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TS2: Burnination => The War Room => Topic started by: baratron on 2005 November 11, 20:39:23



Title: Correcting the DNA of Strangetown premade characters
Post by: baratron on 2005 November 11, 20:39:23
OK, I put this together some months ago and haven't really looked at it since. Thanks to Ancient Sim, rainbow and xptl297 (from VS) who helped me puzzle this out.

Most of the premade sims in Strangetown have messed-up genetics, which can lead to problems if you make them parents. There are two main issues:
1) A crash can occur while a child is being born. This happens because the game is unable to assign a skintone to the new baby. This error is fixed with the patches.
2) Babies can look inexplicably nothing like their supposed parents. For example, Pollination Tech #9 and Jenny Smith will have a baby with skintone 4, the darkest Maxis skin. This is not fixed, as far as I know.

Strangetown sims with missing DNA:
Jenny Smith, Chloe Singles, Erin Singles, Lola Singles, Kristen Singles, Loki Beaker, Circe Beaker, General Buzz Grunt, (Lyla Grunt),  Ripp Grunt, Vidcund Curious, Olive Specter, Ophelia Nigmos.

Strangetown sims with missing AND extra DNA:
Pollination Tech #9 Smith, Johnny Smith, Jill Smith, Tank Grunt, Buck Grunt.

Strangetown sims that are OK:
Ajay Loner, Nervous Subject, Pascal Curious, Lazlo Curious, all the townies.

Note: Nervous's DNA isn't right considering he is supposed to be Olive Specter's son, but this is probably because Olive is lacking the "Skin tone passed on" options. He is, in fact, just a clone of the Grim Reaper with gender inverted (as always happens with clones - see Brandi Broke's third child for more information).

OK. So what is sim DNA supposed to look like? Here is the DNA of a Maxis-made sim from before Uni (Daniel Pleasant), with comments along side:
1 (dtString): 00000004-0000-0000-0000-000000000000 = Expressed hair colour (Red hair)
2 (dtString): 00000002-0000-0000-0000-000000000000 = Expressed skin tone (Tan skin)
268435457: 00000004-0000-0000-0000-000000000000 = Recessive hair colour (Red hair)
268435458: 00000002-0000-0000-0000-000000000000 = Recessive skin tone (Tan skin)
268435459: 51c4a750-c9f4-4cfe-801c-898efc360cb7 = Recessive eye colour (Green eyes)
268435461:
268435462: 00000002-0000-0000-0000-000000000000 = Skin tone passed on (Tan skin)
3 (dtString): 51c4a750-c9f4-4cfe-801c-898efc360cb7 = Expressed eye colour (Green eyes)
4 (dtString): -858851246:2143197002:1 = Present in the DNA of all sims that have been moved between Neighbourhoods - don't alter
5 (dtString): mouth,eyes,ears, = characteristics to be passed on
6 (dtString): 00000002-0000-0000-0000-000000000000 = Skin tone passed on (Tan skin)

Like most sims created in Create-A-Sim, he is homozygous for all his characteristics, i.e. he has two identical genes for each characteristic. (All adults made in CAS are homozygous. I'm not sure whether this rule applies also for children that you make in Create-A-Sim by mixing together the genes of the parents you've made.)

Like all premade Maxis sims, he has a couple of extra lines of DNA compared to a sim made in Create-A-Sim. These being the lines that start 268435461 (dtString): and 4 (dtString):. These lines are harmless.

In comparison, let's look at the DNA of a Maxis-made sim that's messed up (Pollination Tech#9 Smith):
1 (dtString): 00000004-0000-0000-0000-000000000000 = Expressed hair colour (Red hair)
2 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46 = Expressed skin tone (Alien skin)
268435457: 00000004-0000-0000-0000-000000000000 = Recessive hair colour (Red hair)
268435458: 6baf064a-85ad-4e37-8d81-a987e9f8da46 = Recessive skin tone (Alien skin)
268435459: 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51 = Recessive eye colour (Alien eyes)
268435461:
268435462:
268435463:
268435464:
3 (dtString): 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51 = Expressed eye colour (Alien eyes)
4 (dtString): -858851246:2142037590:1 = Present in DNA of all sims that have moved neighbourhood - do not alter!
5 (dtString): brow,mouth,cheek,cheekbones,eyes,ears,
6 (dtString):
7 (dtString):
8 (dtString):  

Poor Pollination Tech #9 is missing both the lines 268435462: Skin tone passed on and the line 6 (dtString): Skin tone passed on. As a result, the game doesn't know what skin tone to assign to his baby, and uses the default - skintone 4. He can be fixed, but to do so requires editing his Sim DNA in SimPE.


Title: Corrected DNA for the Smith family
Post by: baratron on 2005 November 11, 20:45:39
Here is my corrected DNA for the Smith family. I've put all the comments at the bottom so you can just cut & paste the lines into the Sim DNA in SimPE. Remember that you have to Commit to every single change you make in SimPE, or they don't stick ;).

PT#9's new DNA
1 (dtString): 00000004-0000-0000-0000-000000000000
2 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435457: 00000004-0000-0000-0000-000000000000
268435458: 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435459: 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
268435461:
268435462: 6baf064a-85ad-4e37-8d81-a987e9f8da46
3 (dtString): 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
4 (dtString): -858851246:2142037590:1
5 (dtString): brow,mouth,cheek,cheekbones,eyes,ears,
6 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46

I've made him homozygous for alien skin and alien eyes, as he is a "true" alien. He is also homozygous for red hair - I didn't change this from the way the game had him set up already. As alien skin is dominant over normal skin, this version of PT#9 will always have alien-skinned children. If you want to change this, change the line that starts 268435462: to a different skin tone.

Jenny's new DNA:
1 (dtString): 00000003-0000-0000-0000-000000000000
2 (dtString): 00000001-0000-0000-0000-000000000000
268435457: 00000003-0000-0000-0000-000000000000
268435458: 00000002-0000-0000-0000-000000000000
268435459: 51c4a750-c9f4-4cfe-801c-898efc360cb7
268435461:
268435462: 00000001-0000-0000-0000-000000000000
3 (dtString): 51c4a750-c9f4-4cfe-801c-898efc360cb7
4 (dtString): -858851246:2133502647:0
5 (dtString): brow,cheek,ears,
6 (dtString): 00000001-0000-0000-0000-000000000000

She is homozygous for blonde hair and green eyes. I've made her heterozygous for skin colour (light & tan) to reflect her parentage and the fact that 2 of her brothers are tan skinned. However, I've set the "skin colour to pass on" to be light skin. This is fairly irrelevant in her children, as they will inherit an alien skin gene from their homozygous father, and alien skin is dominant over other skin colours - but depending on her children's partners, her grandchildren may revert to light skin.

Johnny's new DNA:
1 (dtString): 00000003-0000-0000-0000-000000000000
2 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435457: 00000003-0000-0000-0000-000000000000
268435458: 00000001-0000-0000-0000-000000000000
268435459: 51c4a750-c9f4-4cfe-801c-898efc360cb7
268435461:
268435462: 00000001-0000-0000-0000-000000000000
3 (dtString): 51c4a750-c9f4-4cfe-801c-898efc360cb7
4 (dtString): -858851246:2141648567:1
5 (dtString): brow,mouth,eyes,ears,
6 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46

He is homozygous for blonde hair and green eyes. I've made him heterozygous for skin colour to reflect his parentage. He may pass on alien or light skin.

Jill's new DNA:
1 (dtString): 00000003-0000-0000-0000-000000000000
2 (dtString): 00000001-0000-0000-0000-000000000000
268435457: 00000004-0000-0000-0000-000000000000
268435458: 00000001-0000-0000-0000-000000000000
268435459: 51c4a750-c9f4-4cfe-801c-898efc360cb7
268435461:
268435462: 00000001-0000-0000-0000-000000000000
3 (dtString): 51c4a750-c9f4-4cfe-801c-898efc360cb7
4 (dtString): -858851246:2133599162:1 = ??!
5 (dtString): nose,brow,cheek,cheekbones,eyes,ears,
6 (dtString): 00000001-0000-0000-0000-000000000000

She is homozygous for skin colour, which is weird - she "should" have one alien skin gene. I've left her as she is, though. She is homozygous for green eyes and now heterozygous for hair colour (expressed = blonde, recessive = red) to reflect her parentage.

Just to prove this works, here is the DNA of Jake Smith, the new third child of PT#9 & Jenny. Note that Jake's DNA is in the new order introduced by University. Each line still codes for the same thing (so the line that begins 1 (dtString): still codes for Expressed hair colour), but the order of lines is different - just to be difficult :D.

Jake's DNA:
6 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435462: 00000001-0000-0000-0000-000000000000
2 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435458: 00000001-0000-0000-0000-000000000000
1 (dtString): 00000004-0000-0000-0000-000000000000
268435457: 00000003-0000-0000-0000-000000000000
3 (dtString): 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
268435459: 51c4a750-c9f4-4cfe-801c-898efc360cb7
5 (dtString): mouth,cheekbones,eyes,ears,
268435461:

Jake is heterozygous for skin colour and could potentially pass on either alien or light skin. His expressed hair colour is red, but he also has a blonde hair gene. He has alien eyes but a recessive green eye gene. This is what the game generated for me, based on my modified DNA for PT#9 and Jenny.


Title: Corrected DNA for the Singles family
Post by: baratron on 2005 November 11, 20:51:58
All the Singles girls have the same surname of Singles, because until Uni came in it wasn't possible to have a single Household name that was different to a sim's Family name. In correcting their DNA I've also corrected their names.

Chloe "Singles" new DNA: (Curious/Smith)
1 (dtString): 00000004-0000-0000-0000-000000000000
2 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435457: 00000004-0000-0000-0000-000000000000
268435458: 00000003-0000-0000-0000-000000000000
268435459: 32dee745-b6ce-419f-9e86-ae93802d2682
268435461:
268435462: 00000003-0000-0000-0000-000000000000
3 (dtString): 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
4 (dtString): -858851246:2139289422:1:
5 (dtString): brow,mouth,cheek,cheekbones,eyes,jaw,
6 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46

Chloe is the daughter of PT#9 and Glarn Curious, so I've made her heterozygous for skin colour: expressed skin colour = alien, recessive = medium (3). She is homozygous for red hair. I've made her heterozygous for eye colour so that she cannot (hopefully) have children with alien eyes & normal skin. I've assumed that Glarn Curious had brown eyes, though it's difficult to tell as he has no character data. Studying his other children just makes for a whole mess of confusion:

Pascal has dark blue eyes, Vidcund has light blue eyes, Lazlo has brown eyes and Jenny has green eyes. They're all homozygous for eye colour, which seems a bit impossible if they are supposed to all have the same parents. It's possible that one parent had dark blue & light blue eye genes and the other had brown & light blue eye genes, as brown & dark blue are both dominant, but this doesn't account for Jenny's green eyes. I blame the milkman - or more likely, some Maxoid who wasn't thinking properly when they coded Create-A-Sim. (To be fair, for all we know, it could've been finished at 3am one day by someone who'd been in the office since 8am the previous day).

Lola "Singles" new DNA: (Curious/Smith)
1 (dtString): 00000001-0000-0000-0000-000000000000
2 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435457: 00000001-0000-0000-0000-000000000000
268435458: 00000003-0000-0000-0000-000000000000
268435459: 32dee745-b6ce-419f-9e86-ae93802d2682
268435461:
268435462: 00000003-0000-0000-0000-000000000000
3 (dtString): 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
4 (dtString): -858851246:2131016629:1:
5 (dtString): mouth,cheekbones,eyes,ears,
6 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46

I've edited her to be heterozygous for skin & eye colour in the same way as Chloe.

Erin "Singles" new DNA: (Beaker)
1 (dtString): 00000003-0000-0000-0000-000000000000
2 (dtString): 00000001-0000-0000-0000-000000000000
268435457: 00000003-0000-0000-0000-000000000000
268435458: 00000002-0000-0000-0000-000000000000
268435459: 51c4a750-c9f4-4cfe-801c-898efc360cb7
268435461:
268435462: 00000001-0000-0000-0000-000000000000
3 (dtString): 51c4a750-c9f4-4cfe-801c-898efc360cb7
4 (dtString): -858851246:2140914850:1;
5 (dtString): brow,cheek,ears,
6 (dtString): 00000001-0000-0000-0000-000000000000

She is homozygous for blonde hair, light skin and green eyes. She could be Jenny Smith's sister ;) Again, it's weird that she's homozygous for green eyes when her brother Loki is homozygous for light blue eyes - but not actually impossible.

Kristen "Singles" new DNA: (Loste)
1 (dtString): 00000002-0000-0000-0000-000000000000
2 (dtString): 00000003-0000-0000-0000-000000000000
268435457: 00000002-0000-0000-0000-000000000000
268435458: 00000003-0000-0000-0000-000000000000
268435459: 2d6839c5-0b7c-48a1-9c55-4bd9cc873b0f
268435461:
268435462: 00000003-0000-0000-0000-000000000000
3 (dtString): 2d6839c5-0b7c-48a1-9c55-4bd9cc873b0f
4 (dtString): -858851246:2132641881:1;
5 (dtString): brow,cheek,cheekbones,jaw,
6 (dtString): 00000003-0000-0000-0000-000000000000

Kristen Singles has no living relatives in Strangetown, so it's impossible to be sure what her recessive genes "should" be. I've left her homozygous for brown hair, dark blue eyes and medium skin (shade 3), and just added the extra lines for skin tone to be passed on.

I haven't fixed any of the other Strangetown inhabitants yet because I don't intend for any of them to have children, but hopefully this gives you enough of an idea to work with.


Title: How to use SimPE to edit Sim DNA
Post by: baratron on 2005 November 11, 21:24:29
OK, this will be step-by-step. I hope.

1. Run SimPE by double-clicking on its icon.
2. The menu at the top of the screen says File, Tools, Extra, Window, Help. Choose Tools --> Neighbourhood --> Neighbourhood Browser.
3. Click on the icon of the Neighbourhood you want to edit - in this case, Strangetown.
4. If you don't already take regular backups, choose Create Backup from the options at the bottom of the Neighbourhood Browser. Making a backup takes a few minutes. Don't be alarmed if your SimPE window goes completely blank for a while.
... waiting for mine to finish.

5. OK. The Neighbourhood Browser will still be open. Select Strangetown again, & this time choose Open. Eventually, the Neighbourhood will load.
6. Now, go to the menu at the top again. Select Tools --> Neighbourhood --> Sim Browser
7. Scroll down the list of sims until you find the one you want (e.g. Pollination Tech #9). Double-click to load him.
8. You then get a Sim Description Editor appear in the window at the bottom of the screen. There are 10 icons to choose from. Pick the last one, More --> Open Sim DNA.
9. The DNA editor appears in the window.

To change the contents of a line:
1. Click to highlight it
2. Go to the Value box on the right
3. Click inside the Value box a couple of times until the whole line is highlighted, then hit backspace or delete on your keyboard to remove it.
4. Go to my corrected DNA file. Highlight the new Value, and press CTRL-C to copy it to the Windows clipboard.
5. Back in SimPE, press CTRL-V in the Value box. The new value will paste in.
6. Click Commit at the top to commit the changes.

To delete the contents of a line:
1. Click to highlight it
2. Click "delete" at the bottom.

To add a new line:
1. Click "add" at the bottom. It will add a new line at the end of the DNA.
This becomes quite a pain in the bottom, because there doesn't seem to be any easy way to reorder the lines. The only way I've managed to do it is by cutting and pasting a lot to get the lines into the right order. But you can make it quicker because whatever line is highlighted when you hit "add", that line will be duplicated at the bottom.

When you have finished editing your DNA, go back to the main menu at the top of the screen. Go to File --> Save. And it should save the changes.

I hope that helps. If you need more assistance ask around here until you find someone who's better at explaining than me, or who has the time to make lots of screenshots :).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Meek_Monkey on 2005 November 11, 22:45:20
Thank you that was very helpful and explanatory post. Even though I have all ready done the dna fix. I wish that this was around when I was trying to work it out. I hope u dont mind that I give a link back to here If I come across someone that requires the info.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: MissDoh on 2005 November 12, 03:51:54
Can anyone tell us if indeed these DNA problems where fix with the Nightlife patch or Nightlife itself?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Meek_Monkey on 2005 November 12, 04:11:15
I cant help u there as I have already fixed them.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: witch on 2005 November 12, 04:26:02
baratron, thank you. As with Motoki's tutorial, I have saved yours into a document on my hard drive. I hope this is OK with you. I think this is really clear useful info and I'm sort of collecting for my own reference.

I appreciate the time and effort you put in to posting this. :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: moonluck on 2005 November 12, 07:09:35
Thanks so much. I saw this a while ago on another fourm and couldn't find it again.

Pascal has dark blue eyes, Vidcund has light blue eyes, Lazlo has brown eyes and Jenny has green eyes. They're all homozygous for eye colour, which seems a bit impossible if they are supposed to all have the same parents. It's possible that one parent had dark blue & light blue eye genes and the other had brown & light blue eye genes, as brown & dark blue are both dominant, but this doesn't account for Jenny's green eyes. I blame the milkman - or more likely, some Maxoid who wasn't thinking properly when they coded Create-A-Sim. (To be fair, for all we know, it could've been finished at 3am one day by someone who'd been in the office since 8am the previous day).

Couldn't the parents be Dk Blue/Lt Blue and Brown/Green?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: baratron on 2005 November 12, 21:26:02
Yeah, yeah, yeah - link to it, save it on your hard drive, do whatever you like with it as long as you give me & the others who worked on it credit. Pointless posting it on a public forum and then saying "no, no, it's all mine, you can't use it" :D.

Pascal has dark blue eyes, Vidcund has light blue eyes, Lazlo has brown eyes and Jenny has green eyes. They're all homozygous for eye colour, which seems a bit impossible if they are supposed to all have the same parents. It's possible that one parent had dark blue & light blue eye genes and the other had brown & light blue eye genes, as brown & dark blue are both dominant, but this doesn't account for Jenny's green eyes.

