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76  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, 02:31:51
Ok.  I was willing to give you the benefit of the doubt. Tongue  So, I removed all my hacks and only left the two hacks you mentioned (apologizefix and renuyuorbltwhack).  I went into the game, created a completely clean/new/fresh neighborhood.  Added a house, moved the Travellers in, and had them book a vacation.  I did not receive any errors at all.  The sim was able to book the vacation and afterwards, he just wandered around like the regular idiot that he was.  No love potion looping.  And certainly no error as shown in your log.

Looking at your error log... it is unclear to me whether this is something that you forced an error yourself, or if the game threw up an error on it's own.  I would scan your downloads folder and see if you have any other sneaky hacks hiding about.  You could try posting your error log in the Oops... you brokei t forum, but I suspect that Pescado would tell you it's the work of the non-awesome. *shrugs*


Ste
77  TS2: Burnination / The Podium / Re: New BV Turn ons/offs on: 2007 September 10, 19:30:29
I vote to move this to:

The Peasantry or The War Room


Also... if anyone ever figures out how to hack/change/add/remove new or existing Turn Ons & Offs, that would be like totally awesomesauce. Cheesy


Ste
78  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 10, 19:22:48
Question about the new stealth hood.  Are these zOMG 60 sims that are added... are they all regular townies?

Or... are these sims vacationie locals?

I also noticed, that for each of the 3 vacation lots, they have their own sims as well, somewhere around like 14-16 sims each, give or take.  I am assuming that these are suppoesd to be the vacationie locals...

But then... what are these new 60ish sims?  Are they just completely 'new' regular ole townies that would wander around your main 'hood?  Do they look as fugly as the other townies?  Do they have regular default Maxis EA faces?  Or are do they actually look different?  I'm curious why Maxis EA would bother creating these new stealthy townies... if they are just stupid, fugly looking as usual with same ol boring face templates.  Why clog up my game with moar of the same crap?  Tongue

Ste
79  The Bowels of Trogdor / The Small Intestines of Trogdor / Re: Hackdiff SeaP2 --> BV on: 2007 September 10, 02:10:25
Just curious, is the proper way to test for this EP as follows:

14000B00000806070000000000000000

[prim 0x0002] Expression (Global 0x0014 (Game Edition) Flag Set? flag# Literal 0x000B)

I just wanted to make sure if the flags are right.  I think seasons is 8, CS! is 9, and H&MŽ is 10, right?  So BV should be 11?


Ste
80  TS2: Burnination / The Podium / Re: BV problem - That hood's not supposed to be there! on: 2007 September 07, 02:22:30
You wouldn't have to do a complete reinstall.  You should be able to get original templates for your discs.  Just put the disc from the EP that you need the template from, and look for that .zip file.  I forgets what it's called now... compressed.zip or something like that, but if you search in that file, it should have all the original stuff.  Just copy and paste. Smiley


Ste
81  TS2: Burnination / The Podium / Re: Bon Voyage time issue. <SOLVED> on: 2007 September 07, 02:18:41
Wow.  Thanks for the clarification.  That is somewhat of a relief.  But you shouldn't be poked at all, because I probably would have thought the same thing.  Home means... home. Tongue

Stupid Maxis EA. Roll Eyes

And yeah, I would say that still is a problem. I mean, how fucking majorly retarded.  Why would you ever want to visit your own hotel again as a community lot in the first place anyways?  That just seems like plain stupidity.  What would be the point of that? Huh


Ste
82  TS2: Burnination / The Podium / Re: Bon Voyage time issue. Possibly serious? on: 2007 September 06, 20:51:05

Someone correct me if I've misunderstood, but... I think the OP was saying that, they sent their sims to a vacation hotel lot.  Then... from the vacation hotel, they sent their sims to a comm lot, that I assume is in the same vacation neighborhood.

Also... you mention that you sent your sims home at 9.  But the problem occurred when the OP kept their sims past midnight/noon.  They were charged an additional fee and lost an additional vacation day, even though, when they returned to the hotel lot, the time warped back to when they had first left.


