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1  TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds on: 2009 May 24, 23:11:11
--If, like me, you have ADD and try to alt-tab as soon as the game starts loading, it seems like sometimes it will hang at the final progress bar and never finish (fullscreen mode).
I noticed the very same thing. It worked fine for me in windowed mode, though. Undecided
2  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2008 September 06, 01:56:25
I am sorry to ask a stupid question,but what is the difference between the first and the second file you offered,Giggy?
The first file (E002) gets rid of the 89 pre-made sims that are dumped into every single one of your hoods after loading them for the first time when you've installed AL. E001 instead is the empty neighborhood of Belladonna Cove. If you're never going to play there you only need to replace the E002 file. Wink
3  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2008 March 05, 11:36:00
Well yeah, the game basically takes any NPCs it can get and turns them into "hobby-sims"...so my advise would be - if you start off with a complete new neighborhood NPC free spawn with boolprop townies (30 will be generated per batch) and the game will select these - that is if you spawn them BEFORE you enter the hobbylot. It's what I did and as I said - no maid, no gardener, no postman, no nanny...only the spawned ones. If you don't spawn any townies - well logically the game will use those rather "unusual" NPCs.
Yup, that sounds reasonable enough to me. It's good to know I probably won't have that problem in my next neighborhood any more. (I only recreated all of my playables in a new hood five weeks ago, I don't feel like creating a new hood AGAIN at the moment ... *LOL*)
4  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2008 March 05, 04:14:26
Potential problem with the empty templates...

While the game will generate a NPC to be the 'hobby' head, and the lots are in the game, the game makes a NPC a member of that club.

In riverblossom where I did some testing (since Rose is most likely always going to be nature enthusastic), I put her into the lot, where the head, and two NPCs showed up. A pizza delivery man, and an exterminator.
I doubt this is a problem with the empty templates. I noticed the very same thing even without them. Several NPCs showed up as club members, such as the burglar, some custom dormies, some professors and even the cook from Downtown. I have very few townies in my game - maybe five "real" townies and about eight dormies? The rest are all playables, maybe that's why the game even allows NPCs to wander around the club lots? *wonders*
5  TS2: Burnination / The Podium / Re: Playing around with genetics...yet again on: 2007 November 17, 13:22:16
How did you manage to give your playables new defaults, but not the townies? I thought default skins and eyes were all-or-nothing.
That's right - they are all-or-nothing. This is why I change my playables' genetics who have default skins or eyes when I change my defaults. I always download non-default versions of skintones and eyes as well, and when I switch default I use SimPE to change their genetics so the non-default versions. Grin
6  TS2: Burnination / The Podium / Re: Playing around with genetics...yet again on: 2007 November 14, 18:50:02
I have a set of defaults skintones and eyes in my game that I would like to change.  However, I would like the sims who have the defaults already, to keep them and only new sims and townies to get the new defaults.  Is there a way to do this without having to clone every single sim in my game because that adds a lot of unnecessary character files to the game
I do the same thing once in a while when my current defaults become boring for my taste. I always use the following method:

1. Download the non-default versions of the skins you're currently using as defaults. Open all four of them in SimPE (one after the other), choose "Skintone XML" and copy & paste the string under "familystring (dtSingle)" into an empty text file. (Of course you should write down what color belongs to what string)
2. Open your neighborhood and click on "Sim Description". Choose one of the sims you're about to change in the list.
3. Click on "More" >> "Open Sim DNA". Under "Skintone" and "Skintone Range" you'll see long strings with many zeroes and a number between 1 and 4. 1 is the lightest tone, 4 the darkest. Overwrite these strings with the strings you copied in 1.
4. Click "Commit" and save. Now choose "More" >> "Open character file".
5. Click on "Age Data" and select the row "skintone". Replace the string with the corresponding new string as well. Commit and save.
6. Repeat that for all the sims you're about to change.
7. After replacing your defaults all of these changed sims will have to use the mirror once so they display their old skintones. Otherwise they'll run around with faces of your new defaults, but they'll keep their old bodies. Wink
7  TS2: Burnination / Oops! You Broke It! / Re: Delete in CAS broken? on: 2007 November 14, 18:32:51
Yep, I haven't been able to delete any make-up since installing BV. Deleting clothes works, though ... Embarrassed I guess you'll have to delete those lipsticks in Body Shop instead!
8  TS2: Burnination / Oops! You Broke It! / Re: sim tv not displaying on: 2007 November 14, 18:29:31
What type of graphics card do you have? Mine is an ATI Radeon HD 2600, and I've got the very same problem. I've tried it both under Vista and XP, and with both ATI and Omega drivers. My TVs and computer screens still stay black, no matter what I change.

