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26  TS2: Burnination / Oops! You Broke It! / Re: University students have amnesia, lose student status, pop tons of object errors on: 2011 June 25, 15:20:42
Yeah, corruption in the neighbourhood is what's breaking your sims, not the other way around. Even if you completely delete the affected sims using Pescado's instructions (which you wouldn't want to do anyway, since they're important to you), your 'hood would still be a lost cause. Like Ichigo says, the only way to save them is to do all the work involved in extracting them and putting them in a new 'hood, and then restore relationships and memories in SimPE. There's multiple guides around on how to do this. Try google.
27  TS2: Burnination / Oops! You Broke It! / Re: University students have amnesia, lose student status, pop tons of object errors on: 2011 June 25, 08:54:04
It sounds like your neighbourhood was already irreversibly corrupted long before you sent these sims on vacation. I doubt it had anything to do with the vacations, sounds like that just somehow triggered the glitches. There is most likely nothing you can do to save it now, and you're better off starting fresh, extracting your sims, etc.

(By the way, simply having "the boolprop cheat" (debug mode) on does NOT do any damage. It's only "dangerous" if you're using it to fuck around with things you shouldn't.)
28  TS2: Burnination / The Podium / Re: Education Bookshelf - Book's aren't gold anymore. on: 2011 June 20, 14:35:25
Standard 'Have you tried taking out all of your downloads and see if that solves it?' question here.
29  TS3/TSM: The Pudding / The World Of Pudding / Re: Constant Route Failure on: 2011 June 18, 06:52:54
Should this be in the TS3 forum...?
30  TS2: Burnination / The Podium / Re: installing mods sims 2 DD plus expansions on: 2011 June 17, 05:22:55
That's because InTeen is a horrible piece of crap.
31  TS2: Burnination / The Podium / Re: Getting Lyla Grunt extracted via SimPE--or not on: 2011 June 17, 05:21:26
Lyla is completely corrupted, including her facial features, which is most likely what makes Body Shop crash.

You could make one of your own, or download the pack of dead sims from here: http://sims.wikia.com/wiki/Resurrecting_tips#Resurrecting_Sims_with_no_character_data
32  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 June 15, 05:13:45
Tarlia, did you try converting Belladonna Cove to a suburb, rather than a downtown?  If so, did you run into any special problems with OFB that didn't occur with Nightlife?

No, I just figured Belladonna Cove makes more sense as a Downtown, because it's larger and has a city feel to it.

I actually missed Leeoh's and your posts, I must've been tired last night. I had no idea multiple downtowns would cause this problem. The early megahoods were made with downtowns, but of course, those were done the "hacky" way, so that's different. EAxis logic isn't easy to wrap your head around. Why would they... oh, who knows.

I can just make a suburb version instead.
33  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 June 14, 16:18:42
Tarlia, in regards to your E001 base hood of Belladonna, I got a whole bunch of errors of missing neighbor for data access out of Chastity Gere and Gabriel Green, when they were on the lots of other sims.  I also got the errors when they were phoned by others.  When I finally got around to playing their house, they both had blank wants and fears in spite of the fact that Gabriel and Samantha Cordial had been ACRing it up in everyone's living room.  (I would've thought that would generate some wants . . .)  The errors seem to have stopped after playing them for a season--but they've only shown up once on another lot since then.  Wants did eventually generate, and they're normal and appropriate.  I know Chastity is a problem sim as shipped.

The Baldwin toddler (Marcus?) also has blank wants and fears, but I haven't gotten any errors out of him.

Hm, I haven't experienced these errors myself, and haven't heard any other reports. I'll keep an eye out, though.
34  TS2: Burnination / The Podium / Re: Careers Hack? on: 2011 June 09, 19:58:47
Ah. Not the newspaper, but this does the job.

A slightly less cheaty option here: http://forum.jfade.com/viewtopic.php?f=5&t=10
35  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 June 08, 05:16:57
Do these mix and match neighborhoods have the fixes you and Strange Tomato made for the broken faces in already

They do indeed.
36  TS2: Burnination / The Podium / Re: Careers Hack? on: 2011 June 03, 06:28:24
Unlocks the careers? They're all... uh, pretty unlocked as it is. Or do you mean the career REWARDS?
37  TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters on: 2011 May 31, 15:59:21
I know necromancy is bad. I want to ask one single question, because people were talking about downloading a fix file would be better than fixing sims in simpe.

If I have my Strangetown played for years, and got many offsprigs of mentioned sims with DNA errors as well as sims made by me. Is it better in my case to download the fix or fix them in simpe? I'm not reinstalling the game nor starting neighbourhood from scratch, so I would rather NOT replacing my neighbourhood file (it would cause error, isn't it right? or revert my neighbourhood to maxis premade stage?)

And Yes, I still want Lola Singles to have more kids... don't ask why.

If you want to keep your neighbourhood, you'll have to fix the DNA in SimPE yourself. Downloads with fixed DNA are unplayed and otherwise (aside from assorted other fixes) untouched Strangetown templates as made by Maxis. Like you predict, trying to use anything from these templates to replace your played Strangetown's files will make everything go asplode.
38  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 May 25, 04:58:29
I'm curious.  Why do your newest cleaned versions of Pleasantview, Strangetown, and Veronaville require University or Nightlife?

I included memories of 'first woohoo', which I don't think existed until one of those EPs (I'm not sure which one?). I'm not sure how the base game would react to those. Possibly it might just ignore them.