My poing being exactly, that I do not warp back to the time i left, i come back at the time it was when i went home from the com lot, (home being a hotel or a vacation home). This means that even if i stayed past midnight, it would be past midnight when i return to the hotel, and thus i dont get whacked with a double bill.

Ok... I are confused.  I think the OP said that, when they stayed past midnight, while still at that comm lot, they get charged (a fee if past noon, a vacation day if past midnight).  Upon returning... they time warp back to the time they left i.e. they had left the home/vactaion/hotel lot at 9pm, went to a comm lot in the same vacation destination 'hood, stayed at that lot past midnight/noon, and returned to the home/vacation/hotel lot where it was still 9pm.  When staying at that hotel lot past midnight they get another vacation day deducted, and when they stay past check out time, they get 'double billed' as you put it.

I confused with this sentence:

My poing being exactly, that I do not warp back to the time i left, i come back at the time it was when i went home from the com lot, (home being a hotel or a vacation home).

When you say, you come back at the time it was, when you went home from the comm lot, you mean to say that it is now the later time?  i.e. you leave the comm lot and it is 9pm.  you stay on the comm lot Past midnight, Past noon, which results in losing a vacation day and being charged an extra night's stay in the hotel.  You leave the comm lot and it is 2pm.  When you get back to the hotel, it is 2 pm (or... a little after 2pm that is)?!?!?!?

At this point, you aren't charged anything extra and you don't lose any other vacation days?

So... that means some hack must be borking this?


Ste
83  TS2: Burnination / The Podium / Re: Bon Voyage time issue. Possibly serious? on: 2007 September 06, 19:17:21
Huh. I bet that'll be in the patch, then, since aside from the fact that it causes overcharging and loss of vacation days, time in vacation subhoods is supposed to be continuous, like it is in Uni subhoods.
Yes, but Uni subhood time is broken also. It has never worked correctly either, as evidenced by what happens when only part of a lot goes out, resulting in semester times getting completely desynchronized.

I think the desynchronization is actually a purposeful feature and not really a 'bug' per se.  I mean, I don't know how you guys handle it, but when I had sims synchronized, and I actually let them play out the last 72 hours of their Uni time, they all tend to age transition about the same time.  Things got a little wonky for me.  I had this happen to me once though, so I don't know if it's reproducable... but when the taxi came, only one sim got in.  And then the other sim got left behind.  I waited for another taxi to come, and it never did.  2 sim 'days' passed (that is 4 semesters worth of Uni 'time') and still no taxi.  I was like wtf? Huh In the end, it wasn't a huge problem, since I think I was able to move him back home by phone.  But still, he woulda persisted 'living' there like forever as an adult.

So... I think the desynchronization tends to help out in this way.  The other minor annoyance with synchronized YAs, if you have 8 (or more... heh, with hacks of course) they all tend to pile up by the mailbox.  Again, not a huge problem, but with autonomy on, the pile up can be hectic and annoying when they start doin stuff you don't want them to. Tongue



Ive had no trouble with the time issues mentioned. I played the game vanilla from the geto-go (got the lesson the hard way the last pack...)
When i leave the home lot (hotel, tent or vacation home) and head out somewhere, time passes as usual. If i go home again at 9, then it will be 9 when i arrive at my home lot. So no double payment there.

Someone correct me if I've misunderstood, but... I think the OP was saying that, they sent their sims to a vacation hotel lot.  Then... from the vacation hotel, they sent their sims to a comm lot, that I assume is in the same vacation neighborhood.

Also... you mention that you sent your sims home at 9.  But the problem occurred when the OP kept their sims past midnight/noon.  They were charged an additional fee and lost an additional vacation day, even though, when they returned to the hotel lot, the time warped back to when they had first left.



I or my game is having some sort of psychotic episode...   Has community lot/home time always been synchronized in Sims 2, or is there a particular expansion when time synchronization started?

