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51  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Adults Go Steady (Updated 9/9/2007) on: 2007 October 31, 17:28:54
Oh.  Hrm.  And duh me.  Obviously I was brain farting, since I didn't think of that. Roll Eyes

Er.  How about testing if the double memories happens when you only have this hack in your game.

And, can you post a pic of the double memories?  I think I understand what you mean, but I just want to be sure.


Also... did this ever happen before BV?


Ste
52  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Teen Enabled Adult Wants and Woohoo Wants (Updated 9/10/2007) on: 2007 October 30, 05:07:16
FYI:  I still have not yet updated the WantTrees.package for BV.  You can try to use the older version, but you will srsly PHAIL. Tongue

I do have plans to update the file, I just haven't had the time to do so.  The management thanks you for your patience. Wink


Ste
53  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move In All Pets or Later Version + fixes (Updated 10/30/07) on: 2007 October 30, 04:54:23
I have other reports of issues with this as well.  I will try to find time to take a look at these problems, but I have been somewhat busy with other stuff, and my PC has been acting up (random BSODs and such).  Hopefully I can find some time this weekend, but I can't make any promises. Tongue


Ok.  I managed to scrape some time tonight to take a look at this.  I looked at the code and... it was certainly a head scratcher.  Now... I'm not sure if I was on crack at the time Huh or if something funky happened when I saved the packages... but the code looked a) unfamiliar and b) did not exactly resemble the BV code.  It was really strange... I did not understand the logic at all.  I must have edited it in one, and then copied over the wrong changes. Undecided

Regardless, I redid it, almost from scratch, so hopefully this time there shouldn't be any weird problems.  Again, I still haven't had a chance to test it out yet, since my PC hasn't been exactly reliable.  So, I recommend testing it out first in a junky neighorhood.  It seems like the code for everything else was working properly anyways, so the bugs were probably mostly harmless and just didn't manage to bring up the memory erasing dialogs like they were supposed to.  Please test this newer version and let me know if you are still having problems.


Ste
54  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Adults Go Steady (Updated 9/9/2007) on: 2007 October 30, 04:43:10
I will look into this when I get a chance.  I had meant to reply to your msg when I first read it, but then I got distracted. Tongue  I am slowly but surely going through my hacks again.  Thanks for your patience.  If you are experiencing any problems, try and see if you can consistently reproduce the problem, and also consistently have your game not produce the problem when you remove the hack.  if possible, provide any error logs you might receive.  A lot of the code changes I made were going off the object.package.  I did them pretty 'quick n dirty' so to speak, and haven't had much of a chance testing them in game, especially since my PC has been acting up lately. Undecided


BTW, I recommend testing things out in a junk neighborhood, especially if you are having problems.  Remove it from your regular neighborhood for now, at least until I can reproduce the error and fix the bugs.  Thanks for your feedback. Smiley


Ste
55  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 October 29, 16:41:40
Sorry for the confusion.  Because it was much simpler for me to create separate controllers (due to my unawesomeness Tongue) rather than create one controller with toggleable options, there are separate files for each type of controller.

The RTFM should explain what each version does... if not, I should have links to the individual post, somewhere in this thread, that explains them.  The links should be in the very first post of this thread.

When I find time, I will edit the RTFM to include the descriptions of each of the controllers, if it already doesn't have them.


Basically, the default controller that the main 'bundle' comes with is how I personally want the controller to work.  It includes checks for age (sims must be within a range of 2 or so age stages), 'type' (prevents use on playable sims), and relationship (option only available when sim is good friends or better).

The various no<option> versions remove those checks, in a progressive manner (but I forget which tho).  For your situation, since you want the notype controller, keep that one and delete the default version.  I hope this makes sense. Smiley


Ste
56  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Teen Enabled Adult Wants and Woohoo Wants (Updated 9/10/2007) on: 2007 October 15, 17:25:10
I've been lazy busy and I haven't gotten around to updating that one yet.  Tongue

Plus, stupid Teen Style Stuff is around the corner, which will also require yet another update (stupid SPs! Ugh!).

Anyhew, sorry for the delay, but I haven't found the time to sit down and do the grunt work.


Ste
57  TS2: Burnination / The Podium / Re: How to get rid of SecuRom, NOW on: 2007 October 11, 20:57:01
The sims seems to be loved by many but hated by those who are more into the pirating thing.  Every time a sims game is pirated a ton of guys bitch about how the game is for women, or they'll download it and swear to everyone they're downloading it for their girlfriend.  Which is fitting since in theory, their hand is their girlfriend and it also controls the mouse so it isn't an all out lie.

