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51  TS2: Burnination / The Podium / Re: Flashing Blue Accessories on: 2006 November 02, 11:02:40
I have those flashing accessories, too.

When I update the accessorie wearing sim's appearance everything's okay till I reload the lot.
Also, townies that I made wear those accessories reset to the blue flashing each time they enter the lot.

Weirder even, necklaces do not move with the sim's body - e.g. they stay put when the sim leans down to pick up the paper.

This all started after PETS was installed.
52  TS2: Burnination / The Podium / Clock that pops a message when a certain time has come? on: 2006 November 01, 18:20:17
I wondered if anyone could be bothered to create a special clock that pops a message (or better yet a dialog) when a specific setup time of sim day has come.

It should have a pie menu to let the player choose when the pop up message should appear.
Also, after the message pop-up the game speed should be reset to normal or the game should be paused if possible.
The pop up dialog could ask whether to save the game right now or not.

I need this, cause lately I constantly miss the (sim) time when I want to save my lots - I play chronologically and am quite a perfectionist...

Anyone interested in creating this will-very-much-be-appreciated piece of technology? Wink
53  TS2: Burnination / The Podium / Re: Age duration hack for pets? on: 2006 October 22, 18:59:19
I know of twojeffs hack. It actually has quite intriguing features but the way I play the game I need specific fixed age durations.

Up until now I had Inge's AgeDuration CON hack set to:
» toddlers become children when they're 6 days old
» children become teens when they are 13 days old
» teens go to college at the age of 20 days
» adulthood begins with day 24
» adults become elders at the age of 60

I haven't tried the old hack with the Pets EP yet - but I'm going to when I'm done trying all the new features.
I'd like my Sim pets to have fixed age durations, too. At least for puppy/kitten and adult age states.
54  TS2: Burnination / The Podium / Re: Disturbing Discovery on: 2006 October 22, 15:00:38
Is it possible to change, replace or remove the sound (or sounds in general)?
55  TS2: Burnination / The Podium / Age duration hack for pets? on: 2006 October 20, 07:03:11
Up until now I had a to my liking modified version of Inge's age duration hack in my downloads folder.
Now that I've Pets installed I'm a bit cautious to contiue to use this (having read something about some issues with this in some forum).

Now I'm now modder, so would somebody mind to create a new age duration hack (it's just BCONs I think) including the durations for the new pets?

I'd really very much appreciate the effort!
56  TS2: Burnination / Oops! You Broke It! / Re: cause of game never loading? on: 2006 April 29, 07:55:25
What exactly does this groups.cache do anyways?
57  TS2: Burnination / The Podium / Re: Business Owner are unemployed? on: 2006 April 01, 18:20:58
I hope I've understood correctly: you wonder why your Sim isn't declared a "shop owner" in his job performance panel, right?

Well, as a matter of fact this Sim IS unemployed as he/she is the OWNER and therefore the EMPLOYER = the one doing the employing. Wink

This is not a bug.

If it's bothering you... Wink ...it's no problem for your Sim to have a regular job (any career track) AND be the owner of a dozen community shops.
58  Awesomeware / The Armory / Re: Lot Sync Timer: All BlueSoups Suck Edition on: 2006 March 18, 17:57:40
I haven't had any problems with the built-in Maxian lot jump feature in OFB so far.
It doesn't appear to draw the same artifacts as the sync timer.
59  Awesomeware / The Armory / Re: Lot Sync Timer: All BlueSoups Suck Edition on: 2006 March 07, 08:13:46
Apart from some oddness a little bit like the above mentioned I noticed that I have to Re-"Install for family" from time to time.
I don't know why, but annoyingly often the lot sync timer "uninstalls" itself from normal residential lots though the number of past days is displayed correctly upon "re-installation".

The oddness that occured was this:
I played Lot A and used the lot sync timer to jump to Lot B where I invited the folks from Lot A over along with some other townies.
When I tried to send them home saying goodbye to them, there was no pie menu option to do so.
So I used a townie to send everyone home. All townies left, the two Sims of Lot A however didn't.
When I saved an reloaded the lot, they were gone.

This particular hack of yours is something I can't do without, so I can't wait until you have some time to look into these strange behaviours...which hopefully will be some time soon...
60  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.1 (01/13/06) on: 2006 January 19, 22:22:24
Alright, I have a suggestion for that, though not a very "sharp" one. Adding an "auto-dress" feature of sorts. Once they're awake and standing, they change to a specified outfit, be it normal, formal, work or whatever else the user chooses... however, the bladder/hygeine repair is not addressed, hence the dullness of it.

Oh I would love such an auto-dress feature.
I don't really care what my Sims sleep in, but to get them automatically dressed to a specific outfit (casual, formal or whatever) upon getting out of bed would save me some pointing and clicking every Sim morning... Wink

By the way, I like the mandatory bathroom break. That's what my Sims are usually bound to do upon getting up anyways... Wink
61  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.1 (01/13/06) on: 2006 January 14, 23:44:24
I really love this clock, J.M. - being totally in control always gives me pleasure... Wink

But this new "Bed Nazi" feature is driving me crazy.

Can you please, please, please, please make this function optional...please!

I need your sleepclock to prevent my Sims from getting up at insane times and to get them into their own beds easily (I love your macros!).
For me it's not necessary anyone else is hindered from even touching the beds (e.g. the maid).
62  TS2: Burnination / The Podium / Re: How many Sims are you playing? on: 2005 October 09, 19:48:37
Well, I started the game in Strangetown...that's many months ago...

Now, I'm playing my own neighbourhood with an attached University and a Downtown.
In the beginning I had three families. After months of playing, the first Sims of the sixth generation were just born.
So far I've counted 159 Sims, 53 of which are dead now leaving 103 active (and three yet unborn) in 28 lots.
I play chronologically and have played 87 days since I started counting which was about when the first Sims of the fourth generation were born.

Here comes the really weird part:
I even wrote a PHP application to keep track of my little Sim Village using a webbrowser. That's exactly why I know those numbers mentioned above.

How creepy is that? Wink
63  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2005 September 23, 08:28:34
I've read so much about bugs with this headmaster guy, but I've never experienced them myself as I therefore avoided calling him...

Thanx for the explanation! Smiley
64  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2005 September 22, 00:51:21
Please pardon my stupid question but what exactly is this "AWOL Headmaster" problem that can be fixed with this tool?

I tried this option on some of my lots and all of them apparently had the problem (at least that's what the pop-up message said) although I've never ever invited this headmaster guy - not even on other lots. Actually, on one lot the problem reoccured after I took a Sim to new Downtown (NL). When she came back and I clicked the option again, a message poped-up saying the problem got fixed again. Well, I don't know if it's really related to that reloading-the-lot-thingy, but... Wink

So what is this "AWOL Headmaster" problem anyway?
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