Couldn't the parents be Dk Blue/Lt Blue and Brown/Green?

Not if Sims genetics work the same way as real life, as both light blue and green are recessive, and for a recessive trait to be shown, you need 2 identical copies of the gene. Having said that, Sim genetics clearly don't work as real life, because real life genes only come in two possible forms, not 4 or 5. To get more than 2 eye colours in real life, there's actually 4 or 5 genes all working together.

So, er, I don't know what colour eyes a sim with one light blue & one green gene would have. Probably if one of us could wade through the horrendously long Mysteries of Sim DNA Revealed thread over at MTS2, MaxoidTom might have said something there. But I can't really be bothered :).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dark Trepie on 2005 November 12, 22:24:53
Alien genetics has always confused me.  Stella Terrano for example will always have alien children no matter who the father is (although they will inherit facial structure features from the father).  But her children, when paired up with another human sim, will be normal human sims. 

So, lets see if I understand this right.

Stella (alien/alien skintone/eyes, dark hair) + Human Male (the guy in my avatar - lightest/lightest skintone, light blue/light blue eyes, red hair) = Child (alien/lightest skintone, alien/light blue eyes, dark/red hair) With the dominate genes in bold.  The child always seem to be an exact copy of Stella here, but with some of the father's facial features like I said before.

Now lets take the child and pair them up with a human.  In my game the child of the two above was a girl and I paired her up with Alexander Goth.

Alien girl (alien/lightest skintone, alien/light blue eyes, dark/red hair) + Alexander (second lightest/second lightest skintone, brown/brown eyes, dark/dark hair) = A child that was almost an exact clone of Alexander.

So do the three human skintones and eyes overtake the one alien skintone and eyes in the third generation?  Or is my assumption here completely off?   ???



Also, do you think you can conjure up a list like this for Veronaville?  Those poor pre-mades there seem to have a lot more DNA screwups than the ones in Strangetown.   :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: baratron on 2005 November 12, 23:10:18
Stella (alien/alien skintone/eyes, dark hair) + Human Male (the guy in my avatar - lightest/lightest skintone, light blue/light blue eyes, red hair) = Child (alien/lightest skintone, alien/light blue eyes, dark/red hair) With the dominate genes in bold.  The child always seem to be an exact copy of Stella here, but with some of the father's facial features like I said before.

Now lets take the child and pair them up with a human.  In my game the child of the two above was a girl and I paired her up with Alexander Goth.

Alien girl (alien/lightest skintone, alien/light blue eyes, dark/red hair) + Alexander (second lightest/second lightest skintone, brown/brown eyes, dark/dark hair) = A child that was almost an exact clone of Alexander.

So do the three human skintones and eyes overtake the one alien skintone and eyes in the third generation?  Or is my assumption here completely off?   ???

You're almost right. It's not guaranteed that the human skintones will overtake in the third generation, but it's happened this time because of Alexander's boring homozygous DNA.

As far as I know, it's random which of the lines of DNA gets chosen to be passed on to the offspring. One line of DNA comes from each parent for each of the characteristics. However, for some reason in this particular case, the game decided that the child was going to have skintone 2. Because the child has a human skintone, it theoretically cannot have alien eyes. We know this doesn't always work because there have been some scary-looking sims born who had alien eyes in human skintones, or had alien-sized eyes with human-coloured pupils. But in theory, it shouldn't happen.

Now, as for why Alexander's other traits dominate, it's because he's homozygous dominant for eye colour and hair colour. If he had a recessive light blue eye gene, or a recessive red hair gene, you'd d have a lot more mixing in the children. So if you had instead had Alien girl (alien/lightest skintone, alien/light blue eyes, dark/red hair) + A boy (lightest/second lightest skintone, brown/light blue eyes, dark/red hair), you might well get a child who had red hair or light blue eyes. But because he has brown eyes and black hair which dominate over other colours, those characteristics are expressed in the offspring.

The offspring may well have a recessive light blue eye or red hair gene, though. And if paired up with another heterozygous sim, the fourth generation of kids could have the red hair or light blue eyes from their great-grandfather.

Also, do you think you can conjure up a list like this for Veronaville?  Those poor pre-mades there seem to have a lot more DNA screwups than the ones in Strangetown.   :)

Er, maybe. I don't ever play Veronaville, because the premade story doesn't appeal to me. But I could probably poke around in SimPE one evening. Can't promise anything because I'm ill and I have several sim projects on the go already (getting anything done is subject to not being stoned out of my brain on strong painkillers).

I can certainly make a list of which sims are problematic, but working out what the DNA "should" be takes a fair bit longer :).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dark Trepie on 2005 November 12, 23:43:47
Interesting.  I'm pretty sure I understand it now.  The next time I restart Pleasentview (which will be soon) I think I'll let all of the pre-mades get together and breed for a couple of generations before I throw my own sims into the mix so everyone isn't so homozygous.  That way I'll get a little more variety in genetics in the neighborhood.  And maybe Stella can have some grandchildren with alien features.

Quote
Because the child has a human skintone, it theoretically cannot have alien eyes. We know this doesn't always work because there have been some scary-looking sims born who had alien eyes in human skintones, or had alien-sized eyes with human-coloured pupils. But in theory, it shouldn't happen.

Heh, the first time I ever had a human sim and alien sim have a baby together in my game I was actually hoping this would happen.  Because if two people from totally different species have a child together you would think the child would have traits from both species.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Motoki on 2005 November 12, 23:47:31
I don't really known if it's possible to have a sim with human skin and alien eyes without resorting to using custom content to do it. The alien eyes seem to be exclusively tied to the skintone and you can't select them in the CAS in debug mode unless you've also selected the alien skintone. And then if you change the alien skintone back to human, the eyes changed too.

However, I have extracted the texture for the Maxis alien eyes and made 'contact lenses' out of them so you could always do that.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Ancient Sim on 2005 November 14, 06:55:22
I've never understood why a game that had so much hype concerning the genetic angle saw fit to make such a mess of the genetics of the Sims that came with it.  I remember at the beginning, before I had SimPE, waiting patiently in the hope that Dina or Nina would produce a kid with green skin ... now I know it isn't possible because their grandfather never had it in the first place, even though he was apparently the result of alien abduction.  By the time I knew what to do to alter it, it was too late as I'd gone forward too many generations.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ElenaRoan on 2005 November 14, 07:19:01
Can anyone tell us if indeed these DNA problems where fix with the Nightlife patch or Nightlife itself?

they weren't, as I just followed this now and I have both NL and the patch.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2005 November 16, 11:27:54
re Veronaville.  I had a look at the DNA of the Maxis characters.  They have the same missing 2 lines as PT#9.  As all the Monties and Capps are "purebred", there aren't any difficult choices.  That also means you keep pasting the same skin colour - think it was 1 for the Capps and 3 for the Monty's.  I've never had a crash at birth - Bianca is nearly up to 10 babies and Juliet has 1.  Oops - just realised I forgot the Summerdreams.   


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cristalfiona on 2005 November 16, 12:32:09
Thanks baratron, this is really helpful, but does anyone know where I could get a list of all the information for sim DNA? I would like to change a couple of my old CAS sims, but dont want to mess about without enough information about it.

fiona


Title: All the DNA attributes
Post by: baratron on 2005 November 17, 06:33:16
Rainbow posted a list over at VS (http://www.variousimmers.net/vsimforum/showthread.php?threadid=1671). I'll copy & paste it here:

Eyes
32dee745-b6ce-419f-9e86-ae93802d2682 = Brown eyes - Dominant
2d6839c5-0b7c-48a1-9c55-4bd9cc873b0f = Dark Blue eyes - Dominant
51c4a750-c9f4-4cfe-801c-898efc360cb7 = Green eyes - Recessive
e43f3360-3a08-4755-8b83-a0d37a6c424b = Light Blue eyes - Recessive <-- note corrected value
0758508c-7111-40f9-b33b-706464626ac9 = Gray eyes - Recessive
12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51 = Alien eyes

Skin
00000001-0000-0000-0000-000000000000 = Light skin
00000002-0000-0000-0000-000000000000 = Tan skin
00000003-0000-0000-0000-000000000000 = Medium skin
00000004-0000-0000-0000-000000000000 = Dark skin
6baf064a-85ad-4e37-8d81-a987e9f8da46 = Alien skin

Hair
00000001-0000-0000-0000-000000000000 = Black hair - Dominant
00000002-0000-0000-0000-000000000000  = Brown hair - Dominant
00000003-0000-0000-0000-000000000000 = Blond hair - Recessive
00000004-0000-0000-0000-000000000000 = Red hair - Recessive

I think that's all the possibilities. Is that what you wanted?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ElenaRoan on 2005 November 17, 07:46:29
just curious...do all the dna 'strands' follow the same pattern? 8-4-4-4-12?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cristalfiona on 2005 November 17, 08:18:48
Yeah, thats great thanks. (bene! lol) Im presuming that now i know what each of the maxis ones are, I can find out my custom ones and change those as well if i need to?


Title: DNA with custom content
Post by: baratron on 2005 November 17, 21:25:24
Hmm! Y'know, I've never even thought about how custom hair, eyes & skintones are coded. Probably because until a few weeks ago, I didn't have any sims that were using them.

OK, let me open up SimPE & look at my Sean sim (http://pics.livejournal.com/baratron/pic/0007tc75/g20) - a guy who has custom everything. And of course, he was created post-Uni, so he has his DNA in the new order - gah. But at least he was made in Bodyshop, so he's homozygous for everything :).

SimSean's DNA:
6 (dtString): b039c364-4ccb-089e-7dcf-f18d82a769b4 = Skintone to be passed on line 1 (Custom from SimCribbling)
268435462: b039c364-4ccb-089e-7dcf-f18d82a769b4 = Skintone to be passed on line 2
2 (dtString): b039c364-4ccb-089e-7dcf-f18d82a769b4 = Expressed skintone
268435458: b039c364-4ccb-089e-7dcf-f18d82a769b4 = Recessive skintone
1 (dtString): 43289ad5-4a5f-4b2d-804c-38841a4f03f2 = Expressed hair colour (Crammyboy's Messy Hair - blond)
268435457: 43289ad5-4a5f-4b2d-804c-38841a4f03f2 = Recessive hair colour
3 (dtString): 3e3dd36a-42f7-3993-abec-d186355ae5f0 = Expressed eye colour (Custom from Helaene)
268435459:  3e3dd36a-42f7-3993-abec-d186355ae5f0  = Recessive eye colour
5 (dtString): brow,cheek,cheekbones,
268435461:

As you can see, the only way to be certain how the custom content matches up is to use a first generation sim from Create-A-Sim or Bodyshop - because you need the identical lines of DNA. I have no idea whether the same skintone or eyes in someone else's game would have the same number assigned to it - I'm thinking probably not. Unfortunately, the Short Messy Hair from Crammyboy is the only custom content that I'm sure of the name of - I didn't make the sim to know which actual skintone from SimCribbling or eye colour from Helaene was used.

Let's compare him to SimKasson (http://pics.livejournal.com/baratron/pic/0007q6fg/g20), another sim with custom eyes & skintone but Maxis default hair.

SimKasson's DNA:
6 (dtString): b039c364-4ccb-089e-7dcf-f18d82a769b4 = Skintone to be passed on line 1 (Custom from SimCribbling)
268435462: b039c364-4ccb-089e-7dcf-f18d82a769b4 = Skintone to be passed on line 2
2 (dtString): b039c364-4ccb-089e-7dcf-f18d82a769b4 = Expressed skintone
268435458: b039c364-4ccb-089e-7dcf-f18d82a769b4 = Recessive skintone
1 (dtString): 00000002-0000-0000-0000-000000000000 = Expressed hair colour (Maxis brown)
268435457: 00000002-0000-0000-0000-000000000000 = Recessive hair colour
3 (dtString): 46474682-4ab9-9837-c2e0-b9901dc182b5 = Expressed eye colour (Clear blue eyes by Echo66)
268435459:  46474682-4ab9-9837-c2e0-b9901dc182b5  = Recessive eye colour
5 (dtString): nose,mouth,eyes,ears,
268435461:

He uses the same skintone as SimSean, so he gets the same numbers in his DNA. This is hardly a surprise, but it was probably worth checking!

OK. SimLiz (http://pics.livejournal.com/baratron/pic/0007pa21/g20). Again, custom eyes & skintone but Maxis default hair:

SimLiz's DNA:
6 (dtString): ba6256f3-4790-1e3e-2013-16a4c66fc1cb = Skintone to be passed on line 1 (Custom from SimCribbling)
268435462: ba6256f3-4790-1e3e-2013-16a4c66fc1cb = Skintone to be passed on line 2
2 (dtString): ba6256f3-4790-1e3e-2013-16a4c66fc1cb = Expressed skintone
268435458: ba6256f3-4790-1e3e-2013-16a4c66fc1cb = Recessive skintone
1 (dtString): 00000001-0000-0000-0000-000000000000 = Expressed hair colour (Maxis black)
268435457: 00000001-0000-0000-0000-000000000000 = Recessive hair colour
3 (dtString): b5b12e70-4cd7-5ebe-c3d9-7c9677ac19da = Expressed eye colour (Custom by Helaene)
268435459:  b5b12e70-4cd7-5ebe-c3d9-7c9677ac19da = Recessive eye colour
5 (dtString): nose,brow,cheek,jaw,
268435461:

SimLiz uses a different skintone from the boys, but it's also made by SimCribbling. Sadly, it can be seen that there is no relationship between custom content made by the same creator. If you can spot a similarity between ba6256f3-4790-1e3e-2013-16a4c66fc1cb and b039c364-4ccb-089e-7dcf-f18d82a769b4, you're better at maths than me. Likewise, 3e3dd36a-42f7-3993-abec-d186355ae5f0 and b5b12e70-4cd7-5ebe-c3d9-7c9677ac19da for the two eye colours by Helaene? Nah ::).

But at least if you start with first generation sims, you'll be able to find out the relevant code numbers for each of your bits of custom content, and that'll be useful for... something :D.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: baratron on 2005 November 17, 21:29:06
just curious...do all the dna 'strands' follow the same pattern? 8-4-4-4-12?

Looks like it :). The Maxis tones and the custom ones are all doing that.

Don't ask me why, I have no idea...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ElenaRoan on 2005 November 17, 21:48:25
Looks like it :). The Maxis tones and the custom ones are all doing that.

Don't ask me why, I have no idea...

thanks, someone might want to double check the light blue eyes then...it's 9-4-4-4-12...any of the standard sims have light blue eyes? none of my created sims do, they tend to have custom eyes...

and no...I didn't sit here and count every single 'strand'  :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: skandelouslala on 2005 November 17, 23:35:32
Nice..I'm going to go fix them now.  One of the reasons I haven't dealt with Strangetown in a while...didn't want to bother with the screwy genetics.


Title: All the DNA attributes
Post by: baratron on 2005 November 18, 01:46:19
thanks, someone might want to double check the light blue eyes then...it's 9-4-4-4-12...any of the standard sims have light blue eyes? none of my created sims do, they tend to have custom eyes...

Gah! Why didn't you say that in your first post? Damn you for making me have to re-open SimPE again... Fortunately, I knew a Maxis-made sim with light blue eyes off the top of my head (he's in my main storytelling family).

The correct line for light blue eyes is e43f3360-3a08-4755-8b83-a0d37a6c424b. I'll edit the earlier post now.

Thanks :).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: skandelouslala on 2005 November 18, 02:54:25
Just wanted to say thanks...this worked for me...and I'm generally SimPe retarded lol  so it is also easy enough to understand.  I also now know how to read sim genetics..yay hehe

Poll Tech #9 and Jenny just had the cutest little green twins (ack at more twins, but at least their cute lol)


Title: Re: All the DNA attributes
Post by: ElenaRoan on 2005 November 18, 03:55:02
Gah! Why didn't you say that in your first post? Damn you for making me have to re-open SimPE again... Fortunately, I knew a Maxis-made sim with light blue eyes off the top of my head (he's in my main storytelling family).

*winces* sorry about that...I know how long it takes to load...at least on my computer :)


Title: Re: DNA with custom content
Post by: ElenaRoan on 2005 November 18, 04:14:42
I have no idea whether the same skintone or eyes in someone else's game would have the same number assigned to it - I'm thinking probably not.

this has got me curious...one way to find out would be for two people to use the same custom content then check the 'strands' against each other.

I currently don't have any custom skin tones in my game, but a lot of custom eye colours and some custom hair...


Title: Re: DNA with custom content
Post by: Ailia_Arendel on 2005 November 18, 04:51:00
As you can see, the only way to be certain how the custom content matches up is to use a first generation sim from Create-A-Sim or Bodyshop - because you need the identical lines of DNA. I have no idea whether the same skintone or eyes in someone else's game would have the same number assigned to it - I'm thinking probably not.
I'm pretty sure the DNA coding would be the same on everyone's computer, because the strings are located in the .package file of the skin/eye/hair as well. (This only works if you know the name of the .package file, so you can open it in SimPE.)

For eyes, the DNA string is listed under the "Texture Overlay XML" Resource, in the "family (dtString)" entry.
For skin, the string is under the "Property Set" resource in the "skintone (dtString)" entry.
For hair, I believe it's under Property Set in "hairtone (dtString)" << I haven't actually tested this one.
 
