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126  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Carpool Bring Friend Dialog on: 2007 July 25, 20:54:13
Actually, ste, I was wondering if this was just sadorandom or a problem with the hack...Since downloading it NO ONE has brought a friend home.  I think I downloaded this within a week of you posting it.  I don't use no frat.

Well... if you weren't using it before, you are now. Tongue


Note: This hack also includes the nofraternization portion that applies to bringing home co-workers.  I believe this makes it so that sims only bring home co-workers who are within 2 job levels/ranks.  Also, if any interactions are queued up for your sims who are away at work, then they will not bring anyone home.  If you don't want this, then I suggest using Monique's version.


The thing is, I had hacked this up myself, before (or just around the time) that Monique made her version.  Since it was twojeffs code that I modeled it after (the school bus hack that is), it would use the same BHAVs as Pescado's nofrat, which I was using.  On top of that, monique released her version.  So, I never bothered to make this available really.  Then, some people mentioned they still wanted it.

Anyways... I wasn't quite sure if my version is causing nobody to be brought home, or if it's the nofraternization part.  I suspect it is the latter... because prior to putting this in my game, I still rarely had any body being brought home from work.  I think, once your sims get promoted up several ranks, if there is no one within that rank span (2 levels), they won't bring anyone home.  In my own game, I have only played 3 households with adults.  And since, even with harderjobs, it is still somewhat easy to move up in ranks fairly quickly, reaching the top of careers in under 2 sim weeks, I rarely have any other sims in the same career at the same rank levels to bring home. Tongue


Ste
127  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Carpool Bring Friend Dialog on: 2007 July 25, 19:45:23
Ooh!  You actually have someone to bring home?  Lol.  I have yet to have any sims bring home anybody.  So, yeah, it's been a bit difficult for me to test.  I don't know what it is about my game... maybe it's due to nofrat... and the fact that I haven't played a lot of adult households.  The majority of my adults that I have played (all 5 of them) I pretty much played until they reached the tops of their careers.  So... all along the way, they hardly never had anyone to bring home from work. Tongue

I will look into this when I get home.  Thanks for testing it!  Hopefully it's just some small mistake with the dialog strings.


Ste
128  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* on: 2007 July 23, 23:12:05
Nothing. Only the townie is wiped. Memories are all unidirectional, anyway, and most have no function.

Okay... so long as it's "safe" to have those memories wiped, then I think I can probably figure out a way to do it.  I'll tinker around with it.  Also, stupid me, I just realized that I could easily wipe the memories as each sim is evicted, instead of having to hack twojeffs' dorm controller, wiping the memories as they arrive.  Duh! Roll Eyes

I don't know why I thought I had to do it the other way.  Well... actually that's a bit of a lie, I was thinking that because townie memories were normally wiped when you moved them in and made them playable.  I was thinking about it, to my self, on my way home riding the bus. Tongue  I could probably just use the code that same piece of code to wipe the townie memories and sorta "reset" them.  It will need testing to make sure they get appropriate memories.

ETA: Version with option to erase dormie memories now available in the 2nd post here.


Ste
129  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* on: 2007 July 22, 06:40:28
I can't test this theory in my game as I currently have no dormies at all, but what would happen if right before you moved a Sim into an empty (but previously used) dorm, you run the randomizer on the lot debugger? Is it possible that it would cause a different (not newly made) pool of dormies to show up to claim the myne doors?

I am not totally positive, but I suspect that the lot debugger randomizer would not have the effect you expect.  If I understand correctly, I believe that the randomizer pretty much mimics the effect of running through the create a "random" sim option in CAS.  So, I think, this would only effect the personalities of new dormies that the game might create.

In my limited testing, just by simple observation, it appears that the search function will always iterate through sims in the order that they were created.  Again, I am not completely certain about this, but that is what it appeared like to me.  In a couple of my test runs, when I actually bothered to show which sims were being looped through, it always started with Mortimer.  However... this was the first few times that I tested it, and I was using an option from existing code.  Specifically, it appears that, if you use the search function to iterate through sims based on neighbor id, it seems that the game will only look at playable sims.  I had to change the option to search for sims based on object id.  So... it might be possible that this option doesn't iterate in arithmetic order. Undecided


Just thought of something. Is there a way to make a mod where dormies are reset?

What I mean is, it seems we would rather have new dormies each generation, but yet we don't want the bloat that new characters would add. If we could reset the dormies so that they lost all their memories, fight experience, loves, etc. then they would be like new Sims.

<snip>

When moving out your last playable, a pop-up window could go through each dormie asking if you want that one reset so that if there was a particular dormie you wanted to keep to marry, or whatever, then that one wouldn't get the reset.

Although this is possible... I don't think it would be a good idea to wipe out those memories.  Although I'm not quite sure how the game handled things normally for townies that you moved in, but wiping out the memories would be bad if it were one-sided.  Meaning... if you only did it for the townies, it would probably be bad if you had playables who had the reciprocating side of those memories still intact.  Now... there might be a way to iterate through all the sims and erase the corresponding/matching memories as well... but I personally don't see an easy way to do this.  I guess... if the lot debugger already does this with the prepare for deletion option (erasing memories for the sim to be deleted, And all memories, from other sims, relating to that sim), one could adapt that code. *shrugs*


I have to thank you, syberspunk, for continuing to make mods to improve the playability of Uni. It seems most modders have given up on Uni because they personally don't play that sub-hood.

I actually like the break Uni gives me from playing the same Old 'go to work, have a kid, teach kid, get promotion, pop out another kid, routine that the regular neighborhood offers. I depend on Uni to keep the game interesting.

I actually like Uni myself.  I don't think it's all that horrible.  True, it can get boring and monotonous sometimes, but ACR can definitely make things more interesting by mixing things up romantically.  Hehe.  And I like to view Uni as a break from the "real world" as well.

