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1  Awesomeware / AwesomeMod! / Re: Awesomemod Request: Umbrellas do not degrade on: 2012 December 07, 00:49:05
Umbrellas are driving me nuts.
I second this. I'd like it to be optional that umbrellas degrade at all. My sims wash their one set of clothing daily without ill effect, why should their umbrellas rot within two days? At worst it should only be a consequence of hurricane winds or something.
It would be nice to have that incorporated into AM, but in case Pescado doesn't want to add something that can be handled with a tiny XML mod, this should do what you're looking for.

Thank you, bitterquill. I will try that. I am of course always leery of stray mods and would prefer that there "be only One", but I'm game. I don't ever know how big or small things are to change, and I don't want to create mod conflicts.
2  Awesomeware / AwesomeMod! / Re: Awesomemod Request: Umbrellas do not degrade on: 2012 December 05, 01:50:17
Umbrellas are driving me nuts. See my earlier thread, betwixt the aging discussion.
3  Awesomeware / AwesomeMod! / Awesomemod Request: Umbrellas do not degrade on: 2012 November 25, 00:34:33
I request that Rain Disruptors actually work like umbrellas are supposed to work and keep you from getting the Soaked moodlet and (shocker!) work to keep the rain from resulting in dripping Sims. Since the umbrella is autonomous, maybe just having one in your inventory could stop you from getting the Soaked moodlet. Does the Soaked moodlet cause the dripping Sim, or vice-versa? Either way, it is annoying. Please kill it.

Update: The umbrellas seem to inexplicably degrade at an insane rate, and as they do, they cease to protect Sims from rain. So, perhaps my request is actually that umbrellas do not degrade, or degrading in a Sim year is reasonable. I answered my own question and see that killing the soaked moodlet stops the Sim from dripping, so as long as my theory is correct, and stopping the umbrella from degrading stops the moodlet, then bazinga.
4  TS3/TSM: The Pudding / The World Of Pudding / Re: Generations: What Sucks, What's Fucked, and What Did EA Get Right by Utter Luck on: 2011 June 03, 13:57:39
Somewhat mentioned before, but I'd like to add to it - romantic hugging interactions when two sims are gf/bf, engaged or married cause the initiator to jump back. What's funny, it worked normal before I proposed going steady.

This jumping is what I'm seeing as well. Sometimes right out of the bed after kissing and I select woohoo.
5  TS3/TSM: The Pudding / The World Of Pudding / Re: Generations: What Sucks, What's Fucked, and What Did EA Get Right by Utter Luck on: 2011 June 03, 13:53:13
Nope, romantic actions for married sims work normally. I tested old ones like hugs and kisses and the news ones like flowers, also tested woohoo in the shower followed by woohoo in bed. I too haven't installed AM back in so I guess we found the culprit.

Could anyone else than Claeric confirm the divorce/break up memory not being shared with the second sim? I find it odd as it's a huge borkness, even coming from EA.

I can't speak to the memories, but I can attest to the fact that (AM-free) woohoo is fried.
6  TS3/TSM: The Pudding / The World Of Pudding / Re: Generations: What Sucks, What's Fucked, and What Did EA Get Right by Utter Luck on: 2011 June 03, 13:50:01
Whoa, romantic interactions between couples are badly broken. Sure, I can see how if you haven't spoken to your spouse for a while that woohoo invite may not exactly be high on your to-do list, but frankly, I just cheatily maxed out a couple's relationship (100/100) and had one 'compliment appearance' and their spouse got the 3 hour creepy moodlet. So that's it then - romance between couples is not harder, it is completely broken even on the most basic level. Joy!

I have a boyfriend/girlfriend with a bunch of kids (made in CAS with relationships) and they absolutely cannot woohoo. If I work up the interactions 'til they're both hot and bothered and select woohoo:
  • If they're in the bed, they pop outside the house, standing. WTF!
  • If they're standing already, flirting, make-out, etc. as soon as I choose woohoo, the asker pops a few feet away and the interaction bubble is broken (top left), like they weren't even talking.

Tried and tried, but these two are never going to get it on!
7  TS2: Burnination / Oops! You Broke It! / Game crashes while creating files for neighborhood first use on: 2009 November 11, 07:34:00
Some background:

I reloaded N001, N002, etc. from the various expansion directories a few months ago as I wanted to start over in those early neighborhoods. If I remember correctly, I backed up the neighborhoods and then copied and pasted over them with the neighborhoods from the C:\Program Files\EA GAMES\[expansion]\TSData\Res\NeighborhoodTemplate directories. I don't remember there being any problems with this process.

