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101  TS2: Burnination / The Podium / Re: My shiney new video card is making me crazy on: 2007 August 21, 15:20:01
Strangel, I hate to sound like an idiot but could you give me instructions on how to disable the onboard graphics setup?

You could probably go to Control Panel -> Administrative Tools -> Computer Management -> Device Manager -> Display Adapters

If there are any listed as Integrated something or other (that is obviously not your new Nvidia 7600 GT), right click -> Protperties -> Driver tab -> Uninstall.

When you install a new graphics card, there might already be instructions on how to uninstall/disable your existing graphics adapter.  It might be best to uninstall your onboard and your Nvidia.  You could probably uninstall both and reboot.  When your machine reloads, depending on your settings, it may attempt to auto install the graphics card.  Assuming you're running XP, you'll probably get that plug and play adapter thingy that says it found a new hardware device or whatever.  Cancel out of that wizard, and install the latest Nvidia drivers you downloaded.  Reboot again and cross your fingers. Tongue


I've been having problems with my machine.  Now and then I get reboots or BSODs.  I tried a buncha stuff and still couldn't figure it out.  It complained about IRQL conflicts, among other things.  I tried uninstalling and reinstalling, but as of yet, I am not sure that fixed it.  I've tried almost everything, short of reformating and reinstalling or RMAing the damned grapihcs card (which it might be too late to do Tongue).  I suspect it may be a temperature issue, as my parents had purchased a new A/C for me, and I haven't had a reboot since (my old A/C was weak, it would take forever to get to a moderately cool temp, and it was screwy, because it pretty much only had two temps, despite having a dial - it was either piss poor weak and barely better than a fan, or super freezingly arctic Roll Eyes ).  I can't tell if it's the RAM or the graphics card.  But I haven't played Sims in several weeks now (currently obsessed with my PS3).


Ste
102  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 21, 14:37:31
Hrm... this is very odd... I'll have to play test this in my game and check it out.  Curious, for those of you that had this happen, have you tried it with sims dancing to other instruments (i.e. the guitar, drums, etc.)

I think the DJ booth and the karaoke machine should be using the stereo globals.   So, theoretically, those should be ok.  I think the other danceable music is from ownable cars.  Anyone know if any of those also have weird problems with body skilling?


Ste
103  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07) on: 2007 August 21, 03:16:51
ETA: Ok, my bad -- I checked before I got to the lot with the servo, and I found I was still using Monique's version, not yours.

Monique has a version of this?  I believe she has a hack for bringing people home from work.  I wasn't aware that she had one for sending people in a carpool to comm lots?

Hrm.  Well, if she managed to figure it out and actually get it working, then by all means, use her version. Lol.  Mind pointing me (and others possibly) to a link?  Is this on MTS2?  I haven't checked there in awhiles.  Maybe I missed out on this hack of hers.


Ste
104  TS2: Burnination / Oops! You Broke It! / Re: Sim stuck at Secret Society - can't get home on: 2007 August 20, 20:35:19
I'll still try and take a look at the error logs when I get home.

I will take a peek at the Uni code and see if the funds issue was a problem.  I don't recall exactly when the problem surfaced, but it had been pointed out, and I managed to come up with a fix, but definitely recall, shortly after, Maxis EA coming up with a fix in one of their patches.  I thought this was an OFB patch.

I am uncertain if the Pets patch is referring to the same problem, or if it was entirely unrelated.

The "problem" or bug that someone had brought up (I can't recall who) which made me come up with a fix, was for the funds.  It wasn't so much a problem of sims getting stuck on the sslot, but rather, the funds would get all screwy.  However... related to the same code that manages the funds, if the funds get screwed up badly, to the point where the game can't find any funds, it could end up puking on errors.  Because the game always expects to be able to find the funds and/or manipulate them properly, it should theoretically never error.  However, in that same code, if, for whatever odd, flukey reason, the funds get zero'd out or become negative (possibly due to number/buffer over/underflow), the code will just puke an error log and dialog.  Thus, potentially causing a sim to get stuck at the sslot, unable to return or properly arrive there.

The game is supposed to generate default funds if it doesn't find any to begin with, and the patch may have fixed this (as well as sorting out the funds properly).  I should take a look at my notes and see what I did.  As I essentially tossed my personal version aside (well, archived it I think) and tried to extract and backport Maxis EA's fix.  I think I compared the Uni, NL, and OFB code, and they were all still mostly the same, if not identical, which should mean that the fix would still be needed for those versions.  Anyhew, I'll try and take a look at it this week and see if the errors in your logs are due to the hack.