Anyways, I may toy experiment with tweaking the dorm controller.  I'll think about the amnesia option.  If anyone knows for sure, it would be great if someone could check and see how Maxis EA "normally" treats townie amnesia.  That is... if you don't use hacks to keep townie memories... what happens when you move in a townie and their memories get wiped?  Do the corresponding memories of other sims get wiped as well?  Or are they sorta left like dangling pointers to garbage?


Ste
130  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* on: 2007 July 21, 17:57:03
According to Marhis, if you move a YA back to a previously used, but now "empty" (i.e. no playables) dorm lot, supposedly, the dormies will leave (stupid dormies Roll Eyes) and then they might end up returning (or not...? I was unclear about this).  I have yet to test this myself, but I eventually will sometime down the line.

Not quite correct.  The exact same dormies do return.

Well... to be fair, I did say that they might return, and that I was unclear about this.  From what was described to me, it seemed like those dormies left... and then the dorm was empty for awhile, with no other sims except playable ones.  And perhaps it took some time for them to return?

I have not played my sims long enough to even have generations yet, to re-use old dorms.  As of now, I have several dorms occupied with different sims, that are all part of the same generation.  I just haven't gotten to playing them all through Uni yet.  I do not have any particular set rotation schedule.  I kinda just play whatever dorm lot I wanna play, for however long I want to play them.

Anyways, this hack will most likely not add randomization as you were hoping for.  As I described in my post, when I evicted the dormies from the older dorm, the same dormies showed up in the separate/different, new dorm.  I don't recall the order, but I suspect it is most likely the same order they arrived in the first dorm.  From the way the searching works... I think it must iterate through sims pretty much in the order that they were created.  In my initial testing, I found that the search, for some reason, was only going through playable sims.  When I tossed in a dialog message so that I could actually see each sim that it was iterating through, it always started with Mortimer (who by default, in Pleasantview, is first non-dead character file).

I could look into the possibility of throwing in some randomness here, perhaps randomly skipping a sim.  But... I am not sure if that means, it will just skip the sim and come back to it later again, or if it will ignore the existence of that sim by skipping it... and therefore, potentially result in creating new sims rather than using old, pre-existing ones.  I will be gone for the rest of the day, but maybe tomorrow I can tweak it and make a randomized version, which would of course need testing.

ETA:  I just realized... this hack wouldn't contain the code that decides what dormies show up to to populate a dorm.  It's twojeffs gender dorm controller that would need to be changed.  So... you'd/we'd probably have to ask him if he would be willing to look into this.  I could probably tweak it myself... or see if there is some other BHAV that I could hack which would be called by his hack.  I'd have to take a look at it sometime later.


Ste
131  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* on: 2007 July 21, 09:26:48
Well, this was mostly born out of what I experienced and from discussion in chat:

