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Author Topic: Creature Fixes  (Read 224263 times)
J. M. Pescado
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Creature Fixes
« on: 2005 November 16, 11:37:39 »
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Fixes for all of the supernatural and assorted creatures from the base game to AL.


creaturefixes.zip

Also Recommended:
Don't Wave At Me!

Creature Fixes (v2.0b) for TS2NLp0 - TS2AL
Made by: Flying Fish Systems (J. M. Pescado)

Congratulations to: Draklixa!

Special Thanks To:
Hobbsee the Scrawny Pencil Neck
Jelenedra, The New "Gay"
Fat, Hairy-Bellied Ness
Rohina the Ugly Butted
Fat Gwilly People
Witchy Poofs

INSTRUCTIONS:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.

FIXES:
1. Some issues related to BLEH!!!, GRR!!, and peeking into coffins which do not
   properly update certain attributes.
2. Eliminates random biting of NPCs.
3. Skin coloration and layering fixes (including alien eyes).
4. Becoming a werewolf no longer produces memories of windows, shrubs, trees,
   and other assorted random crap.
5. BV Vampires no longer roll want to be a vampire (while already a vampire)
   after someone else becomes a vampire. Similar issues fixed for werewolves.
6. Evil Witch scalp no longer discolored.
7. Good Witch scalp no longer always S1.
8. Witches do not become bald on alignment change if forced-uniform is off.

COMPATIBILITY:
Compatible with all FFS hacks. Tested with TS2NLp1+.

SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.

WARNING:
Do not open, crush, dispose of in fire, put in backwards, short-circuit, or mix
with non-awesome hacks - may explode, leak, or catch fire, resulting in injury
and/or death.



Edited by the moderator to fix the link and include the base game as one of the "expansions" fixed.
« Last Edit: 2008 September 03, 01:21:29 by BastDawn » Logged

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J. M. Pescado
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Re: Creature Fixes
« Reply #1 on: 2008 September 02, 16:27:12 »
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Bumping to update and announce that this new hack supercedes previously existing "vampwerefixes" as it includes fixes for all of the creatures up to and including witches.
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humybyrd
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Re: Creature Fixes
« Reply #2 on: 2008 September 02, 16:35:36 »
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Is the link to the dl broke or am I?
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J. M. Pescado
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Re: Creature Fixes
« Reply #3 on: 2008 September 02, 16:36:03 »
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Internets slow. Patience while file uploads.
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Re: Creature Fixes
« Reply #4 on: 2008 September 02, 22:20:11 »
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no, the link is broke  Wink

It points to a creature.zip not creaturefixes.zip and you get a "404 - Not Found" error

I grabbed it from the directory a while ago but some silly people might still be waiting for your broken link to work *laughs*
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Re: Creature Fixes
« Reply #5 on: 2008 September 02, 22:21:24 »
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Ah, that explains it!

I figured there must be at least a T-1 straight to the bunker. ...
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cow_tools
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Re: Creature Fixes
« Reply #6 on: 2008 September 19, 00:37:40 »
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Call me nosy, but what exactly was wrong with the layering/skin coloration/alien eyes so that they needed fixing?
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J. M. Pescado
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Re: Creature Fixes
« Reply #7 on: 2008 September 19, 01:17:23 »
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The black Alien eyes do not appear on teens at all and can only appear in combination with the alien skin: Other sims end up with the eyes painted on the skin texture, which can be really awful.
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Re: Creature Fixes
« Reply #8 on: 2008 September 26, 17:04:28 »
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*raises hand* Is it possible to fix the layering on the witch overlay too please? The lipstick doesn't show on the evil witches Angry
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EsotericPolarBear
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Re: Creature Fixes
« Reply #9 on: 2008 October 07, 05:44:15 »
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I don't suppose that when you fixed the good witch scalp overlay (or lack thereof...stupid EAxis shortcuts), you gave it a texture to look for?