For example, my (post-Uni) SelfSim's DNA looks like this:
6 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
268435462 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
2 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
268435458 (dtString) = 5a5a1f29-4b0b-5dfd-3479-d2b607a488f4
1 (dtString) = 00000003-0000-0000-0000-000000000000
268435457 (dtString)= 00000003-0000-0000-0000-000000000000
3 (dtString) = 02ea878d-481f-c7a7-52e8-a6978e4036a7
268435459 (dtString) = 02ea878d-481f-c7a7-52e8-a6978e4036a7
5 (dtString) = nose,brow,cheek,jaw,
268435461 (dtString) =

I made her skin and eyes, and they have those same values in their .package files.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dark Trepie on 2005 November 18, 04:56:48
Thanks for that list of DNA strings.  I'll use that and probably spend the next few hours fixing Strangetown and Veronalville.   :P


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2005 November 18, 08:39:11
Just wanted to say thanks...this worked for me...and I'm generally SimPe retarded lol  so it is also easy enough to understand.  I also now know how to read sim genetics..yay hehe

goes for me too - thanks.

You can also fix genetics in simenhancer, you get a free trial period so try it for a big job like trawling all the genetics.  After that it's your choice about buying it.  It doesn't do half the stuff SimPE does, but what it does have is very easy to use.  I'm still thinking about it.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Motoki on 2005 November 18, 13:15:50
I paid for the Sim2Enhancer and overall I have to say I probably regret it. For months after university came out it was broken for anyone who installed the expansion and he made no comment on whether or when he was going to make an update so we all thought we had been had. He did finally make one but it took a very long time and an 'I'm working on it' would have been nice in the meantime. He was really quick about getting a NL version out though, I have to give him that much.

Besides working with the expansions, there hasn't really been any signifigant number of new features added since it came out. Now it came out around the same time as SimPE and SimPE since then has added features out the wazoo and gets regular updates and it's a free program.

At this point, I mainly use Sim2Enhancer to change a sim's looks to that of another sim made in bodyshop via a package file. In SimPE you have to actually create a dummy sim then copy their looks over. Other than that, I don't really use it for anything. The DNA is laid out in a more user friendly manner, but it's honestly not that bad to mess with in SimPE once you know what you are doing.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: skandelouslala on 2005 November 18, 16:15:11
Thanks for your review of the progam Motoki...I downloaded a trial version a month or so ago and debated about purchasing it, but I think you are correct with what you say.  SimPe is free..is constantly getting updates..and has a ton more features.  And even though I am SimPe-tarded at times...when I find something I want to do with it that I don't know how to do, all it takes is a well written tutorial and I think most anyone could figure out what they're doing.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: witch on 2005 November 18, 18:32:15
Hey Motoki, do you still have to go to his website to download a new key everytime you re-install your PC? Are you still limited to 3? new keys a year?

That's what happened to me with simenhancer for sims1. I paid for the damn program, used it about a fortnight, re-installed my system, waited several weeks for a key with emails flying back and forth, thought 'bugger this' and deleted the program for ever. Never to be purchased again. I was definitely taken for a ride.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Motoki on 2005 November 18, 23:23:20
Hey Motoki, do you still have to go to his website to download a new key everytime you re-install your PC? Are you still limited to 3? new keys a year?

You still have to download the confounded key whenever you do a reformart or whatever yes, but I didn't see anything about being limited to 3 times. It better not be.  >:(


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: witch on 2005 November 19, 00:54:23
Well, he told me there was a definite limit to the number of keys that would be provided and I'm 99% sure it was 3. That was sims1 though.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2005 November 20, 08:23:47
I was trying to delete sims with SimPE and didn't see how to commit the changes.  when I exited it kept saying changes weren't saved.  I was so irritated, I was ready to buy simenhancer there and then!  I figured I'd better learn SimPE in a hood I don't care about, so I stuck copies of my sims in a Testbed 'hood to have a go at cleaning up files.

I haven't found any simPE tutorials for the sort of stuff I want to do.  They exist for easy stuff you can figure out yourself, but how about guides to harder problems or on how to spot harder problems e.g. cleaning out surplus files, corrupt memories, deleting townies completely, moving townies into the 'hood, replacing the kids in the adoption pool. 

I'd love a macro or whatever for common clean up jobs. one click to delete unlinked files that are duplicates" plus another to confirm the list or a few more to take someone out.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: gali on 2005 November 20, 11:57:44
I change the DNA without any problems, with the Enhanser. No need of knowing codes - just put what I want.
For instance, I wanted Mary-Sue with red hair. I enterred the DNA section, and changed the black hair to red one.
After that the tumbnail of Mary-Sue was darkenned, with a question mark. I enterred the game, and she was all right with a red hair. Al I needed to do was, to tell her to change appereance. Then I got a new tumbnail.

I think the Enhanser is very friendly user's program. I use both SimPe and Enhanser, but I hate to dig into the codes...:). Lol, baratron, we are not as wise as you are...:).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: nectere on 2005 November 23, 20:16:50
baratron...

back to Lyla Grunt, we resurrected her last night on Spectors lot, Ripp had the honors. When she appeared she was bald and had no eyebrows. We then went to the Grunt house to invite her over not realizing that she had been living there when she died, even though Buzz's memories indicate they were divorced before she died mysteriously at the Spectors lot. Anyway, she was there, but now she had hair but no eyebrows. When I went to change her appearance she suddenly had a dark face (skin4), undaunted I fixed her up with makeup but forgot to put eyebrows back on her. Outside the mirror she didnt have the screwed up skin anymore, so far so good though except for the lack of brows. When I went back to change her appearance again suddenly her face warped and her nose and mouth were all screwed up, like a really bad mesh (not an expression but a graphical warp). She seems stuck like that now.

So is this her dna that is causing this (or lack thereof)? Or just the game acting up again?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: witch on 2005 November 23, 21:05:33
I see a photo opportunity here... hint hint


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: baratron on 2005 November 24, 05:50:28
back to Lyla Grunt, we resurrected her last night on Spectors lot, Ripp had the honors. When she appeared she was bald and had no eyebrows. We then went to the Grunt house to invite her over not realizing that she had been living there when she died, even though Buzz's memories indicate they were divorced before she died mysteriously at the Spectors lot. Anyway, she was there, but now she had hair but no eyebrows. When I went to change her appearance she suddenly had a dark face (skin4), undaunted I fixed her up with makeup but forgot to put eyebrows back on her. Outside the mirror she didnt have the screwed up skin anymore, so far so good though except for the lack of brows. When I went back to change her appearance again suddenly her face warped and her nose and mouth were all screwed up, like a really bad mesh (not an expression but a graphical warp). She seems stuck like that now.

So is this her dna that is causing this (or lack thereof)? Or just the game acting up again?

Yikes!

I do know that Lyla Grunt has "issues" - iirc, the reason she is bald when resurrected is that her hair was not included in the game. Randomly turning to skintone 4 sounds a lot like screwed up DNA.

Wanna package the sim for me & I'll have a look? I can stick her in my test Neighbourhood, so it doesn't matter about too many character file BFBVFS, as the Neighbourhood gets nuked on a regular basis. If it's easier, package the whole family.

I know I could resurrect her myself, but if it is a screwup, there's no guarantee my game would screw up in the same way :-\.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2005 November 24, 10:57:05
So has anyone put up corrected versions of these sims anywhere that you can download or point new simmers to?

Yes I know you can fix your own, but you have to be somewhat more techie than your average simmer and it's a hell of a waste of time for thousands of people to be all doing the same thing!  Yes I realise people who've been playing for years with these sims won't want to wipe out their sim and have to do it themselves, but there are plenty of new simmers and plenty of people who haven't played all the 'hoods who'd want them.

If it's not already out there I kind of like the idea of doing it and putting it up on the official site!  It should all have been fixed in the patch.  Fix the gardens for uncuttable hedges while we are at it!

Alternative - lobby for a maxis fix!


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Motoki on 2005 November 24, 12:44:47
The problem with that is putting up fixed ones would be clones, not the orignals. It would get confusing to have doubles in the same neighborhood and they wouldn't have the memories, plus it's extra unnecessary character files which generally isn't a good thing.

The DNA is stored in the neighborhood file too, so it really can't be posted with the updated information and copied over the original unless the neighborhood is in a new and unplayed state. If it has been played at all, copying that file over would make changes.

It's really not that bad to do. Baratron has posted exactly how to do it step by step, the corrected values and what they all mean. It's basically just a cut and paste job. At the risk of coming off rude, I think people need to get over their 'oh I'm not techie so I can't do it' attitude and just try sometimes. There's been plenty of times where I looked at a program and thought 'Oh there's no way in hell I'll ever be able to do this' but I am stubborn so I just tried anyway and in most cases eventually I was able to do it. I think people should at least give things a try or two before deciding they can't do something.

If anyone attempts to do this and has questions you can always ask here and someone will answer. The only stupid question is one you don't ask. It's cliche but true. :P


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: nectere on 2005 November 24, 17:32:49
I just took a gander at Lyla in Simpe and it says she is unlinked...I thought once the sim was resurrected they were linked back up. I guess not because looking at the other resurrected sims in Strangetown shows that they are not linked either. Looking in Pleasantview the same occurs except for sims that accidently died in game and I immmediatly ressurected. (Cassandra the nut starved herself to death during pregnancy, finally deciding to cook for herself and just as she went to serve the food she expired. I resurrected her later the same day and she came back with all her previous skills, personality, job and pregnacy)


Back to Lyla
Here's what her DNA looks like:
1 dstring 00000003-0000-0000-0000-000000000000
2 dstring 00000002-0000-0000-0000-000000000000
268435457 dstring  00000003-0000-0000-0000-000000000000
268435458 dstring  00000002-0000-0000-0000-000000000000
268435459 dstring  2d6839c5-0b7c-48a1-9c55-4bd9cc873b0f
268435461 dstring
3 dstring  2d6839c5-0b7c-48a1-9c55-4bd9cc873b0f
4 dstring  -858851246:2140625487:1;
5 dstring  nose,cheekbones,

Her whole body didnt go to skin4, just her face when I used the mirror, but it reverted back to her normal skintone outside the mirror, but then when I went back in to put eyebrows on her I got this:


(http://img499.imageshack.us/my.php?image=lyla8eo.jpg)

fork! I cant figure out this stupid image thing

here is the image

http://img499.imageshack.us/my.php?image=lyla8eo.jpg


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: baratron on 2005 November 24, 21:36:44
OK. It seems Lyla has the usual Strangetown 2 lines of DNA missing - the ones that start 268435462 (dtString): and 6 (dtString): and correspond to Skin tone to be passed on. But why that would cause a graphical glitch, I don't know. I could understand it if it was her expressed Skin tone that was missing, but that's ok...

Anyway, try adding the following 2 lines (in purple) to her DNA:
1 dstring 00000003-0000-0000-0000-000000000000
2 dstring 00000002-0000-0000-0000-000000000000
268435457 dstring  00000003-0000-0000-0000-000000000000
268435458 dstring  00000002-0000-0000-0000-000000000000
268435459 dstring  2d6839c5-0b7c-48a1-9c55-4bd9cc873b0f
268435461 dstring
268435462: 00000002-0000-0000-0000-000000000000
3 dstring  2d6839c5-0b7c-48a1-9c55-4bd9cc873b0f
4 dstring  -858851246:2140625487:1;
5 dstring  nose,cheekbones,
6 (dtString): 00000002-0000-0000-0000-000000000000  

It might not actually help now that she already looks weird, though. Probably it's best to fix the DNA before resurrecting her  :-\.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2005 November 25, 08:15:38
The problem with that is putting up fixed ones would be clones, not the orignals......
The DNA is stored in the neighborhood file too, so it really can't be posted with the updated information and copied over the original unless the neighborhood is in a new and unplayed state.
Thanks for explaining a bit more.  So no downloads to fix sims you've played, but it would be possible to do a download to overwrite files for a virgin 'hood.   Could it go in the defaults?  so when you reset or re-install they get set up right?  Good for newbies and for a 'hood you haven't played.

At the risk of coming off rude, I think people need to get over their 'oh I'm not techie so I can't do it' attitude and just try sometimes.
I agree actually.  I help people learn stuff all the time and as you can see I ask plenty of stupid questions myself!  The kind of person who needs an easy download is the 13 year old girl who got Sims2 for her birthday and wants to know why PT9 doesn't have alien babies.  Right at that moment, she just wants her pressie to work properly. A detour into SimPE takes the shine off a bit!!!  Also SimPE is a pretty dangerous tool - OK that genetics fix is OK, but there's plenty of trouble you can get into.  What she really needs is for maxis to fix the defaults. 

No disrespect to all those 13 year old techie girls out there!


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: BlueSoup on 2005 November 25, 08:24:30
I agree actually.  I help people learn stuff all the time and as you can see I ask plenty of stupid questions myself!  The kind of person who needs an easy download is the 13 year old girl who got Sims2 for her birthday and wants to know why PT9 doesn't have alien babies.  Right at that moment, she just wants her pressie to work properly. A detour into SimPE takes the shine off a bit!!!  Also SimPE is a pretty dangerous tool - OK that genetics fix is OK, but there's plenty of trouble you can get into.  What she really needs is for maxis to fix the defaults. 

No disrespect to all those 13 year old techie girls out there!

Well, I'm not 13, but I was really afraid for a long time to try SimPE.  I was so sure it would turn my game into a LFBVFS. But I got over it, and now I love it.  I am still going pretty slowly, so as to avoid disaster, but so far it's been working great.  ;D


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: nectere on 2005 November 25, 08:47:53
Why are the resurrected sims showing unlinked still?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2005 November 25, 08:58:05
Well, I'm not 13, but I was really afraid for a long time to try SimPE.  I was so sure it would turn my game into a LFBVFS. But I got over it, and now I love it.  I am still going pretty slowly, so as to avoid disaster, but so far it's been working great.  ;D
That shows good sense!  It's the people who aren't afraid who get in a real mess!


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Motoki on 2005 November 25, 13:17:29
nectere: I'm not sure why, but IIRC, it's fairly easy to change a sim from linked to unlinked in SimPE, I believe you just change a value from 1 to 0. There should be a field for linked if you open up a sim's info in the Sim Browser. Find a linked sim and see what value they have and changed your unlinked sims to that one, commit and save.

cwykes: I guess it's just the I can't part I take exception with. I think it's perfectly valid to say 'You know what, I bought this game for recreation and enjoyment and I'm not willing to invest a lot of time and frustration learning a technical tool to fix a bug that was really the responsibility of the creators to fix in the first place'. I mean after all, we paid $50 or so for the game, or someone who bought it as a present did, so we really shouldn't have to work for it. :P

I've known some young teens who could run circles around me for techie stuff and was quite envious of them. Maybe I'm just splitting hairs over the whole thing *shrug* but I don't think people should put limits on themselves like that.

As for the file, the N002_Neighborhood.package is 2.21 MB. It should be possible for someone to take a new untouched Strangetown, fix the DNA and post that package instructing people to install it to My Documents\EA Games\The Sims 2\Neighborhoods\N002 with the caveat that it's only to be used on a new, untouched and unplayed Strangetown.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: nectere on 2005 November 25, 19:03:02
Motoki, yeah I know how make them link changing the value, I am just wondering if it matters if they remain unlinked? I am not really interested in resurrecting a bunch of long dead sims pregame but if I do resurrect a few here and there I wonder if it matters that I leave them unlinked. Since Lyla was only second resurrected sim with the nomitron thingie I never noticed before. That Spector broad has a very interesting history though...I guess I will just wait and see if it blows up!

The "I can't do it" thing drives me insane, I think its just fear and a lack of confidence in ones self, or perhaps more probable, the fear of failure. I cant tell you how many times I have completely hosed a neighborhood or the entire game goofing around in simpe or with testingcheats, but stuff like that doesn't bother me, its all for the sake of learning and realizing "hey I am not that stupid afterall!" heh. I guess this is why everyone says, use a clean neighborhood, one you wont mind losing or a different account and make backups often, although I don't bother, its just a game and I don't care how many times I have to start over because I fubarred something. I think its funny, plus the lessons learned really stick! My mother drives me insane with this, she asks for all these electronics and I buy them for her and then she refuses to just dive in a learn how to use them, no matter how simple, its always some excuse. *sigh*


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2005 November 26, 06:32:54
Unless I'm misunderstanding how it works.  I'd put the file in C:\.....\TSData\Res\UserData\Neighborhoods so that you get a new corrected hood when you re-initalise the game.  Obviously you'd have to redo that every time you re-instal like putting the script files back for modular stairs and pool colours.  I re-initialise fairly often when I'm trying to check where a problem is.  I'd fix the gardens too.  OK = I'm thinking about doing it... I have the time.

I think all my Sims lost their memories because I did something silly in SimPE.  Could have been a small fiery ball due to all the mess in the 'hood though.  Yeah it's just a game, but I was so upset!

People need lots of support to get past their technophobia and master something new.  You can't just explain once and leave them to it. If you have the time and persistence to help over a week or two,  it's amazingly rewarding on both sides.

EDIT - I found original sims up for download on Simsestates2.  I posted saying fixed versions would be really useful.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: hedgekat on 2005 December 06, 23:48:04
Resurrected Sims     Over a year ago I used Simpe to resurrect all the Goth and Crumplebottom ghosts in  a separate version of Pleasantview.  Changed ages, etc as needed to make Mortimers grandparents adults and his parents teens.   Played both families for quite a few days.   Never any problems with any of them.   Just checked with Simpe and they are still listed as unlinked in Sim Browser.  I haven't ever tried resurrecting anyone with the Nomitron.   Haven't had Uni long enough to acquire it. 

Question about Sim DNA   The lines of DNA that determine what skin tone is to be passed on puzzle me.   It seems to me that if a sim has heterozygous skin genes then the pass on strings should have both the dominant and recessive genes available.   But looking at my sims genetics very few of them have it that way.   Most of them appear only able to pass on their expressed skin tone.  This applies to born-in game sims as well as Maxis ones.  I have one girl who is S2.  Her parents are S1 and S3.   She shows S1 and S3 as her inherited genes but has only S2 in he pass-on strings.   This does not make sense to me. 

