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101  TS2: Burnination / The Podium / Re: Room Service Fix - Not Fixed on: 2007 October 07, 11:06:02
I downloaded the updated fix, put it in a clean game, and took a family on vacation. I took them to every hotel in the 3 Lakes hood, and room service worked every time. I then took them home and chose a different family to go on vacation.

When the 2nd family went on vacation. Room service didn't work again. I took them to every hotel in the Oriental hood and it didn't work for any of them. Remember, this is still the clean game and still the same game load, I didn't restart my game after testing the first family.

So frustrated, I left the fix in and put all of my other hacks back in the game. It's working almost every time now.

So EA has done something weird, because this fix should work every time, not just most of the time. I'm wondering if Maxis broke the code in 2 different places or something. Perhaps something doesn't load in correctly when the vacation hood loads, because that one family couldn't get the room service to work for their entire vacation, where the family before them had it working the entire time, and since I didn't reload the game in between vacations, it should have worked exactly the same.

*When I say 'didn't work' I mean that the bellhop served the food on the check-in desk instead of taking it to the room. In a clean game, without the fix, I can't get room service to work at all. The food tray just disappears as soon as it is taken from under the desk. I have all the EPs, but none of the stuff packs.

I'm trying to understand why clean games would behave differently for different people and why anything would work 2 different ways during the same game load. It doesn't make sense.

I have posted a similar reply in the author's thread.
102  TS2: Burnination / The Podium / Re: Broken game wants. on: 2007 October 07, 10:54:13
I've noticed that the "Buy Jewelry" want is not satisfied in BV, although "Buy Souvenir" works just fine.

Also, I took one family on vacation, learned the pound chest gesture , and they got the vacation memory icon. The next family I took also learned the gesture, but the icon was never fulfilled although it appears in the regular memory area. Is there a way to fulfill the icon now?
103  TS2: Burnination / The Podium / Room Service Fix - Not Fixed on: 2007 October 03, 02:59:24
I have seen the complaints around the site about the Room Service not properly working, and the fix posted at MTS2. http://www.modthesims2.com/showthread.php?t=249921

I started a clean game and took the Travelers to Tikki Twin Palms hotel and saved the game. I tried room service several times, but the hotel clerk would reach under the table, pull out the tray, and it would dissappear.

I put the fix in the game and saw room service work properly for the first time.

I added in Maty Hacks, and the clerk would serve the tray on the check-in desk, making the food dissappear. But this time he actually removed the tray lid, just at the desk rather than in the room.

I spent the next couple of hours doing a binary search. Soon it seemed that quite a few mods were incompatible. That really didn't make sense, especially since the mod conflict report was clean.

So I went back to just having the fix in the download folder, and after 10 game reloads, found that it is only working about 50% of the time, half the time working properly, the other half of the time serving it on the clerk's desk.  I reported the problem to the mod's author.

Will we be getting an awesome fix for this irritating problem? The one available just isn't doing the job. Or do we need to just wait for the patch?
104  TS2: Burnination / The Podium / Re: News Paper Thief in BV win everytime ? on: 2007 September 27, 00:59:42
yeah. if the interaction is already queued up for the newspaper thief, then the paper, no matter where it is, will disappear.

What I do if I actually want the paper is I pause the game as soon as the paper is dropped by the delivery person & go into buy mode & pop it inside.

