Title: Testers Wanted: Vampire Coffin Mod (Updated 3/19/2007) Post by: syberspunk on 2006 January 06, 02:56:51 (http://www.moreawesomethanyou.com/terror/green.gif)
Vampire Coffin Mod v1.15 for TS2GLS v1.0p0 Made by: syberspunk This mod was originally inspired by XPTL297's Coffin4VampiresOnly mod found at VS (http://www.variousimmers.net/vsimforum/showthread.php?t=3478). I wanted similar functionality, and I was determined to find out why there were problems with the option showing up for other sims. I'm fairly certain I found the issue (see Compatibility below for further details). In anycase, this mod is different in that it features the following:
:new: Minor updates for OFB version. Also available, compatible version for use with twojeffs Smart Beds (http://www.moreawesomethanyou.com/smf/index.php/topic,5848.0.html) hack in testing. Subject to change should further updates be needed. Make sure this loads last after twojeffs' mod. Note: Instructions for changing the the % random chance of death will be included in a README. INSTALLATION: This MUST be in your Downloads folder, typically found under: C:\Documents and Settings\UserName\My Documents\EA GAMES\The Sims 2\Downloads :new: :busted: Note: YOU MUST DELETE THE PREVIOUS VERSION! THIS VERSION WILL :!!:NOT:!!: OVERWRITE THE PREVIOUS EXISTING ONE!!! Obviously this only affects you if you have an older version. Compatibility: :!!: Nightlife ONLY, tested and approved. Feedback appreciated! Please let me know if sims do not behave as expected. This hack is NOT compatible with XPTL297's original Vampire Only mod. Since that is what I based it on, but decided to change much of the functionality. His mod completely disables the Sleep interaction for non-vamps. This hack may have a minor conflict with Crammyboy's nudist hack. It is this conflict with XPTL297's Coffin4VampiresOnly mod that was causing the error where the option will still show up for certain sims. If you use Crammyboy's nudist hack, to prevent any potential conflicts, you should rename your hacks so that this one loads last (Hacks load in alphabetical order - a first to z last). :new: This hack has a minor conflict with J.M. Pescado's vampirefixes (http://www.moreawesomethanyou.com/smf/index.php?topic=1482.0) Critical bug fix. This mod has been updated to include the critical fix (see Version History below) and has been renamed so that it will load after, and thus override J.M. Pescado's fix. If you use J.M. Pescado's vampirefixes (which I highly recommend that you do ;)), then this hack Must load after, otherwise you may experience unexpected behaviour (most likely, you will only lose the ability to Sleep in any outfit). I have tested this in my game and it appears to work fine. This hack is compatible with most, if not all mods by MATY crew (Pescado, TJ, and CBoy), dizzy, and probably more. Again, up to you to help me determine any possible conflicts. ALSO RECOMMENDED:
Remember to ALWAYS BACK UP YOUR DATA BEFORE INSTALLING NEW HACKS. By using this hack, you agree to absolve me of any responsibility or liability for any potential loss of or damage to your data. You have been warned. :!!: HOW TO REPORT: Conflicts, problems, or errors I would appreciate any constructive criticism and feedback that is actually helpful. With that in mind, it would be helpful, when reporting any conflicts or issues, that you include the following: 1) thorough but reasonably brief description of what you were doing 2) clear, comprehendible explanation of your problem 3) list of hacks that may be related vampires or coffins 4) archived (.rar or .zip) of log produced by error Posts which do not include a clear description of what your problem is will be pretty much ignored. (i.e. posts such as "This does not work! I am taking it out! You suck! Nice try! etc.") I can't and won't help you if you don't explain what's wrong. Please be nice when trying to explain your problem and I might be nice and help you. :grouphug: Finally, my Thank Yous go to: XPTL297 for inspiration and his original mod. J.M. Pescado, twojeffs, dizzy2, and jase439 for being excellent tutors and providing excellent models in their mods. As always, thanks to those creators who've put out some excellent modding tutorials, Quaxi and co for SimPE, and dizzy2 for disaSim2, and the finally letters T and