More Awesome Than You!
Welcome, Guest. Please login or register.
2024 April 25, 09:52:48

Login with username, password and session length
Search:     Advanced search
540270 Posts in 18066 Topics by 6513 Members
Latest Member: Linnie
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 27 28 [29]
701  TS2: Burnination / The Podium / Re: Sim Murder on: 2006 May 14, 01:47:59
I personally would like Sims to autonomously murder other Sims...with a few restrictions. Such as they must be long time enemies and have the want to see the ghost of the other sim or catching their spouse cheating which would allow for them to murder either the spouse or the lover or both. After all, many sims do actually get the want to see the ghost of a sim that is still alive. In fact, I don't think that any of my sims have ever had the want if the sim in question is already dead.

We already have ways for us to kill off sims. I'd like to see it where a sim actually gets angry enough to do it on their own. Of course a memory should go along with it, and perhaps some kind of repercussions such as people who loved the murdered sim being angry or upset with the killer, random depressions for the rest of their life (I have seen depressions with insim when a miscarriage occurs) , having no possibility of ever going permaplat, their family disowning them, or other such repercussions. These are just suggestions.

AND it shouldn't be something that happens very often. Nobody wants their favorite sims dropping dead left and right. But this is a human simulator and the sims should do anything that humans are capable of.
702  Awesomeware / The Armory / Re: Bathroom Controller: In Soviet Russia, Bathroom Uses You! on: 2006 May 14, 00:59:04
Thank you all for answering!! Yes, I found it was the Grand Trianon toilet causing this. I thought that I had taken them all out of the game, but then after you mentioned it I checked to find this toilet still in downloads.

Often I click quickly when I know where menu items are normally placed. The only problem the throw-up interaction caused was accidently giving that command instead of use toilet. But the bathroom controller would take over after that and take care of the sim's bathroom need. But it would waste a few minutes which are sometimes critical if the car pool is waiting. Plus who wants to see non-pregnant or non-sick sims do that? And if they were in 2nd trimester they usually have a fear of throwing up so a quick-clicking error would cause their aspiration to plummet.

Thanks again for helping me to narrow down this oddity.
703  Awesomeware / The Armory / Re: Bathroom Controller: In Soviet Russia, Bathroom Uses You! on: 2006 May 13, 02:15:53
If I am in the wrong place, please forgive me.

Recently I went through my favorite hacks to see if updates were offered and then updated everything. Since bathroom uses you is the most likely suspect, I am posting my question here.

I clicked on a toilet the other day to send a sim to the bathroom and a new option showed up: "Throw up". Did this recently get added to this mod? Or did it come from another? I didn't download any new mods, just upgraded existing ones. I do not have any mods that purposely cause this option to show up even though I am aware that those do exist. BTW, this was a standard Maxis toilet. Also, this mod is my only mod that has anything to do with bathrooms with the exception of Christianlov's no privacy bathroom which I did not update.

This isn't a problem. I am just curious as heck to know how it got into my game. And no, it did not accidently get in there with a downloaded house as I use clean installer and am extremely careful as to what gets into my game.
704  TS2: Burnination / The Podium / Re: Lot slowdown/Furious sim freeze -Culprit found on: 2006 May 10, 19:32:42
I have never had the lazy animations fix in my game but several times in the past my game has become unplayable because of frozen furious sims. When checking errors I got some message about a neighbor being missing or unavailable. I still haven't isolated this frozen furious condition.
705  TS2: Burnination / The Podium / Re: Macrotastics Launcher (yellow box) Question on: 2006 May 10, 06:49:55
I don't mean to sound ungrateful. These 2 hideous yellow boxes contain awesome controls, but they would be a lot more awesome if they had the appearance of an object that looked more natural in-game.
Like, say, a cardboard box?

Well, yes. Even a cardboard box would be an improvement. At least it is brown and would blend in with scenery, and I actually have cardboard boxes sitting around my own house from time to time, so yes, a cardboard box could fit in with poor Sims, and even richer Sims could explain having a cardboard box leftover from some object they bought.

