More Awesome Than You!
Welcome, Guest. Please login or register.
2024 April 25, 14:01:15

Login with username, password and session length
Search:     Advanced search
540270 Posts in 18066 Topics by 6513 Members
Latest Member: Linnie
* Home Help Search Login Register
  Show Posts
Pages: 1 [2] 3 4 ... 39
26  TS2: Burnination / Oops! You Broke It! / Re: TS2 AL - guests not want to die ... again -.- on: 2011 June 06, 02:32:21
I've also successfully cowplanted many sims since installing AL, but of course, they wouldn't be allowed to leave the lot at that point.  I've also had a visitor die of freezing to death, and also one who died of hunger (not electrocution) after being struck by lightning in a hot tub.

My recollection, from having gone into the BHAV that monitors visitor motives and inducing lot-leaving if they are too low, is that a properly confined visitor who was not able to leave the lot after attempting it once gets special treatment, but I didn't look into that further.  I know AL changed some things with regards to the having-been-asked-to-stay-over status, and probably some other things, and BV added code for dealing with vacation local visitors, so it might have been borked then, too.  I guess I'll look at it, because it would make me sad if visitors couldn't be starved to death the old-fashioned way anymore.

ETA:  Nothing immediately stands out, I'll go check older versions of the BHAV and do experiments at some future date when I have more time.  There are so many ways to kill sims now that I'm sure you can think of some way to off them in the meantime.
27  Awesomeware / The Armory / Re: Harder Jobs ZOMGPETZ!!!111oneoneone Edition on: 2011 May 22, 13:39:03
Well, summoning all the AL townies to a lot and giving them cell phones with debug mode does not seem to make them callable, and checking their inventories later reveals no cell phones.  I've also had sims that were towniefied with empty inventories turn out to be full of loot (that was not purchased from businesses) after they were moved in with someone.  That's not a big deal, though, as you can just nuke it all with the stuck object remover.
28  Awesomeware / The Armory / Re: Harder Jobs ZOMGPETZ!!!111oneoneone Edition on: 2011 May 22, 07:05:38
I have a sim who has had the same mid-level job for half its life, despite having the needed skills, and AFAIR there are no other playable sims in the hood in that career track anymore.
You know people specifically asked for that feature, right? Otherwise everyone inevitably shoots straight to the top.

Oh, I know, and I don't really care in this case, since the sim doesn't have a career LTW and is living perfectly decently on its current salary, but while it is nice not to have six sims that are all the mayor somehow, I'd kind of prefer that the one mayor actually be a playable, rather than some random unknown townie who is never going to retire and free up the position unless it dies or moves in with someone.  In the hood I'm preparing to start up, most sims won't even be allowed to have standard jobs, and moved-in townies are all going to be de-jobified anyway.

Quote
If it does count townie jobs, is there a way to keep the game from assigning townies jobs in the first place?
Yes, if you want to disable auto-job-assignment, you can make your own thingy that will shut that particular function down easily enough.

So there is a BHAV somewhere that assigns jobs to unemployed townies, and if you just overwrite it to "return true" and then unemploy all the townies, they will stay unemployed?  Is there a BHAV that removes cell phones from townie inventories and populates them with random expensive junk, too?
29  Awesomeware / The Armory / Re: Harder Jobs ZOMGPETZ!!!111oneoneone Edition on: 2011 May 22, 01:20:53
Necromancing for an actual question about the hack: do the position limits take townie jobs into account?  I have a sim who has had the same mid-level job for half its life, despite having the needed skills, and AFAIR there are no other playable sims in the hood in that career track anymore.  If it does count townie jobs, is there a way to keep the game from assigning townies jobs in the first place?  I know there's probably a way to summon them all to a lot and de-jobify them en masse, but as I've had no luck giving homeless AL townies cell phones in this way, I'm guessing the game will just give unemployed townies another job as soon as I turn my back on them again.
30  TS2: Burnination / The Podium / Re: The "Where Can I Find This CC?" Thread - Because you fail at Google on: 2011 May 22, 00:25:50
I'm looking for a couple of mods that I know I've seen before, but can't seem to find on google:

1.  No secret networking perks - no free TVs, no half-priced buy catalog, no job offers, instapromotions or raises, no blind dates.
2.  A mod that changes the way playable employees at sim-owned businesses are paid, so that they don't get paid twice (once when you actually play the business, and once when you play the employee's house and they go to work and get a salary).