Quote
[Wednesday, July 11, 2007 23:50:51 PM] ste|simming: does the nodormieregen hack conflict with twojeffs dorm controller mod? i forget
[Wednesday, July 11, 2007 23:51:06 PM] LilBrudder: Ste, the dormies won't generate.
[Wednesday, July 11, 2007 23:51:48 PM] ste|simming: LB: will they not generate new ones at all? or will it try to reuse old ones?
[Wednesday, July 11, 2007 23:51:57 PM] LilBrudder: Nope
[Wednesday, July 11, 2007 23:51:59 PM] ste|simming: i have a couple of dorms that i played. and i graduated all those sims
[Wednesday, July 11, 2007 23:52:00 PM] LilBrudder: No new ones at all.
[Wednesday, July 11, 2007 23:52:07 PM] ste|simming: so the dorm should be empty no?
[Wednesday, July 11, 2007 23:52:28 PM] ste|simming: i have twojeffs dorm gender controller. i thought it would reuse the dormies from the old dorms
[Wednesday, July 11, 2007 23:52:34 PM] ste|simming: but it seems to be generating new ones...
[Wednesday, July 11, 2007 23:52:35 PM] Amber: "NOTE 2: This hack will conflict with J.M. Pescasdo's No Dormie Regeneration Hack. Do not use both hacks at the same time."
[Wednesday, July 11, 2007 23:53:04 PM] * Pescado icks and stomp Syberspunk.
[Wednesday, July 11, 2007 23:53:08 PM] * Pescado savagely beats Amber.
[Wednesday, July 11, 2007 23:53:10 PM] ste|simming: i wasnt sure about this before. because i couldnt remember the names and the faces kinda looked the same
[Wednesday, July 11, 2007 23:53:27 PM] ste|simming: i actually am not using any of the noregen hacks
[Wednesday, July 11, 2007 23:54:13 PM] ste|simming: anyways. so i are confused
[Wednesday, July 11, 2007 23:54:24 PM] ste|simming: i wish twojeffs would be on so i could nag him Tongue
[Wednesday, July 11, 2007 23:54:34 PM] ste|simming: i suppose i could/should just post in the thread maybe...
[Thursday, July 12, 2007 00:07:21 AM] ste|simming: back to sim dorms: if u graduate all the playables in a sim dorm. what happens to the dormies of that dorm? are they supposed to get "recycled" somehow? or... if you move a new sim into that (now empty dorm) will those dormies still be there?
[Thursday, July 12, 2007 00:07:59 AM] Strangel-PSing: From what I remember, the dormies stay till you move in a new student.
[Thursday, July 12, 2007 00:08:23 AM] ste|simming: Strangel: and then what happens? do they all get recycled?
[Thursday, July 12, 2007 00:10:20 AM] Strangel-PSing: They SHOULD stay as members of the dorm until you move in so many students you have no space left, then the dormers start moving out.
[Thursday, July 12, 2007 00:10:58 AM] ste|simming: Strangel: ahh well that sucks then. i really shouldnt be using too many different dorms then Tongue
[Thursday, July 12, 2007 00:12:05 AM] Marhis: hmm yeah, they go out only when you put a new playable in the dorm
[Thursday, July 12, 2007 00:12:31 AM] Marhis: and then OTHER dormies will take place
[Thursday, July 12, 2007 00:12:41 AM] Marhis: sort of totally idiotic system
[Thursday, July 12, 2007 00:12:59 AM] Marhis: I usually bulldoze the dorm
[Thursday, July 12, 2007 00:13:06 AM] Marhis: so they are around againb
[Thursday, July 12, 2007 00:13:17 AM] ste|simming: too bad the game doesnt automatically evict them when you move all the playable sims out
[Thursday, July 12, 2007 00:13:23 AM] Marhis: indeed
[Thursday, July 12, 2007 00:13:44 AM] Marhis: also because without nodormieregen
[Thursday, July 12, 2007 00:14:02 AM] Marhis: the old dormies go away, and new dormies will populate the dorm
[Thursday, July 12, 2007 00:14:43 AM] Marhis: the old dormies will be recycled only in new dorms, maybe
[Thursday, July 12, 2007 00:15:01 AM] Marhis: and only if you have a block to their regeneration, apparently
[Thursday, July 12, 2007 00:16:05 AM] ste|simming: hrm. wish there was a way to know for sure
[Thursday, July 12, 2007 00:16:31 AM] Marhis: The first time I played uni, when my playables graduated, I had a dormie population twice the regular townies
[Thursday, July 12, 2007 00:17:45 AM] ste|simming: the thing is. i dont want to use noregen dormie or whatever if it means that, when i go to a new dorm. my sim will be all by himself
[Thursday, July 12, 2007 00:18:03 AM] Marhis: bulldoze the old dorm
[Thursday, July 12, 2007 00:18:11 AM] Marhis: I do this way
[Thursday, July 12, 2007 00:18:17 AM] Marhis: create a dorm
[Thursday, July 12, 2007 00:18:30 AM] Marhis: evict it so you have a perfect copy in lot bin
[Thursday, July 12, 2007 00:18:34 AM] ste|simming: i dont want to do that tho either cuz i eventaully want to reuse those old dorms. just not right now. i was plannin to use them for later generations
[Thursday, July 12, 2007 00:18:36 AM] Marhis: put it again in place, play
[Thursday, July 12, 2007 00:18:41 AM] ste|simming: so that their kids could go to the same dorm
[Thursday, July 12, 2007 00:19:04 AM] Marhis: when the last playable graduates, bulldoze the dorm and then put a new copy in place
[Thursday, July 12, 2007 00:19:54 AM] ste|simming: well ok what if the situation si this
[Thursday, July 12, 2007 00:20:03 AM] ste|simming: i use a default dorm.
[Thursday, July 12, 2007 00:20:06 AM] Marhis: I've not tried, but if you evict the dorm after graduation and then re-put it in game, probably you'll have an empty dorm anyway
[Thursday, July 12, 2007 00:20:36 AM] ste|simming: i play sims thru. graduate them. and i alter the dorm. putting new objects there, or even changing the design.
[Thursday, July 12, 2007 00:21:24 AM] ste|simming: the dorm is now empty. can you still evict it? and put it in the lotbin?
[Thursday, July 12, 2007 00:22:05 AM] Marhis: yup
[Thursday, July 12, 2007 00:22:15 AM] Marhis: if it's empty, yes
[Thursday, July 12, 2007 00:23:11 AM] ste|simming: ok if i put it in the lotbin. it creates its own template i guess?
[Thursday, July 12, 2007 00:23:37 AM] Marhis: yes, exactly
[Thursday, July 12, 2007 00:23:39 AM] ste|simming: that i can like forever use and put multiple copies of it. and it keeps all the changes i made? to the layout and any objects that are left?
[Thursday, July 12, 2007 00:24:08 AM] Marhis: it will have the changes you made the moment you put it in the lot bin
[Thursday, July 12, 2007 00:24:21 AM] ste|simming: hrm. ok... i'll give this a try then
[Thursday, July 12, 2007 00:24:30 AM] Marhis: if you change something again, you should make another copy
[Thursday, July 12, 2007 00:24:36 AM] ste|simming: my hood is like getting overrun with too many dormies being created that i thought would be recycled Tongue
[Thursday, July 12, 2007 00:24:37 AM] Marhis: or package it, etc
[Thursday, July 12, 2007 00:24:41 AM] Marhis: me too
[Thursday, July 12, 2007 00:25:37 AM] Strangel-PSing: I definitely suggest spawning a set number of dormies and putting in nodormieregen.
[Thursday, July 12, 2007 00:25:42 AM] Marhis: heh I made a carnage with the lot debugger Tongue
[Thursday, July 12, 2007 00:26:37 AM] Marhis: but if you don't evict the dorm, you'll end with an empty dorm
[Thursday, July 12, 2007 00:26:58 AM] ste|simming: what do you mean by "empty
[Thursday, July 12, 2007 00:27:04 AM] ste|simming: +"?
[Thursday, July 12, 2007 00:27:13 AM] Marhis: with no dormies
[Thursday, July 12, 2007 00:27:19 AM] Marhis: I mean
[Thursday, July 12, 2007 00:27:36 AM] Marhis: suppose you have a dorm with 1 playable
[Thursday, July 12, 2007 00:27:41 AM] Marhis: and 5 dormies ok
[Thursday, July 12, 2007 00:27:51 AM] Marhis: when that playable graduates and move out
[Thursday, July 12, 2007 00:28:03 AM] Marhis: those 5 dormies remains
[Thursday, July 12, 2007 00:28:14 AM] Marhis: when you move in another playable
[Thursday, July 12, 2007 00:28:24 AM] Marhis: those 5 morons will leave the dorm and go away
[Thursday, July 12, 2007 00:28:38 AM] Marhis: but you have nodormieregen, so no new dormies will be generated
[Thursday, July 12, 2007 00:28:49 AM] Marhis: therefore, the old dormies will not return
[Thursday, July 12, 2007 00:28:57 AM] Marhis: and your playable will live alone
[Thursday, July 12, 2007 00:29:10 AM] Marhis: sort of
[Thursday, July 12, 2007 00:29:16 AM] Marhis: not sure at 100%, but still
[Thursday, July 12, 2007 00:29:23 AM] Marhis: it sucks, a lot
[Thursday, July 12, 2007 00:29:47 AM] Invisigoth: Marhis, what causes this?
[Thursday, July 12, 2007 00:29:54 AM] ste|simming: wait thats retarded
[Thursday, July 12, 2007 00:29:56 AM] Marhis: no idea
[Thursday, July 12, 2007 00:29:59 AM] ste|simming: why would the 5 morons leave?
[Thursday, July 12, 2007 00:30:04 AM] Invisigoth: Where do they go?
[Thursday, July 12, 2007 00:30:05 AM] Marhis: totally retarded, I concur
[Thursday, July 12, 2007 00:30:16 AM] Marhis: to the portal, then fade out Cheesy
[Thursday, July 12, 2007 00:30:25 AM] Marhis: you  may meet them again on comm lots Tongue
[Thursday, July 12, 2007 00:30:26 AM] ste|simming: why dont they stay if youre only moving one new sim in? thats weird
[Thursday, July 12, 2007 00:30:43 AM] Marhis: I agree, it doesn't make sense a t all
[Thursday, July 12, 2007 00:30:53 AM] ste|simming: and thent he game doesnt call them back to fill in the empty rooms?
[Thursday, July 12, 2007 00:31:03 AM] ste|simming: this happens if you have nodormieregen?
[Thursday, July 12, 2007 00:31:04 AM] Marhis: not immediately
[Thursday, July 12, 2007 00:31:23 AM] ste|simming: but eventually...? or not at all not ever?
[Thursday, July 12, 2007 00:31:24 AM] Ella|sims: so either you are stuck with the retardation of empty dorms, or you neighborhood is forever adding new character files?
[Thursday, July 12, 2007 00:31:26 AM] Marhis: yep, if you don't have nodormieregen, though, the game will generate NEW dormies