Until I get BV, my game is currently running only base and Uni.  comm lot/home time is not synched there.  If a sim teen leaves home at 7am to go meet friends at a comm lot, and stays all day, when he returns home, it will still be 7am, time for brekkers and going to school.  If comm lot/home time was synched, it was after Uni in any case.

I think that comm lot/home time is still not synchronized in Seasons.  I'm pretty sure you needed Crammyboy's hack to keep comm lot and residential lots synchronized.  That's why I mentioned that it would be great if Crammyboy could incorporate a similar fix for these vaction/hotel lot and vacation/comm lot issues.


Ste
84  TS2: Burnination / The Podium / Re: Bon Voyage time issue. Possibly serious? on: 2007 September 05, 18:29:33
Hrm... I wonder how Crammyboy's Community Time hack would work to solve this...

I mean, it would be nice to have some realism here as well... so sims that went to another comm lot, when returning to the hotel, would appear as off-world for the amount of time they had been gone.  In the meantime, you would go ahead with the other playables on the lot...

The hitch would be that the hack would probably have to disable the ability to return home until all playable sims are present and accounted for.  Unless, sims can return home separate from each other... which would be even more realistic... but I'm sure that would be too messy to implement and probably just complicate things.

The 'simpler' fix as Kat suggests, would be to just ignore the time that you are on a comm lot.  Hopefully this might be as simple as inserting a check if you are on a comm lot, and then ignore/skip the lines that deduct vacation days/charge extra hotel days.  This is assuming that comm lots can be identified separately from 'hotel' lots.

Again, it's the case of very simple things that Maxis EA doesn't seem to even try out before releasing their games. Roll Eyes  Oh wells.

I'm hoping that someone can identify whether the new lots need emptying/cleaning.


Ste
85  TS2: Burnination / Peasantry / Re: Converting Pre-BV Accessories to fit in new BV Accessory Section on: 2007 September 05, 14:24:12
Can we move this to War Room or the Peasantry?  I think informative threads like these should be moved so they don't die and/or get lost in the Podium. Smiley


Ste
86  TS2: Burnination / The Podium / Re: Hacked Diploma? on: 2007 September 05, 14:22:41
Also, I notice that if I update a sim and it gets fake college memories, when I move any into a new lot, it creates another sum caude memory so they end-up having 2 sum caude memories, how come it is doing that and is that bad?
This is a Maxis bug that has continually eluded detection. We're not entirely sure WHAT causes this, although I have a few ideas of how to prevent duplicates. It is not specifically the cause of the Lot Debugger, and it doesn't appear to be explosionary in and of itself.

I threw together an experimental fix awhiles ago.  You can try it here.  Some people have claimed it worked.  I don't recall now how thoroughly I tested it back then... from briefly skimming the thread, it seems like the generation of duplicate graduation memories wasn't always reproducable in a consistent manner. *shrugs*

Also... the hack is preventative, in that, going forward, if you move your sims around, theoretically you shouldn't get duped memories.  For any sims that already got the dupes, you'd have to fix 'em by using SimPE to delete the dupes.


Ste
87  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Frankenversions of twojeffs and FFS hacks on: 2007 September 05, 01:53:27
Something is askew -- I tried this, and had not one, not two, but THREE zombie dormies show up in the dorm from the selector.  I'm using the middle one (not NL, not uni-only).

doh!  Thanks for letting me know joe. Cheesy  The first time around I just did a quick slapdash of a job.  I looked at the code again and I realized twojeffs added a whole bunch of new lines I didn't notice.  Silly me. Tongue  It looks like he added a second search, so I added the vamp and zombie checks there too.  Hopefully it will be fixed this time around.  Please let me know.  I don't have enough zombie dormies to actually test it out, and I don't have any vamped dormies at all.


Ste
88  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Frankenversions of twojeffs and FFS hacks on: 2007 September 02, 17:00:38
Updated to add frankenversions of twojeffs randomized dormie gender controller.


