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26  Awesomeware / Playsets & Toys / Re: Salvaged Stories Crap on: 2009 June 04, 01:51:44
I've been using the Castaways items from this thread as well as most of the other castaways stuff that is available (thanks everyone). Suddenly, it's all missing from my catalogues. The only things still appearing are the hood decorations, and a few maxis recolours.

My old computer exploded and I have a new one, so everything was re-installed. In the process I decided to leave out Family Fun Stuff and see if I missed it. I transferred the DL folder and hood I was using for my castaways. I have checked many times that the items are in the right place, and nothing else in the DL folder has changed since switching computers.  I have cs corefuncs too.

Is it possible that FFS is required for the castaways objects to show? I haven't found it mentioned anywhere. I am loath to reinstall FFS just to check if that makes the stuff work again; it seems very unlikely. Anyone able to advise?
27  TS2: Burnination / The Podium / Re: Is "setQuarterTilePlacement on" incompatible with a userstartup? on: 2009 April 06, 04:39:58
It doesn't work for my game either. I remember having the same problem with the 45dregree cheat a while ago, too  That one fixed itself with Freetime or BV I think - anyway, it works these days. Maybe we need another EP to tweak it into shape. 
28  TS2: Burnination / The Podium / Re: Influence to garden - is there a hack to make them tend veg. plots? on: 2009 April 04, 10:21:31
You're not the only one. Haven't seen such a hack though.
29  TS2: Burnination / Peasantry / Re: Base hood University: Lion's Uni-GoldRecord and Unitest (Based on Argon's) on: 2009 April 03, 11:08:00
I've been trying to use this mod again recently, but having trouble. When moving a teen into a main-hood dorm containing the Unitest painting, they age to adult, not YA. I am using Twojeff's Blender to set sims to teen, then to 'independent teen' so they can move out.

I think the Blender independent setting is the issue, since the only dormie that has aged to YA rather than adult, is one that was the last resident of her lot, so was able to move out as a normal teen.

I will post about this for Twojeffs to look into, but others may find it useful to have this mentioned here. I've been messing with my game for several days trying to figure out what was going wrong.

For clarity, the latest version of the Blender has this in the manual:
Quote
Set as Independent Teen: Flags a teen as an adult without aging them. Note: if used you must manually age the sim the the blender to adult/young adult. If aged by the game the teen will jump straight to elder!

I must have missed that bit earlier. Non-awesome hack, I know.
30  TS2: Burnination / The Podium / Re: Is it possible to make the CS Native stove use his Fire while cooking? on: 2009 March 29, 10:36:50
Thankyou, I'll give that a try.

(...) Yes, all good now! Thanks for your fast response.
31  TS2: Burnination / The Podium / Re: Is it possible to make the CS Native stove use his Fire while cooking? on: 2009 March 28, 11:38:16
Is there a mesh or something needed for this stove?

In my game, it looks fine except that there is that blue and white text stuff inside the oven and under the cooktop. Last time I had that with something, it was becasue I had removed a mesh. I have up to M&G, minus Pets.

A pic to show what I mean:

32  TS2: Burnination / Peasantry / Re: CS Stove, Careers, and More! - New Jungle Swing 09/10/08 on: 2009 March 28, 11:32:01
Just FYI, I tried to use the wedding arch and buffet with the Celebrations ones extracted from the Store.

I got the Celebrations items in-game, but the Castaway ones don't show. I tried both the original Celeb file and the basegame version posted in that thread by Havelock. My game is up to M&G, minus Pets.

Not expecting a fix, but it might be useful info for someone. Thanks for the other Castawy items!
33  TS2: Burnination / Peasantry / Re: TUTORIAL and HACK. Hacked neighborhood deco that goes ANYWHERE. on: 2009 March 23, 11:03:35
Thanks to SaraMK and Zazazu for these hacks, they make a big difference.
 
I'd like the extracted CS neighbourhood deco  (found here http://www.moreawesomethanyou.com/smf/index.php/topic,11149.0.html) to go anywhere too.

I tried to follow the instructions given in the first post, but I'm SimPE-challenged and couldn't find the place to start (maybe because they're custom objects rather than Eaxis ones?). I can find the right spot for the Eaxis objects, but they've already been done of course. I tried opening one of the package files in SimPE, but it doesn't have the right info as far as I could see.

Would someone who has already altered them be wiling to share? Or tell me where to look for the starting point, when the objects are custom?
34  TS2: Burnination / The Podium / Re: Read novel on: 2009 March 02, 09:53:33
Rufio, that's a great hack idea. Does the bookshop owner need multiple copies of the book for restocking?
35  TS2: Burnination / Peasantry / Re: Neighbourhood scenarios on: 2009 February 22, 10:52:59
That original post is different from when I first read it, there are attatchments there that weren't there before. I still don't understand how this will effect the actual game other than the NH's (...)

The attachment has not changed.  I just added links and such to make it easier for people who don't know about random occurrence scenarios.

Yes, if that idea works for you, it's imaginary. You let the dice/RandomStuff program choose one or more scenarios from the text provided, then use that scenario to create storiylines for your game. It does not affect the game in any way, only how you play your sims. Feel free to ignore it completely.

Thanks to those who have tried to explain before I got here.
36  TS2: Burnination / Peasantry / Re: Neighbourhood scenarios on: 2009 January 27, 05:16:24
I've added a screenshot of one of the possible outputs. Hope this helps people some, although you might need glasses to read the jpg.

http://www.mediafire.com/file/zznnoyj3zzo/NeighbourhoodROSsample.jpg
37  TS2: Burnination / Peasantry / Neighbourhood scenarios on: 2009 January 23, 00:50:04
I've made a new RandomStuff file.