Alien genetics  The alien skin tone is not completely dominant.  I have an alien created in CAS who has normal alien genetics.   Yes,  all 5 of her children were born with green skin.   They all have S3 as their recessive skin tone.  Of her more than 20 grandchildren only one has green skin.   BUT several of them carry the gene for alien skin even though they do not show it.   However it is not in their pass-on strings.   Or wasn't until I changed them.       Without alien skintone, alien eyes show up as normal human brown eyes.   My CAS alien married a sim with gray eyes.  All their children had the black alien eyes.   One daughter had a child with a homozygous green eyed sim.   That child had brown eyes.  Looking in his DNA his eye genes are for green and alien.  With the alien being the expressed gene.   His green skinned younger brother got the father's green eyes.   


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: questar on 2006 January 01, 15:52:23
Olive Specter and Nervous Subject
I think that their DNA doesn't match because Olive adopted him.  If you check in Olive's memory banks, in between the memories of tons of people dieing (!), you'll find that she has the memory of having her adopted child taken away.  (And just how did all those people die on her property? Hmmmm) The game includes a photo of a couple wearing mohawks putting up a baby for adoption.  I assume  that that baby was Nervàous.  I'll open the game and check to see wherther Nervous has memories of beig adopted and of who raised him.

Also, I don't get why you say that Alien skin is dominant.  Why would that be the case?  If an Alien were to inseminate some unfortunate human, I would think that its genes would ALL be recessive since they are reproducing in a foreign, if not hostile environment and under artificial circumstances. I'm thinking that the alien genes would be at a disavantage, hence recessive.  If you know something about why alien skin is dominanat then tell on.

Signed
Ears wide open


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: baratron on 2006 January 01, 16:41:55
Also, I don't get why you say that Alien skin is dominant.  Why would that be the case?  If an Alien were to inseminate some unfortunate human, I would think that its genes would ALL be recessive since they are reproducing in a foreign, if not hostile environment and under artificial circumstances. I'm thinking that the alien genes would be at a disavantage, hence recessive.  If you know something about why alien skin is dominanat then tell on.

Because "dominant" is the way Maxis wrote it in the Sims 2 code  ::). Maybe it doesn't make logical sense, but nor do light blue eyes in dark-skinned people.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 01, 19:09:12
For some strange Maxian reason, the alien skintone is only dominant when one parent is homozygous to it. That's why babies born from abductions are always green (excluding custom skintones). However, when a parent has only one green skintone gene and one "regular" Maxis skintone gene, the green skintone turns equal with the other ones. Therefore if one parent's genes are green/regular and another parent's regular/regular, each one of their children has a 25% chance of expressing the green skintone (another 25% will have the green skintone in their DNA but they are expressing another).

By the way, to answer a question posted earlier in this thread, if a sim inherits two recessive eye color genes, like grey and green, for example, he can express either one of them, with a 50/50 chance. The same applies to all the other hair or eye colors that are equally recessive or dominant. Also, if you create a child in CAS out of two parents, then their DNA will be mixed accordingly, which is nice, and they won't be homozygous to their genes like their parents.

And thanks for this great tutorial, this has been of great help in restarting my neighborhoods :).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2006 January 04, 20:18:28
Please can someone take a minute and tell me how skintone is determined when 2 parents have differet skintones - ignoring alien skin completely.  Suppose you marry two sims with skintones S1 and S4 who are both homozygous.  We know it's not a 50-50 chance of either S1 or S4, but is there an equal chance of getting S1, S2, S3 and S4 skin or is it more complicated than that?    If the two sims were S1 and S3, how do the odds work then and can a kid end up as S4?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 04, 20:26:00
Since there are no dominant skintones in the S1-S4 tones, the child will express a random skintone anywhere between the two skintones received from the parents.  So if one parent is S1 and the other is S4, then the child can be any skintone:  S1, S2, S3, or S4.  In my first run of Pleasantview, Lilith (S1) and Dirk (S4) had 4 children.  The first two were twins (S4 and S3) and the last two were both S3.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: LadyDragonair on 2006 January 08, 06:09:54
Since there are no dominant skintones in the S1-S4 tones, the child will express a random skintone anywhere between the two skintones received from the parents.  So if one parent is S1 and the other is S4, then the child can be any skintone:  S1, S2, S3, or S4.  In my first run of Pleasantview, Lilith (S1) and Dirk (S4) had 4 children.  The first two were twins (S4 and S3) and the last two were both S3.

That is exactly right although when they have kids they will only pass on s1 or s4 even though they express s3. All the kids Lilith and Dirk had were s3 in my game but passed on s1 and s4.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cwykes on 2006 January 08, 10:46:48
OK thanks people.  Equal chances of any skintone within the skintone range of the parents and no chance of a skintone outside the range.  The inherited bit is definitely weird though - their own and one of the parents might have been a more obvious choice.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 08, 17:26:42


That is exactly right although when they have kids they will only pass on s1 or s4 even though they express s3. All the kids Lilith and Dirk had were s3 in my game but passed on s1 and s4.

This may have been the case before any expansion packs, I'm not sure, but now, the sims only pass on the skintone they express. This has been confirmed by Maxoid Tom. It was changed from what it originally was meant to be.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Process Denied on 2006 January 08, 23:42:10
I finally broke down and bought the TS2 Enhancer and the genetics are so screwed up.  Not only does Strangetown and Veronaville have missing DNA but a lot of the DNA is wrong.  I had custom Sims that I created for the adoption pool and --so they should only have their own DNA but I noticed that the adoptive parent's DNA was in there??  Anyways I went and changed everyone into custom skins and eyes--pretty cool.  Thanks so much for this thread--I makes a big difference cause when I put two people together, I always have to think about genetics--now everyone is equal--well, except for the hidious.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: questar on 2006 January 09, 18:32:23
Barathon;
You piqued my interest when you mentioned the connection between the Grim Reaper and Nervous.  I took a look at the Grim Reaper - I'd never thought to do that before.  I discovered that it's a woman (how sexist can you get) fair, brunette and fairly normal looking.  But you say that Nervous is her clone and gender inverted.  I take it that you mean genetically but not phsyically? Physically, they  look nothing like each other. Olive specter has a memory of having woohoo'd with the Grim Reaper - but I'm not sure if that makes the Grim Reaper Nervous's "father".  Whewww... I'm going to start a thread on mixed up genealogy in Strange town.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Cynarra on 2006 January 09, 22:13:22
So is there a file listing all the codes to fix Strangetown??  How about Veronaville??  I feel more comfortable cutting and pasteing something that is correct    :P


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 10, 01:30:40
Yeah, the family trees of Strangetown are pretty messed up.  For one thing, PT#9 pollinated Jenny's father to have alien spawn, who then had Jenny and the Curious brothers with another woman.  PT#9 then ended up marrying Jenny, who is young enough to be his daughter.  Technically they aren't related, but that just seems messed up to me.  Jenny and the Curious brothers are half-siblings of Lola and Chloe, but they aren't even flagged as family.  So unless you change it in SimPE, the Curious brothers could have romantic relationships and marry their half-sisters.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 10, 06:05:13
I discovered that it's a woman (how sexist can you get) fair, brunette and fairly normal looking. 

Why would it be sexist for the Grim Reaper to be female?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 10, 06:25:11
The Grim Reaper is male in my game.  But really what difference does it make?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jmtmom on 2006 January 10, 18:38:41
Well, this looks doable, even for a SimPE retard like me. ::)

Thank-you very much.

I have a probably very stupid question here, but will it make any difference if the default skintones and eyes are set to something else?  ??? I use Sim-cribbing skins and Helanae eyes as defaults in my game.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 11, 04:32:17
Doesn't make any difference.  I use default replacements myself.  That only affects what you see in the game.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: altered on 2006 January 11, 22:22:21
Thank you, so much, baratron for this.  I'm SimPE virginal, and this was very easy to follow.  And now, I understand the genetics of my Sims somewhat. 

I have a question.  I noticed when I opened up a Sim, like PT #9, under Relations, every person that was known to PT#9 was also checkmarked as being Family...people like Gen. Buzz and Ophelia.  When I looked at all my Sims whose DNA I corrected in Strangetown, they were all like that...if they knew someone, then the family box was checked up, as well as the known box.  It's too weird to see this between Johnny Smith and Ophelia, since they are in love with each other.  Anyone know why this is?  Is this a weird way that Sim PE reads the files, or is this another example of Maxis "Oopsness"?  Is it ok to uncheck the files if they aren't related (I'm talking the ones that really aren't related, not folks like Chloe and Lola who are related to Jenny, but it won't show up)?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 12, 03:54:00
I saw the same thing in Pleasantview with Dustin and Angela and also Lilith and Dirk.  I don't know why, I figured it was another of those Maxis things that don't make much sense.  I removed the checkmarks and haven't noticed any problems.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 12, 09:47:59
I noticed the family check in SimPE, as well, but I don't think the game still considers them family, or otherwise sims like Angela and Dustin would not have any options for romantic interactions.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jmtmom on 2006 January 12, 23:51:16
Well I took the plunge and fixed all the Strange Town characters using the instructions here. My game didn't blow up and seems to be working fine.  ;D

One question though, do the lines have to be in order? I did order some and not others, it didn't seem to make any difference as far as playing the sims, but I haven't had them have any kids yet.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 13, 00:23:44
No, they don't have to be in order.  In fact, all of my sims born after Uni seem to be out of order, which doesn't hurt anything, but makes it a bit confusing.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 January 13, 03:21:55
I  changed Jenny's DNA to make it so that she isnt homgynous and would have a little from her parents too.  Well I made it so that she has both S1 and S3 in her DNA...For Skintones Passed on I made 6(dstring) S3 and 268435462 S1.   It changed her skintone from S1 to S3...Is 6(dstring) supposed to be the same as Expressed Skintone 2 (dstring)...Bc then it would seem like 6(dstring is actually expressed skintone or am I confused at what they really mean...I did the same thing to Ophelia...I went back in SimPe and switched what I had for 6(dstring) and 268435462 and their skintones matched their originals...Am I messing up future generation skintones or am I on track now...Im changing everyone's DNA in ST so that they arent so homogynous...I guess what I need to now is if I want Jenny to pass on both S1 and S3 how should I change it?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 13, 13:45:40
Yes, when a sim has two different skintones to be passed on (like S1 and S3 in your case), there is a 50/50 chance of passing one of them on with each future child.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 January 23, 03:05:04
I  changed Jenny's DNA to make it so that she isnt homgynous and would have a little from her parents too.  Well I made it so that she has both S1 and S3 in her DNA...For Skintones Passed on I made 6(dstring) S3 and 268435462 S1.   It changed her skintone from S1 to S3...Is 6(dstring) supposed to be the same as Expressed Skintone 2 (dstring)...Bc then it would seem like 6(dstring is actually expressed skintone or am I confused at what they really mean...

I have made a lot of experimenting with skin tone genetics and I have come to the same conclusion as you. The skin tone code on line 6(dstring is the skin tone of the sim. I first found out when I repaired the DNA of Jill and Johnny. I liked her to pass on the alien skin tone from her father so I put alien skin tone on  6(dstring and  white on 268435462(dstring. I did the opposit on Johnny. It turned out that Jill became alien and Johnny was white. I switched the code for both and Johnny turned to alien and Jill to white.
I then made a table with the skin DNA for a lot of sims:


Example:                        Parent1,white        Parent2,black      Son,tan    Son's Wife,alien   Child of son,tan                       

2 (dtString)                                white                    black            white                alien                    tan
268435458 (dtString):                 white                    black             black                white                  alien
268435462 (dtString):                 white                    black             tan                  white                  alien
6 (dtString)                                white                    black             tan                  alen                     tan

The only line that conequently showed the skin tone of the sim was 6 (dtString). I think 2 (dtString) is used for the same purpose on all corrupted sims that don't have a  6 (dtString). The code at 268435462 (dtString) is the second "pass on" gene.
In a complete DNA the 2 (dtString) and 268435458 (dtString) is the skin tone DNA from the parents. Those two codes are used as a "range" to calculate the skin tone of the sim.


So the explanaton of the four codes are:

2 (dtString)  Parent1
268435458 (dtString) parent2
268435462 (dtString) Pass on, Recessive
6 (dtString) Pass on, Dominant and Expressed


Correct me if I'm wrong!


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 23, 05:36:13
I agree, two of the skintone genes are only there to show which genes the sim inherited from his/her parents ("skintone range"), and the other two are expressed/passed-on genes.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: sudaki on 2006 January 23, 15:21:24
Quote
Because the child has a human skintone, it theoretically cannot have alien eyes. We know this doesn't always work because there have been some scary-looking sims born who had alien eyes in human skintones, or had alien-sized eyes with human-coloured pupils. But in theory, it shouldn't happen.

Hmm -- I had something interesting happen that seemed related:

Sim Walther is 1/4 alien. He expressed a human skintone and (I thought) ordinary brown eyes. None of his anscestors had any custom genetics. When I downloaded replacements for the default Maxis eyes, every other Sim's eyes changed to the new defaults, except Walther's. His remained the regular Maxis brown instead of the new replacement brown.

Does the game have some kind of "replacement" alien eyecolor for Sims with some alien genes but an expressed human skintone?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 23, 18:33:47
The eye shape and eye color are two completely separate things genetically. I've had several babies born in my game with a human skintone and alien-shaped eyes. I think it's the alien eye-color that's not supposed to express on normal human skintones.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 January 24, 02:38:43
Quote
So the explanaton of the four codes are:

2 (dtString)  Parent1
268435458 (dtString) parent2
268435462 (dtString) Pass on, Recessive
6 (dtString) Pass on, Dominant and Expressed


Correct me if I'm wrong!

I agree too. 

Quote
Does the game have some kind of "replacement" alien eyecolor for Sims with some alien genes but an expressed human skintone?

Its odd that your sim didnt get the replacements.  Did you look at his genetics in SimPe bc as long as he has the brown eye code the maxis eyecolor should have changed to the replacement. 


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Sleepycat on 2006 January 24, 06:56:38
bc as long as he has the brown eye code the maxis eyecolor should have changed to the replacement. 


aliens in my game go from having the alien eye color as babys/toddlers/children to - those brown maxis eyes as teens, then back to alien eye color as adults (can't remember about YAs)

and I have default eye replacements  ???   

I think the teen thing evens happens when I also have alien eye color replacements in, will be able to check that soon since Daniel Pleasant got abducted  ;D


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: sudaki on 2006 January 25, 06:01:03
Quote
Did you look at his genetics in SimPe bc as long as he has the brown eye code the maxis eyecolor should have changed to the replacement.

I'm on a Mac and can't use SimPE, but I checked his DNA in-game, and it reads:
EyeColor:
12d4f3e1-fdbe-4fe7ace3-46dd9ff52b51 (uuface_eye_alien)
0758508c-7111-40f9-b33b-706464626ac9 (uuface_eye_gray)

If that's to be trusted, he has no genes for brown eyes at all. I also checked the DNA of his two sisters, and the eye part is identical. The sister who shows medium-dark skin like Walther has the same Maxis-default-brown looking eyes. The other sister shows the alien skintone and her eyes show as black alien eyes. Hmm.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: J. M. Pescado on 2006 January 25, 09:03:20
The "alien eyes" are essentially a null alpha, which causes the underlying texture below to be painted as the eyes. This is why the alien eyes only function with the alien skin.

When mapped onto a human skin, the result will be what is usually painted onto the skin where the eye-holes would be, brown Maxian eyes.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 25, 09:23:31
I knew it had something to do with those default brown eyes that show up on the skins, but I wasn't sure how it would happen.  But if you have an alien eyes default replacement, such as the ones at Laverwinkle sims, would that override the null alpha effect?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: J. M. Pescado on 2006 January 25, 09:26:13
It might, depending on what reggikko.com's "eye replacement" does.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 25, 09:32:05
I am not sure.  I know that it's not a part of the alien skin; it's a separate file.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 January 26, 03:36:08

Quote
When mapped onto a human skin, the result will be what is usually painted onto the skin where the eye-holes would be, brown Maxian eyes.

Ok I got it now...I didnt realize that bc all aliens in my game have brown eyes genes anyway so I would have assumed that where they got it from.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: vilia on 2006 January 31, 03:07:17
have you guys updated your SimPe yet? It was released in the last day or so and it makes the genetic section much much easier to understand.  It lists the strings under dominent and recessive then breaks it down into hair, eye etc.  Very noice ;D


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 January 31, 04:55:28
Thanks for letting us know.  I havn't checked Simpe site in a week or so bc its been awhile since they updated.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 January 31, 05:05:45
Yeah, it was in the QA release, but I hadn't bothered using it because it doesn't have the installer that associates your package files and all that nice stuff. ;)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Karen on 2006 January 31, 12:29:02
have you guys updated your SimPe yet? It was released in the last day or so and it makes the genetic section much much easier to understand.  It lists the strings under dominent and recessive then breaks it down into hair, eye etc.  Very noice ;D

I agree, this is a big improvement.  It takes the guesswork out of changing the DNA strings.

Now if they would ever get around to fixing the misspelling of "Family" on the Sim Description screen, I would be really happy.  It may sound like a small thing, but stuff like that really gets on my nerves, especially when it's so easily fixed.

Karen


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jrd on 2006 January 31, 12:48:59
Oh, there are numerous misspellings throughout the program, such as "Gradparent" in the relationship fields.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 31, 14:52:36
Oh, there are numerous misspellings throughout the program, such as "Gradparent" in the relationship fields.

Then you should report them at the SimPE forum so that they can be fixed. Quaxi is German so he may not notice all English mispellings.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: nectere on 2006 January 31, 14:56:32
Did they take away the classic interface?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 31, 15:01:11
Did they take away the classic interface?

No, it's still included in the full version of the download.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: tunaisafish on 2006 January 31, 15:09:46
Oh, there are numerous misspellings throughout the program, such as "Gradparent" in the relationship fields.

Then you should report them at the SimPE forum so that they can be fixed. Quaxi is German so he may not notice all English mispellings.

Just what I was going to say :)

Add any more you find to this thread http://ambertation.de/simpeforum/viewtopic.php?t=2549


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: nectere on 2006 January 31, 15:49:20
Along the lines of DNA...

