Title: Testers Wanted: Grow Up Townies (Updated 3/15/2008) Post by: syberspunk on 2006 July 05, 11:04:25 (http://www.moreawesomethanyou.com/terror/green.gif)
Grow Up Townies *EXPERIMENTAL BETA* v1.14 for TS2FT v1.0p0 Made by: syberspunk Edit: 7/6/2006 Until further notice, I'm declaring this a Beta since I will be making updates while people are testing and giving feedback. Known Issue: Edit: 9/21/2006 Problem: If a residential dormie is set with a major or sent to a final, their data will reset if they move out back into the dormie pool. Non-residentail dormies (dormies that do not live on the current dorm lot) will always have their major and semester time set. Workaround: The Go to Final Exam option has currently been disabled altogether, until further analysis can be conducted and a fix is feasible. Declare/Change Major is still available, but please note that when a residential dormie moves out, their major will most likely be reset to Undeclared. :/ Solution: Workaround - If you SAVE right after the transition, this seems to permanently write the proper Sim Age. So even if you force the townie to be deleted, when they return to the lot, they will appear as the correct age. Unfortunately, to fix a sim with this problem, you would have to use a debug cheat or hack to age them back down. I will try to think of a way to detect this problem and enable a fix via the pie menu, so you can click on a sim and force them to age back down. Edit: This is actually not a problem. In my many edits of this first post, I lost my original message explaining that this is actually just how the game works. This also occurs when regular age transitions fail or if your sim gets reset somehow after an age transition. Ever wanted to age your townies? Did you hate that they are immortal? Did you hate the fuss of having to use hacks or debugging cheats as a work around to age your townies? Is it really worth the hassle of teleporting them in, making them selectable, and aging them up? Well, if you've been as frustrated as I am, then here is the hack for you! :D This hack rolls in all of these into one neat interaction. Your playable sims can now ask your townies, dormies, and downtownies to 'Grow Up' effectively making them go through the appropriate Age Transition! Finally, your townies do not have to live forever! And you don't have to worry about using other hacks or cheats to do it! You don't have to make them selectable or move them in. Just click on the townie, select 'Ask to Grow Up' and they will. You also get to decide when they age. They will only ever age when you ask them to. ;D Of course, there are restrictions:
Features:
Edit: 9/3/06 :new: Because I am lazy, I decided to make different controllers with different checks to determine the availability of the option. Details explaining the different controllers can be found in this post (http://www.moreawesomethanyou.com/smf/index.php/topic,4842.msg157125.html#msg157125). Edit: 9/11/06 :new: Added features:
These features still require testing. Let me know if you run into any problems. Edit: 9/13/06 If you are using my Secret Society Finals Fix (http://www.moreawesomethanyou.com/smf/index.php/topic,4298.0.html), you MUST use the growuptownies compatible version to fix the "bug" where grants from non-playable dormies finals "magically" go to the dorm lot funds. Edit: 9/20/06 The different check controllers have been tweaked. Details can be found in this post (http://www.moreawesomethanyou.com/smf/index.php/topic,4842.msg163417.html#msg163417). Edit: 1/16/07 Added options to Drop Out, Graduate.../Without Honors, Cum Laude, Magna Cum Laude, and Summa Cum Laude Added proper memories for Dormies/YAs transitioning to Adults to complete years, graduate, or graduate with honors. - Sims who drop out will only get a memory of dropping out - Sims who graduate cum laude or higher should get a memory of getting on the dean's list - Wants for getting on the dean's list, completing years, graduating or dropping out should be satisfied - UI Life Stage for YAs should display properly now: Circle with / for Drop Outs, nothing for normal graduates, and stars for honors :!!: Note: Townies may suddenly appear in the selection skewer (with their icon showing up as if they are part of the household) but this is only temporary. It appears to be a side effect of the Age Transition interaction. But rest assured, the townie did not magically move in, and should NOT be part of the household. :!!: Note: I am also unsure whether townies aged to Young Adult will become part of the dormie pool, and can thus be used to populate dorms. Conversely, I am also unsure if dormies aged to Adults will roam around the normal hoods as adults or if they are removed from the dormie pool used to populate dorms. :busted: Warning: As a result, this hack definitely needs testing and will be considered experimental, since the long term effects remain to be seen. Killing off multiple townies, even via death by old age, may possibly lead to a BFBVFS. :!!: Note: The animations don't exactly sync up. The initator of the interaction may suffer from adhd and decide to walk away before the age transition completes. This is a 'known issue' that isn't really an issue, because it is due to my lack of experience using animations and my stubborn unwillingness (or more likely laziness) to learn more about them in depth. If I ever decide to suss this out, I may come back to this and fix it. Otherwise, it's a fairly minor, superficial thing, and I am more concerned about the rest of the functionality. PS. This hack is NOT autonomous, so don't worry, no surprises here ;) PPS. You need BOTH packages in the .zip archive. The controller and the actual interaction itself. INSTALLATION: This MUST be in your Downloads folder, typically found under: C:\Documents and Settings\UserName\My Documents\EA GAMES\The Sims 2\Downloads :!!: Note: You can use subfolders, however, be aware of 'benign' conflicts that depend on the load order of hacks. Compatibility: This works for OFB/FFS. It is probably compatible with Uni and/or NL, but is untested. Feel free to try it out if you Only have Uni or NL and report any feedback, whether it works or if you have problems. The current version is NOT compatible with the original basegame alone. If all goes well, I may backport it and make a basegame compatible version. 