But alas, I am so unawesome that I cannot even recolor these objects into a simple cardboard box.
706  TS2: Burnination / The Podium / Re: Macrotastics Launcher (yellow box) Question on: 2006 May 08, 21:11:23
Yes, Please. I like to have the macrotastics and the lot debugger on every lot. While I am aware that I can hide these, I want the macrotastics box in a place that is easily clickable. I know that I can click on a Sim to issue the same orders that the box can issue, but Sims are constantly moving around and the box is a nice, unmoving target. So rather than pause game, issue orders, unpause...it is so much easier to click on the box. But it is so ugly and really detracts from the looks of the lot.

I know nothing of meshing, but if anyone does, is it possible to turn these two boxes into something, anything, that might look more natural? I get sick of seeing Inge's same color shrub (teleporter shrub) on every lot, but at least it IS a shrub and not a box.

I don't mean to sound ungrateful. These 2 hideous yellow boxes contain awesome controls, but they would be a lot more awesome if they had the appearance of an object that looked more natural in-game.
707  TS2: Burnination / The Podium / Re: notownieregen -working right or not? on: 2006 March 09, 01:24:34
I *might* have found the problem, but if so, I don't know how to fix it. Here are my clues:

1.    I tried summoning the recreated Garths with the Simlogical teleport bush to kill them off, but they all lay on the ground and make infant noises. Most of them have the standard memories of "met mystery sim", etc, but they behave like infants.

2.    I *think* the same names are being recreated over and over...which is odd in itself. There are 35 Garths that keep showing back up in Simpe after I delete them and then run the game again.

3.    Looking in the lot Catalog folder I see not only the house files, but character files. These all have names like "cx_Character_cx_00000044_f0a59016.package" There are 312 similarly named files in this folder.

4.    In SimPe, there are 61 Sims that are mine, 106 Baena, 55 Cho, 1 O'Feefe, 16 unknown, 36 Garth. This =259

5. So, if the character files in the lot catalog folder are representative of the characters showing in SimPe, it still leaves 53 characters unaccounted for.

Before I started this clean neighborhood, I had to reinstall Sims2 because some of the original files became corrupted after I did some computer updates. Since I wanted to keep some houses that I made, I backed up the lot catalog folder and then of course used that with the new neighborhood.

So is it possible that these people keep returning to the game because they are in this folder? Is the lot catalog the place where character files are stored? If so, then why are they not deleted permanently when I delete them with SimPe?

Am I barking up the wrong tree? If not, then how do I tell which character files are which in this folder so that I can get rid of the ones I don't want?

Thank you to everyone who has tried to help with my problem.
708  TS2: Burnination / The Podium / Re: notownieregen -working right or not? on: 2006 March 07, 20:46:32
I did take them out using SimPe and then deleted memories of them from all other sims. But the Garths get recreated every time I restart the game. All the others that I deleted stay gone. But it recreates Garths.

Thanks to your explanation, I understand now why the Tricous are generated, and that is fine. But why does it keep recreating Garths?
709  TS2: Burnination / The Podium / Re: notownieregen -working right or not? on: 2006 March 06, 23:59:38
I'm not familiar with the hack you describe, but basically are you are saying that they must be killed in-game?

So I can use the bush to teleport these Garths to my house then kill them, sell the tombstones,  then they won't come back?

I guess I will try a big Garth party, teleporting them all to a house then kill them in the pool or something.  It's worth a shot.
710  TS2: Burnination / The Podium / notownieregen -working right or not? on: 2006 March 06, 23:07:03
I have only one neighborhood, custom made. I started with deleteallcharacters, then added a downtown and a college. I wanted dormies to keep my sims entertained, and I wanted the Grand Vampires so that some sims may get bitten. But I did NOT want any other townie types except NPCs. (notownieregen is installed.)

So then I went to SimPe to delete any remaining townies. I created my own Sims and started playing. Things went fine for awhile until I noticed that my kids wanted to bring home townie children from school. They shouldn't exist should they?

Checked SimPe and there are townies again! Especially confusing is this tricou family that as far as I can see are mostly dead.(they are in the unknown Family). I do not have gravestones so I don't know where they came from. I keep deleting (mostly Garths) using Simpe and the game keeps recreating people. I also delete memories of sims meeting these people at the same time.

So what am I doing wrong? Do these townies need to be killed in game to keep them from coming back?

I never see any of these newly created characters walking past the house or on any community lot except for downtown and maybe college lots. But the children must be in the regular neighborhood or my kids wouldn't ask if they can bring them home from school. (I have the bring friend dialog installed).

