More Awesome Than You!

TS2: Burnination => The Podium => Topic started by: VampLena on 2008 August 29, 00:02:05



Title: AL gameplay questions and help
Post by: VampLena on 2008 August 29, 00:02:05
hey all, I just got AL today mostly because i was looking forward to (finally!) getting Makin'Magic esqe-ness for Sims 2 but for some reason i dont see any witches or know whos one anywhere.  How can I find them? I really want to be a witch! Also I was wondering if theres skin replacements for them yet? or if i could take an existing one like a Pixie one and make it work for them?

Thanks!


Title: Re: AL Becoming a Witch Help?
Post by: virgali on 2008 August 29, 00:08:23
You have to visit the communitylots. They work the same as vampires. The Good witch visits the communitylots by day the Evil one by night. The twin sister in Belladonna cove already know witches. If you're playing that hood you can always have your sims befriend them and then play them and let them invite you all over. (your sims and the withces)


Title: Tempus Interroptus: How do you use this spell?
Post by: virgali on 2008 August 29, 00:14:45
I've been searching around but couldn't find the answere. How do you use the Freeze Time Spell? Also the summon sim one?


Title: Re: AL Becoming a Witch Help?
Post by: kutto on 2008 August 29, 01:54:20
When you get a witch, you can spread it to other sims once the witch reaches a sufficient magic level.


Title: Re: Tempus Interroptus: How do you use this spell?
Post by: kutto on 2008 August 29, 01:56:16
If you have the requisite magic level, try clicking on the witch herself. Also, make sure you have all the reagents.


Title: Re: AL Becoming a Witch Help?
Post by: Zazazu on 2008 August 29, 02:48:39
You can also just take the first witch you run into, become best friends, and then study the opposite alignment after becoming a witch.


Title: Re: Tempus Interroptus: How do you use this spell?
Post by: virgali on 2008 August 29, 02:51:46
Thank you ^^ They appeared grayed out at first. I found the Sumon one I was missing the reagents indeed. The Tempus Interroptus however didn't appear in my "spellbook" so I didn't know what reagent was missing. After doing another spell I got a message that I learned new spells and there it was.

It's strange it was grayed out when I haven't officially learned it yet... oh well

Another question My evil with won't make the "lamp" not sure what the English name for it is. Any idea why and how I could solve the problem?


Title: Re: Tempus Interroptus: How do you use this spell?
Post by: kutto on 2008 August 29, 03:00:56
Have you made one already? I made one and then lost the option to make another.


Title: Re: Tempus Interroptus: How do you use this spell?
Post by: virgali on 2008 August 29, 03:21:22
I'm pretty sure the option is still up for my Good Witch. I had the Evil Witch try it first but nothing appeared in her inf after several simhours. I then tried with my Good Witch, she made one in short time and the option is still there I believe.

I then tried again with my Evil Witch without any luck.


Title: Re: AL gameplay questions and help
Post by: GinaLash on 2008 August 29, 04:39:59
If you are still looking for replacement skins Spookymuffin at Insim has made a nice one for evil witches and you can get it here http://www.insimenator.net/showthread.php?t=90989
HP at MTS2 has also made something so that just the regular skin shows through here http://www.modthesims2.com/showthread.php?t=299163


Title: Re: AL gameplay questions and help
Post by: squish on 2008 August 29, 05:30:12
If you are still looking for replacement skins Spookymuffin at Insim has made a nice one for evil witches and you can get it here http://www.insimenator.net/showthread.php?t=90989
HP at MTS2 has also made something so that just the regular skin shows through here http://www.modthesims2.com/showthread.php?t=299163
I've made one too, here (http://community.livejournal.com/skittledboxes/24543.html).


Title: Re: AL gameplay questions and help
Post by: fway on 2008 August 29, 06:25:03
Since the topic at hand IS AL gameplay and questions and help, I was just wondering... how in the world do you get the neighbor to babysit?


Title: Re: AL gameplay questions and help
Post by: witch on 2008 August 29, 07:05:18
Maybe it's to do with relationship, I don't know. In the Riley?/Cho lot I just used him to click on her and it says something like, 'would you mind the children?' She went into his flat and bathed her own kid there and his kid just stayed home normally.


Title: Re: AL gameplay questions and help
Post by: fway on 2008 August 29, 07:12:30
Mhrm, well I suppose since it's logical to build a relationship to know who's really watching your kids.. Yeah, come to think of it, I probably wouldn't want someone watching my sim kids if I didn't know them well. Anywho, I was just asking that question because my couple just got married, and they already had a kid and I booked a honeymoon for them. Well the time that the van came the kid was already at school. So, the kid probably won't know that his parent's are off at Twikki Island. XD


Title: Re: AL gameplay questions and help
Post by: Inge on 2008 August 29, 08:48:25
Lol!  You won't be able to do that sort of thing in Sims3 - the kid will be home alone for 3 days then!


Title: Re: AL gameplay questions and help
Post by: fway on 2008 August 29, 10:02:12
Lol!  You won't be able to do that sort of thing in Sims3 - the kid will be home alone for 3 days then!

Yeah, they'll be much more than latch key kids XD

Quote
Witchiness is TurnonTraits3 Flag 4 (dec) (and same flag in traits and turnoffs)

Ohh, I just have a question about the witch trait. Does that mean that the witchiness gets passed down, and that there's a good chance of having a kid who'll turn out to be a witch in their teen years? I realize that children and toddlers cannot be witches.


Title: Re: AL gameplay questions and help
Post by: VampLena on 2008 August 29, 14:32:45
Thanks for all the help, i got the skins replaced and i found a witch since i moved to Belladonna Cove, ironically the Light Side witch was totally attracted to me and wanting to woo-hoo nearly immediately making the Path of Light option come up rather fast (she had 2 lightning bolts to me :D ) Unfortunatly I want to be a EVIL witch, from the get go, so i finally found Francis and shes totally not attracted to me, bleh so now its a uphill battle to become friends with her, took awhile and im finally a witch :D And I slept with both of them lol.

I was wondering, when do i get the new skin? My daughter become Lightside too and she doesnt have the Light Witch Skin and I dont have the Dark skin. Is it also something that has to be unlocked? Thanks!

