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126  TS2: Burnination / The Podium / Re: PlantSim Eyes on: 2007 September 03, 01:22:49
Not a clue, really, but did you have the replacement eyes in your game before you installed Seasons? 

Since base game.


Actually, I use the same exact default eyes that Magicmoon is describing. I downloaded these default replacements a few months ago, perhaps it would be a good idea for you to update them (couldn't hurt, right?).

I checked that thread before I posted. They haven't been updated.

I would think that if it were in the eyes, then modders would be offering Plant Sim eyes. But I don't see those type of downloads. So was thinking it must be connected to the skin or Ideal Plant Sim.
127  TS2: Burnination / The Podium / PlantSim Eyes on: 2007 September 02, 23:31:38
A long time ago, back when it was just base game I think, I downloaded some eyes by Heleane converted to default by Gunmod. Now whenever I create Sims or the game creates townies, the new default eyes are always used. They just look so much better.

That is until I got my first plant Sim. I was appalled that the Sim's eyes had turned back into Maxis default instead of the default override that the Sim was born with. A spawned plant baby also had the ugly eyes.

I also noticed that the werewolf eyes, while not as bad as some others, were also 'flat' looking. I downloaded replacement vampire and servo eyes, and they work fine, but haven't seen anything about werewolf eyes. I haven't done a serious search on werewolf eyes yet though.

So what exactly needs to be done for the plant Sims to use the default override instead of the Maxis default? I've done quite a bit of searching on several sites and couldn't find that anyone had even addressed this issue.

Do I need to somehow replace Ideal Plant Sim so that he has the new eyes? Sometimes when I download Sims, I have to go into CAS and click on the eye color again for it to change from Maxis default to the default override. But I wouldn't know how to do this to the Ideal Plant Sim, if indeed this is where the eyes are coming from.

I once had a multi-pollination mod that chose from 8 alien fathers instead of 1. The spawn had no problems because the child would either inherit the alien eyes or the mother's default replacement eyes. But the modder had also included JM Pescado as one of the possible fathers. When an abducted mother gave birth to his child, the Maxis default eyes were given to the child instead of the default overrides. Reading that I would have to do a lot of work to replace the Pescado that she made with another 'alien' of my choice would be a big hassle (even if it was just fixing the eyes), I just reverted to the other alien mod that chooses from 4 aliens with alien eyes. This is what makes me wonder if Ideal Plant Sim is the root of the problem.

I've looked for downloads of plant sim eyes, yet have found none. I don't know if the eyes are connected to the skins, or to the Ideal Plant Sim guy or what.

So does anyone know about eyes and what I should do?
128  TS2: Burnination / The Podium / Re: Werewolves on: 2007 September 01, 13:42:56
I have a a few werewolf questions.

I just got my first werewolf because I never force anything and try to get things to happen naturally if possible. A LOTP wolf kept coming by his lot every night and he started petting/playing, etc. One night when the LTR/STR was somewhere around 89/84, the male Sim got nipped and turned werewolf.

Now both he and his wife have 100/100 with this particular wolf, but I can't find a way to adopt it, which was my original intention, not werewolfism.  I made the wolf selectable via Inge's teleporter, and even though he shows 100/100 with both Sims, he does not have any paws next to it like the Sims do. (They have both the single paw and double paw icons). So, is it impossible for a LOTP to be adopted?

Does a Sim have to be bitten by a LOTP to become a werewolf, or will any wolf work? And if any wolf works, what of half-wolves?

Without Nostrayrespawn, how many LOTPs are there per hood?

And what of children born to Sims that have become werewolves before conception? Do their personalities reflect the NEW werewolf personality, or does the baby inherit the original personality traits from their parents? Or are werewolves sterile?

At first, I was upset with the personality change he experienced. Mostly because it made him much dirtier than he ever was (from 8 down to 4, I think). His nice score went from two, down to zero. But he gets along with his wife so much better now, even picking up an extra bolt. Plus since he 'changed', they only woohoo at night after he turns hairy. I'm sure this is a coincidence, but it cracks me up. Especially as they used to only do it every few days, now they are at it at least once a night, sometimes twice, always starting within an hour of his nightly change. (ACR) At first I thought that werewolves were just hornier than Sims, but I think it is her initiating it most of the time.
129  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 8/24/2007 on: 2007 August 30, 18:24:24
Here's my report:

I sent 6 Sims, a few at a time, to a dorm that contained 6 Myne Doors. Dormies took the unused doors and moved out appropriately as I moved in new Sims. In the end, there were just playables in this dorm.

The first Sim graduates and moves out. I get the message that this is the 'last playable Sim' Do you want to reset dormies?