There's a similar thread in a German sims forum, and all the people posting there have the same graphics card (that Radeon 2600), so my guess would be it's the graphics card's fault! Embarrassed
9  TS2: Burnination / The Podium / Re: default/replacement face templates on: 2007 October 31, 10:13:46
If your replacement faces are as gorgeous as your Pollination and Ideal Plantsim then I'm dying to see them ... Shocked Grin
10  TS2: Burnination / Peasantry / Re: Replacement Pollination Technician & Ideal Plantsim on: 2007 October 31, 10:11:45
Liz, they're awesome! I've never had plantsims before, but that yummy guy makes me want some pretty bad ... Cheesy
11  TS2: Burnination / Peasantry / Re: Tutorial: Clean custom neighbourhoods + townie creation (updated for Seasons on: 2007 October 28, 17:47:35
But I have a problem with the DownTownies I've created after I've done all the steps. I have new face templates and color binned custom hairs. The Townies I created using the tree are fine, they have new face templates and hair but DownTownies always end up having the maxis face templates and and none of them has custom hair. I couldn't figure out why. Could you help me please?
That's perfectly normal - downtownies don't use custom face templates or hair, but always the Maxis ones. If you want downtownies you should create regular townies and transform them into downtonies with the teleporter shrub! Wink

Quote from: Catioucha
Hmm... Juste a little thing... When I want to create downtonies I must be in the Downtown neighborhood or can I be in my main 'hood ?
You can do that in the main hood as well - but beware, downtownies don't use custom face templates, so your downtownies will get the normal Maxis faces ... Sad
12  TS2: Burnination / The Podium / Re: Help with wedding glitch? on: 2007 October 20, 16:00:25
That sounds like you need Pescado's marriage bug fix:

http://www.moreawesomethanyou.com/ffs/nl/test/marriagebugfix.zip
13  TS2: Burnination / The Podium / Re: Vacation Locals invading neighborhood?! on: 2007 October 20, 15:53:14
I don't, but I have had Vacation teens and kids following my sim-kids off the schoolbus.
I've had that very thing happen to me as well - other than that I haven't seen any vacation townies in my normal neighborhood ... Undecided I thought this may be my fault because I used the clean templates for BV and generated new vacation townies, even though they seem to be made correctly (they know the correct greeting and show up when I click on the NPC maker and say "Show vacation townies" >> "<location>"). I think it's quite interesting that I'm not the only one with this problem ... Cheesy
14  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 22, 12:59:44
I also tried to make tourists and failed, but then I thought, what good are they anyway? The only thing tourists add to the game is spreading the greetings and dances to other places.
Or am I missing something about tourists?
If you've got lots of locals in your game you don't need any tourists, I think. Tourists are supposed to add realism to the vacation spots, I think - you can make friends with them, beat them up or whatever your sims like to do when they're on vacation. Since you can do the same thing with the locals there's really no need for them in my opinion. Since I installed the new notownieregen hack my vacation hoods are quite abandoned though - this is why I created five tourists for my own game ... Wink
15  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 22, 00:11:31
Has anyone noticed that the 'NPC and Townie maker' is now the repoman's gun and not the dead tree? Cheesy
Uhm, yes. I posted that several times already, in this thread as well as in others ... Cheesy

Quote from: MissDoh
So in other words, if i only want to get rid of the Traveller family and the vacation townies, I only change my V001 folder with Argon update but do not change the other 3 folders so I would still have the locals created by Maxis?
Yes, that should work!
16  TS2: Burnination / Peasantry / Re: NPC Creator - Make Vacation Sim (Local) fix on: 2007 September 17, 13:58:25
You are THE Awesomeness - and my life-saver. Thank you SO much! I think it's time to start a new (empty) neighborhood where I can make all the vacation sims myself ... Grin
17  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 16, 20:54:16
Can someone test this out for no more vacation tourists/locals regen?  Grin
I just noticed that J.M. Pescado updated his notownieregen hack for no more spawning of excessive vacation sims - does your version do the same thing?
18  TS2: Burnination / The War Room / Re: Deleted 2: Electric Boogaloo! on: 2007 September 16, 20:49:00
Simpe is throwing massive errors for me - according to their boards it's not just my issue - they're saying wait for an update.
http://simpeforum.ambertation.de/sims2/HoodBV

So, I'm not quite sure what to do.  I've only half-ass burninated my tour guides - not even that.  I've prepped them for nukage, but can't get to them in SimPe.  Did I just completely farkle my game?  If it matters - I don't have that many - 11, and 4 charlatans, and 3 duplicate locals I was going to smite.
You could sign up for the QA forum in the SimPE forum - if you're granted access there you'll be able to download the latest BV-compatible SimPE version. I successfully deleted 2 more than 200 sims (most of them redundant vacation locals and unlinked dead sims) with that QA version, so in my opinion it's safe to use! Wink
19  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 16, 02:00:08

Quote from: selzi
Are you sure? When I click on "Make into vacation sim" there are four options - "Asia", "Mountains", "Tropics" and "Tourist", if I remember correctly. I'm sure I clicked on "Asia" (that's were my test-family was staying), and that ex-townie still didn't know the Asian bow ... Huh