Edit> Interestingly also, The Good Witch showed up downtown at the Crypt O'Night at Nighttime for some reason, while the Evil Witch Showed up at Freya's during the day time. Im not complaining but does that mean something is wonky with them?


Title: Re: AL gameplay questions and help
Post by: Tsarina on 2008 August 29, 15:33:45
Edit> Interestingly also, The Good Witch showed up downtown at the Crypt O'Night at Nighttime for some reason, while the Evil Witch Showed up at Freya's during the day time. Im not complaining but does that mean something is wonky with them?
I believe it's completely random what witch turns up when and where. I don't think anything is wonky in your game.


Title: Re: AL gameplay questions and help
Post by: Solowren on 2008 August 29, 16:48:54
Ohh, I just have a question about the witch trait. Does that mean that the witchiness gets passed down, and that there's a good chance of having a kid who'll turn out to be a witch in their teen years? I realize that children and toddlers cannot be witches.

Highly doubtful. Vampirism is a turn on too, and that isn't genetically inheritable.


Title: Re: AL gameplay questions and help
Post by: Zazazu on 2008 August 29, 17:10:40
My super-evil and super-good witches had a baby. There is nothing special about the child.


Title: Re: AL gameplay questions and help
Post by: fway on 2008 August 29, 17:58:08
Has she grown up to be a teenager yet Zazazu? I just meant to ask if they would get the witchyness by their teen years. Please don't mind me, I'm just too lazy to do it. XD



Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 29, 19:00:21
Thanks for all the help, i got the skins replaced and i found a witch since i moved to Belladonna Cove, ironically the Light Side witch was totally attracted to me and wanting to woo-hoo nearly immediately making the Path of Light option come up rather fast (she had 2 lightning bolts to me :D ) Unfortunatly I want to be a EVIL witch, from the get go, so i finally found Francis and shes totally not attracted to me, bleh so now its a uphill battle to become friends with her, took awhile and im finally a witch :D And I slept with both of them lol.

I was wondering, when do i get the new skin? My daughter become Lightside too and she doesnt have the Light Witch Skin and I dont have the Dark skin. Is it also something that has to be unlocked? Thanks!

Edit> Interestingly also, The Good Witch showed up downtown at the Crypt O'Night at Nighttime for some reason, while the Evil Witch Showed up at Freya's during the day time. Im not complaining but does that mean something is wonky with them?
You can just become a good witch then when you get your spell book click it and choose learnt he path of darkness or something

My question any advice on how to bosst my witches to either Super Good or Super Evil? I keep on using my spells on random townies without any luck! I wish I could lock up 2 sims in my home and use as guinnee pig untill my Evil becomes green and my good one starts to sparkle... any ideas?


Title: Re: AL gameplay questions and help
Post by: Tsarina on 2008 August 29, 19:06:15
You can become friends with the witch of the opposite alignment and ask them to teach you the path of light/darkness (That should give you sparkles as the opposite of what you were before), or you can just make your sim "study the path of *whatever*" with the spell book.


Title: Re: AL gameplay questions and help
Post by: VampLena on 2008 August 29, 19:59:20
there must be something wrong then, neither my good witch or evil witch has pretty sparkles, all they got physically was a new dress and hat.


Title: Re: AL gameplay questions and help
Post by: morriganrant on 2008 August 29, 20:09:38
there must be something wrong then, neither my good witch or evil witch has pretty sparkles, all they got physically was a new dress and hat.
Maybe they are rendered with shaders? Do you have fish? If not then they may be the same.


Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 29, 20:39:54
Actually I did turn it off in my startup cheat file but I'm pretty sure I turned it on again! *sighs* Well I figured it had to be my problem since the bar isn't fully black nor fully white for Evil/ Good Witch. Doesn't the study path of the Light/Darkness remove all their ingredients from their inventory? I heard someone say so. Wouldn't that reset the spells they unlocked too?

So basically as soon as you choose the path of either light or darkness by asking a witch to teach you it you get green or have sparkles? That didn't happen to my witch me either. :-\

Edit: Ok I just tried to edit one of my posts but it disappeared?! Does anybody know what the perks are for the new skills on the bookcases?


Title: Re: AL gameplay questions and help
Post by: VampLena on 2008 August 29, 21:45:36
maybe you need to get all the way Light Side or Dark side to unlock the new Skins/Aura ? I thought the was the only who didnt get them right away on my becoming a witch.


Title: Re: AL gameplay questions and help
Post by: witch on 2008 August 29, 22:22:53
They don't get the sparkles till they are fully evil, or fully good. Studying works, as does casting spells.


Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 29, 22:23:05
I'm pretty sure I've seen posts of people claiming they got the sparkles or green skin right away which is confusing. So my guess is that those people have a bug and that you need to fill the bars up to see the effects. Since someone mentioned they had their sim study for what 3 simdays? before her bar was full :-/

Edit: So is SimWitch a witch yet? ;) Do you know what goes faster Witch? Casting spells, studying or a combo of both? Also is this the correct code for shaders? boolprop useshaders false
I guess it has to be set to "true" to be on, yes?


Title: Re: AL gameplay questions and help
Post by: squish on 2008 August 29, 23:10:21
I was wondering, when do i get the new skin? My daughter become Lightside too and she doesnt have the Light Witch Skin and I dont have the Dark skin. Is it also something that has to be unlocked? Thanks!
Have you tried studying? Mine didn't get the evil skin until she'd studied the spell book for a couple of hours.


Title: Re: AL gameplay questions and help
Post by: Mandapotpie on 2008 August 29, 23:11:22
It depends what builds skill fastest but the PG said that crafting reagents of the opposite alignment builds more skill because it takes longer. Also casting spells can change your alignment if you don't check what they are first. Every time you cast a "neutral" spell they lose a bit of good level or evil level. So you can lose spells that require a certain level of good or evil or the ability to craft objects by casting neutral spells


Title: Re: AL gameplay questions and help
Post by: witch on 2008 August 29, 23:17:09
boolProp useShaders false
Yes, to turn it on would be 'true'

Both of my witches did get the sparkles straight away. The would-be bad witch asked the high bad witch, perhaps that makes a difference? Then she lost her sparkles when I got her to cast random spells, not realising this affected her alignment. She studied to get back up to the top level and regained her sparkles.

Maybe if the wrong alignment is asked, they don't get the sparkles? Dunno.