Incidentally... the sslotfinalsfix and the sslotteryfix installed, if you scan your hacks, do you find anything that conflicts with either of them?


ETA:

Ok, so I looked at your error logs... and as far as I can tell, the code there doesn't seem to match the version of the hack/fix that I created.

Quote from: your log
Object id: 535
name: Controller - Secret Society
Stack size: 3
Error: Illegal owner field in data reference.
Iterations: 126
  Frame 2:
    Stack Object id: 7
    Stack Object name: Portal - Pedestrian
    Node: 0
    Tree: id 512 name 'Soc&Rel: Test - Either Sim a Resident' version -32760
    from global
    Prim state: 0
    Params: 768    Locals: 0 0
  Frame 1:
    Stack Object id: 7
    Stack Object name: Portal - Pedestrian
    Node: 0
    Tree: id 4154 name 'Sub - Assign Funds To Secret Lot' version -32755
    from DormController
    Prim state: 0
    Params:    Locals: 0 0 0 0 0
  Frame 0:
    Stack Object id: 7
    Stack Object name: Portal - Pedestrian
    Node: 70
    Tree: id 4117 name 'Function - Main - Secret Society' version -32746
    from DormController
    Prim state: 0
    Params:    Locals: 7 0 535 0

As shown here, in Frame 1, the code is running through the Sub - Assign Funds To Secret Lot BHAV that is modified by my hack/fix.  However, at node 0, it appears to run some global BHAV named Soc&Rel: Test - Either Sim a Resident in Frame 2.  This doesn't seem to match the code in my hack/fix.  This also does not match the official Maxis EA code.

At first, I wonderd if the first line in the hack/fix might be a new function that isn't in Uni.  The first line is:

0: Local 3 := Global(Budget Div 10000); true: A, false: error

I thought that maybe this global function might be new and only found in later EPs.  However, I did a search through the disasembled code and I did find instances of this global function being called in other locations.  So, it looks like this global function should still be valid in code even as 'old' as Uni only.   So... it looks like my hack/fix should still work, even in Uni alone.

I would suggest scanning your hacks, with my hack/fix installed, and see if you find any other hacks that conflict.  Something seems to be changing the Sub - Assign Funds To Secret Lot BHAV, in a way that my hack/fix doesn't, and it appears to definitely be different from even the Maxis EA original code.

Please let me know if you do find something that conflicts, and list it here.  That way, I can edit my RTFM so that it lists whatever it is as incompatible. Thanks. Smiley


Ste
105  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Carpool Bring Friend Dialog (Updated 8/15/2007) on: 2007 August 18, 19:05:29
I use the version without no frat.
One sim was in the athletics career and brought home another who was retired from military and did not have another job.
I'll try your new version and will update if it happens again or not.

Doh!  There I go again, being all dyslexic with my words.  I meant to say, that you were using the one without nofrat, or no nofrat. Tongue  I forgot to put the extra no in there.  I fixed it now. Tongue

However, I just realized something... I can't recall if the bring home from work normally brings someone home from the same job.  Was the point of nofrat just to make sure that someone brings home people from the same job and within two ranks?  I can't even remember now. I may have to go back and fix it, so that it brings people from home from the same career track, regardless of rank.

As it stands now, the version without nofrat will bring home anyone from any career track.  I'll have to check the original Maxis EA code, since I was gonig by Pescado's nofrat, and I couldn't remember what things he changed.


Ste
106  TS2: Burnination / Oops! You Broke It! / Re: Sim stuck at Secret Society - can't get home on: 2007 August 16, 04:03:57
Ok, the file is actually sslotfinalsfix.package

I am assuming that is what you are talking about, unless you renamed the file?  I looked through the code, and I couldn't see anything that stood out as problematic... so, pretty much, the best way for me to try and debug it would be to have an error log.  So, whenever you have the time to try and run through it again to generate an error log, or if you have one already, it would be great if you could post it. Smiley


Ste
107  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07) on: 2007 August 15, 17:07:41
Question for both of you, just to clarify:

Joe - with this hack, you said you are able to get servos in the car with no problems.  In your case, do your servos actually show up in the dialog box, asking if they should be included or not?

