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Author Topic: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION  (Read 1217089 times)
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #350 on: 2006 March 27, 13:24:40 »
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Would it be possible to make the same kind of a command to wipe the memories pointing to unknown sims ($Subject)? It wouldbe so big help, versus "pecking" those one by one in SimPE? Thanks.
Hmm. That'd be tricky. I'll think about it.
Isn't that what Theo's hack did?  The functionality of 'nuke all bad memories' is supposed to be going into a future version on SimPE.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #351 on: 2006 March 27, 13:53:55 »
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Quote from: cwykes
Isn't that what Theo's hack did?  The functionality of 'nuke all bad memories' is supposed to be going into a future version on SimPE.
Actually, I intentionally left the "Mystery Sim" memories untouched, only memories with an invalid owner instance would be removed - more specifically, the corrupt death memories were the intended target.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #352 on: 2006 March 27, 22:04:36 »
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I thought unknown ones were the bad ones and mystery sim was a different maxis created set given to all new adults and townies..  Just ignore me - like my siggy says, I know enough to be dangerous.....
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #353 on: 2006 April 01, 17:09:21 »
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Regarding the Randomise Sim Generator, is this lot-specific or play-session specific?  I have several babies due at once on different lots, so do I need to use it for each lot, or just at the beginning of the run of births?  Also, can I use it when I leave a lot that has no birth imminent, then have it work if I go into another lot where a baby is due (i.e., to save having to enter the birth-due lot and leave straightaway).  Hope that all makes sense.

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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #354 on: 2006 April 01, 19:43:44 »
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It's play-session specific. I randomise when I keep getting fugly npcs Tongue.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #355 on: 2006 May 23, 21:45:11 »
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Since buying my new PC and reinstalling all my Sims stuff, the debug facility on this doesn't work anymore.  All I get is "Force Error", nothing else.  Even the generic stuff (such as the decimator) don't work anymore.  I don't think I've added any patches that I didn't have before, because I'm 99.9% sure I downloaded the OFB patch (well, I know I did), so I have no idea what it could be.  I have added a couple of new downloads, but they were only to do with food so I can't see how they would have affected it.

Before I start removing downloads to see what's what, is there anyway that reinstalling could have caused this?  And yes, I have tried reinstalling the FFS, but it didn't make any difference.  I really need this aspect of the mod to work because I won't be able to spawn any new gravestones if I need them - I tried doing that and the option wasn't there anymore, with it being part of the debug mode set.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #356 on: 2006 May 24, 16:47:30 »
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Yet another reason for steering clear of yet another set of silly costumes!
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #357 on: 2006 May 24, 17:11:32 »
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Are you absolutely sure you're clicking on the Lot Debugger box?  Maybe you're clicking on the Macrotastics box?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #358 on: 2006 May 24, 17:20:57 »
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I still get some of the stuff, so I assume I don't get the rest because at present it isn't needed.  I had more problems with the college clock and had to get rid of it and put the old one back in.  (My sims started going for exams at 2 am after I'd planned on 8 am!)
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #359 on: 2006 May 24, 20:09:16 »
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Ancient Sim, do you have debug mode on? Just wondering, because it sounds like you're doing...debug+shift+click. Or I'm confused. Either might be possible. Wink
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #360 on: 2006 May 25, 03:01:36 »
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I always play in debug mode, I always have.  I'm simply shift-clicking on it like I always did, but it isn't working.  Nothing I am doing is any different to what I did before.  Other things have changed since I reinstalled, too.  For instance, none of my graduating YA's ever left college without a party unless I instructed them to, now they do.  Whether there was a load of crap in the Registry causing problems before I don't know, because the files I've put on are exactly the same.  What I will probably do is try playing on my old pc and add the new mods I've added since reinstalling on the new one, to see if the same thing happens.  There are only 2 or 3 so it won't take long.  I can't see that they're the cause, though - as I said before, they were only concerning food.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #361 on: 2006 May 25, 09:55:42 »
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Have you tried playing with debug mode off?  I never leave it on, and I never seem to get problems with the debugger.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #362 on: 2006 May 25, 11:47:22 »
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I'm sure it's just an Ancient Sim thing. I leave mine on all the time as well, because I like to catch when the untested crap I have yet to fob off on you chumps goes wrong.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #363 on: 2006 May 25, 12:00:49 »
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Well, you have a reason to leave it on....I just don't like it when every time I go to buy something I get all the infor I don't want about it (and usually have a fair idea of anyway, it's not that hard to tell usually what something was cloned from).

Ancient Sim, just save me from reading up everything about your reinstall - did you copy your program files over, or just your game files?  If it's your program files, could I timidly suggest that it might be time for a completely fresh install?  If not, then maybe if you took out all your hacks except Pescado's, see if the debugger works, then put the others back in a few at a time if it does, then you could narrow it down to the cause of the problem.  (Or use SimWardrobe's hack conflict detector.)
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #364 on: 2006 May 25, 14:38:55 »
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I leave mine on all the time as well, because I like to catch when the untested crap I have yet to fob off on you chumps goes wrong.