Ste
89  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 9/2/200 on: 2007 September 02, 06:41:16
Hrm.  Ok.  That's a bit more problematic.  I had only tested it in dorms with a single sim.  I will have to look through the code again to see why it's being triggered for every move out, instead of the last move out.

Also... in my tests last night, I found that it seemed to be removing relationships, but only for those sims that were actually on the same lot.  So... if the dormies had met and/or had relationships with any of the sims present on the dorm lot at the time (the playable, the other dormies, the cook, etc.) then only those relationships were set to 0 STR/0 LTR.  I think the friendship/crush/love flags were removed too.  But the icon still remained in the friendship panel.  I need to look into this further, since I am not sure why it is only going through sims currently located on the lot, instead of all sims in the 'hood.  The code looks exactly the same to me as in another place that I use it, which does search through all sims.  So, it is really weird. Huh  I'm thinking that I may have to post in the bowels of trogdor to get help with this.

As for the other options... again, depends on how motivated I am.  I'll address those after/if/when I manage to actually get the relationship resetting to work. Tongue


ETA:

Ok, updated.  Please download the new erase memories version (in the 2nd post).  Now, I've only tested it in a household with one sim, but... I think I managed to fix the problem with the option showing up for any sim moving out.  It should now only prompt you if it actually is the last sim.  But of course, this still needs some testing.

But I think I did manage to fix the relationships issue.  It looks like the relationships are properly removed now, on both sides (the dormie themself and the other sims that they were on their relationship panels.  I didn't check all those sims, but I did see that a sim who used to have a crush on the dormie no longer had that dormie on their relationship panel.  Please test it out and let me know if you still have any problems. Smiley


Ste
90  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 8/24/20 on: 2007 August 28, 15:42:16
I checked her from her boyfriend's lots.  He invited her over with the e-card on Monique's computer.  She still had 95/95 with him, and he did with her as well, as well as crush and love flags.  She still had relationships with all of her other friends too.

Ahh.  I see.  Hrm... curious.  I'll have to play around more and see why you would get the -- signs and the sounds, but then, the game doesn't save that the relationship changed.  That is very odd.

On second thought about adding a function to reroll personalities and aspiration, don't bother.  It's VERY simple just to mind-control and use the college adjuster (or one of about a billion other mods I already have on the lot) to do this before resetting.

That's cool.  Less work for me to do. lol. The college adjuster is definitely very handy for this sort of thing.  What I might do... alternatively... is steal borrow twojeff's code, and see about maybe adding the function to the dressers, so when you give townie's make overs, you can also "make over" their personalities as well.  Hehe.


Off-topic, but how do you select parts of quotes like you did in your reply?  Or are you just selecting "insert quote" and erasing the part you don't want?  I've been trying to figure this out for ages! Smiley

Yep.  Nothing special.  I quote the whole thing, then delete stuff and only keep the things I want to specifically reply to.  I just 'manually' copy the first line of quote tags (the part that has quote, author, link, etc.) and put that at the beginning of each 'section' I want to be a separate quote.  Then, I 'close' each section with the end quote tag.    I know some peeps just use regular ole quotes, without keeping the author and link info, but I'm a tad anal retentive that way. Tongue  I prefer keeping the author and linky info there, that way, if other peeps want to see what I might be quoting, if it happens to be on a different page of the thread, they can clink on the link and go directly to the quoted post, instead of having to scroll upwards and see who or where I was quoting. Smiley


Anyhew, I hope to find time this week to take a peek.  But... heh. I actually finally got a Wii this Sunday, so... I might be 'busy' for the next couple of days. Tongue

Ste
91  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 8/24/20 on: 2007 August 26, 05:04:45
Yes, I would want the relationships reset too.

I think what I might do... is make the prompt to reset relationships separate, and per sim.  Unfortunately, it would mean more prompts, 2 per dormie.  However, I think I will also have two initial prompts, one for memories and one for relationships, with 3 options where yes = for all dormies, no = per dormie, and cancel = do nothing (keep memories or relationships).