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. REMINDER and fine print (to cover my ass ) : 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 aging, moving in sims, or inheritance 4) archived (.rar or .zip) of log produced by error HOW TO PRODUCE AN ERROR LOG: 1) Open the cheat menu - Ctrl + Shift + C 2) Enable the debug mode - Type: boolprop testingcheatsenabled true 3) Hit Enter :P 4) Play as normal until an error occurs. If an error dialog box pops up, note the location of the error log and choose Reset. If the error pops up repeatedly, choose Delete and exit WITHOUT SAVING! 5) Post your error log here, preferably as a .zip or .rar archive. 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. Finally, my Thank Yous go to: 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. Special thanks to miros for testing the hack and informing me of the memory and UI life stage issue with YAs. :D Version History: v1.01 - Fixed minor bug reported by Nec where townie would be set as stayover visitor v1.02 - Fixed bugs reported by Theo where Teen to YA transition did not use proper animations, YA reverts to Adult if reset v1.03 - Added Italian Translation thanks to Max3D, added check to disable option if sim is pregnant v1.04 - Added Korean Translation thanks to miaokitty, fixed pregnancy check so option should not show up on pregnant sims v1.05 - Added German and Dutch Translations thanks to veilchen and jordi, respectively. Danke schein. :) v1.06 - Added Swedish Translation thanks to LilAbner. Added new option to declare major and send dormies to final exam immediately. v1.07 - Fixed bug where Go to Final Exam option showed up for dormies even if they finished their last final Added other language translations for 'Grow Up' using existing Maxis text v1.08 - Fixed bug where Ask to Grow Up interaction on dormie that has graduated does not transition properly Fixed "bug" where non-playable dormies grants from final exams go to dorm lot funds v1.081- Removed relationship checks for college related options v1.082- Fixed minor bug in regular and notypecheck controllers v1.083- Fixed bug where playable, selectable sims are made unselectable, tweaked noagecheck and notypecheck controllers v1.084- Fixed bug where interaction shows up but fails to execute, removed college options for non-resident YAs v1.085- Removed Go to Final option for now due to dormies reseting their semester status v1.090- Added options to Drop Out, Graduate.../Without Honors, Cum Laude, Magna Cum Laude, and Summa Cum Laude Added proper memories for Dormies/YAs transitioning to Adults to complete years, graduate, or graduate with honors. - Sims who drop out will only get a memory of dropping out - Sims who graduate cum laude or higher should get a memory of getting on the dean's list - Wants for getting on the dean's list, completing years, graduating or dropping out should be satisfied - UI Life Stage for YAs should display properly now: Circle with / for Drop Outs, nothing for normal graduates, and stars for honors v1.091- Fixed controller bugs. v1.092- Disabled option when either sim is on a date or group outing v1.100- Added option to choose major for YAs asked to graduate Fixed minor bugs v1.110- Added options to Drop Out and Be Expelled at different levels (before completing Freshman Year, after Freshman Year, after Sophomore Year, and after Junior Year) v1.111- Changed Menu Pie Strings v1.112- Removed Declare/Change Major option for YAs v1.12 - Updated for Bon Voyage to allow option for Tourists and Vacation "Locals" v1.13 - Added "real" Tourist families v1.14 - Updated for Free Time (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptowniesedit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies2edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies4edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies5edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies6edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies7edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies8edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies9edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies10edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies11edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies12edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies13edit.jpg) (http://i28.photobucket.com/albums/c237/syberspunk/TS2%20mods/growuptownies/growuptownies14edit.jpg) Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: Theo on 2006 July 05, 11:46:23 I'm looking forward to try this one :)
I have a few questions though: When a townie dies via the "Say goodbye forever" interaction, does the tombstone remain on the lot? And will its ghost begin to haunt the sims living there? I really want to get rid of some elder townies this way, but the idea of having them all haunt my sims scares me a bit :D Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: jsalemi on 2006 July 05, 12:27:16 I really want to get rid of some elder townies this way, but the idea of having them all haunt my sims scares me a bit :D Well, you can go into Buy mode and delete the tombstone, and get some simoleans for it (I think 150), or you could click on it and move it to your local cemetery. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: Reekajean on 2006 July 05, 12:41:46 Oh my god, this is excellent! I've just downloaded it, and will be sure to let you know if I have any problems with it. Thank you so much for taking the time to do this :)
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: BlueSoup on 2006 July 05, 14:00:41 Okay, Ste, I may be wrong, but didn't Squinge have something like this, that he had to shelve?
If so, what makes this one different? I'm not trying to give you a hard time, I'm interested in it, but I'm just curious. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: MaximilianPS on 2006 July 05, 14:06:00 i've translated it in italian if you wish... just ask :)
it's a great mod .. but i think that the "friend" state limitation .. is a... limitation :P why i can't ask to grou up the townies that walk in front of my home everyday ? Quote PS. This hack is NOT autonomous, so don't worry, no surprises here Wink could you think about an autonomous version too ? :DTitle: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: Emma on 2006 July 05, 14:39:18 I've noticed that when you do the 'set to age' cheat, any sim younger than teens will still have the 'grow up' aspiration and no LTW. Do they get these when you use this hack, or is it still the same?