I am not sure what happened, but I really need to know how much it matters. In my matyhood I noticed the other night when I was exporting some facial data, that all of my characters submitted by members of this forum have dna in the wrong order, and I mean really wrong. The NPC's data are fine, but every single maty sim has the same order of dna but its a totally screwy order.

So tell me, does it matter if all the strings are there, just not in the right order?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: IgnorantBliss on 2006 January 31, 16:58:29
Along the lines of DNA...

I am not sure what happened, but I really need to know how much it matters. In my matyhood I noticed the other night when I was exporting some facial data, that all of my characters submitted by members of this forum have dna in the wrong order, and I mean really wrong. The NPC's data are fine, but every single maty sim has the same order of dna but its a totally screwy order.

So tell me, does it matter if all the strings are there, just not in the right order?

Chacraters that are created or born after the installation of University, have the DNA lines in a different order. The numbers for the lines still mean the same things, they are just listed in a different order. But if you get the latest SimPE, you won't need to guess what's what anymore, all the lines have been given names.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 February 06, 22:50:54
Could someone send me the fixed  Strangetown? I can't fix it myself. :-\ I could also host it on my site. :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: tunaisafish on 2006 February 06, 23:12:08
If someone with a clean install of the neighbourhood just posted the files that changed after fixing it with SimPE, the zipfile would probably be quiet small.  Probably small enough to host here?

I've not fixed my Strange or Verona yet. If I do get round to doing it I'll make some.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 February 07, 03:42:08
Not unless it's less than 640k.  That's the limit on attachments.  Unless JM makes an exception.  He says 640k is all anyone will ever need (sound familiar??)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 February 07, 04:05:05
I've not fixed my Strange or Verona yet.
Veronaville is bad too? Crap maxis can't get anything right. >:(


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 February 07, 05:10:27
I've not fixed my Strange or Verona yet.
Veronaville is bad too? Crap maxis can't get anything right. >:(
Uhhhh...Nope.  I think they've proven that rather well by now, unfortunately.  :(


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jrd on 2006 February 07, 14:02:40
It is fairly obvious that the three 'hoods were made with an alpha of TS2. This alpha included code which never made it into the final game (such as info on the 'family' need), and lacks info which made it into the final build.
Maxis went over Pleasantview and fixed the bugs there (and in the process introduced duplicates for Skip Broke and Darleen Dreamer), the fixing of Strange and Verona probably got scrapped because EA told Maxis the game had to go gold.

Veronaville not only has the bad DNA bugs Strangetown has, but it also has just about every Monty and Capp marked as mutual 'family'. This causes a whole new round of problems (arguably by design: the families aren't supposed to mingle).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 February 10, 18:45:50
So can someone fix them? I can host them.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jmtmom on 2006 February 15, 19:32:45
Things were going pretty well in Strange town. Johnny and Ophelia had a lovely little green baby. I married off Ripp Grunt to Chloe Singles and the game crashes when she gets ready to give birth.

I'm trying to figure out if I did something wrong when I fixed Chloe's DNA, but I'm having a little trouble comparing the new SimPe to the old set-up. Would it be possible to repost the corrected DNA in the new format?

I'm also wondering if something's wrong with Ripp's DNA. I'm trying to figure that out, but I am still a SimPe newbie, so any help would be greatly appreciated.

Edited to add: I fixed Ripp's DNA. He was missing both skintone llines, I just copied the info for Jenny Smith and now they have an adorable little baby with the lightest skintone, like Ripp. Chloe's DNA seemed OK, only difference was with the recessive eye color. I fixed that too, but I think it was the skintone problem with Ripp that was causing the problem.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Meek_Monkey on 2006 February 15, 21:51:41
dtstring 2: 6baf064a-85ad-4e37-8d81-a987e9f8da46 this is the code u need for her and also 268435458: 00000003-0000-0000-0000-000000000000 thaat should be correct or u could use the alien skin tone for 268435458 as well.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 February 21, 21:43:56
............ but I think it was the skintone problem with Ripp that was causing the problem.

Yes, Ripp's code caused the crash. That was the way I found out about the errounous DNA. I convinced Maxis people att MTS2 that the crash was caused by their code. They did change this in NL but not by correcting the corrupted DNA. Their fix only avoids the game to crash. The genetics is not working as on sims with corrected code.

You got this crash in classic TS2?

In one of the first postings by Baratron you have a list of Sims with corrupted code and Ripp is among them.

Note that the explanation of the skin tone genes in the post by Baratron is not correct.
Here are the correct explanations:

2 (dtString)  Parent1
268435458 (dtString) parent2
268435462 (dtString) Pass on, Recessive
6 (dtString) Pass on, Dominant and Expressed



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jmtmom on 2006 February 21, 21:58:18
............ but I think it was the skintone problem with Ripp that was causing the problem.

Yes, Ripp's code caused the crash. That was the way I found out about the errounous DNA. I convinced Maxis people att MTS2 that the crash was caused by their code. They did change this in NL but not by correcting the corrupted DNA. Their fix only avoids the game to crash. The genetics is not working as on sims with corrected code.

You got this crash in classic TS2?

In one of the first postings by Baratron you have a list of Sims with corrupted code and Ripp is among them.

Note that the explanation of the skin tone genes in the post by Baratron is not correct.
Here are the correct explanations:

2 (dtString)  Parent1
268435458 (dtString) parent2
268435462 (dtString) Pass on, Recessive
6 (dtString) Pass on, Dominant and Expressed



I have both uni and NL installed, I haven't added any of the patches though.  ???  Once I fixed Ripp's DNA, it stopped crashing, and the baby was born with his skintone. I think I sorted out the differences with the old and new SimPe versions, that was what was confusing me.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 February 22, 00:56:57
Quote
I have both uni and NL installed, I haven't added any of the patches though.  ???  Once I fixed Ripp's DNA, it stopped crashing, and the baby was born with his skintone. I think I sorted out the differences with the old and new SimPe versions, that was what was confusing me.

So with incorrect Ripp and a not patched NL the game crashed?
Are you sure it was not in TS2?

Strange, I must have installed the NL patch before I tested then.
I'm sure it didn't crash with NL anyway although the DNA was corrupted.

Well..............



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 February 22, 01:20:07
The new SimPE that labels the fields is very helpful, but I would appreciate if someone could explain which of the new fields corresponds to which of the old strings. 

I did an experiment with an S4 father and an S1 mother and had them have 14 babies, 7 each.  For the children carried by the father, his skintone showed up in the top Skintone Range box, and hers showed up in the bottom Skintone Range box.  When she carried the children, it was reversed with hers in the top box.  So I drew the conclusion that the mother's skintone will be shown in the top Skintone range box and the father's in the lower one, since most of the time, the female carries the child.  But in the two middle boxes, the Skintone was always the same in the Recessive section as it was in the Dominant Section.  So I'd be very curious as to how these new fields correlate to the old strings.

Interestingly, of these 14 children born in this test neighborhood, 10 were girls and 4 were boys. 

There was only one with S3 skintone.  Three had S2, 5 with S1, and 5 with S4. 

The father had black hair and brown eyes, and the mother had red hair and green eyes.  As expected, all children had black hair and brown eyes and carried recessive red hair and green eye genes.  If one breeds with a sim with red or blonde hair, the child has a 50/50 chance of having either red or blonde hair.  The same applies with green, blue, or gray eyes, because none of these are dominant over the others.  Similarly, black and brown hair share equal dominance, as do dark blue and brown eyes. 

This, of course, does not take custom genetics into consideration.  I thought I'd share my little experiment in case anyone finds it useful.  I did some more testing with impregnating a few of the children with someone with different genes to see how it turned out in SimPE, but it starts to get more complicated and more interesting once you get away from the homozygous CAS sims.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jmtmom on 2006 February 22, 02:45:43
Quote
I have both uni and NL installed, I haven't added any of the patches though.  ???  Once I fixed Ripp's DNA, it stopped crashing, and the baby was born with his skintone. I think I sorted out the differences with the old and new SimPe versions, that was what was confusing me.

So with incorrect Ripp and a not patched NL the game crashed?
Are you sure it was not in TS2?

Strange, I must have installed the NL patch before I tested then.
I'm sure it didn't crash with NL anyway although the DNA was corrupted.

Well..............




Yes, I'm quite sure. I've never played just TS2, I got the exp packs and the original game together. I've never installed any patches since the game runs really well, why fix what ain't broke?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 February 22, 02:52:52
Yes, I'm quite sure. I've never played just TS2, I got the exp packs and the original game together. I've never installed any patches since the game runs really well, why fix what ain't broke?
Because the game is broke, it's shipped broken.  Just because you haven't come across any problems yet doesn't mean there aren't any problems, and it doesn't mean you won't have problems surface down the road.  You probably have the patches anyway since the game makes sure that the game is patched during the installation process, except for the latest NL patch if you installed before it came out.  That's what this site is all about is fixing all the stuff that's broken in the game while Maxis takes their time fixing it.  It's also a good idea for you to have the latest patches if you intend to use the mods and fixes on this site because the modders have the patches and therefore the mods are based on the latest game code.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 February 22, 21:31:58
The new SimPE that labels the fields is very helpful, but I would appreciate if someone could explain which of the new fields corresponds to which of the old strings.
.

The dominant is 6 dtstring.
The recesive is  268435462 dtstring

Range1 is 2 dtstring
Range2 is 268435458 dtstring


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 February 22, 21:55:55
Thanks, Morphar!  Can I ask where you found this information or how you found out?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jmtmom on 2006 February 23, 02:40:57
Yes, I'm quite sure. I've never played just TS2, I got the exp packs and the original game together. I've never installed any patches since the game runs really well, why fix what ain't broke?
Because the game is broke, it's shipped broken.  Just because you haven't come across any problems yet doesn't mean there aren't any problems, and it doesn't mean you won't have problems surface down the road.  You probably have the patches anyway since the game makes sure that the game is patched during the installation process, except for the latest NL patch if you installed before it came out.  That's what this site is all about is fixing all the stuff that's broken in the game while Maxis takes their time fixing it.  It's also a good idea for you to have the latest patches if you intend to use the mods and fixes on this site because the modders have the patches and therefore the mods are based on the latest game code.

Well, once I get OFB, I'll have the patches I guess.  ;D


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 February 23, 08:03:35
Zipped up Veronaville is 75MB and Strangetown is 50MB. 


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: tunaisafish on 2006 February 23, 08:34:09
StarrKist, are these versions of those hoods that have had their DNA fixed?

SimsBaby offered to host these if they are.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 February 23, 08:39:42
Yes they are the fixed versions...I tried to upload them on my website but I have dialup and it seemed to be going nowhere so I will try later, sometimes I can get things to upload sometimes not....Totally unplayed too...All sims are homogynous...Zip includes the whole neoghborhood folder so that it is easy to place in game...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: tunaisafish on 2006 February 23, 12:41:03
125 Mb will take you ages to upload over a modem.  It might also be impossible to do if your ISP cuts off your connection after a few hours.

Can you see what files have changed from the editing process by their timestamps?
Hopefully just zipping up the changed files could cut them down to a reasonable size.



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 February 23, 18:55:35
What if I just try only the characters folder.  Will the neighborhood just work if you only replace the characters folder?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 February 23, 20:12:49
It should.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 February 24, 23:00:22
Ok I got it done and tested it on a second account in my game...I'll upload it to my webpage and send it to Simsbaby...Anyone who wants to host it can since it just fixed characters...Simsbaby do you want Veronaville to or just Strangetown? I sent you Strangetown.


To make it the smallest size I only put in the corrected character files.  Strangetown is 5.99Mb Veronaville is 13.4Mb


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: tunaisafish on 2006 February 25, 04:42:01
Yay StarrKist, looking forward to downloading these :)

I've chickened out of playing those hoods from hearing other peoples problems with them.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 February 25, 05:55:06
I only sent Strangetown to Simsbaby, Im getting DSL in a day or two so Im gonna wait to upload Veronaville until then bc its bigger than Strangetown and will take longer on dial-up. Strangetown is more important right, lol.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 February 26, 05:34:40
Thanks! ;D
It is up now, download here (http://homepage.mac.com/WebObjects/FileSharing.woa/12/wo/0NLaddoLZK98HcVY.1/0.2.1.2.26.31.97.3.35.0.1.1.1?user=simsbaby&fpath=Fixed%20Maxis%20Files&templatefn=FileSharing49.html)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 February 26, 14:08:04
Thank you both!  Off to download them now...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 February 26, 14:17:59
Thanks! ;D
It is up now, download here (http://homepage.mac.com/WebObjects/FileSharing.woa/12/wo/0NLaddoLZK98HcVY.1/0.2.1.2.26.31.97.3.35.0.1.1.1?user=simsbaby&fpath=Fixed%20Maxis%20Files&templatefn=FileSharing49.html)


I have tested it but there is no difference.
Here is what I did:

Started a new game.
Copied the character files from Simsbaby to the corresponding directory in the new game folder.
Started/Exited the new game.
Checked the DNA of Jill Smith with SimPE.
She still is missing the dominant and recesive genes.

Am I doing something wrong here?

I also checked the new character files with SimPE. Where are the DNA information stored?
I only find the expressed skintone.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 February 26, 15:23:29
I only sent Strangetown to Simsbaby, Im getting DSL in a day or two so Im gonna wait to upload Veronaville until then bc its bigger than Strangetown and will take longer on dial-up. Strangetown is more important right, lol.


What have you  changed in for example N002_User00062.package?
I like to compare it with the original.



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 February 26, 22:00:23
When you have the character file open in SimPE, click on the 'More' icon, and choose 'Sim DNA'.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 February 27, 00:09:03
When you have the character file open in SimPE, click on the 'More' icon, and choose 'Sim DNA'.



Yes, and what do you see for Jill Smith then?
Her skin tone genes are blank?
and that is the same as in the original.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 February 27, 01:05:27
Damn looks like Ill have to send the whole neighborhood afterall for it to work...Back to the drawing board...Does anyone have any ideas other than sending the whole neighborhood...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 February 27, 01:53:48
I have a feeling that this information is stored in the N002_Neighborhood.package file.  Perhaps sending that and the corrected character files would work, as long as it is a virgin Strangetown neighborhood file.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 February 27, 03:47:05
yep they are I just looked at whole thing to see if I could just get a DNA file and you cant.  Ill zip up the characters folder and neighborhood file so all everyone has to do is drop and overwrite the originals.   Im going out of town tommorrow so Tues or Wed I will get them up...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 March 11, 05:38:32
Ok I uploaded the neighborhood files for Strangetown and Veronaville...Anyone wanna test to see if I got it right this time!



edit:took out link


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 March 17, 02:12:49
I think you only need to upload the character files, but when you sent them last time you uploaded the wrong ones. I placed them over a fresh install and my computer showed them as having the same dates, otherwise yours would have had newer dates.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 March 18, 21:20:27
Ok I uploaded the neighborhood files for Strangetown and Veronaville...Anyone wanna test to see if I got it right this time!


http://www.freewebs.com/pixellainaridia/downloads.htm        Bottom of the page were it says Neighborhoods.  Unplayed neighborhood recommended. 

It worked better this time so you need both neigborhood and character files!
However, I need more realistic DNA as outlined by Baratron.
Well, I will keep my own codes but use this technic when starting a new game.



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 March 21, 08:21:33
Thanks...I think I will just upload the whole neighborhood folder then just to cover everything...thanks for letting me know...This is what I did though...I created a second account and edited the DNA that was missing...then I took out the neighborhood files and put them on the desktop then I deleted the ea games folder and then started the game to start over...exited the game opened Simpe and looked at everyones Dna and the DNA lines and they were missing so I replaced the neighborhood files...Opened the game...exited...opened Simpe again and the DNA was fixed..
Quote
I placed them over a fresh install and my computer showed them as having the same dates, otherwise yours would have had newer dates.

I just opened the zip for the neighborhood file and the date modified for the files is Feb 27, 2006. 

Quote
I think you only need to upload the character files, but when you sent them last time you uploaded the wrong ones.

Dont ask why, lol,  but I have two Strangetowns and two Veronavilles, Actually I have one neighborhood with ST, VV, and PV.  Anyways in the combined hood I didnt edit DNA yet so I did that the other day.  This neighborhood is still unplayed.  The character files still have the original date but the neighborhood file has the date from when I edited the DNA so the reason it didnt work the first time is bc character files arent actually changed.  DNA has to be stored in neighborhood file only bc thats the only modified file.

Quote
However, I need more realistic DNA as outlined by Baratron.

Yeah I know what you mean...In my own game I did a complete rehaul of everyones DNA...The only DNA comes from the original parents and any spouses married into the family...For this upload I only edited missing pass on DNA and did it homogynous bc I wasnt sure which way people wanted it...I could do the other version using Baratrons outline for anybody that doesnt want to edit the DNA themselves....


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 March 22, 16:56:23
Quote
For this upload I only edited missing pass on DNA and did it homogynous bc I wasnt sure which way people wanted it...I could do the other version using Baratrons outline for anybody that doesnt want to edit the DNA themselves....


I see. In that case I am looking forward for your next upload.  I have only one whish.  Please make Jill Smith have a recessive alien skintone.
That will give a good example on how DNA works in Sims 2.

Thank you for your efforts so far.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 March 25, 06:11:51
Quote
Please make Jill Smith have a recessive alien skintone.

Sure thing...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 March 29, 05:45:15
How is it going?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 March 29, 08:58:53
I think I forgot to commit a couple so Im looking over everyones Dna right now...I already see I missed Loki...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 March 31, 17:25:14
edit:  old link


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 March 31, 18:40:32
I will upload it to my site as soon as the download completes.


Edit : Downloaded, the file dates have changed. Should be up on my website by the time you read this.


