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1  Awesomeware / The Scrapyard / Re: Service NPC Generator Fix for Pets p0 *CRITICAL* on: 2006 October 26, 19:44:10
I assume this will fix the problem I had where in my old pre-Pets neighborhoods, I got an error whenever I tried to call for non-pets related service NPCs (saying something about an "invalid species")?  If so...thanks!  Grin
2  Awesomeware / The Armory / Re: Business Controller: Business Runs YOU! on: 2006 October 25, 23:40:29
K, thanks.  Guess it was just a coincidence then.  Undecided
3  Awesomeware / The Armory / Re: Business Controller: Business Runs YOU! on: 2006 October 25, 23:19:55
Forgive me if this has been covered, but I seem to be having some problems with the reporter, possibly related to this mod.  A "reporter type person" showed up at my business, but did no reporter type actions.  They purchased an item and promptly left, no note taking, or anything; they acted just like any other sim (I am aware the reporter does not always review, but I am pretty certain they always at least act like a reporter).  I was pretty sure this person was a reporter since they paid at my ticket machine right away, without pondering first.  I had been running the business for a while, and hadn't had any reporter action at all, so it seemed, so as an experiment, I took the mod out.  Almost immediately, the same person as before (my "reporter type person") showed up, and was now acting like a reporter.  I don't know if this is normal reporter behavior, or if something in this mod is causing it.

I do have all EPs, including Pets, and I have the latest version of this installed, as of yesterday.

Thanks.  Smiley
4  TS2: Burnination / The Podium / Re: Abandonated & Unconfirmed Mods: Anybody tried these with Pets? on: 2006 October 25, 17:34:38
I just had an alien birth, and fwiffo's multi-pollination tech mod seems to work for me.  Smiley
5  TS2: Burnination / The Podium / Re: House Layout? on: 2006 May 25, 04:12:34
Translation:

 Huh Huh Huh Huh

 Lips sealed Lips sealed Lips sealed Lips sealed

 Undecided Undecided Undecided Undecided

 Embarrassed Embarrassed Embarrassed Embarrassed

 Cry Cry Cry Cry

6  TS2: Burnination / The Podium / Re: Hiring family? on: 2006 April 03, 21:36:41
Well yes, I had thought of this but was thinking more then the money, the point was for them to be treated as an employee where they can be assigned a specific job and you didn't have to keep directing them over and over again to "be cashier", "restock", etc., so they are more part of the business then someone who just is standing about and you have to micromanage them.
I guess I wasn't very clear....or maybe it's just a stupid idea. Undecided

Ah, I see.  That would be nice...will have to check out that mod myself then.  Smiley
7  TS2: Burnination / The Podium / Re: Hiring family? on: 2006 April 03, 17:11:40
Maybe I'm not thinking creatively enough...but wouldn't the family's wages come out of the family coffers anyways?  So it paying the family would mean the amount paid would be deducted, and then added back in, meaning they'd be right back where they started.  Undecided
8  TS2: Burnination / The Podium / Re: Family Fun pack at *GRASPS* $20.00! on: 2006 March 16, 19:30:15
$20 is a bit steep, although I might be persuaded to spend it for this:



 Cheesy
9  TS2: Burnination / The Podium / Re: Walkbys are seriously messed up in OFB on: 2006 March 15, 19:05:36
Woot!  Cool!  Didn't think of that.  Embarrassed

Thanks!  Grin
10  TS2: Burnination / The Podium / Re: Walkbys are seriously messed up in OFB on: 2006 March 15, 18:49:31
My sim had a home business with one of those ticket taker thingies that charges by the hour, and my sim's child brought a friend home from school.  Before she could come in though, or even stay on the lot, she had to pay!  So she spent nearly the whole time standing in front of the ticket taker deciding if she was gonna pay or not.  By the time she did pay, it was nearly 6PM anyways, so she just turned around and left.  On one hand, having guests pay whether they're there to shop or not is advantageous for business, I suppose, but for someone trying to make friends, it could be quite a hassle.  Undecided
11  TS2: Burnination / Oops! You Broke It! / Re: Restocking bug -- anyone seen this? (Pescado)? on: 2006 March 14, 23:29:51
There's some discussion about this bug in Numenor's thread, here.  No fix, as far as I know, but I think it's related to having crowded shelves, and possibly custom content.

Okay, rather than me read 189 posts most of which are "Thanks!" Thanks!" "Great!" "Thanks!" "Awesome!" "Thanks!" "You rock!" "Thanks"... can you just tell me, does this bug have anything to do with Numenors hack that lets you put custom items on shelves?

Sorry...heh.  Embarrassed Bug discussion is towards the end.  It doesn't appear to be because of the hack, as many people, myself included noticed this before having the hack installed.  I switched the more version for the less version, and haven't seen the problem since.  I had been placing some items on shelves with moveobjects, which allowed me to cram them together like the more version of that mod allows.  I tend to think it's related to that, having more items on the shelves as intended, but then, I'm not sure.  That's just been my experience.  Undecided
12  TS2: Burnination / Oops! You Broke It! / Re: Restocking bug -- anyone seen this? (Pescado)? on: 2006 March 14, 23:04:38
There's some discussion about this bug in Numenor's thread, here.  No fix, as far as I know, but I think it's related to having crowded shelves, and possibly custom content.
13  TS2: Burnination / The Podium / Re: The cheesecake thing on: 2006 March 14, 03:58:46
Um...I think that's what I did.  Correct me, please, if I'm wrong.  Huh
14  TS2: Burnination / The Podium / Re: The cheesecake thing on: 2006 March 14, 02:46:38
I posted this on TJ's Cheesecake thread, but will repost it here:

I did some preliminary testing tonight, but I don't know how much further I have to go with it.  I had the 50% version of this mod installed, but took it out of my downloads for this testing.  I used the tombstone of L&D to to get a sim pregnant, saved the game, used speed up my pregnancy to make her give birth, had a single baby.  Exited without saving, reentered the lot.  My sim is still pregnant with 1 single baby.  She ate cheesecake, gave birth to twins.  Repeated this 6 more times, so far, all births with eating cheesecake were twins, those without cheesecake were singletons.  The single birth pregnancy changed to twins, seeminly because of eating cheesecake, as that's all she did between.  It seems to me, that because the pregnancy was originally a singleton, and changed to being twins after eating cheesecake, that it does indeed have some effect.  I have not tested its effect before getting the sim pregnant, although, I doubt that will have any effect at all.

