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1501  Awesomeware / The Armory / Re: No Secret Society Respawning on: 2005 July 26, 14:17:37
There's somethng not right about the whole process of creating SS members.  My Strangetown just created one new one the other day for no reason whatsoever, because there were plenty already.  I also made a big mistake in Pleasantview - having upped the minimum visitors to 12 for a grad party, I carried on playing the dorm and someone was abducted that night.  As I recall, the game created at least 8 new SS members to make-up the 12, even though there were more than enough in the first place.  If it is indeed true that the game can only cope with a limited number of character files, why on earth does it keep creating all these extra characters?  And why do we need all these superfluous NCP's anyway?  Only one can visit a lot at any one time in the case of maids and so on, so why are we forced to have all the extra ones?
1502  TS2: Burnination / The Podium / Re: Call Family Hack? on: 2005 July 26, 05:58:40
I have something which keeps all neighbourhood relationships static for YA's when they go to Uni, to save them having to keep phoning to maintain them.  I had a feeling it was one of JM's, but maybe it isn't.  I will try to find it.  You can also use the Flamingo of Decay from http://www.livin-it-up.net, which adds 1 point each day to relationships per flamingo.  This also stops them deteriorating and applies to all relationships in all neighbourhoods.
1503  TS2: Burnination / The Podium / Re: Can I move a family back in from a package file? on: 2005 July 25, 21:44:37
All depends on whether there are any records of the original Brandi or her family in the game.  If you deleted all characters before ever playing the neighbourhood, there shouldn't be, in which case it would be OK to bring her back.  Anyone she met or had relationships with will appear as 'ghosts' without character files - I think she knew both the Caliente sisters, for a start.  If you don't want those files as well, you'll need to delete them and also remove all traces of the Sims concerned from Brandi's memories.  Then, of course, you have the problem of Dustin & Angela - if you're not bringing her back, you'll need to delete his memories of her unless you want her to appear as 'dead' as well. 
1504  TS2: Burnination / The Podium / Re: Immaculate Conception on: 2005 July 25, 18:39:15
You could have changed her back to an adult in SimPE to see if the pregnancy did run its course!  (I changed Mortimer and his ladyfriend back into adults so they could fulfil LTWs - they still look like elders, but act and move and talk like adults - funny thing though, they can buy adult clothes but they can't wear them!)
Yes, but that would have been too easy on her.  I wanted to change her into a zombie, I couldn't stand the woman.  And the easiest way to solve your problem is to use the Inseminator to change them, usually that changes them in appearance.  If not, you can age them back to teens then grow them up. 
1505  TS2: Burnination / The Podium / Re: Why no memory of Secret Society? on: 2005 July 25, 18:33:39
I read somewhere that the reason they don't get a memory of joining the Secret Society is to stop them passing it on to other Sims.  It's meant to be a secret, remember!
1506  TS2: Burnination / The Podium / Re: unlinked characters - deletion on: 2005 July 25, 18:32:09
The problem is that each Sim you exported took a memory with them of everyone they'd met in the old neighbourhood.  The only people who will have a 'live' memory of that Sim are those who were exported in the same household.  What you need to do is remove all the greyed-out copies of these Sims, as although in theory they relate to the same Sim, in practice they don't.  You then need to change every memory relating to those 'dead' Sims with the name of the 'live' one, so instead of it saying "Met Unknown" it would say "Met Cassandra Goth" or whoever.  Anyone who appears related to a dead Sim who has actually been transported to the new neighbourhood needs to have that relation changed to the 'live' Sim.  When all this is done (and it does take a while!) you need to remove all the duplicate character files, leaving only the ones that relate to Sims actually in the neighbourhood.  If you want them to remember the Sims who haven't gone to the neighbourhood but are still alive in the old one, you need to leave one copy of their file behind and make sure everyone relates to the same one in their memories - if you don't want them remembered, you need to delete their files and also all memories pertaining to them.