Toast - with this hack, just to verify, if some sim, other than your servo, is driving, your servo never even shows up in the dialog?  i.e. s/he never even gets an option to be included or not?

I may look at this again, since there seems to be a few other hacks of mine that are having issues.  Not sure when I will get to it.  This weekend is a tad busy, but we shall see. Smiley


Ste
108  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, 16:56:27
Weird.  I suppose it could be a typo.  I'll try and look into that, if not tonight, then sometime soon.  Thanks for letting me know!

ETA:

So, I took a peek at the code:

Quote
[global 0x01D7] Skill - Start (4 args:
  Skill ID (Const 4D8X)=Const 0x011B:0x05 ("Body" Value: 0x0011),
  Speed Mod(31 to 10000%)=Temp 0x0000,
  Interaction Object ID=Stack Object ID 0x0000,
  Special Personality?(+Skill Gain)=Literal 0x0000)

so... Huh *shrugs*  I'm not sure why this would happen.  I'm hoping it's a total fluke.  I'll try and find time to test this in game and see if I get the same problem.  But afaik, it looks like it should work.  I guess I'll have to get back to you.

The only thing that I'm thinking about, is maybe... the game got confused about tracking which sim is building what skill.  Maybe it crossed wires and thought the sim dancing was building  creativity, when it really shoulda been the sim that was playing the piano?


Ste
109  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Carpool Bring Friend Dialog (Updated 7/25/2007) on: 2007 August 14, 02:51:39
Hrm.  Interesting.  I'll try and took a look into that sometime.  Perhaps when I edited the version for without nofrat, I may have accidentally removed the retirement check (I don't even know if there is one though).  I'll update when I can, if necessary. Smiley


ETA:

The other day, I had a sim bring home another playable who is RETIRED and from another career track.... I don't really know if it comes from this mod, but it is the first time I had this...
Everything was fine, except this particular sim should not have been chosen.
I use the version without no fraternization if it matters.
Pioupiou

Hrm.  I just realized you are using the version without nofrat... so, choosing a sim from another career track makes sense.  I am curious, does this retired sim have another job?  Since it is quite possible that you could have placed him in an elder job, or a 2nd job if you are using noagediscrimination.

Anyways, I added a check for retirement to both versions just in case.  I'll upload them shortly, so please redownload and let me know if you still have problems.


Ste
110  TS2: Burnination / Peasantry / Re: How to add new College, Downtown, Shopping District templates on: 2007 August 07, 17:26:28
As I remember Sara's tutorial is very specifically about combining the 3 existing hoods and cleaning out defaults.  It works, but we're talking here about a general method of creating custom hoods that can be downloaded and installed without following tutorials.  We want them to exist in your game the way the defaults do so you always have a choice of downtowns like you always have a choice of unis.  You could do that before Pets. Now the game only sees the numbers used for the maxis sub-hoods, so you have to swap folders around and you have no choices.

Ahh... I see what you mean now.  Yeah.  It would've been wonderful in Maxis had the foresight and consideration to think of ways to add new and/or custom sub hood types in a user friendly way.  Tongue


Adding 3 dedault maxis uni's to your hood is a VBT because of all the dormies, professors etc.  Best I know, it's not "a bad thing" apart from that.  With only OFB in my game, several small, clean, user-made shopping suburbs in one hood is no problem.

Previously, it probably was a VBT.  Now... it isn't all that bad.  Not Very at least.  I was able to do it with Sara's clean templates, together with antiredundancy, and I did not have any major issues.  I was very meticulous about keeping track of the number of new character files that were generated when adding another Uni.  The game did not create another set of professors.  As far as I can tell, my game only has the same default 24 profs.  It also did not generate any new dormies.  The only time the game ever generates new dormies is if it can't find a "homeless" dormie to fill an unoccupied dorm room.  So, this would only ever happen if you went into a new dorm lot And all the current existing dormies in your 'hood are currently linked to a dorm door on the other dorm lots.  The nodormiegen hack would also help out if you want to be certain that no new dormies are generated.


Ste
111  TS2: Burnination / Oops! You Broke It! / Re: Sim stuck at Secret Society - can't get home on: 2007 August 06, 18:21:45
The ssfriendcountfix should theoretically be fine.  I believe that's Pescado's.

