005 October 11, 23:18:29
Funny.  I don't understand why anyone would leave it on all the time.  Memory can only properly be reset and cleared by turning it off.  Not to mention the waste of electricity.  Learned that years ago.

Because I (for one) would rather not deal with the metal stress (or whatever it is) that comes from heating up the innards, then letting them cool, then heating them up, ad nauseum.  I've lost components that way when they finally cracked from the expand/contract stress.  So long as I turn off my monitor, I'm good to go.  In fact, I only reset when the computer starts acting a bit dodgy, or shut it down when I must change something, or move it.  Besides, I let our laptop share drive space on my desktop so I can work on my stuff anywhere in the house and not have to be tied down to the desk.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 11, 23:42:22
I definitely didn't mean that I leave my cable plugged in all the time! Just leave my computer on, unless, like shivani said, it starts acting up on me and needs a reboot.


Title: Re: mods that do and don't work
Post by: witch on 2005 October 12, 05:47:46
If a PC cools properly before being turned back on, ie overnight for me, it is unlikely to cause any more metal fatigue than leaving it continuously running. I always think of; hackers, electricity, overworked fans/harddrives etc. I reckon I'll get a much longer lifespan from my PC if it is only turned on when I use it - about 3-4 hours a day.

Also we get electrical storms here, there is no circuit breaker in the world that can stop a lightning strike, even having the cable plugged into the phone socket can ground a strike. I physically unplug my power and Internet cables when not using the PC. I've seen plenty of burned out PCs that were plugged in and not even turned on.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 12, 05:56:43
Yes, but there is no lightening in the sims  ;D
I do turn my laptop off occasionally, but mostly I let it hibernate or go to standby. It stays pretty cool that way. But no constant internet access! That cable is unplugged the second I'm done online.


Title: Re: mods that do and don't work
Post by: Hook on 2005 October 12, 07:21:49
My computer stays on 24/7.  Now, if I only used it a couple of hours a day, maybe turning it off would be appropriate.  But it would never stay off for more than a couple hours (my son gets on it when I'm asleep).  One company I worked for only turned off the computers over long weekends.

As for lightning, I have more problem with power outages.  I bought a decent IBM branded unterruptable power supply, which also provides surge protection for both power and phone lines, and has some unreasonably high equipment replacement value if your computer fries due to lightning strike.  And it wasn't very expensive.  Which means it only runs about 15-20 minutes after the power quits.  Next time I'll splurge for the 8 hour backup. :D

When I was connected to the internet constantly, I used a decent router with a built-in firewall. This blocked intrusions quite well, and had a good working stealth mode so people couldn't just probe my ports.  It wasn't very expensive either.

That full time internet connection was through a microwave link:  a microwave antenna on a 30 foot pole mounted on the top of my roof.  I've always been afraid it would attract lightning, as by definition it has to be higher than the trees in the neigborhood.  But it's been there several years without incident.  Even after my broadband ISP went bankrupt, with no one to replace them, darnit.

Disclaimer:  just because I've been lucky doesn't mean anyone else will be.  But at least there are precautions you can take for most of the problems.

Hook


Title: Re: mods that do and don't work
Post by: witch on 2005 October 12, 09:10:14
Well I bailed the techie b/f about whether to turn PCs off or not. He came down firmly on the side of keeping them on 24/7. He agreed with the poster who said the warm up / cool down period was the most wearing, explaining that solder is made of lead and tin, often connected to copper and other metals, all of which expand and contract at different rates - therefore creating movement of parts.

He said fans are cheap to replace and harddrives nearly frictionless, so the wear and tear of constant running is negligable. He sees more problems with machines that are turned on and off than ones that are kept running. Although he reckons the biggest PC killer is dust. And Linux is truckloads better than windoze for running long periods at a stretch without problems.

He turns his PCs off at night purely because they are in the next room and some of them are noisy.



