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TS2: Burnination => The Podium => Topic started by: pioupiou on 2006 October 20, 10:27:56



Title: Werewolves grrr / Made fix, download at your own risks
Post by: pioupiou on 2006 October 20, 10:27:56
If your sim is using a custom skintone he won't have fur when turning to werewolf, because the face paint is skin color dependant... (you have one for S1, one for S2 etc....)
Stupid hairless werewolf.....
Pioupiou


Title: Re: Werewolves grrr
Post by: travellersside on 2006 October 20, 11:33:52
Does that apply to all the custom skintones? Including the ones that are tweaked to be DNA appropriate (Damn - what's the right phrase)


Title: Re: Werewolves grrr
Post by: J. M. Pescado on 2006 October 20, 11:55:02
Does that apply to all the custom skintones? Including the ones that are tweaked to be DNA appropriate (Damn - what's the right phrase)
Probably. Custom skintones will probably need to have a "hirsute" texture in order to work, sort of like the fat/fit texture.


Title: Re: Werewolves grrr
Post by: Theo on 2006 October 20, 12:04:14
Intriguing... Do the property sets of the facepaints have the skintone value other than zero?


Title: Re: Werewolves grrr
Post by: pioupiou on 2006 October 20, 12:11:49
Intriguing... Do the property sets of the facepaints have the skintone value other than zero?
yes I think, I have not tried to find them and look at them in simpe, but they appear only for the corresponding skintone (in the same way the alien eye only appear for the alien skintone (even in debug CAS) and some light blush only appear for the lightest skintone.


Title: Re: Werewolves grrr
Post by: Theo on 2006 October 20, 13:14:23
You might try to override the property set then, setting the skintone value to zero and see if the face mask appears for other skintones.

I don't have Pets yet, but it's a bit disappointing to know that werewolf characterization is made with face masks instead of meshed beards :P


Title: Re: Werewolves grrr
Post by: pioupiou on 2006 October 20, 14:28:23
I did not take a look yet (too busy playing....) but it might cause problem because (I suppose) the mask includes some parts of skin and thus would look strange on some skintones (not sure if I'm clear, my english is not cooperating today, too much kitten and puppy I think  ;)).
I'd better fool the game into seeing my custom skintones as S1, S2 etc accordingly to their tones, but I don't know that could be done.
Pioupiou


Title: Re: Werewolves grrr
Post by: Weaver on 2006 October 20, 14:40:13
I had some weird occurrences with Werewolves in a brief Pets testing, especially applying vampirism to the mixture.

Apart from a wide-selection of boolProp testing cheat menu options not working or falling flat, my created Werepire later got stuck with the skin tone during early-hour transformation and even after taking the cures - with or without fangs, cape and garlic-abhorrence.

Oddly enough the NL Gypsy sells the new cure when the game information tips state the Obedience Trainer is the wholesale market to buy cures to supernatural moonlight strolls. Competition? Price check!


Title: Re: Werewolves grrr
Post by: eamethyst on 2006 October 20, 14:42:34
I did see in the Prima guide, that if you also have NL installed the gypsy will also sell the Lycanthropy potion.


Title: Re: Werewolves grrr
Post by: Larxene on 2006 October 20, 23:33:01
Is this happening to default custom skin tones as well? If so.. well damn, that sucks.


Title: Re: Werewolves grrr
Post by: Ness on 2006 October 20, 23:34:50
You'd think default replacement skins would go with the maxis default werewolf stuff...  maybe?


Title: Re: Werewolves grrr
Post by: Nukapei on 2006 October 20, 23:41:36
You'd think default replacement skins would go with the maxis default werewolf stuff...  maybe?

What I'm really, really, really hoping for.  Oh, well.  Time to go change Simmie's skintone and cross my fingers!


Title: Re: Werewolves grrr
Post by: kutto on 2006 October 21, 01:14:08
What about in-game custom skin tones like alien, Bodyshop model, and zombie? Do they get hair?


Title: Re: Werewolves grrr
Post by: Scotty on 2006 October 21, 05:08:39
:::: sighs :::: It figures. I'm glad I saw this. Most of my Sims have custom skins too. I would like a werewolf, just to see what it's like, but I probably wont even bother unless someone comes out with something to fix it.


Title: Re: Werewolves grrr
Post by: Larxene on 2006 October 21, 05:35:46
I can't confirm this myself yet but I've heard that if the custom skin is being used as a replacement default, it WILL have the hair.

Still.. sucks that non-default skin tones are bald.


Title: Re: Werewolves grrr
Post by: pioupiou on 2006 October 21, 06:45:18
Don't know for sure for the moment (become friend with the darn wolf is not always easy when it shows up when my sims is currently being abducted by aliens ... talk about bad luck !!) but I think default replacement should work (it's only a texture replacement), for the game, the sim has the dna of S1, S2 etc....
I'll take a look in debug CAS to see if the werewolf mask exist for alien and zombie (don't think it will for mannequin...)
Pioupiou

ETA : there is a mask for the alien skintone but not for the zombie one.