I <3 you, tiny n00b.  You are the lulz!

* syberspunk stamps Ste's seal of approval on this post. Cheesy


Deviancy, we're talking about SecuRom as it pertains to playing the Sims2 here, not any other game that someone may get at some other point and choose or not choose to patch. No one here is saying that you must get rid of SecuRom, just if you want to...this is how. The no-CD crack I mention does not contain SecuRom.


Some don't like having SecuRom because they don't like that the EAxis of EAvil installed it on their system without prior notification...not even stating that there was 3rd party software included.

<snip>

EAxis patches are notoriously crap which breaks just as much as it fixes.

<snip>

It's not bad advice. It's a solution that you can choose to use.

Zazazu, I love you like a fat kid lubs cake.  But me thinks you've misunderstood Deviancy.  I'm pretty sure Deviancy understands why people hate SecuROM and how the no-cd crack works.

As I understand it, and feel free, anyone, to correct me if I'm wrong, Deviancy is referring to the issue that, if we decide to use EAxis patches, it will 'break' the use of the no-cd crack, because, in many cases, the no-cd cracks aren't updated for patched games that aren't as very popular (inferring that TS2 may not be as popular as most games, enough for the people who made the original no-cd crack to go back and make another no-cd crack for the patched version.

So... Deviancy is not saying that using a no-cd crack to begin with is bad advice.  The 'bad advice' they are referring to, is trying to patch the game, then revert back to using the original no-cd crack  Both Deviancy and AmberDiceless caution that this could be 'bad' because you are basically reverting to an older version of the executeable.  And since the patch might 'fix' things in the executeable, you are basically going back to an older version, which creates an 'unholy hybrid' that could potentially cause problems with your game.

I would imagine then, that they (Deviancy) would actually agree and support the idea that you shouldn't patch at all, if you want to make sure that you can remove SecuROM and keep it removed.

If you read the rest of their posts, Deviancy clearly is not fond of SecuROM, pretty much calling it a piece of shit.  So yeah, I'm sure they are fully aware and would agree with how many of us feel about it.  Hehe. Cheesy


Anyhew,  due to this whole fiasco, I will most likely also not support the BV patch.  Unless someone actually manages to get a patched object.package posted somewheres.  I will not install the BV patch myself, and therefore I will not update my hacks for the BV patch.  Stupid SecuROM. Angry


Ste
58  TS2: Burnination / Peasantry / Re: More Awesome BV templates on: 2007 October 11, 20:23:20
I don't know if there is a tutorial for this, but essentially what you have to do is find the BINX and 3IDR files attached to a collection with the same instance of any empty Family Information that's been left behind. Since I prefer to blow away all the families and start from scratch, I don't have to do any digging Grin

How does one identify an 'empty Family Information' instance?  I guess, click on the Family Info?  But what consitutes as 'empty'?  I dont recall if I've even looked at Family Info in SimPE.  Will there be a Family Info resource for each sim character file?

And do you just delete the BINX and 3IDR file?

Yeah EAxis made a half-assed attempt at adding them in the game, SimPE shows the token as gossip for the premade characters, any new vacation sims created by the game are normal. I have no idea if the FFS Debugger cleans them out or not, but the tokens are not supposed to be gossip.

Do you mean to say that they're supposed to be legitimate memories... but somehow they all got turned into gossip about those memories?

Either way, is it 'safe' to just delete them all (either in SimPE... or hopefully via the Lot Debugger... assuming it can do this)?


The game should regenerate them, but again it's my personal preference not to have anything in my game that's broken to begin with.

So... you wouldn't actually have to do anything really.  The game should just regenerate the thumbnails on it's own?


Finally, your avatar makes me wanna ask, since I recently, finally managed to watch the series finale:

What did you think about the way QAF ended?