That doesn't always work for me. I've put the paper inside manually and still have had it stolen, even when the door is locked. I think the only way that works all the time is 'bring in paper' before a thieving interaction begins. I'm still running Seasons and sometimes they just steal the old paper instead of the new one, but I had a paper stolen out of a Sim's hands the other day when an old paper still sat by the mailbox, because my Sim and the thief started for the paper at the same time and my Sim got to it first.
105  TS2: Burnination / Oops! You Broke It! / Converted Porta-potty Errors on: 2007 September 26, 21:16:58
I have been getting errors with the porta potty that was converted from Pet Stories. When it errors, it complains about some random object that may or may not be present on the lot. Here are two such errors. All or most of the errors are on exit.
106  TS2: Burnination / The Podium / Re: Pets have trouble sleeping in BV? on: 2007 September 26, 08:59:38
I'm still running Seasons and the TVs and stereos wake up the Pets in my game. I had a cat sleeping on a bed when a Sim went into labor and her groans woke the cat up. Jumping on the couch will wake up both Sims and pets that are asleep in that room, even if they aren't on the couch. Even some of the toddler toys and the cheap dishwasher wake the pets and Sims. But they sleep in the yard just fine while the carpool blows its horn for an hour.
107  TS2: Burnination / The Podium / Re: Cleaning up after broken foodbot on: 2007 September 24, 17:50:13
That happened to me once. I traced it back to one of those mods that stop community plate clearing. Do you have anything like that?
108  TS2: Burnination / Oops! You Broke It! / Random Invisible Doghouses on: 2007 September 18, 02:42:49
I've been playing a series of lots where the lot starts out empty and the family builds the house as they can afford to add on to it.

Later when I begin to build a house, or have built some of it and are adding on, I will try to place a wall and will get a message that I can't intersect another object. There is no object present on mouseover. If I drop a burninator on the spot it deletes a doghouse. I can't remember the name, but it is always the name of the most expensive doghouse in the game.

This has happened to me approx 10 times over the last few weeks, sometimes running into several of these "doghouses" just trying to build a single room. I have not had any doghouses whatsoever on any of these lots, or pets for that matter. I have never even used the most expensive doghouse in my game ever. So what is this strangeness? Its only been noticable since I have been building houses from scratch since I usually build up rather than out on pre-built houses, and previous houses built from scratch were done without Sims living there yet.

I'm still running Seasons.
109  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2007 September 15, 01:51:23
Ah, I have been known to kill kittens. I wasn't aware though that it allowed dormies to marry in the regular hood. I've had campus families before and am aware of the changes it makes in the Uni hood. Just didn't know it affected marriages in the regular hood as well, and didn't know that dormies needed to be transitioned before marriage. Learn something new every day.

So anyone have any luck with downloading Moar Fight? If so, care to share?
110  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2007 September 15, 01:42:34
Well, most of the marriages have not suceeded unless I move them in first, but the last marriage I did actually worked correctly, so I saved and tried this wedding without moving her in first, and it also worked. I've been using Jordi's Lot full of Sims and up until the last 2 weddings, I have had to move them in first. I'm not sure what changed. I'm still using Seasons.

I was somewhat surprised to see her transition under the arch just after they said their I do's. I don't think I've ever seen that before.

So are you saying that because the game worked correctly this time, that it blew my chances to fix her?

She only had the memories of date stuff, falling in love, and the wedding. No graduation, no drop out, or even a move-in memory is present.
111  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2007 September 15, 01:08:18
I haven't played with townies in a long time, so have forgotten some of their default behavior.

Sim meets a dormie and after graduating, marries her on his home lot. They marry under the arch, she then transitions to an adult, and moves in. Her YA status on her age bar has a red X through it.

I select her, and click on lot debugger. The option to upgrade her is missing, but 'fix want slots and locks' is available and I click it. I don't know what problem she had, but I didn't see anything change. The option to upgrade her is still unavailable.

Now I'm aware that if a Sim drops out of college, that they get the X through the YA age, are supposed to get some type of memory for dropping out of school (she didn't get any memory, just of the wedding), and must retain their original 4 want slots unless they passed freshman year. But what are we supposed to do with dormies? Must we move them in and educate them before marrying them just to allow them to be able to have the max slots and locks? Are they unable to be fixed with the debugger?

And although this doesn't belong here, has anyone had any luck downloading Moar Fight? I get the following message when I try to download it. All the other package files download fine.