Complicated?  A bit!
1507  TS2: Burnination / The Podium / Re: Immaculate Conception on: 2005 July 25, 05:24:12
Must have to do with moving house, then.  I've not heard of anyone else mention this happening in their game, but it's still rather odd that it's happened to you and to me.  Perhaps there's another common denominator somewhere.
1508  TS2: Burnination / The Podium / Re: Immaculate Conception on: 2005 July 25, 05:18:08
I think moving into a new house can sometimes trigger a pregnancy (well, you know the old saying - New House, New Baby!).  I moved John & Jennifer Burb into a new house, shortly before they were both due to age transition to elders.  I noticed that Jennifer was constantly tired, always hungry, and generally behaving oddly, but I put it down to her increasing age and the fact that she was always awkward and irritating anyway.  Sometime later, when she was an elder and not far off meeting the Reaper, she suddenly started appearing on people's lots in maternity gear!  I went into her file in SimPE and discovered she was definitely pregnant  She was shown as "invisible", but at some point something must have triggered the pregnancy to start moving insofar as she'd been pregnant around 15 Sim years when she suddenly began to wear the maternity clothes.  She didn't have a bump as such (although it was hard to tell with the clothes), but she was definitely waddling.  Quite how this could happen when she was an elder I don't know, unless somehow the game had changed her body to that of an adult.  When I went back into her house she was still in normal clothes, but within a few minutes she transformed into maternity gear seamlessly, without any twirling or anything.

The father was shown as John Burb, but there'd been no woo-hooing.  The pregnancy didn't develop because she was too old, so I'm not sure why the game let her conceive, immaculately or otherwise.  Maybe the change in time due to the house move had something to do with it. 

One thing I did notice was that just after moving in, Jennifer greeted a Sim who had 'flu.  He'd had it for absolutely ages because I hadn't played his lot in a long time - in fact, I think he was single-handedly responsible for the 'flu epidemic I had.  Anyway, at the time the game announced that Jennifer had caught the 'flu, but I'm wondering if maybe somehow it gave her a pregnancy token instead, seeing as how they seem to get mixed-up a lot.  I noticed that the pregnancy token appeared immediately after the memory of meeting this Sim (which is how I know when she got pregnant).  Did your Sim by any chance catch anything nasty about the time she would have become pregnant? 
1509  TS2: Burnination / The Podium / Re: Simple SimPE Question on: 2005 July 25, 02:25:22
I had a big problem with this.  Took me MONTHS to work it out.  Basically, it doesn't work if your screen size is set to 800x600, you need to change it to 1024x768 or you can't see the character number.  I always have to do that to use SimPE, which is a real pain because the font is so small I can hardly read it.  Maybe when I get my new monitor it will be different - hope so. 
1510  TS2: Burnination / The Podium / Re: leave uni early on: 2005 July 24, 14:51:12
Heh. Maybe you'd like my "Cow Plant Darwinism" toy I made? It makes it so sims who are smart enough won't do anything so stupid. Tongue

Of course, townies rarely gain skills, cuz they're stupid. They end up as lunch. I'm currently playing around with my "Cow Planted Dorm", in an attempt to thin out the dormie population. It's working rather amusingly so far. I idly wonder if the age extension given by the cow plant will stick, or be erased by the age transition from YA->Adult. Mostly a curiosity, I don't care either way.
If you mean, do YA's who drink someone get extra years - no, they don't.  I thought maybe they would appear once they transitioned to adult, but no go.  Of course, they could be added in manually.