S, and the number 2, all of whom, without which this mod would not be possible. If I left anyone out, I apologize in advance. You know who you are and you deserve my thanks. KNOWN ISSUES: There is a minor issue with the get Creeped out animation for Vampires and Knowledge sims. The coffin will open after they walk over to the side. If I ever figure out how to properly do animations and sync them, I may fix this in the future. But for now, I'm too lazy to dig deeper into this. I feel that this minor enough to overlook. :P Version History: v1.10 - Includes Bug Fix from J.M. Pescado's vampirefixes that "... eliminates newly discovered potential 'vampire killer' that can result in the death of sleeping vampires if they were last seen fleeing from the sun at some community lot." Forcibly resets motives back to sleeping-decay rates. v1.11 - Fixed bug involving test for Knowledge Aspiration v1.12 - Updated for OFB - only OFB users should use new version (adds some Servo checks and other minor code changes) Note: :!!: Community Lot use enabled :!!: v1.13 - Minor tweaks to OFB version. Sleepable on community lots with businesses only if business is open. v1.14 - Compatible version for use with twojeffs' Smart Beds. v1.15 - Minor update to allow vampires to user-directed access for coffins More options for sleeping in the coffin: (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/vampirecoffinmod/vampirecoffinmod7edit.jpg) A fellow vampire doesn't get creeped out: (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/vampirecoffinmod/vampirecoffinmod2edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/vampirecoffinmod/vampirecoffinmod8edit.jpg) A playful sim who is best friends will get scared, but find it fun AND funny! :haha: (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/vampirecoffinmod/vampirecoffinmod6edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/vampirecoffinmod/vampirecoffinmod5edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/vampirecoffinmod/vampirecoffinmod4edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/vampirecoffinmod/vampirecoffinmod3edit.jpg) Title: Re: Testers Wanted: Vampire Coffin Mod Post by: Emma on 2006 January 06, 09:19:52 This looks great, but I was wondering if this makes the vampire automatically go to the coffin to sleep when it is daylight?
Title: Re: Testers Wanted: Vampire Coffin Mod Post by: syberspunk on 2006 January 06, 10:41:26 This looks great, but I was wondering if this makes the vampire automatically go to the coffin to sleep when it is daylight? Nope, and although that would be a cool thing to do, I would rather leave that up to the user because there may be more than one vampire on the lot, so that would require a bit more programming. Can I always assume that the # of coffins = the # of vamps? Do I have to asssign coffins to a specific vamp? What if there are visiting vamps? Additionally, I'd have to handle cases where a the coffin is already occupied. If I don't handle these cases, do I just fail dumbly? If so, then that's no better than not pushing the interaction automatically. Anyways, all this would require a bit more overhead in research (on my part, since that would be more difficult to do, at least for me) and maintenance in the long run. Besides... there's always the More Awesome Than me Sleep Clock. ;D Which has been updated to handle vampires. THe sleep clock should help you assign vamps to a coffin (I think) and handle sending your vamp to bed "on time" and keeping them in there I suppose, until the appropriate time. Additionally, there is a "Smart Coffin" mod that allows vamps to sleep later in a sense, keeping them in bed (or in coffin as the case may be ;)) until 7pm. I haven't tried this yet personally, but someone pointed it out to me on MTS2. I checked the package, and it should not conflict with my mod. I believe it probably functions the same way that Inge's sleep later/through the night hacks for babies and elders but specifically for vampires. I think I will edit my first post and recommend to use it together with J.M.'s sleep clock. :) Ste Title: Re: Testers Wanted: Vampire Coffin Mod Post by: jrd on 2006 January 06, 11:23:15 Monique @ mts2 has a mod 'Vampire Sleep Caller' which will call vamps to bed at daybreak. Not a global mod so probably won't conflict.