Anyone know where they are?
31  TS2: Burnination / The Podium / Re: Less Hunger Satisfaction With Fresh Food. on: 2011 May 08, 00:11:54
Maybe I'll have to switch it out and compare at some point, then.
32  TS2: Burnination / The Podium / Re: Less Hunger Satisfaction With Fresh Food. on: 2011 May 07, 23:54:09
Not according to the RTFM - or at least, it doesn't seem to limit their talkativeness in circumstances that my sims actually eat under, though I confess I never actually went into the code to check.
33  TS2: Burnination / The Podium / Re: Less Hunger Satisfaction With Fresh Food. on: 2011 May 07, 23:40:13
It doesn't stop you from being able to turn one fish into enough food to feed a family for several days, though.  Also, you can't use noeatcrap if you prefer crammyboy's mod that makes sims actually STFU and eat occasionally.
34  TS2: Burnination / The Podium / Re: Less Hunger Satisfaction With Fresh Food. on: 2011 May 07, 23:27:53
I'm pretty certain I asked for this exact thing in the thread that is actually for, you know, WCIFs.  Maybe you should have looked there before making a whole new thread.

ETA:  Well, huh, it seems that the WCIF thread has some weird pruning policies, because my question is still there but the answer doesn't seem to be, anymore.  The mod is here.
35  TS2: Burnination / Oops! You Broke It! / Re: Graphic Glitches with Windows 7 [SOLVED] on: 2011 April 27, 05:25:29
Yes, posting about things related to TS2 in the TS2 forums - who would have expected that?

Things are great in 2008.  My games from the late 90's that I still play say hi, too.
36  TS2: Burnination / The Podium / Re: An extracted Uni vanity mesh... Is possible? on: 2011 April 25, 22:25:58
Oh, that's good to know.  I probably would have made something like that if I didn't just send all of my sims to uni as way to get them to spend all of their ill-gotten gains.
37  TS2: Burnination / The Podium / Re: An extracted Uni vanity mesh... Is possible? on: 2011 April 25, 22:22:10
Also, an annoying thing about Uni if you don't actually play Uni is that all of your sims get an automagic bad memory about not going to college when they grow up, and IIRC the knowledge sims actually get a fear of it and then cry about it later.
38  TS2: Burnination / The Podium / Re: An odd discrepancy in the FFS hacks archives? on: 2011 April 08, 05:45:58
I believe they are all backwards compatible in general, but Pes often recommends against running the game with lots of Awesomeware until you've updated to an engine later than NL by installing a later EP or stuff pack anyway.  You could always just put it in and see if something explodes.
39  TS2: Burnination / The Podium / Re: Is it possible? on: 2011 March 17, 20:10:15
Inge has told me that a) she is not really doing TS2 modding anymore and b) she is fine with (me, at least) modifying (a particular [different] mod of hers, at least), so it seems probable that she'd be find with letting someone else mod her wedding arch.  OTOH, you'd have to find someone who would actually want to do that.  I'm not sure how much of a difference this mod that you have in mind would make anyway, though, as it mostly just seems to be a matter of a social interaction and a few relationship points.

Also, IIRC it is fine to necro Peasantry threads if you have actual non-stupid questions/comments about the hacks/objects.  Or, you could just PM Inge, which is what I did to get the above information.
40  TS2: Burnination / Peasantry / Re: Miscellaneous hacks by rufio [New 1/7/2011: NoLTAPermaplat and NoAutoFishing] on: 2011 March 05, 18:26:35
If you're playing the community lot from the business side, they should buy the novels and pay for them automatically when they leave, and it works just fine in my game.  This sounds like a problem with businesses and/or cash registers in your game.  Sims will occasionally walk out of businesses with un-paid-for objects, but it doesn't happen all that often, and they will eventually wander back and pay.
41  TS2: Burnination / Peasantry / Re: Miscellaneous hacks by rufio [New 1/7/2011: NoLTAPermaplat and NoAutoFishing] on: 2011 February 28, 04:26:11
I used the sellablenovels hack, and found out that cloned novels don't appear in sims' inventories. I.e. a sim buys a novel, but it disappears instead of being put in her inventory. Is that intentional, is it how the hack supposed to work?

