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501  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2006 December 02, 20:08:08
I think you may find the outcome of all those zombies a little disturbing, since with a 10-body skill Uber-Zombie, a lot of sims are liable to become zombies. Tongue

Ahh, but you underestimate my carefully bred sims.  About half of them are grouchy and all have just as many body skill points.  Since FightClub, I've made a practice of spending influence points on community lots.  Whenever I notice one of my nice playable sims crying like a baby over some townie bully, I send my controllable over to influence them to fight...  Grin  Thus, even my nice playable sims are slowly gathering a modest base of combat experience.

If FightClub is all it should be, mean sims should have an edge when body skill and combat experience are about even.  Yes?
I'm looking forward to seeing which grouchy townies will be dumb enough to pick a fight with the Uber-zombies.  Cheesy 

Does fitness matter in FightClub outcomes?  i.e. townies and NPCs with many body skill points may not be fit.  If so, I might have to get Fitness for All to even the scales a little.
502  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2006 December 01, 20:25:15
Zombie Apocalypse causes zombies to start attacking other sims and trying to eat their brains. If they eat a sim's brain, that sim becomes a zombie.

Oh, oh, oh, I like that!!  Shocked  I was getting annoyed with my agonizingly slow zombies (who can never run, even if they have full active points), and I was going to kill them off again.  Now I have a reason to keep them around.

With reverse-zombie personalities (which means 10 nice personality points) but 10 body skill points, it will be interesting to see who they can beat up.  If necessary, I may have to reverse their personalities again...  Roll Eyes
503  TS2: Burnination / The Podium / Re: Expansion effects on regular play on: 2006 December 01, 19:42:43
I also think the extra Uni career LTWs are essential, but mainly my issue revolves around my own housekeeping.  I don't think I'm alone in this, judging by the number of posts involving forgotten hacks.  I have many essential hacks, and the best are, of course, transparent.  So transparent that I forget I have them in my game.  Most of my hacks are from MATY, not because I'm such a fangirl (in fact, my play-style tends to chafe at JMPs military efficiency), but because his military efficiency demands hacks that play nice together, and are easy to maintain.  When I update an EP, I back up, and go to 2 or 3 sites to update my hacks.  I would notice that I have a hack by Squinge, but I probably wouldn't remember that it requires special treatment.  Until of course, I have a problem, and then we all know what a pain it is to sift through CC.

I don't have a lot of time to play, so I put a penalty on hacks and CC that add to my time managing/troubleshooting them.

If a sim dies and gets resurrected as a zombie or if they get turned into a vamp or werewolf, do they still age? Or are they stuck at the age that they became a zombie, vamp, or werewolf?

I assume all servos are at the "adult" life stage permanently. I think vamps and zombies probably don't age?

Yup, except for teens who can be aged to YA and then adult, by sending them to college and bringing them back.
504  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2006 December 01, 00:48:09
I'm assuming that the changes only affect Pets, but only one version is being maintained for all EPs.  If that's correct, could someone fix the link in the OFB Hack Directory?  It points to a 0 KB zip file.
505  TS2: Burnination / The Podium / Re: Deleted Characters on: 2006 November 29, 00:09:36
Right, so the stupid thing I did was I created a "family" of three sims who were all just roomies, moved them in, spent a day with them (the welcome wagon came to meet them, etc.) then decided I didn't like the assholes so moved them out and deleted them from within the game.
Never delete from the sim-bin. This can be salvaged, if you follow the "DELETED 2: Electric Boogaloo" tutorial, and your sims appear under the "unlinked" category. At this stage, I'd just nuke and restart, though.

Doesn't the tutorial require SimPE to clean up after the lot debugger?  I haven't read all the posts below the tutorial, but moniquinin states she's playing on a mac, without SimPE.

