More Awesome Than You!

Awesomeware => The Armory => Topic started by: J. M. Pescado on 2006 October 21, 08:50:06



Title: No Stray Respawns
Post by: J. M. Pescado on 2006 October 21, 08:50:06
Prevents strays from respawning. Stray animal population will only grow or shrink as a result of your actions. Save the kittens and puppies!

(http://www.moreawesomethanyou.com/terror/blue.gif)
(http://www.moreawesomethanyou.com/zip.gif) nostrayrespawn.zip (http://www.moreawesomethanyou.com/ffs/pets/hacks/nostrayrespawn.zip)

No Stray Respawn for TS2PETS
Made by: Flying Fish Systems (J. M. Pescado)

Special Thanks To:
Hobbsee the Scrawny Pencil Neck
Fat, Hairy-Bellied Ness

Congratulations to: Draklixa!

INSTRUCTIONS:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.

FEATURES:
Stray animals no longer respawn. Existing animals unaffected. Animals that
exist in play may become strays, but no new random ones will generate. Please
don't kill the animals. Now includes anti-respawning in the adoption pool as
well, reducing minimum pool size requirements, and first dragooning stray
animals before creating any new ones as a last resort.

COMPATIBILITY:
Compatible with all FFS hacks. For TS2PETS.

SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.

WARNING:
Do not open, crush, dispose of in fire, put in backwards, short-circuit, or mix
with non-awesome hacks - may explode, leak, or catch fire, resulting in injury
and/or death.


Title: Re: No Stray Respawns
Post by: Motoki on 2006 October 21, 15:17:09
Does this effect wolves or just cats and dogs?


Title: Re: No Stray Respawns
Post by: twojeffs on 2006 October 21, 15:21:55
Wolves and skunks are NPCs, not strays so I would assume those are covered (or will be) by antiredundancy and this only affects the stray cat & dog populations. But I haven't peeked into the code in the hack, so I could be talking out of my ass here too.


Title: Re: No Stray Respawns
Post by: SimMoon on 2006 October 21, 15:58:03
The wolves had two pups in the pack that my sim is running with. ::rolls eyes:: He wants bit so he can become a werewolf and I only see him out when I'm on another lot during the night. Such a sad commentary on our Sims. LMAO!!! I don't want KILLER spawning though, so I downloaded this. (That dog gives me the creeps)


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2006 October 21, 19:12:24
Wolves and skunks are NPCs, not strays so I would assume those are covered (or will be) by antiredundancy and this only affects the stray cat & dog populations. But I haven't peeked into the code in the hack, so I could be talking out of my ass here too.
Wolves and skunks are indeed NPCs, and are affected by antiredundancy: You will get one wolf, unless the game has need of a second simultaneous wolf.


Title: Re: No Stray Respawns
Post by: Madame Mim on 2006 October 27, 11:57:47
The strays were really annoying me. In one neighbourhood I noted how high my character numbers went up (it was a backed up neighbourhood) then loaded it, let pets spawn, exited out of the game and deleted every new character. Now when I play the game I get the attached error. It's either me fubaring the game or your mod code not being able to cope with their being no strays at all. So I thought I'd post it here and let you decide if it was relevant or not.


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2006 October 28, 09:33:03
An update to fix that case has already been made. Is that still happening?


Title: Re: No Stray Respawns
Post by: Madame Mim on 2006 October 29, 00:54:10
Well, I was pretty sure that I had the latest one, but file sizes say that I don't. So I will try the updated version and get back to you.

Update: installing the latest version has fixed the problem, sorry for bothering you.


Title: Re: No Stray Respawns
Post by: twink on 2006 November 07, 11:31:00
After playing and adopting a wolf I decided to take it out...my neighborhood reset. So, put it back in and all is well.

Twink


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2006 November 07, 11:52:12
I do not understand what you are trying to say.


