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Author Topic: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION  (Read 1100386 times)
Meek_Monkey
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #425 on: 2006 August 21, 21:41:54 »
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The "Make Me" options were moved out of debug mode and are contained in the hierarchical menu now. Future "Make Me" options will appear as well.

Ok thanks I did not see the make me options.  Embarrassed Embarrassed Embarrassed
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croiduire
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #426 on: 2006 August 26, 10:44:12 »
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Would it be possible to add a 'nuke orphan sound effects' option to the debugger? I have one house in particular where the SSX3 sounds come up for no reason, and it's driving me batty. I deleted the video game player, the computer is no autonomy, but the sound still plays. Also, it happens with sinks sometimes, they'll finish but the water running sound still goes. That's not as annoying as the other, though, since you can delete the sink but I have no way to get rid of whatever's creating that sound...

I know that was asked months ago, but has the bug been fixed yet? I apologize if I'm being obtuse, but I've looked and looked and can't find an update. I hate the orphan sound effects so much! To me SSX is the single most annoying noise in the game, and on one lot even getting rid of the computer entirely didn't eliminate the problem.

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J. M. Pescado
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #427 on: 2006 August 26, 11:02:59 »
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I'll look into it, but orphan sound effects don't emanate from an object that can be nuked, I think it's something else.
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Jelenedra
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #428 on: 2006 August 26, 14:57:21 »
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I used to have that problem with television sounds. The damn cooking show audio loop kept going and going, even when I deleted the TV, put a new one up and turned it on and off.

I exited the game and reloaded and it was fine. Never happened again.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #429 on: 2006 August 26, 15:26:29 »
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I used to have that problem with instruments like the bass.  I haven't used them in a while in my houses though, since getting the instrument want hack that squashes those wants.
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croiduire
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #430 on: 2006 August 26, 22:47:25 »
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Running showers (also a common problem) don't bother me near as much. In fact, I can live with any other noise. Which may make this easier: where is the file that causes computer noise, and can I either delete it or substitute an audio segment that is just recorded silence?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #431 on: 2006 August 26, 23:59:09 »
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For me the worst noise is the toddlers' charisma rabbit head...
Luckily I can just delete that when it does my head in.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #432 on: 2006 August 27, 01:03:16 »
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I hate the dripping faucets, or when the sinks get stuck with water in them and the running water sound effect won't go away unless you delete the sink.  Forcing an error doesn't fix it.  Angry  I try to avoid giving my sims sinks.
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SaraMK
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #433 on: 2006 August 27, 01:49:15 »
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I hate the dripping faucets! I think this was supposed to have something to do with broken sinks, because it only happens to fairly old sinks, but the sink never completely breaks so you can't fix it.

I also hate the *flooooop* sound when the toilet explodes. Not to mention that I hate the toilet exploding. What's that all about? Do real toilets do that?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #434 on: 2006 August 27, 02:06:53 »
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The dripping taps drove me absolutely batty for ages!  I couldn't figure out where the noise was coming from!
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Avalikia
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #435 on: 2006 August 27, 02:14:27 »
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I didn't know that the sinks dripped!  Of course, I don't buy sinks.  The dishes all go in the dishwasher, and 99% of the time that my sims use the toilet they take a shower immeadiately afterwards so having a sink in the bathroom is redundant.
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RainbowTigress
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #436 on: 2006 August 27, 02:34:03 »
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I also hate the *flooooop* sound when the toilet explodes. Not to mention that I hate the toilet exploding. What's that all about? Do real toilets do that?
I have never in 32 years seen a toilet do that.  I always wonder where Maxis gets these ideas.  Tongue
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #437 on: 2006 August 27, 04:56:31 »
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Wait, Sim toilets can explode? *did not know this!*
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #438 on: 2006 September 01, 02:11:24 »
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I also hate the *flooooop* sound when the toilet explodes. Not to mention that I hate the toilet exploding. What's that all about? Do real toilets do that?
I have never seen a real one explode (and wouldn't want to either). I haven't had a sim one ever explode either
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J. M. Pescado
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #439 on: 2006 September 01, 02:15:57 »
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I've never seen a sim terlet explode, but I *HAVE* seen a real one explode. "floooop" was not quite the noise it made, though.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #440 on: 2006 September 03, 17:45:36 »
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What is the Nuke Scene Controller or something like that?  Definitely new & shiny option.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #441 on: 2006 September 03, 20:05:40 »
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What is the Nuke Scene Controller or something like that?  Definitely new & shiny option.

An enhanced version of the old fix awol headmaster thing.  I'm guessing it will nuke the pre-written scenarios that you encounter when running some of the maxis-made households for the first time.
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jrd
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #442 on: 2006 September 04, 00:20:54 »
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It nukes any scenario, which includes the parties and headmaster.
Basically it combines the old 'awol headmaster' and 'nuke stuck scenario' things.
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RainbowTigress
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #443 on: 2006 September 04, 00:26:31 »
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Pescado said he'd just moved them to a submenu to tidy things up.
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J. M. Pescado
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #444 on: 2006 September 04, 01:38:07 »
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The Headmaster controller is the same thing as the Scenario controller, and the command is the same and unchanged, but the naming has been clarified since it fixes more than just headmaster issues.
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PlayLives
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #445 on: 2006 September 07, 21:16:23 »
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How come "Wipe mystery Sim memories" was removed as an option?
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jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #446 on: 2006 September 07, 21:52:22 »
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How come "Wipe mystery Sim memories" was removed as an option?

It's still there -- it only appears for sims who actually have 'mystery sim' memories.
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BlueSoup
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #447 on: 2006 September 07, 21:57:11 »
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Not exactly, Joe.  It only appears as an option if the Sim's mystery sim memories can be removed safely, without any adverse side effects.
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RainbowTigress
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #448 on: 2006 September 07, 22:37:35 »
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Yeah, I found that out from experience.  Once you have a sim start interacting with other sims and they gain other memories, the option disappears.  You can still go in SimPE and do some editing, if you wish.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #449 on: 2006 September 07, 22:43:13 »
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Hmm, wasn't aware of that -- I figured it was there as long as the mystery sim memories were there.  Since I usually get rid of them right away, I guess I never noticed that it went away when other memories interfered with it.
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