So where can we find this Cowplant Darwinism toy?  Sounds most intriguing.
1511  TS2: Burnination / The Podium / Re: Pregnancy Controller Question (SimPE) on: 2005 July 23, 21:59:31
What is puzzling about Brandi Broke is that although Skip does appear as the father in SimPE, when the child is born it's definitely not Skip's insofar as it has none of his DNA.  It's a similar situation to Pollination Tech#9 and Jenny Smith, who always have a baby with the darkest skin, even though neither of them carry that gene.  Somehow, things have been set-up in a way that's bypassing the genetic data visible in the normal way in SimPE. 
1512  TS2: Burnination / The Podium / Re: Beau Broke has a split personality, I think! on: 2005 July 23, 21:52:18
Loads of my Sims have this, they get it as soon as they play on the handhelds.  I did have the fix but took it out, I think because it also stopped them getting crushes from it and I like that aspect of the game too much to want to lose it.  I've had Sims want to see their own ghosts and all sorts. 
1513  TS2: Burnination / The Podium / Re: I'm in the news! But why? on: 2005 July 23, 17:54:23
I shall watch that box a lot more closely now.  I may have to do so peering nervously through my fingers.
1514  TS2: Burnination / The Podium / Re: I'm in the news! But why? on: 2005 July 23, 17:18:42
Well I am puzzled because I can't find any "News".  There is a news box on the main page, but it says it's "intentionally left blank".  Maybe only certain people are allowed to see the news and I'm not one of them?  I will try not to let that thought fester in my brain for too long, I have enough complexes already.
1515  TS2: Burnination / The Podium / Re: What's Blocking Their Path? on: 2005 July 22, 21:25:29
I deleted the mascot's tombstone, no change.

If you deleted his tombstone, then his ghost shouldn't be appearing anymore, should it?

Edited to add:  I was just looking at the thread on being scared by a lamp (http://www.moreawesomethanyou.com/smf/index.php?topic=89.0), and it made me wonder if you'd tried the updated lot debugger?
I only deleted the gravestone temporarily, I didn't save.  The "ghost emitter" option in the debugger is interesting (whatever it is), but it doesn't show-up in my game.  I have what appears to be the current version, updated 20th July.  Can't see anything more up-to-date than that.  Back I go into the game to try yet another time ...

Well, it gets more intriguing.  When the dorm cook was moaning again about not being able to put his plate on the counter, I picked him up and stood him in front of the thing (and swore at him).  He put it down quite happily, then suddenly 'came to', realised where he was, jumped back and started moaning that he couldn't access it again.  I've noticed that several of them 'jump' off this spot, which suggests the ghost connection again - must have been a delayed reaction as he had nothing to put on it anymore.  I did finally see the fix fridge tile thing come up, but unfortunately it didn't alter anything.   What is really odd is that I found 4 stray graduated YA's on the lot (not revealed by Merola's Mirror or Inge's Teleporter Plus).  They left the lot like ten neighbourhood years ago.  Needless to say, getting rid of them made no difference either.  I even brought the mascot back to life with the Resurrector, but that didn't alter anything, so I will be re-instating my back-up so he's dead again, because I am positive that he is the key to this.  There has to be a reason why he is the only one who can open the fridge in the position it's in.
1516  TS2: Burnination / The Podium / Re: What's Blocking Their Path? on: 2005 July 22, 19:48:03
Ancient, when you spawned the ghost and saw him, couldn't you delete him with moveobjects on? Or "remove visitors" with Inge's teleporter?

And did you try to replace the fridge and the counter with new ones? 'objects in use' can be moved only with moveobjects on.