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: syberspunk on 2006 July 05, 17:38:35 I'm looking forward to try this one :)I have a few questions though: When a townie dies via the "Say goodbye forever" interaction, does the tombstone remain on the lot? And will its ghost begin to haunt the sims living there? I really want to get rid of some elder townies this way, but the idea of having them all haunt my sims scares me a bit :D Yes, the tombstone remains on the lot that they die on, but you can move the grave to wherever, assuming you have NL or later. But... you can probably 'kill' a townie by old age on any lot. Well... I'm not sure about older versions as of now (I have OFB/FFS), but I had a townie die of old age on a comm lot (Gothier Greens to be precise) and his tombstone stayed there. I don't have killablevisitors or the tombstonefix thing. I left the comm lot, went home and tried to summon that townie. The townie briefly appeared and then vanished and I go that message about him dying on another lot and his spirit returning or whatever. I returned to Gothier Greens and happily his tombstone was till there. So... you can go to comm lots and ask the townies to die there. :) Okay, Ste, I may be wrong, but didn't Squinge have something like this, that he had to shelve? If so, what makes this one different? I'm not trying to give you a hard time, I'm interested in it, but I'm just curious. Well... first of all, the main difference is that my hack actually works. ;) [/ain't I a bitch?] All kidding aside, I am not messing around with time or trying to have townies age based on the clock. Townies DO NOT age on their own, and they DO NOT age when the clock reaches 6:00 pm like normal playable sims. This is a social interaction which shows up when you click on a townie that you have a good relationship with (best friends, crush, or love - I didn't bother to include engagement or marriage because being engaged implies love or at least you had to be in love to get engaged, and marriage... well duh. :P). Um... so where was I, sorry for the ramble, heh... so yeah, townies ONLY age when you want them to, and ONLY the townies that you ask. It's not exactly a global solution (although it is a global hack, but self contained, as it does not modify any Maxis code - er... I'm sure that's confusing) but it is somewhat of a work around. It's a way for the user to age their townies, without going through all the hassle of making them selectable, or moving them in and making them playable, or using cheats to age them up, which typically does not set things like aspirations, jobs, etc. I thought about this because, well Squinge had to abandon his because it didn't work, and because in my game, I have one household that has 7 sibs. Well, with all their friends, I didn't want to have to go through the hassling dance of making them selectable, aging them up, and deselecting them. Sure, it's not exactly a hassle. It's pretty easy to do, but cumbersome and annoying. Why go through all of that when I could roll it all up into one quick and easy, simple single interaction (I'm starting to feel like Ron Popeil desperately tryin to make a sale :D). Anyhew, you can always test it out in a test 'hood first. I'd probably recommend that anyways, since I'm not quite sure of what the long term ramifications could be. Ultimately, having several deaths in your 'hood will give you a larger number of character files (unless you use the various flavors or notownieregen and you have OCD control over your 'hood population :P). i've translated it in italian if you wish... just ask :) That's fine. I don't mind translations. I don't have a strict policy as far as editing my mods. I'd only ask that, if you do distribute my stuff, at least give me some credit for my original work... unless of course I it's a great mod .. but i think that the "friend" state limitation .. is a... limitation :P I'll consider it. I might make a version with no relationship checks, for those that want the option available to every townie. If enough people want that option, or still like relationship checks but really want to enable it for friends. I wish I could start multiple polls in a thread. If I did post a poll, I wasn't sure where to put it, since Peasantry wouldn't make sense since the poll would just be a poll. RL would be... well... retarded. And The Podium isn't really my space to clutter things up with. Any suggestions on the appropriate place I can post a poll or two regarding this? Blue? If it's ok, let me know what you think. I suppose I can just post them in the Podium with the caveat that, after I've had sufficient feedback, perhaps the thread(s) could be merged with this one... or I can just remove them myself altogether.why i can't ask to grou up the townies that walk in front of my home everyday ? could you think about an autonomous version too ? :D I'll think about it. The problem is... if it were autonomous... what would stop sim from constantly using it, and constantly agining up townies all willynilly. As it stands, I've made it an interaction that is always accepted and never rejected. I thought about autonomy... but I wasn't sure how I could prevent a sim from asking another sim to age twice or more in a single 'day' or play session, since there isn't really timestamping. At most... a sim could ask another sim to grow up to one age older than them. But for adult sims, they could end up 'bumping off' a lot of townies. :P I've noticed that when you do the 'set to age' cheat, any sim younger than teens will still have the 'grow up' aspiration and no LTW. Do they get these when you use this hack, or is it still the same? Nope, it is different. I am forcing the townie to go through an actual 'Age Transition' so... if they are a child and grow up to teen, the dialog box pops up where you get to choose the Aspiration and memories. This should also set the LTW. Sims will also get the 'grow up good' (or bad) memory depending on their aspiration level. :) *whew* That was a lot of questions. Keep 'em coming, as well as any feedback. I'll think about making a poll or something. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: BlueSoup on 2006 July 05, 17:52:22 Okay, Ste, I may be wrong, but didn't Squinge have something like this, that he had to shelve? If so, what makes this one different? I'm not trying to give you a hard time, I'm interested in it, but I'm just curious. Well... first of all, the main difference is that my hack actually works. ;) [/ain't I a bitch?] All kidding aside, I am not messing around with time or trying to have townies age based on the clock. Townies DO NOT age on their own, and they DO NOT age when the clock reaches 6:00 pm like normal playable sims. This is a social interaction which shows up when you click on a townie that you have a good relationship with (best friends, crush, or love - I didn't bother to include engagement or marriage because being engaged implies love or at least you had to be in love to get engaged, and marriage... well duh. :P). Well, I was trying to ask you if it worked, in so many words. Apparently I am a big bitch for daring to criticize the great Squinge, so I was just wondering what the main difference was in this as opposed to his non-working hack. :P Sounds like it's a completely different hack though, so I'll check it out. :) Also, you know who is a great hack tester? Nec. She loves doing it, and she checks like every single combination. Do you know if she's checked out this one yet? Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: Nec on 2006 July 05, 18:09:49 Thanks, Blue :) (You are trying to make me blush :P!) I downloaded it. I was going to put it in my other game by itself out of curiosity. I haven't really decided yet. I think I am still recovering from the aging townies thing.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: BlueSoup on 2006 July 05, 18:12:34 Hehe. Well, you are a good tester. Would ya test this one? I'll be looking forward to hearing your results, because honestly, I only have one family going at the moment (and they don't know anyone really), so no one to really test this on. :-*
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: Nec on 2006 July 05, 18:22:48 Well, thank you :) Yes, I will test it for the long term. I have a good test hood for it, actually. Should be interesting to see the results.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: MissDoh on 2006 July 05, 19:25:02 You can count me in Syber. I love the way you made it so WE decide which townie we want to age and/or make them rest in peace. :P Squinge one was completely different and it did not interest me to try it out because of the big possibility of BFBVFS. Anyhow, the general idea of having them ALL age was not an aspect I liked.