The XML page cannot be displayed. A name was started with an invalid character. Error processing resource.
112  TS2: Burnination / Peasantry / Re: Jordan M. G.'s Hack Shack on: 2007 September 09, 22:29:29

NoCommProtect was made under the same general premise as Pescaso's nouniprotect -- that is, a holy quest to eliminate invincible sims. Cheesy Sims will pass out (and therefore drown) on community lots now, as well as starve to death.  Kids still cannot starve to death, but that's standard Eaxian behavior so I've left it alone.

Does this also affect playables who are on a comm lot, but who are there as visitors and not part of the household you are currently playing? (Unselectable playables)

I ask because I believe that JMP said that uncontrollable playables dying on comm lots was a bad thing.

In any case, I'm looking forward to trying both of these mods. I love nouniprotect, but it only affects dormies, not playables of yours from other lots.
113  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Seasons) on: 2007 September 08, 23:57:39
So are you saying that if I choose a Sim with 0 skill points and make them into a townie, they will be given a random job and skill points so I don't have to use the skill randomizer? I know townies that were made as townies already get skills and jobs.
114  TS2: Burnination / Oops! You Broke It! / Re: Vampires lost their Skin Colors and I can't get them back on: 2007 September 08, 11:59:06
I can get the other raw package files, just not that one. I can't even right click and choose open or save. I get this message:


Cannot view XML input using style sheet. Please correct the error and then click the Refresh button, or try again later.
A name was started with an invalid character. Error processing resource.


In fact, just moving in a grand vampire already removes their ability to vamp anyone and demotes them to normal, but with autonomous biting.

What's the difference between vamping and autonomous biting?

EDIT: I tried the College adjuster, but the same thing happened with it as it did with InSim. The Sim turned human, then turned back into a vamp but retained their normal skin color. I spawned the townie tree and spawned a new Grand Vamp, and that one also had normal skin color.

The only thing I did between the time I had normal vamps and the wrong color vamps I have now, is update the awesome mods in the Seasons directory. I was also looking for a bug and so I did one game load with the Inteen folder renamed zzzInteen. I think that is what caused the reset, but I can't figure out at all why my vamps refuse to be vamp color anymore, especially newly created ones.

EDIT2: Solved the problem. I had vampire eye replacements, and removed them to try another set. All was working well with these until the reset. Removing them from the game cured the skin problem.

And I still say there is something wrong with the moarfight file in the Season's directory.
115  TS2: Burnination / Oops! You Broke It! / Vampires lost their Skin Colors and I can't get them back on: 2007 September 08, 09:02:23
I've been doing the Seasons updates and somewhere along the line I got a reset. I went to play my couple which is a Grand Vampiress and a playable turned Vampire, and both of them have normal skin tones, although they have retained all of their vampire attributes.

I couldn't find anything on the debugger to fix it, the mirror didn't work (it's their whole skin, not just face), so I used Insim To un-vamp then re-vamp one. But that didn't work either. I left without saving. But what should I do to correct this?

I haven't seen any of the other Grand Vamps over to see if they are affected too. I'll check. Better check my werewolf too while I'm at it.

But if the cure involves de-vamping and re-vamping using potions or something, will the Grand Vampiress remain Grand, or will she be demoted to regular vamp habits?

I'm also looking for this toy, which I can't find in the indexes:
...this is about the "THE SUN IT BURNS" effect. In this toy, vampires will react less strongly to sunlight in bad weather when the sun is clouded out, treating "indoors" as being as good as night and "outdoors" as being merely as bad as indoors when clouded.

MOAR FIGHT:
And what is this fun sounding toy? And why won't it let me download it from the Season's directory? I get "The XML page cannot be displayed" when I click on the file.

EDIT: The werewolf is fine, but every vampire in the game is affected, that is, my 2 playables and the downtown Grand Vamps.
116  TS2: Burnination / The Podium / Re: Werewolves on: 2007 September 08, 08:24:21
Maybe she isn't a howler? My guy howls 2-3 times a night. He seems to enjoy it, but then he's a pleasure Sim so maybe that's why.