I said no. A dormie took the open door. Then the next Sim graduates. Again, I get the 'last playable Sim/reset dormies' message. I get it every time a Sim moves out. I answered no to the question until the last playable actually did move out. At that time, I chose 'yes'.

I got the question about the relationship flags. I said yes. Then it asked about the memories of each dormie individually. That's odd that the relationship flags were being reset on the whole, while memories were being asked about on an individual basis.

I also got the 'last playable Sim/reset dormies' message when moving Sims out of Uni residential housing. I haven't had a chance to check Greek Houses, but would assume that it happens there too.

At this point my computer started complaining that it had the same IP address as another computer on the network, so I had to leave the game to reboot, so I did not have time to check whether any of the dormies had been reset properly, which I wanted to check since Darcee reported problems in this area. I won't have time to check until late tonight or tomorrow, so I wanted to at least report what I had before I start forgetting what happened.

On second thought about adding a function to reroll personalities and aspiration, don't bother.  It's VERY simple just to mind-control and use the college adjuster (or one of about a billion other mods I already have on the lot) to do this before resetting.

Quote
That's cool.  Less work for me to do. lol. The college adjuster is definitely very handy for this sort of thing.  What I might do... alternatively... is steal borrow twojeff's code, and see about maybe adding the function to the dressers, so when you give townie's make overs, you can also "make over" their personalities as well.  Hehe.

I vote the opposite. This mod is specifically for reusing Dormies, so I would want it to do as many changes as possible. It would be nice if you could borrow TwoJeff's code and either just reset the personalities and skills, or tie it to the something like the dresser. Actually, I don't use the dresser because you usually have to buy new clothes first, so I end up just using the clothing tool do redress since it does both, bui I'll work with whatever you need to tie it to.
130  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 August 28, 15:12:04
I never remove the clean templates before installing new EPs (or SPs) and I've never had any problems. 

Ditto.
131  Awesomeware / The Armory / Re: Wants & Fears Sanity "Death To All Nesses" Public Beta Edition on: 2007 August 27, 19:40:01
A father of 4 turns into a werewolf. Every night he howls and drops his kid's aspirations, except for the knowledge kids, who like it. They move out to college to save their sanity.

Now every day they have a fear of their dad howling, even though he is never on their dorm lot. His knowlege kids use up a want slot daily to hear dad howl.

Is there a way to nip these wants and fears unless the werewolf Sim is actually on the same lot?

The fear isn't so bad, but using up one of the want slots every day for a Sim who has only 4 want slots in the first place, is irritating.
132  TS2: Burnination / The Podium / Re: Macrotastics Gardening Questions on: 2007 August 25, 08:09:25
I thought adults and elders weren't supposed to spray because of the danger of plantsimism. So now why has this adult suddenly taken to spraying now that she is working towards her gold badge? She didn't spray before, and her husband made it to gold badge without ever spraying, and he still doesn't spray. I took this photo the 3rd time I witnessed her spraying. The first two times I kept telling myself that I must have accidently told her to do it instead of the kids. I had her on Macro>Garden.

133  TS2: Burnination / The Podium / Re: Seasons of Discrimination on: 2007 August 25, 01:54:20
It always seems to occur when at least three days in a row have had snow. Heavy or not I'm not sure as I don't pay that much attention. But not always. I've had some lots which had heavy snow every day in Winter, plus a couple days into Spring and no snow day. So I'd bet it's like abduction but with higher odds. Something like "Is there snow?--Run probability of snow day (10% x days of snow)" but apparently it's run for each school type.

It would be interesting exactly how it is calculated. The first snow day I ever had for the Sims was in mid-summer. (And no, a freak snowstorm was not going on). The penguin also appears almost as often in other seasons as it does in the winter. Originally I assumed that it would only be seen during the winter.

So exactly how did they calculate a mid-summer snow day?
134  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 8/24/2007 on: 2007 August 24, 18:49:32
Most of the time, I am going to want to reset all memories and relationship flags. On the rare occasion that I want to save one for possible matrimony, I would want both the memory and relationships to stay intact. So basically, the best for my play style would be to ask:
 
Do you want to reset all dormies?
 >yes=remove memories and relationships
 >no=ask about each dormie separately, resetting both memories and relationships on a yes answer.

That would be cool to rename the recycled dormies, if you can. Cooler yet would be to randomize their interests and personalities. There are randomizers to do this on InSim, perhaps that is something portable to this mod? It was something that I planned on doing manually after dormie resets, but would even be cooler incorporated into this mod.
135  TS2: Burnination / The Podium / Re: Macrotastics Gardening Questions on: 2007 August 24, 13:44:42
My Sims automatically plant under Be Farmer, not sure about macro-gardening, haven't used that for a wee while. My Sims must be smarter than your Sims.