Though the study bar is separate from the alignment continuum. Might have been dependent on the alignment now I come to think about it. The more she studied the dark path, the more her alignment shifted to full bad.

Sim witch is a neutral witch, no sparkles, no special objects. :(  However,before she takes another path, all three witches are going mad making reagents. They're off to a community park tomorrow to wreak havoc on the natives. I've tried out barely any of the actual spells. Bwah ha ha ha ha.


Title: Re: AL gameplay questions and help
Post by: titanicbrittanic on 2008 August 29, 23:22:57
Since this is an AL question post, I feel safe asking this: has anyone experienced problems with garages in apartment buildings? EAxis mentioned that you put them in during their chat sessions months ago, but now I hear that it doesn't count as part of the apt and therefore is not usable (aka it is a commomarea... bleh...)

There is supposed to be one flat premade with cars in it, but so far I have not heard if it works or not. As I do not own AL yet, I can't test it  :(


Title: Re: AL gameplay questions and help
Post by: witch on 2008 August 29, 23:30:14
Incidentally, I have full control of my roomie. The roomie displays where the pets usually do and I suspect that's why I can control her. I play with debug mode on and turn on pet control in my userstartup.cheat.


Title: Re: AL gameplay questions and help
Post by: Zazazu on 2008 August 29, 23:32:24
I'm pretty sure I've seen posts of people claiming they got the sparkles or green skin right away which is confusing. So my guess is that those people have a bug and that you need to fill the bars up to see the effects. Since someone mentioned they had their sim study for what 3 simdays? before her bar was full :-/
I believe it's a bug. My sim (the one I said it took 3 days to get to maximum evilness) had the "reached maximum..." memory right after being turned, as well as the sparkles. My good witch didn't get sparkles until she reached the maximum level (but before maximum talent).


Title: Re: AL gameplay questions and help
Post by: Mandapotpie on 2008 August 29, 23:42:00
Incidentally, I have full control of my roomie. The roomie displays where the pets usually do and I suspect that's why I can control her. I play with debug mode on and turn on pet control in my userstartup.cheat.

Yep you use the same cheats to control roomies that you do pets since they function similarly.


Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 29, 23:42:20
boolProp useShaders false
Yes, to turn it on would be 'true'

Both of my witches did get the sparkles straight away. The would-be bad witch asked the high bad witch, perhaps that makes a difference? Then she lost her sparkles when I got her to cast random spells, not realising this affected her alignment. She studied to get back up to the top level and regained her sparkles.

Maybe if the wrong alignment is asked, they don't get the sparkles? Dunno.

Though the study bar is separate from the alignment continuum. Might have been dependent on the alignment now I come to think about it. The more she studied the dark path, the more her alignment shifted to full bad.

Sim witch is a neutral witch, no sparkles, no special objects. :(  However,before she takes another path, all three witches are going mad making reagents. They're off to a community park tomorrow to wreak havoc on the natives. I've tried out barely any of the actual spells. Bwah ha ha ha ha.
Thank you for the explanation. I fixed my startupfile and will make the witches study like there's no tomorrow! Mwuhahahahaha! I was thinking about invading the community lots too but figured I'd just use the walkbies lol If you greet them and use your spell on them the idiots will actually stay and I keep on making them vomit and have bees attack them. I use all the evil spells I have available on them! You would think they's leave the lot but they actually stay!

About the study being seperate. I remember having these options:
  • Study the path of light
  • Study the path of darknes
  • Something about Neutral?
  • Check magic my abillities
That's from the top of my head and translated from Dutch.

One more question: What happens when witches change allignments? I heard someone mention that the witch lost all the ingredients located in inventory. What I wonder is does her Spellbook and pot change? I accidentily send my Evil with to my Soog witches' spellboook once and the only option was to "check out" or "investigate"... something like that.


Title: Re: AL gameplay questions and help
Post by: witch on 2008 August 29, 23:49:14
Hur. Check out the 'investigate' on another witch's book and watch closely.  ;)

I thought it was spells that were lost when the alignment changes.


Title: Re: AL gameplay questions and help
Post by: VampLena on 2008 August 30, 00:47:45
I think theres gradual effects too! I've been having my girl studying evil Witchcraft all the time and casting evil spells and when i zoom in im starting to notice some kind of discoloration and such. Though I wish someone could mod 2 different Teleporation spells for Good and Evil. Casting the one in the game that is on Neutral keeps screwing up my alignment. Besides, it'd look cooler if Dark Energy enveloped a evil Witch when she Teleports.

Im sooo hoping someone fixes this, I think Good/Evil Seperate Teleportation spells would be awesome!


Title: Re: AL gameplay questions and help
Post by: Roux on 2008 August 30, 01:15:48
Since this is an AL question post, I feel safe asking this: has anyone experienced problems with garages in apartment buildings? EAxis mentioned that you put them in during their chat sessions months ago, but now I hear that it doesn't count as part of the apt and therefore is not usable (aka it is a commomarea... bleh...)

There is supposed to be one flat premade with cars in it, but so far I have not heard if it works or not. As I do not own AL yet, I can't test it  :(

I tried out that set of apartments today (Seaspray, I think it's called  ::)). I placed a car inside the garage with no troubles, but the driveway leading up to the garage was not considered within the apartment's boundaries. The car within the garage worked just fine, though I only tested going to work.


Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 30, 01:19:18
Hur. Check out the 'investigate' on another witch's book and watch closely.  ;)

I thought it was spells that were lost when the alignment changes.
Ok will do ^^

With shaders on this is what I discovered:
  • The Evil Witch got a green skin after studying the path of darkness for a while, she wasn't fully alligned yet
  • The Evil Witch started to sparkle green stuff (they look too much like stinky clouds! >:() once she maxed her allignment
  • The Good Witch started to sparkle when she maxed her allignment (I didn't notice any difference in her looks when she was mastering her allignment she did get new spells and the abillity to make new objects)
  • Studying the paths makes you master that allignment a lot faster than just using spells of that allignment

*Spoilers Below*
[spoiler]
  • The Evil Witch can use a spell to make her petcat attack a sim of choice if the cat is summoned at the time. The cat then turns into some sort of ghost withc and fights the sim lol So far my cat has always one and it goes back to catform a few simminutes after the fight. ^^
  • The Good Witch also has a spell to summon that servant ghost. When I clicked on it I saw an option "Give Spirit/Ghost" but didn't try it out. The Good Witch Servent played the piano for a while then disappeard lol[/spoiler]

    It would be nice if someone could create a hack for ingredients. As in you make one and that one charges the ammount you need for each spell. Making them is timeconsuming and annoying. I hate it when I'm in a townie bullying party and have to stop because one of my ingredients just finished.


