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1  TS2: Burnination / The Podium / Re: Is it difficult to make an object autonomous? on: 2009 December 04, 23:56:38
I can't offer advice, but if you manage to tweak them into autonomous, I'd be happy if you could post them. I think I also have those minogolf thingies and would love to see my sims play on their own.
2  TS2: Burnination / The Podium / Re: Is this possible: "Portable" Guitar for Sims 2? Edible Fruit? on: 2009 October 19, 11:00:10
As for edible fruit and veggies, PCSims/SimModBoard had fruits and veggies extracted from the game. They are now available at sims2graveyard.com. IIRC these worked like real food, had single portions and group meals, sims would sit down and eat them.
If this is what you meant.
3  TS2: Burnination / The Podium / Re: How do you give a collar to a pet? on: 2009 September 14, 16:12:11
Thank you both so much. It never occurred to me to use a mirror. Another TS2 mystery solved!
4  TS2: Burnination / The Podium / How do you give a collar to a pet? on: 2009 September 11, 00:21:07
This must sound stupid but I never figured it out and thought it was time to ask before everyone forgets TS2.
I mean how do you give a purchased collar to a pet born at your lot? I can (apparently) buy collares at the store or from that modded at-home collar rack. But the collar does not appear in the inventory of the sim who buys it. So where is it?
5  TS2: Burnination / The Podium / Re: Fed up w/the fuglies. To 'hide' or 'replace' - that is the question... on: 2009 August 23, 18:28:29
Hiding stuff might speed up loading catalogues, but I do not think it will speed up loading the game, or gameplay.
Using replacements will only help you with CC. That is, if you replace one piece of CC with another WHICH USES AN IN-GAME TEXTURE. These are called texture referencing files, and I've only seen them for clothing. Default replacements are just more CC, they will not reduce load on your computer. Is that what you wanted clarified?
6  TS2: Burnination / The Podium / Re: Do you think this would work? A NEW community lot time idea. on: 2009 August 14, 17:47:42
I use Crammyboy's mod, so I understand it is a bit annoying to fast forward time until the first person gets home. (Although I sometimes enjoy seeing what happens at the empty house, and there is always the thrill of fire...) This need not give rise to an alternative solution, though; why not 'fix' the existing hack so that it just jumps in time to when the first sim arrives home. So if the whole family is away on the beach, the time they return is the same time when they left the beach - but if a family member comes home earlier from somewhere else, time resumes from his/her arrival. If would definitely like to see support for vacations as well - maybe one day should go by while they are away. It cannot be as many days as the vacation - an infant should not grow up to toddler while the rest of the family spends a few days on a tropical island Smiley
7  TS2: Burnination / The Podium / Re: Recoloring BV jewelery.... on: 2009 May 17, 22:54:07
I think I got the same when I had an earring mesh without any corresponding texture.
8  TS2: Burnination / Peasantry / Re: Pickable OfB employee schedules on: 2009 April 29, 21:01:37
Employeenodoubledip is by Jordan M. G. and is found in the Peasantry here: http://www.moreawesomethanyou.com/smf/index.php/topic,9555.0.html
Sorry, I do not use BRY, so I have no idea about how the two mods could work together. At the business, I use Simwardrobe's employee timeclock or Inge's employee summoning pictures to make sure that employees arrive and leave when they should.   
This mod is for employees only, and does not affect business owners at all. They do not have a schedule, they go to their business whenever the player wishes.
Playables cannot have a standard career and be employed at a business at the same time.
9  TS2: Burnination / Peasantry / Pickable OfB employee schedules on: 2009 April 29, 14:19:43
OfB is one of the coolest EPs, apart from its bugs and limitations. I have worked on one of the latter.
 
These mods allow you to assign your OfB employees (sims hired by another playable sim to work in a small business) to one of 9 work schedules. Each schedule has different work days, work hours, carpool, and motive deltas while at work. The mod works by using the 8 unused levels in the original OfB employee career.
For example, this allows your chef to go to work in the evenings, including weekends, your single mom to go to work when the kids are at school, or your poor teens to work all day long on Saturdays and Sundays. The adult file is used by adults and elders and the teen file is used by just teens.

There are two versions, one standard and one which uses a farm cart carpool for two levels, made by the talented Hexameter.