I had some success with the Farmer option. The gold badge Sim planted half the crops autonomously. He left the tomatoes undone for some reason though.

magicmoon, I realized last night that when the crops need planting again I manually instruct my Sims to do so by clicking on the sign and selecting 'plant crops' I don't think Macrotastics has ever allowed for the autonomous planting of fresh crops through macro>garden or Be Farmer. That's all you have to do for replanting, they will fertilise, plant and water with that one command from the sign.

I just discovered this last night. I didn't realize that the options on the signs ever changed. Roll Eyes

But I was fertilizing them the Maxis way, then clicking 'plant crops'. I should have known that it would have been included.

Thanks everyone. I've got them planting now.
136  TS2: Burnination / The Podium / Re: Macrotastics Gardening Questions on: 2007 August 21, 15:18:51
Macrotastics doesn't replant without the use of an unreleased accessory that is in the test directory, gpsign, which allows you to designate what fields are for what.

That's just it. I installed the signs and asked questions in another thread so that I was using them correctly. I divided the plots up with room dividers so that each compartment had 3 squares for growing and one square for the sign. I set the crop on each sign so that I would have all 6 crops, and the planting Sims had appropriate badges to plant all the crops.

So why aren't they re-planting? They followed the signs to do the original plantings of strawberries and tomatoes. Am I using the wrong type of fencing?

Are you telling them to 'Be Farmer' magicmoon? That didn't ever work for me until I installed the gpsign. I dunno why it is in the test directory, it works great  Cheesy

Sometimes I was using Business>be farmer, and other times I was using Macro>garden. Mostly I was macro-gardening because I wanted them to stay with the plants at that moment and not go off fishing or restocking when they got done.

I'll go back in and see if 'Be Farmer' works where gardening failed.
137  TS2: Burnination / The Podium / Re: Anti Generate Townies (But Not Pets) on: 2007 August 20, 20:11:50
You know, I forgot about how messed up the CAS thumbnails have been lately. I bet you are right. That helps a whole load of problems.

Thanks. Grin
138  TS2: Burnination / The Podium / Macrotastics Gardening Questions on: 2007 August 20, 19:19:32
I just completed my first round of gardening from planting to harvest, using Macrotastics and the fantastic Garden Signs. The garden is outside, not in a greenhouse. (Not my first gardening attempt, just my first one that used Macrotastics from start to finish).

My setup was two 3x4 garden plots. Each plot was subdivided with Room Dividers to allow 3 squares of planting for each vegetable type with a square leftover for the Sign. Macrotastics had no difficulty ordering the Sims to do the initial planting.  At that time, my Sims could only plant strawberries and tomatoes, so I had all the signs set to either strawberries or tomatoes. After they learned how to do the other crops and had harvested the original plantings, I changed some of the signs to the new crops so that there were 3 squares available to each of the 6 crop types.

The time was mid-summer when the harvest was started. Even though they kept working on the garden until all of it was harvested, they never fertilized or replanted the empty spots.  I found out that I was out of compost, but had plenty of money to use store bought fertilizer.

After about 24 Sim hours, I got nervous and manually instructed a Sim to fertilize the plots.  I waited until the next morning, but still no planting, so I told them to plant manually. This second harvest was ready on the first day of Winter.  I started thinking, somewhere in the Maxis tips or something, I saw a blurb about some plants doing better when planted in different seasons and that I should experiment.

So did the Sims fail to replant because they were waiting for a specific season to plant where the plants would grow better?  Did I jump the gun by going in manually? Should I just wait until they plant on their own? Do they only plant one harvest's worth per year outdoors? Or did something else go wrong and I need to do something different?

The Sims that were doing the gardening had sufficient badges to plant all the plants on the signs, and had no difficulty when instructed to plant them manually.

A few more questions:

  • What is the radiance of effectiveness for the ladybug houses? I know that with anti-lag I can have as many as I want, but how many are actually needed?
  • Are garden sprinklers needed or recommended in conjunction with Macrotastics style gardening?
  • Do grow lights do anything for orchard trees? Does keeping the 'sunlight' garden lamps on your plants at night help in any way other than providing light? When are grow lamps actually needed? Are they only useful for Plant Sims?
  • Does the scarecrow do anything useful for your plants? I don't exactly have a problem with crows eating my crops.
  • Does receiving a reward from the Garden Society do anything useful for your crops or Sims besides fulfilling that particular want if it is rolled?
139  TS2: Burnination / The Podium / Re: Anti Generate Townies (But Not Pets) on: 2007 August 20, 16:50:52
...I've run the townie generator maybe three extra times, one for townies, downtownies, and dormies.

