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Author Topic: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION  (Read 1100644 times)
Zazazu
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #900 on: 2008 February 03, 03:46:37 »
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Crazies. Phone booth + Page Down.
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edejan
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #901 on: 2008 February 05, 22:58:46 »
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Hate to change the subject but I have a question which I can't quite figure out.   I've read that there is a way to delete all sims in memory with "0" relationship score in order to reduce the file size for your sim.  Is this something the debugger can do?  And is this a good idea?  Also why would you want to "force error"  on a sim?  I know it's a kindergarten question, but I have a sim who keeps popping up "object error" messages and I'm afraid I'm going to lose her.  Any help, please??  XXXOOO
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #902 on: 2008 February 05, 23:48:11 »
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Don't know about the relationship clearing, but some of the other questions, I have an answer for. Force error provides a detailed analysis of the sim in question and also the lot you are playing on; it's mainly used by people who mod the game for debugging purposes. On that note, post some of your error logs in "Oops! You Broke It" and someone there may be able to help you.
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EsotericPolarBear
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #903 on: 2008 February 05, 23:51:26 »
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Don't know about the relationship clearing, but some of the other questions, I have an answer for. Force error provides a detailed analysis of the sim in question and also the lot you are playing on; it's mainly used by people who mod the game for debugging purposes. On that note, post some of your error logs in "Oops! You Broke It" and someone there may be able to help you.

You can also force error to slap unresponsive sims back into line.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #904 on: 2008 February 06, 05:51:53 »
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Thanks Kutto and EsotericPolarBear.  I now realize I'm completely out of my depth here!!!   
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Jelenedra
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #905 on: 2008 February 06, 16:11:02 »
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There are instructions on how to submit error logs in the forum FAQ, I think the thread is called "Spore Torrents Here" right now.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #906 on: 2008 February 09, 16:57:08 »
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All attributes of the baby are set at birth. The baby doesn't even exist until it's born. Therefore, rerandomizing once per game session, BEFORE any births or other character creations, is enough to mostly-eliminate identical babies.

Back to the randomizer...I realize the word "mostly" is there, meaning there still exists the chance of a clone...which has happened.  I am using the randomizer BEFORE the birth of the baby...this is the correct time, yes? 
My real question is this: does the randomizer only pertain to the lot/family where it is used, or does it apply to the entire neighborhood?  In other words, must I use it for every family?
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jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #907 on: 2008 February 09, 17:47:59 »
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No, you only need to run the randomizer once per play session -- it applies to the entire hood during that session.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #908 on: 2008 February 09, 18:42:18 »
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No, you only need to run the randomizer once per play session -- it applies to the entire hood during that session.
It applies to the entire game, no matter which hood you run it in, for the entire session. Running it multiple times for any or no reason will not hurt your game, and may improve entropy even further, as there's a limited low-range for number of sequence values jumped due to the fact that generating extremely large numbers of sims just to push the generator can lag the crap out of your computer.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #909 on: 2008 February 18, 05:33:28 »
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Hello:
Silly question I'm sure but here it goes; Where does this "debugger" mod show up in game?
I have read through a number of pages concerning this mod, I have read things like "I click on the debugger" etc.
Or is this a mod that simply works in the background? Humm can someone help please?
Thank you...
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #910 on: 2008 February 18, 05:36:37 »
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Misc./Misc. Most mods are found there. The debugger is a big box with the batman symbol on it; it's hard to miss.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #911 on: 2008 February 18, 06:09:42 »
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It's under Misc.>misc.  It's a black box with the batman symbol on it.  Now..If someone would tell me where I can find the magic wand, I would be forever indebted. Due to unawesomeness, I can't seem to locate it. And yes, the collection folder is in my documents>eagames>sims2>collections.  No sign of it. :/
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #912 on: 2008 February 18, 06:21:20 »
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Other---Other. Looks like a black box with a batman insignia on the top.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #913 on: 2008 February 18, 19:29:51 »
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It's under Misc.>misc.  It's a black box with the batman symbol on it.  Now..If someone would tell me where I can find the magic wand, I would be forever indebted. Due to unawesomeness, I can't seem to locate it. And yes, the collection folder is in my documents>eagames>sims2>collections.  No sign of it. :/

