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51  TS2: Burnination / Oops! You Broke It! / Re: Can't Delete Some CC Types in CAS on: 2008 June 07, 18:33:38
I can honestly say that when I discovered that those objects could not be deleted in CAS, I call EA Games Corp office. I was told that it was intentionally deleted by developers of Bon Voyage and unlikely to ever be reinstated. The bbs has some item posted that is suppose to enabled those cc to be deleted, but it is by thumbnail viewing.
52  TS2: Burnination / Oops! You Broke It! / Re: Servo has human face in game controller and family screen on: 2008 June 07, 01:00:31
If you want to try anyway, you can click Fix...Regenerate Portraiture on the lot debugger, and/or Fix...Fix Flashing Blue...[your servo's name].  For simplicity, do so with the servo selected.  Wink

Thank you for the suggestion! I will give it a try. Of course this time, if I cause the Servo to have a face change, I will be prepared to quit without saving.

I've RTFM. When I had seen under "fix": "tans and burns", rather than "tan and burn", the plural led me to believe that it was a multipurpose selection applying to lot occupants rather than an individual. My bad. In future, I will enter lot, test reaction to a lot debugger options, and quit and not save immediately if out come is questionable. Again, my bad.

Thank you again, it is very much appreciated!

Update: I tried the Regenerate Portraiture and it only gave new positions for the one-eyed human faced Servo. Was worth the try.
Smiley
53  TS2: Burnination / Oops! You Broke It! / Re: Servo has human face in game controller and family screen on: 2008 June 06, 08:20:29
You fixed sunburns & tans with the servo selected, but you wanted to fix sunburns & tans on some other sim?  Do I understand you correctly?  I'm pretty sure that would fall into the category of unAwesome use, but I'm more surprised that the lot debugger would allow misfiring in that way!  Cheesy

For starters, did you try to regenerate portraiture (with the servo selected FTW)?  Wink  How 'bout fix flashing blue?

Yes, that is what I did, you understand correctly. I knew I screwed up as soon as it happened! Nope, I didn't try to regenerate portraiture, or fixi flashing blue. Just rain puddles and sunburn and tans. Only two that I used.

I think you did a very bad thing. Did it not inspire you to quit without saving? I didn't anticipate that someone would do something that dumb, so I'll probably idiotproof the next release to prevent this.

I really expected that!! lol!! Quiting without saving seemed like an option, but since I hadn't saved in awhile, and the Servo itself was not affected I did eventually quit and save. Had the Servo itself had the face, I would have not saved, as that face on Servo would be difficult to play.

I rather feel somewhat priviledged that "The Great One" would find a reason to "idiotproof" it due to my dumb action. That is an honor! Getting all glowy here.

Now this Servo was spawned into the game, if that makes any difference.
54  TS2: Burnination / Oops! You Broke It! / Servo has human face in game controller and family screen on: 2008 June 05, 19:31:05
Hi,
I installed my unbought Free Time, got update mods/hacks, and latest lot debugger.

I have been playing it with no problems. Yesterday, I used the lot debugger to get rid of rain puddles using the servo. Also wanting to get rid of a sim's sunburn, while using servo, I did the fix sunburns and tans.

After a long pause, the pics of servo in the controller changed to human face with the one big eye. The loading family screen also has servo a one-eyed human. The actual servo is fine with no changes.

It really isn't a big deal, just a bit annoying to have that one-eyed human picture of servo looking back at me from the game controller. Any possible remedies, besides killing servo?

Thank you for any ideas or help.
55  TS2: Burnination / Peasantry / Re: CS WaterFall on: 2008 June 03, 02:49:09
Thank you so much, Kazzandra! At first when I began reading your post I thought you were joking! I mean typing "bitte hier..." just struck me funny. sorry my dirty mind. lol.

I tried accessing that page several times and I had no idea what to do, so you're help is much appreciated. Pretty complex steps for something usually simple. Thank you for taking the time to explain this to me.