I am glad you found the problem, but still that kitchen is very ugly arranged...Smiley.
Deleting the ghost doesn't help, it wouldn't if he has left traces of himself behind.  I've also completely replaced everything in the kitchen.  The fridge is new, so is the counter.  I think the key to this is the fact that the ghost is perfectly capable of opening the fridge. 
1517  Awesomeware / The Scrapyard / Re: No Townie/NPC Move-In Amnesia *EXPERIMENTAL* on: 2005 July 22, 18:42:45
So I'm curious, what problems do people have when moving in townies/NPCs (aside from the Mystery Sim thing already mentioned)?  The majority of my Sims end up marrying and living with townies, and I've never had a noticable problem.   Huh
Well, I guess it's not a problem if you don't mind them all having total amnesia, but personally I just don't like it!  NPC's can be a problem for other reasons, though.  When Brandi Broke married the headmaster Vince Walter in my game, he was very unsure of his identity.  Even though I kept removing his NPC bits in SimPE, they came back.  Once he decided he didn't live there and tried to collect his own toddler, another time said toddler wanted to "schmooze" him about politics.  Then when he became an elder, everytime I went into the lot he had gone back to being an adult.  I also have a llama mascot who lives in a Greek house as he's partnered-up with one of the resident students.  He behaves like a normal YA (goes to classes and so on) and wears normal clothes, but every so often he reverts to being a mascot (even though I've removed his NPC tokens) and appears in the dorms in his mascot gear.  No idea what will happen with him when he gros up and moves to Pleasantview, but I've heard other people say that the streakers still streak in the main neighbourhood and that sort of thing.  I've also had two maids marry playable Sims, but haven't had any problems with them.
1518  TS2: Burnination / The Podium / Re: What's Blocking Their Path? on: 2005 July 22, 18:30:12
You may be on to something with the ghost of the llama mascot. 
I think so, too.  Your post reminded me that when I had this problem in the Spectre house, a ghost had very recently been into the fridge.  Anyway, I went back to the dorm and spawned the mascot ghost.  I watched very carefully what he did when he went to the fridge.  He opened it (NOTE THIS - THE GHOST CAN OPEN THE FRIDGE), looked in it and shut it again.  He then turned to face me and waved his hands around, moaning about someone not being 'family'.  He then turned towards the problem counter, then forward again, then disappeared.  I am seriously wondering if he is leaving something behind when he disappears, rather like teleporting when sitting down can render a chair unusable.  I also noticed that Sims can face this counter to remove plates from it, they just can't be put there in the first place. 

Anyway, to go back to what I said earlier - how come the ghost can open the fridge, but the Sims can't?  I did check after the ghost had vanished and they still couldn't open it.  Maybe we need something to "zap ghostly remnants" or something, because I am beginning to think that's what is causing this, especially with it also happening in the Spectre kitchen.  I honestly don't think it's the layout - OK, it's bad, but I have had several Sims in that kitchen before and it's not caused a problem, and the dorm cook can't put plates on that counter even when he's on his own in there.  Also, as I said earlier, even when I move the counters completely out of the way, the fridge still can't be used, nor can the dishwasher be used or mended when it's in the same position as the fridge.  Moreover, the first time I noticed this problem was when a YA wanted to cook a meal and moaned about not being able to access the fridge.  At the time, there was no one in the kitchen and the dorm cook had already left for the night.  It was also about that time (probably the same night) that the ghost appeared for the first time.  Having covered all possibilities, I am now more or less convinced that the ghost is the cause of this, especially as he is perfectly capable of opening the fridge.
1519  TS2: Burnination / The Podium / Re: Better Use of the SimVac? on: 2005 July 22, 17:59:22
(And the Tories haven't managed to find a leader with mass appeal since they got rid of Maggie!)
Yeah, bring back Maggie.  I really liked Maggie.  Can't stand her daughter, though.  Something really irritating about that woman.  I particularly liked Maggie in this game I had for the Spectrum (wow, come a long way since those days!).  I think it was called Denis, or Something Denis, or maybe even Denis Something.