Hmm... I'm totally non-awesome, but what tool are you using to do this? You mentioned the "NPC and townie gun" earlier... I'm not familiar with that particular tool? Is it a debug option or a downloadable thing?
*LOL* That "NPC and townie gun" is the object that used to be the "NPC and townie tree". It's a debug object you can spawn when you enter the cheat "boolprop testingcheatsenabled true", then Shift-click on your sim and say "Spawn" >> "NPC and townie creator". In former EPs a tree appeared next to your sim, now it's a clone of the repoman's gun. You can create new NPCs and townies by clicking on that object, and there's one option "Make into vacation sim" which doesn't seem to work properly, though. Not that I had expected any different from EAxis ... Cool
20  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 15, 22:55:44
Ahh, that's the reason why. When a vacation local is created by the game, they get the proper dances, greetings for that particular region. However, if you generate a townie into a vacation sim, they are put into the tourist pool.
Are you sure? When I click on "Make into vacation sim" there are four options - "Asia", "Mountains", "Tropics" and "Tourist", if I remember correctly. I'm sure I clicked on "Asia" (that's were my test-family was staying), and that ex-townie still didn't know the Asian bow ... Huh
21  TS2: Burnination / Peasantry / Re: Empty and Cleaned-up Templates. [UPDATED] on: 2007 September 15, 12:43:02
Right now, I don't know if you can make your own vacationers.
I tried this with CAS-sims who were transformed into townies previously. I made them into vacation sims using the NPC and townie gun, but they didn't know their proper dances and greetings. They were in the vacation locals pool, though, because my sims on vacation were able to invite them to a party in their vacation home. Maybe someone will come up with an updated version of Inge's teleporter shrub with a new (working) option "Make into vacation sims"? Cheesy
22  TS2: Burnination / Oops! You Broke It! / Re: Tour Guide and Unsavory Charlatan spawn like crazy in BV! on: 2007 September 15, 12:32:27
At first, my game spawned the 48 new tourist townies when I was entering a community vacation lot for the first time. When I played another empty vacation hood later they were spawned when the hotel was loaded for the first time. It probably differs WHEN those tourists are spawned, but the game will do so eventually.
Did this happen with no-townie-respawn installed? I haven't spotted any new tourist townies, and this is after a complete Vtardrancher and Stupidlilley's Excellent Adventure.
As soon as you move your playable sims into a hotel the game should spawn new tourist townies who will fill the other empty rooms, just like dormies are generated to fill the vacant dorm rooms.

Yes, I have all anti-redundancy-hacks like notownieregen, nostrayrespawn and antiredundancy. I look for updates every day, so I'm sure I was using the newest versions. The same thing happened to IAmTheRad here: http://www.moreawesomethanyou.com/smf/index.php/topic,4306.msg263650.html#msg263650

I agree with him, I think tourist townies are coded differently than normal townies, that's why notownieregen doesn't affect them.

By the way - when I use christianlov's clothing rack to change the appearance of my neighbors vacation locals and tourists appear under "Sims" where playable sims are usually found. The clothing rack has other options like "NPCs", "downtownies" and "townies", but they don't appear there - this is why I think that vacation sims belong to an entirely new "species"! Cheesy

EDIT: I just noticed that I'm not using "nodormieregen" because I never play in university. So I'm not using ALL of the anti-redundancy hacks, but most of them.  Wink
23  TS2: Burnination / Oops! You Broke It! / Re: Unnamed Object Wants on: 2007 September 15, 12:25:38
After some experimentation, I discovered that

Unnamed Wantable Object Category 10098 for +2,000 ASP is the Sauna.

Unnamed Wantable Object Category 10097 for +500 ASP is the massage table.
Thanks for finding that out! I kept wondering what object that weird number was referring to ... Grin It's obviously too hard for EAxis to assign a little icon to the corresponding want ... Roll Eyes
24  TS2: Burnination / Oops! You Broke It! / Re: Tour Guide and Unsavory Charlatan spawn like crazy in BV! on: 2007 September 14, 14:55:51
I have seen no tourist townies, just the vacation locals that are added with the individual vacation hoods.
At first, my game spawned the 48 new tourist townies when I was entering a community vacation lot for the first time. When I played another empty vacation hood later they were spawned when the hotel was loaded for the first time. It probably differs WHEN those tourists are spawned, but the game will do so eventually.

Quote
Not sure if they actually RESPAWN, but they're sort of necessary for your vacation to fully function, or no one will teach you the vacation crap!
Sure, they're necessary, but 9 or 10 of them? In my opinion 3 or 5 should have been enough ... Grin
25  TS2: Burnination / Oops! You Broke It! / Re: Tour Guide and Unsavory Charlatan spawn like crazy in BV! on: 2007 September 14, 02:06:05
What I am understanding from this thread is that in order to avoid the worst of the redundancy problem, we will need to move our neighborhoods out of the way when we install this game, then take the default hoods out and put our old ones back in after installation is complete. Will that help at all? or are we still looking at having endless new characters whether we want them or not?
It will help if you don't want the total Maxis-townie spam. The game will spawn new vacation townies on its own though. In my game I got 9 or 10 new local townies per vacation hood, and 48 tourist townies additionally. Once notownieregen is updated to work on those new types of townies that shouldn't be the case anymore, though. Wink
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