I looked at lots of files other people have made available (thanks), and they all affect specific sims or households. I wanted one that can apply to the whole neighbourhood, so I made my own. There are some snippets from other people's work, kudos to them for inventing the wheel.

I'm posting it in case others find it useful.

Categories are:

Nature
Human Stupidity
Public Health
Treasure Trove
Community Events

with a section to choose in which order the lots will be affected. You'd need to replace that with a list of your own lotnames.

EDIT: to limit confusion:

Here is a pic of one possible output:
 http://www.mediafire.com/imageview.php?quickkey=zznnoyj3zzo&thumb=5

You can use the text file and roll your own dice if you like, but Hook made a nifty little program to do it for you. It's called RandomStuff. It's available here:
http://www.moreawesomethanyou.com/smf/index.php/topic,8253.0.html

38  TS2: Burnination / Peasantry / Re: SimSheet (a sim-tracking program) [Now with Aspiration and LTW tracking!] on: 2009 January 19, 09:38:42
Can someone explain what Bliz Lifeline Points are please? Also, what are the three 'traits' that are being tracked?

I searched, but can't find any information.
39  TS2: Burnination / The Podium / Re: Is there a way to have grocery home business (pre-season produce)? on: 2009 January 16, 12:17:01
I read somewhere that groceries bought this way don't appear when the playable customer gets home, so they lose the money without getting the food. Or is my memory faulty?
40  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) UPDATED 2009-01-07 on: 2009 January 08, 03:58:54
Wow, that was fast. Thanks for the update.
41  TS2: Burnination / Peasantry / Re: Shiftable signs, paintings and photos (AL) UPDATED 2008-12-11 Now with mirrors. on: 2009 January 07, 01:35:49
Thanks for these updates.

The souveneir shelf ("Shelf of Glory"?) doesn't shift either. I always think it's too low, and hoped this would be fixed with AL. It isn't, in case you'd like to add it to your list.
42  TS2: Burnination / Peasantry / Re: Fix for the Lunatech "Lighten Up" Lighting Fixture now really "Build in Ceil on: 2008 October 03, 09:59:42
Why would you event want this fix if you dont have AL?

Because I can see the lamps in the way anyhow? I know there are ceilings in AL, which probably makes it worse, but it's still annoying.
43  TS2: Burnination / Peasantry / Re: Fix for the Lunatech "Lighten Up" Lighting Fixture now really "Build in Ceiling" on: 2008 October 02, 04:44:30
Does the fix require AL?
44  TS2: Burnination / Peasantry / Re: Testers wanted: WTF Snow shouldn't be on that! on: 2008 October 01, 13:08:42
Just letting you know, my outdoor painters no longer have to push through snow to get to the paint on their palettes. Thanks!
45  TS2: Burnination / The Podium / Re: buyable newspaper on: 2008 September 24, 04:30:08
There is a buyable paper on MTS2, but it's pretty old and broke the newspapers in my game (up to FT). I couldn't find an updated version.
46  TS2: Burnination / Peasantry / Re: Testers wanted: WTF Snow shouldn't be on that! on: 2008 September 19, 04:47:46
I am hoping 'anything using the accessory globals' means things they are holding, such as palettes while painting?

Thanks.
47  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2008 September 13, 01:35:29
Yes, I already was sure it was the aging that caused it. I worked out how to fix the frozen problem - resetting all the sims, and then I get an error for the crib. Once the crib is deleted, everything moves again. Not sure if I actually needed to reset the sims as well.

Thanks for that link, it looks worth trying. Resetting, nuking markers and all is having no effect on them.

update - Twojeffs' method didn't help. I aged them down to child with Insim, then grew them up with the Blender as directed. No change. I also nuked the attraction markers yet again, and reset both of them, to no avail. What else can I do?

Edit: I got some more suggestions from Simbology, but in the end re-doing that aging process did work at last. Took several attempts, and the sims turned blue twice - but the debugger fixed that.

Thanks for your help.
48  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2008 September 12, 23:42:58
Update and extra info - nuking all the attraction markers for every sim in the household made no difference, and this time I found all the sims frozen in place as well. The menus look right, apart from the two affected sims, but nobody does anything at all. This is in a game with no CC apart from the batbox. Perhaps I should take this to a different thread now, it looks like more than just tthe attraction markers?
49  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2008 September 12, 21:43:05
No, it's one or two of my own sims. I'm pretty sure what caused it. I aged her (and then him also) using the Insiminator, and omeone on that MTS2 thread also mentioned that it tended to be connected with aging.

Does the problem spread? I'm frightened to play at all in case it gets worse and I have to nuke the whole hood - which is a fairly new one I was really getting into. It was going very well until this happened!

I had one thought overnight which I will try - I hjaven't nuked the markers before, so I don't know if I should have done it for every sim on the lot? There's no option about dead romances that I have seen, and anyway, both sims are alive and well - except that they may have to split up if they can't interact.
50  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2008 September 12, 11:59:11
Hello!

I am having a problem with a jump bug caused by attraction markers I think. I found a thread at MTS2 (http://www.modthesims2.com/showthread.php?p=1960925#post1960925) describing exactly the problem in my game, and Pescado had posted that nuking the attraction markers would fix it.

I did that, and it hasn't changed. With all CC out, excepting the debugger, the problem remains. I tried everything else I could think of, including forcing errors on the sims, and nothing helps. Sadly, I saved after it started, and my last backup is annoyingly far back in the process; I'll lose a lot of changes if I have to go that way.

I have up to Freetime, excluding Pets. What else can I try?
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