So, as magicmoon suggested, if you choose yes, then you will do it for all dormies, and you won't get prompted per dormie.  But, if you choose no, then you will get a prompt per dormie, to give you more/individual control.

I don't suppose anyone knows yet what this will do to the Sim whose relationship is being erased?  Is this going to work on both sides?  Like if Grandpa thinks he dated a girl named Rose years and years ago in college, and you reset Rose, would he still remember her?  Would he still have the memory, but under the girl's new name and picture?  I suppose I should test it and find out, huh Wink

Theoretically, from the looks of the code, it seems like it should reset the relationships on both sides.  But... I think the memories are only erased on one side.  So, I think that Grandpa here will still remember Rose (he should still have the memory), but the relationship will be reset to 0 at least.  On Rose's panel, her memories should be reset, And the relationship should be set to 0.  Now, I'm not sure yet if the flags will be removed and if the sim on the relationship panel will be removed as well.  I just added the code, but I haven't had time to test it myself yet.

I very much like the idea of having a rename function in this as well.  I know there are other ways, but it would be handy.  I also second rerolling interests and personalities. 

I'll think of these, as it would be convenient to have all these options bundled together, but I'm lazy, so who knows if I'll find the time to get to adding them. Tongue  I do like the idea of having it all done altogether, but it will most likely mean that I'm gonna have to add a bunch of options to the dialog text, which will be a pain, because it will mean that I will have to update this for all future EPs.  I guess it won't be so bad, if there willl only be a few more EPs left.  It's just annoying is all. Tongue


On a side note, does anyone know of an easier way to change dormie/townie clothing?  The only ways I know of is the tedious age up, age down method (which I've never actually tried on a dormie, since I'm guessing their school panel wouldn't work again afterwards) - or selling to them in an owned business.  Neither of those two options is very easy.

I think, in OFB, isn't there a suggest outfit option?  I dunno how it works tho, since I've yet to even play any businesses in my game. Tongue


And finally, I don't mean to be a pain in the butt, but would it be possible to make this mod available any time, rather than only when the last dormie moves out?  Reason being that I like to keep the family name on the dorm matching the dorm's name, for easy use of the familyfunds cheat, so I try not to ever move out the last sim in a dorm.  And I don't know if it would work, but if available any time, maybe I could also use this on a few regular townies that have been hanging around my 'hood too long Smiley

I'll think about it.  I'll have to attach it to an object, or possibly add it as an option on the sim pie menu...


ETA:  I tried it, and can't get it to work in erasing the relationships.  I got the prompt, clicked yes on the sim I wanted erased, and she even got the "boing" sound and the negative relationship points above her head, but when I checked her from another lot, she still had all her relationships and flags.  Memories were gone though.

Hrm.  Ok, obviously still needs work.  When you checked her from the other lot, how did you do it?  Did you summon her to the lot?  Or was she already on that lot?  And the relationships, were they at least zeroed out?  I mean STR and LTR are at 0?  I'll have to toy around with it more when I have time.  Thanks for testing it.  Let me know anything else you might find out.

Ste
92  TS2: Burnination / The Podium / Re: Impending BFBVFS? or I forgot I went to University on: 2007 August 24, 20:34:35
Ah.  I didn't know that, about the marriage thing.  I just know that the CAS Wants/Memories BHAV or whatever it's named, is called, by default, whenever you move a sim in.  I guess it does slightly different stuff if you choose marriage vs. just plain old move in.  This BHAV essentially wipes out memories and kinda just resets them to like the bare minimal memories that a CAS born sim has (typically met mystery sim, fell in love with mystery sim, kissed mystery sim, etc.).  Those place holder default mystery sim memories are basically there to 'initialize' adults so they are capable of 'adult' interactions such as make out and woohoo.