They should go into their inventory, just like any other OFB purchase.  Inventory is not actually accessible while your playable is on a non-owned community lot buying a novel, though, and it won't appear in their inventory at home if they didn't actually pay for it.  Just like with every other OFB purchase.

Quote
Also no sims actually pay for bought novels, they ignore the cash register

You have to actually click on the cash register to get them to pay, just like with other OFB purchases.  It's not like clothes, where they just go to the cash register by themselves.
42  Awesomeware / The Armory / Re: FFS Director's Cut: More Awesome Than You on: 2011 February 21, 06:16:31
You could just install NL (which I kind of remember Pes saying will upgrade your engine to be Awesomeware-compatible) and nothing else, and simply not use any features from NL you think make it too easy.  NL doesn't even get you any real bonuses if you ignore the vampires and dates, does it?  There are plenty of things I specifically avoid using in the game because they make it too easy - it is not that hard.
43  TS2: Burnination / The Podium / Re: Anyway to stop Sims autonomously taking photo-booth pictures? on: 2011 February 17, 23:59:42
FWIW, I have no photo-booth-related mods, and I have had uncontrollable sims autonomously take photos, though it only seems to happen once in a blue moon.  Probably your lots just need more distractions.
44  TS2: Burnination / Peasantry / Re: Enthusiasm gain mod - V2.00 (19 Oct 08) on: 2011 February 15, 22:05:55
You know, if you just look back like, three posts ago, it was uploaded as an attachment.  Is it really that hard to read through a one-page thread about a mod you're interested enough in to download?
45  TS2: Burnination / The Podium / Re: The "Where Can I Find This CC?" Thread - Because you fail at Google on: 2011 February 15, 05:31:12
Oh, is that how you do it to prevent them from automatically failing school and being taken away by the social worker as soon as they move in?
46  TS2: Burnination / The Podium / Re: Removing sims without removing links to them. on: 2011 February 09, 20:34:49
The only problem would be if a player didn't want their sim to "forget" things that had happened in the past.  The stubs as I understand it are holding just enough info to fill in the strings in the memories stored on each sim - eg name, to provide "had first kiss with <name>" "was potty trained by <name>".   To get rid of everything that needs a stub, the sim would have to look like an amnesic without a past!

Well, this is what happens anyway, when you "move" sims between neighborhoods by cloning them and cheating them back to all their skills, etc.  I'm just thinking of a hypothetical way that CI could do this same process automatically, but without having to create a new sim and transfer the lot separately, painstakingly record all of the sim's stats so that you can recreate them with hacks, etc.
47  TS2: Burnination / The Podium / Re: Removing sims without removing links to them. on: 2011 February 09, 03:36:28
If I had a list of memories which could be safely deleted and those which cannot, then it should be a fairly simple matter to delete the ones that can be deleted and change the rest.

Which ones can't be deleted?  Tabula Rasa deletes all the memories of a particular sim; would that need to be fixed too, now, if there are some that really shouldn't be deleted?

I wasn't aware that the game might attempt to access invalid portions of the stub sim's data.  That may explain why these people believed that removing the stub sims was the safest option.  Can I assume that the game is smart enough to avoid accessing invalid portions of the mystery sim's data?

I don't actually know that it does - this is another impression I've mostly gotten from reading posts here, and it could just be that the stubs add to the list of sims that has to be iterated over for set to next/etc., and that that is the only reason they are anathema (well, and also because they take up space).  This whole aspect of the game seems very poorly thought out to me, though, and it wouldn't really surprise me if this was a feature they put off until the very last minute or something, and which they therefore may have failed to account for in other places in the code besides just the obvious ones.  I would also be interested in confirmed information about this.  FWIW, I have never heard the mystery sim being implicated in any problems.
48  TS2: Burnination / The Podium / Re: Removing sims without removing links to them. on: 2011 February 09, 02:08:47
That said, I have always assumed that stub sims were EA's "fix" for broken connections.  Obviously, not everyone believes that.  Now that I'm doing the development on the Clean Installer, it's clear that the Clean Installer doesn't actually clean up the broken connections when you remove one of the stub sims.