More recently, I had to reload my operating system and was sure that Sims 2 would be fried, but it loaded right up and I am able to play in Riverblossom Hills.

My problem now is that I want to play in one of the older neighborhoods and when they come up, they act like it's the first time I've been in and start "creating pets", "creating weather", etc. When it gets to "creating exotic destinations", the game crashes.

Is there any way to skip this "creating xxx" step? I guess I don't need the files that are being created in this step, but I don't really know.

**UPDATE: It is the new Belladonna Cove that came with AL that I can play, but none of the older ones that I "reloaded". Can anyone tell me how to reload the old neighborhoods so they will be playable again? I know many folks have moved on to TS3, but can I get a second of someone's time please?

Thanks!
8  TS2: Burnination / Oops! You Broke It! / Re: Owner Stuck on Lot: Might be the Food Stands? on: 2009 August 20, 19:16:00
I'm thinking it's not the stands either. More likely it has to do with Paladin's Customer Limit Adjuster1. I was using it in debug mode and kept deleting people as errors kept popping up.

So anyway, I stood in the street, and yelling, "Outlander!" at the top of my lungs, nuked off-world loiterers with the Debugger and that did the trick. Mister Whipple was able to return to his adoring family after days and days away.

Oh, and by the way...
...they were never meant to...
Just a bit disturbed that the Mod God said this. Even though we proved (and parrot already knew) that the stalls do work on business lots, I would have thought you would see such a game limitation as a challenge, but then I don't know you, J.M.

1http://208.109.175.73/Sims_2_Customer_Limit_Adjuster.htm
9  TS2: Burnination / Oops! You Broke It! / Re: Owner Stuck on Lot: Might be the Food Stands? on: 2009 August 20, 08:04:49
Tried that before I exited this last time and no change. I may reload from save and try to delete them before I try "go home" again. They were there before he bought the place, so I don't know if it will make any difference. Seems them just being there has done something. I'll keep you posted.
10  TS2: Burnination / Oops! You Broke It! / Re: Owner Stuck on Lot: Might be the Food Stands? on: 2009 August 20, 06:26:26
OK, funny story, well maybe just to me, but anyway...
1) move_objects on/deleted the chefs and they spawned back almost immediately.
2) moved the chefs to the sidewalk...and they calmly walked back into their stalls through the mall front doors. No gate in those stalls, but they just walked in a beeline back to their stoves.
Kind of freaky really in this big empty mall...somehow Overlook Hotel freaky. Anyway...
2) force error/deleted the chefs. They did not re-spawn.
...well not funny so much as interesting. Regardless, none of this did any good. The owner kept up his waving and whistling throughout. I reset him and tried again to leave after each try, but no dice.

So, I guess I'll exit without saving and see if I can download the Debugger. Should I turn disable my "allmenus" cheat before using the Debugger? Seems like it might cause problems. http://www.jd-movies.com/allmenus.php
11  TS2: Burnination / Oops! You Broke It! / Re: Owner Stuck on Lot: Might be the Food Stands? on: 2009 August 19, 01:18:28
Then I shall attempt to smite them with my magic blue arrow of smitefulness. Thanks!
12  TS2: Burnination / Oops! You Broke It! / Re: Owner Stuck on Lot: Might be the Food Stands? on: 2009 August 19, 00:47:43
Any ideas on how I can keep the stands and still run the lot as a business? They are so much more convenient than running a restaurant. If I delete the chefs (not even sure I can, but I'm assuming) will they spawn back?

Or, better yet, is there a hack that allows an owner to leave with folks still on the lot?
13  TS2: Burnination / Oops! You Broke It! / Owner Stuck on Lot: Might be the Food Stands? on: 2009 August 18, 20:39:43
I have all expansions and I built a huge mall with a "food court" using the four BV food stands. All was well until I told the business owner to go home. He drove a custom car (one of Fresh Prince's) to the lot. The owner is behaving as if there are still people on the lot (waving, shouting) and won't get in the car. The only folks on the lot as far as I can tell are the "local chef" NPCs in the food stands. Would they cause this "someone is still here so I can't go home" behavior?
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