More Awesome Than You!

Darcyland => Lord Darcy Investigates => Topic started by: Lord Darcy on 2008 July 22, 15:32:36



Title: Pet Interactions Enabler for Forgotten Objects (Updated 2008/09/06) up to AL
Post by: Lord Darcy on 2008 July 22, 15:32:36
(http://i239.photobucket.com/albums/ff243/creamgray/The%20Sims%202/LD_PetEnabledObjectsFix.jpg)


EAxis failed to fully enable pet interactions for some objects from various EPs/SPs. Some objects are completely disabled for pets, others only partially enabled.
For example, pets can't sleep on GLS Luxury bed or Seasons Racecar bed in pre-AL games. They can't chew/scratch Celebration dining chairs, either.
This mod will enable all pet interactions for those forgotten Maxis objects up to Apartment Life.

The previous version was split up into tiny packets by each EP/SP.
As of v1.1, they're combined into a single file for less clutter. If you were using previous version of this fix, remove these 5 files from your Downloads folder.

 LdDarcy_PetEnabledObjectsFix_EP3_OFB.package
 LdDarcy_PetEnabledObjectsFix_EP4_Pets.package
 LdDarcy_PetEnabledObjectsFix_EP5_SNS.package
 LdDarcy_PetEnabledObjectsFix_EP6_BV.package
 LdDarcy_PetEnabledObjectsFix_SP4_CS.package

This mod now supports GLS objects as well. You don't have to get jfade's GLS objects fix (http://www.djssims.com/index.php?category=1&subcat=31).


Update History:

2008-03-15: Updated to v1.1. 2 FreeTime dining chairs, 4 Glamour Life Stuff objects were added.

EAxis, in their infinite wisdom, finally got around to enable pet interactions for GLS dining chair (Banquet Chair by Well Bred and Co.) in FreeTime, at the cost of disabling human interaction. Words fail me. *Headdesk*
This mod will fix this abysmal stupidity as well.

(http://i239.photobucket.com/albums/ff243/creamgray/The%20Sims%202/LD_PetEnabledObjectsFix_GLSChair.jpg)


2008-06-27: Updated to v1.1a. (Up to IKEA Home Stuff Pack)

Even though chew/scratch function appeared in pie menu, small dogs and cats couldn't actually chew/scratch some objects. (Large dogs are not affected.) They just whine as if something is blocking their route. As of v1.1a, almost all seating objects are actually chewable/scratchable for small dogs and cats.

The one bedside of Art Nouveau Double Bed was missing "clean" tree in OBJf used by maids. Sometimes maids may forget to make bed. Also fixed in v1.1a.

2008-07-22: Updated to v1.1b. Teens and Elders can clean up used catnip.
2008-09-06: Updated to v1.1c. (Up to Apartment Life) 3 AL dining chairs and 4 recliners were added. (http://www.moreawesomethanyou.com/smf/Themes/babylon/images/english/new.gif)


List of objects fixed by this mod: See RTFM inside.
If you use InTeen, make sure that InTeenimater_B.package is loaded after this mod. (More information in this post (http://www.moreawesomethanyou.com/smf/index.php/topic,12523.msg389971.html#msg389971).)


Installation:

 Place in your My Documents\EA Games\The Sims 2\Downloads folder.
 (Or in a subfolder of Downloads folder.)


Changelog:

 v1.0: Initial release.
 v1.1: 2 FT dining chairs, 4 GLS objects were added. Combined into a single file for less clutter. (2008/03/15)
 v1.1a: A whole bunch of objects (including 2 IKEA single beds) were added to enable chew/scratch interaction for small dogs and cats. Missing "clean" tree in OBJf of Art Nouveau Double Bed was fixed. (2008/06/27)
 v1.1b: Teens and Elders can clean up used catnip. (2008/07/22)
 v1.1c: 3 AL dining chairs and 4 recliners were added. (2008/09/06)


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Liz on 2008 July 23, 19:20:34
EAxis, in their infinite wisdom, finally got around to enable pet interactions for GLS dining chair (Banquet Chair by Well Bred and Co.) in FreeTime, at the cost of disabling human interaction. Words fail me. *Headdesk*
This mod will fix this abysmal stupidity as well.

Gah, *thank* you for this! I was wondering what sort of ass coding had scrunged up my GLS dining rooms. Is there actually any logic to why they consistently neglect to "enable" their new objects (for Pets interactions, FT options, or whatever), or are they simply that fricking slack? Honest question, really.


