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edalbformat
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skilling non-family Sims
« on: 2008 January 31, 15:56:41 »
THANKS THIS IS GREAT

I had a hack that allowed skilling non-family Sims both when visiting other residences or community lots. On a way it was completely broken. Checking the old hack I found that new rules were included in the skills bhavs and make some links to tokens that are empty.  To increase skills on non selectable Sims became impossible because there are attributes referring to objects or token that do not exist.
BV included Tourists that are completely unskilled. I deleted all of them in the game root and decided to create my own Sims instead. I think they are far too ugly and I cannot stand them. The problem is that the specific tourists for each Vacation Hood seem to be skilled on a fantasy way. They can dance and make some strange greetings. If replaced, all the Local Tourists act normally and can even teach other Sims to dance but they dance like american tourists in Jamaica.
I created my own Sims in a normal hood, moved them in an empty lot and then transferred them to the Townie folder. Afterwards I changed their names and grouped them into 2 elements families and transferred them into the families other than F-something 01,02,03 that seems to be reserved for tourists classified as locals.
They started to appear both in Vacation Lots and Normal Hoods.
I know I must have messed up everything, but I prefer to live with a mess than tolerate the butt ugly original characters.
Questions are: Does anyone know how to increase the skills on self created Local tourists so that they stop dancing as if in bad need and no toilet available? 2- Is there any hack to allow skilling non resident Sims that is still working? 3 - Is there a better way to clean up the root hoods so that it is not produced Maxis characters?  I cleaned only the V001 where are all the tourists, but A001, M001 and T001 contains the Local tourists.  4- Is it possible to change the face of a monster named Fire Dancer? I hope he dances upside down cause his butt must be sure prettier than his face.
I know it is a lot of questions, but I am really stuck.
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Kyna
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Re: skilling non-family Sims
« Reply #1 on: 2008 January 31, 16:11:15 »
THANKS THIS IS GREAT

This is not an answer for any of your questions, but if you want to make your own vacation locals and tourists in CAS, then you might like to take a look at this thread.  Argon made a fix for the townie gun, and outlines the steps to turn CAS sims into locals or tourists.

Rather than deleting the pre-mades with your next 'hood (deleting is messy and if not done properly, can stuff up your neighbourhood), may I suggest you use clean templates?  The clean templates for BV (again by Argon) can be found in this post.  You might like to also read the discussion that starts at reply #231 on the previous page in that thread.

I know this doesn't answer your questions, but I hope it helps in future.
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<br />Also, thank god for Google spellcheck. Otherwise, this post would be intelligible. <br />
<br />Declared \\\\\\\"Male\\\\\\\" by Pescado on 8th April, 2009
Zazazu
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Re: skilling non-family Sims
« Reply #2 on: 2008 January 31, 16:36:04 »
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I thought comm-skilling was still fully functional? It seems to work well in my game. My townies have certainly been packing on body points from swimming in the pool.

Anyways. Look around. Peruse the porn Spore torrent thread.
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Re: skilling non-family Sims
« Reply #3 on: 2008 January 31, 18:27:34 »
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Commskilling is available for all EPs including BV.

TwoJeffs also has fitness4all or some such (and may have other skilling hacks - can't remember now) at the InTeen site.  I know I use a couple, but I'm not on my game compy at the moment.

With SimPE you can simply edit the skills levels of any sim, but if you want them to "develop" skills that's a different story, of course.  I usually let townie/npc sims just have whatever skills the game gives them since 1) they're townie scum who should not be allowed near my sim kids anyway so who cares what skills they have; 2) it is greatly amusing to watch them try to play instruments, burn food, kill themselves in interesting ways.
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Ellatrue
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Re: skilling non-family Sims
« Reply #4 on: 2008 January 31, 23:55:24 »
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I thought they could gain skills when visiting a playable sim's lot, anyway? Or am I remembering incorrectly?
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Lord Darcy
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Re: skilling non-family Sims
« Reply #5 on: 2008 February 01, 00:00:15 »
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I thought they could gain skills when visiting a playable sim's lot, anyway? Or am I remembering incorrectly?

Only if you have Comm-skilling installed.
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Alexx
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Re: skilling non-family Sims
« Reply #6 on: 2008 February 01, 22:17:04 »
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Comm-skilling cannot work for local guests and tourists,because their family numbers not included(or not listed) in Skill-Start procedure of this mod.
« Last Edit: 2008 February 01, 23:14:06 by Alexx » Logged
J. M. Pescado
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Re: skilling non-family Sims
« Reply #7 on: 2008 February 02, 12:16:54 »
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Comm-skilling cannot work for local guests and tourists,because their family numbers not included(or not listed) in Skill-Start procedure of this mod.
Fixed now.

