More Awesome Than You!
Welcome,
Guest
. Please
login
or
register
.
2024 November 25, 21:08:08
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search:
Advanced search
SUPPORT THE MUNICIPALITY!
Have you destroyed a paysite today?
"Jelenedra" is the new "gay".
All Lythdans are stupid and suck!
DEATH TO ALL STUPID HAIRY-BELLIED NESSES!
All Kewians are stupid and suck! Accept no Kewian-based substitutes!
Clearly, BlueSoup has failed us! You must not! BlueSoup has a fat head!
Hobbsee has a
scrawny pencil neck.
Rohina the Ugly Butted is a Horny Turkey
540287
Posts in
18067
Topics by
6545
Members
Latest Member:
cincinancy
More Awesome Than You!
TS2: Burnination
The Podium
SimPE and supernatural creatures
0 Members and 1 Chinese Bot are viewing this topic.
« previous
next »
Pages:
[
1
]
Author
Topic: SimPE and supernatural creatures (Read 7161 times)
bowrain
Knuckleheaded Knob
Posts: 573
SimPE and supernatural creatures
«
on:
2007 May 01, 14:51:50 »
Sorry if this is a stupid quesion, but I'm a newbie and I have a few question to ask:
1. Is it possible to extract/clone a supernatural creatures (vampires, plantsims, etc) and keep their supernatural flag/tag?
2. Is it possible to make certain sim to a werewolf/plantsim/zombie/any other creatures with SimPE? maybe they have certain flag or something? I know it can be done with inSIM but I want to avoid using it...
thanks
Logged
ZiggyDoodle
Retarded Reprobate
Posts: 1437
Re: SimPE and supernatural creatures
«
Reply #1 on:
2007 May 01, 22:13:34 »
I have no idea, but you do have two options:
No. 1. Ask the question at the SimPE forum, which is the more appropriate place.
No. 2. Download the updated SimPE and give it the old college try.
Logged
Venusy
Dead Member
Posts: 1392
Despite the name, I am male.Do not call me "miss".
Re: SimPE and supernatural creatures
«
Reply #2 on:
2007 May 01, 22:16:32 »
You can use the Lot Debugger to make your own zombies and werewolves, and the College Adjuster can create vampires. Don't think anyone's made a non-InSIM one for plantsims though.
Logged
"
They say only the good die young. If that works both ways, I'm immortal.
"
ISTP
- Independent, concise in speech, master of tools.
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: SimPE and supernatural creatures
«
Reply #3 on:
2007 May 02, 01:30:39 »
The Lot Debugger can inflict Plantsimism. It is not possible to package a sim as an odd creature, because all odd-creaturedom bits are set as bits on the sim itself, which does not exist as a bodyshop template. However, extracting a sim afflicted by one of these conditions may retain the visual appearance, so you'd have a hairy sim, for instance.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
bowrain
Knuckleheaded Knob
Posts: 573
Re: SimPE and supernatural creatures
«
Reply #4 on:
2007 May 02, 08:49:10 »
oh so there's no way to do that in SimPE? or you don't know how?
I just asked there too because ZiggyDoodle told me to do so
but not sure if I'll get sufficient answer there... the reason I asked here first because I know people here are way more knowledgeable than the ones in other sites.......
So if you guys don't happen to know the way to do that, ok then, you're all still awesome anyway:D
Logged
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: SimPE and supernatural creatures
«
Reply #5 on:
2007 May 02, 10:12:51 »
It is not possible, in SimPE or otherwise, because sims cannot be supernatural until they are sims!
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
bowrain
Knuckleheaded Knob
Posts: 573
Re: SimPE and supernatural creatures
«
Reply #6 on:
2007 May 02, 10:55:11 »
I
think
I found something (mind you this is coming from a noob's mouth lol), the "PersonData Flags 1" value is different from each creature, here's I put the list of the value in hexadecimal and decimal :
werewolf 0x20 32
vampire 0xc 12
zombie 0x1 1
servo 0x0 0
plantsim 0x100 256
alien 0x0 0
normal sim 0x0 0
BUT it also could be not it (which is more likely
) because a normal sim, servo and alien have the same value... I'm very very sorry if it's totally wrong
«
Last Edit: 2007 May 02, 13:43:24 by crystalclear
»
Logged
Gwill
Terrible Twerp
Posts: 2162
Re: SimPE and supernatural creatures
«
Reply #7 on:
2007 May 02, 11:40:41 »
It's not possible to package a character intact with it's weirdness. You coul package an empty lot containing the character, and do some
major
cleanup work with SimPE; removing all ties to other sims and deleting all memories of other sims.
Aliens are not special. Aside from the skintone there is nothing that makes them different from other sims. The game does not treat them any differently than other sims.
«
Last Edit: 2007 May 02, 11:53:06 by Gwill
»
Logged
Dibs on Darth Telligent!
INTJ bordering on P
Want to know where babies come from?
bowrain
Knuckleheaded Knob
Posts: 573
Re: SimPE and supernatural creatures
«
Reply #8 on:
2007 May 02, 12:21:09 »
Actually I'm talking about my 2nd question about how to change certain sim to a creature...
