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26  TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds on: 2009 May 21, 00:51:56
Moving a sim out of a house and trying to merge them with another household does not bloody work. They get placed in the 'clipboard' area; after attempting to merge this sim into another household numerous times, I gave up and clicked 'Return To Game'. The sim I was trying to move in has effectively been deleted from the game now; none of my sims have any relationships with him any more and he is nowhere to be found. Yippee.

I remember something from one of the lessons that any sim/household that is still on the clipboard will be discarded if you don't put them into a house. Which is kind of sucky, IMO. It sounds like that happened with your sim.

But with a marriage-related move, I was quite surprised at how well it worked. I wanted my test sim to move into her husband's house, which was larger and better furnished. After they did the little private ceremony, there was a dialog box. I moved both sims to his side of the panel, then renamed the household to her name. I also got to decide if I wanted to pack her belongings, or sell them. There was no loss of wishes or opportunities - the sims walked together over to his house, and she had a little negative 'moving day' moodlet for a few hours.
27  TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds on: 2009 May 20, 21:13:08
I'm curious about another thing. Do the sims stay in their normal clothing while pregnant? There is no more changing into pregnancy clothes? That is an improvement.

My not-really-a-self-sim changed clothes when pregnant, and "plan outfit" wasn't available on the wardrobe anymore. It's annoying, but the 2 pregnancy outfits I saw were more varied and somewhat less fugly than TS2 default maternity wear.
28  TS2: Burnination / The Podium / Re: Enabling CC objects for the Quarter Tile Placement Cheat on: 2009 April 10, 13:51:33
I've had success using dining chair & table combos on quarter tiles, but I found I have to be exact in placing them where they need to be slotted for the objects to function. I start with placing them snapped to a full tile, and then activating the cheat and carefully moving each object the same distance in quarter tiles. In occupied lots, I check by going to Live mode to make sure the chairs push in to the table and sims can eat a meal.

I wouldn't say that I've tried every chair and table in the catalog, but the ones I've tried have worked (including your slaved dining tables, HugeLunatic Smiley). I haven't experimented as much with desks, but I *think* I have had success with them as well.

I have no idea about diagonals, though... I rarely use the 45-degree cheat except for decorative objects and the occasional living chair.
29  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 08, 12:41:57
I have all EPs/SPs through M&G, and it's generally working for me. Sometimes, the sims that went to the community lot arrive back at the home lot with no passage of time. I don't get any errors or dialogs when it happens: it's just simply as if the hack were not present in my Downloads folder.

I haven't yet noticed any common circumstances between situations when it doesn't work, and I lack patience for testing. Smiley I'm just going with it and backing up regularly in case the hood goes asplodie.
30  TS2: Burnination / Oops! You Broke It! / Re: Didn't think it was possible to bork this much! on: 2009 January 11, 14:32:25
The OP's question was about moving 12 GBs of CC in the Downloads folder order to test a game without it. My language could have been more precise, I suppose. For a vanilla game, anything that's been modified in Program Files would first have to be restored to its original state at installation. Replace modified neighborhood templates with originals, remove anything that's been added to TSData\Res subfolders, restore backups of files, etc.

Hey, if you really want to be exact about running a completely vanilla game, then I suppose ditching the no-CD crack and running the game from the disk would also be required, right? Any volunteers?
31  TS2: Burnination / Oops! You Broke It! / Re: Didn't think it was possible to bork this much! on: 2009 January 10, 13:40:11
Don't forget, if all you want to do is test a vanilla game, you can rename your 'My Documents\EA Games\The Sims 2' folder to something else, then start the game. This will generate a fresh 'The Sims 2' folder with the EAxis default neighborhoods and settings. At that point I usually delete all the 'hoods but one, then use that for testing.

You'll probably still have to go through the process of moving files to track down the problematic CC, but I find it to go more smoothly with the default 'hoods. They're smaller and therefore take less time to load than my primary 'hood.
32  Awesomeware / The Armory / Re: Phone Hack v8.3 on: 2009 January 06, 15:09:05
@Roux, where & when did you read that?
If you're talking about this cosmetic bug from an August post, then I'd guess that the latest CEP9.1 from November must have fixed that.  Works fine now for me.