I don't report this as scientific, nor is it concrete evidence, but merely some preliminary testing.  I think the fact that the pregnancy itself changed after eating the cheesecake says it must have some effect.
15  TS2: Burnination / Oops! You Broke It! / Re: OFB Community Lot Car Bug on: 2006 March 12, 19:05:38
I think I had this problem.  I was at a community business with my owner sim and 4 playable sims from the family, they had used a family car to get there.  I can't remember if I ever saved and exited with them on the lot, but I'm thinking I probably did.  When I went to have them leave, they all got into the car, but it just sat there, nothing happened.  I thought maybe I had a few stragglers who hadn't gotten the memo it was time to go, but there was no one on the lot, everyone was in the car, but it wouldn't move.

Force Error: Reset only made the car drive up again, it was still stuck, no one could get out, and it wasn't going anywhere.  Force Error: Delete, however, fixed the problem.  The car and the owner (who was driving) were deleted, and my 4 playable sims were standing on the side of the road.  They were able to call a taxi and go home.  When they got home, they came home in the family car, with the owner driving it.  So all was good.

I had the owner go back to the lot, and all was fine.  Live mode was enabled, and everything looked normal.  I had him get back into the car and go home, and it worked fine.  Although, he went alone, I didn't have him go with family members that time.  If I encounter this again, I'll report back, but that's been my experience.
16  TS2: Burnination / The Podium / Re: Request: Employee enabled Expresso? on: 2006 March 10, 18:54:57
I've noticed that too, I had my playable sim caffeinate, and a while later, I went back to her and her energy bar hadn't risen at all hardly.  Espresso doesn't seem to do anything on business lots.  Undecided
17  TS2: Burnination / The Podium / Re: Missing colour options on: 2006 March 10, 18:39:59
I've been missing one of the maxis colors of a big two story window for ages (the white one).  I always wondered what happened to it....  I figure it was something stupid I did that made it disappear...one of these days I'll figure out how to get it back, but for now, I can't really be bothered.
18  TS2: Burnination / The Podium / Re: Could someone please explain this error message/log to me on: 2006 February 21, 04:40:03
All right!

I suppose it would be unwise to do this just to see this happen?  Cheesy
19  Awesomeware / The Armory / Re: Graduation Party Memory Fix on: 2006 February 12, 18:17:28
I've never had that hack either...although I have lots of other ones.  So it very well may be a different one causing the problem, I just never paid enough attention to see when it happens, or even to deduce why.  I'll probably pay more attention from this point though. Undecided
20  Awesomeware / The Armory / Re: Graduation Party Memory Fix on: 2006 February 12, 05:53:06
I've actually seen the extra graduation memory as well.  My very first Uni grad got it, and if I recall...I believe he was moved into a new house after graduation.  He graduated Summa Cum Loude, and had that memory, but also had a memory of graduating Cum Loude, a few spaces after the real memory.  I've seen it a few other times as well, but didn't really pay much attention.  Undecided
21  Awesomeware / The Armory / Re: Crumplebottom Fix on: 2006 January 14, 18:06:44
Is there a logical reason this one replaces Crammyboy's "No Driver Watchout?"  Huh

 Wink
22  TS2: Burnination / The Podium / Re: Invisible (crashing) house on: 2006 January 10, 01:13:16
* FC giggles

 Cheesy
23  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.0 on: 2006 January 06, 18:21:36
Heehee, maybe my kids just don't want their icky brother to share a room with them. Cheesy

I'll try making all the kids best friends and see what happens then.  Thanks.
24  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.0 on: 2006 January 06, 03:18:39
Okie, I'll try that, thanks Lita. Smiley

Edit~  That seems to have worked, for the most part.  I apparently can't have more than two single beds in the same room, or rather, two sleep clocks in the same room (unless it is a double bed).  This isn't a huge deal, but is a minor annoyance.  It can be worked around, but I'd still like to be able to put more than two kids in the same large bedroom. Undecided
25  Awesomeware / The Armory / Re: Programmable Sleep Clock v3.0 on: 2006 January 05, 22:47:48
I have an issue on one lot.  I get the bed clock icon and in all caps NO BED FOR YOU!  The sims then goes and walks to the front of the house and stops.  This sim has a bed assigned to him.  He is in a house in the college town and the room has 2 myne doors with his and his girlfriend assigned to them.

I've had this issue too, since the updated version.  It happens in a normal, non-Uni lot, with single beds in the same room.  If I have two single beds in the same room, both with sleep clocks programed to the appropriate person, they both get kicked out of bed every time I've tried to send them to bed.  I've only tried on the one lot so far, and it's highly annoying.  I would like my sim kids to be able to share a bedroom, but the sleep clock won't let them.  It seems to do this, even if the clocks aren't programed, as well, I believe.  At first I thought it was because they were too close together, but I moved them so they were four or five squares away from each other and it still kicked them out.  This doesn't happen with double beds, only single beds.  And only if there is more than one clock in the room does this happen. Undecided
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