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Ambular on 2008 July 23, 21:05:12
EAxis, in their infinite wisdom, finally got around to enable pet interactions for GLS dining chair (Banquet Chair by Well Bred and Co.) in FreeTime, at the cost of disabling human interaction. Words fail me. *Headdesk*
This mod will fix this abysmal stupidity as well.

Gah, *thank* you for this! I was wondering what sort of ass coding had scrunged up my GLS dining rooms. Is there actually any logic to why they consistently neglect to "enable" their new objects (for Pets interactions, FT options, or whatever), or are they simply that fricking slack? Honest question, really.

General concensus seems to be that when they create a new EP, they don't necessarily use its code as the basis for the next EP, but continue building on an earlier one for whatever idjit reason.  (Well, maybe not entirely idjit.  Some EP's are more stable and lacking in bugs than others.  But that's their own fault for writing crap code.)  So the new EP--and, if it isn't caught and patched in that EP, any others that are later built on it--may be missing code that it would have had if they had built them one off the next like they really should have.


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Liz on 2008 July 24, 08:01:03
General concensus seems to be that when they create a new EP, they don't necessarily use its code as the basis for the next EP, but continue building on an earlier one for whatever idjit reason.

I guess I knew they were "building on" Seasons now, instead of Pets, but I suppose my confusion comes from what may be an erroneous assumption: that building the new "action/features/whoosits" code of the game's Expansion would be separate from creating new objects. Maybe not if they're creating a new pottery wheel to go with FT, but... I suppose I'm making the question more complicated for myself because I'm hoping the answer isn't simply that they're just that careless and lazy.

Regardless of which engine they're using to code the gameplay, shouldn't a sofa be a sofa? Can't a shower say, "Does this game have FT? If so, allow Tinker. If not, disregard."?


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Lord Darcy on 2008 July 24, 10:46:33
I guess I knew they were "building on" Seasons now, instead of Pets,
As of Teen pack, SPs seem to be built on Pets engine. If they were built on Seasons engine, K&B fridges will not miss Leftover and Stock.

I'm hoping the answer isn't simply that they're just that careless and lazy.
I'm beginning to suspect that their official development tool is in fact inferior to SimPE in some ways. Because every single time EAxis attempted to update SP objects to the latest EP, they always fucked up something.

Let's see...

GLS: Borked pie menu of GLS dining chair for human.
TSS: Missing Tinker option for Teen TV.
K&B: Borked pie menu string of K&B dishwasher for all non-English languages.

Probably IKEA TV will miss Tinker in AL as well, if history repeats itself.

My guess is that these idiots are adding new EP functions to the pie menu manually every single dang time, instead of recycling already updated resources as I do with SimPE. That's a very time-consuming, mistake-prone process, you can easily forget to enable certain functions to certain age groups, to disable/enable autonomy, and so on. Not to mention being completely unnecessary, when you can extract/replace resources from the already updated objects in about 5 minutes, like I did.

Regardless of which engine they're using to code the gameplay, shouldn't a sofa be a sofa? Can't a shower say, "Does this game have FT? If so, allow Tinker. If not, disregard."?
If they had that much sense, none of this stupidity would have made it into the final product. *sigh*


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Liz on 2008 July 24, 18:39:36
Regardless of which engine they're using to code the gameplay, shouldn't a sofa be a sofa? Can't a shower say, "Does this game have FT? If so, allow Tinker. If not, disregard."?
If they had that much sense, none of this stupidity would have made it into the final product. *sigh*
/me roffles.
 Yeah, fair enough. And thanks for the explanation, milord - as if there can actually *be* an explanation for this kind of wholesale negligence.  ::)


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Ambular on 2008 July 24, 23:17:24
I'm hoping the answer isn't simply that they're just that careless and lazy.
I'm beginning to suspect that their official development tool is in fact inferior to SimPE in some ways.

Pescado has been saying that for quite some time (and that's saying something coming from Pes, who holds SimPE in disdain.)

It's also worth noting that one of the other modgods--Inge Jones, I think it was--found some code artifacts in EAxis files which led her to believe they use SimPE themselves!

Quote from: Lord Darcy
Regardless of which engine they're using to code the gameplay, shouldn't a sofa be a sofa? Can't a shower say, "Does this game have FT? If so, allow Tinker. If not, disregard."?
If they had that much sense, none of this stupidity would have made it into the final product. *sigh*

Don't certain objects call semiglobal or global code for some functions, rather than having it built into the object independently?  So the exact same object may behave differently in different EP's because it's calling a different set of instructions...