Title: Re: AL gameplay questions and help
Post by: titanicbrittanic on 2008 August 30, 01:37:45
Since this is an AL question post, I feel safe asking this: has anyone experienced problems with garages in apartment buildings? EAxis mentioned that you put them in during their chat sessions months ago, but now I hear that it doesn't count as part of the apt and therefore is not usable (aka it is a commomarea... bleh...)

There is supposed to be one flat premade with cars in it, but so far I have not heard if it works or not. As I do not own AL yet, I can't test it  :(

I tried out that set of apartments today (Seaspray, I think it's called  ::)). I placed a car inside the garage with no troubles, but the driveway leading up to the garage was not considered within the apartment's boundaries. The car within the garage worked just fine, though I only tested going to work.

Ha. I find it funny that they call it Seaspray when you can't make beach apartment lots, though they mention that as working as well in the chat. Thanks for the info; I hope that my custom ones work. I made a load based on the buildings in Lynchburg and Roanoke VA, most of which are based on warehouses (hence the easy insertion of garages  ;) ) and I soooo want them to work.


Title: Re: AL gameplay questions and help
Post by: Zazazu on 2008 August 30, 06:26:59
I wasn't sure where exactly to post this, but this seems as good a place as any. I was creating a apartment lot (you can has (http://www.moreawesomethanyou.com/smf/index.php/topic,12883.0.html)) and tested different things to see what could affect price:

1. An unit in this building, unhacked and furnished, cost $2,226. They are small 2 bed, 2 bath units with two separate porches each. The common areas include a vending machine and a playground for the kiddies.
2. Magic wand applied, furnished units cost $1,644.
3. Magic wand applied, all furnishings but closet, bath items, and kitchen counters/appliances removed...still $1,644.
4. Magic wand applied, completely unfurnished excepting the closet, price went down to $1,296.

So we can conclude that all furnishings except kitchen and bath items (those that stick on move-in) do not count towards rent price. So decorate those apartments for your NPCs to the hilt if you want, if a playable rents it later they won't pay for it.


Title: Re: AL gameplay questions and help
Post by: VampLena on 2008 August 30, 08:00:12
how exactly do you teach other sims magic? I finally got my witch to full Evil with max skill and my daughter to full good with max skill and for some reason neither of us have the option to teach magic to my other daughter.  Can player Witches not teach magic? is it only taught by friending a npc??


Title: Re: AL gameplay questions and help
Post by: lurkmoar on 2008 August 30, 08:56:03
It would be nice if someone could create a hack for ingredients. As in you make one and that one charges the ammount you need for each spell. Making them is timeconsuming and annoying. I hate it when I'm in a townie bullying party and have to stop because one of my ingredients just finished.

You may want to try this: http://www.modthesims2.com/showthread.php?t=299368 (http://www.modthesims2.com/showthread.php?t=299368)
It's called "No Reagents Needed for Spells".


Title: Re: AL gameplay questions and help
Post by: dream_operator on 2008 August 30, 21:40:13
I'm one of the people that posted that both of my sim witches were maxed out good and evil the moment they were turned.  Not only did they have the special skins and the sparkles, but when I looked in their spellbook the bar was filled up all the way black for the evil one and all the way white for the good one.  Now you all have me wondering if it might be a bug.  At first I thought that was just how it was supposed to work.  I'll have to try it out some more on a few different sims later and see if I get any different results. 

As for turning another sim into a witch with a playable witch, I do believe that it is the Magical Transformation spell.  I haven't used it myself yet though to see if that is indeed the one.

Dream


Title: Re: AL gameplay questions and help
Post by: fway on 2008 August 31, 03:09:45
This question is mainly for Inge, however if anybody else is willing to answer I would more than appreciate it.

I was reading the "new fields" thread by Inge, I was wondering if "Ignore Apt Restriction Grab" referred to objects like the sinks/counters/etc; What does it actually mean is what i am asking. I know it ignores something within the apartment. *shrug*

Or is there something else that would keep objects like the tubs, counters, etc. when a sim moves out or moves in? I would absolutely love to know this because I want to enable the ductwork/plumbing/medicine cabinets when a sim moves into an apartment.

ETA: I felt that making a new thread would be dumb, so I decided to ask here.



Title: Re: AL gameplay questions and help
Post by: Skadi on 2008 August 31, 03:40:30
And here is a no sparklies hack for those with lag issues.
http://www.modthesims2.com/showthread.php?t=299567


Title: Re: AL gameplay questions and help
Post by: SJActress on 2008 August 31, 03:52:18
Or is there something else that would keep objects like the tubs, counters, etc. when a sim moves out or moves in? I would absolutely love to know this because I want to enable the ductwork/plumbing/medicine cabinets when a sim moves into an apartment.

Tubs and counters should stay automagically.

As for ductwork/plumbing, etc., someone said that you can use boolprop testingcheatsenabled true, shift-click the apartment door, and Rent Furnished.  I don't know if it works or not; you'll have to test it yourself.


Title: Re: AL gameplay questions and help
Post by: fway on 2008 August 31, 03:57:03
Or is there something else that would keep objects like the tubs, counters, etc. when a sim moves out or moves in? I would absolutely love to know this because I want to enable the ductwork/plumbing/medicine cabinets when a sim moves into an apartment.

Tubs and counters should stay automagically.

As for ductwork/plumbing, etc., someone said that you can use boolprop testingcheatsenabled true, shift-click the apartment door, and "Rent Furnished".  I don't know if it works or not; you'll have to test it yourself.

I realize that I could use boolprop, however, I don't want to use it all of the time to rent apartments and lose the duct work plumbing and all that good stuff. I just want to change the BHAVs for those objects and not have to worry about that stuff disappearing.