Edit: ...Of course, in retrospect, I should have written that any later EP would also do, and that the memories are the reason why. I'll edit my post with that information later.
39  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 May 24, 15:13:41
Updated the original post with new stuffs.
40  TS2: Burnination / The Podium / Re: coffee cup hack for NL? on: 2011 May 02, 17:30:40
I smell a troll.
41  TS2: Burnination / Oops! You Broke It! / Re: Sim refuses to enter a carpool or drive to work glitch. on: 2011 April 28, 14:43:18
1. Even if you don't think you have any hacks that affects this, you should still test it without your downloads folder in, if you haven't done so arleady.

2. Have you tried moving the sim out and back in? This is like the TS2 ingame version of turning your computer off and on again. It resets a lot of background stuff.
42  TS2: Burnination / The Podium / Re: Neighborhood Templates with Playables? on: 2011 April 26, 18:32:23
I'm not sure whether it happens for all EPs, but I've seen a lot of people who have "lost" neighborhoods that they restored from backup.  This happened because the IDNO was not changed when they copied the neighborhood in, and it conflicted with an existing neighborhood.  When I had them remove the conflicting neighborhoods, their restored neighborhood "magically" appeared again:
http://www.modthesims.info/showthread.php?t=180053

The solution to this problem is to make the IDNO unique.  I never thought about using the in-game process to fix the problem, but I know that it works because of the conflict between the EA shipped neighborhoods.  Unfortunately, that conflict is why you lose the neighborhood story on the base game neighborhoods when you have the later EPs.  The game decides to let the neighborhoods associated with the later EPs "win" the IDNO, since they come earlier in the alphabet (E001, F001, G001).  However, the early neighborhood stories (such as N001) rely on the IDNO.  I've solved this on my own machine by changing the IDNO for the later EP neighborhoods, so that the base game hoods retain their IDNOs when a new save game is generated.

Thanks for this info. I'll add it to my list of things to fix before I release my new clean premade 'hoods, so people don't end up putting in two conflicting ones.
43  TS2: Burnination / The Podium / Re: Neighborhood Templates with Playables? on: 2011 April 26, 13:32:59
Oh, I see. Instead of the regular Goopy & Company townies, you want playables copied over to every new neighbourhood.

I don't think you can do that with the regular N001 template. The game, by default, only copies over townies and NPCs. Otherwise, you'd also get the Pleasantview playables in every new 'hood in an unmodded game.

That's what the stealth hoods are for. Those DO copy over playables to every 'hood. I'm not quite sure how to go about making one (or safely editing one), though I could most likely find out, but I'm sure Mootilda knows?

Also, @Mootilda: Good point, I didn't think of the IDNOs... Now I want to test putting in any combination of N001/G001/F001/E001 manually. I wonder if the game will still autocorrect it at startup? The stealth hoods aren't generated before you load the neighbourhood for the first time ingame, though, so that's not related to how the 'hood is copied.
44  TS2: Burnination / The Podium / Re: Neighborhood Templates with Playables? on: 2011 April 25, 21:20:51
All the game does is copy the whole folder over, though, which is exactly the same as copying it over yourself from a different location. As long as the neighbourhood works correctly to begin with and the whole folder is copied correctly, with all its contents, it should work either way.

But yeah, we're going to need more information about what exactly you're trying to do, and how you're trying to do it.

45  TS2: Burnination / The Podium / Re: Neighborhood Templates with Playables? on: 2011 April 25, 17:34:02
A regular neighbourhood or a subhood?

What did you do the first time?

To make a "template" of a regular 'hood, all you need to do is make your neighbourhood as you want it, and then take a copy of the whole neighbourhood folder and put it somewhere safe. If you want to start it over, delete the existing folder in your Neighborhood folder and copy over the backup folder. Not sure how it's possible to get that wrong.

For a subhood, see this tutorial: http://www.modthesims.info/showthread.php?t=420196
46  TS2: Burnination / The Podium / Re: Changing road types on: 2011 April 11, 17:02:55
I don't know the answer to your question, but thought I'd let you know that your road replacement link also leads to the Elsewhere 'hood.
47  TS2: Burnination / The Podium / Re: Custom colour of terrains on: 2011 April 11, 17:00:19
You can make replacements for the existing terrains (there are a few of these around), but I don't think you can add additional ones.
48  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 April 11, 16:57:51
Quick question: In the Uberhood, the group pie-menus when teleporting Sims have had their names changed to 'Townies' and 'Service' or whatever, instead of the surname of the first sim to be generated in that group. How did you do that? It'd be so useful to be able to do that myself in my hoods.

It's very easy to do in SimPE. Open up the Family Information (FAMI) resource, which contains all the families/households, and change the names to your heart's content. Also very useful when someone's last name changed due to a wedding or something and you want the household name to match.
49  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 April 08, 20:17:20
Interesting. Thank you. Then I should be able to make a downtown Belladonna Cove (seems better than a shopping district, since it's so urban). Curious: What happens if a sim gets access to a secret hobby lot or a secret witch lot in a neighbourhood that lacks the FT/AL stealth hoods?
50  TS2: Burnination / Peasantry / Re: Clean Uberhood (Merged EAxis neighbourhoods) - NOT the same as HP's/Mixreality's on: 2011 April 08, 17:07:22
Thanks. Smiley I'm actually waiting for your tool to be able to remove the broken family ties in Belladonna Cove, Riverblossom Hills & Veronaville (& one stealth hood, although that's not really important, as broken ties aren't carried over when merging). Otherwise I'm mostly finished.

I unfortunately won't be able to make Belladonna Cove as a subhood, because of the apartments. It'd require going into the game and moving out all the sims living in apartments, and that in turn would generate all the stealth hoods (clean ones, but still, it'd generate the subhood lots for FT & AL - or can that be avoided?). I can't think of a good way of getting around that.
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