ETA 2 : by the way I found stupid that my knowledge sim who wanted very bad to become a werewolf has a RED memory of it !!! On the other hand I found right that the same knowledge sim has a red memory of being cured. These 2 memories are also not working properly as they display a window instead of my sim...


Title: Re: Werewolves grrr
Post by: J. M. Pescado on 2006 October 21, 09:52:07
ETA 2 : by the way I found stupid that my knowledge sim who wanted very bad to become a werewolf has a RED memory of it !!! On the other hand I found right that the same knowledge sim has a red memory of being cured. These 2 memories are also not working properly has they display a window instead of my sim...
Judging from the text, where the sim "thinks it's pretty cool", becoming a werewolf should be green, and the sense of disappointment inherent in the "not a werewolf anymore" text suggests it should be red.


Title: Re: Werewolves grrr
Post by: pioupiou on 2006 October 21, 10:22:54
I totally agree. Can you do something for it ?


Title: Re: Werewolves grrr
Post by: numaari on 2006 October 21, 13:24:45
I'm also having problems with the memories/aspirations of one of my knowledge teens.  He has the wants "play with Balin" (a wolf) and the fear "see a wolf" - and it keeps coming up.  So everytime his wolfie friend comes over, he is promptly terrified and his aspiration bar takes a mighty hit, then he runs out to play with the damn thing and it fills up a bit.  (But never enough to get him back into the gold where I try to keep him.)

*sigh*


Title: Re: Werewolves grrr
Post by: Jelenedra on 2006 October 21, 16:10:17
The guide says that EVERYONE, no matter the relationship with the were will be "uncomfortable" seeing the transformation, and when they howl. Try keeping him from howling at his friends. =p


Title: Re: Werewolves grrr
Post by: numaari on 2006 October 21, 18:00:02
There is no transformation in this case.  The knowledge teen isn't a werewolf, and the wolf in question is just a wolf (not the Leader of the Pack).  Do the wolves transform, too?  I've never seen it.

But thanks for the info.  I'll keep my new werewolf from howling at his friends and family.  His wife has the want to hear him howl, so I'll try that and see if she freaks.


Title: Re: Werewolves grrr
Post by: Jelenedra on 2006 October 21, 18:46:44
Ah, I see. Read the post wrong then. No, wolves don't transform. =p

According the guide, non werewolf sims who hear a werewolf sim howl will take a hit to comfort and their bladder and there is a small chance they might piss themselves.


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: verdaeni on 2006 October 30, 06:43:59
i havent done a transformation in the game yet, but the pets manual (the extra one) shows the manwolf form.  i dont know why its turning out so complex with the skin tones and everything,  one werewolf mask should work for everyone.   but then i couldnt really see if there was fur on knuckles or what...     

for the other questions you can be nibbled by the master wolf to become a werewolf, or be savaged by another werewolf.   being savaged pisses you off big time at the person, so its not really something to do to change your desired mate to a werewolf too.  i cant remember were on mts2, but there is a 'turn me into a werewolf' hack already.


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: J. M. Pescado on 2006 October 30, 06:45:35
The Monique transformer will generate the corrupted window memories, though.


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: verdaeni on 2006 October 30, 06:48:53
corrupted window?   okay i guesss i need to read a lot more entries then.   yeah, monique was the one i saw.   i remember now.


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: Zazazu on 2008 April 02, 04:51:49
Jordinary. We can tell who you are as your username is on your posts.
Big scary liche guy means business. Do not post in old threads (more than a month old is poor taste, but more than three months old will get you impaled). Check out the link for Spore torrents; it's super exciting!


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: Dea on 2008 April 03, 17:51:12
Hey, it's me jordinary (new guy) I'm just here for the big show! Where is the fix that changes non-changing custom werewolves? Someone on InSIM said it was here.

It wasnt that hard to find the fix, it took me under one minute.   I'll give you a hint:  Same title thread, same author, Different Place-Peasantry.


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: ShadowGuardian on 2009 December 10, 04:48:35
ok, I can't find where I download this.. somebody have it in their computer so they can send it to me?  I want it...


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: Tarlia on 2009 December 10, 06:48:34
Old thread is old. Also, pretty sure this is included in Pescado's creaturefixes.


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: Jelenedra on 2009 December 10, 14:07:55
Tarlia is correct, Pescado intergrated this into his creature fixes, which I believe ALSO REQUIRE HIS YELLOW PEE HACK to work.

Or the yellow pee hack requires creaturefixes, one of the two.


Title: Re: Werewolves grrr / Made fix, download at your own risks
Post by: J. M. Pescado on 2009 December 10, 14:14:56
Tarlia is correct, Pescado intergrated this into his creature fixes, which I believe ALSO REQUIRE HIS YELLOW PEE HACK to work.

Or the yellow pee hack requires creaturefixes, one of the two.
yellow pee requires creaturefixes, as the creatures cause pee, but pee does not need to be yellow for creatures to be fixed.