Speaking of renting a furnished apartment Carrigon has enabled the Rent Furnished Apartment option along with a couple of more options.

http://www.sims2workshop.com/viewtopic.php?t=2900


Title: Re: AL gameplay questions and help
Post by: Bugger on 2008 August 31, 04:47:32

Quote
Speaking of renting a furnished apartment Carrigon has enabled the Rent Furnished Apartment option along with a couple of more options.

http://www.sims2workshop.com/viewtopic.php?t=2900


For someone who was "so offended" by this EP, she didn't waste much time cracking into it, did she?  Maybe that's just my own twisted opinion.


Title: Re: AL gameplay questions and help
Post by: Zazazu on 2008 August 31, 06:00:56
No, it's quite astute and shared.

And here is a no sparklies hack for those with lag issues.
http://www.modthesims2.com/showthread.php?t=299567
Confirm that this hack works quite well. Familiars still have sparklies, so Plum's pink kitty will remain sparkling.


Title: Re: AL gameplay questions and help
Post by: GayJohnScarritt on 2008 August 31, 07:13:40
TJ has updated his mods   
   http://www.simbology.com/mods/index.php?dir=al/&sort=date&order=desc (http://www.simbology.com/mods/index.php?dir=al/&sort=date&order=desc)


Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 31, 09:58:51
It would be nice if someone could create a hack for ingredients. As in you make one and that one charges the ammount you need for each spell. Making them is timeconsuming and annoying. I hate it when I'm in a townie bullying party and have to stop because one of my ingredients just finished.

You may want to try this: http://www.modthesims2.com/showthread.php?t=299368 (http://www.modthesims2.com/showthread.php?t=299368)
It's called "No Reagents Needed for Spells".
Thank you for the link. I haven't been looking for hacks yet. I forgot how fast the sims community is when it comes to fixes and improvements ^^

A comment on the messages from the Landlord. Someone was pointing out that they're annoying and I figured it's because he checks if anything is broken on the lot. I had an incident where my sims' shower got broken. I waited it out at first thinkig the Landlor would come and fix it. I believe after several hours I'd figure I'd try the phone to call him. I didn't see an option to reach him there but was puzzled that I still had the option to call a service NPC.

A couple of simhours later I got a pop up message of the Landlord that everything is just fine! >:( I was really annoyed now! I mean what good is it to us to receive the pop ups if he's not able to detect any real problems. So once I again I directed my sim to the phone to call a service NPC to fix the problem anyways when I noticed the option to call the landlord! I'm pretty sure it wasn't there before! So I called him back and sure enough he came and fix the shower. At least that worked! /rant :-[


Title: Re: AL gameplay questions and help
Post by: coralleane on 2008 August 31, 10:31:10
A comment on the messages from the Landlord. Someone was pointing out that they're annoying and I figured it's because he checks if anything is broken on the lot. I had an incident where my sims' shower got broken. I waited it out at first thinkig the Landlor would come and fix it. I believe after several hours I'd figure I'd try the phone to call him. I didn't see an option to reach him there but was puzzled that I still had the option to call a service NPC.

A couple of simhours later I got a pop up message of the Landlord that everything is just fine! >:( I was really annoyed now! I mean what good is it to us to receive the pop ups if he's not able to detect any real problems. So once I again I directed my sim to the phone to call a service NPC to fix the problem anyways when I noticed the option to call the landlord! I'm pretty sure it wasn't there before! So I called him back and sure enough he came and fix the shower. At least that worked! /rant :-[

Without having actually seen the situation, obviously, here's my take on what probably occured:

-Firstly, the Prima Guide claims that Landlords won't autonomously fix items inside your apartment.  I know that the guide is not the most accurate of sources and shouldn't be followed blindly, but it would seem this is correct based on your experience.  They are not telepathic and need to be told about problems inside the apartment.
-Secondly, I expect that when you tried to call the landlord, and didn't have the option, it's because the Landlord was probably already on the lot.  They apparently hang around from 9am until all communal area repairs/cleaning/rent collections etc are done.  Obviously once they're present on the lot you can't phone them (since they're already there!) but you can track them down and ask face-to-face for them to do repairs inside your apartment. 
-Once you received the pop-up, that meant the Landlord was done for the day and had departed.  You then could get through to them on the phone because they're at 'home' and not on the lot anymore.

Hope this helps.


Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 31, 10:54:36
Thank you for the advice. I was suspecting that indeed the landlord was probably somewhere on the lot and therefore I wasn't able to call him. It was my second time playing an appartment. The first time I moved my sims in decorated and then exited and never played them again untill then. Though I wasn't sure sicne sometimes things tend to escape me when they're right in front of me eyes.

The point I was trying to make is why does he do the check and we get that annoying pop up message if he doesn't fix things autonomously? Is that just to tells us he's leaving the lot? I understand what you mean about not being telepathic but it seems to me that check is unecessary. Also it annoys me that I have to go find people around the lot especially when I lag sometimes and with all the NPC's and such walking around.

A question about something different. I'd like to test playable sims complaining about other sims living in other appartments. If I create a sims and make it  leave garbage everywhere, dirty plates, dirty shower etc. and have the sim turn on the stereo system really loud at night eg 3 AM. Save and exit the lot. Will my other playable sims living next to him be able to bang on his wall about the noise and complain about the smell?



Title: Re: AL gameplay questions and help
Post by: coralleane on 2008 August 31, 11:21:01
The point I was trying to make is why does he do the check and we get that annoying pop up message if he doesn't fix things autonomously? Is that just to tells us he's leaving the lot? I understand what you mean about not being telepathic but it seems to me that check is unecessary. Also it annoys me that I have to go find people around the lot especially when I lag sometimes and with all the NPC's and such walking around.

It's to let you know he's leaving the lot and that everything in the communal areas has been dealt with - the same way an NPC maid will pop up a message before leaving, or an NPC repairman, or an NPC Gardener... it's exactly the same system, really. 


Title: Re: AL gameplay questions and help
Post by: Kyna on 2008 August 31, 13:28:42
The fact that they only scan for things to fix/clean/garden in the common area is probably by design.  It requires less processing than if they were also scanning the inside of the apartments.


Title: Re: AL gameplay questions and help
Post by: cyperangel on 2008 August 31, 14:06:54
ok, I seem to have a gameplay problem. Or rather, theres something I cannot find.

The tooltips says that to move pictures on the wall up or down, i should press the [ or] keys.
Those i have to use ALT GR to get written, and Nothing happens when i do that. Ive gone as far as to try random keys on the keyboard, with alt, ctrl and alt gr pressed, and so far all ive managed to do, is to make the world spin either way, unable to stop again.