Highlight spoilery stuff below for my reaction to the Final Season of QAF:

Personally, I thought it was decent.  I do like how they brought them back together.  I do like how they tied the loose strings up when it came to Debbie's, Michael and Ben's, and Ted and Blake's relationships (Ted coming full circle).  I also like that Emmett ended his relationship with Drew.  I also like that they brought back Hunter (even though I hated his character, it was nice that they worked out the family thing).  I'm glad that Lindsey and Mel got back together and that they decided to move away, even though that was kinda sad.  I also love that Brian grew up, and how he and Justin got back together again, and then had to go their separate ways again.  I thought it was really fitting.  Sure, things were a tad too neatly tied up, and the final season sorta fast forwarded through a lot of character and plot development, but it was still pretty enjoyable.  It was a pretty satisfying series finale.



Ste
59  TS2: Burnination / The Podium / Re: How to get rid of SecuRom, NOW on: 2007 October 10, 18:50:15
Yes. The patch would replace or be incompatible with your new noCD, in all likelyhood, so it will no longer function.

So, it would be pointless to go through the process of removing SecuROM if you updated with the patch.

And we'll have to wait for a new hax0red no-cd patched .exe, right?


Ste
60  TS2: Burnination / Peasantry / Re: More Awesome BV templates on: 2007 October 09, 20:37:51
Absolutely no pre-made characters and no orphaned clothing collections.

Is there a how-to somewhere to correct orphaned clothing collections?  This thread is just so busy and it's got me all flummoxed. Tongue


The only playable sims in the BV templates are the Travelers in the family bin (V001 only), the rest are all tourists and locals (which look like they were hacked to make them that way, their memories show up as gossip while newly generated ones are fine).

These gossip memories, are these the kind that can be deleted by using the Lot Debugger?

When you say that 'their memories show up as gossip' I interpret this to mean that the memories that they have show up as the 'gossip' kind, and all other 'regular' memories must have been deleted?  So, EAxis made a half-assed attempt to clean them up?


I personally don't like broken Sims in my game Grin Almost all of them are missing thumbnails and have "gossip" attached to their memory tokens (which gets merged into the base neighborhood).

Is there a way to fix the missing thumbnails issue?  Have the game regenerate them?

Whew.  This thread has gotten unweildly.  13 pages in and it's a tad confusing to find all the uploads in different posts.  We need an index. lol. Cheesy


Ste
61  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Nudist hack v2.06 (02 March 2007) on: 2007 September 21, 15:02:57
Cool.  Thanks.  I was curious what might've needed updating, but I are too lazy to look myself.

Also... um... are you a sock puppet for Squinge?  Because, I am not Squinge.  So... I hope you weren't addressing me.  And I don't see Squinge posting here... unless I'm blind. lol. Cheesy


Ste Tongue
62  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 21, 14:57:53
The 74 sims are the 3 Travellers and the rest are the vacation townies. Everything spawned as normal including the WOM, Ninja, Tour Guide, Witch Doctor and all the vacation locals you learn crap from. I admit I didn't go to the mountains, as hubby was kicking me off the PC. I really do suggest making your own vacation townies though as mine all had atrocious dress sense Tongue

I are confused then... what is a vacation townie?  How is it different from vacation local?

By 'vacation townie' do you mean to say there is an explicitly different 'family' of townies?  Afaik, the game has a few 'types' of npcs:  service npcs (maids, cashiers, gardeners, etc.), townies (game generated sims that are 'non-playable' at least until you marry or move them in), and downtownies (game generated sims that are supposed to only inhabit Downtown subhoods).  There are a few other extraneous 'types' (ghosts and adoption pool, I think).  But in general, npcs, townies, and downtownies are like the main non-playable type characters.  As in the ones that walk around, and you don't control, unless you marry or move them in (thus, making them playable).

Anyhew... since you are distinctly using the term 'vacation townie' and 'vacation local' separately... are you saying that there are two new 'types' of npcs?  Or... are these terms interchangeable?

I am assuming that a 'vacation local' is a npc that is supposed to live on the vacation lot that you are visiting.  Is a 'vacation townie' an npc that shows up as a 'visitor' to these vacation sub-hoods?  Meaning, these townies are considered travelling tourists as opposed to locals from the subhood you are visiting?

If this is the case, that vacation townies are different from vacation locals... what happens if you use a clean 'hood template?  Will the game generate at least one of each? With at least one local per vacation sub-hood?

Or... if you don't have any to start off with, the game won't generate them, causing your vacation sub-hoods to be virtually empty?


Also... I'd still like to know if the Traveller family is self contained, or if they are linked to other sims?


Ste
63  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 20, 19:09:53
Yea, it was those 74 character files that threw me about that.