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Lord Darcy on 2008 July 25, 11:20:39
Don't certain objects call semiglobal or global code for some functions, rather than having it built into the object independently?  So the exact same object may behave differently in different EP's because it's calling a different set of instructions...

Most objects were only updated by later EPs to call semiglobal, e.g. mirrors, bookcases, computers and stereos.

Some objects were built in that way from the start, like wardrobes or doors. In TS1, we had to reclone custom wardrobes every time a new EP updated wardrobe functions. The original Maxis team who built the core engine of TS2 obviously took that into account. Pity they did not build all objects in that way from the base game on, especially fridges.


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Alex on 2008 August 09, 13:22:38
It's also worth noting that one of the other modgods--Inge Jones, I think it was--found some code artifacts in EAxis files which led her to believe they use SimPE themselves!
Yes I've been wondering that myself for some time. There was something in which they designed some of the later pre-made sims...

I know they have something very similar, so they probably realised SimPE is better and started using that. That would explain why everything they touch breaks (With their EAPE). They're waiting for the new version of SimPE!


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: J. M. Pescado on 2008 August 20, 06:03:05
Regardless of which engine they're using to code the gameplay, shouldn't a sofa be a sofa? Can't a shower say, "Does this game have FT? If so, allow Tinker. If not, disregard."?
The catch: At the time the item is made, FT does not exist. The fact that EAxis stupidly uses local pie menus for objects that are a category exacerbates the problem.


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Liz on 2008 August 22, 14:01:10
Regardless of which engine they're using to code the gameplay, shouldn't a sofa be a sofa? Can't a shower say, "Does this game have FT? If so, allow Tinker. If not, disregard."?
The catch: At the time the item is made, FT does not exist. The fact that EAxis stupidly uses local pie menus for objects that are a category exacerbates the problem.

If I'm understanding, you're talking about something similar to what I was next going to ask, which is: how impossible would it be for the "available actions" to load with the EP? Like, the presence of FT hereby grants Tinker to all major appliances and plumbing, PETS makes all furniture clawable, SNS makes all fridges leftover-capable, etc., instead of depending on each individual object to announce its capabilities? Seems pretty sensible and considerably less bass-ackwards... which, upon reflection, might explain why it's not done that way. That, or I'm talking out of my ass. Which is also highly possible.


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/07/22)
Post by: Lord Darcy on 2008 September 06, 08:41:27
2008-09-06: Updated to v1.1c. (Up to Apartment Life) 3 AL dining chairs and 4 recliners were added.


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/09/06) up to AL
Post by: shalunyturns on 2008 November 18, 22:27:01
Report Start 11/18/2008 5:12:27 PM
 

*** POSSIBLE CONFLICT DETECTED ***
File Type: TTAB
Group ID: 0x7F1197FF
Instance ID: 0x00000080
Packages Containing This Menu File:
\downloads\InTeenimater_B.package
\downloads\LdDarcy_PetEnabledObjectsFix.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: TTAB
Group ID: 0x7F4A0A57
Instance ID: 0x00000080
Packages Containing This Menu File:
\downloads\InTeenimater_B.package
\downloads\LdDarcy_PetEnabledObjectsFix.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: TTAs
Group ID: 0x7F1197FF
Instance ID: 0x00000080
Packages Containing This Menu Strings File:
\downloads\InTeenimater_B.package
\downloads\LdDarcy_PetEnabledObjectsFix.package
 
*** POSSIBLE CONFLICT DETECTED ***
File Type: TTAs
Group ID: 0x7F4A0A57
Instance ID: 0x00000080
Packages Containing This Menu Strings File:
\downloads\InTeenimater_B.package
\downloads\LdDarcy_PetEnabledObjectsFix.package
 
End Of Report
 
16 possible conflicts detected.

I deleted unnecessary conflicts in the log.


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/09/06) up to AL
Post by: jsalemi on 2008 November 18, 22:35:57
(http://www.moreawesomethanyou.com/cats/kittenkiller.jpg)


Title: Re: Pet Interactions Enabler for Forgotten Objects (Updated 2008/09/06) up to AL
Post by: Lord Darcy on 2008 November 19, 10:05:22
The conflicting resources are TTAB and TTAs for two double beds (OFB Mission and GLS Luxury) which EAxis forgot to enable pets interactions. InTeen needs to modify TTABs of all double beds to enable "Try for Baby" in Teen age group. Apparently teens can try for baby only in Maxis double beds, unless you modify TTABs of custom beds yourself.

InTeen already enables pets interactions in those 2 affected beds. Make sure that InTeenimater_B.package is loaded after this mod.