I have empty templates and notownie respawn. I decided that I wanted dormies for a particular hood, so I spawned the tree on a dorm lot and created townies. But it was awful. It created about 5 duplicate Sims, then about 5 aliens, then a new Sim but several duplicates of that one, then more duplicates of the aliens, etc. I left without saving, went back in, and the same thing happened. (The aliens that it was making are aliens that are in CAS because I use the multi-pollination mod. But the aliens are in the adult section, not YA section. Weird.)

Then I went to the regular hood and created townies from there. This time it worked perfect, generating 30 townies, with no duplicates that I could see, and no aliens. I went back to the Uni hood and attempted to spawn dormies by again spawning townies, and I got the same weirdness with aliens and duplicates that I got before.

Anyone know what I did wrong? I don't want to remove notownie regen from the game because I want some dormies, but not townies. (I only spawned townies in the regular hood for testing purposes and didn't save afterward).
140  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.31 on: 2007 August 20, 15:28:17
OK, further testing shows it's not just a critical energy issue.  I just had a sim at more or less half energy drop it from the queue 10 times before he decided it was OK to go to bed. 

I've had this happening in my game too from time to time. First, it happens mostly on dorm lots and lots that have quite a few Sims living there. Something gets a little confused, usually from some idiot sleeping/napping in the wrong bed or from Sims who slept in that bed in the dorm, but now have moved out and the bed now belongs to someone else.

I've noticed that when the 'confusion' starts, the sleepclock will reflect it. When I have a Sim who keeps dropping the bed from their queue, even when standing next to the bed, I check the sleepclock. Usually the 'bed type' is forgotton. Instead of saying 'auto' under bed type, or disappearing from the menu like it does when set properly, it will have every bed type listed like it did in the old days back before we had auto detect, and auto detect will be missing from the choices.

When I first saw this, I assumed that the sleepclock was the problem, but selling it and rebuying another one left the sleepclock still showing all the bed classes, and the Sim still unable to go to bed unless manually directed. But sell that bed instead of the sleepclock, and the clock will immediately start showing 'auto detect' the way it used to. I think there is some issue with retaining ownership of another or previous resident. The minute I buy a new bed, 'go to bed' stops dropping from the queue and the Sim has no further problems. Also, when the bed is at fault, I often notice that 'Relax' is not available on the Sim's bed or their side of the bed, until a new bed is bought.

Oh, this has been happening with Maxis beds. I rarely use custom ones. I think the reason BUY stays in the queue is because the bed dropped out when the action could not be fulfilled. However, there is no reason that using the bathroom can't be fulfilled, so it stays in the queue.

I've tried forcing errors on the bed instead of buying a new one, but it doesn't help the situation at all. Only buying a new bed fixes the problem for me.
141  Awesomeware / The Armory / Re: Anti Garden Lag: No Lag From Bugs/Ladybugs on: 2007 August 18, 19:59:27
These were new 'pests' because I planted the first garden on that lot after the mod was installed.

Like I said, I like it this way, but don't understand why it would be different in different games.
142  Awesomeware / The Armory / Re: Anti Garden Lag: No Lag From Bugs/Ladybugs on: 2007 August 18, 12:09:37
Yeah, I ran the game again today and added ladybug houses. No ladybugs, but I get pests. I actually like it this way. I like sending 'safe' Sims to spray when I see them.

So since I like it this way, it will probably start working as intended the next time I load it. Tongue
143  Awesomeware / The Armory / Re: Anti Garden Lag: No Lag From Bugs/Ladybugs on: 2007 August 17, 15:39:05
I don't know what I did wrong.

I removed djssensibleladybugs from my hack folder. And put this one in. I still got lightning bugs and bug infestation bugs. I couldn't afford a ladybug house, so I don't know about it. I didn't see butterflies, although maybe they just come out in certain seasons? It was fall during my test. Are we still supposed to get lightning bugs and butterflies? I don't see how to catch them if we don't.

I placed the mod in my ZNEW folder, where I always place new hacks before deciding to keep them or not. Is there anything that would affect this because of load order? I don't have any other mods affecting bugs, and no conflicts show with HCDU.

I would have done further tests, but decided that I must have forgot to put the mod in. So I got out of the game and was surprised to find out that I actually did have it installed properly.
144  Awesomeware / The Armory / Re: Anti Garden Lag: No Lag From Bugs/Ladybugs on: 2007 August 16, 03:19:00
You can only counteract bug infestation with increased drowning at harvest.