Title: Re: No Stray Respawns
Post by: twink on 2006 November 07, 14:59:40
You know when you install an expansion pack all your lots reset....low hunger, bladder, people all at home, etc., well taking out the no stray hack resulted in all my neighborhood resetting. After thinking this over maybe it is because strays are secretly updating their numbers which reset the lots.

Twink


Title: Re: No Stray Respawns
Post by: shiniki on 2006 November 08, 03:44:26
If you use this hack and use DAC to clear your neighborhood of useless gutter trash, then use the Pet Adoption Service option on the telephone, will the game not generate any pets to be adopted? Or will it create an entire new pool?  I tried doing this on a test neighborhood, wondering if it would regenerate a new pool of adoptees, but the game seemed to have frozen. Not completely, but a good amount of time passed and nothing was happening, and I was still able to alt-tab out to attend to other tasks. I wonder if this situation has ever happened to anyone else or is expected as a result of the combination of nostrayrespawns and DAC. No error message popped up so I'm unsure if anything was recorded by the game, or if the game was just confused by the sequence of events. In any case it's not a big deal but I am curious if it just takes a ridiculously long amount of time to regenerate an entire new pool or if indeed the game encountered some kind of problem and got itself stuck.


Title: Re: No Stray Respawns
Post by: Eleonora on 2006 November 30, 15:09:16
I've had this problem aswell. I played a pre-pets hood with the correct N00x_suburbx file added, so that it had no strays in it. But calling the adoption agent made my game freeze indefinitly and I had to exit with CtrlAltDelete. I haven't tried taking out nostrayrespawn, because Im worried that my game might generate those 50+ standard strays.


Title: Re: No Stray Respawns
Post by: miros on 2006 November 30, 16:07:02
I would assume (but you know what that does) that the no-stray-respawn hack would realize that "at least one adoptee" is necessary and spawn it.  Did you let the stupid dialog sit on the screen for a while (2-5 min) or kill it almost immediately?  Since all the new stuff in Pets seems to take a dog's age, I'd expect it to take well over a minute to decide what to do.


Title: Re: No Stray Respawns
Post by: Eleonora on 2006 November 30, 22:56:38
Did you let the stupid dialog sit on the screen for a while (2-5 min) or kill it almost immediately?  Since all the new stuff in Pets seems to take a dog's age, I'd expect it to take well over a minute to decide what to do.


 :P Well I went to do the dishes, and when I returned it was still frozen. Restarted my computer, tried agian, same outcome. I've just given up on adopting and only but pets from community lots.


Title: Re: No Stray Respawns
Post by: miros on 2007 January 03, 11:28:02
Yes, I had this happen to me too.

Change request: If you call the adoption service and there are no strays... create one and only one.  Or add "spawn one stray" to the Lot Debugger?


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 January 04, 12:00:14
I believe this is already checked for in the current version: the adoption pool will always be populated with a minimum of one animal. However, generation of that animal can be a slow process resulting in a system hangup.


Title: Re: No Stray Respawns
Post by: notveryawesome on 2007 January 07, 03:44:24
Adopting pets seems to cause problems anyway, so I personally would not advise it (not that I'm in any way awesome, mind you). I did 'successfully' adopt a pet, but once my sim picked up the newly adopted kitten, the damn thing became stuck to her, she couldn't put it down, and it nearly starved to death. I had to use testing cheats to reset both the sim and the kitten. Argh! Pet adoption is more trouble than it's worth, IMO.


Title: Re: No Stray Respawns
Post by: vilia on 2007 January 07, 11:16:31
Should the adoption pool for each type of animal always have a minimum of one animal e.g. 1 x small dog, 1 x large dog & 1 x cat? I have run out of small dogs for adoption and am curious if a new dog should be taken from the stray pool.


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 January 07, 13:22:02
Should the adoption pool for each type of animal always have a minimum of one animal e.g. 1 x small dog, 1 x large dog & 1 x cat? I have run out of small dogs for adoption and am curious if a new dog should be taken from the stray pool.
I think "dogs" is considered a single type of animal independently of size, so that there will be a minimum of one dog, one cat, but size is undetermined.