Title: Something freaky is going on!
Post by: Simsbaby on 2006 March 31, 19:09:43
When I entered Strangetown none of the families that should be in the bin where there, same goes for all the sims in the neighborhood except Specter and Curious.
This is on a game with only University, should be getting Nightlife next week.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dark Trepie on 2006 March 31, 21:32:07
I had an old copy of a virgin Strangetown sitting around with some fixed DNA and relations (Lola and Chloe Singles are now sisters to the Curious Brothers).  And I kept it saved in a different folder so whenever I wanted to restart Strangetown I wouldn't have to do all of that editing over again.  But when I installed OFB something strange happened.  Not all, but a lot of the pre-made playables there had weird stuff happening to their wants/fears slots and LTWs.  Most sims only had 1 or 2 wants slots, and Jill Smith had no wants at all.  As far as LTWs go, Buck Grunt, who's still a kid mind you, had a LTW to be Captain Hero.  And Loki Beaker had a LTW for 100 First Dates.  I didn't even know that LTW existed.

I'm thinking this hood might need to be scrapped.

Anyway, StarrKist, I assume you did all this editing with at least Uni and NL installed and no sub-nieghborhoods attatched?  I'll download them later and try them out.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 April 01, 05:58:00
Uni and Nightlife only...No subneighborhoods...I did it with a new game...Oh you know what I initially did it with UNI and NL only but I rechecked it after installing OFB and did have to edit one sim bc I forgot to commit his changes...I was going to upload the whole neighborhood intact bc I would be sure that it would work but my space is full and I only had 34mb left and that was enough for the characters folder and Neighborhood file...


So SimsBaby, your Strangetown DNA is fixed now.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 April 01, 17:36:13
It works fine as long as I don't use N002_Neighborhood.package. The same should be true for Veronaville.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 April 01, 22:01:25
Uni and Nightlife only...No subneighborhoods...I did it with a new game...Oh you know what I initially did it with UNI and NL only but I rechecked it after installing OFB and did have to edit one sim bc I forgot to commit his changes...I was going to upload the whole neighborhood intact bc I would be sure that it would work but my space is full and I only had 34mb left and that was enough for the characters folder and Neighborhood file...


So SimsBaby, your Strangetown DNA is fixed now.


It works great for me. Thank you very much. I appreciate that you fulfilled my whish about Jill Smith.
I have checked all important characters and have only one complaint. Jills brother Johnny is still homogynous.

Another thing that probably isn't caused by this patch. It seems that I have two Nervous Subject. One
have instance number 0x000000FA, that you have corrected, and the other is 0x0000003A that is still
missing DNA. I have not checked which of them are in the game.

There are also two unknowns. Instance 0x00000022 and 0x0000016c.

I downloaded from your page. The files att Simsbaby was emty.





Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 April 01, 22:10:10
It works fine as long as I don't use N002_Neighborhood.package. The same should be true for Veronaville.


It works for me though. Did you owerwrite the character files or did you remove the old
character map. Not all characters was corrected by Starkist so you must keep the old map.

I could not download from your page. The size of the file was 0 KB.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 April 02, 00:32:01
Sorry, my host was acting up, should be up a hour after this post.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 April 02, 09:01:36
Quote
One have instance number 0x000000FA, that you have corrected, and the other is 0x0000003A that is still
missing DNA. I have not checked which of them are in the game.

The Nervous Subject that I didnt fix isnt a playable character anyway so I didnt fix him.  He was the original Nervous Subject but Maxis replaced him with the new one.  You can actually see some sims think or gossip about him.  He has been in the game since the beginning.


Quote
Jills brother Johnny is still homogynous.

Crap, your right I double checked and still missed him. I was going to give him recessive red hair and light skin.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ElfPuddle on 2006 April 02, 20:37:04
I just wanted to let you know, StarrKist and simsbaby, that all of us who are SimPE virgins or paranoid really appreciate all of this hard work. I won't say "Thanks, this is great," but it IS very generous and helpful of you.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 April 12, 21:30:41
Quote
Quote
Jills brother Johnny is still homogynous.

Crap, your right I double checked and still missed him. I was going to give him recessive red hair and light skin.

How is things?

Any Veronaville in sight?





Title: Re: Correcting the DNA of Strangetown premade characters
Post by: kiwianagirl on 2006 April 14, 22:15:57
Thank you very very much for the fixed Strangetown Starrkist and I look forward to your Veronaville as I am so wanting to play the hood.

Will you be adding Veronaville to this thread or starting a new one?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 April 15, 00:24:21
Sorry guys I have been working alot of hours this week and not feeling really well but I dont have to work until late tommorrow so Ill get it done in the morning...I have lost my notes about Veronaville so I have to go back through and gather all the information...I accidently overwrote my Sims Database...I think I may need to also uninstall FFS too...Because I get a warning with SimPe and I dont want to crew up my game


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: kiwianagirl on 2006 April 15, 01:31:35
Thank you very much and I hope you feel better soon.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: DMDye on 2006 April 15, 21:35:31
Thank you, StarrKist for creating and sharing the file!
Thank you, simsbaby for hosting it!

I had not played Strangetown since this last install, now I have less worries about it!


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 April 16, 07:13:44
Thank You Guys!!!!

Im testing Strangetown again for some weird lot crashing on 188 Road to No Where.  It is supposed to be a blank lot.  I tested it and it was still blank after I added my fixed files and it didnt crash.  ???  I also tested by deleting the lot first and then adding the files, the lot didnt reappear...


Quote
There are also two unknowns. Instance 0x00000022 and 0x0000016c.

The Unknowns and some of the Spectre lot ghosts do not have DNA to change.  When I click on DNA it doesnt do anything.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 April 16, 18:23:20
Quote
Jills brother Johnny is still homogynous.

Quote
Crap, your right I double checked and still missed him. I was going to give him recessive red hair and light skin.

Have you uploaded the corrected Johnny to Simsbaby's site?
I have corrected it in my game but it would be nice to have it
updated so that I can "spread the word".




Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 April 16, 20:15:59
I hate the genetics of Veronaville...I was going to make it so that children would have genetics from both parents but if I did that no one would look the same...Some sims have a haircolor that no one else in the family or eyecolor that no one else has and if I did it the way I wanted most sims would look different than shipped...I think Im just going to add their missing skintones and release it unless someone would like the new genetics that follows Maxian rules...meaning no red hair and green eyes for Tiatania bc Black would dominate over her red hair and no green eyes bc her grandparents and parents dont have it...Monty's dominate hair is brown yet Claudio has Black, yep in my game he has brown like his siblings, only Beatrice and Benedick should have black hair bc of their mother.


Yes I have corrected him...Im going to upload it when I upload Veronaville...It works for me if I just overwrite the N002 neighborhood...Just the Neighborhood file is 1.93MB...Faster to download...Since Character Files dont change shouldnt I just upload the Neighborhood File?

If anyone wants to test the following its just the neighborhood file and should work bc it did on a clean unedited account...Same thing as before but I refixed Johnny's recessive.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ElfPuddle on 2006 April 16, 23:38:52
It's okay with me to just add the missing skintones. (Frankly, I'm thrilled you're doing it at all...that way I don't have to!)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 April 17, 12:23:27
Quote

Yes I have corrected him...Im going to upload it when I upload Veronaville...It works for me if I just overwrite the N002 neighborhood...Just the Neighborhood file is 1.93MB...Faster to download...Since Character Files dont change shouldnt I just upload the Neighborhood File?

If anyone wants to test the following its just the neighborhood file and should work bc it did on a clean unedited account...Same thing as before but I refixed Johnny's recessive.


I have tested now and it works fine vithout the characters file. So no reason to upload the characters file then.
In the characters files I can only see the dominant and expressed information in SimPE.
I think that if you have to change the look of a sim to get the DNA correct then you have to supply the character
file for that sim too.

Was it any similar problem for any character in Strangetown as you now have in Veronavile?

The important thing, in my opinion, is the skintone as it can crash the game.




Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 April 18, 01:10:55
Some of the included Veronavile screenshots were very blurry so I retook them. They all have the original names so you can just replace them.
http://www.filegone.com/xdqr
(http://img67.imageshack.us/img67/9151/snapshot2da007fb2e0426a40pv.jpg)
(http://img228.imageshack.us/img228/6305/snapshoteda007fa4dda38338la.jpg)
(http://img228.imageshack.us/img228/9080/snapshoteda007fa8dda38318bp.jpg)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: kiwianagirl on 2006 April 18, 06:24:51
Thank you thank you thank you Starrkist.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 April 18, 18:31:35
Veronaville is here!!!  Drop it in an unplayed N003 Folfer and overwrite the original


I have tested Veronaville.  I have never played
Veronaville but I checked Romeo and Juliet. They are both homogynous. Is that correct?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: akatonbo on 2006 May 03, 19:46:54
Have we confirmed yet whether there's a working download to fix Strangetown? I won't have time to test anything for at least a week, since I'm about to go out of town, but I'd really like to get the fix in without having to tediously dig around in the guts of my 'hood. -.-


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 May 04, 01:18:15
Have we confirmed yet whether there's a working download to fix Strangetown? I won't have time to test anything for at least a week, since I'm about to go out of town, but I'd really like to get the fix in without having to tediously dig around in the guts of my 'hood. -.-

Strangetown is correkt now. I only needed the neighborhood file. But Veronaville is strange ;-) in that the characters are all homogynous. If that is intentional or not I don't know.
But go ahead with Strangetown.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 May 05, 21:17:23
Sorry I havent posted here in a while.  The characters are homogynous bc some people were ok with a homogynous one and I wanted to get that one out.  I was planning on doing a heterozygous one like the one I have in my game but I have been sick and sleeping alot and still working so by the time i get home I can hardly keep my eyes open or fixated on one thing long enough to get it done.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 May 06, 00:04:43
Sorry to hear that, StarrKist.  It's good that you are getting plenty of rest.  Hope you feel better soon.  :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ElfPuddle on 2006 May 06, 01:47:56
Don't worry about us, StarrKist. You can't sim if you aren't healthy. And if you aren't simming, you really aren't living! :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: aussieone on 2006 May 09, 09:21:42
So can anyone tell me.....

Is Veronaville and/or Strangetown fixed and ready to download?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Roux on 2006 May 11, 00:02:34
Hi, longtime lurker and posting virgin here, please be kind... though I should know better than to ask that on MATY.   :)  Instead, please feel free to mock, ridicule, or otherwise make fun of my non-awesomeness.

I like to try things myself, so I gave baratron's tutorial a go in SimPE (v. 0.58) I found that when I opened up the Sim DNA screen that it displays two boxes: one marked dominant gene and one marked recessive gene.  Each box contains 5 lines (eye, facial features, hair, skintone, skintonerange).  I didn't see places to click on "add" or "delete" to fix the DNA.

Any suggestions?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Meek_Monkey on 2006 May 11, 00:57:13
Ok you are in the right place to change the genes of the sims if you want to change the skin colour click on the right of the pannel where the numbers are then you can delete 00000001-0000-0000-0000-000000000000 and put the skin colour in that you want  like alien skin 6baf064a-85ad-4e37-8d81-a987e9f8da46 click commit and then save the file. there your done


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Roux on 2006 May 11, 23:17:43
Okay - did more poking around and I think it just looks different in this version of SimPE.  Instead of things labeled the way baratron described: 1 (dtString): 00000004-0000-0000-0000-000000000000, it's simply labeled as Hair, with 00000004-0000-0000-0000-000000000000 over to the right.

After checking several Veronaville and Strangetown premade characters against OFB premade characters, the "SkintoneRange" lines are always filled in.  The missing DNA lines are labeled as "Skintone", so my conclusion is that the Skintone lines indicate the skintone passed on.

Could someone with SimPE 0.58 please check to see if I got this right?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Meek_Monkey on 2006 May 11, 23:23:32
Yes the missing DNA is the skintones that is why it sometimes crashes at child birth the game is try to locate the skintones which are not there. The top pannel is for skintones that are passed on and the bottom pannel is for skintones that are not I think pased on.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 May 14, 21:11:17
Okay - did more poking around and I think it just looks different in this version of SimPE.  Instead of things labeled the way baratron described: 1 (dtString): 00000004-0000-0000-0000-000000000000, it's simply labeled as Hair, with 00000004-0000-0000-0000-000000000000 over to the right.

After checking several Veronaville and Strangetown premade characters against OFB premade characters, the "SkintoneRange" lines are always filled in.  The missing DNA lines are labeled as "Skintone", so my conclusion is that the Skintone lines indicate the skintone passed on.

Could someone with SimPE 0.58 please check to see if I got this right?

The skintone range is filled in but not with the correct values. There should be one code from each parent's expressed skintone. The dominant skinton is also the expressed one. The character's expessed skintone is one in the range.  The recessive skintone is one of the parents expessed skintone selected at random. If you download the Strangetown files from Simsbaby's site you can compare the changes made by Starrkist. You only need to replace the neighborhood files.

There are one homogynous and one heterozygous file for Strangetown.
The Veronavile file from Starrkist is homogynous, for the moment I hope.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 May 16, 12:19:54
I think you need to upload the character folder.  :-[


Could you please put the files on your site now? As I have tested only
these files are necessary.

N002_neighborhood.package  Homogeneous
N002_neighborhood.package  Heterogeneous
N003_neighborhood.package  Homogeneous


As you may have noticed, english is not my native language, so I looked
up the spelling of these strange words used in this thread:

Homogynous :is spelt Homogeneous or Homogenous
Heterozygous is spelt Heterogeneous

Heterozygous was not even in the dictionary so I translated from my native language.
Is it UK vs US English or.....?




Title: Re: Correcting the DNA of Strangetown premade characters
Post by: DrBeast on 2006 May 16, 12:37:57
Funny you pointed it out. I just read it without even thinking of the correct english word. They're "plagiarized" from the greek language anyway, and I happen to be greek, so they looked perfectly normal to me  ::)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 May 16, 17:43:39
Funny you pointed it out. I just read it without even thinking of the correct english word. They're "plagiarized" from the greek language anyway, and I happen to be greek, so they looked perfectly normal to me  ::)


Here are the definitions:

"Heterozygous: Possessing two different forms of a particular gene, one inherited from each parent. A person who is heterozygous is called a heterozygote or a gene carrier.
Heterozygous is in contrast to homozygous, the possession of two identical copies of the same gene."

So these are medical terminology.
"From Greek -zugos, yoked, from zugon, yoke; see yeug- in Indo-European roots."

Strange that homogynous, homogeneous is used instead of homozygous.







Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cheriem on 2006 June 01, 15:29:07
Ok, Starrkist, thanks for the hard work.  I did dl and put in the files for both n'hoods, however for some reason, the file for N003 made that n'hood disapear!  I asked around and no one knew why.  I don't know if you would know why either.  To get the n'hood to show up again in the choose n'hood panel I had to go to another user account and copy the N003 file and paste over the newly dl'd one from here.  If you have any ideas why one n'hood worked and the other didn't I'd be happy to try most anything.  I'd love to fix the DNA in this hood.

Thanks again for all your hard work on this.  It is appreciated.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: KellyQ on 2006 June 01, 17:52:15
Okay, I don't feel like such an idiot now. The same thing happened to me after I downloaded these; Veronaville disappeared. Not that I'm stressed, I never have played it much anyway but I'm not sure what I did wrong. Actually I have NO idea what I did wrong. :-[


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 June 04, 19:56:40
Okay, I don't feel like such an idiot now. The same thing happened to me after I downloaded these; Veronaville disappeared. Not that I'm stressed, I never have played it much anyway but I'm not sure what I did wrong. Actually I have NO idea what I did wrong. :-[


I have verified that what you say is true.
I started with a fresh game and copied the new N003_Neighborhood.package over the existing one.
When I entered the game Veronaville is not selectable.

When I verified the Veronaville DNA file last time I had EP2 and EP3 and I
didn't notice this. Now I also have EP1 and now Veronaville dissappear.
 
Can anyone out there verify that it works and with what expansions?

 


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 June 04, 21:52:02
Okay, I don't feel like such an idiot now. The same thing happened to me after I downloaded these; Veronaville disappeared. Not that I'm stressed, I never have played it much anyway but I'm not sure what I did wrong. Actually I have NO idea what I did wrong. :-[


As an experiment I made my own version of the Veronaville neighborhood file.
Veronaville did not dissappeare with that file.

It seems we have to make one version of Veronaville for each EP combination.
Strangely Strangetown works.

 KellyQ:
 cheriem:

What EP's do you have installed?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Simsbaby on 2006 June 05, 03:50:05
I have updated my site, it can now be found here at the bottom.
http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 June 06, 13:03:59
Okay, I don't feel like such an idiot now. The same thing happened to me after I downloaded these; Veronaville disappeared. Not that I'm stressed, I never have played it much anyway but I'm not sure what I did wrong. Actually I have NO idea what I did wrong. :-[


As an experiment I made my own version of the Veronaville neighborhood file.
Veronaville did not dissappeare with that file.

It seems we have to make one version of Veronaville for each EP combination.
Strangely Strangetown works.

 KellyQ:
 cheriem:

What EP's do you have installed?


It's Mrs CrumpleBottom that causes this error. In a fresh unplayed game she is not shown in SimDescription
in SimPE. In the Veronaville file from StarrKist she is there as instance number 1B5. There is also
an extra Unknown at the end of the list with instance number 1B6.

Those two are not in a started but unplayed game. The list ends with Pollination Technician 11 that
is instance 1B4.

Either StarrKist selected Veronaville and added the City before she made this file or
something. I don't know if it's now possible to remove them in SimPE.

I have made a Veronaville that works but I just filled in the missing skintones so that
they are homozygous. You can easily do it yourselfes in SimPE. It's not that many characters involved.
Just copy the value in the Skintone Range to the corresponding Skintone.

But for a real Heterozygous file you need geneology resersh.




Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 June 07, 15:32:32
Quote
Either StarrKist selected Veronaville and added the downtown before she made this file or
something. I don't know if it's now possible to remove them in SimPE.