I've had a couple vampires and no one is fretting about being bitten anymore. Not that I've ever seen anyone autonomously bitten, even by Grand Vampires, since OFB...

I'm playing both my first vampire and first werewolf. My playable Sim was vamped by a Grand Vampire while downtown. They later fell in love and were married. I have all EPs up to Seasons. But this is my first time having this happen since I first installed Nightlife. I guess with the fixes in the game preventing them from biting the wrong Sims, they just don't bite that often.
117  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Seasons) on: 2007 September 08, 08:18:36
You have 2 choices to do what you want.

1. Make at least one Sim and move him onto a lot. Spawn the townies with the tool. All of these townies will be given the same last name on the teleporter bush (such as Hanby) but they will use the mod to choose actual first and last names so that they won't have the same last names. They will be given random skills and jobs. I don't think they have diplomas, but they might still have a job that requires one normally. I'm not 100% positive on this point. You will need to summon them all to the lot, although you don't have to summon all of them at once. Then, using either Dizzy's mirror mod, JMP's clothing tool, or Christianlov's clothing rack, dress them appropriately for your theme. Once they are dressed, just de-select them and clear them from the lot using the teleporter. You may have to use a money cheat to buy their clothes.

2. Create your townies in CAS. If you want them each to have a different last name, then you will have to create them one at a time. You will be dressing them in CAS so you don't have to dress them afterwards. This method takes a long time. After you are done, move one of them into a lot then summon the rest, a few at a time. Make them selectable and using TwoJeff's College Tool, randomize their skills. Otherwise they will have zero skills when you move/marry any of them into your playable households. If you never plan to move any in, then you can skip this part. After randomizing their skills, make them into a townie. Repeat until all are done.
118  TS2: Burnination / The Podium / Re: Werewolves on: 2007 September 08, 02:13:53
I'm actually having a lot of fun with the howling wants and fears. I'm much too nice of a God, and Sims tend to stay in good mood with good asps. Now that I have a werewolf howling, I'm going into lots and finding some in aspiration failure. It gives me a chance to see Sims doing stuff that I usually don't get to see. Plus I've seen several townies go completely insane.

One question though, I *think* I've had the fear occasionally fulfilled when no werewolf was present on the lot. Is there some random chance of hearing a werewolf howl at night just because there is one living in the hood? The reason I say "I think", is because just recently, after playing my first werewolf, I've had Sims suddenly lose aspiration points when they are doing something safe such as relaxing on their bed alone. When I look at their UI, the hear howl want is sometimes missing, sometimes still there. But they often roll up the fear immediately after hearing a howl anyway. I haven't been lucky enough to have the Sim selected when these mystery fears are being fulfilled.
119  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Seasons) on: 2007 September 07, 23:52:31
I can answer your first question. The teleporter shrub doesn't make townies, but will allow you to take Sims that you made in CAS and make them into townies or downtownies. A quicker way to accomplish this is to spawn the townie tree and click 'create townies'.

No matter which method you use, there is no reason to dig out SimPe unless you are trying to do something special or want to check to be sure you did things right. If you create your own Sims in CAS to be made into townies, they will have no jobs or skills. So I use TwoJeff's college adjuster to "randomize skills" just before I realease them into the wild (make them into townies with the teleporter bush). If you use 'create townies', they should already have random skills and jobs, plus you will not need to use the teleporter bush as they will alredy be townies.
120  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Community Time Project v0.4a/v0.5a Pets/Seasons TEST ONLY on: 2007 September 07, 21:24:03
I wouldn't try it. They changed too many things in BV. Besides, there is already at least one bug in this program that needs fixing, but Crammyboy is MIA and hasn't been back to fix it. The bug involves stranding some Sims on business lots where they can't get back home unless the mod is removed.
121  TS2: Burnination / Oops! You Broke It! / Re: Controller_TemperatureReceptivity. WTF? on: 2007 September 06, 14:26:38
I supplied one earlier, but it looks like my post was eaten.
122  TS2: Burnination / The Podium / Re: Vampire Biting Habits on: 2007 September 06, 02:43:28
I completely forgot to tell you, she also attempted to bite the dorm cook, ...