So, anyone who can help me on how to do that?


Title: Re: AL gameplay questions and help
Post by: Drakron on 2008 August 31, 15:17:18
The [] keys are simply for the case of a US keyboard ... if you have another keyboard then they are other keys

Problem is knowing WHAT keys work in your case, in my case they are the ? and » keys so just keep pressing keys until it moves up or down ... do not bother with the Shift or Alt keys.

And yes, that was rather stupid of then to map then to those keys due to keyboard differences.


Title: Re: AL gameplay questions and help
Post by: ingeli on 2008 August 31, 15:25:21
Maybe you have a non-US-keyboard? I do, and to use the BV hood cheat for example, I had to check what keys those were at my Swedish keyboard. Here is a link to a map of a US-keyboard: http://www.penticoff.com/nb/images/USKeyboard.jpg (http://www.penticoff.com/nb/images/USKeyboard.jpg)
You can also try other keys outside the letter ones. I don't think it works with alt gr -keys.


Title: Re: AL gameplay questions and help
Post by: virgali on 2008 August 31, 15:50:44
First thank you to Cor and Kyna for the explanation, that makes sense now :)

@ cyper I had the same problem with tiles when they enabled the option to turn them by using "<". I thought I had to use shift/alt too. It doesn't matter what you have to press to type that particular symbol. As long as you press the keys the symbols are painted on it works fine. Try the keys that made the worls spin again but without pressing shift or alt. That happened to me when I was trying to turn the tiles. I then pressed them wihtout shift/alt and I got it to turn fine. So the spinning may be an indication that those are the working keys.


Title: Re: AL gameplay questions and help
Post by: VampLena on 2008 August 31, 19:26:27
Are Closets broken? I cant seem to open them or use them to change clothes or plain outfit.  On the normal one, i get no options at all, on the mirror one I get mirror interactions + Vanity Table interactions.  Any ideas?


Title: Re: AL gameplay questions and help
Post by: SJActress on 2008 August 31, 19:53:37
Are Closets broken? I cant seem to open them or use them to change clothes or plain outfit.  On the normal one, i get no options at all, on the mirror one I get mirror interactions + Vanity Table interactions.  Any ideas?

Do you have any clothing-related hacks?  Like pregnancy wear anything?

People are having issues with those closets with this particular hack.


Title: Re: AL gameplay questions and help
Post by: VampLena on 2008 September 01, 03:37:22
Yes actually, I have a pregnacy wear all clothing or something mod. I'll try removing. Its amazing all the little things AL is breaking, Freetime wasnt that bad that i remember.


Title: Re: AL gameplay questions and help
Post by: fway on 2008 September 01, 13:58:31
Yes actually, I have a pregnacy wear all clothing or something mod. I'll try removing. Its amazing all the little things AL is breaking, Freetime wasnt that bad that i remember.

Actually, you are supposed to have all of your unupdated hacks out before installing a new EP. So, you actually broke it, because my closets are working fine.


Title: Re: AL gameplay questions and help
Post by: J. M. Pescado on 2008 September 01, 14:06:28
Those i have to use ALT GR to get written, and Nothing happens when i do that. Ive gone as far as to try random keys on the keyboard, with alt, ctrl and alt gr pressed, and so far all ive managed to do, is to make the world spin either way, unable to stop again.
You mean you can't type those symbols normally? Must make programming anything with that keyboard a real pain in the ass.


Title: Re: AL gameplay questions and help
Post by: tippytoeturnip on 2008 September 01, 14:28:37
Maybe you have a non-US-keyboard? I do, and to use the BV hood cheat for example, I had to check what keys those were at my Swedish keyboard. Here is a link to a map of a US-keyboard: http://www.penticoff.com/nb/images/USKeyboard.jpg (http://www.penticoff.com/nb/images/USKeyboard.jpg)
You can also try other keys outside the letter ones. I don't think it works with alt gr -keys.

Hm, for me (Swedish keyboard) I have to type the Å and ´ (stress-mark) keys to get objects to move up and down, not exactly the same as in this picture, I've had problems with the FT cheat to change NH terrain though, I'll try this pic out to see if I get anywhere with that.

I know Pescado can't be serious, but for anyone else who doubts programming abilities on non-US keyboards [ ] are (for us Swedes anyway) written by pressing ALT GR + 8 or 9.


Title: Re: AL gameplay questions and help
Post by: Inge on 2008 September 01, 15:13:44
OMG shouldn't the ducts and stuff be buildmode and therefore stay?  :rolleyes:


Title: Re: AL gameplay questions and help
Post by: fway on 2008 September 01, 15:38:58
OMG shouldn't the ducts and stuff be buildmode and therefore stay?  :rolleyes:

Hehe, nope, seems silly EAxis made them only decorative and the disappear when a sim moves into an "unfurnished" apartment.  I wish I knew more about hacking, because damn, I'd make those suckers stay!

Although I did find this yesterday:
http://i281.photobucket.com/albums/kk221/hekkahekkawhat/ScreenShot082.jpg

So now there are 2 types of objects when moving into an apartment

- The base objects: Stoves, Counters, Sinks, Tubs, etc.
- The non base objects: Everything else but the above... and ductwork and plumbing >:(



Title: Re: AL gameplay questions and help
Post by: SJActress on 2008 September 01, 15:42:52
OMG shouldn't the ducts and stuff be buildmode and therefore stay?  :rolleyes:

Yes, they SHOULD.  It sucks that they're not.  Since when is ductwork the responsibility of the renter?  >:(


Title: Re: AL gameplay questions and help
Post by: Inge on 2008 September 01, 15:43:45
That's probably a simple task of making line 1 do nothing but return.  That's how I do the no socialworker and no disease patches.  Though you'd have to be careful it didn't also affect the blanking out of the non-playable apartments because of the processing overhead displaying them.


Title: Re: AL gameplay questions and help
Post by: J. M. Pescado on 2008 September 01, 16:00:04
The fact that they only scan for things to fix/clean/garden in the common area is probably by design.  It requires less processing than if they were also scanning the inside of the apartments.
Actually, it doesn't. All objects must still be iterated through to check for brokenness, and, in fact, it takes more processing to specifically check if the item is a part of an apartment interior than to just blindly check brokenness. Obviously, the entire point is that the landlord is not supposed to be psychic and should not know if you have broken something inside your apartment!