TwoJeffs also has fitness4all or some such (and may have other skilling hacks - can't remember now) at the InTeen site.  I know I use a couple, but I'm not on my game compy at the moment.
Fitness4all is from here. Accept no Kewian-based substitutes!
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edalbformat
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Re: skilling non-family Sims
« Reply #8 on: 2008 February 02, 14:38:17 »
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Thanks very much for all the answers. Now I can define my game-play. It was the only thing missing. Actually, I like BV.
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edalbformat
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Re: skilling non-family Sims
« Reply #9 on: 2008 February 03, 11:12:56 »
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Hi, there are some questions left and would be better to continue here.
I had made a mistake when I created and included Sims in the tourists folders. When I transferred them from the townies folder to the tourists folder I forgot to commit, then I had the same sims in two different folders. The game didn't crash but gave preferrence to the townies folder so the tourists didn't show up. Revising my actions I deleted the double occurrence.
The conclusion is that it makes absolutely no difference where you place the tourists so long it is not used 7FF1,2 and 3.
The only thing that is required is that they have the same family name in each folder because of same name for hotel registration.
Tourists don't show up in owned lots, so if one wants them to show up there, they must be placed in the Locals folder. It makes also no difference. I play a hood name Dullywood, a beach lot, where I have no hotels, only owned houses and I placed a lot of Sims with Artists look in the folder 7FF1 and they show up in all owned houses. Locals show up also in hotels normally.
I placed my created tourists in the right folders and as they were townies before, they had jobs, etc (tourists are normally unemployed). It made no difference, they kept their positions at jobs.
I also created a family with relationships, father, mother and a child and connected to a teen tourists with the same name.
All of them showed up in the first trip to a beach hotel. So, it seems not to make any difference. One could even take a normal played family and make them to tourists.
So, I wonder if there are any ingame tool to make whatever sim to tourists, once it doesn't matter who.

The other question is if someone had tried to send pets on vacation. Nothing special happened in any of my tests and cats and dogs behave normally as if they were home. I wonder why it was used the pets code for the tourists. They could simply be added as normal part of the family and it would be possible to bring the pets too. As they make the vacation pals to pets there are a lot of inconviniences because the game really consider they are pets.
By mistake I used a JM macro on a vacation pal and he was stuck. It is not possible to cancel an interaction and I got trouble.
I deleted the v.pal to get rid of the macro and of course he disappeared from the hotel.
In lack of knowledgement I used an ingame interaction named Recover Family. For my surprise, it recovered the whole family besides the deleted v.pal. It means that I got all the members of the main family, including the ones that were not send on vacation and their cat pet. The normal members entered in the left side and the cat entered the v.pal side.
Trying to clear off the non-residents, nothing happened, they all remained on hollidays.
The next inconvinience was that the extra members could not enter the reserved room. I still didn't try to see what would happen if I had reserved more hotel rooms. I don't know also where is the code for allowing more than nine sims on vacation.

The whole coding is unecessarily complicated once the v.pals could simply have been considered temporarily selectable. So I wonder if the reason was that all EPs after Pets are screwing Pets regularly. They are provoking everytime more jumps, though they have sort of reset automatically included. They are sinking on the ground everytime more often though the only interaction that is fatal is when they try to interact with a female who is giving birth. The game freeze once there is no reset for child birth. It is fatal, but don't screw up the game irreparably, it is only a forced exit without saving and lose all the sequence.

So, JM, is it possible to make your macrostatics not to be available for v.pals?

If someone else send pets on vacation, could you report what went wrong? Up now I could solve most of the hamperances.
By the way, I sent a whole group of nine sims to a tropical community lot and make them all to enter the sea for bathing together.
The game didn't tolerate  and had the same old swimming pool trouble, they were not able to leave the water and continued swimming on the whole lot. There is also a very bad limitation here. I could not send them back home because they were stuck on swimming. The solution was to command the main sim to walk home and delete all the members stuck in water. Everything went OK.
The funny with BV is that it is full with bugs and all the bugs can be solved by deleting Sims.

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Kyna
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Re: skilling non-family Sims
« Reply #10 on: 2008 February 03, 12:14:06 »
THANKS THIS IS GREAT

So, I wonder if there are any ingame tool to make whatever sim to tourists, once it doesn't matter who.

See the first paragraph of the post I made earlier in the thread:

This is not an answer for any of your questions, but if you want to make your own vacation locals and tourists in CAS, then you might like to take a look at this thread.  Argon made a fix for the townie gun, and outlines the steps to turn CAS sims into locals or tourists.

Rather than deleting the pre-mades with your next 'hood (deleting is messy and if not done properly, can stuff up your neighbourhood), may I suggest you use clean templates?  The clean templates for BV (again by Argon) can be found in this post.  You might like to also read the discussion that starts at reply #231 on the previous page in that thread.

I know this doesn't answer your questions, but I hope it helps in future.
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<br />Also, thank god for Google spellcheck. Otherwise, this post would be intelligible. <br />
<br />Declared \\\\\\\"Male\\\\\\\" by Pescado on 8th April, 2009
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