The ssfriendcountfix is mine.  If you put that in, and turn on debug mode, let me know if you get an error log.

I'm pretty sure you mean the ssfinalexam hack is yours - I can try to test this over the next week or so, and if I get anything I'll post error log as you request.  Can at least tell you whether it seems to have any visible impact.  I'll try to get back to you soon, but may not have a lot of time in game until the weekend.

Doh!!!  See... this is what I get for waking up in the middle of the night (3AM), and then, instead of trying to go back to sleep, I decide to play Resistance: Fall of Man on my PS3 online, only just for a "little bit" (I attempted to convince myself Roll Eyes ) but ended staying up several hours til pratically 5amish, almost 6am in the morning!  And then, coming to work on Monday, pretty much half-brain dead to the point that I can't really concentrate on, replying properly to threads on a site I shouldn't be browsing, much less on real work. Tongue

So yeah, I'll probably look at at this later in the week.  As I will most likely be too brain dead to really think about it when I get home after work today.  Heh.  I'm just looking forward to leaving a tad bit earlier today. God, can it be like 4:30 already!


Ste
112  TS2: Burnination / Oops! You Broke It! / Re: Sim stuck at Secret Society - can't get home on: 2007 August 06, 17:15:09
The ssfriendcountfix should theoretically be fine.  I believe that's Pescado's.


The ssfinalexamfix is mine.  If you put that in, and turn on debug mode, let me know if you get an error log.  If so, please post it, so I can take a look at it.  I don't remember if it's backwards compatible with games that only have Uni, but I thought it should be.  I vaguely recall, but I think the fix was so that the money went to the sim's original household funds, instead of going to the sslot funds.  It's not a critical fix, but if you hated that the sslot would "steal" your sim's "hard earned" cash from their final exams, the hack should fix that problem.  I'll try and take a look at this sometime this week, and see if I can find the problem. Smiley


Ste

ETA: Doh!  I fixed the mistake. Tongue
113  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move In All for All Ages Pets or Later + fixes (Updated 5/20 on: 2007 August 03, 15:25:46
The move in money fix only fixes how the amount of money that is displayed.  When I was testing out pinhead's original version, I noticed that the dialog message notification thingie showed a different amount that did not match the actual funds that gets transferred to your household.  It is a minor fix.

If you are getting weird amounts when you try to move sims in between different sub-hoods (i.e. from downtown to pleasantview, or bluewater village to downtown, etc.) the game doesn't seem to know how to properly calculate the "household value" of the sim you are trying to move in from the other neighborhood.  This supposedly is only a problem if you are moving in sims/townies from different 'hoods.  It shouldn't be a problem if you are moving sims from within the same hood.

Jase has a hack to fix the weird money issue somewhat; I can't remember exactly... but I think it differs slightly in how it calculates what portion is being if the sim you are trying to move in comes from a playable household in a different neighborhood.  I also think it does not remove that amount from that other household; in other words, the sim moving in brings for example 10% of the money from its original household, but that other household does not lose 10% of its funds.  Hope that makes sense.

You can get the money fix over here.


Ste
114  TS2: Burnination / Peasantry / Re: How to add new College, Downtown, Shopping District templates on: 2007 July 31, 19:17:42
Seasons doesn't let you add to the number of pre-made OFB suburbs attached to a hood.  In my game, only adding SAC4 terrains was possible if the hood already had either or both Bluewater and/or Sedona.   I assume it's the same for Downtowns in NL.  Can you still add the 3 pre-made maxis Uni's to one 'hood?  It never was a good idea, but people did it.

I'm confused about all the other stuff.  I mean, I was able to add Strangetown and Veronaville as sub-hoods by following SaraMK's tutorial thingie.  So, I'm guessing you must be talking about something else.

Also, I was able to add all 3 pre-made Maxis EA Unis to my bloated Pleasantview (it has a Downtown, Bluewater Village, in addition to Strangetown and Veronaville [as business district type sub-hoods]).  Yeah.  I'm retarded like that, but when I first got Uni, I stupidly added all 3 Unis, as I wanted it to appear as if my sims had choices of actual colleges.  When I found out that was a VBT to do, I rebooted my hood and only added Sim State.  After reading through SaraMK's threads, along with having antiredundancy, and using her Clean Uni templates, I added La Fiesta Tech and Académie Le Tour.  I verified that the only additional sims that were added to my game were the ones I expected (the Maxis EA playables from those Unis).