6/11/08: Came back to check if made for the commercial lots, pleasantly surprised to find it. This waterfall is one of my favorite items in Castaways. Now I can use it in both of my games and in both types of lots. Thank you for sharing this arogers!
56  TS2: Burnination / Peasantry / Re: CS WaterFall on: 2008 June 02, 17:40:15
Hi arogers, been hoping someone would make this available. I would love to download. Unfortunately, I have not been able to click on anything on the linked page to begin download. What do I need to do to start it? Thanks!
57  TS2: Burnination / The Podium / Re: What's on YOUR Wish List? on: 2008 June 02, 16:23:47
1)That Securom would no longer be used as a copyright protection. 2)The predicted use of the internet, future EA games, for regular validation sessions to continue gameplay, will never happen. 3)Game would load faster regardless of cc amount. 4)EA would replace the CEO.
58  TS2: Burnination / Oops! You Broke It! / Re: Wants to see the ghost of penguin?! on: 2008 April 24, 05:39:05
Maybe all this happens because my Sims are 24 hrs Sims, I never let them sleep. I just keep using "maxmotives" to refresh their needs, wanting to excelerate gameplay. Gosh, just realized, I've really abused this game.
Pssh. Cheater. You don't need maxmotives to make them never sleep, and it doesn't really accelerate gameplay to do so.

Thank you for pointing out my spelling error...lol. Going feeble minded here. You are right, the game does speed by when sims sleep so the amount of my time is not affected by keeping sims from sleeping. I lack the patience with the "been there, done that" type of things in the game. Too many Neighborhoods, Sim familes, and years playing the game caused me to get bored with repetition. I would guess this is the psychology behind churning out new ep's and keeping people interested in the game by providing new challenges. (goes to get dictionary)
59  TS2: Burnination / Oops! You Broke It! / Re: My sim has vanished without a trace. on: 2008 April 22, 21:46:37
Just curious, when the error messages came up, did you hit delete? I had a sim go into an error, reset, cancel, nothing worked, same error kept returning. I had to hit delete. This cause my sim to be gone from the game.

i hadn't saved in a while, but I did have a more recent backup. I replaced his charector file with the backup file. Anyway, had problems as it really screwed up memories as a sibling had been born before the delete but after the backup. The games was still playable, just memories in that family were messed up.

FYI, deleting an active sim from a lot doesn't actually delete the sim from the game.  If you save the lot and exit to the neighborhood, and then go back into the lot, you'll find the deleted sim standing by the mailbox. This is how you do an 'ultimate reset' on a somewhat borked sim when all other tools fail.

That's why the sim's memories were borked when you restored a backup of just that sim -- you overwrote the proper version of the sim that would have just returned if you saved and reloaded.  As it is, you've probably sent that hood spiraling towards a BVBVFS, as messed-up memories tend to propagate over time, eventually corrupting the memories of other sims unrelated to the family.  I suggest you put the lot debugger on that family's lot, and use all of its tools to clean out trash and corrupt memories -- that may save your hood, or at the least, buy you time before it implodes.


That's why I no longer play that neighborhood and started Crescent Island. This was sometime ago. All I remember is that he was gone and nowhere to be seen after saving and going back ingame. He was the most gorgeous toddler ever born in my game, I didn't want to lose him. I think he arrived at the mailbox with the old charector file installed as a toddler but acting like an infant. It was a mess, I used the age Sims cheat to grow him back to a toddler. When the next baby was born, the memory wasn't right between them. I just tip toed out and cloned him in SimPe and started a new hood and haven't played the hood since.. I knew that I made a mess and wanted to stop before it got worse.

So if an error is on the sim person, it wasn't on an item or action just the sim itself, the deleted sim will return?

I know that when an error has occured on a item, and I am forced to use delete, the item is gone and doesn't return to the lot. Is something different happening if it is a sim rather than an item?