That's probably a simple task of making line 1 do nothing but return.  That's how I do the no socialworker and no disease patches.  Though you'd have to be careful it didn't also affect the blanking out of the non-playable apartments because of the processing overhead displaying them.
It is not. The business of shredding apartment contents is buried in a horrible unreadable LUA. Hopefully this practice does not become all-consuming in TS3. However, there is no need to specifically do anything in this case, as a shift-click option already includes "rent furnished" to negate the shredded. It does, however, make another exploit more apparent: That you receive money for the value of all fixtures in the apartment on move-out, even though you did not pay for them on move-in.

A more elaborate hack to counter this exploit would involve charging the player a security deposit for the value of the fixtures in the apartment (which would be automatically refunded at move-out, as happens now). As a side effect, defiling the apartment horrifically would result in the loss of your security deposit.


Title: Re: AL gameplay questions and help
Post by: Inge on 2008 September 01, 17:42:27
Sigh... it's quite depressing really.  And I am getting paranoid that if thinking it's the last EP we do put our shoulders to the job and hack the game into some final sort of shape, they will decide to conjure up one final EP to wreck it all again.


Title: Re: AL gameplay questions and help
Post by: fway on 2008 September 01, 22:16:30
Soo, about Carrigon's hack, I'd take it out for now as her hack BORKED the options on the door:

http://i281.photobucket.com/albums/kk221/hekkahekkawhat/Sims2EP82008-09-0117-19-17-96.jpg


Title: Re: AL gameplay questions and help
Post by: GayJohnScarritt on 2008 September 01, 23:27:43
   I understand where fway is coming from, true, it's not borking the door.  But, once you have officially rented an apt and moved in, all other options ideally should disappear.  I keep fretting that i'll click the wrong button by mistake (especially when i send my sim to visit the neighbors) and completely bork that lot.
   I always run in debug mode, so finally i just took that hack out.  Great idea, just too risky, imo.


Title: Re: AL gameplay questions and help
Post by: fway on 2008 September 02, 00:05:31
How is that borked exactly? It's doing exactly as advertised.

Well I forgot to post a picture of where, when I click on my neighbor's door, there's no option to knock on, "have x come out" or "introduce to neighbors"


Title: Re: AL gameplay questions and help
Post by: GayJohnScarritt on 2008 September 02, 00:31:52
Well I forgot to post a picture of where, when I click on my neighbor's door, there's no option to knock on, "have x come out" or "introduce to neighbors"
   That's not a by-product of just that hack then, for those options show up correctly for me.  Sounds like another hack conflict.  I also thought that pic was of YOUR door, not the neighbors, for there shouldn't be a lock/unlock option on a neighbor's door.


Title: Re: AL gameplay questions and help
Post by: fway on 2008 September 02, 00:44:04
Well I forgot to post a picture of where, when I click on my neighbor's door, there's no option to knock on, "have x come out" or "introduce to neighbors"
   That's not a by-product of just that hack then, for those options show up correctly for me.  Sounds like another hack conflict.  I also thought that pic was of YOUR door, not the neighbors, for there shouldn't be a lock/unlock option on a neighbor's door.

Well, I just got a reply from her saying that the pie strings are different for UK and US editions (although I am in the US and have the UK version *cough*) so that probably explains it.


Title: Re: AL gameplay questions and help
Post by: GayJohnScarritt on 2008 September 02, 00:53:33
  Ah, i also, huh 'found' a UK version.  But i used the GameHelpFaq at MTS2 to change it to US English.
http://www.modthesims2.com/wiki.php?title=Game_Help:Change_Game_Language (http://www.modthesims2.com/wiki.php?title=Game_Help:Change_Game_Language)


Title: Re: AL gameplay questions and help
Post by: fway on 2008 September 02, 01:31:09
  Ah, i also, huh 'found' a UK version.  But i used the GameHelpFaq at MTS2 to change it to US English.
http://www.modthesims2.com/wiki.php?title=Game_Help:Change_Game_Language (http://www.modthesims2.com/wiki.php?title=Game_Help:Change_Game_Language)

Baa! I never knew we could change the game version, lulz. This is why I came here. Well you know, this site has always been awesome, to the extreme of course.


Title: Re: AL gameplay questions and help
Post by: J. M. Pescado on 2008 September 02, 01:35:51
I run UK for 24h clock, my Have X Come Out/Introduce options exist just fine. The thing is they don't always appear, they only appear when it is applicable. If the neighbor is not present or you have already met them, they cannot come out and there is no need to introduce.


Title: Re: AL gameplay questions and help
Post by: Soggy Fox on 2008 September 02, 01:59:20
So...was wondering if anyone has tried to build something on the duality map yet?

Apparently, the camera is borked for it - you can't do anything at all with it. >.>


Title: Re: AL gameplay questions and help
Post by: Zazazu on 2008 September 02, 03:22:52
Heh, I thought that was some custom terrain I forgot to clean out back when I deleted all terrains but my own. I have no problem with it, but then I'm using GunMod's camera hack. I could see how it would be problematic; the majority of the terrain that would show without a camera hack is in that crevasse.

That terrain is so Jelenedra. Two 5x5 blocks with no access to each other or the outside world. Interesting sculpting but it doesn't make sense. Where do they go to work? How do they get from one side to the next?


Title: Re: AL gameplay questions and help
Post by: tgcgoddess on 2008 September 02, 07:07:32
Isn't that Duality terrain the one used for the "magical world", with the castles for the high witches?  So, you wouldn't need roads to get anywhere, you just fly in on your broom.


Title: Re: AL gameplay questions and help
Post by: witch on 2008 September 02, 09:31:30
I forgot all about the witches' castles. So how do you get there, then?


Title: Re: AL gameplay questions and help
Post by: Jemina on 2008 September 02, 09:49:02
If you're a with, just choose "fly to - community lot" and there "magical world". You can visit the evil and the good witch, and the one that's on your side will sell you reagents and potions. The other won't, though ;)


Title: Re: AL gameplay questions and help
Post by: witch on 2008 September 02, 09:57:56
Aha! I've been too busy taking witch raiding parties to town to notice that. Ta.