Right now, I have a small test neighborhood with all the sections added that I can use for testing it. I will add more controllable Sims into it so the possibilities of them being best friends/crush/in love will increase. 1st stupid question. If the lot I play is at aging off, I guess it will cause a problem to age the townie so I am better off putting it at on 1st before I try it? Personally, I like the way you made it just as it is, I see no reason to enable it for sims that are just friends. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: syberspunk on 2006 July 05, 20:40:27 1st stupid question. If the lot I play is at aging off, I guess it will cause a problem to age the townie so I am better off putting it at on 1st before I try it? Personally, I like the way you made it just as it is, I see no reason to enable it for sims that are just friends. Thanks. I'm pretty indecisive when it comes to setting some restrictions, because you fall into the trap of trying to please everyone, and eventually people will ask to tweak this or tweak that, like autonomy or relationship requirements, and while I would like to try and please everyone, it is kind of a hard thing to do. :P I think I may make a version with no relationship requirements tho, that way if someone wants to age any townie they want any time, they can do it. As for aging off... I think the code checks for that, and does not allow aging if it is off. Basically, I am setting the townies days left in age stage to 0 and just pushing the age transition process onto them. So... it sort of acts as if they are aging like regular sims. Since I don't really change that actual BHAV itself (because if I did, it would probably affect regular playable sims, so I did not want to screw around with that directrly) all the other regular restrictions that apply to playables I assume also applies to townies. So, in a nutshell, I think that having aging off will also prevent townies from aging. You can try it and see what happens. The interaction works as follows: Playable Sim A asks Townie Sim B to 'Grow Up' or 'Say Goodbye Forever' Sim A does the 'Approval' animation and Sim B does the 'Nod' animation Sim A proceeds to 'Laugh Strongly' and 'Cheer' (this happens even if the age transition fails since I am not using synced anims). Sim B attempts to go through the Age Transition. If it is successful, everything should act as normal i.e. the townie should age to the next stage or death if Elder. If it fails, Sim B will shake their head. I did this hopefully to catch any possible failures. This may not catch all cases, but for the code to be 'clean' I wanted failures to end somewhat silently without causing any jump bug errors, except maybe for egregious ones. So if you do get any 'jump bug' errors, they should be 'real' problems. Anything that fails silently with the 'shake head' anim may require a bit more debugging on my part. But it really shouldn't happen unless something is wrong with the Age Controller (either it got corrupted or deleted or something). As for the case with Aging off, I just took a look at the code, and if that option is set, then there should be no aging. So, what you will see is the animations as above, with Sim A nodding and cheering, and Sim B nodding first, but then shaking their head because they can't go through the age transition. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: MaximilianPS on 2006 July 05, 21:17:12 realy realy intresting mod..
the problem is: the number of the dead townies. How many sims could die before the game exploding ? ;D i'm not an expert on this field but i think that, if the neighborhood memory be come too big the game performace will decrase. i've asked some time ago on the maxis official forum for a tool that will clean the memory of the entire neighborhood .. in some way but no1 have reply, but i think that will be usefull to DELETE from memory all dead sims (that mean, face tumbnails, and all unusefull things) btw i like it alot :) about the italian translation... Ask to grow = "Chiedi di crescere" Say goodbye forever = "Digli addio per sempre" you could put it on the next release ? :D Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: Ancient Sim on 2006 July 05, 21:36:22 I am using Squinge's, so presumably this would clash with it? I have been thinking of taking it out though, as I've really done what I wanted, which was to have all the townies at different ages. I don't like the way that if they marry one of my Sims, they can be decades younger than them and then I'm stuck with them on their own for eons, so letting them age helped with that. Some had already aged anyway through going to Inge's prison, but I don't have that anymore.