Now, ABOUT THAT SIM VAC ...
1520  Awesomeware / The Scrapyard / Re: No Townie/NPC Move-In Amnesia *EXPERIMENTAL* on: 2005 July 22, 16:47:59
Well, Crystal Vu has married Lazlo Curious with no problems and she kept all her memories - YIPPEE!!!  She has also got pregnant with no hassle.  IT WORKS!
1521  Awesomeware / The Scrapyard / Re: No Townie/NPC Move-In Amnesia *EXPERIMENTAL* on: 2005 July 22, 15:55:22
It may well be the reason they do it, to get rid of loads of memories, I can appreciate that, but they could at the very least have left the important ones intact.  What I have done when I've moved them in is just add back the visible memories that relate to them personally, I've not added back stupid invisible memories about people they barely know getting an A+ or whatever, or I'd have been there forever.  That apart, if there is a limit on memories, why is this the case?  Especially as the game includes ways playable Sims can live forever and build-up loads of the things, which include the Elixir, resurrection and simply turning off ageing.  It doesn't make sense that they would offer these facilities if excessive memories really were such a problem.
1522  TS2: Burnination / The Podium / Re: What's Blocking Their Path? on: 2005 July 22, 15:50:11
I play now in Strangetown too. Which dorm it is (number of rooms). Although I never put my sim in dorms - I am curious to see that dorm.
It's the one with 9 rooms, a flat one on the right in the middle.  Can't remember the name of it.  I doubt it would happen for you though, because as I said everything was fine until recently.  I have come to the conclusion that something is stuck in mid-air, but what it is I have no idea, especially as the Sims are able to stand in the offending position, they just can't walk across it.  It's the weirdest glitch I've ever come across because there's just no explanation for it. 
1523  TS2: Burnination / The Podium / Re: What's Blocking Their Path? on: 2005 July 22, 13:31:33
Well, I know it's not a kicky-bag or hacky-sack or whatever it is (never heard of them or seen them in my life before I got University!) unless it's not being picked-up by the lot debugger, neither is it a stuck cellphone unless TwoJeffs' mod isn't finding it, and I can't think of anything else that would get stuck. 

I started fires on every single tile in the kitchen, including under the fridge.  They raged for hours, but no change.  I deleted the mascot's tombstone, no change.  I then moved the row of counters back one space and the offending counter became usable, but the fridge still wasn't.  I replaced the counter with the fridge and it could be used (before only the smaller fridge could be used when I did this, which suggests that maybe the mystery item has moved slightly?).  I then swopped the fridge with the counter containing the dishwasher and espresso machine.  The Sims could make espresso, but they couldn't use or mend the dishwasher.  The fridge was usable as normal.  I then put the cooker where the fridge normally goes and that couldn't be used.  Finally, with the fridge in its normal position I moved it 45 degrees each way.  When it faced towards the front of the kitchen (towards the cooker) it was usable.  When it faced the other way (towards the back of the kitchen, where the line of counters is) it wasn't.

This may seem like a silly question, but does the debugger remove ALL kicky bags, or just those on ground level?  I am beginning to wonder if there is a kicky bag stuck in mid-air somewhere that it isn't picking-up, although that wouldn't explain why they can stand in that space and make espresso.  I suppose I'm just going to have to accept defeat because I've run out of ideas. 
1524  Awesomeware / The Scrapyard / Re: No Townie/NPC Move-In Amnesia *EXPERIMENTAL* on: 2005 July 22, 13:19:47
So, my question is: do the townies/NPC's loose only their memories upong move-in/marriage, or do they loose friendships and other things as well?G.
They don't lose friendships, but they lose all memory of having met their friends.  This automatically puts them at a big disadvantage in terms of achieving various wants, such as "Have 10 Best Friends" (if they already had achieved that, it would go).  I'm not sure if they lose any built-up aspiration points as well, I'll have to check that.  I had a big problem due to this glitch (according to the BBS, that's what it is, although that doesn't prove anything!) when Amin Sims married one of my Sims.  I can't remember if he moved in first or not, but I know he lost his memory of having his first kiss with his wife and falling in love with her, resulting in her daughter being convinced that both he and her mother were cheating on "Mystery Sim".  That's when I first discovered the problem and had to go into SimPE to alter all his memories so he was allowed to kiss his wife again.
1525  TS2: Burnination / The Podium / Re: What's Blocking Their Path? on: 2005 July 22, 05:40:00
OKkkkkk ... I've been to the offical BBS and guess what?  I'm not the only one with this problem.  In nearly all cases, the offending objects are appliances.  One person caught the bug after her cooker caught fire (but it was the fridge they couldn't access), but with others it's just started for no apparent reason.  NPC's seem particularly prone to it.  Not that this helps me any, but at least I know I'm not alone.  Bugs like this are worrying though, things that just start-up for no apparent reason.  I am going to try another neighbourhood tomorrow, see if it happens there as well.  If not, I will assume my Strangetown (which has hardly been played) is well & truly buggered.
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