Title: Re: mods that do and don't work
Post by: Shivani on 2005 October 12, 09:39:28
Oh definitely.  We also use a router and firewall, plus UPSs.  I never disconnect from the internet...unless I'm moving the laptop from one location to another (I refuse to use wireless because of the transfer rates, at present, anyway). The only time I've ever seen something nasty was coming in through email, and there's AV for that.  Granted, I let my husband do the configuration for the router/firewall, since I haven't got a clue (ignorant through choice, though).  The biggest trick in my opinion is making sure you have a UPS that's rated properly for your machine.  Otherwise, it's the next thing to useless.


Title: Re: mods that do and don't work
Post by: Shupinola on 2005 October 12, 12:57:47
The clothing tool so far seems totally functional.  I've tried it with many different age groups/lots and haven't glitched yet. :D  Did I mention that it also uses the new clothing selection interface? ;)


There is one problem with this though and I think it's more to do with Nightlife than the hack.

Prior to installing NL, I used this hack in conjunction with InSIMinator so that I could alter Townies (it really the only reason I use InSIMinator). I would use the 'Career Adjuster' function to make all rewards available and then get the Home Plastic Surgery reward. Then I would use the 'Summoner' function to bring various Townies and NPCs to the lot. Another InSIMinator function allows you to make visiting Sims selectable, so I would do that. With boolprop, I'd boost their Aspiration to Platinum and get then to do the plastic surgery thing. Then I'd use the clothing tool to change their clothes (not with NPCs - just Townies) and set their make up and hair.

In less than a couple of minutes, each of those Townies and NPCs that looked like they were the offspring of John Merrick and had bought their clothes at the local charity shop where given a whole new look.

So, with Nightlife installed (and having to start the game from scratch all over again), I prepared to start doing some more Townie/NPC makeovers. But not so easy! All went well until I used the clothing tool. I selected an outfit for a Townie and clicked on the tick to confirm and it went to the screen to choose the outfit. But their was nothing in the inventory - not even the clothing they had been wearing and the option for choosing between tops, bottoms and full outfits was greyed out. So the Townie ended up walking around naked ... and stayed that way when she turned up next time. I eventually had to use another InSIMinator function to age the Townie to Adult and then drop her back to Teen. She was then dressed in a different Maxis default outfit, but a better one than she had been in originally. Thankfully, the part of the clothing tool that works the same as a mirror for changing appearance, worked fine.

I know JM doesn't support or favour InSIMinator, so I'm not expecting him to look into this particular problem, but it would be nice if someone would create a tool for changing Townie clothing which allows the use of custom clothing. I was disappointed to discover that you can't buy clothes for other people like you could in Hot Date in the original game.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 October 12, 13:18:58
Shupinola: A solution I found to that problem is to use Inge's teleporter shrub. Temporarily move the townie into your household, use J.M.'s clothing planner to pick their outfits (the money will come out of your sim's household funds so I kaching them 1k first then buy about 1k worth of outfits for the townie), then use Inge's shrub to move them back out into the townie household.

If you use Insim, you can also use spawn the family tree adjustor and move a sim out into the townie or npc household.

I've been using this method now and it's pretty easy and straightforward and you don't need to make them selectable because they automatically become selectable when you temporarily move them in.


Title: Re: mods that do and don't work
Post by: Shupinola on 2005 October 12, 15:36:06
Shupinola: A solution I found to that problem is to use Inge's teleporter shrub.

Thanks for this information. Is the teleporter shrub at Mod The Sims 2 or Various Simmers?


Title: Re: mods that do and don't work
Post by: Shupinola on 2005 October 12, 15:42:50
I have found that run to class works. and now after a few hours of testing no eat crap does as well



Excellent! I'm really missing the no eat crap mod. Adding it back to my hacks folder right now.

The one I'm currently missing the most is the stereo hack. I'm absolutely pissed off with Sims who are a little way past half their energy turning the stereo and/or TV off when another Sim is working out. Grrrr!


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 October 12, 15:43:51
Shupinola: A solution I found to that problem is to use Inge's teleporter shrub.