As far as NPC's go, I know they are OK if they become playable as I've had a few who have aged and died normally. The Headmaster Brandi Broke married in my first Pleasantview was always a bit buggy, but I've played Kaylynn in both and she's been fine. I'm planning something at the moment that might conflict with an ageing NPC mod anyway, as it would involve them ageing in any case insofar as they would become playable but also remain working NPC's, so maybe that would be better as an 'optional extra', at least in my case. This could come in handy with townie children, because there are occasions when it's obvious that there is chemistry between them and one of my townie kids (or even older). As I've said on another thread, Lilith Pleasant made best friends with a townie kid, who was constantly phoning her and turning-up on outings she was on, and she's now moved him in. It turned out they had exactly the same personalities, to the nearest point. Seems a bit sick, but it seems that chemistry crosses all boundaries, including adult/child. Lilith has a better relationship with this former townie than she does with her own kids. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: ElfPuddle on 2006 July 05, 22:39:32 I would love to test this (since I'm tired of doing it the "make selectable" way. Too bad I'm away from my sims....so I'll just leave this random post to remind me to do it when I get back. ::)
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: NikonSnow on 2006 July 06, 01:13:10 This is one of those hacks that is really needed but never requested because it seems impossible. ;D
Now I can still determine who ages and when and I never have to take control of the other sim. I like the check for friends too, it makes it more in step with the rest of the game. Thank you. :) Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: MissDoh on 2006 July 06, 01:22:47 Thanks for all the detailed information Syber, if I ever see Sim B shake head for no obvious reasons, I will try to found out why. I always play with Testing cheats at true so if an error happens I cannot miss it.
Though in my testing hood I don't have any lots at aging off, I am predicting that if this mod goes as well as it sounds, I will use it in my other hoods. :) I remember though when only University was out, when we sent townie teens to college the game did not generate new ones I even tried to send them all in hope it would trigger something but it did not. I was not usiing any mod at time (gee so many things change since then) is it still like this? If I age transition a few kids, will the game automatically generate new ones. How low does the pool have to be so the game will generate new teens and kids? Since NIghtlife, I did not sent any townie teens to Univeristy so I have no idea how it is working now. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: lindaetterlee on 2006 July 06, 01:36:36 Has anyone tested this with inteen? lol don't shoot me had to ask.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: syberspunk on 2006 July 06, 04:08:02 I am using Squinge's, so presumably this would clash with it? I have been thinking of taking it out though, as I've really done what I wanted, which was to have all the townies at different ages. I don't like the way that if they marry one of my Sims, they can be decades younger than them and then I'm stuck with them on their own for eons, so letting them age helped with that. Some had already aged anyway through going to Inge's prison, but I don't have that anymore. I actually don't know. I didn't use Squinge's hack or look at it, so I'm not even sure how he attempted to handle this or what BHAVs he edited. You'd have to check this with a conflict detecting tool to be sure. I checked back every now and then to see the progress of it, but then I saw that it was discontinued. It sorta inspired me to figure out my own solution. I remember though when only University was out, when we sent townie teens to college the game did not generate new ones I even tried to send them all in hope it would trigger something but it did not. I was not usiing any mod at time (gee so many things change since then) is it still like this? If I age transition a few kids, will the game automatically generate new ones. How low does the pool have to be so the game will generate new teens and kids? Since NIghtlife, I did not sent any townie teens to Univeristy so I have no idea how it is working now. Actually... since I haven't played the game longterm myself, I don't know the answer to this. I didn't even know that the game did not regenerate townie children or teens once aged up. Perhaps the townie generator only does adults? And the only reason why there were townie children and townie teens is because Maxis specifically generated them? I have no idea. I'd have to look at the code to be sure. Maybe Pescado knows since he made all those noregen hacks. Ok, so I've updated with a fix for a bug Nec reported. I had cloned the interactions from another hack, and did not realise that it contained a line which was setting sims as stayover visitors. This should be fixed now. If anyone wants me to add other languages, I would need translations for the following: Ask to Grow Up Grow Up Say Goodbye Forever Die of Old Age Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* (Updated 7/5/2006) Post by: MissDoh on 2006 July 06, 05:01:12 Quote Actually... since I haven't played the game longterm myself, I don't know the answer to this. I didn't even know that the game did not regenerate townie children or teens once aged up. Perhaps the townie generator only does adults? And the only reason why there were townie children and townie teens is because Maxis specifically generated them? I have no idea. I'd have to look at the code to be sure. Maybe Pescado knows since he made all those noregen hacks. Well I hope someone can answer this. I can always create some using the tombstone of L&D and then Inge shrub to make them townies but I just don't want at some point the game will not consider the one I created and suddently create the missing teen/kid I already created so I would end-up with too many kids/teens townie in game. Once transformed into townie, if they are really counted as townie by the game than I should not have this problem, but again, this is a thing I did not try in my game. I could try it though in that test hood with no problem. I just downloaded the newest version and will install this one. Thanks for your help Syber. :) Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* (Updated 7/5/2006) Post by: Nec on 2006 July 06, 05:13:58 Regarding Squinge's version: he pulled it for a reason. I had mentioned adding something like this hack to it to aid in the growing up process while I was testing it, but all in all the whole thing ended up not working. Unless he put it back up and has a new version, I would remove it, personally, Ancient Sim.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: Emma on 2006 July 06, 08:32:01 I've noticed that when you do the 'set to age' cheat, any sim younger than teens will still have the 'grow up' aspiration and no LTW. Do they get these when you use this hack, or is it still the same? Nope, it is different. I am forcing the townie to go through an actual 'Age Transition' so... if they are a child and grow up to teen, the dialog box pops up where you get to choose the Aspiration and memories. This should also set the LTW. Sims will also get the 'grow up good' (or bad) memory depending on their aspiration level. :) Okay, thanks Steve, I'm going to download this and try it out. I have Uni and NL only and I'm going to create a dummy 'hood to test it out :) I'll let you know how it goes ;D Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* (Updated 7/5/2006) Post by: MaximilianPS on 2006 July 06, 09:36:42 about ITA translation:
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* (Updated 7/5/2006) Post by: Theo on 2006 July 06, 10:08:07 I did some testing with the first version of the hack, and here's what I found:
My first subject was a teen donwtownie who was asked to growp in a college lot (a greek house, actually). As expected, it grew up into a Young Adult, it even had the "Went to college" memory. The problem was that it was missing the "Grew Up Well" memory; no errors appeared during the transition :-\. I tried again in another college lot (the urele-oresha-cham house), this time with a normal townie, and the grow up memory was assigned correctly. Note that when a teen grows into a young adult, it doesn't feature the transition animation. It should also be of interest to say that if the young adult is by any means reset while it is selectable, it will turn into an adult. And finally, I noticed that the "Ask to grow up" interaction was available to a controllable sim that had been a townie before (OFB townie in this case), but I personally don't mind this one, because now I can age them whenever I want ;D Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/5/2006) Post by: syberspunk on 2006 July 06, 15:55:48 I've declared the hack a BETA until further notice, since I am still working on it based on feedback. I wanted to release it at least in a form that would be as stable and bug free as possible, but I obviously still needed feedback and other testers cuz I can't test for all possible case scenarios on my own. I'm pretty bad at that, and thinking about 'edge' scenarios and what not, so I really appreciate the help and feedback. :)
I did some testing with the first version of the hack, and here's what I found: My first subject was a teen donwtownie who was asked to growp in a college lot (a greek house, actually). As expected, it grew up into a Young Adult, it even had the "Went to college" memory. The problem was that it was missing the "Grew Up Well" memory; no errors appeared during the transition :-\. Yes, I noticed this as well. But I did see the animated hourglass over the head and just assumed that they received the hourglass memory as well. I wasn't sure why they didn't go through the twirling animations either. I'm pretty much just calling the age transition I found for Teens to YA. I'll look into this and see if there is another BHAV I can call or if I have to add things. I tried again in another college lot (the urele-oresha-cham house), this time with a normal townie, and the grow up memory was assigned correctly. Note that when a teen grows into a young adult, it doesn't feature the transition animation. It should also be of interest to say that if the young adult is by any means reset while it is selectable, it will turn into an adult. I assume you mean the young adult that transitioned from teen? And I assume you are making them selectable after transitioning them? Because they shouldn't be selectable after they transition. I just want to be clear, because I thought I made sure that the sims aren't selectable after transition. So, when they reset, do they transition to Adult or do they just appear as adults? No college data stuff (semester or major), they have the employee/unemployed panel instead... do they have an adult body and head? And finally, I noticed that the "Ask to grow up" interaction was available to a controllable sim that had been a townie before (OFB townie in this case), but I personally don't mind this one, because now I can age them whenever I want ;D Hrm... now that I consider a bug. I'll look into this. Could you possibly do me a favor and force an error on this sim, and then post the error log so I can look at that sim's data. If you moved in a townie... I would have thought that they should be set as a "PC" type. I may force it so that the interaction only appears for those in the 'townie' and 'downtownie' family numbers. I'll try and release a new version, if not shortly, then later today. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/6/2006) Post by: syberspunk on 2006 July 06, 18:12:32 Alright, I have fixed a few of things that Theo mentioned above, however I came across something odd in my play testing. Please note the following:
Quote Known Issue: Problem: If a townie that has transitioned becomes deleted for some reason, when that townie is summoned/teleported back to the lot, their Sim Age will NOT have changed even though their physical appearance retains the transition. This results in some creepy ugliness, where for example, Brittany Parker should have aged to Teen, and while she still has a teen body, with the selected aspiration and teen wants, she will be crouched down at the knees and still have a child voice and animations. This seems to Only be a problem if you DELETE the sim. If the sim is reset, they seem to still be ok. This is currently being investigated. Solution: Workaround - If you SAVE right after the transition, this seems to permanently write the proper Sim Age. So even if you force the townie to be deleted, when they return to the lot, they will appear as the correct age. Unfortunately, to fix a sim with this problem, you would have to use a debug cheat or hack to age them back down. I will try to think of a way to detect this problem and enable a fix via the pie menu, so you can click on a sim and force them to age back down. If anyone can possibly shed some light on the situation (other modders perhaps), I'd appreciate the help. At the moment, I'm not quite sure how to fix this. Resetting seems to be ok, and one would hardly think users would delete sims willy nilly. But that doesn't mean it might not happen by accident. I would have to check if this even happens with regular playable sims. Or if anyone can test this scenario out: Get a regular, playable sim ready to go through a regular Age Transition. Force Error and Reset the sim before the Age Transition happens and save the error log. (You should probably rename it in case the next one tries to overwrite it with the same name). Let the Age Transition happen. Force Error and Reset the sim After the Age Transition and save the error log. Force Error and again but this time DELETE the sim. Restore the family, or wait for the sim to return, or summon them back. Do all of this WITHOUT Saving! Do you notice anything weird with the shape/model and the animations? You can also Force Error again, Reset and save the error log. It is probably best to test this on a child transitioning to a teen. You should notice right away if there is a problem. The sim will have the teen body shape, but they will be scrunched down at the knees and still have a child voice and animations. If this does indeed occur with playable sims, then it is probably a general problem that never occurred to Maxis, because why would a sim be deleted after an Age Transition anyways? But... if it doesn't occur, I'll have to try and compare the error logs with those from a townie, and see if I can spot the difference and either fix it for townies or rely on a debugging way via the pie menu to force the sim to age back down so you can do the Age Transition again. As far as I can tell, it seems to Only be a problem if the sim gets DELETED after an Age Transition and you haven't saved. Edited to Add: Alright, I tried this myself, and it seems like this also happens with playable sims as well. I did this with Lucy Burb, and she got the same problem. So... suffice to say, it isn't something that is caused by my mod specifically, and thus, I won't bother doing any further in-depth research as to figure out how to prevent this from happening, since it seems like it isn't expected to happen often. Anyways, let me know how the new version works out. If you find any other bugs, or if you have any requests or suggestions on how to improve the mod. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/6/2006) Post by: Riez Forester on 2006 July 07, 18:18:46 Just wondering, this only works just for townies, or can we use it to our neighbors as well (sims that doesnt stay in the same house). Coz a sim child that turned adult and moved out can also benefit from this by asking their adult parents to became elders.