Title: Re: Testers Wanted: Vampire Coffin Mod Post by: syberspunk on 2006 January 06, 12:03:44 Thanks jordi for pointing that out. I forgot about that mod. I'll add it to the recommended list. And even though it is in the Global Mods section, I checked the package, and the BHAVs do appear to be self contained, so it should not conflict at all. You probably wouldn't really need it if you use the sleep clock, but it serves as a great alternative if you don't. :)
Ste Title: Re: Testers Wanted: Vampire Coffin Mod Post by: Emma on 2006 January 06, 23:11:39 You probably wouldn't really need it if you use the sleep clock, but it serves as a great alternative if you don't. :) Ste I don't have the sleep clock, so it does! :) Thanks both. Title: Re: Testers Wanted: Vampire Coffin Mod Post by: Gwill on 2006 January 07, 01:21:24 Monique @ mts2 has a mod 'Vampire Sleep Caller' which will call vamps to bed at daybreak. Not a global mod so probably won't conflict. It's great fun to watch a lot with many vampires play musical coffins at 7am every morning. Title: Re: Testers Wanted: Vampire Coffin Mod Post by: syberspunk on 2006 January 07, 02:31:07 Monique @ mts2 has a mod 'Vampire Sleep Caller' which will call vamps to bed at daybreak. Not a global mod so probably won't conflict. It's great fun to watch a lot with many vampires play musical coffins at 7am every morning. Lol... that's why I thought it would sorta be pointless to add that as a feature. But it worked out anyways, since someone else had already made it. I just figured Pescado's Sleep Clock would be sufficient for me if it was really a bother. At least with the sleep clock, you can specify the sim, so you shouldn't run into constant rounds of "musical coffins" as you've pointed out. :D Ste Title: Re: Testers Wanted: Vampire Coffin Mod Post by: myskaal on 2006 January 08, 16:03:12 Any chance you could make a version of this without the sleep naked option/cboynude conflicts? If it's not too much of a pita? I use CBoy's nudist, the option to sleep naked is kind of redundant with that one available.
Beyond that I'll waste some space saying WooHoo for you, Syberspunk. You've picked up on this hack business and gotten on a mad roll. Keep em coming. Maybe we'll see a little room for you under CBoy some day. ;) Title: Re: Testers Wanted: Vampire Coffin Mod Post by: syberspunk on 2006 January 09, 01:14:21 Any chance you could make a version of this without the sleep naked option/cboynude conflicts? If it's not too much of a pita? I use CBoy's nudist, the option to sleep naked is kind of redundant with that one available. All you need to do is rename your hacks. This mod essentially has the same functionality, with the additional option of Sleep (which allows you to direct your sim to sleep in their current outfit). To prevent any weirdness happening, just rename my mod so that it shows up later in an alphabetized list. If your nudist mod is named CBOY_nudist.package then you should be fine. If you named it something else (like zCBOY_nudist.package) then just name my mod zvampirecoffinmod.package. Just make sure that, when you sort your hacks in alphabetical order, that my hack comes after Crammyboy's hack. I'd rather not have to make several versions to avoid the overhead of maintenance. Especially since this is easily solved with a minor work around. Along with the additional sleep option, as well as the included options that CBoy's mod offers, the BHAV I modded also affects the autonomy. An alternative to renaming the mods is opening CBoy's mod and deleting the BHAV "Interaction - Sleep TEST" Group 0x7FB6CAE4 Instance 0x00001008. Just keep a back up for CBoy's mod just in case. :) Beyond that I'll waste some space saying WooHoo for you, Syberspunk. You've picked up on this hack business and gotten on a mad roll. Keep em coming. Maybe we'll see a little room for you under CBoy some day. ;) Heheh, thanks for the vote of confidence. Now that I could actually "fix" some of the things that I found "wrong" with the game in a manner that suited my own tastes, I kinda went on a spree, exploring, testing, and implementing my new found knowledge. :P It's kind of funny how modding turns into not just a hobby but an obssession that is every bit as addicting as actually playing the game. ::) Because playing the game gets frustrating when things don't happen the way you think they should, to the point where the game is almost unplayable, and you end up wanting to change it. Oh yeah, and I wouldn't mind being under or over or inbetween CBoy and TwoJeffs, ahem, but I don't know what they would think. But you were probably talking about something else. lol. ;) Ste Title: Re: Testers Wanted: Vampire Coffin Mod Post by: myskaal on 2006 January 09, 04:50:11 Alright then just to make sure I have this alphebetical order load correct:
I have my Hacks directory. Inside that folder I have all "single" hack .packages (such as JMs ffs hacks and TJ's hacks and your hacks etc) then I have subfolders for CboyNudist, InTeen and a couple others. Am I correct that the game will load all the single .packages first and then the sub folders after that? So I need to put this one in a subfolder alphabetized after CBoy, right? Until recently I only had about 5 hacks that never had any conflicts so I never much paid attention to the order. I'm up to 83 now, at least half of which I can't stand to play without so I suppose I better get on the ball. I understand the frenzy but not in a modding sense. Happens with building for me. It's rare for me to play any family for more than a few sim hours before it turns into an architectural frenzy because I needed the right space for that friggin counter... I should have seen that last comment coming. :P Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: syberspunk on 2006 January 25, 09:50:21 Added Critical fix from Pescado's vampirefixes hack. Please read the first post for special info regarding installation. Thanks. :)
Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: myskaal on 2006 January 26, 02:47:28 Ok help a very tired, fuzzy headed individual out. The new coffin-mod includes the FFS criticial vamp fixes.
So we can use one or the other but don't need both. Meaning if I have your mod I will also have the FFS critical vamp fix so I don't need to *also* have the seperate critical vamp fix. Or does this not include the entirety of the critical vamp fixes and so we still need to have that one in as well and then let your mod override? Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: syberspunk on 2006 January 26, 08:30:29 Ok help a very tired, fuzzy headed individual out. The new coffin-mod includes the FFS criticial vamp fixes. So we can use one or the other but don't need both. Meaning if I have your mod I will also have the FFS critical vamp fix so I don't need to *also* have the seperate critical vamp fix. Or does this not include the entirety of the critical vamp fixes and so we still need to have that one in as well and then let your mod override? The long explanation: Sorry for the confusion. To avoid more work for me :P I only included the single critical fix that J.M. Pescado added to his mod, because it actually occurs in one of the BHAVs that *I* edited in mine. SO... if you are using the older version Along with his vampirefixes mod, then you most likely won't get all the functionality of my mod. More specifically, you probably won't be able to send sims to sleep in the vampire mod wearing their current outfit. Basically, I changed the BHAV so that, if you choose that option. There are four sleep options available with this mod: the two normal ones - Sleep in Underwear and Sleep in Pajamas, and two "new" ones, in the sense that they were unavailable to the coffin before - Sleep Naked and Sleep. The last one just lets you go to sleep in whatever current outfit your sim has. It was simple to add because there was a TXT STR already available for it, which meant that I didn't have to mod anything else, and I saw requests to allow people to direct their sims to sleep in the coffin with formal wear. Now you can do that, but it requires you dressing your sim in Formal wear to begin with. I didn't want to add a "Sleep in Formal Wear" option because that would require changing something on a semi-global level that would affect all beds, which just causes more work for me later down, maintenance wise. :P Anyhew... if none of that made sense to you, that's ok. lol. ;D To try and hurry up my explanation, basically the fix that Pescado added in his mod was to the same BHAV I changed in mine. So... if you try to run the game with both of hacks in, since his mod comes last alphabetically, it will override mine, and you will lose the option to "Sleep" in the current outfit. So I decided to include his fix and rename my mod so it will show up last alphabetically and override his. :P I did not however include ALL of his fixes. You still need his mod for all the other vampire related fixes. Why did I not include them? Because it's less work for me, so nyah :P and because overall, it just wouldn't make sense. If at anytime he updated his mod, I would have to reupdate mine. Which is silly, because that's just being redundant. Why should I redo all his work? It just happened that this one fix would cause a conflict, and the best solution is a workaround involving me including his fix and then renaming my mod so it loads last and overrides that single BHAV. Everything else in Pescado's fix is still done by his alone, and is pretty much still needed. Many mods rely on this type of work around and it should be perfectly ok to have minor conflicts such as these. The game essentially uses the last version of the BHAV that was read in (so whatever hack you want to take precendence should be read in last). That's pretty much how hacks work in the first place, because the Maxis code already exists in the game, being read in as part of the object.package. The game then reads the Downloads folder and overrides the Maxis code with custom content it finds. The reason