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Pages: 1 ... 31 32 [33]
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804
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TS2: Burnination / The War Room / Re: Correcting the DNA of Strangetown premade characters
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on: 2006 November 15, 19:32:51
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Now I don't remember exactly where, but a Maxoid said somewhere that that list influence the probability of passing that traits in the next generation: if parent A has i.e. the nose in that list, and parent B not, the probability that the offspring will inherit the nose of parent A is higher than that of parent B nose. If both parents have the same trait in the list, then probability will be 50/50.
I'll search for that original post.
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805
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TS2: Burnination / The Podium / Re: More Maxis "Morality"
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on: 2006 November 15, 15:07:11
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Yes, the standard (pre-OfB) white wedding dress works with pregnant sims too, it's the maternity formal dress that is different: the game pre-select maternity dresswear automatically, and ignore your setting, in everyday, formal, swimwear as well as undies. Unless of course you use a specific hack, you can't choose what dress they will wear.
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806
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TS2: Burnination / The War Room / Re: Deleted 2: Electric Boogaloo!
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on: 2006 November 09, 09:05:02
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Unrelated. The neighborhood creation index for new neighborhoods always start at 1 everytime you restart your game. Gosh! Of course, now it makes sense: I had to quit the game, to fire up SimPE, so that's why I've seen all that... Thanks, good to know .
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807
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TS2: Burnination / The War Room / Re: Deleted 2: Electric Boogaloo!
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on: 2006 November 08, 05:52:34
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Open up and reset the Sim Creation Index Is it possible that this resource in some way contains also the index of neighborhood's number (N001, N002, etc.)? Following your tutorials - this one and that on terrain surgery - I noticed that the fifth pair of hex (after 34 6a 2a cc, which is the resource "name" in reverse order) is always be in all premade neighborhoods, and different in all those created later. Now, if I merely create and later delete neighborhoods, deleting their folder also, when I create a new neighborhood it takes always the next serial number; but if I change that resource from <whatever> to "be", the next neighborhood I create, will take the next "free" number, not the higher one as usual. Not sure if I explained clearly: I create N004, N005 and N006. Deleted N005 and N006. Creating another neighborhood, it will be N007. But, if I change that resource in my N004, the new neighborhood will be N005 instead. Is all this possible or I've made my usual mess?
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808
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TS2: Burnination / The Podium / Re: Safely bringing in a preplayed family...
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on: 2006 November 06, 12:15:30
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Hmmm... I've played the same neighborhood for about two years, before it goes BFBVFS; I tried to save the most of my sims and stories, but after many attempts, the only reasonably safe way I found out was cloning them and reconstruct manually every single bit of their personality, ties and story from scratch. It took me less time than editing and cleaning the original sims themselves.
For example, I packaged one of these sims in an empty lot: it took 1 hour and 40 minutes (not joking), and the resulting package spreaded about 24000 files, once installed. Ok, it was a sim about 2 (real) years old, but it was only ONE, single, CAS sim, with no parents and no offspring ever, dammit!
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809
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TS2: Burnination / The Podium / Re: enemiesaccumulate and dart games
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on: 2006 November 06, 11:53:28
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Same thing happened to me with chessboard. Mean sims cheat a lot autonomously, and relationship score sinks very fast, if caught doing it. I think your sims kept cheating each other while you were distracted, this could explain the bad result.
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811
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TS2: Burnination / The Podium / Re: Is it safe to move the reporter into a household?
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on: 2006 November 03, 20:22:38
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I agree; I don't know anything about the code, but trying to figure out looking at the game during these months and years, it seems that Maxis/EA/whatever choose to manage playables/non playables at first through their selectability rather than their specific characteristics; this works, but it seems to me that is not very reliable.
Anyway, for sure, the best way is always backup your neighborhood often, and try to not crying too loud when you found that you scrambled everything and have to replan your stories, and re-play, and... oh, grrrr :/
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812
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TS2: Burnination / The Podium / Re: I've got a frigid sim here...
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on: 2006 November 03, 16:59:06
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I think it's the noinstantlove hack: I've had a similar experience (hack installed): bolt X crossed, he flirted with her anyway and get a crush. Now their relationship is 100/100: he is in love with her, but she's not, neither a crush, nothing. Can't use ACR neither: she rejects him all the time. The funniest thing is that she is my sim-me *grin*. It's one of the most amusing stories I've played so far *_*.
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813
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TS2: Burnination / The Podium / Re: Is it safe to move the reporter into a household?