This is really strange. I started a fresh game and entered Veronaville and selected the downtown
then finished game. I checked the N003_Neighborhood file with SimPE.  Mrs CrumpleBottom and the unknown
is now there but the list does not end there as in StarrKist file. It continue with a lot of characters.

Is this because I have EP1, EP2 and EP3 and Starrkist had another combinations of EP's.

There is no  Mrs CrumpleBottom in the file if you just start the game and finish without entering Veronaville.
Where does she came from?

Also I tried to delete her in SimPE and it is still not possible to do in version 0.58.










Title: Re: Correcting the DNA of Strangetown premade characters
Post by: SaraMK on 2006 June 07, 17:32:56
The problem is probably in that StarrKist  ran the game after editing the files. SimPE itself couldn't have done anything to the files to mark them as EP required, so since we are talking about files from the base game, they would have been compatible for anyone. But as soon as the game was started, the files were marked as requiring whatever EPs she has.

One way to solve that would be to edit blindly. Edit the files, make a copy, test the copy... if changes are needed, edit the original again and test another copy. That is, unless the changes she made require editing from within the game as well. If that's the case, the files will have to be made on a computer that has no EPs installed.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 June 07, 17:47:55
I lost this thread somehow...I had EP1, EP2, and EP3 when I made Veronaville...I didnt add subhoods at all and I did it the same way as Strangetown...???...I know of one person that had a problem bc they had already started playing it so everything reset for them and they lost all the progress they made, but thats the only thing I heard of so far...When I edited Strangetown I redownloaded the one I uploaded here and made changes to that one...

Quote
Okay, I don't feel like such an idiot now. The same thing happened to me after I downloaded these; Veronaville disappeared. Not that I'm stressed, I never have played it much anyway but I'm not sure what I did wrong. Actually I have NO idea what I did wrong. Embarrassed
Yeah basically I have no idea what I did wrong too since it seems that Strangetown works

It must be the EP requirements that is messing up for some people...Oh and i also edied out all links to the older stuff so if you downloaded from my website its not the right one anyway


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 June 08, 21:09:51
I lost this thread somehow...I had EP1, EP2, and EP3 when I made Veronaville...I didnt add subhoods at all and I did it the same way as Strangetown...???...I know of one person that had a problem bc they had already started playing it so everything reset for them and they lost all the progress they made, but thats the only thing I heard of so far...When I edited Strangetown I redownloaded the one I uploaded here and made changes to that one...

Yeah basically I have no idea what I did wrong too since it seems that Strangetown works

It must be the EP requirements that is messing up for some people...Oh and i also edied out all links to the older stuff so if you downloaded from my website its not the right one anyway


I have now reconstructed how you must have made the Veronaville file. At least the file I have.

1 - If you start the game and immediately finish it the Veronaville Neighborhood file contains 186
characters. The list ends with Pollination Technician 11, Instance 1B4.

2 - If you start the game and enter Veronaville without selecting a shopping centre and then finish game
the file contains 188 characters. MrsCrumpleBottom, instance 1B5 and an Unknown 1B6 are added. This is
how your file looks like.

3 - If you start the game and enter Veronaville and select a shopping centre too and then finish game
the file contains 266 characters. Characters are added after MrsCrumpleBottom and the Unknown.


Now if I exchange the one created as in case 1 with one created as in case 1 but edited in SimPE it works.
If I exchange the file created as in case 1 with your file Veronaville is not there.

I also tried a workaround by starting the game as in case 2 and exchange the created one with yours.
It is not working either.

Can you please check if I have the correct file to start with?



 





Title: Re: Correcting the DNA of Strangetown premade characters
Post by: cheriem on 2006 June 12, 14:52:17
Ok, I have all the EP's and holiday pack.  No FFS.  I have no clue what the matter is with it, I just know that the n'hood drops out of view in the choose N'hood panel.  If I look in the N'hood files, Verona is there, but it will not show up to choose to enter that n'hood from the game.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ncnovembergrl on 2006 June 20, 05:34:21
Very good tutorial! Easy to understand. Thank you! :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: vpw on 2006 July 19, 15:53:19
Ok....I've been lurking for a while and experiencing the problems that u guys r trying and up to a certain extent fixed.
I d/l the fixed neighborhood file at this address http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html
I believe that's the only file I need?
So when I do install it or place it?
Do I have to install all the expansion packs first then place the file or do I have to place it after I installed certain expansion packs, I have Uni, Nightlife and OFB, probably getting FFS soon.
Much thanks.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 July 22, 20:51:55
Ok....I've been lurking for a while and experiencing the problems that u guys r trying and up to a certain extent fixed.
I d/l the fixed neighborhood file at this address http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html
I believe that's the only file I need?
So when I do install it or place it?
Do I have to install all the expansion packs first then place the file or do I have to place it after I installed certain expansion packs, I have Uni, Nightlife and OFB, probably getting FFS soon.
Much thanks.

Yes, N002_Neighborhood.package is the only file you need.

Just overwrite the existing file with the same name. The existing file is in the map My Documents\EA Games\The Sims 2\Neigborhood\N002

No, the file must be overwritten each time you start a new game. The first time you start the game the directory My Documents\EA Games\The Sims 2 is created. That's where your game data is saved when you save a game. To install this file you just start the game and exit without entering any neighborhood. Then you owerwrite the existing  N002_Neighborhood.package file. Next time you enter the game the DNA is corrected in Strangetown.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Venusy on 2006 July 23, 12:31:17
Just to check, couldn't you place the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002, which would mean that the file with corrected DNA would install itself every time you start a new game (provided you don't reinstall)?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 July 23, 14:49:49
Just to check, couldn't you place the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002, which would mean that the file with corrected DNA would install itself every time you start a new game (provided you don't reinstall)?

I suppose you could (backup the original first), so long as you do it before you even load Strangetown.  IOW, make the changes on an unplayed copy, backup the original, then copy the modified one to that directory.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 July 23, 19:42:46
Just to check, couldn't you place the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002, which would mean that the file with corrected DNA would install itself every time you start a new game (provided you don't reinstall)?

I just tested and it worked!!

Thank you for enlightening us.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 July 23, 19:51:34
Just to check, couldn't you place the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002, which would mean that the file with corrected DNA would install itself every time you start a new game (provided you don't reinstall)?

I suppose you could (backup the original first), so long as you do it before you even load Strangetown.  IOW, make the changes on an unplayed copy, backup the original, then copy the modified one to that directory.


The "changes on an unplayed copy" is already created. Just download it from http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: chrystalia on 2006 August 18, 03:39:08
Ok. Just trying to make sure I have everything clear before trying to add the fix for Strangetown. I am so not awesome that I must take this in baby steps!
1. Is it ok to put the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 as Venusy suggested? From my very limited understanding, this sounded like an option that would not require me to remember to do anything else with it later on (or is my memory/lack of understanding playing tricks on me?).
2. If Strangetown has been entered, can this be used or must I reinstall to avoid very bad things?
3. Looks like there was a fix for Veronaville as well. Is it still possible to get this?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Elven Ranger on 2006 August 19, 14:53:13
is there any news on the Veronaville fix? Ive never played that N'Hood and dont particually want to while it's broken :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 August 19, 14:58:57
is there any news on the Veronaville fix? Ive never played that N'Hood and dont particually want to while it's broken :)

Well, you could get SimPE and use the instructions in this thread as a guide for fixing the Veronaville characters yourself. :) It's actually a good way to get familiar with SimPE, and at worst, if you screw up Veronaville you can just restore the backup you made before you began messing with it.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 August 19, 17:24:09
Ok. Just trying to make sure I have everything clear before trying to add the fix for Strangetown. I am so not awesome that I must take this in baby steps!
1. Is it ok to put the file in Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 as Venusy suggested? From my very limited understanding, this sounded like an option that would not require me to remember to do anything else with it later on (or is my memory/lack of understanding playing tricks on me?).
2. If Strangetown has been entered, can this be used or must I reinstall to avoid very bad things?
3. Looks like there was a fix for Veronaville as well. Is it still possible to get this?


1. It is OK.
2. A started Strangetown will not be effected at all as the new file is copied from Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 to My Documents\EA Games\The Sims 2\Neighborhood\N002 only when you start Strangetown from scratch. When you start the game and there is already a My Documents\EA Games\The Sims 2 directory nothing will be copied.
3. The Veronaville fix didn't work as it was created after Veronaville was entered. The changes in that fix you can easily do yourself with SimPE as there are only a few sims that have missing DNA. At least the game will not crash then.
To make a full correction of Veronaville so that each Sim will get their correct DNA as if they where born in game will take a lot more time and efforts. According to StarrKist we have to change the apparence of some of them as they can't possibly be childs of their parents. Veronaville is lost.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Elven Ranger on 2006 August 20, 08:09:09
is there any news on the Veronaville fix? Ive never played that N'Hood and dont particually want to while it's broken :)

Well, you could get SimPE and use the instructions in this thread as a guide for fixing the Veronaville characters yourself. :) It's actually a good way to get familiar with SimPE, and at worst, if you screw up Veronaville you can just restore the backup you made before you began messing with it.


I 'could' attempt it ... but to be honest I detest that program, lol .... the last 3 time's ive used it in an 'serious-getting-to-know-you' kinda way ..... well, ive ended up having to re-install the whole game!
Im just hoping that some nice person will do a lil' plug in like they did for strange town :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 August 20, 13:56:45
Hmm, I'm having a hard time thinking of what you could do with SimPE that would force a complete re-install, unless you were mucking around with files in the program files subdirectories, and not those in your My Documents\EA Games directory.  SimPE has a built-in backup facility, which is always a good thing to do before you start making changes to any files.  And if you really screw up a neighborhood, there are simpler ways to restart it from scratch than to reinstall the whole game.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 August 21, 03:51:49
Quote
is there any news on the Veronaville fix? Ive never played that N'Hood and dont particually want to while it's broken

II have been trying to figure out how to get Veronaville to work but for some reason its not.  I have looked at all possible scenarios that Morphar said so I have uninstalled all my eps and worked on expansionless versions so that the only requirememnt is TS2 but I have moved and dont have high speed internet yet.

I think Veronaville wasnt working properly bc I had FFP installed.  When I did Strangetown I only had Uni and NL, so thats the only thing I could come up with.

Its really easy to fix and only takes two minutes if you just copy paste the missing strings.  It takes a little while longer if you want genetics that reflect ancestry.



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: chrystalia on 2006 August 21, 07:09:38
Thanks, Morphar, now I should be able to put in the fix for Strangetown!

Unfortunately I can't use SimPE. I'm on a Mac. So for things like this I depend on the talents and kindness of others.



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Melanija on 2006 August 27, 19:50:05
So, for the new versions of SimPE, would this be correct?

Dominant Gene:
- Skintone = 6 (dtString) (Skin tone passed on, Dominant and Expressed)
- Skintone Range = 2 (dtString) (Parent 1)

Recessive Gene:
- Skintone = 268435462 (dtString) (Skin tone passed on, Recessive)
- Skintone Range = 268435458 (dtString) (Parent 2)

I'm not sure if that's entirely right based on what people have said, but I'm kind of confused as to what else it could be? Also, I think I read that only the expressed skin tones are passed down now, so what's the point of any of the recessive or parental values?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 August 27, 22:35:49
Also, I think I read that only the expressed skin tones are passed down now, so what's the point of any of the recessive or parental values?

Any of the 4 skintones can be passed down (2 from each parent), though the odds are greater for the dominant ones to pass down than the recessive ones.  I think someone mentioned the various odds here, if not in this thread in one over in The Podium.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: simfan on 2006 September 20, 19:35:41
How do i so this with the new simpe?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 September 27, 20:07:25
I like to take the opportunity to describe how to correct the DNA in Strangetown. According to the latest findings you do like this:

1 - Download the file N002_Neighborhood.zip from:
http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html (at the bottom of the page).
Correct link:
http://gobblin.ownit.nu/DNA/StrangetownHeterozygous.zip

2 - Backup the file  N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 by renaming it to N002_Neighborhood.package_bak.

3 - Unzip the file you downloaded and place the extracted file N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002

4 - Next time you start a game from scratch you will have a corrected Strangetown.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: miros on 2006 October 25, 23:04:27
Quote
(All adults made in CAS are homozygous. I'm not sure whether this rule applies also for children that you make in Create-A-Sim by mixing together the genes of the parents you've made.)

Any Sim made in CAS using the pacifier will be heterozygous.  I use this trick to make my created Sims have recessives:

1) Make 2 adult Sims (4 if you're making a couple).  Give them interesting names like temp1 and temp2 so you remember they aren't "real" Sims.
2) Use the pacifier to make one or more offspring.  Change them to adults.
3) Delete the temporary Sims.
4) Make children for the "real" Sims if desired.  This will also give you an idea how their kids will look in the game.
5) Hook up the relationships in family tree mode.

Dang, now I wanna make a family with married cousins...



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Motoki on 2006 October 28, 17:09:31
I do that too. It works out especially well from black and brown hair because then they have a chance of having a child with a different hair color.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: notveryawesome on 2006 November 01, 10:09:34
Unfortunately I can't use SimPE. I'm on a Mac. So for things like this I depend on the talents and kindness of others.

I have a Mac too, but I also have a Windows partition installed on it, as well as a Linux one (yes, I'm a complete nerd). If you happen to own an iMac or PowerMac that's running the most updated version of OSX Tiger, just download the BootCamp software from apple.com (OSX Leopard already includes it) and you too can have a nifty WinMac of your very own. ;D

This does rather defeat the purpose of getting a Mac in the first place, but I hate waiting months, or even years (or even never), for the mac-compatible versions of my favourite games to be released. Oh, the sacrifices we make for our games...

Edited for spelling - oops!
Edited again way after the fact, because I just noticed some wrong information. Oops again!


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: miros on 2006 November 01, 13:22:47
I do that too. It works out especially well from black and brown hair because then they have a chance of having a child with a different hair color.

What's cool is when your heterozygous CAS sims have grandchildren... and "great grandma" and "great grandpa" are suddenly looking at you even though they were deleted in CAS!


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: asciident on 2006 November 15, 16:35:45
Hi guys, I hate to be tedious, but I am trying to figure this out.

I'd certainly love to be able to download a file from http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads.html and plunk it in without messing about in SimPE (I'm relatively unskilled with SimPE). But, I can't. :P  The link doesn't work; I did find http://web.mac.com/simsbaby/iWeb/Simscorner/Downloads/Downloads.html which doesn't include any downloads for Strangetown as far as I can see.

So, I've been trying to puzzle out how to do it manually with the latest version of SimPE (0.60). It looks like this:
(http://callete.com/misc/simpe.png)

PT#9's new DNA
1 (dtString): 00000004-0000-0000-0000-000000000000
2 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435457: 00000004-0000-0000-0000-000000000000
268435458: 6baf064a-85ad-4e37-8d81-a987e9f8da46
268435459: 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
268435461:
268435462: 6baf064a-85ad-4e37-8d81-a987e9f8da46
3 (dtString): 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
4 (dtString): -858851246:2142037590:1
5 (dtString): brow,mouth,cheek,cheekbones,eyes,ears,
6 (dtString): 6baf064a-85ad-4e37-8d81-a987e9f8da46

So I'd fill in...

Dominant Gene:
Eye: 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
FacialFeature: brow,mouth,cheek,cheekbones,eyes,ears,
Hair: 00000004-0000-0000-0000-000000000000
Skintone: 6baf064a-85ad-4e37-8d81-a987e9f8da46
SkintoneRange: 6baf064a-85ad-4e37-8d81-a987e9f8da46

Recessive Gene:
Eye: 12d4f3e1-fdbe-4fe7-ace3-46dd9ff52b51
FacialFeature:
Hair: 00000004-0000-0000-0000-000000000000
Skintone: 6baf064a-85ad-4e37-8d81-a987e9f8da46
SkintoneRange: 6baf064a-85ad-4e37-8d81-a987e9f8da46

I'm sure you're all rolling your eyes at me by now, but I want to make sure I'm doing this correctly. :) I don't need Veronaville info, so the stuff provided here for Strangetown is enough--I just want to make sure I'm putting things in the right places.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: V on 2006 November 15, 17:46:36
Well, I am not rolling my eyes. I am anxiously awaiting an answer to your question, too.   ;D


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: asciident on 2006 November 15, 17:48:50
Well, I am not rolling my eyes. I am anxiously awaiting an answer to your question, too.   ;D

I went ahead and edited, since this is an isolated Windows profile and won't affect my 'main' neighborhoods/profile. It seems I have the correct order, but if anyone wants to tell me otherwise I welcome it. ;)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 November 15, 17:52:54
Check messages 109 and 115 on page 3 of this thread (they're near the middle of the page) -- they have the equivalences between the string labels and the new  SimPE labels.  On quick glance, though, it looks like you got it right.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: V on 2006 November 15, 17:53:57
Okay, then, I will ask you my question: why did you leave the recessive facial features blank? Should that be copied from the dominant gene section?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 November 15, 17:59:44
The only one that should be blank in the recessive fields is the facial features.  No sim has that field filled in (AFAIK), regardless of if their DNA is ok or not. The game only uses the dominant facial features of the parents to blend the kid's face.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: V on 2006 November 15, 18:05:21
Is the dominant one always just a list of facial features?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 November 15, 18:18:36
Yes, but it could be as little as one feature.  How the game decides how many facial features a sim should have, I don't know.  I checked a B.I.G. toddler before I answered to make sure I wasn't blowing smoke :), and all she had in facial were 'nose, ears', though both her parents have more than that in their DNA.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Marhis on 2006 November 15, 19:32:51
Now I don't remember exactly where, but a Maxoid said somewhere that that list influence the probability of passing that traits in the next generation: if parent A has i.e. the nose in that list, and parent B not, the probability that the offspring will inherit the nose of parent A is higher than that of parent B nose. If both parents have the same trait in the list, then probability will be 50/50.