If there is a way to clean up without SimPE could you please toss me a link?  I have a couple of rather critical sims (interlinked relatives) I naively deleted a several generations ago...
506  TS2: Burnination / The Podium / Re: Car woohooing and date wants questions on: 2006 November 28, 23:55:11
Ever notice how some men think of it as fucking, but don't really want to hear you say those words?  (Therefore, they don't call it that in your presence even though they might with others...)  Sims aren't the only silly ones.  Roll Eyes

BTW, not suggesting that has happened to anyone in this thread, just recalling one silly ex.  Grin

But as to why sims want to flirt or slow dance and then reject it, I interpret it as a wish to get to know you well enough to slow dance, flirt or whatever, rather than you know, let's get to it right now, right here under the bar...
507  TS2: Burnination / The Podium / Re: something to do with invited friend... on: 2006 November 28, 23:38:47
Speaking of zombies, I had a new-to-me want in a knowledge sim last night. It was a picture of (I think) someone who died in her dorm, and now at least a sim-week out of uni she has the want to turn him into a zombie!  Kinda surprised me, as I'd never seen that one at all.  I can't remember what type of relationship they had in uni -- I'll have to go into SimPE and see if they were enemies when he died.  If she still has the want next time I play the lot, I may just indulge her.

I get that one pretty often.  Maybe it's because my 'hood already has a few zombies?  Roll Eyes

In any case, pretty frequently knowledge sims get the want to make zombies out of their friends while other aspirations will get specifically that fear.  I've only had a family roll the zombie want once, when his enemy died on another lot.  I suppose that's because I don't have enemiesaccumulate in my game...
508  Awesomeware / The Armory / Re: Lot Sync Timer: All BlueSoups Suck Edition on: 2006 November 17, 21:07:31
Open the cheatbox: Ctrl-Shift-c

Type 'moveobjects on' and enter.

In buy or build mode, use the hand tool to move your stuff into the lowest level of your house, which should have at least some tiles of solid foundation.

Re-open the cheatbox and type 'moveobjects off' and enter.

Against all reason, the sync timer doesn't poke through the wood floor in my houses when I level up above the foundation.  I actually prefer tucking all my tools in one obvious spot, because I play quite a few large lots.  I used to forget where these special objects were from house to house, because they were so well hidden in plain sight.  Cheesy
509  Awesomeware / The Armory / Re: Lot Sync Timer: All BlueSoups Suck Edition on: 2006 November 17, 20:45:33
Have you tried using the moveobjects to hide it in the foundation?

Given how tall it is, I expected it to poke up through the floor, but it doesn't.  I don't seem to have any graphical artifacts in my game (EPs up to OFB) from it at all.  In houses without a foundation, I tuck all my MATY tools in the attic.  Just a few floor tiles under the peak of the roof does the trick.  In one house where I have neither foundation nor peaked roof, I just built a small 'closet' with no door.  It doesn't show in pictures, and sims don't interact with anything inside anyway.

I know none of those solutions is as elegant as a new mesh, but I get the feeling Pescado isn't an elegant sort of guy.   Wink
510  TS2: Burnination / The Podium / Re: Skintone selector thingy on: 2006 November 17, 20:24:59
I don't know if this is the link you were looking for:

http://www.modthesims2.com/showthread.php?t=203624

It's Christianlov's custom skintone selector.  It's advertised as changing skintones in-game with a number of static custom skin choices.  It doesn't change genetics, and warns against using skins with custom meshes.  Haven't tried it out thoroughly, as my only interest is in re-skinning a few servos.
511  TS2: Burnination / The Podium / Re: Binned hair - once again on: 2006 November 17, 20:11:45
I really don't care as much about binning hair as I do about skin.  Hair colour is easily mutable in the game.  As long as I take care to give CAS sims one of the default hairs during creation, their genes will remain perfectly consistent, no matter what I do with custom hairs.  Once in play, I can give them whatever hair style or colour I want.  It's even useful to have some custom hairs unbinned, since I can be fairly certain that a sim with that turn-on will be attracted to a playable sim.

What the game needs more are tools to manage skintones, since those are not mutable, and changing them can really bork your gene pool.
512  TS2: Burnination / The Podium / Re: The Plague-Revisited on: 2006 November 17, 19:52:42
I've tried that but I can't get any sim to be contaminated with the virus created with the station.

Yeah.  The biotech virus isn't very lethal.  It's pretty hard to contract, too.  Only the sim operating the station is vulnerable, has to have low logic skill points, and it helps if he's in green or red asp.  Even then, sometimes the occasional sim will skill up and never catch it, i.e. Amin Sims.  Had to cowplant him. 