Some of us chumps wait until other chumps have tested it for us.....for just that reason. Smiley Does that make me less chumpy or more tardy? Don't answer that. Wink
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #365 on: 2006 May 25, 17:55:11 »
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I play with debug mode on all the time.  I have never had any problems with it.  I like to know when stuff is messing up instead of wondering why sims are resetting themselves.  But that's probably just me because I like to know why stuff happens.  Tongue
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #366 on: 2006 May 25, 17:59:53 »
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Well, I have to admit that when I've left it on, wierd things have started to happen, and as soon as I turn it off again, they don't.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #367 on: 2006 May 25, 22:09:08 »
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Question: Is it possible to recolor the lot debugger?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #368 on: 2006 May 25, 22:11:54 »
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It would be nice if it could look like an end-table or a sculpture!
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #369 on: 2006 May 25, 22:36:52 »
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First off, I don't know a thing about 'debugging' - but I have had this problem with my game since NL and I asked at another forum and the reply I got was that I should try debugging, thing is I got nothing else, no clues as to what to do, or anything...

So i went to search for myself and my quest lead me here..

Onto my problem...

On every residential lot, everytime any sim enters the lots, either a walk-by or a visiter - especially the mailperson - the game freezes for about 20 seconds. This also happens with cars entering a lot, like the maid, repairman etc.. also when my sim goes out in their car.

The most annoying part is the mailman (& walk-by freeze ups), because they turn up almost everyday, so at 10:10am my game freezes...arghhh I don't want to get rid of the people walking by or the mail being delivered, I just want this apparantly simply action to not freeze my game.

I have stopped hiring maids or calling delivery people because the freeze-up is very annoying.

anyhoo.. Will this debugging thingy help me at all? If so how do I go about using it. If there is something more appropriate that would help this problem please let me know Smiley

Hopefully there is a solution.

Thanks in advance
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #370 on: 2006 May 25, 22:51:11 »
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Sounds to me like you have a furious sim at one of the portals.  If you have, the only solution I found was to delete them with Move objects on.

However, you would find investing in the debugger helps improve your game anyway, especially the "Fix Broken Mood Boosts" Option, "Unblock Fridge Tiles" etc - these options only actually appear if the problem exists.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #371 on: 2006 May 25, 22:57:59 »
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I thought it may have something to do with portals as all the problems are portal based really, aren't they? (i don't know very much about the inner working of the game)

But this happens on every residential lot, without fail.

I'll give it a go, thanks for your advice.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #372 on: 2006 May 25, 23:02:47 »
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Ancient Sim, just save me from reading up everything about your reinstall - did you copy your program files over, or just your game files?  If it's your program files, could I timidly suggest that it might be time for a completely fresh install?  If not, then maybe if you took out all your hacks except Pescado's, see if the debugger works, then put the others back in a few at a time if it does, then you could narrow it down to the cause of the problem.  (Or use SimWardrobe's hack conflict detector.)
It's a completely fresh install of base game and expansion on a brand-new pc.  The only things that were copied were things personal to my game (downloads, neighbourhood files, etc.).  What went into Program Files was totally and utterly fresh.  I suppose it has to be something I've downloaded since.  I just hate testing things because it's such a bore having to go in and out of the game.  Has to be done though, can't do without this facility.

I'm sure it's just an Ancient Sim thing.
You are probably right, but this doesn't exactly HELP me, does it.  I suppose I have to admit that I have probably done something ridiculously un-awesome, for which (I suppose) I deserve to suffer.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #373 on: 2006 May 25, 23:14:14 »
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I've found that frequently first time of installation, something just doesn't get copied into the game correctly, and things go haywire, but that doesn't really explain why the debugger wouldn't work, does it?  I think you'll just have to roll up your sleeves and start sorting through all your hacks till you find the culprit (obviously, start with the non-awesome!)  But if it's a hack conflict, have you tried using the hack conflict detector from simWardrobe?  It just might save you a whole lot of hard work!
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #374 on: 2006 May 25, 23:27:45 »
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Ancient Sim:  I would start by moving all hacks to another folder EXCEPT just JM's hacks, or even just the lot debugger by itself.  Start the game, go get a cup of coffee, take the dog out, or whatever, then go into your lot and see if the problem persists.  Whether it does or not, do not save, exit without saving.  If the options appear as they should, then that tells you that there is a conflict with another hack.  If they don't, then you know something else is happening.  But don't save your game without your hacks in place, because funny things can happen.  Just enter the lot long enough to see if the problem is solved or not.

Oh, and double check that you have debug mode on, just to be sure. Wink
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