I personally don't like broken Sims in my game Grin Almost all of them are missing thumbnails and have "gossip" attached to their memory tokens (which gets merged into the base neighborhood).

Questions about the individual hoods there.

1) Are those 74 from that V001 (?) 'hood just regular ol' sim townies?  Or are they vacationies/vacation localies (whatever u wanna call 'em)?

2) Are vacationies/vacation localies from those other 'hoods (T001, M001, and A001) also broken (i.e. missing thumbnails and gossip memory crap)?

3) Anyone know if the Travellers' (whatever) family already has any existing relationships with other sims (Maxis EA pre-made townies or dead relatives)?  Or are they a 'self-contained' family (the only sims the know are just each other)?



Ste
64  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Nudist hack v2.06 (02 March 2007) on: 2007 September 20, 14:58:50
I've posted the BV compatible version of this mod here. http://www.moreawesomethanyou.com/smf/index.php/topic,9533.msg264437.html#msg264437

As stated in that post - I in no wish to claim this mod as my own. if Cboy wishes it to be removed it will be so.

Curious.  Would you mind explaining what you did to make it compatible?  Did you simply update the changed BHAVs to include BV code?  Or did you also add changes to other, new BV stuff (like the saunas and what not).

Just wondering.  Thanks for this btw.  I haven't had time to play/test BV and/or even update all of my hacks (I mean the ones I use made by others).  I was planning on taking a look at this, but it saves me the trouble if someone already did. Hehe.


Ste
65  TS2: Burnination / The Podium / Re: BV: Anybody Updating These Abandoned Mods? on: 2007 September 14, 17:00:26
Btw:  I have updated the following:

moveawayfromregister
gardenerdoorfix

careerguitarep5fix (or whatever it was called).

I haven't tested these out yet.  I just added the changes into the new code.  When I get around to it, I'll post them up in my forum, eventually.

I also have my own personal version of visitorenabledcomputers.  I haven't checked it yet, but I believe it also scanned as being clean. *shrugs* I might post that to, maybe.


Ste
66  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Apologize Fix - Uni and Older Now Available (Updated 5/31/20 on: 2007 September 13, 14:24:02
The only thing I can think of is that right at that very moment in my game there was some kind of glitch, or something, that conflicted with those two hacks  Embarrassed

Which is, as I said only a bajillion times Wink it is very unlikely that those two hacks would cause a conflict that resulted in your looping issue.  Neither of them touch code that is related to the Love Potion or the Inventory. *shrugs*

Hmm, he did have two kids that he hadn't spent much time with at the time. I'm not sure what the relationship level was so when I put the backup back in, I'll check. Because I've moved my game along from that point, the family went on a vacation and on coming back he spent a lot more time with his kids, which would have raised it  Undecided

Yeah.  That was a stretch anyways, so it seems very unlikely.  Apologize, I believe would only be autonomous if the relationship was really low, as in negative.

Which it can't be since I've said 2348345889 times that I didn't have any other hacks in game, because I didn't. I may have a low post count on this site, but I'm not a n00b  Wink

I suppose that could be true, but even non n00bs have been known to exhibit n00bish behaviour.  Hacks could possibly sneak into folders other than Downloads.  I vaguely recall reading about other peeps finding hacks in other folders they didn't expect to find stuff in.  So you can never be too sure.  I mean, you're the one that's having the problem, right?  And I'm not... and I can only be certain of my own configuration and/or file management.  I can't assume that everyone knows about the pheverstool or the paladintool.  So I tend to err on the side of caution.

In anycase, the game itself can have weird, sadorandom looping stuff.  If it doesn't seem to happen anymore, or the problem is not consistently reproducible within the same environment/configuration, then I would chalk it up to a random fluke and hope it never happens again. Tongue

Anyhew, if I ever do experience this bug, you can rest assured that I'll update any of my hacks, if they turn out to be the culprit. Smiley


Ste
67  TS2: Burnination / The Podium / Re: Bon Voyage satisfaction on: 2007 September 12, 18:35:12
I'll give EAxis an A+ for the new option of "go someplace" when your Sims decides to drive to a destination.  The driver gets to pick who comes along or stays home.

Ah! So they used the same dialog as the 'Walk to...' menu?  Cool -- guess Ste's ownablecarpoolfix is officially obsolete now. Smiley



Sweet!  Now I won't have to bother updating that borked thing anymore. Cheesy


Ste
68  TS2: Burnination / The Podium / Re: Help Needed : finding pie menu text to change it on: 2007 September 12, 18:32:09
Maybe a dumb question : is PersonGlobals a package file or is it in the objects.package ?? How/Where can I find it ?