Actually adding the same option to sim who are in the same household also can benefit some simmers, which sometimes, a sim finds his wife/gf in the middle of his adult years so after they are married, that girl will naturally 1/2 way of his age. So let say the guy turned into elder, he can ask the girl to turn with him as well. Of course we can also used a hack object such as Igne's cake, but an option like that would be useful. Just a suggestion, though. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: jase on 2006 July 08, 15:31:31 Has anyone tested this with inteen? lol don't shoot me had to ask. It should be fine, Linda...subject to the same warning I give for any "age adjusting" mods (such as the InSIMenator): Don't attempt to adjust the age of a pregnant teen.Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/8/2006) Post by: syberspunk on 2006 July 08, 18:45:18 Minor Update
- Added Italian Translation. Thanks Max3D. :) If anyone else wants other language translations, let me know. I'd rather have real, idiomatic translations rather than resorting to any internet tool. - Added check(s) to disable option for pregnant sims (although... you really shouldn't get the option for pregnant sims anyway... since thus far, I have only enabled the interaction for down/townies, and you really can't have pregnant townies without cheating, and I don't think their pregnancies would progress anyways, would they? I don't think the InTeen enables townie pregnancy as well, does it?) Anyways, it's been fairly quiet... so no news is good news huh? I guess that means it is working for everyone thus far? Hopefully nothing has blown up yet. I'd like to be sure the mod is stable enough and bug free so the only way it can lead to potential BFBVFS is due to the fact that you might kill of several townies, contributing to the overall count of your dead character files... which you can circumvent anyways if you use the various flavors of noregen type hacks. Or if you stop aging your townies at elders. At least the choice should be yours. If all is well, I will consider making a version with no relationship or age checks, for those who want to use it as an easy/cheaty tool to age sims, rather than a (somewhat) realistic interaction within the game. I was wondering if anyone would prefer that I place the option under 'Adjust...' instead to sort of hide it. It sort of adds a bit to the clutter on the overall pie menu, so I was considering doing this, but I wasn't sure if the general public would prefer that it be immediately available. Well.. any other questions, comments, criticisms, suggestions? I'll happily take anything into consideration within reason. ;) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/8/2006) Post by: Riez Forester on 2006 July 08, 19:14:15 A version that grows up both townies and playable sims with the relationship check would be nice.
This is just a suggestion tho. Why not making it towards all relationships, but have random chances plays a part in it. Let say a person who is not a friend suggest another to grow up. It will have only 25% chances of success or something like that. Friends would have about 50% while best friends would have about 75% chances. Lovers would have the most success chances of accepting growing up interaction. That would be fun to play with :). Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/8/2006) Post by: miaokitty on 2006 July 09, 07:04:41 Here is a Korean translation, I'm not sure it's 100% because I don't speak Korean and my Korean friend doesn't speak fluent English, but it was good practice for us. :) I think it should be close enough.
Ask to Grow Up: 어른이되는것을 명령하다 Grow Up: 어른이되다 Say Goodbye Forever: 안녕 영원이 사라져라 Die of Old Age: 나이가 많아 죽음을 맞이하다 Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/8/2006) Post by: MaximilianPS on 2006 July 09, 11:19:18 wonderfull i'll test it today.. thnx for the italian translation ;D
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/8/2006) Post by: jase on 2006 July 09, 16:47:02 I don't think the InTeen enables townie pregnancy as well, does it?) Not explicitly, but its not uncommon for people to make townie teens selectable, knock them up, and then send them on their way. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* Added Poll (Updated 7/8/06) Post by: Ancient Sim on 2006 August 04, 21:28:39 I had a child age to teen and tried it on his townie best friend, a child, but he had no option to ask him to grow-up. Teens can ask townie teens to grow-up, but not children, so I had to do it manually. Just as well, because as I thought they would, once they were both teens it only took a teeny bit of tweaking with the Turn On/Offs to give them 3 lightning bolts. They went to Uni, got engaged, and have both just graduated.