It was just something I remembered reading somewhere along the way. I don't use that particular file, since I don't bother with phone recolors, but it's good to know it's sorted out.
33  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2009 January 04, 15:19:41
Yeah, you're totally right, Kyna. Apologies for not doing my part to contribute to lulz... I'll modify my post as penance. Smiley
34  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2009 January 04, 14:19:17
Edit: ask in WCIF!
35  Awesomeware / The Armory / Re: Business Controller: Business Runs YOU! on: 2009 January 04, 01:39:29
In my experience, Business-Be Salesperson appears once the sim has earned a gold badge. It's usually the first thing I queue up when the owner arrives at the business, even before it's been opened and employees have been summoned. But before gold badge, they can only skillinate on sales, which doesn't appear as an option until there is at least one customer with a buy bar.

Employees are different, however: they can be assigned to sales even without having earned a bronze badge.
36  Awesomeware / The Armory / Re: Business Controller: Business Runs YOU! on: 2009 January 03, 21:27:31
It's Macro-Skillinate-Salesmanship that requires a customer with an active sales meter. Smiley
37  Awesomeware / The Armory / Re: Phone Hack v8.3 on: 2009 January 03, 13:36:54
... only added CEP, MATY Apartment hacks (zip), and a few default skintones.

Have you tried removing CEP-EXTRA_Phones.package from the My Documents\The Sims 2\zCEP-EXTRA folder? I've read before that it can cause errors.
38  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: 2008 December 29, 20:22:48
It's been a while since I used this hack, but I don't remember it coming with any object timers, pepsihamster. To reiterate what edespino said, I think you are confusing it with Pescado's lotsynctimer, which uses the green elixir bottle. They are completely separate and unrelated hacks.
39  TS2: Burnination / Oops! You Broke It! / Re: Go to finals broken on: 2008 December 29, 14:18:19
Looks like the error I was getting with a previous version of the apthack. The current version works for me, though.
40  Awesomeware / The Armory / Re: Apartment Hack: Now For Non-Fat Gwilly People! on: 2008 December 29, 14:01:00
Just reporting back to say that the final exam error is fixed in the latest version. Thanks!
41  TS2: Burnination / Planet K 20X6 / Re: More FUBAR Than You December (New) on: 2008 December 24, 22:09:42
This just happened in my game today... the adult was Macro-Going to Bed, the teen was Macro-Cleaning, and somehow they ended up on the stairs at the exact same time. New sport: synchronized spiral stair-climbing!



Not really FUBAR, but I found it funny nonetheless. Smiley
42  TS2: Burnination / Oops! You Broke It! / Re: Sim won't stop skipping on: 2008 December 19, 14:01:57
It should be noted that sims that have less than 6 in the Lazy/Active bar will NEVER run.

Actually, I've found that lazy sims will often run if their energy motive is between 3/4 and full. It's not consistent, but it can be helpful in the mornings for the carpool/bus shuffle. Also, if you're encouraging a lazy sim to be active, you only need to get him somewhere between 5 and 6 points for "Run Here" to show up on his pie menu.
43  Awesomeware / The Armory / Re: Apartment Hack: Now For Non-Fat Gwilly People! on: 2008 December 16, 00:51:18
Hmm. I have the current version, I don't have that other hack, and I'm also getting the error.  Huh  I haven't done a binary search yet, but there aren't any obvious conflicts according to HCDU. I'm not able to work on it now, but I'll look into it tomorrow.

EDIT: All righty... generated a fresh The Sims 2 folder and emptied out my Catalog\Bins and Overrides folders, just to be on the safe side. Downloaded a fresh copy of the DC to ensure I have the most recent version of hacks. Created a new YA sim and plopped her in one of the ALT dorms.