Thanks for this information. Is the teleporter shrub at Mod The Sims 2 or Various Simmers?
www.simlogical.com.  Look under Sims 2 - Teleporters.  You'll want the Teleporter Plus.  I like the shrub better because I play with the walls down and have trouble getting the painting where I can click on it.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 12, 15:45:48
If you are still using the insiminator, make the townie selectable, then use the dma npc clothing thing from (oh no! I forgot the name of the site! anyone?), and have them buy an outfit. They can then go to any dresser and change into it. I had the same issue with the clothing tool. Now I use the dma npc clothing changer to give my townies makeovers. It lets you change their facial structure and appearance as well.

Or, duh to me, the dma lets you change the appearance of any visitor on your lot. No need to even make them selectable. I make them selectable if I want them to also change their swimsuits, formals, etc. But you can have your own sims buy the clothing, then click "change outfit" on the dma thingy.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 October 12, 15:48:26
use the dma npc clothing thing from (oh no! I forgot the name of the site! anyone?),

valdea.com

I think it's the one in the Woohoo sims pack. The base pack is still free, but you do have to register there to download it. If you don't want the npcs, you can install it to a different directory and just fish out the controller package file.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 12, 15:51:56
Thanks, Motoki. I was just about to paste the link. I always forget the name of that site.
Yes, it's with the woohoo starter pack.


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 October 12, 15:54:26
Or, duh to me, the dma lets you change the appearance of any visitor on your lot. No need to even make them selectable. I make them selectable if I want them to also change their swimsuits, formals, etc. But you can have your own sims buy the clothing, then click "change outfit" on the dma thingy.
Hehe, talk about charity. :)  Your sims buying clothes for all the poor townies.  ;D

That's what I do, Motoki.  I like the yellow burglar alarm, but I have never used the workers.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 12, 15:57:36
Me too. The hookers are sitting in a folder somewhere on my computer. I only downloaded the pack for the dma thingy.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 October 12, 16:02:49
BTW, I just checked and the exact name of the package file in question is "dmaOBJ_COA.package" for the outfit changer.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 12, 16:05:33
You mean it's not the "dma thingy"?


Title: Re: mods that do and don't work
Post by: Motoki on 2005 October 12, 16:27:04
No, it's different. The DMA teleports sims and lets you change every sim on the lot to wear a type of outfit (ie make them all wear formal or naked or whatever) and is yellow. This one is red and let's you buy and plan outfits for any specific sim on the lot. The DMA one comes with the workers set while this red one comes with the woohoo set. The red one also lets you give any sim on the lot surgery without having to make them selectable.

I use both because both have their uses.


Title: Re: mods that do and don't work
Post by: Brynne on 2005 October 12, 16:28:49
I have both, as well. I was kidding with the "dma thingy". Self-mockery. ;)


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 October 12, 17:12:13
Here's a word of advice:  Don't use the naked option on the yellow one if you have toddlers because it will cause an error when they try to jump in the air and spin around.  It's kind of funny to see.  They will get naked, but you have to reset them (if you have debug mode enabled).


Title: Re: mods that do and don't work
Post by: vector on 2005 October 16, 09:38:10
re: obnoxious A+ cheering - it's still going on as strong as ever in my game, even after they've popped their A+ cherry. Most annoying. Will install hack to nuke behaviour pronto.


Title: Re: mods that do and don't work
Post by: RainbowTigress on 2005 October 16, 12:16:18
Strange.  No A+ dances wtih my teens and I just double checked to make sure I don't have the no cheering hack.


Title: Re: mods that do and don't work
Post by: Motoki on 2005 October 16, 12:18:50
re: obnoxious A+ cheering - it's still going on as strong as ever in my game, even after they've popped their A+ cherry. Most annoying. Will install hack to nuke behaviour pronto.

As of NL, even before the patch but also with the patch installed, they will cheer on the very first day they get an A+ but not on any day after that. I can verify this because I have been running NL both before and after the patch without the nocheering hack and this has been the case. It doesn't bother me so much if I know they only do it once.