...and near as I can tell, all dogs large and small are actually the same functional size in-game, only their sprite differs.


Title: Re: No Stray Respawns
Post by: jsalemi on 2007 January 07, 15:02:24
Does that mean there may not be puppies or kittens in the adoption pool with this?  Only adults?

Adopting pets seems to cause problems anyway, so I personally would not advise it (not that I'm in any way awesome, mind you)......Argh! Pet adoption is more trouble than it's worth, IMO.

I've adopted at least 2 kittens, a cat or two, and a couple of dogs, and never had a problem.  The 'stuck baby' thing has been around for quite some time, and now it's happening to pets too.  The only instance I had of it happening was with a cat that was bought at a pet shop getting stuck and ending up going to work with the owner when the owner was hugging it when the carpool arrived.


Title: Re: No Stray Respawns
Post by: miros on 2007 January 07, 15:23:19
Well, I got tired of my game hanging up, so I did this:

    1) Checked the maximum file # in the Character folder.
    2) Removed the nostrayrespawn hack.
    3) Ran the game. 
    3a) Loaded one house. 
    3b) Adopted a puppy. 
    3c) Saved and quit.
    4) Replaced the nostrayrespawn hack.
    5) Checked the maximum file # in the Character folder. (Over 20 new files, gah!)
    6) Ran SimPE.
    6a) Opened Neighborhood Browser and chose my 'hood.
    6b) Looked at the screen shots for all the new characters (one of them was the pet police).
    6c) Sorted by Instance #.
    6d) Chose 5 pets to keep. Wrote down the names and instance numbers for all the unwanted pets.
    6e) Removed SimDNA, SCOR, and SDSC for each unwanted pet (18 of 'em, gah!).
    6f) Saved.
    6g) Checked the string data for each of the new Character files and deleted the unwanted ones.

BTW, even with nostrayrespawn out, I had some sort of stray generation error -- I had no kittens and one large breed puppy named "Male Puppy" or some equally brilliant thing.  Fortunately, you can change the names in the Adoption Screen!

(http://www.woodensimolean.simshost.com/sims2-screenshots/pets/cuddle.jpg)


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 January 07, 22:23:11
6e) Removed SimDNA, SCOR, and SDSC for each unwanted pet (18 of 'em, gah!).
Deleting SDNAs corrupts the entire DNA record for your neighborhood. You should probably restore from backup now. Otherwise all recessive traits of all sims will be lost and elders will all have severely corrupt DNA.

BTW, even with nostrayrespawn out, I had some sort of stray generation error -- I had no kittens and one large breed puppy named "Male Puppy" or some equally brilliant thing.  Fortunately, you can change the names in the Adoption Screen!
The names of animals in the adopt screen are unimportant since you can rename them anytime you wish. Posting the error would be more useful than saying "some sort of error".


Title: Re: No Stray Respawns
Post by: miros on 2007 January 08, 04:08:13
Gah, should have known Maxis would make it impossible to delete just the unwanted SDNA without screwing up the others.  Can I just export the SDNA from my backup, or do I really have to lose my cute children (one of whom is the toddler in the picture, mauling the grown up puppy)? 

I looked for an error log -- none found.  "Some sort of error" is the best I can do. 


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 January 08, 07:50:52
It is not necessary to delete SDNAs. SDNAs are automatically overwritten when the NID is reused.


Title: Re: No Stray Respawns
Post by: cwykes on 2007 January 26, 00:11:22
Please don't kill the animals.

Is this a request from an animal lover, or a tech "it will mess up your game" warning?  I'm going to point a few people at it and the ones who aren't talking about hunting or recipies for cooking strays in the hottub are bound to ask me!


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 January 26, 01:38:40
Both. Killing the animals is mean, and also, will do nothing to alleviate character file bloat, as killed sims of any stripe still exist in your files.