I've done a bug report on the unacheivable LTWs and can live with non-existant turn-ons as well as slowdance.  Non-working hacks were my fault - rtfm! I'm having a little problem with awnings and my favorite house crashes, but things are much better!   root canal today! Sad

Oh, oh, oh!  You meant that slowdance fix.  I got yer pm the other day, and I was a tad confused about it. Huh  Hehe.  I totally forgot about that.  I think Pescado rolled that into his wfsanity hack, no?

Anyways, glad I could help!  Hope you have a speedy recovery after the root canal thing! Kiss


Ste
115  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 July 31, 18:56:24
A couple of questions....

1.  Followed instructions and now my custom neighborhood is free from all of those ugly townies and downtownies.  Am I to understand that when I create another neighborhood that I won't have to go through this process again?

Yes.  Assuming you installed the appropriate templates and hacks (you most likely will need all the various flavors of 'noregen' and antiredundancy is highly recommended either way).


2. How can I avoid getting the uglies when I install Bon Voyage?

As Kyna said, this remains to be seen.  Maxis EA is known for being sneaky and sticking in 'hidden' or 'extra' neighborhood templates here and there.  They aren't always consistent about how they do it too.  So it isn't necessarily all that easy to predict where those templates might be, but for sure, you can count on them being there. Tongue

From the rumor mill, it looks like there will be one additional, playable family.  At least 3 superspecialsecret NPCs, and who knows what other new, working (service sim) NPCs may have been added (hotel service staff, pickpockets [?], etc.).  Hopefully antiredundancy will be sufficient to curb the addition of extra sims.  But who knows?  If these vacation subhoods are treated as a separate area, they may create a whole set of vacationies (?).  Tongue


Ste
116  TS2: Burnination / Oops! You Broke It! / Re: Sim stuck at Secret Society - can't get home on: 2007 July 31, 14:48:16
I've seen this error before.  Have you patched OFB?  I think it was an OFB patch that fixed the sslots.  The way they handled sslot funds was totally wonky.  What happens is... (Or what's supposed to happen Roll Eyes ) when your sim arrives on the sslot, the game should switch funds.  It is supposed to store in memory (on a lot token) the household funds of the incoming sim.  It should then swap that number out for what the current funds of the sslot is.  If it is the first time that you ever showed up on that sslot, it creates some default number (I forget what it is, but it's somewhere in the neighborhood of $39k).  Then, when you are leaving the sslot, it is supposed to record the funds of the sslot, then swap out the original household funds, and save the sslot funds to that token.

There were two borked things with the original code.  First, upon leaving the sslot, the funds wouldn't get switched back properly.  So, when you went back home, your household funds were kinda screwy.  I forget the details, but I think it either overwrote or added up the funds instead.  In either case, it was buggy and you'd usually end up with more money.  Unless, your original household had more than $39k to begin with.  Tongue  Second, it stupidly Angry tried to record the current sslot funds whenever you went into Buy Mode.  This was totally retardo and didn't make any sense.  I suppose they were trying to prevent you from doing cheaty stuff possibly?  I'm not quite sure what the logic was supposed to be there. Roll Eyes  In any case, when I fixed it, I pretty much disabled that BHAV altogether.  It's quite funny, because I only got around to fixing it just about the time, I think, that OFB and/or the patch came out.  In the end, Maxis EA actually fixed it!  They even did the exact same things that I did (disabling that borked Buy Mode BHAV and fixing the swapping of the funds).  On top of that, they actually did it more efficiently (they used the same token to swap the funds in and out of, whereas, I used separate tokens for the sslot funds and the incoming household funds).

Anyhew, if you haven't patched or you don't have OFB (or whatever EP/patch that fixed it), you can try using my fix.  The thing is, I am not sure if it will work for you now that your lot is kinda borked.  I mean, it should at least stop that BHAV from running whenever you go into Buy Mode.  But it most likely will not be able to recover the sslot funds.  You may just have to us a money cheat to reset it to some reasonable amount.