Title: Re: mods that do and don't work
Post by: Bangelnuts on 2005 October 16, 15:28:56
Yes, but there is no lightening in the sims  ;D
I do turn my laptop off occasionally, but mostly I let it hibernate or go to standby. It stays pretty cool that way. But no constant internet access! That cable is unplugged the second I'm done online.
I  do like you do on my desktop I send it to Hibernate it turns off the computer but lets you resume windows session right where you left off the night o before.. and my internet is totally shut down as soon as I am done with it :)


Title: Re: mods that do and don't work
Post by: vector on 2005 October 16, 21:45:58
This is very strange - the cheering is definitely still going on (although the hack took care of that, no immediately discernable problems btw). I've only tested one house, though. I'm also being plagued by the A+ spam, but I'm not sure if NL was supposed to fix that or not - and I've got a teen who should be an overachiever, having been promoted to the top and gained his first A+, but no overachiever memory appears for him or anybody else in the family.

PS: The new version of the DMA COA also changes turn ons/offs for townies.  :)


Title: Re: mods that do and don't work
Post by: Thraxwhirl on 2005 October 16, 23:56:22
Another bug issie to report here I'm afraid.

I've found that EasyBreakup causes problems. What it does is spam the sim's action queue with a command to drink a Love Potion(assuming they have one or more in their Inventory). Prior to the patch, this would then be followed by DEATH! Yikes! Not an animated death, just a winking out of existence, and Live Mode greyed out if no other sims remained on the Lot.

Now interestingly, on MTS2 some other users reportd that this hack worked fine for them, but it's possible that these users had only been running the game and playing it with sims who hadn't yet bought any Love Potions. Who knows?

Moreover, I should stress that it may be a Vampire-related issue. The only sim I have who possesses any Love Potions is a vampire. Now, this repeated autonomous potion-drinking is a bug I encountered before - the CloserFamily-OptionPatch.package created by vagrant caused this swilling frenzy too... but only if/when this sim was a vampire. Using Eric's Life State Adjustor I could toggle between vamp and human, and I found that when human this problem did not ocurr.

It was a downer incidently, as the OptionalPatch was the only part of vagrant's hack that I actually wanted. I'm not particularly eager for my sims to be incestuous, quite frankly. But the Add-on gave an option for the Opposite - ie. to allow UNrelated sims to perform the "Family Kiss" interaction. I REALLY wanted that bit of it in my game, but with NL it causes this Love Potion spam on vampires. :(

Anyway, I THINK that EasyBreakup has those very same problems. I think it just affects vampires. Still, I'm glad I've got the patch. At least now it doesn't add killing them into the bargain.



Title: Re: mods that do and don't work
Post by: syberspunk on 2005 November 10, 07:29:32
I ended up with 8 "Made Dean's List" memories while using the nodeanspam hack (not sure if the A+ one works)

I just play tested with this, and even though I checked the code, which looks essentially unchanged on the surface, the nodeanspam hack did not prevent my sim from getting more than one memory. He has passed 3 semesters and he has 3 separate memories of getting on the dean's list.


Update on comm-skilling:

This works for dormies and townies, but not for downtownies.  I guess this is reasonable to expect at this point.  Where you *really* need comm-skilling is for dormies:  if you buy instruments for a dorm and your dormies play them, at least they'll get to the point where they don't make your ears bleed.  After playing a dorm through several students, there will be a lot of dormies with maxed creativity and they can really rake in the tips, which you collect. 

Hook



I don't remember if the comm-skilling hack has been updated to include downtownies now... I recall Motoki posting something about it... but in any case, I have to agree and disagree. Yes... dormies need skills because the cacophony that passes for what they consider "music" when they play instruments is really awful... amusing at first, but then painfully, awfully annoying eventually. ::)

But! Downtownies, and townies who roam downtown as well, also need the skills. Especially when it comes to the karaoke! Now that caterwauling is even worse than the instrument playing. :P

Ste


Title: Re: mods that do and don't work
Post by: LynnMar on 2005 November 10, 13:24:47
my sims cannot throw food at the table or feed a bite of food to another sim,  I guess it is because of the "no eat crap"  mod.   but I don't care.   I am keeping it until it is updated.  I get sick myself watching them eat that rancid food .