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on: 2006 November 03, 06:21:33
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Good point! I've forgot the GUID thing. Oh, and I forgot BCONs too: normal sims doesn't have any. I was curious and tried to look at these issues a little more, so I've noticed that Original GUID is always the GUID of corresponding NPC Template object in objects.package (rather obvious, so far), and the Fallback GUID is always the GUID itself (i.e. if your sim has GUID 0xACB500A5, his fallback guid is 0xACB500A5 as well). Playable sims, townies and downtownies (non-npc) all have 0x7FD96B54 as Original GUID, which is actually the TemplatePerson GUID. I've written down a complete list of NPC GUID (UNI & NL); not sure if it's useful some way, but since it's yet done, here it is: EP Template Name GUID Original GUID ------------------------------------------------------- B Bartender 0x0C8EE246 0xAC87048A B Boss 0xAC87048A 0xAC31502A B Burglar 0x4C0DE403 0x2C0D7EB9 B Delivery Person 0x4CAD4A18 0x7FD96B54 B Demo Dummy 0xACB58C44 0x7FD96B54 B Exterminator 0x2C31398B 0xA82892C3 B Firefighter 0xAC3ABE65 0x8C352DFD B Gardener 0xACAAB82A 0x7FD96B54 B Handyman 0x4C6349E3 0x2C31398B B Headmaster 0x6CD7D0E3 0xAC87048A B Maid 0x4C5BA139 0xC61931DC B Nanny 0x4CB50CEB 0x4C5BA139 B Paper Person 0xEC3EA3FF 0xCC3523CD B Person 0x7FD96B54 0x00000000 B Pizza Dude 0x4CAD5157 0x7FD96B54 B Police Officer 0xEC0DE507 0x4C0DE403 B Register Clerk 0x4C4428BC 0x8C352E9B
EP1 Barista 0xCEAA3CA4 0x0E8507B8 EP1 Cheerleader 0x6EAF4A2A 0x8EA1056C EP1 Chinese Deliv. 0xEE963CF9 0x4CAD5157 EP1 Coach 0x8E83C01F 0xCE83BFB3 EP1 EP1 Bartender 0x0E93A00E 0x4C5BA139 EP1 Evil Mascot 0xCEC0ADEE 0x0EAF64B9 EP1 Lunch Lady 0x0E8507B8 0x4C5BA139 EP1 Mascot 0x0EAF64B9 0x6EAF4A2A EP1 Professor 0x8EA1056C 0x6E9D5360 EP1 Streaker 0x0E67FB80 0x4C5BA139
EP2 Chef 0x2F4C1856 0xEF2F2878 EP2 DJ 0x4F583CAD 0x2F4C1856 EP2 Grand Vampyre 0xCF99CB2E 0xCF7A514E EP2 Gypsy Matchmaker 0xEF594042 0xCEAA3CA4 EP2 Podium Guy 0xEF2F2878 0x0E93A00E EP2 Server 0x6F4C183F 0xEF2F2878 EP2 EP2 Date - Diva 0xEF826029 0xCF7A514E EP2 EP2 Date - Slob 0xCF7A514E 0x4F583CAD
I noticed also that according with original GUIDs, some NPC seems "derivative" (sort of) from other NPCs. At this point, it was funny enough to trace a "tree" of these pseudo-dependencies. I absolutely have no idea if all this stuff could have any purpouse, but just in case: |Delivery Person TemplatePerson ----> |Demo Dummy |Gardener |Pizza Dude
Boss --------------> |Bartender |Headmaster
|Lunch Lady |Nanny Maid --------------> |Streaker |EP1 Bartender ------> Podium Guy ------> |Chef ------> DJ -----> Dateable Slob -----> |Dateable Diva |Server |Grand Vampyre
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814
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TS2: Burnination / Oops! You Broke It! / Re: Student can't move fiancee into dorm
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on: 2006 November 02, 06:44:25
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Even if the dorm is full, whenever you add a playable sim, one of resident dormies frees his room and go away: the only limit is the usual 8 sims/lot, so, you can't ask to move in, but you can always add as many students you want (below the limit) by merging of households.
Also, I noticed that even if you remove the 8 sims/lot limit, with the hack, the limit remains in merging households: you can add more than 8 sims to the lot only with move-in/marriage/try-for-baby.
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815
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TS2: Burnination / The Podium / Re: Is it safe to move the reporter into a household?
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on: 2006 November 01, 22:04:04
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I have an evil mascot moved in a family; he acts normally (no more prank obsession and such), but every time I load that household, he is a cow and his personality is resetted to 0 nice/10 playful/etc.. I solved by editing in SimPE: Sim Description -> Other -> NPC type = 0x0000, then open character file and delete all the extra BHAV except init, main and load.
Another trick is age him back to child or toddler, then again re-age in adult. This usually resets the charachter to normal.
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818
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TS2: Burnination / The Podium / Re: Grrr to Maxis prudishness
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on: 2006 October 27, 19:39:20
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In the same strange world where all you need to do is type "motherlode" and your bank account is fattened. And immediately after this: I do have an ACR extension planned for pets that will take care of this issue. twojeffs, If you make an ACR extension to handle motherlode in real, for sure I would pay zillions for it!! (easy, typing motherlode a few times) (sorry for OT, but I could not resist )
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819
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TS2: Burnination / The Podium / Re: Homeschooled Vampires?
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on: 2006 October 05, 14:19:52
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For the cars: if the driveway is long enough (i.e. base driveway + one or more extentions) you can have a car in every driveway-slot (ex. driveway + extention in garage = 2 cars): the cars in the extentions simply disappear when used.
Place coffins as near as you can to the driveway/garage and give the command to enter in coffin when vampires are yet at school; in this way, as soon as they return from school they first drop homework on the ground then immediatly go sleep in coffin, and you save many useful seconds for their sake.
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