Title: Re: AL gameplay questions and help
Post by: Soggy Fox on 2008 September 02, 13:46:53
See, I was thinking it would be kind of neat to put my own witches homes there - Or do a fueding families thing.

Still think itwas really lame not to let us live in the magical world, and to make it like the hobbies town.


Title: Re: AL gameplay questions and help
Post by: tgcgoddess on 2008 September 02, 18:12:39
I think I'm going to have my "shopping district" be a magical world, and let everyone walk around in witchy outfits.  But yes, would have been way cooler to have a world like in MM.


Title: Re: AL gameplay questions and help
Post by: SassyFrass on 2008 September 03, 00:34:52
A strange thing I noticed when making my trailer park last night. I used the floor separators (you know to separate flooring types) and everything inside the trailer beyond the point of the separator acts like it's in the community area. I cannot buy anything and place them on my own sim floors! And yes there is only one apartment door on each unit. I can actually see my sim neighbors kitchen appliances. I didn't use the separator in one of the trailers and that is the only one that acts normal. So I think this is a bug that needs fixing. Maybe I can get a screen up later. Anyone notice this yet?


Title: Re: AL gameplay questions and help
Post by: SJActress on 2008 September 03, 01:41:35
This is a known issue.

Remove the separators.


Title: Re: AL gameplay questions and help
Post by: somnambulist on 2008 September 03, 01:45:50
A strange thing I noticed when making my trailer park last night. I used the floor separators (you know to separate flooring types) and everything inside the trailer beyond the point of the separator acts like it's in the community area. I cannot buy anything and place them on my own sim floors! And yes there is only one apartment door on each unit. I can actually see my sim neighbors kitchen appliances. I didn't use the separator in one of the trailers and that is the only one that acts normal. So I think this is a bug that needs fixing. Maybe I can get a screen up later. Anyone notice this yet?

To follow-up SJActress, it's a known issue (http://www.moreawesomethanyou.com/smf/index.php/topic,12828.msg366241/topicseen.html#msg366241).


Title: Re: AL gameplay questions and help
Post by: Kyna on 2008 September 03, 02:01:02
A strange thing I noticed when making my trailer park last night. I used the floor separators (you know to separate flooring types) and everything inside the trailer beyond the point of the separator acts like it's in the community area. I cannot buy anything and place them on my own sim floors! And yes there is only one apartment door on each unit. I can actually see my sim neighbors kitchen appliances. I didn't use the separator in one of the trailers and that is the only one that acts normal. So I think this is a bug that needs fixing. Maybe I can get a screen up later. Anyone notice this yet?

To follow-up SJActress, it's a known issue (http://www.moreawesomethanyou.com/smf/index.php/topic,12828.msg366241/topicseen.html#msg366241).

Not a surprising issue when you think about it.  The game treats the separators as fences, so you would need to put a gate in it for the game to see the area beyond as included in the apartment.

I wonder if it works if one section of the separator is replaced by a wall with a door in it (or fence with gate in it)?  I think I'll try that next time I'm building an apartment.


Title: Re: AL gameplay questions and help
Post by: Charamei on 2008 September 05, 20:28:12
Has anyone been able to create a secret room using the bookcase? If so, what did you do?

I've tried putting it on one side of the wall, on both sides, going into Live Mode and back, putting an arch between them - but the bookcase just doesn't seem to want to mutate into a secret passageway. Shift-clicking in debug mode only brings up 'Force Error'. EAxis-placed secret doorways work fine, I just can't seem to create my own.


Title: Re: AL gameplay questions and help
Post by: Cappuccino on 2008 September 05, 20:42:02
^ Err... You're doing it wrong.

From what I understood you're placing two of the normal bookcases on each side of the wall? (And when I'm saying normal, yes it does look like the secret door one, but not completely) The bookcase that serves as a secret passageway is a special one that appears on both sides of the wall on its own. It doesn't leave any part of the wallpaper visible above it, it has wooden frames all around (for when it rotates). If you're trying to use that in an apartment, I think it's not available there, there's your problem.


Title: Re: AL gameplay questions and help
Post by: Charamei on 2008 September 05, 20:47:41
Aha! I haven't entered a residential lot since AL came out, so I didn't realise that they were two different objects and assumed that one mutated into the other. Figures that that solution would be too elegant for EA. Thanks.


Title: Re: AL gameplay questions and help
Post by: jsalemi on 2008 September 05, 21:44:53
Just a dumbshit, I can't find it question -- where in hell is the hallway trash chute in the catalog?  I looked in all the obvious places, and unless I'm overlooking it, I can't find it anywhere.


Title: Re: AL gameplay questions and help
Post by: Cappuccino on 2008 September 05, 22:13:30
I'm pretty sure it's under Misc/Misc, together with the normal trashcans.


Title: Re: AL gameplay questions and help
Post by: jsalemi on 2008 September 05, 22:53:47
Hmm, didn't see it there, but I'll look again later.


Title: Re: AL gameplay questions and help
Post by: witch on 2008 September 05, 23:12:09
It looks flat, like it's meant to be part of the ducting. I found it by accident.


Title: Re: AL gameplay questions and help
Post by: BrokenRobot on 2008 September 06, 05:01:06
How is the neighbor hiding supposed to work?  It seems to do something different on every lot I play.  On the Peterson lot, it stayed blacked out all the time, even when the playable girl was in the apartment.  On the Patel lot, it was blacked out most of the time, but became visible when a playable entered.  In the Cho lot, it was blacked out, but I could still see them walking around and doing things in there.  And finally, with a CAS sim on the painted ladies lot, the neighbors were completely visible 24/7.

Did they bork every single lot in Belladonna Cove, or what?


Title: Re: AL gameplay questions and help
Post by: jsalemi on 2008 September 06, 15:13:43
It looks flat, like it's meant to be part of the ducting. I found it by accident.

Found the garbage chute -- it's in misc/misc.

How is the neighbor hiding supposed to work?  It seems to do something different on every lot I play.  .... In the Cho lot, it was blacked out, but I could still see them walking around and doing things in there. 

We've been discussing the Cho/Riley lot in the AL bork thread in the 'You Broke It!' forum -- that lot is borked, but the fix is simple.  Just have whichever sim you're playing visit the other for a bit.  When the playable leaves, the other lot returns to 'normal' and becomes invisible.