that hacks conflict occurs when different modders make changes to the same BHAV with possibly different intentions. If a modder makes a hack expecting it to work in some way, or dependent upon other BHAVs to work in a particular fashion, and Another modder either changes the Same BHAV or the BHAV that the original hack's dependency, then you get conflicts. Usually these can be benign and may typically result in lost functionality of advertised features in a mod. Other times it can cause major problems such as jump bugs and stuck objects, or worse yet, object or lot corruption. :-\ So it definately helps to RTFM! The short explanation: So... in a nutshell, Yes you need both hacks. Lol. ;D Just be sure to delete the old version, and use the new, renamed zvampirecoffinmod version. Man, am I long winded or what? I just felt that needed a thorough enough explanation. Hopefully that wasn't too confusing and convoluting for ya. ;) Disclaimer: This PSA on "Hacks, Conflicts, and You" has been sponsored by the Syberspunkian Foundation of the Criminally Insane, Deleriously Sick and Feverishly Bedridden. The views or opinions expressed in the above post do not necessarily reflect those the general modding community as a whole, and may in fact be entirely fabricated by the author's pathetic cold/flu-induced dementia. All parties will not be held responsible for your game turning into a BFBVFS. All materials heretowith are provided "AS IS" AND "AS AVAILABLE" BASIS, WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. If you are on any other type of medication, consult your doctor before using. J.M. Pescado's vampirefixes sold separately. Some assembly required. Batteries not included. Keep away from children. Caustic if swallowed. External use only. Avoid contact with eyes. May cause hair loss, internal bleeding, or sterility. Use with caution. Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: C.S. on 2006 January 26, 09:14:06 Long-winded is good, having hilarious fine print to read is also good. To me at least ;D.
Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: Sleepycat on 2006 January 26, 23:39:59 *loved that fine print!*
hmmmm I'll have to give your hack subfolder a new number so it will load after JMs subfolder *redownloads* One day I may get around to having a vampire *laughs* Oh btw, does this hack conflict at all with Carrigons daytime vampire hack? http://www.variousimmers.net/vsimforum/showthread.php?t=2314 Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: syberspunk on 2006 January 27, 04:02:55 Long-winded is good, having hilarious fine print to read is also good. To me at least ;D. *loved that fine print!* Glad you guys liked it. ;D One day I may get around to having a vampire *laughs* Oh btw, does this hack conflict at all with Carrigons daytime vampire hack? http://www.variousimmers.net/vsimforum/showthread.php?t=2314 Lol. Yeah, tell me about it. I made the hacks, but I don't have a vamp myself yet either. Maybe one of these days I'll actually do a Buffy theme like I've always wanted. ;D As far as Carrigon's hack goes, it should not conflict with mine. However, I did find that there is some kind of conflict with Monique's MQ_Vampire_Nightime_Decay_Hack.package which allows vamps fun and social motives to decay at night, which I have in my game. I don't use Carrigon's hack. But I thought I'd let you know, just in case you might have both. You may either have to choose, or ask either of the modder's if they would be willing to make a compatible version. I think they do different things (I believe Carrigon's hack makes vamps motives work like normal sims during the day, right?). Anyhew, neither of those hacks conflicts with mine. So whichever one you choose should be ok with mine. :) Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: Sleepycat on 2006 January 27, 04:51:18 Thanks syberspunk :)
yes, Carrigons daytime vampire hack is suppose to only affect the motives heres the details from her read me This hack will stop your vampire's motives from decaying rapidly in the sunlight. Your vampires can enjoy daytime just as much as any sim. Their motives will go down normally as if they were still human, well, quite a bit slower than if they were really human. They do still freak out at the sun a little bit and if you have a vampire doing an activity when it turns daylight, he will stop the activity and freak a bit at the sun if he is near a window or outside. But his motives will be okay. Vampires can fly during the day with this hack and stalk around. Your vampires can drive into downtown during the day and even go to the spa with this hack. This is a global hack. It only affects vampire motives. I just wanted to make sure ;D I'm more likely to have a vampire or two now *laughs* with my memory I would forget they couldn't go into the sun and I'd have a ash pile shortly after they became vampires ::) Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 1/25/2006) Post by: myskaal on 2006 January 28, 07:00:32 *counts on fingers* S after J.