This is a side-effect of making your grand vampire playable, I think. It thinks that your sim is now a playable sim trying to bite people under your direction...but how did it get on a college lot to attack dorm cooks?

You are right, it was with a little cheating and she should not have been there in the first place. After my Sim was vamped and they were in love, I decided they should marry. My male Sim was a freshman. So I had 3 choices:

1. Marry her after graduation and play her with only 4 want slots.
2. Marry her after graduation and update her with lot debugger.
3. De-age her with InSim to YA and make her go through college herself by asking her to move in.

I chose option 3. So yes, she was in a place where she shouldn't have been in the first place.
123  TS2: Burnination / The Podium / Re: Vampire Biting Habits on: 2007 September 05, 21:10:23
Grand Vampires try to randomly bite people as a signature behavior. Vampwerefixes restricts them from messing up playables from other lots because of state-inconsistency death, as well as NPCs.

I completely forgot to tell you, she also attempted to bite the dorm cook, but the dorm cook pushed her away and they both received negative relationship points. Does the fix make the NPC push them away, or should she not have attempted this behavior in the first place?
124  TS2: Burnination / The Podium / Vampire Biting Habits on: 2007 September 04, 23:56:01
Not having played a vampire before, I'm confused somewhat by their inconsistency with game rules.

I had a Sim who was bitten by a Grand Vampiress. They later married and had children. I've noticed that the Grand Vampiress has a few autonomous behaviors that I haven't witnessed in the regular vampire, such as flying around the house at random, for no apparent reason, since they often fly into one room then walk clear across the lot to do something else, or worse yet, land inside of objects where they can't get back out.

The behavior that I am most concerned about is the biting. I am using vampwerefixes of course. I was told that only teen and above could be vamped. Yet this Grand Vampiress has attempted to bite a toddler (not related but living in the same household) and two of her own children. The bites have always been attempted while the Sim is sleeping. But if I take her and have her click on one of the sleeping Sims, bite is never an option. Is this normal behavior?

The image is hard to see but the vamp is entering the door to bite the sleeping toddler in the crib. Although this image was taken at a dorm, the other two 'bites' took place at home in the regular hood.

The bites have never been successful, yet she has the memory of vamping 2 of her kids. She does not remember the bite attempted in the picture above, however. The kids do not have a corresponding memory, as the transaction was never completed. Can vamps actually bite sleeping Sims?  Does this mean that she will never attempt to vamp those 2 kids again later in life because she already thinks that she did, thus giving them immunity? Or will the fact that they are still Sims leave that option open still since they could have conceivably been cured and thus open to re-vamping? I'm not looking for any forced bites, only autonomous ones.

I was hoping that she would actually succeed in vamping one of these little ones. It would make the game quite interesting. Anyway, I've only seen these behaviors in her, but not in her husband which was my playable that she first vamped.
125  TS2: Burnination / The Podium / Re: Werewolves on: 2007 September 03, 02:54:18
A Sim has to be bitten by the LOTP, or savaged by another werewolf, to become a werewolf. 

Is 'Savage' an autonomous action? I see it on the menu, but want to know if they will do it on their own.

Is the pre-werewolf or post-werewolf traits used in determining spawn personality?

Realistically, trees have no effect...The dominant factor is the presence of wolves. Weeds may also be a factor, as they self-replicate on their own.

So is that the purpose of 'Summon Wolves'? So that more wolves will be present so more wolves will show up? That doesn't really make sense. I tried summoning wolves, but I don't really see why you would want to. Am I misunderstanding the ultimate purpose of this option?

And how does self-replication cause weeds to be a factor?
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