So we can safely ignore the bugs? The plants won't die before harvest time arrives?

Quote
Otherwise, adults and elders which are not robots cannot spray, and whether or not you can see the problem does not change anything.

But it's safe for kids to spray, right? I've been having the adults do the gardening and the kids do the spraying.

Besides, if it no longer causes lag, you can just wallpaper the place in ladybug houses, permanently ending the bug problem anyway.
Wouldn't a greenhouse be both more economical and visually appealing?

But I'm playing a challenge at the moment and greenhouses are just not in the budget yet.
145  Awesomeware / The Armory / Re: Anti Garden Lag: No Lag From Bugs/Ladybugs on: 2007 August 16, 01:55:30
So it makes the bug infestion of plants and trees invisible?

How will I know when to spray since Macrotastics doesn't make Sims spray infested plants?
146  TS2: Burnination / The Podium / Re: Moving the butterfly spot on: 2007 August 15, 05:02:01
I once had 'moveobjects on' while doing some remodeling and accidentally picked up the butterflies. I just put them back where they were, but I wonder if you moved them to another spot they would stay where you put them?

And not to hijack the thread, but there are a couple of other things whose 'Spots' I would like to move. Like where the pets decide to do their business. Some like the front porch next to the door. Burninating these spots don't help any more than burninating butterfly spots. The pet is technically peeing outside, so you can't even scold the pet for peeing in a dumb place. Then there is the invisible spot on Comm lots that every new visitor must go to before anyone can interact with them. Of course, the favorite spot is in the kitchen to get in the way of the cook staff. There is another "spot" that was bothering the dickens out of me last week, but for some reason I can't remember it just now.

So is there any way to Burninate these "spots"? I've tried "Nuke Attraction Markers" on the lot debugger. Evidently, these spots are not attraction markers. So I wonder what I actually nuked?

You won't get a hand -- you only get the little star-like icon that appears when you're going to tell a Sim to 'go here' or 'watch clouds' outside. When you click on the ground under the butterflies (or fireflies at night), a menu option is added to 'catch butterflies/fireflies'.

Mine won't turn into a 'star' like it does when you point to an object. It remains the 'footprint' but instead of just 'go here' or 'run here' on the menu, the 'catch butterflies/fireflies' is added to the menu. Having the cursor turn into a star would be better so I know I'm in the right place. So does everyone else's cursor turn into a star? Is it just my game that is weird?
147  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Dancing with Fitness and Body Skilling (Updated 3/17/2007) on: 2007 August 15, 03:52:23
Why did this Sim gain Creativity instead of fitness?

He was autonmmously dancing while his wife was skillinating at the piano. I probably should have taken a pic of his skills, but didn't realize it until it was too late. I believe that he actually gained a creativity and not a body skill point, but I'm not 100% sure because I don't know what those stats were before he started dancing.

148  TS2: Burnination / Oops! You Broke It! / Lightning Strikes Causing Errors (log) on: 2007 August 14, 12:19:31
Lately the game has been throwing errors during thunderstorms. I think the error happens when lightning is trying to strike something. Cancel does nothing, and reset stops the rain altogether.

Sometimes the lightning strike and resultant fires do occur, other times the error is thrown.
149  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2007 August 08, 13:53:35
No one knows what causes this multi-graduation, but it's an existing Maxian bug that occurs independently of the Lot Debugger, and affects normal Uni-graduates as well. I've only seen it happen once and did a quick cleanup to purge it, and haven't had it recur again.

Its no big deal, just confusing because it is consistant in my game when I follow this pattern:

I make adults in CAS. Move them from the bin to a lot. Update with debugger. Let the family grow until it outgrows the house and/or can afford to move. Move to lot bin. As soon as this familiy is moved into their 2nd residence, the whole family receives the grad memories of the parents.

I can't remember whether the memories are; grad, grad, moved, or moved, grad, grad. And I can't check because I deleted all the moved memories.
150  TS2: Burnination / Oops! You Broke It! / Re: Disposing Balloons causes Macrotastics Error (Error Log) on: 2007 August 08, 08:33:55
Yes, this is with the latest version of Macrotastics.

The balloon problem for her has been an ongoing one, dating way back to a couple of expansions ago. But before now, she had her own computer with her own downloads folder, and she had some pretty strange stuff in it. So I never reported the error.

Since then, her game completely blew up (big surprise considering her non-awesome usage). So now she uses a neighborhood off of my game so I can keep her from driving me nuts with errors. So now that I know what she is using in her game, I felt the error needed reported. She has errors every time she disposes of the balloons.

She states that she has always thrown away the balloons after they have deflated, and not tried throwing them away while they still contain 'air'.
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