PersonGlobals is a Group instance.  You can use the filter on the right hand side of SimPE (assuming you are using the defauilt Gui configuration) to specify this Group.  It should be listed in the drop down menu/pick list.  Then, go to the resource tree window on the left hand side, and click on TTAs, or whatever it's called (Pie Menu Strings).


I look rapidly in the objects.package, through pie menu strings and make action strings (or something like that), I've found a lot of interesting text I had modified to be better (in my opinion) in french, but not the one for walking to community lot when you click on the sim (which I want to change) nor the one for walking to a community lot when you click on the public phone, that is like I want it to be....

Pie Menu and Make Action Strings are the strings that show up on the pie menu whenever you click on a sim or object.

The strings for dialogs (pop up menus like the ones for chance cards, and the other various dialogs: changing clothes, changing appearance, email, etc. - as well as the informative "bubbles" that show up on the upper right hand corner, like game tips and such) would be in the dialog text strings.  These aren't always labeled, but you should be able to find them by clicking on the TXT or STR# (I forget which) group in the resource tree on the upper left hand side of SimPE.  The instance should always be 12D.

If you didn't know already, the filer allows you to specify Group and Instance.  Most resources are grouped together in a Group (duh).  Each resource has it's own Instance. Smiley


Ste
69  Awesomeware / The Armory / Re: Wants & Fears Sanity "Death To All Nesses" Public Beta Edition on: 2007 September 12, 17:57:19
No more community lot pillow fight wants clogging date slots. Seriously, who actually WANTS to spontaneously pillow fight?

Community lot restricted only, right?  What about the case where sims might be on a date and they are:

at a residential/home lot?
at a hotel/vacation lot?
at a community lot owned business that is run as a makeshift hotel/b&b etc.?


Ste
70  TS2: Burnination / The Podium / Re: BV: Anybody Updating These Abandoned Mods? on: 2007 September 12, 15:12:25
youngadultshoppers.package: may require possible updates:
    B 0x7F028F29 0x101A Non-Family Array - Fill with Eligible Sims

Might be ok though, test it with no other hacks installed.


FYI.  It is probably a bad idea to use hacks that report as requiring an update, but appear to still work without any object errors.  The reason is... something might have changed drastically, but might still work if the older version still has valid code.  Valid, meaning that, all the lines in the BHAV can still work in the game and/or doesn't interact with any new stuff.

However, even though it appears like the hack might be ok, because you don't get any object errors, this can be misleading.  There could be code changes that is supposed to handle new stuff that was added, but now will be totally ignored because you are essentially running older versioned code.  Even something as 'simple' as a change in a TTAB/TTAs (Pie Menu and/or Pie Menu Strings) can cause problems.  For example, new options might have been added, but since you are running older code, those options won't show up.  So, unless you have a modder that actually verifies that whatever changes occurred do not actually matter, I would recommend that you not use older hacks that reported to require updating by the paladintool.


Ste
71  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 September 12, 14:43:03
Hrm... I haven't looked at the Walk to option yet... I suppose it would be nice if you could change it.

I did notice that the BV code for this has been like totally revamped.  It now consists of only 4 lines.  They created two separate BHAVs, one that checks whether a sim can join you (my guess is that it skips babies, toddlers, and pets) and one that imagine now contains the code that actually makes the sim queue up to get into the car.  I didn't look at either of those BHAVs, so it could very well still be borked.  I just quickly slapped an update together so that the hack would at least be compatible with BV.  If I get a chance, I may take a look at the Walk to code and see if I could hax0r that dialog into this carpool stuff.  Thanks for the suggestion. Smiley


Ok... it looks like this has been confirmed (not by me) to be obsolete, and thus no longer needed as of BV.  Remove the latest version from your game, as it is no longer needed.  If you have Seasons or older, it probably will still work.


Ste
72  TS2: Burnination / The Podium / Re: Help Needed : finding pie menu text to change it on: 2007 September 12, 14:38:25
I don't know if you can use teh dizziness, but I imagine it should allow you to search for strings like these, and give you a list of the specific Group # instances you can use in the SimPE filter.