Theoretically, if you are not using any memory related hacks (I think Pescado had an old hack - nonpcamnesia or something?, Squinge made his own hack, and pinhead had his built in as part of his moveinall hack), then those memories should be reset.  The only additional memories that townies get are, if they were YAs, then they are supposed to get the same level of education that the asker has.  In other words, if the asker is a magna cum laude graduate, then the askee townie should also be a magna cum laude graduate.  I believe this should add all 4 year completion and graduate memories.  If the asker is a drop out, then the askee should be one too, etc.  I'm pretty sure that's how the default game works.  I forget the details, between modding things and having used hacks for so long, I often don't remember how the original game was broken. Tongue


Incidentally, I was also kinda   Shocked about creating 200 townies.  Like damn.  That musta been a lot of work.  And why do you need so many?  I was kinda annoyed that the game kept creating stupid YAs, even when I had graduated sims from dorm lot.  Stupid Maxis EA.  I hadn't realized the game was doing that all the time, and so I now have like excessive amounts of YAs.  At least now I can curb that somewhat.  I think my character files are now in the 800 range. Tongue


Ste
93  TS2: Burnination / The Podium / Re: Impending BFBVFS? or I forgot I went to University on: 2007 August 24, 16:01:53
Scatch.  Curious... how old is your hood?  It seems like your hood isn't that old... at least from what I can gather.  I have a relatively "new" hood myself.  I didn't create any townies tho, I let the game do that.  I haven't kept track of townies, but thus far, I have not had any memory wiping issues with my playables.

I'm not very familiar with the creating your own townies process, since I'm too lazy to ever bother doing that myself. Tongue  But, by default, if you ever move townies into a household (assuming you are not using move in related hacks, like pinhead's moveinall hack), the game wipes townie memories and replaces them with generic mystery sim memories.


Ste
94  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 8/24/20 on: 2007 August 24, 15:12:59
Your guess is correct -- they keep their existing relationships.

Yeah, I figured as much.  I've been using pinhead's move in hack for so long, that I never erase townie memories.  I guess it made sense way back when you would get those too many iterations jump bugs.  But now, as a personal preference, I think townies should keep their memories, even if they have lived like forever.

I suppose... if the new features work, with erasing the memories and reseting the relationships for dormies... I could add reseting relationships to the move in all hack too.  For those people who would like that option, since it may also seem to make sense.


FYI: With regards to the added feature for resetting relationships, I decided to only ask you once, if you want to reset the relationships for all dormies.  This is following the assumption that, if you are erasing their memories, and you want to reset relationships, you also want to do this for all dormies.

However, if people prefer... I could move the dialog so it asks you on a per dormie basis, the same way that it asks you, per dormie, if you want to erase their memories.  So, a question to users:

Is it safe to assume that, if you are erasing memories, you also always want to reset relationships too?  This makes sense to me, since it would seem silly for sims to have lost their memories of meeting and interacting with other sims, but still have a pre-existing relationship and/or flags set (crush, love, etc.).

On the other hand, I can possibly see that some people might prefer to have more control, and decide whether they want to  reset relationships in addition to erasing memories, or just erasing the memories and leaving the relationships alone.  It could make for an interesting storyline, like... maybe the dormie actually got amnesia.  And then, when they find their true wuv, they still have a rapport with them, after all this time.  Or... you could even think of it as a dormie being reborn/reincarnated, but still having feelings for their loved one from a previous lifetime.  lol. Cheesy


If all goes well, I am also considering adding another feature, possibly to rename the dormie.  I'll have to look into the code to see how that might be done.  I vaguely recall someone mentioning that the Lot Debugger might do this, but I don't think I've seen that option.  Anyhew, this is tentative at best.  Depends on how unlazy I feel. Grin


Ste
95  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Move Out (Evict) Dormies *EXPERIMENTAL BETA* Updated 8/24/20 on: 2007 August 24, 04:51:40
If it can be done with other mods, then I should be able to add it.  How easy that would be depends on how quickly I figure out how to do it. Tongue

Also, just curious... but for townies... when you move in townies and have their memories erased, do their relationship panels also get reset?  My guess is no.  I think the memory wipe thing was just a quick and dirty type fix/workaround for the early jump bugs related to too many iterations/memories.