So what am I doing wrong? How do I get rid of these people and keep them from coming back? If the answer is that they must be killed in-game, then how do I kill the downtownies?

Also, which names are for which characters? What I mean is that I know that Baena is mostly npcs or service personel. It appears that Cho might be the college students. What about Garth? It seems most, if not all, of the ones being recreated are Garth, with the exception of the tricou family which is of the unknown family. (I have never actually seen any of these tricou people in game).

Right now Simpe shows 35 people listed as Garth. Last night I deleted every Garth with SimPe, so all of these have been recreated when I ran the game. I also notice that these newly created Garths are listed as lifestage unknown even though I can clearly see that 6 are children. I don't know for sure, but I also think that the names being used are also the same as the ones I deleted.

Sorry if this is posted in the wrong place. I had a heck of a time trying to figure out where this should go.

711  Awesomeware / The Armory / Re: No Secret Society Respawning (01/03/06) on: 2006 March 06, 06:15:07

Secret Society members should not be spawned to replace ones you happen to kill for whatever reason, except as a very last resort of total desperation (which should be near-impossible, but
is there just in case), in which it will create one member.
Therefore, if there is no SS townie, the game will first attempt to create one
by promoting an existing YA townie. If it cannot, it will only create one if
there is not even a single available member to perform the initiation ceremony.
If for some reason your university has a dormie population of zero, don't kill
this last guy.


I started to install this when I noticed in the manual that it will create just one when down to the last of the SS members.

I am trying to eliminate almost all non-player sims from my game except Grand Vampires and NPCs.

Then it dawned on me...if I eliminate too many and this hack just creates one, no one will ever be able to join the secret society anymore because they must have 3 SS friends just to join. Since playable SS members who have graduated do not count toward the 3 friend count, we really need 3 SS members available to us.

Am I misreading this hack? Or must I be sure that the last 3 SS members don't get eaten by the cow plant? And how do I know when I am down to this number aside from leaving the game and looking into Simpe?
712  Awesomeware / The Armory / Re: AutoYakYak Macro Phone Caller (01/29/06) on: 2006 February 12, 18:11:57
Thanks. I knew that I read something about it quite a while back before I had the problem, but couldn't find the same thread and couldn't remember what solutions were offered. I'll go look for the other thread.
713  Awesomeware / The Armory / Re: AutoYakYak Macro Phone Caller (01/29/06) on: 2006 February 11, 13:05:40
I am not positive this is the mod causing my problem, but I think it is. Sometimes when I use call Sim/invite over/ the calling Sim jumps off of the phone and is standing still beside it. I usually have to try 2-3 times before they hang up properly and the dialog of "Thanks I'll be right over" occurs. I have tried waiting to see if just the dialog was missing, but the invited Sim doesn't come over.

On occasion when a sim hangs up from calling another sim the sim that was called is suddenly in the house standing by the phone and caller.

The call friends and call family features seem to work great.
714  Awesomeware / The Armory / Re: Stuck Object Remover on: 2006 February 11, 12:53:22
This one REALLY works! I had a dead flowerbed along the front side of my house. My Sim disposed of it but I couldn't put anything back onto that tile and nothing else was clickable there.

I put this on and it deleted 3 invisible things and the window on the first floor above the tile. Now that is a thorough cleaning!
715  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2006 January 28, 09:47:03
FIX BROKEN MOOD BOOSTS:  Fixes the platinum-asp mood boosts for all sims on the lot.

I've read all the posts and still don't quite understand this. Sometimes a Sim will have wants and even though they fulfill several wants they don't get an aspiration boost on any of them. Along with this, sometimes the want stays in their want slot but at other times the slot rerolls-without an aspiration boost. But when I click on the debugger the option to FIX BROKEN MOOD BOOSTS doesn't appear. But then at other times when they are actually getting their aspiration boosts correctly and I click on the debugger for another reason (like randomizing before giving birth) the option is there.

Am I supposed to enable cheats, or shift click or what is it I am doing wrong? And why does the option only seem to appear when their asp boosts are working correctly?

BTW, I noticed the update on the debugger today. The one I was using was dated 14 Jan 2006. So I downloaded it and will try to see if it is different, but I didn't see any documentation saying that part of the debugger had changed.
Pages: 1 ... 27 28 [29]
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.055 seconds with 18 queries.