Log edited so only the (mostly) relevant discussion was left in.

The problem for me was, I assumed that, after playing a household of YAs in a dorm lot through to completion (where all playables had graduated and moved back to the main hood sim bin), I had assumed that the dormies would be re-usable.  I moved a new YA into a separate/different, new dorm lot, and assumed that, since there were dormies that already existing, the game would re-use them.  I thought that, since all the playables from the other dorm moved out, the lot was supposed to be reset, and all the dormies would get evicted automatically.  However, on this separate/different, new dorm lot, I noticed for the first time, that the game was creating totally new dormies.  I never thought about it before, because they all have a tendency to look the same, not just with the same face archetypes, but often the same clothes and hairstyles.  This time around, I actually bothered to check their names, and sure enough, they were totally new dormies. Huh

I went back to the previous lot, that was now "unoccupied" (no playables at least Tongue), in build mode, and I noticed that the doors still had the faces of the dormies that were previously living there.  Apparently they were not evicted.  Pescado suggested deleting and replacing the doors.  I went back to the new dorm lot to see if the game would then reuse those dormies, but it still attempted to create completely new ones. Roll Eyes

According to Marhis, if you move a YA back to a previously used, but now "empty" (i.e. no playables) dorm lot, supposedly, the dormies will leave (stupid dormies Roll Eyes) and then they might end up returning (or not...? I was unclear about this).  I have yet to test this myself, but I eventually will sometime down the line.

For the moment, I just decided to throw this hack together.  I tested it by going into a dorm lot that has a single playable YA.  I moved him out back to main hood sim bin, by having him drop out (he was like 4 semesters away from graduating).  I stepped through the prompt messages, evicted all the dormies, saved and quit the lot.  I then went to the other separate/different, new dorm lot with the newly moved in YA, and sure enough, the game reused the dormies that were evicted.

Unfortunately, as I mentioned, this is limited to only when the last playable sim moves out by graduating, dropping out, or being expelled (I only tested dropping out, but assume the others would work in the same way, using the same code to move the sim back out into the main sim bin).  I have not figured a way to do this if you try to move the last playable sim (or all the playable sims) out of the dorm.  Since the game now prevents you from doing this while playing the lot; it stops you and then tells you that you must use the Move Students tool from neighborhood view mode.  So... unfortunately, if you move sims out via that method, I am uncertain whether the dormies will be evicted as well.  If I understand Marhis correctly, supposedly the dorm lot should be reset. *shrugs*

Anyhew, I'll be testing it more, sporadically, when I find time.  But since other people complained about this, I figured I'd try to see if I could fix it or at least create some way to work around it.  Hopefully it will work as described and other peeps might find it useful. Smiley


Ste
132  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Testers Wanted: Move Out (Evict) Dormies Plus Erase Memories *EXPERIMENTAL BETA* on: 2007 July 21, 04:08:48
Same features as above.

Contains additional code that prompts you if you would like to erase the memories for each dormie.

Anyone brave enough to test this? Cheesy  Feedback is encouraged.

This version is very experimental.  I haven't tested it out myself.  I'm pretty much trusting that the code will work correctly. Tongue  I'll probably try it out tonight, but I figured I would post it, in case anyone else wants to give it a go.

If all is well, then I will keep it available as a separate version (since there may be people who just want to evict sims without being prompted everytime to erase their memories - I could just have another prompt with different options, but I don't want to have to hack the Dialog strings too much, cuz it just gets messy and annoyinig when updating for future EPs. Tongue).

ETA - I added a feature to reset dormie relationships.  Please test it out and let me know if it works and if there are any problems.


Ste
133  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 9/20/2008 on: 2007 July 21, 02:59:56


Move Out (Evict) Dormies *EXPERIMENTAL BETA* v1.05 for TS2AL v1.0p0
Made by: syberspunk

Have you hated the fact that, for some stupid reason Roll Eyes dormies will forever stay in a dorm after the last playable sim on the lot leaves after they graduated (dropped out or was expelled)?