I'll look into this sometime later this week as well. Smiley


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.

For now, I'll keep it as a separate version.  But if it works without any problems, I'll deprecate the first version and make the erase memories version the default. Smiley

Ste
96  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Syberspunke Archives / Re: Testers Wanted: Carpool Bring Friend Dialog (Updated 8/24/2007) on: 2007 August 24, 04:46:07
Ok, so I fixed the minus nofrat version, so it should now bring home co-workers from the same career track, irregardless of rank.  Let me know if there are any other issues.


Ste
97  TS2: Burnination / The Podium / Re: OfB Employee payments: How broken are they, exactly? on: 2007 August 22, 16:18:07
What they mean is, as I understand it (and as it happens in my own game I believe):

* Bob owns a business, his current familyfunds are 500§
* Alice works at Bob's business, her current funds are 300§
* Now Celia goes to visit the business and stays there for a couple of hours -- during which time, Bob pays Alice 100§ in salary and earns 250§ from sales or whatever
* Next time you enter Bob's home lot, no time has passed for him *but* his funds are now 650§
* Same with Alice: next time you enter her home, she's 100§ richer

In my eyes, this actually makes total sense -- if Celia spends money at Bob's business, that money should better end up somewhere. Also: everything else that happens to Alice and Bob during Celia's visit (say Alice meets Joe and Bob pees himself) will leave memories and affect relationships etc, it's clearly part of their lives, so why not the financial side of it?

Ahh!  Now I get it!  Yes, this makes total sense, and I agree.  I think, in this scenario, if you are visiting a business that is owned by another playable and has playable employees, then the transaction of funds should remain as such.  In this case, there is no need for an intermediate ether, as it were.


I like your idea of employee wages going to the ether when playing a business, and coming back from the ether when playing an employee's home lot (that's what you mean, right? I'm a bit unsure since you say "employees lose money while you are playing them at the business" .. do you mean business owners lose money?).

Dangit!  I wish I had the modly powers to edit my mistakes quoted in other people's posts. lol. Cheesy  What I meant to say was, that employers should lose money, when you are playing their household, and visiting their owned business.  That money should go to the 'ether' and not immediately to the employee.  Instead, the employee will 'earn' their money when you play their household.  That way, there is no 'double dipping' so to speak.  In a way you can look at as having to play the business from both sides.  When you're playing as the owner/employer, you are just seeing your own personal net gains/losses.  Then, you can think of it as having to play the other side when you are playing the employee's household.  Sure... it won't be as realistic... and it won't be exact either, since... I assume you can call in workers and have them work as long or as short as you want, rather than a regular 8 hours (or whatever) shift that the employee does when you play their household.  But, I think that is still better than the magical double dipping that occurs otherwise.


How would it tie in with the abovementioned "triple dipping" though? It would only work if the game keeps track of how much Alice should have been earning during Celia's 25 visits since we last played Alice's home lot, and adjusts her paycheck accordingly next time she comes home from work.

Ah, but the game already does that .. which was what I was originally complaining about, I think? Now I'm confused too!  Cheesy  I guess your suggestion is actually the same as mine then, only with different payout times (upon lot load vs. upon return from work). Or at least the effects would be the same -- obviously I've no idea what the game looks like under the hood ..

Hrm... yeah, definitely seems confusing. lol. Cheesy  I think, in the case of the playing as a visitor of the lot... the money earned by the employee and 'lost' or paid out by the employer is fine actually.  In that case, it is like the employee actually earned what they worked for.  I think the problem is just that, when you play the employees household, they end up double dipping from some magical ether, as you put it.  So... to balance that out, that's why I suggest, when playing the employer at their business, salaries get paid out to the ether, from which it would be 'earned back' when you play the employee's household.

