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202
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TS2: Burnination / The Podium / Re: Sim Strategy Discussion
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on: 2008 May 28, 15:04:21
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I do wish I understood the Lot Timer functions. I've installed it a couple of times but never really understood 1) how to get it setup correctly in each house and 2) how to use it to time my rounds, i.e. how to setup the events so I know to change houses.
1 is very easily answered. Put Lot Timer on lot. Click timer and select 'Install for Family'. It will start at Day 0 and add 1 at 6PM every day. You can add to or subtract days from the total. Adding is useful if you're putting a brand-new CAS family in who don't need to start at Day 0 and catch up. There's also a feature ('Display'?) that will give you a pie menu showing all the other lots and what day they are on, with Event Days in parentheses. 2 is more variable and will depend on your play style and how much or little you want your families to be synchronized. Once you set an event on one lot, say for Day 23, if you leave that lot and play another lot, a little reminder will popup at 5PM on Day 22 saying, "Event Day 23 scheduled at Jones lot," or words to that effect. That way you know it's time to get back to the Event lot so memories/aging will be synchronized. There's also the 'Skip to Day X' feature. If you've got a family that you don't feel like playing (retirement home for elders, perhaps), shift-click while in debug mode and indicate to which day you want to fast-forward. Personally, I set Event Days whenever there will be an event that triggers a memory in family members living in different lots. Births, birthdays (child thru elder), weddings, deaths, Uni semesters/graduation are the main ones I target for synchronization. For example, I can see when a toddler is aging to child, and set that as an Event. If there aren't Events going on at other related lots, I can play everything as I wish until that Event arrives. At that point, I would need to go back to the lot for the aging-to-child birthday. Then the next Event on the lot would be +8 for the aging-to-teen birthday. In this way, I don't have to stick to a straight X days per household rotation, unless they have relatives in Uni and Events are going on at the home lot (I send teens to Uni with 8 days until adulthood and play 1 semester = 1 day. Stupid Dean's list memory spam.). I don't install the timer on Uni lots, but keep track of their 'Day' in the family notes, adding 1 every time they finish a semester. I also keep track of the each lot's 'Day' in the family notes, as well as details on upcoming Events. As a neighborhood gets larger and more interrelated, though, it gets to the point where there's pretty much an Event almost every day in at least one household somewhere. That's when I have to refer back to the family tree, and it gets annoying. Still, better than trying to keep track of everything manually.
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203
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TS2: Burnination / The Podium / Re: Selfmade vacation sims
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on: 2008 May 20, 14:45:41
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Damn it, I want a mountain destination with all the characters from Twin Peaks now! With Bob instead of Bigfoot? What happens when the sim rolls the want for a "bigfoot hug"? If memory serves, Bob was not renowned for his hugs. And in Maddie's case, a hug from Bob resulted in death... which come to think of it, would be interesting for the game.
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205
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TS2: Burnination / The Podium / Re: This amused me
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on: 2008 May 14, 18:11:52
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Pescado can answer this for sure (I don't have SimPE handy ATM), but I'm quite sure it was cloned from the gnome. Like Blueblood, I had a 9-10 points playful sim autonomously play with it and it turned gnome-shaped during the animation.
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207
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TS2: Burnination / The Podium / Re: Changing eyecolor?
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on: 2008 April 30, 12:27:07
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I wonder, can this method be used for replacing custom skins as well? Or should I just give up and edit the texture files directly?
I'm pretty sure I have been able to change skintone either from one default to another, or from custom to default just by editing Sim DNA (never tried custom to custom). That's why I got frustrated when it didn't work for removing custom eyes, and started searching. If my memory is correct, the characters automatically changed to the new skintone in-game and didn't need to 'change appearance', though portraits probably had to be regenerated.
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208
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TS2: Burnination / The Podium / Re: Changing eyecolor?