Title: Re: No Stray Respawns
Post by: virgali on 2007 February 13, 18:38:30
Both. Killing the animals is mean, and also, will do nothing to alleviate character file bloat, as killed sims of any stripe still exist in your files.
Awww.... killing animals is mean JM? They're not real you know? :P Ok, so as far as my dumb virgalitype brain was able to understand from this post, strays are being respawned randomly in game wihtout the player actually taking in strays into households? Also when you adopt pets, does the game take them from the pool of strays? (don't recall what the prima guide said, sorry and I just started playing again in a looooooooooooong time so I wouldn't know  ???)

I'm not really interested in this hack for my current game but since I've been thinking about demolishing all current files and revamping with fresh new hoods, I wouldn't want them to get bloated with stupid animals I won't use. Isn't there a way to make this work tho without making the adoption option a nightmare?

Greets,
Ali


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 February 13, 19:53:38
The adoption option will function with and without this. With this hack in place, extra adoption animals are not spawned unless absolutely necessary. Strays will be caught and put in the pound instead.


Title: Re: No Stray Respawns
Post by: miros on 2007 February 14, 04:15:53
With the latest version, my game still hangs when I call to adopt.  Yes, I left it alone for over 5 minutes and it was still hung.


Title: Re: No Stray Respawns
Post by: fionghuala on 2007 February 14, 08:48:28
I assume that this will still allow us to put up animals for adoption and have them appear in the pool?


Title: Re: No Stray Respawns
Post by: virgali on 2007 February 14, 16:32:51
Allrighty then! I'll try this out in my current hoods tho when I first got the game I would let my sims run out to greet each and every stray... also the pets, I figured they should make some pet friends ^^

Anyways, thanx for the explanation...

Greets,
Ali


Title: Re: No Stray Respawns
Post by: Magicmoon on 2007 February 15, 18:29:23
The adoption option will function with and without this. With this hack in place, extra adoption animals are not spawned unless absolutely necessary. Strays will be caught and put in the pound instead.

I especially like this!

Does this only happen if the pool is completely empty? Or does it carry a minimum number of animals at all times?


Title: Re: No Stray Respawns
Post by: Simgoose on 2007 March 05, 17:19:20
Does this work with Seasons?
and is there a list of hacks/mods that work with seasons that were made for Pets etc?
Im new to the MATY, and I'm having difficultly finding hacks for Seasons that worked in Pets too.


Title: Re: No Stray Respawns
Post by: vilia on 2007 March 05, 18:01:40
Go here  (http://www.moreawesomethanyou.com/ffs/seasons/hacks/)for Seasons compatible hacks


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 March 18, 10:24:22
With the latest version, my game still hangs when I call to adopt.  Yes, I left it alone for over 5 minutes and it was still hung.
Problem should finally be fixed in current version.


Title: Re: No Stray Respawns
Post by: miros on 2007 March 21, 04:57:22
Yay!  It works!  It gave me a choice of 2 identical large breed puppies, 1 small breed puppy, and 3 identical kittens.  I actually don't care!  My Sims can get puppies and kittens now!


Title: Re: No Stray Respawns
Post by: J. M. Pescado on 2007 March 21, 05:07:25
Puppies and kittens look the same because they only have a single base coat, so there's no way to know what their final markings will come out as. They also share an identical mesh.


Title: Re: No Stray Respawns
Post by: Liss on 2007 March 25, 04:14:14
ok I have a sensible question.  I have just put this back in the game, but I'm peeved that once you adopt the puppies or kittens, they disappear, and you only have adult animals to adopt.  So then the only way you can satisfy the puppy or kitten want is to breed 2 adults.  This pisses me off and I would like a way around it.


Title: Re: No Stray Respawns
Post by: miros on 2007 April 14, 18:53:48
If this hack is in place when you created the hood (or played it for the first time with Pets), you shouldn't get a ton of strays/adoptable adults.  That means when all the puppies and kittens have been adopted, you'll get new ones automatically.  I assume there will be a giant pause when they regenerate...