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27
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TS2: Burnination / Oops! You Broke It! / Re: Did I break the AL wall hanging feature?
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on: 2009 March 29, 17:33:31
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That's actually a very good idea seelindarum, I hope someone awesome show us mercy and make it.
This issue is yet another example of Eaxis not testing things enough, or not caring or whatever the reason. It it isn't as obvious in normal lighting, but when you use a lighting more like the radiance mod, it gets horribly obvious - especially for objects that are normally very high up on the wall that you really want to move down. I tested putting extra lights in the foundation right under the lowered shelf - the lighting lit up the under side of the shelf but not above it - which of course technically I did. There are currently no workaround for this issue, other than the clever idea seelindarum mentioned. I hope someone creates the changed shelf.
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32
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TS2: Burnination / Peasantry / Re: Tutorial: Creating Custom Servos
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on: 2008 November 21, 01:58:58
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If I clone from an existing sim, is it possible to change skintone of the servo, in case I want a more servo-like skintone, or do the sim I clone from have to have the skintone I want on my servo?
You can change the skintone in SimPE under DNA, but not to a servo skin unless it is a normal skin with servo coloring. Otherwise, you just make the sim with the skintone you want before cloning.
Doesn't this only work for S1-4? If you're talking about a custom skintone, you can just perform a second simsurgery using someone with said custom skintone as the archetype and check the "skintone only" option. Ah, thanks for the heads up. Yes, I meant a custom skintone, a more robotic one. Guess that means I have to make a specific sim in CAS after all, which I was trying to avoid.
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33
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TS2: Burnination / The Podium / Re: Look out!!! M&G runs from its own disk, not latest EP.
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on: 2008 November 21, 01:27:17
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I don't know about the Sims2 Store stuff, since I don't have any, but portraits still regenerate, and yes, you have to run from the M&G disk. I don't have the patch thingy to try to stop portraits from regenerating, since that wasn't an issue for me.
Well, then my having M&G purely rests in the hand of someone more awesome than me showing mercy and hacking that .exe.
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34
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TS2: Burnination / The Podium / Re: Look out!!! M&G runs from its own disk, not latest EP.
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on: 2008 November 21, 01:10:21
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Can someone report what happens to the portrait regeneration with M&G - I don't want my game to start crashing again - and if it's absolutely certain the game has to run from the M&G .exe.
Also, I've seen people complaining on the sims2community forum that it uninstalls sims2 store items, can anyone verify it that is true or not?
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35
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TS2: Burnination / The Podium / Re: Look out!!! M&G runs from its own disk, not latest EP.
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on: 2008 November 19, 22:19:19
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I do want to arrquire this, but I am worrying about having to run the game from the M&G disc - I have the hacked AL .exe to get rid of the portrait regeneration, and I have no clue if that would be transferable to a M&G .exe.
It is possible they fixed that in this pack, hence using that disk. If they have, I solemnly swear I will eat my pirate hat.
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38
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TS2: Burnination / Peasantry / Re: Steampunkish Servos
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on: 2008 November 16, 22:19:58
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It creeps me out to have an exact copy of one of my playables hanging around for all eternity. I find that depends on the story you make around the servos. In sci-fi stories you read about the mildly crazy genius that creates male robots in his own image and the female robots in the image of the love of his life. Creepy? Definitely. But it still works, story wise.
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40
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TS2: Burnination / Peasantry / Re: Steampunkish Servos
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on: 2008 November 15, 15:23:34
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Use Sim Surgery in SimPE and clone from any existing LIVING elder. Once you have cloned one servo, you can clone them from each other. I will make up a tutorial today.
That would be great, SimPE makes me nervous.
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41
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TS2: Burnination / Peasantry / Re: Steampunkish Servos
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on: 2008 November 15, 15:11:55
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All you have to do to keep servos looking human is to clone them after an elder in SimPE. I have never had problems with them. They even keep their human appearance through game resetting and patching.
And how do you do that, exactly?
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44
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TS2: Burnination / The Podium / Re: Witches lost hats, changed hair colour
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on: 2008 October 30, 14:50:39
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Okay the plot thickens. My witches now have hats. Can't say if it was because I removed Squinge's WitchNoChangeOutfit hack, but last night was the first time I saw the witches since i removed it, and they have now hats (photos taken on a community lot in my uni hood): However I still have problem with the green scalp: This is just as weird as it gets.
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49
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TS2: Burnination / The Podium / Re: Witches lost hats, changed hair colour
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on: 2008 October 26, 14:22:18
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I have not applied the patch at all, as I've said several times already, so it's likely not patch related - unless I have an issue that is completely unrelated but exactly the same. I think I have an unreleased shiny version of anti-witch-outfit-forcing, but Fat Gwilly People haven't asked.
Does Non-fat Gwilly People count, because I have removed Squinge's version, since I don't trust it.
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50
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TS2: Burnination / The Podium / Re: Witches lost hats, changed hair colour
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on: 2008 October 25, 23:11:22
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This is a long shot, but do you guys having trouble by any chance have Squinge's hack that makes witches not change outfit when they change alignment? Could it possible screw with the witches when they generate?
If I knew how to delete npc's to let the game generate a witch again, I'd test it out myself...
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