Yeah, it's not exactly the most consistent idea, and it has some minor issues, but this seems like the best, least messy, solution.  You would only have to check, if you're playing as the owner/employer of the business, and do not adjust the household funds of any playable employee, since they will always earn money when they go to work while playing their household.


Ste
98  TS2: Burnination / Oops! You Broke It! / Re: Sims Won't Marry on: 2007 August 22, 15:46:48
Well, you could do it the long way:

Create a separate account (assuming you are running WinXP).  Install the lot on that account.  Use SimPE to extract the sims.  Go to your regular account and game.  Stick the extracted sim files in your Downloads or PackagedSims or whatever that folder is called that Body Shop creates.  Re-create the sims in CAS.


Now... I'm not sure... but I think the Clean Installer actually lets you pick and choose what things to install from a sim2pack file.  So, theoretically, you could just select the sims.  And... I think (again, not sure), this would be like installing a custom sim, which again, you would have to re-create in CAS.  So, you shouldn't get the memories, relationships, etc.

Also... again, not sure... but I think Pescado said it is "safe" to delete sim household lots in the lotbin, if they haven't already interacted with any pre-existing sims, which should be the case, since it would've been a family you installed, and thus never existed in your game before.  Worst case scenario, try it out on a separate account first.  See if you get any duplicate character files in SimPE.


Ste
99  TS2: Burnination / The Podium / Re: OfB Employee payments: How broken are they, exactly? on: 2007 August 21, 17:05:21
Proposals of what can be done are open to consideration, but I can't really think of a better, less messy way that doesn't just substitute one problem for another.

Hrm... that is kinda sucky.  In this case, double dipping sucks. Tongue  I would suggest going the harsh route, and making so that, employers lose money while you are playing them at the business i.e. whatever their daily expenses are in salaries should remain as such.  That part makes sense at least.  However... if the employee sim is a playable sim, instead of making the money go anywhere, make it evaporate into the ether.  Tongue

In this way... when you actually go to play that playable sim's household, they will 'recuperate' that money back from the ether.  Think of it as having to play both sides of the 'timeline' as it were.  This would at least solve this particular case of double dipping.   Townies, however, could actually get to really earn their money, since you can't go and play them from 'the other side' or what not.


I'm not sure I get the thing about employees triple dipping.  Are you saying that, if a sim is an employee of business lot... and they show up on that business lot as a visitor (either in the form of some group outing, date, or walkby) the mere fact that they are present, even if they aren't there to work because you didn't call them to work, they get paid for just being there? 

Do they actually act as employees? i.e. as soon as they show up, regardless of how (in a group outing, date, or as a walkby) just their presence alone causes them to earn their wages?  Do they actually perform typical emloyee duties while in this state of visiting?  Or do they act like regular visitors who could be potential customers, and thus, they end up triple dipping by getting yet even more money from the ether? Undecided I are confused!  Huh


Ste
100  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, 16:41:14
But I couldn't find an older version of this hack in my downloads, yet I was getting the dialog for the car, so now I"m really befuddled.  I'll have to look at it again when I get home.

You and me both joe. lol. Cheesy

You might have Pescado's hack.  I can't remember exactly what it was called.  Something like carpoolfix but not quite.  He had it, for like a brief second, either in his experimental, test section, or it might have snuck it's way into a DC at one time or another.  He eventually abandoned it, as it seemed more trouble than it's worth.  Unbeknownst to me, I attempted to make this hack, not realizing he had already tried it.  It appeared to work in my first test run, but as you mentioned:

In any case, the problem I reported with yours stands.  Tongue

It doesn't seem to work consistently, across, or even within the same households. *shrugs*  It's a shame, because it looks like it would just be a simple thing to duplicate what Pescado did for using taxis to go to comm lots.  Something just seems to be weird and flukey with ownable carpools.  Which is pretty much why I meant to abandon this too.

Anyhew, since there doesn't seem to be anything I can do otherwise, I'll just leave it be, as is.  I'll continue to update it for future EPs if there is a demand for it, but it would seem that using the Group outing function would be more reliable. Undecided


Ste
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