Files and more detailed description is at the Sporum where Tunaisafish is hosting it for me:
http://thesporum.net/smf/index.php?topic=4988.0
10  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2009 April 15, 17:29:07
I have installed and tested and played with this now. Thank you for making it so far, as I read the thread, I could see it was not easy.
I understand you are working on a major upgrade.
Hopefully, it will move away from rotation-based updates to updating directly from SimPE's CSV file (especially showing age data without any user input).
This being the case, user-defined comment fields, which don't get updated automatically, seem really important. Maybe there could be more of them, and made more prominent. They could be used to jot down things like Day Born, Marriage on 2nd Sunday, etc.
It would also be nice if these notes, as well as other data (e.g. aspiration, LTW, highest traits, highest skills, OTH, job...) could be set to appear in the master list of sims in the first tab. A print-out of this tab would be the most useful reference during play.

On your specific plans:
"- Possibly add a Genetics tab, where you can keep track of sim genetics and calculate possible results from breeding two sims.  This would all have to be user-entered, since it doesn't seem possible to get this information out of SimPE."

It would be a shame if SimPE could not export sims' DNA information, which it certainly has. Have you asked? Of course it could still only export family numbers, not names like 'Enayla's dark skin'. But it would still be better to have that and to make our own lists of CC family numbers than having to type all genetic data for all sims. In the distant future, maybe users could even teach the program what each family number corresponds to?

Issues with the current version: 
Unchecking Townies in the filter table does not remove them from the list of sims.
Unchecking any option in the filter table sets the list of sims back to be alphabetically sorted by Sim name.
Clicking on Update adds a new entry to sims' Aspiration tab (but Update would be obsolete anyway).

And since you asked for requests... Well. It would be cool to include all the rest of sim data as well. That is, personality traits, skills, badges, interests, hobbies, hobby club memberships.

As a first-time user, I think the layout could be more intuitive, like grouping tabs according to whether they pertain to the sim selected in the first tab. Also, the Achievement+Update=Events tab could be pre-sorted to show only the selected sim's data.

Sorry for being long, and thank you all the work you did on this so far.
11  Awesomeware / The Armory / Re: Customer Selector v2: Hobbsee STILL has a scrawny pencil neck! on: 2009 April 12, 20:44:57
Could the customer selector have a setting to spawn only sims who are not supposed to be elsewhere at the moment, like at work? Something like the logic in the phonehack? Would be a vast progress towards realistic businesses.
12  TS2: Burnination / The Podium / Re: Is "setQuarterTilePlacement on" incompatible with a userstartup? on: 2009 April 10, 00:09:17
The alias can be anywhere in the userstartup cheat file, it does not need to come last. It is putting the actual cheat in which prevents the cheats listed after it from working.
13  Ye Olde Simmes 2 Archives: Dead Creators / Ye Olde Crammyboye Archives / Re: Community Time Project v0.4a/v0.5a Pets/Seasons/0.6 FT TEST ONLY on: 2009 April 07, 23:36:08
I've been using this mod for a couple of EPs now, up through AL and M&G.  I haven't noticed any wonkiness, complications, or other fits of malfunction with this mod.  Specifics?
It used to work for me in AL, but now that I have M&G, it stopped working. HCDU shows no relevant conflict. If it works for others with M&G, there may be hope for me yet.
14  TS2: Burnination / The Podium / Re: Is "setQuarterTilePlacement on" incompatible with a userstartup? on: 2009 April 07, 08:53:48
boolprop ShowCatalogePFlags true
(....)
setQuarterTilePlacement on
moveobjects on

I just noticed that moveobjects on now doesn't work though. It did work but maybe one of the EP broke it. Huh

