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1  TS2: Burnination / Peasantry / Re: Testers Wanted - Realistic Sickness on: 2007 April 15, 21:16:49
I'm been thinking about increasing the speed to both heal from and be killed by disease.
I'd like to hear your opinions on whether you would want your sims to heal faster, if treated well, and/or killed faster, if not allowed or able to sleep. 
I've noticed at times they are sick and tend to stay sick, hindering their jobs and lives.

Also I'm attempt to figure out how to give the Sim a token when they get better.  It would then give them immunity for a number of days.  The token and their immunity would then be removed.  This would prevent your families from getting the same sickness from being passed back and forth forever.
2  TS2: Burnination / Peasantry / Re: Testers Wanted - Realistic Sickness' on: 2007 April 14, 02:41:27
Food poisoning works well. 

So, it sounds like if we want to kill our Sims we just have to take out noeatcrap...

They all work well.  Flu, Cold, Pneumonia, Food Poisoning.  The others have not been tested by me, however they all use the exact same system, so they should kill your sims properly.
Please inform me if you try really hard to help your Sim get better and it still dies.

I'm just wondering why the correct spelling of "Sicknesses" was changed to the singular with an apostrophe at the end instead?  This would imply the possessive of a sickness.  This is one of my pet peeves.  Argh!

Engrish is the dumbest language.
Sickness' has been changed to Sickni. 
One way you can catch different Sickni, is to eat various fungi.
3  TS2: Burnination / Peasantry / Re: Testers Wanted - Realistic Sickness' on: 2007 April 13, 09:38:42
(Re: Tokens)  I was referring to immunity from diseases a sim already had.  I'm assuming a token is like a stamp stating something happened and can be checked to satisfy if statements.  Can a sim be checked to see if it has had a memory, that would probably be an easier way to do immunities.
4  TS2: Burnination / Peasantry / Re: Pleasantview, Strangetown & Veronaville Project [UPDATED] on: 2007 April 13, 04:08:36
Moving the backup outside of the directory fixed the problem.
Thanks for all the help.
It might be a good idea to add that note in the readme.txt

Thanks!
5  TS2: Burnination / Peasantry / Re: Pleasantview, Strangetown & Veronaville Project [UPDATED] on: 2007 April 13, 03:42:00
Got it working..kinda..
I placed my old neighborhoodmanager.package in with your neighborhood.
Everything works and is accessable, however, Sim State University shows it's buildings and the lots of La Academie and vice-versa.

I'll move the backup out of the folder and delete and retry.
6  TS2: Burnination / Peasantry / Re: Pleasantview, Strangetown & Veronaville Project [UPDATED] on: 2007 April 13, 02:37:05
Holy Wow!!
That was a quick reply, you rock!

neighborhoodmanager.package isn't included in the download.

Current directory structure:
C:\Documents and Settings\Sims2\My Documents\EA Games\The Sims 2\Neighborhoods\
\Neighborhoods\ contains:
N001
Tutorial (auto-created after I started Seasons)

\Neighborhoods-Backup\ contains:
G001
N001
N002
N003
Tutorial
NeighborhoodManager.package

...if you were following my tutorial exactly.
o.0
Is there more than one step in this process?
The readme.txt included in the download only says:
"INSTALLATION: Remove your current neighborhoods from the My Documents\EA Games\The Sims 2\ directory. Replace the Neighborhoods folder with the one you downloaded from me."

In addition to Seasons I have NL and all other episodes installed.
7  TS2: Burnination / Peasantry / Re: Testers Wanted - Realistic Sickness' on: 2007 April 13, 01:56:03
The thing I like about skills tho... is that the chance of getting sick would, in a sense be mutable.  I think it sort of makes sense that... if your sim gets smarter, learns how to be cleaner, and develops their body and fitness, it stands to reason that the sim should be much more resistant to getting sick.  Not that they would be completely immune, but I think it should still have some kind of influence.