Good to know that there is a chance to fix it with the lot debugger, I will definately try it as I really do miss those families. Thank you for the suggestion.
60  TS2: Burnination / Oops! You Broke It! / Re: My sim has vanished without a trace. on: 2008 April 22, 16:41:31

Two errors came up when I loaded that dorm, but I can't remember the wording.

Just curious, when the error messages came up, did you hit delete? I had a sim go into an error, reset, cancel, nothing worked, same error kept returning. I had to hit delete. This cause my sim to be gone from the game.

i hadn't saved in a while, but I did have a more recent backup. I replaced his charector file with the backup file. Anyway, had problems as it really screwed up memories as a sibling had been born before the delete but after the backup. The games was still playable, just memories in that family were messed up.
61  TS2: Burnination / Oops! You Broke It! / Re: Wants to see the ghost of penguin?! on: 2008 April 19, 01:39:13
The game spawns 3 LotPs (werewolves) if you don't use a clean template, if i remember rightly, so that's normal.

Yes, true, but I thought only 1 was active and the other 2 spares, I have 2 that alternate in gameplay. This is first Neighborhood that this has happened in.

...and I have 2 different werewolves, glowing eyes, show up nightly on lots. There shouldn't be 2 werewolves in one neighborhood, but Lucky and Rascal are both werewolves that constantly nag at the backyard locked gate.

There's a mod by Squinge called "summonwolf" that does this. When I had it installed the pace leaders used to show up every other night or so, one earlier than the other by about an hour, but they'd both be there at the same time. It was kinda funny 'cause they didn't really like each other, either. I had never had a werewolf before when I installed that, but now I have and I'm over it. I didn't even realize I wasn't being harassed by Stinky and Sweets nightly until I read you post and thought "Hmm, that sounds familiar". Maybe you should check to see if you have a hack like this?

That's the funny thing, I could understand it if there was a mod/hack in use, but there isn't and it is only happening on one Neighborhood.  Doesn't happen on the 4 others that I have. Just at Crescent Island.

What's unusual is that two werewolves are showing up regularly. A second werewolf is sometimes called to a lot, but it's uncommon. Normally, it shouldn't happen nightly. On the other hand, maybe the dogs just like your Sims.

As for the abductions, maybe an abduction hack crept into your game? Or maybe it's just sadorandom.


Well, if they like my Sims, I wish those dogs would stop it. I have my houses pretty much locked up with gates to back yard, so visitors of any kind can't just walk in. The werewolves dogs and other strays (thank you JM for the stop respawning strays) just come to the gate and want to get in. While the werewolf barks, it has the thought balloon of the gate with a red "x" over it. Maybe it has something to do with my getting fed up with them and deleting them with the moveobjects, and some they need to return regularly. I don't have an abduction hack, but I do know that the large telescope does increase alien abduction ability. It has never happened with the smaller, cheaper telescope, so I use that. Seemed to be more alien abductions on the beach lots than regular lots. I just noticed that with Crescent Island, the game runs differently...or maybe just some random stuff.

I can understand the penguin freguent visits as the fishing pond is near the veggie garden which is right by the fence and gate. The little bugger just keeps coming by, stopping, leaving pee, and keeps going.

Maybe all this happens because my Sims are 24 hrs Sims, I never let them sleep. I just keep using "maxmotives" to refresh their needs, wanting to excelerate gameplay. Gosh, just realized, I've really abused this game.
62  TS2: Burnination / Oops! You Broke It! / Re: Wants to see the ghost of penguin?! on: 2008 April 15, 17:25:18
It does seem everyone has different experiences with the game. I have the penguin showing up regularly on lots no matter what the season. Sims seem to have frequent alien abductions when using the higher price telescope, (so many that I no longer use that telescope), and I have 2 different werewolves, glowing eyes, show up nightly on lots. There shouldn't be 2 werewolves in one neighborhood, but Lucky and Rascal are both werewolves that constantly nag at the backyard locked gate. This has been happening since playing one particular neighborhood.