K I'm set. ;) Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/1/2006) Post by: syberspunk on 2006 March 02, 03:27:24 Updated: Fixed a "minor" bug involving the test for Knowledge Aspiration. It should work properly now. Please let me know if you experience any problems.
Ste PS. I have not yet received the OFB EP. I'm hoping that my hacks will still be compatible, but you never know. Feel free to post or PM me and let me know if you have any problems with any of my mods. :) Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/1/2006) Post by: miramis on 2006 March 02, 22:30:07 I just wanted to point out that the VampireFixes have been updated for OFB.
Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/1/2006) Post by: Motoki on 2006 March 03, 13:44:47 I was kind of away when this came out, but had been trying to bug someone to do this before I left so much thanks.
The human relatives sleeping in the coffin especially irritate me to no end. Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/1/2006) Post by: J. M. Pescado on 2006 March 03, 16:31:21 I was kind of away when this came out, but had been trying to bug someone to do this before I left so much thanks. The reason human-relatives sleep in coffins as well is because Coffins are 40 NRG/hr! That's better than the best available bed, the Medieval, which has only 38 NRG/hr. Thus, the coffins are better and this is why they do it. Coffins for everyone!The human relatives sleeping in the coffin especially irritate me to no end. Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/1/2006) Post by: syberspunk on 2006 March 04, 04:42:16 The reason human-relatives sleep in coffins as well is because Coffins are 40 NRG/hr! That's better than the best available bed, the Medieval, which has only 38 NRG/hr. Thus, the coffins are better and this is why they do it. Coffins for everyone! Well Pescado, we can't all be vampires like you. lol ;D And fortunately my mod doesn't completely prevent your non-vampified sims from using the coffin (at least it shouldn't :P) if you direct them to, unlike XPTL's mod which completely disabled this option for non-vamps. I was just annoyed at the idea that, if I had vamps on my lot, their coffins could annoyingly be occupied by human sims that would choose to use them when vamps did not have any other alternatives. :P Hopefully all my mods will work in OFB. I received OFB last night, but I still haven't installed it yet. I may start taking a look at the object package this weekend and see if I can figure out how to update my mods or at least provide a compatiibility list. :P Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/1/2006) Post by: Motoki on 2006 March 04, 05:57:36 You know, I'm still not clear on whether humans sleeping in coffins is a bug or feature. I know sometimes I would try and have them click on it and they couldn't at all but the vamps could. Autonomously was a different story. They'd hall ass down 3 flights of stairs to the basement to get to that thing. ::)
I've seen people on other boards complain too that they wanted their human 'goths' to sleep in the a coffin and I think someone made a hack over at MTS2 that was supposed to allow it which was somewhat puzzling as they already seemed to. *shrug* Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/16/2006) Post by: syberspunk on 2006 October 15, 19:12:06 You know, I'm still not clear on whether humans sleeping in coffins is a bug or feature. I know sometimes I would try and have them click on it and they couldn't at all but the vamps could. Autonomously was a different story. They'd hall ass down 3 flights of stairs to the basement to get to that thing. ::) I've seen people on other boards complain too that they wanted their human 'goths' to