I am also keeping "no buskers" until it is updated.  I hate when sims come to your house and start banging on the piano and they have no skills what so ever.   >:(

About turning your computer off or not,  I am not sure what is right, everybody says something different.   I keep mine on all day and turn it off at night before I go to bed.
But I unhook my broadband connection as soon as I am finished browsing.   I have virus protection and firewall too but I am not taking any chances.    ;)


Title: Re: mods that do and don't work
Post by: Motoki on 2005 November 10, 13:36:58
syberspunk: Pescado updated Commskilling for NL. It does include downtownies now. The only sims it doesn't include is other playable sims who come over as guests. I made a very small change to his hack and uploaded a version that lets all sims gain skills period and that's the one I use.


Title: Re: mods that do and don't work
Post by: ZephyrZodiac on 2005 November 10, 17:23:17
Why would you call them at all? I've never seen this, my sims must not have enough enemies, can you insult enemies over the phone and keep relationships low?  :-\
To harass them, of course. Phone Harassment is the fastest, albeit unilateral, way to slaughter a relationship. Or keep it slaughtered, as the case may be: Instant -50 to STR, and takes only a few seconds to go through. Your best friends will instantly hate you as much as your worst enemies in only 4 shots. It is the single most heinous crime a sim can commit, even worse than jealousy (which is -80, but only works once, unlike phone harassment, which can be performed serially).

With NL, calling enemies doesn't always take this course - they will chat and lose enemy points and get a little nearere to friendship.  Leave them chatting long enough, and who knows?  (But NL changed the way calling after midnight is seen by all sims as a no-no.)  Hurry up and get the game running, JM!


Title: Re: mods that do and don't work
Post by: PlaidSquirrel on 2005 November 11, 00:31:55
syberspunk: Pescado updated Commskilling for NL. It does include downtownies now. The only sims it doesn't include is other playable sims who come over as guests. I made a very small change to his hack and uploaded a version that lets all sims gain skills period and that's the one I use.

Where is the version you uploaded? I would be very interested in having it. I looked in peasantry but didn't see it there.

*also as i was tripping through the thread i went to the dma site. the misc npcs had a report fight to police thing included that looked cool. i may try it out and just thought i would mention it.


Title: Re: mods that do and don't work
Post by: Bangelnuts on 2005 November 11, 00:36:57
syberspunk: Pescado updated Commskilling for NL. It does include downtownies now. The only sims it doesn't include is other playable sims who come over as guests. I made a very small change to his hack and uploaded a version that lets all sims gain skills period and that's the one I use.

Where is the version you uploaded? I would be very interested in having it. I looked in peasantry but didn't see it there.
http://www.moreawesomethanyou.com/smf/index.php?board=5.0


Title: Re: mods that do and don't work
Post by: Motoki on 2005 November 11, 00:44:27
Bagelnuts, that link takes you to the main Armory thread listing. That's where Pescado's comm skilling is posted (well the link to it anyway).

Here's the link to the version I posted with the minor modification to make it skilling for all:

http://www.moreawesomethanyou.com/smf/index.php?topic=778.msg28313#msg28313


Title: Re: mods that do and don't work
Post by: Bangelnuts on 2005 November 11, 00:45:57
Bagelnuts, that link takes you to the main Podium thread listing. :)

Here's the link:

http://www.moreawesomethanyou.com/smf/index.php?topic=778.msg28313#msg28313
Im half asleep and forgot to check it thanks for correcting it


Title: Re: mods that do and don't work
Post by: PlaidSquirrel on 2005 November 11, 01:23:00
Thanks you guys.