But thanks for giving me the answer of my first question
Logged
Gwill
Terrible Twerp
Posts: 2162
Re: SimPE and supernatural creatures
«
Reply #9 on:
2007 May 02, 13:01:35 »
If I remember correctly, Servos have a NPC-flag of some sort.
Logged
Dibs on Darth Telligent!
INTJ bordering on P
Want to know where babies come from?
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: SimPE and supernatural creatures
«
Reply #10 on:
2007 May 02, 13:38:42 »
Servos are identified by their original-GUID.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
bowrain
Knuckleheaded Knob
Posts: 573
Re: SimPE and supernatural creatures
«
Reply #11 on:
2007 May 02, 13:59:10 »
hey, I tried change the value of persondata flags of normal sim to werewolf's value and she indeed become a werewolf
BUT she doesn't get the look, she did the transformation every night , she do the limping walking style and she can't change her look on the mirror at night but her looks actually stays the same... Also tried to change a guy to a vampire, and got the same result, he acts like a vampire but without the looks
well, it's still an improvement anyway
EDIT: I GOT IT!!! I don't know how but I get the looks to change by pressing ctrl+shift+c and then esc... (open the cheat box and close it)
the looks change to werewolf, I even tried plantsim and he indeed have the looks of a plantsim with only 3 needs... not the leaf cloth though, but I can live with that
So I take that we wouldn't be able to change a sim to a servo and alien, would we?
«
Last Edit: 2007 May 02, 15:25:56 by crystalclear
»
Logged
Sleepycat
Stupid Schlemiel
Posts: 1701
meow!
Re: SimPE and supernatural creatures
«
Reply #12 on:
2007 May 02, 21:10:07 »
Why don't you just use the Lot Debugger (or InSIM) to make them into vampires/werewolves/zombies/plantsims? it'd certainly be much easier and you could do it quickly in-game and it would be done
right
Logged
Gwill
Terrible Twerp
Posts: 2162
Re: SimPE and supernatural creatures
«
Reply #13 on:
2007 May 02, 21:41:16 »
I'm wondering the same thing. Why mess with SimPE when it's easier to do in game?
Changing a sim into an "alien" would just be a matter of changing the skintone in SimPE, or using sim surgery to change the sim.
Like I said earlier; alien sims are not alien in any way.
«
Last Edit: 2007 May 02, 22:00:22 by Gwill
»
Logged
Dibs on Darth Telligent!
INTJ bordering on P
Want to know where babies come from?
bowrain
Knuckleheaded Knob
Posts: 573
Re: SimPE and supernatural creatures
«
Reply #14 on:
2007 May 03, 03:08:18 »
haha, I have several reason why I do it with SimPE:
1. I was
very
curious as to what string actually identify certain creatures
2. I'm avoiding any hacks as they messed up my game once that I had to reinstall everything including the base game, I know it was my fault not keeping them up to date but I don't think most hacks worth the hassle of checking the update when an EP comes out
3. I tested all of this with my test sims in a test neighborhood, so if I messed up something I can just delete the whole neighborhood and start over again
ok, I think it's all good now, thanks for all your help
Logged
Gwill
Terrible Twerp
Posts: 2162
Re: SimPE and supernatural creatures
«
Reply #15 on:
2007 May 03, 06:31:59 »
The lot debugger is hardly a hack. It's just an object that lets you take simple shortcut and fix things maxis breaks on their own. It's not a hack; it's a tool. And it has a lot less potential for messing up your game than fiddling with things unknown in SimPE.
Insiminator on the other hand...
Logged
Dibs on Darth Telligent!
INTJ bordering on P
Want to know where babies come from?
Pages:
[
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
TS4: The Pee-ening
-----------------------------
=> Insert Amusing Name Here
=> Facts and Strategery
-----------------------------
TS3/TSM: The Pudding
-----------------------------
=> The World Of Pudding
=> Facts & Strategery
=> Pudding Factory
===> World of Puddings
===> Pudding Plots
-----------------------------
TS2: Burnination
-----------------------------
=> The Podium
===> Oops! You Broke It!
=> The War Room
=> Planet K 20X6
===> Building Contest of Awesomeness
=> Peasantry
===> Taster's Choice
-----------------------------
The Bowels of Trogdor
-----------------------------
=> The Small Intestines of Trogdor
=> The Large Intestines of Trogdor
-----------------------------
Awesomeware
-----------------------------
=> TS4 Stuff
=> Armoire of Invincibility
===> AwesomeMod!
=> The Armory
===> Playsets & Toys
===> The Scrapyard
-----------------------------
Darcyland
-----------------------------
=> Lord Darcy Investigates
-----------------------------
Ye Olde Simmes 2 Archives: Dead Creators
-----------------------------
=> Ye Olde Crammyboye Archives
=> Ye Olde Syberspunke Archives
-----------------------------
Serious Business
-----------------------------
===> Spore Discussions
Loading...