Another thing that might be interesting is... if there are actually different types of illness, perhaps a sim will be less prone to getting sick again from the same disease.  In this way, it sort of models the immune system in a somewhat more realistic way.  I mean, if you manage to survive the plague... then you should be less likely to suffer from the plague again, at least.
I think doing something like this would require tokens or something.  I currently don't know enough Sims coding to attempt this.  Perhaps as time passes I'll learn more, or if someone would like to assist me; that'd be fine too.

I tihnk it should be opposite, that the lesser the neatness score of the sim, the more resistant he is to diseases. If you're filthy and rarely bathe, like me, your immune system is toughened by all those years of constant fighting, whereas the immune systems of neat freaks are like soft, cushy, rear-guard militia troops and fold at the slightest sign of resistance.
Sounds good. (writes on todo list)
Kids these days seem to get sick a lot more often.. imo, parents are sanitizing too much.
8  TS2: Burnination / Peasantry / Re: Pleasantview, Strangetown & Veronaville Project [UPDATED] on: 2007 April 13, 01:45:47
Hi, I'm trying to start completely over with your neighborhood.
I followed this exactly.

To install, place the Neighborhoods folder into \My Documents\EA Games\The Sims 2\ (don't forget to save/backup the one you already have there).

When Seasons loads the only option I am given are to either create a custom neighborhood, learn to play, or quit.
How can I fix this?
9  TS2: Burnination / Peasantry / Re: Testing - Realistic Sicknesses on: 2007 April 12, 20:13:01
This doesn't affect how or if they get sick.
It makes it harder for them to get better.

If/when a Sim gets sick using this mod, you should put it to bed or keep it sitting as much as possible.
A sick Sim should not be running around, have it read books, play chess/piano, or eat.

Perhaps I should add in temperature checks. -4 for too cold, -2 for too hot, +2 for in between.
10  TS2: Burnination / Peasantry / Testers Wanted - Realistic Sickness on: 2007 April 12, 13:35:11
I've compared the BHAV from TS2 base and TS2 Seasons.  This mod should be compatible with all episodes. 
This is my first release..it's in testing..normal disclaimer as always; this may cause smoke to exit your computer, kill your Sims, nuke your neighborhoods, squish your cats, etc.
Please examine and provide feedback on my first attempt to contribute.
------
This mod is an attempt to make sicknesses more realistic, after you have caught the sickness.
Your chances to catch a sickness is not changed.
I've done multiple tests to balance it logically and realistically as best as possible.
------
+8 if the Sim is sleeping (skips other variables)
------
+2 if the Sim is sitting
+2 if the Sim's energy is >= 50 (75%)
+1 if the Sim's comfort is >= 50 (75%)
=+5 Max improvement, while awake
------
-6 if a sim is not sleeping or sitting
-4 if a sim's energy is < 0 (50%)
-2 if a sim's comfort is < 0 (50%)
=-12 Max deterioration, while awake
------

Venusy MOD EDIT: Attaching file here, because I hate going through ad-infested download sites just to download a small file.
BastDawn Mod Edit: Apparently, this version works better.  Download the attachment here at your own risk.   Tongue
11  TS2: Burnination / The War Room / Re: The Plague: A Detailed Study on: 2007 April 12, 04:12:47
Ok.  Which forum, the names of them confuseth me.
12  TS2: Burnination / The War Room / Re: The Plague: A Detailed Study on: 2007 April 11, 23:46:53
I thought I would try and make a hack to make sicknesses more realistic.
Topic in Peasantry
------
+8 if the Sim is sleeping (skips other variables)
------
+2 if the Sim is sitting
+2 if the Sim's energy is >= 50 (75%)
+1 if the Sim's comfort is >= 50 (75%)
=+5 Max improvement, while awake
------
-6 if a sim is not sleeping or sitting
-4 if a sim's energy is < 0 (50%) 
-2 if a sim's comfort is < 0 (50%)
=-12 Max deterioration, while awake
------
Real-Sickness.Package.Zip by Bigupload.Com
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