This hack will now prompt you to move out/evict all dormies on the lot after the last playable sim leaves.  What purpose does this serve?  Well, if you're like me, I like to play different dorms, but I found out that the game will continue to generate YAs endlessly (if you are NOT using Pescado's nodormieregen hack).  As we all know, too many sims is a VBT that can lead to a BFBVFS. Tongue  With this hack, you can now evict dormies from a lot that no longer has any playable sims.  When you move a new playable YA(s) to a new dorm lot, the game should now reuse previously existing dormies and not generate new ones.

Note: Dormies will only be reused if you have existing ones that are NOT already associated with another dorm lot (i.e. they do NOT have a dorm key).  Thus, you should evict dormies from a lot if you want to reuse them later, on a different lot.

Known Issues:

1) This will only work (well, it should) when the last playable sim on the lot leaves as a result of graduating, dropping out, or being expelled.  (I have not tested all situations yet, but I am pretty sure the game uses the same code to move the sim back to the main hood).

2) There may be a small window of time in between the moment that you receive the notice for all dormies being evicted and the moment that the game actually pauses/freezes the lot.  During this time frame, there is a chance that the dorm lot controller may attempt to assign a new dormie to the lot.  As a result, the game will try to generate a new YA if there are no other existing ones that are homeless (i.e. not already associated with another dorm lot).  Even though you just evicted a bunch of dormies, the game will not reuse those right away, unless (theoretically, I am assuming) they managed to actually leave the lot.  If they are still present or in the transitionary state of being "off-world" (on the lot, but just blinvisible Tongue), they will not be reused.  If a new YA managed to get created because of this, I am uncertain what might happen if you exit the lot and choose to not save changes (obviously, this part needs testing in various scenarios with different choices - feedback is always appreciated).



INSTALLATION:
This MUST be in your Downloads folder, typically found under:

C:\Documents and Settings\UserName\My Documents\EA GAMES\The Sims 2\Downloads

:!!: Note: You can use subfolders, however, be aware of 'benign' conflicts that depend on the load order of hacks.


Compatibility:

Obviously this requires University.

This hack is compatible with most, if not all mods by MATY crew (Pescado, TJ, and CBoy), dizzy, and probably more. Again, up to you to help me determine any possible conflicts.

REMINDER and fine print (to cover my ass ) :
Remember to ALWAYS BACK UP YOUR DATA BEFORE INSTALLING NEW HACKS. By using this hack, you agree to absolve me of any responsibility or liability for any potential loss of or damage to your data. You have been warned.

HOW TO REPORT: Conflicts, problems, or errors
I would appreciate any constructive criticism and feedback that is actually helpful. With that in mind, it would be helpful, when reporting any conflicts or issues, that you include the following:

1) thorough but reasonably brief description of what you were doing
2) clear, comprehendible explanation of your problem
3) list of hacks that may be related aging, moving in sims, or inheritance
4) archived (.rar or .zip) of log produced by error

HOW TO PRODUCE AN ERROR LOG:
1) Open the cheat menu - Ctrl + Shift + C
2) Enable the debug mode - Type: boolprop testingcheatsenabled true
3) Hit Enter Tongue
4) Play as normal until an error occurs. If an error dialog box pops up, note the location of the error log and choose Reset. If the error pops up repeatedly, choose Delete and exit WITHOUT SAVING!
5) Post your error log here, preferably as a .zip or .rar archive.

Posts which do not include a clear description of what your problem is will be pretty much ignored. (i.e. posts such as "This does not work! I am taking it out! You suck! Nice try! etc.") I can't and won't help you if you don't explain what's wrong.

Please be nice when trying to explain your problem and I might be nice and help you.

Finally, my Thank Yous go to:

J.M. Pescado, twojeffs, dizzy2, and jase439 for being excellent tutors and providing excellent models in their mods. As always, thanks to those creators who've put out some excellent modding tutorials, Quaxi and co for SimPE, and dizzy2 for disaSim2, and the finally letters T and S, and the number 2, all of whom, without which this mod would not be possible.

Version History
v1.01 - Added feature to erase dormie memories
v1.02 - Added feature to reset dormie relationships
v1.03 - Fixed bugs, tweaked dialog options
v1.04 - Updated for Bon Voyage
v1.05 - Updated for Apartment Life

The regular message you receive when the last sim on a dorm lot is graduating (dropped out or was expelled).


The sim age trasnitioning as normal.


The taxi comes for the sim as normal.


A second new message prompting you to evict all dormies or not.


Notice that all dormies should have been evicted.


As you can see in the background, all the dorm doors are now unclaimed.
134  TS2: Burnination / The Podium / Re: Building/Upgrading a PC for TS2 - Update, 08 September 2006 on: 2007 July 20, 19:08:15
Perhaps you can consult Argon on that.  He seems to have some expert knowledge regarding cores and such.

Quick question though... but it was my understanding that... in general, you would only be able to take advantage of multiple cores if you use programs that are... well... programmed to take advantage of multiple cores. Tongue i.e. the programs can do hyper threading and such and such... which, I vaguely recall being told that seems to be limited to only a handful of programs right now.  Yes? No?

I could be sorely mistaken, and if so, I gladly wouldn't mind being enlightened. Grin


Ste
135  TS2: Burnination / The Podium / Re: Play Style: The Nitty Gritty on: 2007 July 19, 17:46:41
Invisigoth and I were talking this evening about play style...and we realized that this discussion would make an interesting topic. Now IG suggested I start the thread, although, as she says, "since it was my idea I want you to credit me and never post it on the exchange or a paysite.  And also no changing my idea, recoloring, alpha edits...And you must link back to my profile whenever you mention this idea to anyone.  Including IRL."

Foul!  I cry!  Scoundrel!  Sheister!  Where is the link to Invisigoth's profile? Tongue


So with that in mind....

How do you play? Please include details such as:

- are you more into building lots, decorating lots, creating sims, or playing families?