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on: 2008 April 29, 16:58:34
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You actually can get the new eye color to show up in the game. I recently removed some custom eyes from my game, and was able to get characters to display the 5 defaults. After some extensive searching, I found some instructions posted here by SleepyCat. you should be able to fix the eyes in the sims "character file" under "age data" (open the neighborhood and go to sim description, find the sim and under "more" you can access their DNA and Character file)
you could copy the eye code (ctrl+c) from a sim that has those eyes and then paste it (ctrl+v) into the eye line, then hit 'commit", I'd do it under DNA also. save.
then they can "change appearence" with a mirror in-game to get the "new" eyes to show up. So, change it both in Sim DNA and in the character file age data, and you should be good to go. Worked for me, though it was a PITA to do all the SimPE changes, and then summon each of the sims in-game (townies, to my chagrin) and fix their appearances. No more townie-enabled custom eyes for me!
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210
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TS2: Burnination / The Podium / Re: Graphics problem, I think
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on: 2006 November 15, 12:16:04
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Well, that makes sense. As a non-awesome customer and a non-gamer except for this one, though, it makes me a little peeved that there's no mention of it in the game specs. "Game not tested in laptops," or something like that. Oh well... if I didn't already love my lappy, I'd have buyer's remorse.
Dammit, have to go to work now.
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211
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TS2: Burnination / The Podium / Re: Graphics problem, I think
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on: 2006 November 15, 11:50:10
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I recently posed a question to EA customer support, because I have an ATI Mobility Radeon X1400 card on my laptop and was getting problems with the game crashing to the Windows BSOD. Since the game specs don't mention the ATI Mobility cards, I thought perhaps my card wasn't supported. The answer from EA was pretty standard: shut down background tasks, run in windowed mode (2 things which I hadn't been doing lately, mostly because shutting down those tasks is a PITA... but I began running it in windowed mode, shutting down tasks and unhooking the internet connection again and haven't had a crash in a few days). However, it did contain this little tidbit of info: Please also take note that this game was not tested to run on a laptop computer, as the video, sound and support chipsets are often 'trimmed down' to save on power, weight and cost. This can often cause problems with games software, which makes significantly higher demands on your hardware than traditional Windows applications. Although we would always try to assist users in getting our games to run on laptops, we cannot guarantee success. Am I the only one that this is news to? Or is this a standard gaming thing that I'm just not aware of?
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213
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TS2: Burnination / The Podium / Re: All Maxis glasses missing ??? !!!
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on: 2006 November 06, 23:48:46
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I don't know if this will help or if it's at all related, but I had issues with BodyShop after installing OMGPETZ!1one. The bodies were completely magenta. I figured it was a hack problem, and it turned out I was running the wrong version of BodyShop (from Glamour) and it was conflicting with the OMGPETZ!1one version of Quaxi's censor remover. Once I ran the OMGPETZ!1one version of BodyShop, all was good.
Also, I haven't put any accessories back into my game yet (trying to pare down the CC, and accessories are my least-used items), but I wonder if OMGPETZ!1one borked some custom accessory meshes?
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214
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TS2: Burnination / Peasantry / Re: TUTORIAL: Merging the Maxis neighborhoods.
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on: 2006 September 24, 17:18:43
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If you take a look in Peasantry you'll come across this thread where SaraMK has uploaded the merged neighbourhoods. IMPORTANT NOTE: I DID NOT attempt to attach another Downtown, and I strongly suggest that you DO NOT attempt to do so either. Every template seems to have its own numbers that it uses. So if you have one Downtown and add another, it gets a different number. Until I figured out where to change these, I kept getting one neighborhood transplanted onto a previous one. Since I changed the Downtown numbers by hand, I figured there might still be a danger of that happening. It's good to know that nothing blew up, but I would still caution people not to do it. The one-on-top-of-another glitch is FATAL. The only thing to do after you get it is to delete everything. I just thought I'd take a moment to emphasize SaraMK's warning in the thread Kyna linked to. I had deleted the Maxis Downtown shortly after I merged the neighborhoods, then last weekend decided I wanted it back so I could play the Tricou family. All of a sudden Windows was crashing whenever I tried to exit any downtown lots (both residential and community). After scouring MATY for similar problems and trying many standard fixes (removing hacks, deleting groups.cache, uninstalling/reinstalling, resetting to a vanilla game, etc.), I finally realized that the game was fine but the neighborhood was simply FUBAR. So I deleted it today and came back to this thread, because I love playing the merged neighborhood and wanted another. That's when I saw the link to the other thread, figured I'd save myself some time and download the merged neighborhood, and saw the warning about attaching additional downtowns. Fortunately I don't mind starting over, and the Tricous are included in the merged neighborhood (thanks, Sara!), but I'm kicking myself for not knowing this before. I'm just hoping others can learn from my mistake.