sleep in the a coffin and I think someone made a hack over at MTS2 that was supposed to allow it which was somewhat puzzling as they already seemed to. *shrug* It probably isn't a bug. There is a line of code in the Sleep - TEST BHAV that actually checks if Sleep is "available" to that sim. This line calls another BHAV, Test - Sleep Available which checks on the sims personality and motives, like if they are super lazy or if their energy is below certain values (it varies per personality and what not). So this is probably why the option seems to be inconsistently available to non-vamps. Vamps should pretty much always have the option available to them. Also, I think the coffin treats non-vamps slightly different as far as recuperating motives go. I believe Carrigon or Monique made hacks related to this. I probably linked them in my first post above. I personally don't use those hacks tho, but last I checked, the ones I linked should be compatible. Update OFB version is now available. Again, if you're using OFB you should use the new version or you may experience some quirks. I think there were some Servo checks again and other minor changes. I did not include the Comm Lot test, so your sims (at least your vamps) should be able to use coffins on a Community Lot. I think Echo made a hack to enable the use of all other beds on Comm Lots over at MTS2. :) Necromancy, schmecromancy. :P Update - 10/15/2006 :new: Minor updates for OFB version. Also available, compatible version for use with twojeffs Smart Beds (http://www.moreawesomethanyou.com/smf/index.php/topic,5848.0.html) hack in testing. Subject to change should further updates be needed. Make sure this loads last after twojeffs' mod. Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/16/2006) Post by: Sleepycat on 2006 October 15, 23:56:12 I made a special folder for this one so it loads after twojeffs.
I got really confused when I read a OFB version was now available, I've been using it with OFB/FFS/GL all along :D Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: syberspunk on 2006 October 16, 00:11:36 lol. sorry bout that sleepycat :) Lately, what I've been doing is, to avoid double posting, and still update the thread, I delete my last post (if I was the last poster of course) and merge the contents of that post with a totaly new post. So... I avoid double posting, which is a pet peeve of mine (I'm just weird and anal like that heh :P) and still refresh the entire thread so it gets bumped up and is noticeable for all who might casually peruse the Peasantry and/or get email notifications for updates.
The newer info, I put a second Update header with today's date. Hehe. Perhaps I should be clearer and deliniate older messages from newer ones. :D Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: Orikes on 2006 November 25, 21:17:22 I hate to be dumb, but is this safe for Pets? It doesn't say, so I'm assuming not, but it was updated close to the release of Pets... :}
Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: Sleepycat on 2006 November 25, 21:52:42 it's on syberspunks list as compatiable with Pets.
Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: moonluck on 2006 November 26, 09:39:27 How is it's compatibility with the new vampwerefixes by JMP? Will this make it so the "ware" part doesn't work?
Oh, and the "plus smart beds" version is just compatible, right? It doesn't include it? Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: syberspunk on 2006 December 01, 05:39:52 I haven't had a chance to check this... I probably should. Ok fine. I'll do it now... but I suspected that the update to include werewolf stuff in the vampfixes most likely did not alter anything that had to do with vampire coffins. At least I hope not.