Loaded only my usual suite of Awesomeware, including apthack: error at final exam time. Loaded zero hacks: no error. Added just apthack: error.

I'm not sure if this is new information, but I noticed in my regular game that the error only pops up once per major. I had a lot with two sims in the Mathematics major, and only received one error. On a lot with four sims with different majors, I got four errors.

I've attached the error log from the last test with only apthack loaded, just in case it's useful.
44  TS2: Burnination / Peasantry / Re: TS2 Store Asian Fusion Collection on: 2008 December 08, 17:31:01
So wait....I think I've gotten every thing in order form this page, but I must be missing something cause 3 of the AF outfits don't work?...

I have those.
*scratches head* I wonder where I went wrong....O.o

I don't know, but those 3 (afbodyfunkyuniform) aren't working for me, either. The weird thing is that CleanInstaller and SimPE are showing them with the right textures, but in BodyShop and CAS they are showing up as one of the outerwear outfits. Refreshing thumbnails and the like didn't help, and selecting the outfit puts them in the outerwear outfit.

I tried redownloading dawnkay's file, but it didn't make any difference. I don't have Store Edition installed, so I'm wondering if it's a property set issue or something like that? I've looked at the packages in SimPE, but can't figure out the problem.

EDIT: I redownloaded the outfits from Cerridwen's post on page 3, and they're fine now. Chadwick, give that a try as well.
45  TS2: Burnination / Planet K 20X6 / Re: EAxis house of FAIL: December on: 2008 December 07, 01:15:11
Well, it's been a few months since I felt inspired to do another House of Fail, but this one looked interesting. And like some others have mentioned, I thought it'd be a good opportunity to mess around with the new stuff in M&G. Smiley

111 Stratford Street - Roux
Price: 192,861 (drops to 118,354 with Magic Wandage)
3BR / 4BA + twins-ready nursery
Theme: "Roux wanted to play with M&G stuff." Architectural stuff was taken almost entirely from the Third Empire collection. Interior doesn't really have a theme, so I suppose I'll call it contemporary.



EPs/SPs required:
Everything, including the kitchen sink.

Custom content used, but not included:
Invisible driveway recolor (rdrglx_invisibledriveway.package)
I keep all bonus, Stories, and EA Store objects in my Catalog\Bins folder so I can't delete them in-game. I do not think I used any of them, but there is a chance I accidentally did. If so, just let me know and I'll correct it.

Features:
Anti-pest perimeter
Ground floor nursery
Lockable kitchen and stairwell
Spacious dining/caffeination area
Covered patio with hot tub, grill and dining area
Stairwell has room for hack objects (batbox, macro launcher, etc.)
Large unfurnished room on 2nd floor that could be converted for nearly any use
Greenhouse
Fishable pond

Pictures:












Notes:
Use CleanInstaller, as this lot was packaged with the Phone - Line Controller.

I really didn't want to expand the house too much, since it's already pretty massive. So, I only added space on the left for the kitchen and stairwell, and while I was at it I built a second tower.

The garden-ey part of the courtyard was enclosed to make a greenhouse, and along the right side of the courtyard there's now a covered patio area. (Love the fences that also function as columns, and the architectural decor with working windows!)

Briefly playtested to ensure the study layout worked and the house was generally navigable. However, I think I neglected to add a creativity skill object. Also, there is no desk yet, so you can place The One Desk wherever you desire.

Be warned: the Third Empire windows are a bit screwy. The double ones aren't letting in light the way they should be, and the small round ones don't seem to properly reflect light at night. Hopefully, someone more awesome than me will make a fix for them at some point. (That is, if it hasn't already been fixed and my Google-fu was lacking.)

Lastly, a nit-pick at EAxis: the new green tile roofing doesn't quite match the Third Empire architectural decor. Grrrr.

Download from 4shared
46  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2008 September 28, 14:29:13
Do you have antiredundancy installed? It's supposed to prevent the game from spawning the social group townies.
Jelenedra,

My download folder has all of the hacks for blocking excess NPCs, townies, and dormies.  All work as expected through the FreeTime EP.