I'll search for that original post.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 November 15, 19:43:06
I know that you can edit the list if you want the sim offspring to favor one parent over the other, like if the other parent has undesirable features that you don't want to get passed down, or if certain features of the parents don't seem to blend well.  You'd have to do it before they have babies, of course, because after they give birth it's kinda too late.  ;)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: J. M. Pescado on 2006 November 15, 19:49:19
Well, one trick I've used in the past is a sort of "embryo selection" trick. Extract both Sims with Simsurgery, then load them in CAS in a test neighborhood. Mash that "create a baby" button until you get a face you like, then delete the rest and save the target sim. Open up that test sim's file in SimPE, extract his LXNR, and copy it back over the LXNR of your original neighborhood (SimPE's simsurgery cannot do this part without filling your neighborhood in garbage sims).

And voila, you now have your selected designer baby.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: V on 2006 November 15, 20:25:14
Okay, after following the instructions at the top of this thread (and various updates throughout) I fixed DNA.

I noticed that with a Neighborhood open I can sort by Name in the Resource Window and have all the Sim DNA available, right down the column, and I can highlight each one of them and see the DNA. While I don't know who I am looking at, would it be harmful to make all the DNA that is missing the skintone string just match whatever the skintone range is? It doesn't seem to me that this would affect ghosts in any negative way and it would (in theory) serve to complete DNA for whatever existing Sims I haven't yet bumped into in Strangetown.

If this is not a horrible or harmful idea, would this be the way to manually fix any other town with fubared DNA?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 November 15, 23:50:56
Some of the already deceased sims in the maxis neighborhoods are missing DNA pieces, and there's really no point to fixing them since they'll never pass it on.  Only Strangetown and Veronaville had sims with problem DNA -- Pleasantview is clean, as are the townies and premades that come with NL, OFB and Pets.

Now in you have missing DNA in CAS made or born-in-game sims, then you've got bigger problems. :)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: J. M. Pescado on 2006 November 16, 00:17:19
Some of the already deceased sims in the maxis neighborhoods are missing DNA pieces, and there's really no point to fixing them since they'll never pass it on.
This is one reason why you should not resurrect the premade dead. Necromancy is bad, m'kay?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: V on 2006 November 16, 00:20:29
I get that it isn't necessary, but will it hurt anything? For me it seems that it would be much easier to arrow down through the sim DNA section of the neighborhood and just fix the ones that are broken and then be done with it rather than open each individual person and then open their DNA and then change and commit, commit. This is especially true in Veronaville since I don't know any of the characters so have no idea who are the playables versus the non-playables. Most of them have the same number in the Skintone and Skintone Range sections anyway.

I just want to know if I will mess anything up if I do this or if I should go ahead and do it the long way.

 ::)



Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 November 18, 15:22:10
As Simsbaby, without notice, no longer hosts the Strangetown DNA file I put it on my site.


1 - Download the file N002_Neighborhood.zip from:
http://gobblin.ownit.nu/DNA/N002_Neighborhood.zip
Corrected Link:
http://gobblin.ownit.nu/DNA/StrangetownHeterozygous.zip

2 - Backup the file  N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002 by renaming it to N002_Neighborhood.package_bak.

3 - Unzip the file you downloaded and place the extracted file N002_Neighborhood.package in the directory Program Files\EA GAMES\The Sims 2\TSData\Res\UserData\Neighborhoods\N002

4 - Next time you start a game from scratch you will have a corrected Strangetown.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: asciident on 2006 November 19, 21:26:40
Morphar, I didn't fully check your file, but it seems your neighborhood hasn't corrected Lola Singles at the very least.  ???

(I've already corrected Strangetown in my game and have it saved as a backup while I'm fussing with this isolated test neighborhood -- downloaded yours to see if I could save myself the trouble of restoring from backups.)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 November 22, 01:55:16
Morphar, I didn't fully check your file, but it seems your neighborhood hasn't corrected Lola Singles at the very least.  ???

(I've already corrected Strangetown in my game and have it saved as a backup while I'm fussing with this isolated test neighborhood -- downloaded yours to see if I could save myself the trouble of restoring from backups.)

Sorry, wrong file. You probably got the homozygous file that was first published.
I have uploaded a new file that I first checked in game. Plese check it out.
Thank you for your response. As an extra bonus you (and others) can have my homozygous DNA file for Veronaville.

http://gobblin.ownit.nu/DNA/N003_Neighborhood.rar

Corrected link:
http://gobblin.ownit.nu/DNA/VeronavilleHomozygous.zip






Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 November 22, 02:40:12
So this is where this thread was moved to.  I searched for it a couple of times with no luck.

Quote
Sorry, wrong file. You probably got the homozygous file that was first published.
I have uploaded a new file that I first checked in game. Plese check it out.
Thank you for your response.

 I just checked it with the one I have uploaded and I also checked a couple of the sims DNA although I didnt check all of them.  Teh homozygous one should not be used.  I somehow missed a couple of sims.  The one that is correct is the one dated April 16, 2006(at the time I uploaded it).


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Merope on 2006 November 22, 14:30:07
A (probably stupid) question: if you have a child from two blond parents, and then have the child change her hair to red by using the "change appearance" function, does that change her genes?

(Also, hello.  I am a, how do you kids say it, "noob"?  Please feel free to mock me.)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jrd on 2006 November 22, 14:32:59
No, changing appearance does not change genetics. There is no way to change a Sim's genetics from in-game.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: J. M. Pescado on 2006 November 22, 14:37:11
A (probably stupid) question: if you have a child from two blond parents, and then have the child change her hair to red by using the "change appearance" function, does that change her genes?
That doesn't work in real life, why should it work in the game?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Merope on 2006 November 22, 14:43:53
A (probably stupid) question: if you have a child from two blond parents, and then have the child change her hair to red by using the "change appearance" function, does that change her genes?
That doesn't work in real life, why should it work in the game?
Because the game is often stupid and illogical?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2006 November 22, 17:25:08
Because the game is often stupid and illogical?
LOL, good answer.  ;)


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 November 23, 23:17:23
So this is where this thread was moved to.  I searched for it a couple of times with no luck.

Quote
Sorry, wrong file. You probably got the homozygous file that was first published.
I have uploaded a new file that I first checked in game. Plese check it out.
Thank you for your response.

 I just checked it with the one I have uploaded and I also checked a couple of the sims DNA although I didnt check all of them.  Teh homozygous one should not be used.  I somehow missed a couple of sims.  The one that is correct is the one dated April 16, 2006(at the time I uploaded it).

Uploaded where?

The Strangetown file I now have on my site is the heterozygous one that you made. It's the one that I use in my game. The last change done was the correction of johnny Smith.
I don't have the latest homozygouse one because I was not interested.

The homozygous for Veronaville is my own that I use in my game. The one you made caused Veronaville to dissapear so I made my own that works.

Any plans for making the heterozygous for Veonaville?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 November 24, 05:21:33
Quote
The Strangetown file I now have on my site is the heterozygous one that you made. It's the one that I use in my game. The last change done was the correction of johnny Smith.

Uploaded where?

I still have it uploaded in this thread at reply #162. 


Quote
The homozygous for Veronaville is my own that I use in my game. The one you made caused Veronaville to dissapear so I made my own that works.

Any plans for making the heterozygous for Veonaville?

I reinstalled the game with no eps and made new files for Veronaville and Strangetown so that they would work with all games.  Now I just need to get cable internet again so I can upload them, but it probably wont be until December or January.




Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2006 November 25, 01:57:17
Quote
Uploaded where?

I still have it uploaded in this thread at reply #162. 

I totally missed that. I belived it was only at Simsbaby's site. Thats why I put it on mine when people asked about it.

Quote
I reinstalled the game with no eps and made new files for Veronaville and Strangetown so that they would work with all games.  Now I just need to get cable internet again so I can upload them, but it probably wont be until December or January.

Oh, I'm glad to see that. Will there be a homo or heterozygous Veronaville?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2006 November 25, 07:19:41
Ah I figured it would get lost within so many posts...Its ok anyway I dont get to get online to often or very long when i do so I missed this thread for a while...I will have both just in case anyone is interested...


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: hoshiginiro on 2006 December 26, 06:46:51
this is going to sound retarded of me but in the lines that i copy do i copy the whole line or just whats after the ":" i guess im just not used to this kind of hexing

(hope some one sees this soon cause im desprate))


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: jsalemi on 2006 December 26, 14:49:39
this is going to sound retarded of me but in the lines that i copy do i copy the whole line or just whats after the ":" i guess im just not used to this kind of hexing

Just the hex code after the ':'.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2007 January 07, 18:16:31
this is going to sound retarded of me but in the lines that i copy do i copy the whole line or just whats after the ":" i guess im just not used to this kind of hexing

(hope some one sees this soon cause im desprate))

Why do you not download the file where all changes are already made for you?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2007 January 14, 04:23:43
I made a new thread in Peasantry...For the new files


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2007 February 16, 11:52:13
I have tested all of these and they work very well.

http://gobblin.ownit.nu/DNA/VeronavilleHomozygous.zip
http://gobblin.ownit.nu/DNA/VeronavilleHeterozygous.zip

http://gobblin.ownit.nu/DNA/StrangetownHomozygous.zip
http://gobblin.ownit.nu/DNA/StrangetownHeterozygous.zip


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2007 February 20, 21:55:13
Thanks Morphar


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: imyourboy on 2007 February 27, 16:00:59
Ok can someone tell me if I go this right....

I have never played Veronaville but I have all the expansions.

I want to play Veronaville, can I copy the above file now or do I have to uninstall and then just install the base game then put in this file then install the balance of my files??

Thanks for any help.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2007 February 27, 18:45:51
You dont need to uninstall anything.  Just replace the original with this one.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: sindoodoo on 2008 January 21, 09:37:00
I recently restarted my hoods and am fixing the premade characters' DNA using SimPE.  I'm having some trouble understanding the Sim DNA options, though, because the format it's shown in is different from what is in the original post in this thread.  This is what it looks like now:

Dominant gene:
Eye:
FacialFeature:
Hair:
Skintone:
SkintoneRange:

Recessive gene:
Eye:
FacialFeature:
Hair:
Skintone:
SkintoneRange:

I'm not sure what the difference between Skintone and SkintoneRange is.  Which one is dominant/recessive skintone and which one is skintone passed on?  According to the original post, P.T.#9's 'skintone passed on' DNA was missing, and in this it would correspond with 'Skintone.'  So 'SkintoneRange' is the actual expressed skintone, and the values for both dominant & recessive SkintoneRange would need to be the same?  If I wanted to change an in-game Sim's skin color, what would I do?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2008 January 21, 17:37:18
Skintone is their actual skintone.  This is what you'd change to change their skintone in-game.  The skintone range is what would have been inherited from the parents.  There is no dominant skintone.  If the parents are different skintones, the child can be any skintone between and including the parents' skintones.  For example, Dirk is S4,and Lilith is S1.  Their children can be any of the four skintones from S1-S4.  On the other hand, if Lilith married someone with S2 skintone, their children would be limited to S1 and S2 skintones.  For aliens, I think they are dominant, since they are not part of the basic four, kind of like custom skins.  You might try searching through this thread or other threads to see how the game handles alien skintones and genetics, since I don't play aliens much and it's been awhile for me.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: sindoodoo on 2008 January 21, 22:33:54
Thanks, that worked!  To test it out, I changed both 'Skintone' values to the alien skintone on Jenny Smith, and when I loaded up the game she had alien skin.  But these were the values missing when I first opened her unedited file in SimPE, and correspond to the values that baratron describes in his original post as being 'Skintone passed on.'  So 'Skintone'/'Skintone passed on' is basically just what the actual skintone of that Sim is?  And both values should be the same, on both the 'Dominant' and 'Recessive' lines as shown in SimPE (although skintone isn't dominant but a blend of the two parents')?  What does 'Skintone Range' do then?  Does it make a difference what the values of these lines are, on either the Dominant or Recessive lines?

While I was in there, I changed her the Dominant eye color value to that of a custom eye I have in my game, but her eyes remained as the default ones.  Is there a way to change an in-game Sim's eye color/choose a custom eye for them?  But if she were to have children, they may get that custom eye?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: RainbowTigress on 2008 January 22, 06:20:19
You'd just put the same thing for dominant and recessive.  The dominant doesn't really have any greater effect than the recessive, so must make sure they're the same. I'm not sure that the Skintone range actually does anything.  It pretty much just reflects their parents skintones.  For CAS sims, these would just be the same as their actual skintone.  So you'd be safe just copying the value for their expressed skintone to the field for Skintone Range.

Changing eye colors in-game is a bit more complex.  You have to open the individual sim's file and change some data in there.  I've done it a long time ago, but I forgot how.  I'm sure it's documented somewhere on here.  I believe there is a 50% chance her offspring will get the custom eye color though.  There are "contacts" that people have made so you can change your sim's eye color in game in the Accessories tab, like glasses.  You can also use a graphics program and SimPE to convert your favorite eye color to "contacts" if they aren't already available.  Someone has made detailed instructions on this site as well.  Sorry I can't give you a direct link, but it should come up if you do a bit of searching.

(BTW, baratron is female. ;))


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Morphar on 2008 February 09, 08:18:35
I recently restarted my hoods and am fixing the premade characters' DNA using SimPE.  I'm having some trouble understanding the Sim DNA options, though, because the format it's shown in is different from what is in the original post in this thread.  This is what it looks like now:

Dominant gene:
Eye:
FacialFeature:
Hair:
Skintone:
SkintoneRange:

Recessive gene:
Eye:
FacialFeature:
Hair:
Skintone:
SkintoneRange:

I'm not sure what the difference between Skintone and SkintoneRange is.  Which one is dominant/recessive skintone and which one is skintone passed on?  According to the original post, P.T.#9's 'skintone passed on' DNA was missing, and in this it would correspond with 'Skintone.'  So 'SkintoneRange' is the actual expressed skintone, and the values for both dominant & recessive SkintoneRange would need to be the same?  If I wanted to change an in-game Sim's skin color, what would I do?

Why do you like to invent the wheel again? The DNA corrected neigborhood files is in this thread.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: sindoodoo on 2008 February 09, 20:26:23
Because I wanted to give my own homozygous/heterozygous values to the characters.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: ElfPuddle on 2008 April 19, 19:09:16
Yes, I know: old topic, blah, blah, blah.

I thought, however, that posting in this thread would be more helpful to discussion than a new topic....

So, the question I have is: "Has anyone looked into the DNA of the newer hoods or binned sims to see if they are also borkened?"


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Charamei on 2008 April 20, 22:33:02
It's unlikely that they are.

Pleasantview, Strangetown and Veronaville were built on an old version of CAS, before the genetic coding was set in stone, and certain Sims weren't updated later on. The new hoods were built on a fully-functional CAS engine, so shouldn't have genetic issues.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2009 March 28, 20:08:44
I don't care what anyone says you're all right after all.  I can't get Simpe to work anymore and I was wondering if I made changes to some of the dead sims too and I see that I did.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Chain_Reaction on 2009 April 13, 09:13:45
Question: I read through this thread and saw it was mentioned that some of the offspring in Veronaville would have to have changes to them because they can't possibly be products of their parents... so if I use the heterozygous file for Veronaville... will there be in game changes to some of them?


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Dea on 2009 May 11, 21:04:18
Yes, if you use the heterozygous file their DNA has been changed so that they will have DNA that matches their parents. 


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Akeakamai on 2011 May 31, 13:54:27
I know necromancy is bad. I want to ask one single question, because people were talking about downloading a fix file would be better than fixing sims in simpe.

If I have my Strangetown played for years, and got many offsprigs of mentioned sims with DNA errors as well as sims made by me. Is it better in my case to download the fix or fix them in simpe? I'm not reinstalling the game nor starting neighbourhood from scratch, so I would rather NOT replacing my neighbourhood file (it would cause error, isn't it right? or revert my neighbourhood to maxis premade stage?)

And Yes, I still want Lola Singles to have more kids... don't ask why.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: Tarlia on 2011 May 31, 15:59:21
I know necromancy is bad. I want to ask one single question, because people were talking about downloading a fix file would be better than fixing sims in simpe.

If I have my Strangetown played for years, and got many offsprigs of mentioned sims with DNA errors as well as sims made by me. Is it better in my case to download the fix or fix them in simpe? I'm not reinstalling the game nor starting neighbourhood from scratch, so I would rather NOT replacing my neighbourhood file (it would cause error, isn't it right? or revert my neighbourhood to maxis premade stage?)

And Yes, I still want Lola Singles to have more kids... don't ask why.

If you want to keep your neighbourhood, you'll have to fix the DNA in SimPE yourself. Downloads with fixed DNA are unplayed and otherwise (aside from assorted other fixes) untouched Strangetown templates as made by Maxis. Like you predict, trying to use anything from these templates to replace your played Strangetown's files will make everything go asplode.


Title: Re: Correcting the DNA of Strangetown premade characters
Post by: MrsCrumplebottom on 2011 June 16, 04:12:41
A lot of genetics don't seem to match up.

Take Riverblossom Hills.  Gabe O'Mackey has both genes for brown hair, his daughter Jules has red, wtf?  I gave him a recessive for red.  I also found out that Jules' mother Alexandra's parents had, for father, red hair and green eyes, and for mother, blond hair and blue eyes, which would explain the recessive gene for green in Jules' DNA. 

I gave Alexandra recessives for blond/green, and it's interesting.  Now they have a set of twins, a red-haired boy and a brown-haired girl in addition to Jules.  (Yes, I get them back together.  I can't stand Patricia.  LOL  And once I get this safely deleting Sims thing figured out, Rose Greenman's going down the memory hole.  I get Jason married off to another Sim and I gave him a recessive for red too, why not?)

I have never had a problem with General Buzz having children in Strangetown.  I match him up with a Sim I created, and their kids turn out fine.  I just give him a recessive gene for blond hair, since Buck is a blond, and it's all good.  If you notice Tank's and Ripp's DNA, they have brown from their father and blond from Lyla.