Alternatively you could attempt to use disaSim2 (found at MTS2) and dump the code to html format and search within those files (I still use disaSim2 over teh dizziness because it doesn't require the installation of other stuff, which I've been too lazy to do on my new computer Tongue).

Incidentally, if the text that you want to change are options that show up with you click on a sim (as opposed to an object), these would most likely be in PersonGlobals and you should look at the Pie Menu Strings (TTAs I think?).


Ste
73  TS2: Burnination / The Podium / Re: BV and no CD? on: 2007 September 12, 14:28:42
If you end up trying to mount an image, make sure YASU is running from within your Daemon tools folder.  This seems to help some folks, although many others are still unable to get past the SecuROM check. 


Initially, upon my first attempt at getting BV to run off an image, I was also having various errors.  As someone mentioned in another thread (I think Chibi somethingorother, the one with the fugly Star Trek: Voyager desktop Tongue), I also got both of those error messages.  I was using DT 4.8 and the latest version of YASU.  I tried a couple of things, but I would still get either of those two error messages (the emu detection error and the unable to run module error).

What did it for me was:

1) Uninstalling DT.
2) Rebooting
3) Downloading latest DT (4.10 I think?), installing, and rebooting.
4) Putting YASU in the DT directory.
5) Mounting the image.
6) Enabling all emulation options on DT (there were 4 listed, but I can't remember them all now).
7) Running YASU and clicking on Cloak.  This time, I received a successful message (previously, attempting to run YASU, it would not detect anything that it could cloak).
Cool Running the game.

So far, I have been able to run BV, and I have yet to encounter any weird dialog/text problems *knocks on wood*


Ste
74  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Apologize Fix - Uni and Older Now Available (Updated 5/31/20 on: 2007 September 12, 06:17:42
That seems really odd that either of these hacks would affect inventories and/or love potions.  Defniitely check what happens to other sims when you buy love potions for them.  Also, check what happens when you delete the potion that Fabio has and buy a totally new one.


It could be possible that the apologizefix might cause issues.  I may have to look further into it, but it just seems unlikely to me.

I'm not sure how the renuyu orb hack would cause this problem tho.  As far as I can tell, my hack should only add two new options to the renuyu orb object itself: 1) reroll LTW and 2) recharge asp (which is already included in Pescado's asprecharge hack anyways, but I stole borrowed it, so at least it would be there for anyone who doesn't use that hack).

The Test BHAVs should be non autonomous, so... even if the renuyu orb code was kinda borking the love potions... it shouldn't be causing a sim to autonomously attempt those interactions. Huh


I can only guess that the problem you are having could be unrelated and just sadorandomly coincidental with having the hacks in your game?  I will try and test this scenario shortly by using the Traveller family and purchasing a love potion, to see what happens.


Ste

ETA:  Ok, I just quickly tested it.  I went into the game, had the Traveller father call up a gypsy, purchase a Love Potion, and then book a Vacation.  No weird Love Potion related looping...

Of course, this isn't exactly a thorough test and doesn't completely rule out the possibility that my hacks aren't causing a problem, but again, it just seems unlikely, since neither hack should affect Love Potions or the inventory system...

When you check your Fabio sim, does he actually have any sims on the lot that he has a negative/low relationship with that he would try to apologize too?  That would be the only thing I could think of, where he would autonomously attempt to apologize to that sim, but maybe something is screwing up and switching that object id (of the sim) for the object id of the Love Potion.  It's a bit of a stretch, but the only thing that makes me think it could be a possible problem.  Otherwise, it seems like it is either related to some other hack or that your sim or the Love Potion your sim is carrying is borked somehow. :=\
75  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Apologize Fix - Uni and Older Now Available (Updated 5/31/2006) on: 2007 September 12, 05:16:27
Ok.  I am thoroughly confused by your post due to the derth of punctuation. Tongue

Are you saying this problem ocurreted with the Traveller family in your regular hood, even though they did not have a potion in their invetnory?  Or... are you now saying that you managed to isolate the incident to only a sim who actually had a potion in their inventory?

According to your error log, some sim named Fabio is the one who is trying to use the Love Potion.

Neither of those hacks (apologize fix or renuyuorbltw) should change anything involved with Love Potions or the Inventory, as far as I know.

If you can't find any other sneaky hacks, I would suggest trying to delete the love potion, have your sim repurchase it, and see if you continue to have problems. Undecided


Ste
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