Anyway, that's only half the trouble.  After getting them to catch the damned virus, you have to go out of your way to micro-manage them for days until they die.  If they sit down anywhere or sleep any place but the floor, they'll recover and all your work will be wasted.

It definitely can be done, but you'll probably have better odds taking out all the fire alarms and sending your sims to cook lobster thermidor at every meal.  Tongue
513  TS2: Burnination / The War Room / Re: Myths, Urban Legends, And Apocrypha Of TS2 Explored And Exploded on: 2006 November 15, 19:56:48
Think you need to re-read the very first post - the original myths post.  Births are "sado-random"   

Take two parents.  You play on Monday - sims have 2 kids personalities X and Y.  You play again on Tuesday - two more kids - personalities X and Y...... you get the drift?  The randomiser always starts in the same place.

Actually, I did know this even before I read the first post.  If you re-read my post, you'll see that I was replying to jsalemi with my observation that the re-randomiser on the lot debugger does not give my alien children more normal personalities.  It does make them extreme in different ways, just not at all normal.

Unless it is possible to be more extreme than to have 3 maxed personality traits and two non-existent or minimal ones.  I only have 4 aliens, after all.
514  TS2: Burnination / The Podium / Re: Would this be possible - hack for random NPC ages? on: 2006 November 15, 19:10:23
I just use testing cheats to age them up to elder whenever I feel they've served their purpose in life.  It hardly matters how many days they have left in adulthood, since it's so uniform. 

As for surprise, what would be surprising is if all sims had a random number of days in adulthood, and it was hidden.  They would age up without warning.  Shocked That would be random.
515  TS2: Burnination / The War Room / Re: Myths, Urban Legends, And Apocrypha Of TS2 Explored And Exploded on: 2006 November 14, 18:43:30
Probably has to do with how they coded the Pollination Technician's personality.  I've found that using the 'Re-randomize' option on the Lot Debugger before the sim gives birth to the alien makes the kid's personality more 'normal'.

Really??  Just how bad are they without re-randomising?  Shocked

I've had only 4 aliens but they all were born with 3 maxed personality traits and just one or two points in the others.  The maxed traits varied from one child to another, but all 4 spawn were quite extreme.  I ended up using their stepmoms to moderate them a little because it seemed that each child had maxed points in the same areas where their fathers had high points.

And I do use the lot debugger to re-randomise just before every birth.
516  TS2: Burnination / The Podium / Re: How do you kill pets? on: 2006 November 11, 21:02:58
That's because nobody thinks pets are smart enough to sin.

That's a little flip, but it's true.  We don't attribute a sufficient degree of free will to animals to believe that they can do evil.  Even when wild animals kill humans, not many people would argue that malice is a motivation.  The same can't be said of humans.  No matter how helpless, no human is believed to be as thoroughly innocent as an animal.
517  Awesomeware / The Armory / Re: AutoYakYak Macro Phone Caller (10/25/06) on: 2006 November 07, 19:49:07
Check for conflicts with other hacks. I know several other hacks also mess with that BHAV, and you may be getting the defective version of the code as a result. Look for anything particularly pertaining to child curfew times.

I'm getting the same result with the parents of children teleporting over.  I know it didn't happen before Pets, but I can't say more precisely when it started.  I don't have Pets, just the standard EPs up to OFB, and I'm only using a selection of hacks from the official OFB directory.  Apart from your hacks, I only have TwoJeffs mascot trophy, crystal ball, and Crammyboy's nudist hack.
518  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2006 November 01, 20:48:56
The are also all sick and the plague info is cool - or rather it would be if I knew what things stood for! Is that posted anywhere?  Couldn't find it searching on plague.  I guess LD is lethal dose and CT is contagious.  Mum/gran already died.

Try

http://www.moreawesomethanyou.com/smf/index.php/topic,5200.0.html

I haven't noticed the disease options on the debugger yet, but I guess SS is severity.

I think Pescado maintains an air of mystery around all his hacks to make the game harder to play.
519  Awesomeware / The Armory / Re: Anti Watch Out! on: 2006 October 27, 21:03:27
The car-get-in-fix for OFBp2 is available in the main directory. Get that if you're having problems getting in cars for OFBp2. Uncertain about the problem with Pets. I'll look at it if I find it happening again.