Well... seeing as I suck at building, and I did not get the decorating gay gene Wink I prefer playing more so than creating.  I'm pretty crappy at the creating aspect.  I suppose I am more into the game modding and playing aspect.  Modding only because it affects my playing.  I will play for a while, and if I notice something that annoys me, which seems to be quite often, I will attempt to figure out if there is a way to change it (assuming that a mod already doesn't exist to fix the things I have issues with).


- lots: do you play highly decorated, with walls up/cutaway, with a focus on 'whoever has the most toys wins"? Or do you play barely decorated, walls down, with a focus on interractions/spawning?

As Pes says, a bit of column A, a bit of column B.  I focus mostly on the "stories" I'm trying to tell.  Not that I'm actually doing stories per se, since that requires effort.  In my main game, I have pretty much re-created my family, and added my close friends, and some of my sister's friends, and maybe a few friends of friends.  I play them, mostly trying to re-create their real life stories in game, as best as I can.  But of course, if certain things happen differently, like say... due to ACR or what not, well that's just how the game goes.  Hehe. Cheesy

I probably mostly focus on the interactions, and I play really, really, really... slooooooooooooooowwwwly. So... in my game, I have pretty much only had one in-game birth so far.  I have yet to even get past the 1st/2nd generation of sims. Tongue

Lots/houses tend to get decorated on the fly, as a sim earns money, and/or rolls up wants for objects.  I try to make things as aesthetically pleasing as possible, but I tend to let sim's wants overrun everything else, including good taste Tongue for the sake of fulfilling wants.  Needless to say, Fortune sims tend to have the ugliest houses ever, cuz their lots tend to end up full of a lot of crap. Roll Eyes


- is genetics your thing? Do you like watching spawns, and spawns of spawns for how they turn out? Or do you barely get through one generation before you're off to the next family?

It might be... if I ever get around to the next generation.  Probably the latter... but not necessarily cuz I intentionally play tons of families due to boredom.  Rather, it's cause I put so many sims of my own, in addition to all the Maxis EA playables (which I have yet to even play Tongue), that I am kind of forced to play sims households for a certain length of time, so I can get my game to have some kind of resemblance to IRL.


- do you build lots of hoods, or have you been playing one or two hoods forever?

If by 'hood, you mean complete Neighborhood, including all attached sub-hoods, then it would be the latter.  I am overwhelmed by the number of playable sims I have in my game as it is.  And thanks to SaraMK's templates, I have a combined Pleasantview with Strangetown and Veronaville sub-hoods.  I have plans to further add Riverblossom Hills to my main game as well.  But I have no plans of ever creating a custom 'hood.  Again, that requires creativity that I apparently seem to be lacking. Tongue  I am even considering adding cwykes other custom hoods as subhoods, just cause I like the idea of having sims with pre-built history.


- in terms of what your sims do: are you into relationships and interractions, or are you more into how they skill and climb the corporate ladders?

Again, a bit of column A and a bit of column B.  I am mostly a benevolent sim-god/oversoul whatever you wanna call it.  I have a tendency, for the most part, to want to see my sims "happy" and thus, I tend to fulfill their Wants as best as possible, and attempt to achieve their respective LTWs, as long as they fall in line with my overall "master" plan, whatever that may be. lol. Cheesy  Still figuring things out as I go, but some sims already have their fates pre-determined (death for some, asp failure for some, long life and happiness for others), while some sims lives are pretty much "controlled" by their wants.  Ask and they shall receive.


- do you play lots of community lots, or are your sims homebodies?

Mostly homebodies, but in some cases, I will have sims go to comm lots for dates, shopping, if their wants revolve around comm lotty type things, or if by whim I just feel like it.


-city/country/suburban?

I suppose I have all in my game, depending on how you classify the different 'hoods (Pleasantview, Strangetown, Veronaville, Bluewater Village, and Downtown).  If I had a preference, it would probably be Downtown/city, just cause I live in one.


- do you do themes? (aliens, medieval, Victorian)

Nope.  Too much effort. Tongue


- do you play with pets?

Yep.  I have a few.  Thus far, only three households have pets.  Two have dogs and a Uni lot has a parrot.  I have Maxis EA playables with pets, but I have yet to get around to playing them.


- do you do the vamp/werewolf/alien/zombie thing, or are you more a 'real person' player?

I like 'em all.  I have made a couple of townie zombies.  I have yet to get a vamp, wolf, or play an alien yet.  But I have no qualms about doing so.  It's just a silly game. Cheesy


- hacks: do you like to make life simpler or harder? insim? inteen?

A bit of both as well.  Ones that make my life simpler, actually playing the game, and ones that make sim life harder for my sims. Grin  I do have InSim.  I have not yet used InTeen, but I might do it whenever I get around to restarting my legacy-ish game.  I originally had a separate account for a legacy challenge-ish type game, where I only used hacks that were essential (fixes for bugs and annoyances), but it was annoying to maintain separate hacks.  I may start over again, and use InTeen for a change of pace.


-custom content: lots or a little? what do you have the most of?

Little.  Clothes mostly.  Assuming we do not consider hacks as custom content (otherwise hacks probably outnumber everything else).  I used to want better clothing, but now, I don't care so much, since I tend to be a completist and I will buy SPs (but only when they are on sale).  And at least with those, I can (almost Tongue) trust that the meshes and the textures are somewhat up to par with the rest of the game.  Even if they might be ugly, at least their won't be other issues (i.e. dresses that don't bend at the knee, visible seams and/or weird bumps, etc.).


- and finally, if you share your creations...what do you create?

I do share my hacks.  Duh. Wink  Other than that, I lack the skills of an artist, and thus, I do not create.

Ste
136  TS2: Burnination / Oops! You Broke It! / Re: Relationships Between Townies on: 2007 July 18, 17:25:51
Maybe the townie hotwired the limo? lol. Cheesy

Curious tho... if the game randomly assigns friendships... does it also randomly assign enemiships... er... yeah.  If not, anyway to make it so the range of randomly assigned friendships includes negative points as well?