Originally, these were amusing. Now, tired of cleaning up penguin puddles, tired of werewolves nagging, and tired of aborting alien pregnancies using, yes, the "Kitten Killer".

....silently closing my eyes and groaning ....
63  TS2: Burnination / The Podium / Re: What are the differences between zombies and normal sims? on: 2008 March 30, 16:51:42
The only times that my sims have gotten abducted, was when using the more expensive telescope, and each one was on ground level when it happened, doing just regular stargazing.
64  TS2: Burnination / The Podium / Re: Incoming tide not reaching BV beach lot -- Solved! on: 2008 March 25, 05:26:39
Happy to say my beach lots are all back to normal! It appears that in moving the lots, the wave effect holders were moved, not only moved but also reversed. Instead of appearing at the beginning of the slope into the water, the big dip, and facing outward, the water effect holders were somehow moved to the second tile from the very end of the water lot and facing towards the beach.

When I moved the water effect holders to the place of where the water drops, with the big dip one tile away and placed the arrows facing outwards away from the beach, it worked!

I noticed the mention of the castaway objects being used and corefuncs files. I too have the objects and the corefuncs installed. Before ever installing corefuncs and castaway objects, I had a problem after moving a beach lot around, it included sims not swimming too. This why I am more inclined to blame my moving the lots around and causing the water effect holders to be improperly placed.

I just wanted to add how grateful I am that this site exists. The ability to post a problem and to get answers, guidance, and input from people who actually are so knowledgable is unlike other sims sites. Oh heck, I am beginning to sound all emotionally mushy. So I will just say thanks for being here.
65  TS2: Burnination / Oops! You Broke It! / Re: Permanent Suntan or Sunburn ? on: 2008 March 24, 22:46:20
There is a tanning bed in Booty. I never used it and don't know anyone who has. I guess, from its name, it does a sort of tanning.
66  TS2: Burnination / The Podium / Re: Incoming tide not reaching BV beach lot on: 2008 March 24, 22:20:59
I always put my waves pointing the same way.  By careful adjustment of the land level and seabed level I tend to find the waves just break nicely onto the sand.  There should be exactly 16 clicks height difference between the sea bed and the beach.

Hi Inge, I have some good news and bad news. I did get my tide to come in over the beach, the bad news is that the tide continues going to under the grassy area. lol! I didn't realize it, but the boxes with arrows along the beach are actually beach portals and is used by the sim to get into the water. They don't appear easily, as they lay under the sand at the point of sand touching water. The wave effects boxes are 4 boxes that sit in the water. If the line up of the beach portals is out of sync, the sim won't go in. It is easy to accidently move one of the portals if one is using move objects cheat and doesn't click the undo icon to put it back. I found these beach portals by clicking on the sand edge, the top half popped up, while the bottom lay beneath sand level. For experiment sake I moved the beach portals around, just one out of place makes the sim not want to go into the water. On one lot these portals were just there on top, on the new lot I used, they weren't.

As far as the tide wave affect boxes, I moved them about, and for some reason the tide has become a "tsunami". I have 8 tiles of beach area, but the tides/waves were going inland at a 12 to 13 tiles, with 4 tiles between the two waves appearing on land.

I tried clicking, using raise level tool to uplift beach end and it wouldn't work. Not knowing what is the normal appearance is a handicap. I may just make another neighborhood to see what it really should look like and compare it with the messed up one. It's been an education. I now know that one needs those beach portals at every space for them to swim. I wonder if anyone has stolen the beach portals from a lot and arranged them along an inland water area on another lot to see if the sims would swim inland. I may try that on the new neighborhood to see if it works. Unless, Inge, one you have already tried this and found it not to work. Can the beach portal boxes be purchased anywhere as are the wave effect boxes? I was able to put the beach portals into my sims inventory, given this, I imagine the sim could carry it to another lot.

