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1  TS3/TSM: The Pudding / The World Of Pudding / Re: Can we talk about 64bit Russian Horror Version and x32 EAxis official Horror on: 2009 June 17, 14:42:50
Code:
Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts]

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts\EA Core]

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts\EA Core\Installed Games]

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts\EA Core\Installed Games\sims3_dd]
"lang"="it_IT"

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts\Sims]

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Sims\The Sims 3]
"Country"="IT"
"SKU"=dword:00000004
"DisplayName"="The Sims™ 3"
"Install Dir"="C:\\Program Files\\Electronic Arts\\The Sims 3"
"Locale"="it-IT"
"Telemetry"=dword:00000000
"InstallStart"=dword:00000000

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts\Sims\The Sims 3]
"Country"="IT"
"SKU"=dword:00000004
"DisplayName"="The Sims™ 3"
"Install Dir"="C:\\Program Files\\Electronic Arts\\The Sims 3"
"Locale"="it-IT"
"Telemetry"=dword:00000000
"InstallStart"=dword:00000000

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Electronic Arts\Sims\The Sims 3\ergc]
@="BNQYM4BT8D8FY8DXJRLD"
real 64 bit applications usually don't use this part of the registry.

when accessing the registry with standard methods on 64 bit windows versions, 64 bit apps access the usual tree, while 32 bit apps usually only access the Wow6432Node-tree.

the Wow6432Node-tree is some kind of replica of the original tree, but to separate 32 from 64 bit apps.
2  TS3/TSM: The Pudding / The World Of Pudding / Re: "Bad reception" mobile phone bug on: 2009 June 17, 14:30:38
but I keep missing opportunities

You don't miss opportunities for not answering the phone. You should still receive them once the phone stops ringing.
i can second this.

i have the same problem with one of my sims. never missed an opportunity though.

for me it looks like the problem is connected to space, you have to roam. often, if not always, my sims tries to look for rather large free space before he answer the phone.

probably he does so to not block some other sims way, even if there isn't one.

so leaving the "crowded" place is most of the time a solution, although not a satisfying one.
3  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits Cheat Sheet - Work in Progress on: 2009 June 08, 17:01:04
evil sims will get "Fiendishly Delighted" too for training/teaching other sims.
4  TS2: Burnination / Taster's Choice / Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8) on: 2008 October 06, 22:37:56
Thanks

now if only someone can make a mod to enable all spells no matter the alignment

Squinge made one.
http://www.insimenator.net/showthread.php?t=95227

if you haven't noticed, this was already done in response to the request. look here.
5  TS2: Burnination / Taster's Choice / Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8) on: 2008 September 17, 04:25:07
Do I understand it correctly that this also contains the noalignmentchangeoncast.package mod too, or should I get both? Thanks for these by the way, especially since it's not something you'd make for yourself. Smiley
you did.

dont mix the different alignment-packages, cause they all modify the same BCON-tables (more or less).
6  TS2: Burnination / Taster's Choice / Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8) on: 2008 September 16, 15:54:30
now if only someone can make a mod to enable all spells no matter the alignment

name: noalignmentreqandchange.package

description: casting a spell or creating an object dont have alignment requirements and dont change alignments. magic skill requirement stays in place. although, casting a spell or creating an object of the wrong alignment take much longer, have lower success rates and drain motives much more, as already implemented through EAxis.

i dont know, if somebody already noticed it, but sitting on the throne of opposite alignment drains your motives, instead of replenish them. i didnt checked the influence of aligned objects on environment score.
7  TS2: Burnination / Taster's Choice / Re: no alignment change on casting a neutral spell + no reagents (documented) (E on: 2008 September 15, 23:13:30
On a side note the only other thing I can think the weights may effect would be the new reputation guage but I have no idea so just ignore me if I'm in completely the wrong ball park.
i dont think, the weights have any influence on reputation. i'm more concerned about their possible influence on the magic level of a sim, but i dont have enough enthusiasm to check that.