Ste
117  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2007 July 31, 13:52:30
I still say, we need molotov cocktails!  It would be totally awesome!  Plus, you could set zombies on fire!!  There should be some chance that you could accidentally hit others nearby.  But what's a war without collateral damage!  It should also depend on some sort of skill/ability.  If you're clumsy, you're liable to blow yourself up instead. Grin


Ste
118  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07) on: 2007 July 31, 13:46:42
Yeah.  I think this was the same problem that Pescado ran into.  It's just really strange, and it's very inconsistent.  I haven't looked into this in forever, as I had planned to abandon it altogether anyways; but since people seemed to want it, even tho it's like semi wonky, and it didn't take too much effort to update for Pets, I figured I might as well keep it available.  Anyhew, when I get a chance, I'll try and see if there's a way to force it so that the waiting.  But I'm pretty sure, when I examined other examples, that it is already set that way i.e. the interaction is already supposed to be unstompable. Undecided


Ste
119  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Ownable Carpool Comm Lot Fix - (Updated 4/22/07) on: 2007 July 31, 00:36:36
How strange.  I took a peek at the code, and I don't see anything that would skip Servos... unless, servos are flagged in some way that they aren't supposed to be taken to comm lots?  Although, that wouldn't make sense to me.

How does the game normally work without the hack?  If you choose to bring all your sims to a comm lot, does it include servos as well?  Or are they also skipped over?  Looking at the code, I am not sure why servos would be skipped. *shrugs*


Ste
120  TS2: Burnination / Oops! You Broke It! / Re: Social - Sloppy - Belch At error on: 2007 July 30, 22:52:48
Oh, okay.  I didn't understand the question, obviously   Grin

You know, I was on another forum last night, and one of the builders had a very nice dorm for download, but there was a footnote on it that said, "WARNING:  This lot will kill dormies if you are playing with jmp's maty hacks and locking your playable characters rooms."  It didn't say why.  But I'm wondering if it's related to your problem?

Doubtful.  I don't use custom lots. Tongue

Regular Maxis EA dormies are probably considered by Pescado as essentially non-functional and unlivable.  I modify the default lots slightly to accomodate BUY.  But that's about it.  I leave dorm rooms pretty much alone, and I don't do that layering of dormie doors on top of each other.

Anyhew, I'm not sure how the cow mastcot chooses a target to do a social on.  It's possible that the code doesn't verify that the target is a sim and not an object?  It probably requires a bit of digging.  Dunno if it's worth it tho, if it doesn't seem to happen too frequently.


Ste
121  TS2: Burnination / Oops! You Broke It! / Re: Social - Sloppy - Belch At error on: 2007 July 30, 13:43:08
The getting stuck wasn't really a problem per se.  I have an idea of how it happened.  My guess is that, when a dormie goes into their room, while the door is open, the maid is able to "sense" that there might be stuff that needs cleaning in there.  In this case, there were pee puddles in the room, most likely due to my tweaked version of nouniprotect.  As a result, the maid tried to clean the puddles up.  Since the dormie either went to sleep or decided to lock their room for whatever reason, the maid couldn't get out.  Supposedly, this shouldn't happen.  But for some reason, I have maids and other NPCs who seem to get stuck behind doors they shouldn't be getting stuck behind.  (I also had a coach NPC get stuck behind a female only bathroom door.  It was his fault for deciding to go in there, while the door had swung open wide enough for him to get in, to nag my playable sim about working out.  He got himself stuck in there, and he couldn't get out.  He ended up dying, finally, after several days, and now he haunts the girls' bathroom. Cheesy)

I vaguely recall seeing a supposed fix for this somewhere... but I can't remember where it was.  MTS2?  Squingeland?  I forgets.  But I never did get around to installing and/or testing it.  *shrugs*

As for the Cow Mascot... pretty much the same deal.  I guess he wanted to go into the room to annoy the dormie.  From the error log, he is trying to do some annoying behaviour, and comes up with Belch At, but the problem is, for some reason, the game chose to Belch At the pee puddle and not another sim.  I dunno how this could happen.  It could be a random flukey thing where the sto got screwed up, or maybe there's something about the code that's screwy, but I didn't catch it. *shrugs*  I suppose I could look in the TEST bhav for that interaction.  Maybe it isn't verifying that the sto is actually a person id and not just some object.


Ste
122  TS2: Burnination / Oops! You Broke It! / Social - Sloppy - Belch At error on: 2007 July 30, 03:18:03
This could just be a random flukey thing, but I couldn't figure it out.  I traced through the Maxis EA code, and it appears to match properly, so it doesn't seem to be a result of an errant, non-awesome hack.