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215
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TS2: Burnination / Planet K 20X6 / Re: The Apocalypse Challenge: Possible change to Life of Crime restriction
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on: 2006 September 10, 12:05:11
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I haven't tried the challenge yet (not in the mood at the moment), but what about if the rule was that you have to sell off enough items to account for at least 10% of the overall family worth? I say at least 10% because obviously, it would be nearly impossible to get exactly 10% by selling items. I think it's universal from base game + no/any/all expansions that you get the family worth at the neighborhood screen. Players with OFB would have to add in the value of any owned lots. If OFB players cannot sell off enough items at the family lot to account for 10%, then they'd have to go to their business(es) and sell off items there. Now, please commence the hole-poking in this suggestion.
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216
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TS2: Burnination / The Podium / Re: "Assign Baby To" hack..? Possible or Not?
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on: 2006 September 05, 22:21:24
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Nope. These options are for the controller object, not the Sim setting them.
Just checked a house with a baby where I thought I'd painstakingly assigned sims to manage or ignore him by clicking on their portraits. Point and laugh, people... point and laugh. (Now that my dreams of one day being even slightly in the know have been so publicly shattered, I'll RTFM more carefully next time. I did read it, honestly I did!)
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217
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TS2: Burnination / The Podium / Re: "Assign Baby To" hack..? Possible or Not?
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on: 2006 September 05, 12:10:18
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I am definitely Not Awesome, but I think you can achieve this using the Automated Baby Controller: Process/Babies/Toddlers: Select Manage for the sims you want to care for it, and Ignore for your male slut. Process/Bottles: Ignore Option/Manual Override: On Always Smart Milk: Off So, you'll get the assignment functionality you're looking for, but you'll have more control over your sims' interactions with the baby. The controller will still direct the "manage" sims to care for the baby/toddler when his/her needs get low, but you'll override the controller when an adult is in the same room as the baby/toddler. And you'll be able to make the decision on how to dispose of bottles and when to feed smart milk. Just a thought.
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219
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TS2: Burnination / The Podium / Re: Saving a House
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on: 2006 September 04, 22:42:16
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I had a problem like that with a regular house, and it turned out to be because I saved and exited the lot while someone was talking on a cell phone. Check out this thread here.
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221
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TS2: Burnination / The Podium / Re: Elder Slouch
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on: 2006 August 13, 01:01:12
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Just to clarify... what Motoki's mod does is make the adult female clothing wearable for the elder female. It doesn't get rid of the hunched shoulders or the shuffling walk, but it does get rid of the droopy chest and poofy thighs. I think Pescado himself said the elder shuffle could not be burninated. Edit: Sorry, it was TwoJeffs, not Pescado. Link to post here.
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225
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TS2: Burnination / Oops! You Broke It! / Split character files?
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on: 2006 August 11, 00:53:42
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I was browsing my characters folder to take headcount and noticed that I had a couple oddly-numbered files. This is what I found:
N001_User00373.1.package (292 KB) N001_User00373.package (1KB)
N001_User00390.1.package (280 KB) N001_User00390.package (1 KB)
I opened the character files in SimPE and found that the packages with the extra .1 in the filename are server NPCs. The packages without the extra .1 in the filename only contain one BHAV: NPC - Server - Job Main. This BHAV also appears in the packages with the extra .1 in the filename, and I'm no expert, but those packages appear to be complete and contain all the other character data.
Is this a pending BFBVFS? Or would I be safe to delete these character files as long as I check for dangling SWAFs, relations, DNA and memories? Any help is appreciated.
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