I can confirm that cheats and aliases after setQuarterTilePlacement on do not work. Use an alias for it.
15  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2009 April 03, 01:48:46
I should have said not only that I downloaded the TWO archives but also that I downloaded BOTH zips like three times. The QT libraries zip has 3 files (executablename.sh, libQtCore.so.4, libQtGui.so.4).  The program demands a QtCore4.dll from me.
16  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2009 April 02, 20:24:22
I downloaded the two archives and extracted them to the same folder. When I try to start the exe, it says application cannot start because QtCore4.dll cannot be located. Where do I get that, or what else am I missing?
17  TS2: Burnination / The Podium / Re: Getting Ready to Update the Wrangler, taking feature requests on: 2009 March 24, 12:29:04
Once a hair is binned, the correct eyebrow colour will come automatically. No?
18  TS2: Burnination / The Podium / Re: Getting Ready to Update the Wrangler, taking feature requests on: 2009 March 11, 13:21:39
One more thing: it would be nice if the 'open in SimPE' button did not open a new copy of SimPE every time. It could just open the file in SimPE if the programme is already running. 
19  TS2: Burnination / Peasantry / Re: How do you hide Maxis skins in the CAS? on: 2009 March 11, 13:05:27
You will learn all you need about hiding stuff from Ambular's Artifacts:
http://ambular.djssims.com/index.php?category=4&subcat=11
BTW, 'skin' is leftover from the Sims1, where we had faces and clothes, and they were called skins. 'Skin' in Sims2 is skintone.
20  TS2: Burnination / The Podium / Re: Getting Ready to Update the Wrangler, taking feature requests on: 2009 March 06, 00:39:48
Yeah, I want to fix the genetic slider issue eventually. When you move the slider and the text box is updated, what does it say? That or can you copy and paste the exact error in a PM or something?
Who on Earth uses 812x1623? Talk about non-standard. I can change the popup to just be status window text or something.
If you maximize the Wrangler window the file list will increase in size. I can see about adding the horizontal scroll as well.
That's something I'm working on, possibly anyhow... We'll see...
Error message sent in PM.
812x1623 necklaces are by a creator called Elynia at www.elynia.it. Now you know Smiley Changing the popup to simple text or whatever would be most helpful.
So would a horizontal scroll. Longer folder names plus longer file names do not fit in even the maximised WW file list window in recursive mode.
Also, maybe you would reconsider giving up on the function to upgrade to BV destinations? The method described by Captain Swooptie in your old thread (http://www.moreawesomethanyou.com/smf/index.php/topic,9516.0.html) certainly works with SimPE. Standard BV upgrade works already in WW, and the only difference would be the Instance number in the 3DIR Collection field. I even tried upgrading stuff to BV with WW and then changing this number, but WW must change something else as well, as it does not work that way.
21  TS2: Burnination / Peasantry / Re: New novel plotlines! on: 2009 March 05, 08:51:57
Are you planning on replacing the book covers as well? I guess there's no way to add to them.
22  TS2: Burnination / Oops! You Broke It! / Re: Kids cannot walk to school on: 2009 March 04, 22:54:21
Yes, it is most probably hack incompatibility, I just wondered if someone has already seen it.

I am running debug mode. There is no error, and the kids do nothing, do not jump and do not act as if they wanted to leave but cannot. Nothing gets added to their queue either.
It's a simle residential lot. It happens to all kids in this lot. I will see the other lots when I'll have time to start the game.
23  TS2: Burnination / Oops! You Broke It! / Kids cannot walk to school on: 2009 March 04, 12:36:16
Is there a known cause or conflict that will disable walk to school for kids in AL?
I have all EPs.
There are no related errors, the option is there, I can click it but nothing happens.
It takes pretty long to fire up the game, so if it's a known thing, I'd be glad to know before doing the binary dance.
24  TS2: Burnination / The Podium / Re: Getting Ready to Update the Wrangler, taking feature requests on: 2009 March 04, 11:47:03
Since it seems our last chance, I'll likely have quite a few more suggestions.
- Setting skintone genetic value still does not work for me: moving the slider causes error (System.FormatException: Input string was not in a correct format), and overwriting the genetic value does not move the slider, nor does it get saved. 
- Support for image sizes 812x1623, 128x256, 512x128, 256x128. And maybe instead of the pop-up window at an unsupported image size, just a window or image that does not have to be clicked to go on?
- Ability to enlarge the file list window, or even to scroll left and right to see file names even in recursive mode. 
- Ability to remove unneeded (non-duplicate) texture files would be lovely. Like the two in each Liana accessory with white spots against black background.
25  TS2: Burnination / The Podium / Re: Getting Ready to Update the Wrangler, taking feature requests on: 2009 March 03, 17:55:37
Also, recently, when I was enabling accessories for outerwear, I noticed that copying categories to all also copied the gender option checked, in a file which had parts for various ages and genders. I'm not sure that's intentional. Anyway, maybe the other way round would be more useful: retaining gender option and copying clothing category to all.
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