EA Games should include a warning: "Beach lots are to be handled with more care than an inland lot." or something like that. I never suspected the complexity of beach lot use.

Inge, you really have been wonderful with all the help you've given me, answering all my questions and all. Thank you so very much for the time and energy given to the guidance of one who does her share of stumbling around SimWorld and saying "What the $&^*&(*(*$##"! is this happening for!" Thank you, you've really have been terrific and I do appreciate it.


67  TS2: Burnination / The Podium / Re: Incoming tide not reaching BV beach lot on: 2008 March 23, 21:19:40
You could move the wave effect holders towards the land by a tile each.  If that still doesn't help, then try lowering the sand by a click or two.

As for the waves not animating after having revealed the things and hidden them again, I would *hope* that would be fixed by exiting and reentering the lot.  If not, something's gone wrong lol.  Cheesy

Hi Inge, Nice of you to get back to me on this, thank you. I did move 3 of the wave effect holders one tile towards land, many of the others were going red when I tried to move them. For experiment sake, I went with the ones I moved to see if any difference in the movement. Nothing changed.  When the waves were not animating after clicking hidden, I was concerned with making things worse on an already messed up lot. I exited without saving, a bit too intimidated to do otherwise.

Which is normal for a beach lot, the 2 sets of water effect holders which oppose each other, or having only one set that appears at the bottom of the water going inward to beach? I've got 2 lots each with 2 different arrangements of these effect holders. If one of them is not set correctly, I guess the lot shouldn't be used.

I had no idea that beach lots were so touchy and needed to be handled so differently than regular land lots. So I should just point to the sand edge and give it a couple of clicks to bring it up. That would be wonderful should that "turn the tide" for me. lol. Okay, so its a rather weak attempt at a pun.

Thank you for responding to my problem. Inge, you have been a great help! (leaving internet to click on sand).
68  TS2: Burnination / The Podium / Re: Incoming tide not reaching BV beach lot on: 2008 March 23, 16:57:39
Hi Inge, No I haven't been using the sculpting cheat. I don't have it in my game. I tried your Portal Finder. I had 2 different results. On the currently used lots, I find a series of portals along beach end facing outward to waters, and 4 portals in water facing inward towards land. When I place a new lot on the neighborhood and checked for portals, I did not have any portals on beach end pointing outward, I did have the 4 portals in water facing land. I made a new sim family and started a new lot, even though this one wasn't moved from an original spot, it too is not getting a proper moving tide. I need mention that I had previously moved lots on that edge at one time also.

After using the portal finder I picked the "hide" option and all tide was gone from lot, it was just "still water".  I was wondering if by trying to make as much room for lots on beach end, I did change the terrain as some lots were placed on edges that displayed, in part, water in neighborhood view. None of my beach lots on land or in bin will work with an incoming tide. I really messed something up here and it seems to correlate with moving those lots around.

I tried to take a side view to observe the movement of the tide coming in. The furthest reaching tide stops short by about one inch from sand. I did not see any movement going beneath sand edge. I may or may not be correct in saying that it does appear that the sand lot has "shortened".  That the lot is more inward than it should be. A reason for suspecting this is because I had an item placement on beach end, a place where the tide would reach and cover. I found it to be "underwater" when I entered that lot.

If the entire Cresent Island is "borked", and not repairable, I wondered if I could just package my sims and install a new Cresent Island, placing the packaged sims there. One thing concerns me about doing that, is that I have killed off most of the 'townies'. On a new neighborhood, these townies would be running around while my sims would have memories of their deaths, and could make more game problems.