As with being able to keep unwanted dormies out, I had hoped I could keep by unused apartments vacant.  With the Apartment Life EP, however, these hacks DID NOT prevent the spawning of social group townies.  When I rented an apartment, 3 townies from one social group were generated to fill the building.  Additionally, when I went to look for a roommate, 8 townies from a second social group were generated.

I suspect this occurred because base game townies which are blocked are listed in one family (XXXXFFE in SimPE) and the social groups are listed in 5 other families.

So a new hack will probably have to be developed to keep social townies from being generated.  This is probably also the case for the spawning of vacation townies and locals; although, I have never played with an empty neighborhood to see if this is true.

The game will spawn townies when necessary, despite the hacks. Obviously, it needs social townies for the unoccupied apartments, and also for roomies. If you have no apartments, you won't get social townies.

It also bears mentioning that you can reassign your existing townies to social groups using Inge's teleporter cat (AL version, of course). It's working like a charm for me so far: the townies I reassigned have been moving into unoccupied apartments without any apparent ill effects. I have 20 total, 4 in each group.

You could also make your own social group townies in CAS and then assign them to social groups using the teleporter.
47  TS2: Burnination / The Podium / Re: Apartment Life: Obligatory Hate/Love Topic on: 2008 September 23, 13:49:20
The problem with running the hack conflict detector is that is gives an error every time I do. I've tried downloading a new copy of it, but it still won't work. I'm not too knowledgeable about reading error messages, so this helps me not at all. I've attached the error message it gives, if that helps anyone.

I got some HCDU errors a couple months ago, and deleting the "Temp" folder cleared them up. (Cache issue, I guess.) If that doesn't work, you should report this at the HCDU support section at Simlogical.
48  TS2: Burnination / Oops! You Broke It! / Re: Apartment Life Borkiness, or how i ended the world in 1 hour. on: 2008 September 19, 16:47:27
   During the L&P phase, i remember a tidbit of information that was mentioned. 
Quote: "Different living experiences based on the surrounding communities impacted by rent and noise"   http://www.simprograms.com/?p=429
   Yet this wasn't mentioned in either of the chats nor since release.  It makes me wonder if they left code-remnants (GASP!) in the game relating to what type/quality of lots surround the apt lot?
   Questions arising that need answers: (My gaming comp is on the fritz, so unable to play me sims right now).
   Would leaving the custom lot as residential until after placement and then making it an apt building alleviate the dreaded borkness?
   Do surrounding lots actually have an effect on the rent prices?
   Could this be the reason why occupied apt lots can not be moved?
   Would changing surrounding lots after setting up occupied apt lots, bork those apt lots?

As far as the feature: "Different living experiences based on the surrounding communities impacted by rent and noise"... I suppose that it would require some testing to determine whether this feature was ever implemented.  My guess is: no.  I believe that EA ran out of time to complete everything and sent out the survey to try to decide which features to cut.  I haven't been able to find anything about this feature in the released product documentation.

I recall from some L&P that the alleyway neighborhood decorations are intended to impact the rent cost in nearby apartment lots. Trashy ones would lower rent, while fancy brick ones raise it. However, I've not tested it. Has anyone here played around with this yet?
49  TS2: Burnination / The Podium / Re: My sim's wife is a sekrit furry! on: 2008 September 11, 14:18:17
Here's some old, but good info on fixing mascots and other NPCs: http://www.moreawesomethanyou.com/smf/index.php/topic,5646.msg162123.html#msg162123
50  TS2: Burnination / Oops! You Broke It! / Re: Apartment Life Borkiness, or how i ended the world in 1 hour. on: 2008 September 11, 14:04:17
Quote from: Alex
Also, about the graves, the problem with moving it to a community lot is that the death type is reset, meaning they all supposedly "died" of starvation.
Alex, you know for sure this is true?  Has it always been this way?  Huh

AFAIK it worked fine for a while, but got broken in one of the expansions... perhaps OFB.
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