My game needs MOAR FIGHT! lol. Grin


Ste
137  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) on: 2007 July 18, 15:53:53
The Get Naked option is actually from a different hack.  I believe it is actually Crammyboy's nudist hack.


Ste
138  TS2: Burnination / The Podium / Re: Body overlays - tattoos or anatomy bits on: 2007 July 16, 04:32:21
I vote for:


A) moving the original post to the Peasantry, including the post with the links to Sexy Sims (I agree with Gwill, it was kind of a pain to have to search through the site for Morague's stuff at first, and sifting through all the vaginas was especially not all that appealing to me Tongue).

B) splitting off the informative posts, including the info that Morague, wes_h, and Argon are discussing and maybe moving it into the War Room section, so peasants may still be able to reply, and at least it will be easily to find and won't get lost in the Podium if/when the thread dies.


Ste
139  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Teen Enabled Adult Wants and Woohoo Wants (Updated 7/10/2007) on: 2007 July 16, 03:45:15
It doesn't make sense to me either... Undecided

I suppose anything is possible... but I'm not sure why or how the want tree hack or the teenenabledadultwants hack could cause corruption of another hack.  Are you saying that your InTeen .package files actually got corrupted?  But the Wants were "working fine" as you say?

The description of your problem is extremely vague, and without error logs, I wouldn't be able to seriously debug anything.  *shrugs*

File corruption could also be something else.  I think there are problems with the objects.package getting corrupted due to read/write memory leaks or something.  Supposedly it's a good idea to make your objects.package read only.  I have not had this problem myself though.

File corruption could also just be due to your HD potentially failing.  Anyways, please let me know if you find any problems that are concretely determined to be the result of using either of my hacks.  Hopefully it is just a random fluke.


Ste
140  TS2: Burnination / The Podium / Re: Body overlays - tattoos or anatomy bits on: 2007 July 14, 03:12:19
Some questions:

If I want to use the anatomy bits, does this mean I should get rid of my default replacement skins?  It's an either/or thing right?  If I use both, the overlay will just cover whatever the default skin is anyway, correct?  (I just want to make sure I understand how it works).


Is there a reason why it doesn't work with werewolves or plantsims?  Is it due to how those overlays work?  Are you using the werewolf and plantsim level overlays to do tattoos and anatomy bits for all other sims?  Or, is it something that you are looking to add, in the future, so it also works with werewolves and plantsims?


For male anatomy bits, is it just pubic hair?  I assume your anatomy bits don't actually had penises and testicles.  It basiclaly just makes sure that the carpet matches the drapes, right? Cheesy


Is the overlay based on genetics?   So, if you change your sims appearance, will the hair color below also change, or will it remain whatever was originally chosen (in CAS or what they were born with)?


ETA:

Also, is there a way to convert the existing tattoos to use the overlay method instead of acting as clothes? (There are tattoos in the game right?  I vaguely recall seeing them, but I haven't used them myself pretty for the reasons you mentioned).



Ste
141  TS2: Burnination / The Podium / Re: missing expansion packs = missing Life Time Wants? on: 2007 July 10, 21:56:31
If Slow dance is the trigger for a want tree, I can see you don't want to stomp it if you have Nightlife. 
However I don't have Nightlife, so I definitely do want it stomped!  It means I have only 2 changing want slots when my sim visits a community lot - 3 is slowdance and 4 is have 10 babies or whatever I have locked.

Try the file I've attached.  You may have to force a re-roll of wants, and then check overtime whether it stops the slow dance wants from rolling up for you.  Basically, I just added a line to check the game edition and see if the flag was set for NL.  I'm not positive it will work or not, but you can try it out.  I've thrown it into my teenenabledadultwants hack as well.  So if you have that hack, then you just need to update to the latest version.  I still have to test it out and see that it doesn't completely stomp the want.  Theoretically, it should only stomp it out if you don't have NL.


Ste
142  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Teen Enabled Adult Wants and Woohoo Wants (Updated 7/10/2007) on: 2007 July 10, 21:38:37
Updated

v1.05 - Added changes from wfsanity hack

This hack will now conflict with wfsanity hack.  I have included the changes he made by default (basically it checks to make sure that wants roll up only for sims who are actually physically on the lot and not just off-world).  As a result, this hack must load last in your game if you choose to use both.


If you keep game hacks in the same folder, then you can usually ensure that teenenabledadultwants.package will load first by renaming the file.  For example, you can rename it zteenenabledadultwants.package and this should make the hack load last (alphabetically).

If you keep hacks in a separate folder by creator name, then theoretically syberspunk should load last after JMPescado, Pescado, ffs, or whatever you have named your folder to contain Pescado's hacks.

Please keep this in mind, if you are using the wfsanity hack.  Otherwise, the teenenabledadultwants.package may not work properly.


Ste
143  TS2: Burnination / The Podium / Re: More realistic/difficult relationships? on: 2007 July 06, 20:35:58
I've slept with several a few people that I've had little to nothing in common with.  Maybe even a couple that I"ve actually hated, or ended up hating.  Tongue

I've had that happen before too.  Lips sealed

You'll get no judgement from me.  Wink

I just hate the fact that I either typed " or ' twice in there, so much that I had to go back and edit my post. Tongue


I have to say that people are typically pushed over the edge when things become a bit too much. I would think that it would relate more to aspiration, rather than just being completely random. There are some people that just rub you the wrong way for whatever reason, so I think that there should be some randomness, but just not when it has to do with rejection.

True.  I was thinking tho, for either way... as there are some people who tend to be pretty persistent, that you may not otherwise have considered in a certain way, but given the right circumstances, sometimes involving inebriation or intoxication by some other substance Roll Eyes you might see someone in a whole different light.  Eh... heh.  Or you know, sometimes random things happen to fall into place, the stars and planets align, and you may end up doing something (or someone) that you otherwise might not have.  Sometimes it can be a good thing... sometimes it can be a bad thing. lol. Cheesy


Ste
144  TS2: Burnination / The Podium / Re: More realistic/difficult relationships? on: 2007 July 06, 20:08:49
I don't know that this limit on relationships would be anymore lifelike. I've been friends with several people that I've had little to nothing in common with, and am still friends with one of them to this day.