Thank you!...
oh no. i thank you! Roll Eyes

Is it possible to make a hack that makes spells not change your alignment at all? I wish the only way to change alignment would be by studying it.
I think I'd like that as well, an evil witch or a good witch should be able to cast a good or evil spell respectively once in a while without their alignment changing, even a little bit.

i would not like it that way, because i think, casting a specific spell of course reflects your alignment. but it is not my part to judge, only to percieve, so here you go:

name: noalignmentchangeoncast.package

description: casting a spell does not change your alignment at all.
8  TS2: Burnination / The Podium / Re: How do you organize your CC? on: 2008 September 11, 07:18:37
Yes to both. I also combine all my package files. Say I get a dress with a mesh and four recolours, I use SimPE to combine all four files into one. It makes it so much easier and there are no abandoned meshes (plus a lot less files to muddle through. I do the same with hair and multiple recolours of maxis objects etc.  I have 735 (probably without combining it would be over 2000) files in 55 folders.

Is there a tutorial somewhere on how to do this? I'm a maniac when it comes to my downloadfolder, and this seems to be the perfect solution for the headaches it gives me sometimes.

I don't think so I just figured out most of it on my own and what I didn't know I asked the creators that I knew would. I can write out a tut this weekend and pm it to you if you can't find something suitable by then.

although probably solved via pm, i might as well add my guess regarding the procedure, so "Search"-function will find something, when others might become interested.

preparations:
- get SimPE (any version should work)
- make backups as needed
- have some space available for the temporary files

procedure:
1. open the mesh-package in SimPE
2. open a recolor-package in another instance of SimPE
3. extract whole content of recolor (CTRL-A -> RMB -> Extract...) to temporary storage
4. add extracted content into mesh (RMD -> Add...)
5. repeat 2.-4. for any further recolor
6. save mesh-package

correct me, if i'm wrong.
9  TS2: Burnination / The Podium / Re: Urgh; AL townies breeding like rats! on: 2008 September 01, 22:48:47
...
So I had some hopes that *maybe* I could turn this in my favor - except some of the groups are kinda strange.  (Gearheads Huh)
probably not, only premade sims, part of "special" households, react accordingly to gestures and stories (script driven), but they dont mind to befriend other sims as well. in addition no member of a group knows another member of the same group.
10  TS2: Burnination / The Podium / Re: Urgh; AL townies breeding like rats! on: 2008 September 01, 20:50:14
fyi: there are 5 social groups, every consisting of around 10 members. but their purpose is far beyond me. all, what it seems, you get, is +10 daily relation (in addition to normal daily relation shift), when you choose the correct greeting gesture, and further +10 daily relation, when telling the correct story, when interacting with a member of a group. multiple uses within one interaction cycle dont give multiple boni, it even seems, you only get these boni for the first interaction cycle only. so only useful for socialy incapable sims, imho, and not that much. right gesture and story, are quite hard to guess.

so long,
11  TS2: Burnination / Taster's Choice / no alignment change on casting a neutral spell + no reagents (documented) (EP8) on: 2008 September 01, 20:23:25


name: noalignmentchangeonneutralcast.package

description: casting a neutral spell does not change your alignment anymore.

alignment shift is calculated through (targetalignment of spell - currentalignment of caster) * spellweight / 100. i have set the weight (0x1000:0x02) of all neutral spells to 0, so they actually dont influence alignment anymore. i dont know, if these weights influence anything else than alignment, so consider this a hack, not a fix.




name: noreagentsdocumented.package

description: set the reagent requirements for all spells to 0, but "Magus Mutatio". all BCONs are halfway decent documented now, so you can adjust them to your liking.


name: noalignmentchangeoncast.package

description: casting a spell does not change your alignment at all.


name: noalignmentreqandchange.package

description: casting a spell or creating an object dont have alignment requirements and dont change alignments. magic skill requirement stays in place. although, casting a spell or creating an object of the wrong alignment take much longer, have lower success rates and drain motives much more, as already implemented through EAxis.


so long,
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