Inge, I really appreciate your response to this problem. Thank you. If you have any ideas of what I need to do, I could really use the help.
69  TS2: Burnination / The Podium / Re: Incoming tide not reaching BV beach lot on: 2008 March 22, 04:38:12
Thank you for the very good suggestion and link. I will try this out tonight. Thank you!
70  TS2: Burnination / The Podium / Incoming tide not reaching BV beach lot on: 2008 March 22, 03:05:47
 Last week, I moved my beach lots around in an attempt to make more space for additional beach lots. This didn't seem to affect the lots and they played normally for several days. Yesterday, all the lots had the same problem of the tide not covering the beach edge. The tide rolls in, but it stops short of moving over the sand. The beach lots function in all other respects. The sims can swim as before without any problems, so it really doesn't disturb gameplay, yet I do miss the charm of the tide "rushing in" over the sand. These lots are on a residential neighborhood. Moving each family out and placing them into new beach lots would be a large undertaking. I am hoping for an easier solution. This is no major problem, but it does defeat the reason for my playing this neighborhood to begin with.

I suspect that my moving these established lots around is to blame for this happening. Am I correct in suspecting this as the cause? Is there any fix for this, or am I stuck with the lots as they now are? Thank you for any assistance given.
71  TS2: Burnination / The Podium / Re: EA/Maxis has found the Nvidia problem! on: 2008 March 16, 21:02:35
You can't blame SecuRom for the memory leak because it's been part of TS2 since the beginning- long before they went to SecuRom. Srsly, people blame SecuRom for everything, and it's ridiculous and takes away from the things that it ACTUALLY does.


I am aware it has been a problem since the beginning, but when EA Games blames memory leaks as a problem and Norton as a source of these leaks, I question whether or not the situation is made any better by having a game protection such as Securom, which has been accused of causing memory leaks itself. I don't see how this observation "takes away from things".
72  TS2: Burnination / The Podium / Re: EA/Maxis has found the Nvidia problem! on: 2008 March 16, 15:55:01
Mentioning of "memory leaks, When securom began causing significant problems related to BV, I started reading various sites that were about different games and their problems with Securom. Repeatedly, was the mention that Securom caused "memory leaks". This was also posted numerous times on the EA Games site as one of the complaints about the use of Securom in Sims2 games. Of course EA denies this as they do no wrong.
73  TS2: Burnination / The Podium / Re: Wish: Fix some useless features.. and something about FFSdebugger on: 2008 March 14, 21:52:29
Not everyone is as Awesome as many of the people are here. When I have encountered people with problems and they couldn't find answers elsewhere, I've suggested coming to this site to get answers. They have refused. Too many rather put up with the problem than post here for needed help. They don't want to become "targets".
This is a darn good site, with problems that aren't addressed elsewhere. Information that isn't available elsewhere. I have learned a lot by reading the information here which has been a valuable help to me. Since this is the best site around, I feel badly that there are others who intentionally stay away.
74  TS2: Burnination / The Podium / Re: EA/Maxis has found the Nvidia problem! on: 2008 March 14, 21:01:32
I have Norton, ATI Radeon x1300 video card. I have never turned Norton off during gameplay. I don't get crashes.  If Norton were the problem, wouldn't everyone's game crash with Norton installed and working regardless of video card?

edit: The Norton is 2007, pc has 2gbs, I have all eps except Free Time, no stuff packs.
75  TS2: Burnination / The Podium / Re: Big Foot Hair and Beard taking my cc over on: 2008 March 04, 00:27:59
Thank you for the above posted information. It does shed more light on the problem. The thing that made me most confused is that this Big Foot hair is a "hidden" item. I've not had any other "hidden" item just appear in CAS and I didn't think the game allowed it. I would normally see the male short hair in CAS. When this typically "hidden" hair showed up too, i began to question the reason for it. Considering  the way it multiplied so rapidly after ep was installed, I wondered if it was a type of virus.  Virus scans were neg on that. Thank you for the help and posting your own experiences with this hair. It has been very helpful as now I know I am not the only one to have the Big Foot Hair experience.
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