This was what I thought too, based on reading Pescado's posts here - that when you package sims or put them in the lot bin, the game figures out, oh we are moving neighborhoods now, all these pointers will become broken, and creates partial character files for them to point to and stuffs them in the lot, too, and then problems arise because they are not "real" sims and lack a lot of data that the game will inevitably try to access anyway.  If that's the case, the "stub sims" are just a deferred dangling pointer issue, rather than something that will immediately cause crashing and corruption, but are still the same basic problem.

Could Clean Installer actually be modified to clean up stubs and broken memory references, though, maybe even to the point where you could move occupied lots into the bin and export them, purify them with CI, and safely install them in a new hood?  I understand the old hood would probably still be hosed, but if you are evacuating sims from it you might not care about that.
49  TS2: Burnination / The Podium / Re: Removing sims without removing links to them. on: 2011 February 08, 21:55:19
Well, I was under the impression that all of "stub sim" problems actually arise as a result of deleting sims without deleting memories and links to them, a subset of which problem is moving sims who already have memories to a new hood where the sims referenced by those memories do not actually exist.  Deleting sims from within the game without deleting the memories that link to them certainly does cause corruption, and I can't imagine that this would somehow be different just because you just deleted them from from a house using the clean installer instead.
50  TS2: Burnination / Peasantry / Re: Miscellaneous hacks by rufio [New 1/7/2011: NoLTAPermaplat and NoAutoFishing] on: 2011 February 05, 20:07:08
I have a question though: What does actually cause the stupid "You invited me to stay the night but didn't let me get any sleep" lines? When my Sims invite friends to stay the night some of them will use the available bed in the guest room, but others will just complain and whine.

A horrifying BHAV in PersonGlobals, which took me hours to organize into something that made procedural sense, actually.  It is the BHAV that is called repeatedly for every visiting sim on the lot periodically, to check their motives and decide whether or not they should leave, and if so, how and with what dialog.  IIRC, this dialog popped up when "normal" visitors (i.e. not the nanny, vacation friends, dormies, roommates, etc.) had their energy dip below a certain point on a home lot.  Presumably, if you haven't globally banned all beds with autonomycontrol like I have, sims you've asked to stay over will autonomously choose to use a bed (or take a foodnap) before their energy gets to that level, and then you won't get the dialog, and as of AL it seems like they will attempt to autonomously seek out beds at certain times of day regardless of actual energy level.  If they are otherwise occupied or distracted, or cannot use beds or find a bed to use or something to foodnap in before their energy gets too low, you get the dialog and they will leave.

I don't have a whole lot of suggestions for how to keep visitors' energy motives up - sims will autonomously use coffee makers in an unmodded game, but the Awesome hack that prevents them from bogarting coffee stands on community lots also seems to make it much less likely for them to drink coffee on home lots.  There's also the coffee tree (an Awesome conversion from some Stories game or other, IIRC), but I don't know if it's autonomous, and I can't think of any other autonomous object that increases energy.  If you just want them to stay on your lot forever (for example, if you are running a home ticket business and would just like them to stay and keep paying you $50 an hour) foodnapping is very effective - just leave platters of gelatin and lots of tables with chairs around, and chances are, by the time they get hungry enough to abandon the poker table and grab a plate, they'll also be tired enough to foodnap, and AFAICT they will then foodnap literally forever, until either someone turns on a radio, you intervene using god powers, or it gets cold enough and their hunger is low enough that they freeze to death, or something similar (I haven't seen them die in any other way, but I've been more careful about checking up on them and waking them up if they are about to starve since then).  That probably isn't very useful if you want them over for actual social interaction, though.  IIRC, if you have them woohoo in bed in the traditional way (by relaxing and asking them to join, without ACR) and it is after a certain time of night, they will stay in the bed afterwards and sleep, too.  Asking them to stay the night might be required for that, now - I haven't done that for ages, because ACR is so much more convenient.
Pages: 1 [2] 3 4 ... 39
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.199 seconds with 18 queries.