What main directory?  The OFB Official Stuff directory?
Nope.  I think it used to be there, 'cause I got it to allow mass-woohooing in cars for breeding purposes, when OFB broke it.  But it's not in there now and hasn't been for at least a week.
520  TS2: Burnination / The Podium / Re: MaxTotal cheats on: 2006 October 27, 20:25:54
Pets need to die of something other than old age.  Tongue

Or run away.  Or have shorter lifespans.  I mean, shouldn't the average adult be able to raise 3 or 4 dogs in series, from puppyhood to death-by-old-age?

Or is it that Maxis has made it very time-consuming to train a pet?  Maybe I'd feel differently about the lifespans of pets in the game if it takes 10 days to just train one properly...
521  TS2: Burnination / The Podium / Re: Custom skins and townie generation on: 2006 October 25, 21:59:33
Interesting...  At the pale end (<0.10), your spectrum goes darker as the numbers get smaller, such that I notice your 0.01 (Is that Moss, maybe?) could almost be blended into the dark shades at the opposite end.

Dewshine's system is similar.  She started with the very deep shades (>0.90) and sorted the peculiar shades from dark to light ending up with the pale but strange shades overflowing (>1.00).  Really, what we need is for the genetic skin system to be made circular!  Cheesy  That way, half the circle can be otherworldly, and the other half perfectly normal.
522  TS2: Burnination / The Podium / Re: Custom skins and townie generation on: 2006 October 14, 21:12:33
Actually, I really like the odd hues, and I think there's potential for building some interesting stories around them.  I look forward to reading yours if/when you start breeding them!  Grin

I just didn't want to deal with random (normal-hued) couples producing off-coloured children.  Tossing the peculiar shades in a genetic range of their own off the Maxis scale prevents that, while permitting their use and proper genetic propagation in 'hoods where I want them.

Unfortunately, this could result in the peculiar effect that when I breed light (normal-hued) sims with peculiar ones, their children might be almost anywhere in the Maxis range.  I'm not clever enough to figure out any other geneticising scheme where the peculiar skins could be made "recessive", if they were blended in with the normal shades.
523  TS2: Burnination / The Podium / Re: Custom skins and townie generation on: 2006 October 14, 20:20:00
MadamMim did the Enayla skins, and you can find links to them on her site.

They look fine on the custom townie mutants in my game, but I haven't started breeding anyone in that hood yet, so I don't know how they will work with offspring.

Thanks for the link!  Dewshine shared a very similar scheme with me, except that neither of us really liked the idea of any random coupling producing a really vivid coloured child.  Since there are quite a lot of the exotic skins blended into that scheme, it's pretty likely that many couples will have genes that bracket one or more of them.  It's pretty cool for an Apocalypse 'hood, but I don't like to play that theme in all my 'hoods.

Eventually, we settled on geneticising all the weird skins in a range of their own (1.++) so that their proliferation could be controlled from one 'hood to another.
524  TS2: Burnination / The Podium / Re: Another, I can't find ... thread. on: 2006 October 13, 19:34:43
The Senators have nothing to do with the hack descriptions - JM writes them himself (except for like maybe 3 that I wrote).

Actually, I was thinking more along the lines of that old thread in the Armory, rather than the rtfm's which come packaged with the hacks themselves.  You don't think I'd volunteer to write the rtfm's, do you?! Shocked  That clearly has the mark of the JiMP.  It would be great if the hack descriptions were just up to date.  Maybe it could be even more useful to noobs if it had a link from the FAQ? Smiley
525  TS2: Burnination / The Podium / Re: Another, I can't find ... thread. on: 2006 October 12, 20:33:45
As you can see, I am a noob, but I honestly have been trying to find the answer to my question before resorting to actually coming out and asking in a new thread.

From one noob to another, there is a thread in the Armory called Hack Descriptions, I think, which I refer to from time to time when I need a hint as to what MATY-landers are talking about.  It's not quite up to date, complete nor comprehensive for the more complex hacks, in spite of its length(!) but it's a good thread to search first when you need a place to start.

By the bye, to all you senators out there, I find the state of the manuals as dismal as the hacks are awesome.  However, as salve to my criticism, I offer my services (such as they are, as I am a noob) in whatever work is on the slate to better the situation.
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