It could just be a weird flukey thing.  The cow mascot somehow got trapped and locked inside a dormie's room.  Tongue  I wasn't able to go into that dormie's room at the time because my only playable sim on that lot was not friends with the dormie.  But I knew he was stuck in there because I could see him when I went into build mode.  Kaylynn Langerak was stuck in there too.

Anyhew, maybe someone else can figure the error log out better than I can. Undecided


Ste



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123  TS2: Burnination / The Podium / Re: More realistic/difficult relationships? on: 2007 July 27, 15:38:51
4.Advertising for irritation interactions increased  that means that NPC can make it more often.
5.Required relations for irritations and fights changed something about 10%-so grouchy NPC sims get more chances to irritate instead to talk.

Ok, I'm finding this more interesting.  I like that grouchy sims are more likely to irritate... would it also be possible to make advertising of those interactions mood based? (or... at least tweak it in the TEST bhav so that, if autonomous, grouchy sims Or sims in a bad mood... and maybe Not really shy or Not really lazy sims... meaning they should have outgoing/active >=4 or something like that, because really shy or really lazy sims might not irritate other people as much?)

Sims in a bad mood or aspiration failure should be more irritable, and have a tendency to want to irritate or fight other sims more.

Even if a sim is grouchy in general, if they are generally in a happy mood, I think they should be less likely to irritate or fight.


Ste
124  TS2: Burnination / Oops! You Broke It! / Re: Lot error messages keep popping up on pregnant sims! on: 2007 July 26, 15:25:07
I have the error log if anyone needs it and I have some custom content on the lot too:

When in doubt, always post an error log.  Hell, regardless of doubt or not, you should always post an error log.  Well... only if it's an Object error log (the audio logs and crash logs don't seem to be all that helpful, or so I've read).

Object error logs, typically, will allow one to trace through the stack and potentially identify what BHAV and what line of code in that BHAV (as well as what object that BHAV is from) that is causing 'jump bug' type errors.


thanks for the help, I turned off the cheat untill she had the baby then turned it back on, all seems fine now but whenever I have a pregnant sim in any of those 2 lots I should remember to turn off the cheat before saving! I'll post here if anything like this happens again!

This is not really the recommended way to deal with such problems.  It only temporarily resolves the issue for now, but you may ultimately be on the path towards a BFBFVS.  Tongue  Who knows what kind of weird stuff could potentially be happening, especially if it involves new sims being created (perhaps with bad sim data?).


Ste
125  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Carpool Bring Friend Dialog on: 2007 July 25, 23:54:35
It still works fine in my game, though yea -- there does seem to be less and less folks to bring home in established hoods.  More often than not now, it's another playable in the same career.  I rarely see them bring townies home now, except in a newer hood.

I had a feeling it had to do with the fact that I don't have many sims in the same career tracks and/or near the same level/rank as my sims.  Do you have a larger neighborhood?  Do townies even have a decent span of ranks?  Or do they tend to be near the lower end in the career tracks?  I haven't noticed.


Oops...Silly me, I always RTFM, but I guess I missed the clearly marked bright red lettering.  After the first few hacks I downloaded from you I started skipping over the directions and warning of potential impending doom type stuff, so I must have figured that it was part of that.  ::blush::

Hehe.  It's cool.  I'm just a tad lazy and I copy and paste that whole schpiel in all my RTFMs, just so at least it explains how to generate error logs.  Still... people (not here of course, but from MTS2 where I still distribute some of my hacks there) will still post with very vague or totally undescribed problems. Tongue  And if I respond by asking to elaborate, and try to get them to post an Error log, they still have no clue. Roll Eyes

Anyway, I don't care if they are hanging out with the lowly mail guy when they are the CEO so I'd like a version that doesn't include the nofrat if possible (pretty please), but I know you have a million things going on right now so it's not terribly important.  I know I could use monique's version but I prefer your hacks so I'd rather keep this one in as is than download hers.  Plus, for some reason I get walkbys about 10 times a day instead of the usual 4 so my sims don't really have trouble meeting new people.

Oh, alright.  Since I had the hack open, it only took a few seconds to remove the nofrat part (I just had to skip those lines).  Download the carpoolbringfriendsdialogminusnofrat.zip file.  The actual file name remains the same, so you can just overwrite the old one. Smiley


Ste
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