Then why haven't you checked the collection folder? It should be in there, and only in there.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #914 on: 2008 February 18, 19:30:19 »
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Thanks I found it.
Much appreciated Smiley
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purplehaze
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #915 on: 2008 February 18, 20:16:28 »
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It's under Misc.>misc.  It's a black box with the batman symbol on it.  Now..If someone would tell me where I can find the magic wand, I would be forever indebted. Due to unawesomeness, I can't seem to locate it. And yes, the collection folder is in my documents>eagames>sims2>collections.  No sign of it. :/

Then why haven't you checked the collection folder? It should be in there, and only in there.

I appreciate the response, but the collections folder isn't showing. In fact, I just reorganized my folders. That's when I realized the folder wasn't showing in game. :/  I double checked my collections file in my sims2 folder and the collection file for the magic wand is there. I have also tried re-downloading the hack and reinstalling the files: Collection file in the collections folder and the hack in my subfolder of Awesomeness. No joy. I assume I am installing the files correctly?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #916 on: 2008 February 18, 20:40:49 »
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Did you put both the files in the collection folder? If so that may be the problem. Try making sure that the actual Magicwand file is in downloads.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #917 on: 2008 February 18, 20:46:17 »
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Thanks for the reply. Smiley  Nope. The collections folder contains the collections file and the hack itself is in downloads>hacks>pescado just like all the other awesomeness. I'm starting to think my game is fritzing. 
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #918 on: 2008 February 18, 23:20:53 »
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Try it in just one sub-directory, or loose in your Downloads folder. It may be too buried to show up.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #919 on: 2008 February 19, 04:11:45 »
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Collection files are different between some expansions.  I had to make my own collection for the magic wand for my OFB-only game.  What's your setup?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #920 on: 2008 February 19, 07:59:25 »
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Thank you all so very much for trying to help.  Kiss  I finally got it working. I guess third time is the charm. I reinstalled the hack again and it automagically appeared in my collections. This time I didn't tell it to overwrite the old files. I removed the old ones and installed the newly extracted files. I have no idea why on earth it didn't work the last two times. There must have been a small gnome living in my computer that was upsetting the games humours.

Again, thanks everyone for helping. It is much appreciated.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #921 on: 2008 February 19, 21:01:55 »
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Magic wand?  What magic wand?  This is the first I've heard of it.

If it's half as awesome as Macrotastics, I want it. 

I did a search on magic wand and it just gave me the above posts, nothing older.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #922 on: 2008 February 20, 01:13:06 »
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Quote
It's magic, you wave it around and either it unbreaks your unplayable lot
because your sims have all gone missing, or it depreciates everything to
minimum normal value, so you don't need a meditation dummy. It's a magic wand.

You can get it from the directory.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #923 on: 2008 February 21, 17:37:29 »
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The magic wand collection doesn't show up if you don't have a high enough EP.   I found that out playing an OFB only game using Numenor's basegamestarter).  Apparently there's some difference in format. There is an OFB format version somewhere.  That doesn't work in Pets though.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #924 on: 2008 February 21, 18:45:24 »
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OFB magic wand collection, second to last post:
http://www.moreawesomethanyou.com/smf/index.php/topic,10551.0.html

To make your own collection for Pets (or whatever), open up magicwand.package in SimPE and select the Object Data.  Check some Room Sort and Function Sort boxes to make it appear in the catalog.  Hit the "commit" button, save, then load your game and make a collection file for the now-visible magic wand box.  Then close the game, change the magic wand package back or install an unedited copy over it, and enjoy your new, working collection file.
« Last Edit: 2008 February 22, 19:43:31 by BastDawn » Logged

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