If so, what's the texture?
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J. M. Pescado
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Re: Creature Fixes
« Reply #10 on: 2008 October 07, 06:56:35 »
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I don't suppose that when you fixed the good witch scalp overlay (or lack thereof...stupid EAxis shortcuts), you gave it a texture to look for?
There isn't actually supposed to be one, so simply eliminated that portion so that it does not apply a scalp discoloration.
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EsotericPolarBear
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Re: Creature Fixes
« Reply #11 on: 2008 October 07, 13:25:16 »
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I don't suppose that when you fixed the good witch scalp overlay (or lack thereof...stupid EAxis shortcuts), you gave it a texture to look for?
There isn't actually supposed to be one, so simply eliminated that portion so that it does not apply a scalp discoloration.

I was afraid of that.  How would I go about giving it one?
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Jelenedra
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Re: Creature Fixes
« Reply #12 on: 2008 October 07, 15:34:21 »
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So, is the vamp overlay supposed to go over makeup? Or is it an issue with the particular custom make up and vamp overlay I am using? Dark Lala in my game cannot have her dark lipstick because the laverwinkle overlay I use is making them all gray.
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Re: Creature Fixes
« Reply #13 on: 2008 October 07, 22:25:54 »
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I think it's an effect of your particular custom makeup. Works fine in Awesomeland.
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Jelenedra
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Re: Creature Fixes
« Reply #14 on: 2008 October 07, 22:37:09 »
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Suck. I don't know anything about CC makeup. I guess I won't be able to edit them SimPE.
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Re: Creature Fixes
« Reply #15 on: 2008 October 19, 13:35:32 »
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I like the dog memories for werewolves! It is really funny, because they think they're dogs!
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J. M. Pescado
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Re: Creature Fixes
« Reply #16 on: 2008 October 19, 13:43:23 »
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Huh? What dog memories?
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Re: Creature Fixes
« Reply #17 on: 2008 October 19, 18:21:07 »
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The "assorted random crap" in this fix. It was most likely done deliberately for that touch of comedy The Sims used to have before EA took The Sims off Maxis' hands. I know EA did this after OFB, but the team was probably already working on it beforehand. So could you make a version with the memories?
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Re: Creature Fixes
« Reply #18 on: 2008 October 19, 20:20:28 »
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No, it wasn't. It was caused by incorrectly passing an object ID where an NID was expected or vice versa. It is a clearly technical glitch and not an "Easter Egg" feature. It is not "dog memories": There is no attempt to do anything cute, it is simply a programming error.
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Re: Creature Fixes
« Reply #19 on: 2008 October 19, 22:10:45 »
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Then my question is why are those memories in the game? I am not challenging your knowledge, just wondering why.
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Re: Creature Fixes
« Reply #20 on: 2008 October 20, 17:59:39 »
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The memories are in the game but are not supposed to display random gibberish. This fix makes it so they display the correct memory subjects and not random objects that happen to coincidentally share the subject's NID.
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Re: Creature Fixes
« Reply #21 on: 2009 October 14, 05:48:39 »
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Yes, it's related to the hack.

I do not have creaturefixes in my game, because I don't want it to conflict with Jfade's biting control hack.  (I am a control freak and don't want anyone to bite anyone unless I say so.)  This evening I had a sim turn another sim into a werewolf and the new werewolf got a memory of a different sim turning him into a werewolf.

I'm assuming this is the being turned into a werewolf resulting in memories of random crap glitch.  I can't fix it with SimPE (playing with a Mac, no Sim PE available.) My  questions are:

1) is this harmful, or merely annoying?
2) (and I realize this is related to non-Awesomeware)--if I place creaturefixes in, do I have to take No Biting At All out?
3) If I put creaturefixes in, would it fix the memory problem, or is the damage already done?
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J. M. Pescado
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Re: Creature Fixes
« Reply #22 on: 2009 October 14, 16:15:51 »
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If you want your anti-biting, you should make it load last so it will override the biting functions, which aren't core components of creaturefixes, so can be overridden with new behavior without breaking anything.
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Re: Creature Fixes
« Reply #23 on: 2009 October 14, 17:25:51 »
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I've re-named anti-biting with an "x" and it seems to be one of the older files, so whether it loads by date or name seems to be ok.

With "creature fixes" in, my most recent werewolf still has a memory of the wrong sim turning him into a werewolf, though.  Is that game-frying?
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J. M. Pescado
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Re: Creature Fixes
« Reply #24 on: 2009 October 15, 00:59:37 »
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If the code containing the memory generation is inside one of the overridden BHAVs, then you will have to bug the person whose code is still bugged.
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