As for the Smart Bed stuff... yeah, it only includes the portion that conflicts so that it is compatible. Whenever I find a conflict between one of my hacks and someone else's hack that I like to use, I only incorporate their changes to the BHAVs that are in my mod. In this way, I can provide a version that is compatible for other people who want to use both hacks. In most cases, such compatible versions require that you still use the other person's hack in your game, but make sure that my hack loads last. It probably would make sense to include the entire hack, just merging them into one package... but this can be impractical, at least for me. Because in some cases, if the other modder updates their hack, and changes other BHAVs not actually related to my hack, then that means I can be lazy and not have to update anything. If I did it the other way, that is combining both files with all BHAVs, then I will always be forced to update whenever they update, which I obviously don't want to be forced to do. This mod is actually a good example, since the vampirefixes include other stuff not related to the coffin, and whenever Pescado updated those other BHAVs, I won't ever have to update again so long as nothing is changed in the BHAV that is also actually in my mod. With Smart Beds, you must use the Smart Beds version of the vampirecoffinmod, otherwise you will lose the functionality that Smart Beds adds. If you don't use Smart Beds, then use the regular version. I hope that all makes sense. Okay... after checking vampwerefixes and the latest version of Smart Beds, I did not see any new changes that would affect the vampirecoffinmod. Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: Jelenedra on 2007 February 10, 15:56:34 Ste~
I just installed this mod, as I wanted to let my vamp sims sleep in their own clothes. Since it is a complete waste of time to make them change into their everyday, or make them take a shower when their needs don't go down. Anyways, my vamps are unable to select their coffins to sleep in. The little cursor doesn't even light up. I do have JM's vampwerefixes installed, but none of the other hacks you list as incompatiable are in my game. I DO have your hack loading last, as yours and JM's hacks are in seperate folders, but I still can't make my vamps sleep. Attached is an error log I get when I force errors, not sure if it helps or not. [attachment deleted by admin] Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: syberspunk on 2007 February 11, 12:02:20 Hrm. I'm not sure if the error log will help... I'll have to check in game, but just let me know a few things:
1) What is your configuration? i.e. what EPs do you have? 2) What version are you using of the hack? OFB should be ok for OFB and later... but it's been awhile since I've tried. 3) If you remove my hack, do the options come back? If you remove all other hacks and leave just my hack, are the options still disabled? I'll fire up the game and check it shortly. Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 10/15/2006) Post by: Jelenedra on 2007 February 11, 12:06:52 I have all EPs, only Glamour for the Packs, unpatched Pets. Removing the hack brings back the options. I haven't tried JUST your hack. I have too many that would break if I took them out. (Phone hacks and ACR and whatnot.) I could check without JM's vampwerefix, but I don't have access to my pc right now.
Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/19/2007) Post by: syberspunk on 2007 March 20, 03:28:46 Ok... I just tried it in my game and it works for me. ??? For both playable/selectable "humans" and vamps. The only thing was, I had to drag their energy bar down (with debug mode on of course). Otherwise, sims with full energy bars won't get the option. Which... makes sense to me, no?
I tried it both with the regular OFB version and then with the Smart Beds version, and in both cases, the Sleep options only appeared if their energy bars were low enough. I'm not sure what the exact threshold is, but the options definitely won't show up if their energy bar is 100%. The OFB version also checks if the current lot is a comm lot or not. WIth lots that have businesses (comm lot or residential), the business should be open in order for sims to use it. Unless the sim is the business owner or family member of the business owner (they should still be able to use the coffin even if the business is closed). I have Pescado's vampwerefixes and twojeffs' Smart Beds. ETA: 3/19/2007 Minor update to allow vampires to user-directed access for coffins Ste Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/19/2007) Post by: jsalemi on 2007 March 20, 13:18:55 Just to clarify -- the smart beds version is if you have smart beds in the game, right? It doesn't replace it?
Title: Re: Testers Wanted: Vampire Coffin Mod (Updated 3/19/2007) Post by: syberspunk on 2007 March 20, 13:46:18 Just to clarify -- the smart beds version is if you have smart beds in the game, right? It doesn't replace it? Correct. You still need twojeffs Smart Beds hack if you want to use both my vampirecoffinmod and the additional features his hack provides. I did it this way so that, if he ever makes changes to the other parts in his hack, I wouldn't have to update my hack all the time. I only ever have to update if he actually changes the one BHAV that is also present in my hack. Less work for me lazy self. :D Ste |