I've slept with several a few people that I've had little to nothing in common with.  Maybe even a couple that I've actually hated, or ended up hating.  Tongue


In general... I like the idea.  I just don't see it being feasible with the sims... unless someone (not me Tongue) were willing to do something along the lines of the romancemod in size/scope that actually affected how general relationships worked.


Instead of having this friendship curve with min/max at -100,0, and +100, it would be neat if there were multiple potential min/max values dependent on multiple factors, such as personality, aspiration, mood, zodiac sign, gender pref, and interests - with maybe a bit randomness thrown in there since sometimes there are moments where a person can wear you down, or something happens that bumps you over that edge.


The problem would be, much like the rest of the game, is the is no real randomness and there is no real differences.  Everything is pretty much a bit to the sims.  An interaction is either On or Off, and there is no true 'artificial intellgience' as it were.  Sims are not intelligent because they cannot learn from past behaviour.  Sure they might remember an occurrence of something,  but those memories hardly ever influence any present or future behaviour.  Just because a sim remembered, obsessively mind you, that they burned pancakes the first time they tried to make it, it doesn't mean they won't burn pancakes again.  Just because they remember being shocked by trying to repair something, doesn't mean they won't sadorandomly choose that interaction yet again.

As Pescado has pointed out numerous times, the game just sadorandomly chooses the same interactions over and over, whatever happens to be the sim's latest obsession.  There really are no long lasting consequences that would significantly alter future behaviour.  This notion of "finding the best action" seems to be something that is hardcoded and isn't easily modifiable.  You might be able to improve things slightly with mods, such as romancemod, ACR, and dizzy's  process autonomy changes, but ultimately, you still end up with sadorandomly repetitive behaviour.  The thing about sims is... everything to them in game is an object.  Other sims are objects to them, and interactions are just things that they sadorandomly choose to attempt, just because the game tells them that interaction is available to them, and supposedly advertises to whatever motives they "think" it will satisfy (which, 9 times out of 10, it doesn't Tongue).


Ste
145  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) on: 2007 July 06, 03:18:21
Have you downloaded the latest version?

Does this only happen on servos?

I'll take a look at this when I find time, maybe this weekend.


Ste
146  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Adults Go Steady (Updated 7/1/2007) on: 2007 July 05, 19:09:52
I don't think it would work well with InTeen, since it (InTeen) already has the option enabled for adults.  If you want an autonomous version of going steady (or committed relationships, as it's called with InTeen), you'd have to request it from jase I suppose.

I suppose you could try it together.  Since I created my own controller, it would show up as a separate option on the pie menu... but it will say Go Steady, while I'm not sure what InTeen does, but I think it changes the same code and how go steady shows up (I think the text actually says committed relationship instead).

If you are brave enough to try it, I would recommend backing up your 'hood and what not first.  Then trying the hacks together.  Or making a separate account on you compy (assuming you have windowsXP or whatever) and sticking this hack together with InTeen.  Then play a test 'hood and see if anything gets borked up.  *shrugs*


Ste
147  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Robots Break Less on: 2007 July 05, 02:58:55
If you're not already using it, try jfade's Less Robot Breakage.  I'm pretty sure I use both jfade's and Crammboy's hacks, as they don't seem to conflict.  Try the combo and see if it is any better.  I don't have any robots in my game yet, so I haven't been able to test it out myself. Tongue

Speaking of robots destroying all humans (well some...), you really need to watch Transformers.  It's a farking kick ass action movie.  The animation/CGI is pretty amazing, and the evil robots kill a bunch of humans.  You might actually enjoy it Pes. Cheesy

Ste
148  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 July 05, 02:54:08
I can confirm that in my game, which has been reasonably well played game since NL (I rebooted at that time with a fresh clean 'hood, without all the VBTs I had done to make it a potential BFBVFS way back when we didn't know about those things), that after adding two additional Unis (La Fiesta State and Academie Le Tour - I already had Sims State U), using SaraMK's clean templates and Pescado's antiredundancy and noregen hacks, I only had/have 24 professors.

I was very meticulous in noting the number of sims I had in the Characters folder, and then counting the additional number of sims created after adding each new Uni.  The number of new sims matched the number of Maxis EA playables that came with each clean template, no more, no less.  I only have one set (of 24 total) professors.  I have yet to play any households in the new Unis, but so far so good. Smiley

Oh yeah, and I had 3 of each Uni NPC (mascots, cheerleaders, coaches, etc.) and no new ones were created.  So definitely use antiredundancy and the noregen hacks.


Ste
149  TS2: Burnination / Oops! You Broke It! / Re: Uni troubles - borked SS and then some... on: 2007 July 04, 02:38:00
Did you try using the Lot Debugger? See if there are any options you could use to "fix" things that might be broken?

Alternatively... you could try... resetting all the objects on the lot.  I would make a backup of your game before doing this.  Then reset objects on the lot and see there is anything weird showing up. *shrugs*

You could try those things before reverting to your backup, if you want to try and preserve those two weeks.
* syberspunk crosses fingers, elbows, legs, arms, and toes. Cheesy

Ste
150  Awesomeware / The Armory / Re: Greater LTW Variety & Sanity on: 2007 July 04, 02:13:08
It's possible, but this should be done for sims who are YAs or older.  It would be neat if this was actually tied into the career BCONs to check.

For YAs, you could theoretically check if their major matches the bit(s) set by the career BCONs.

For Adults, you could check if the career even requires an uni education, then check if the sim has an education And if their major matches the bit(s) set by the career BCONs.

For Elders, career LTWs should be disabled completely (I think this is already done, no?).

For Teens, there shouldn't be any restrictions on LTWs because they can be sent to Uni if they have a uni career related LTW.


Ste
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