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TS2: Burnination => Peasantry => Topic started by: dumbfool on 2008 June 11, 03:14:21



Title: Allow strays on community lots
Post by: dumbfool on 2008 June 11, 03:14:21
* Compatibility: Pets, Seasons, Bon Voyage, FreeTime
* Modifications: Global BCON (affects all lots)
* Hack Version#: 1.0

Quick Info
~~~~~~~~~~
This hack re-enables stray pets to be allowed to visit all community lots, just like it was in the original unpatched Pets Expansion.

Effects
~~~~~~~
Before Pets patch #2 or #3 (and also Bon Voyage & FreeTime), stray animals would show up on all community lots.  This gives you more chances and more time to interact with animals that you might like to adopt.  Usually a different stray will appear when you move around from one community lot to a different one.  So, this "lot hopping" from one lot to another also gives you more chances to find a specific stray that you might be looking for.

Unfortunately, that new Pets patch (along with Bon Voyage & FreeTime) disabled *all stray visits to all community lots*.

* Check out the readme.txt file for more information.


Title: Re: Allow strays on community lots
Post by: aubreylaraine on 2008 June 11, 22:19:36
is there any way to expand this to allowing "owned" pets to visit lots unaccompanied by playables? ya know, they jump the fence and run across the street to the strip mall to beg for treats.


Title: Re: Allow strays on community lots
Post by: dumbfool on 2008 June 12, 01:08:17
I will look into it later.  Sounds like it should be possible to allow owned pets to show up on community lots without their masters.  That's a good idea by the way!


Title: Re: Allow strays on community lots
Post by: aubreylaraine on 2008 June 12, 02:02:46
really? i always figured someone would point and laugh so i never asked. thanks.  :D


Title: Re: Allow strays on community lots
Post by: unregister on 2008 July 11, 19:38:12
I've never patched any of my games, yet it was only with Free Time that I noticed the absence of strays. I rather missed that because it was a nice way of getting potential pets. It is strange how a capability can be available in previous eps and suddenly removed in next. I've wondered if this is because of creating needs of new features that previous abilities are removed, or just screws ups made by EA's 'most brilliant'. Yet if you are able to re-enable strays on community lots, why couldn't/wouldn't EA.

Thank you for the sharing. Nice to have this feature back in my game.


Title: Re: Allow strays on community lots
Post by: jsalemi on 2008 July 17, 14:19:27
Just FYI, but if you're using TwoJeffs' Visitor Controller, I believe its default is to prevent strays on community lots. So if that loads after this, the VC will override it and still prevent the strays.

If you're not using the VC, never mind....


Title: Re: Allow strays on community lots
Post by: Liz on 2008 July 23, 19:33:17
There are some lots where I'd like to see strays in attendance, but other lots aren't really appropriate for it. Fishing/park lot? Hell yeah, that place needs some strays wandering through it. But I got really tired of, when the strays were free range, watching people leave the Downtown dance floors in droves to queue up three-deep on the sidewalk to razzle the strays. Having never used TJ's VC, it's something I can set per lot, right? Because I'd love to download this mod but then be able to decide at which lots the strays would be welcome.


Title: Re: Allow strays on community lots
Post by: aubreylaraine on 2008 July 23, 22:08:01
yes. vc is a per lot type thing. but beware; the gypsy, garden club, and crumplebottom are automatically banned from every lot.