No idea why it wasn't available, because you do say it's available for children, and they were definitely best friends. I think their relationship was something like around 83/78 at the time, but I don't think the STR/LTR levels matter, do they? It's kids I want it for most really, because I can grow the teens up by sending them to Uni, which I do with any teen who is best friends with one of my playables, or has 3 bolts with them. Similarly, the kids are grown to teen if they make it to best friends with one of my playables before the playable leaves for Uni. I don't suppose the fact that they became best friends shortly after my playable aged to teen would have affected it, would it? Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* Added Poll (Updated 7/8/06) Post by: Ness on 2006 August 04, 23:52:41 Ste, in relation to your poll...
I don't recall seeing the adjust option on a sims pie menu until after I installed Twojeffs triplets and quads hack and visitor controller. I'm wondering if people without those hacks will still have an adjust option? Or if it will even be the same adjust option for those of us with the twojeffs hacks. It could be that I'm just being a stupid ness and not understanding things fully, but I thought I would ask. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* Added Poll (Updated 7/8/06) Post by: ElfPuddle on 2006 August 04, 23:57:48 For the poll....It makes sense to me to put it with all the "asks" (ask about interests, etc.), but if that menu seems crowded, then "adjust" works for me.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* Added Poll (Updated 7/8/ Post by: syberspunk on 2006 August 05, 03:46:47 No idea why it wasn't available, because you do say it's available for children, and they were definitely best friends. I think their relationship was something like around 83/78 at the time, but I don't think the STR/LTR levels matter, do they? It's kids I want it for most really, because I can grow the teens up by sending them to Uni, which I do with any teen who is best friends with one of my playables, or has 3 bolts with them. Similarly, the kids are grown to teen if they make it to best friends with one of my playables before the playable leaves for Uni. I don't suppose the fact that they became best friends shortly after my playable aged to teen would have affected it, would it? Hrm... I haven't play/tested in a whiles as I am currently very busy with some school related stuff right now, but... it is supposed to work for children. Not toddlers or babies. But it definitely should work for children. I previously tested it out on usual suspects Chandler Platz, Brittany Parker, and Chloe Gonzanga. I tested out aging them on resi lots and uni lots to see what would happen (if Uni would try to automatically age them to YAs... I don't think it did). But I could have botched something in the last update. I don't remember... but I don't think the STR/LTR should matter specifically. And even if I was checking for STR/LTR... 83/78 should be high enough. I'll take a quick look at the code... Ok, I'm looking at the code and it looks like you have to be 'best friends' not just regular friends. I probably did that because it's pretty easy to make 'friends' in the game. I was considering implementing an adjuster like twojeffs' stuff so people might be able to adjust these options. Of that means I'll have to get off my lazy ass and put work into it one of these days... :P But right now I'm kinda busy being lazy and trying not to be as I have a major exam comin up next week. And then after that, I'll be on a brief vacation and won't be back until the following week. As for the poll related questions/replies: ness and ElfPuddle: Any hack that adds Adjust... to the menu will have it. This includes twojeffs CR stuff and Crammyboy's penis and nudist stuff. I can pretty much stick the options almost anywhere on the sim pie menu. I think it's just great that TJ and CBoy both decided to use Adjust... And that's why I thought about sticking it under there as well. To sort of make the menu a little less cluttered. I could also stick it under Ask... as well. I was also thinking about that too, but I felt like this interaction is more of sort of like a 'cheaty' type interaction that adjusts other sims ages, and it might seem odd under that heading. If I ever get around to making the adjuster, I might provide an option to adjust where this shows up on the pie menu. Other options I was considering were: to allow/toggle the option to show up for friends, to allow/toggle the option to show up for best friends, etc. or turn off relationship checks altogether allow random % chance of acceptance if not a friend, (and perhaps a way to adjust that percentage) to allow/toggle the option to show up for PCs, to allow/toggle the option to show up for NPCs, etc. I'd be willing to consider more options if anyone has suggestions. Of course it all depends on how motivated I am after/if I get through the next couple of weeks. :P Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* Added Poll (Updated 7/8/06) Post by: ElfPuddle on 2006 August 05, 06:07:33 Frankly, m'dear,
You haven't disappointed me yet. Where/What/Whenever things happen...you'll make it just right. That's why we love you. (Well, one of the reasons.) Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* Added Poll (Updated 7/8/ Post by: Riez Forester on 2006 September 02, 11:00:14 Just wondering... Are you still planning on releasing one that works to everybody, not just townies? With relationship check of course, to make it more challenging.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: syberspunk on 2006 September 03, 09:48:21 Alright, since I've been too lazy to take a look at the adjuster type code, I went the lame, easy route, and just made 3 different controllers available.
Some minor changes to the regular version: 1) added the korean translation finally (sorry it took so long, I had to figure out how to install korean text on my machine since I don't have a WindowsXP install disc, only recovery discs since I bought my machine from BestBuy) 2) There was a minor bug with pregnancy. Even though I disabled the interaction for pregnant targets, I forget to disable the pie menu from showing up. So you may have seen it show up when you clicked on a pregnant sim, but if you tried to use it, the interaction should not have shown up on your sims' queues. Still, it's better that I disable the option altogether. In addition to those minor updates, there are 3 other controllers available. You can use those instead of the one in the regular version: 1) notypechecks - It will not check for the 'type' of sim. Meaning, you can use it on PCs, Townies (and Downtownies), AND NPCs. Use with Caution! I don't know what happens if you try to age a 'special' NPC, like the Grim Reaper, Social Bunny, Mrs. Crumplebottom, etc. That is most likely a VBT to do, possibly causing your game to turn into a BFBVFS. So I recommend you DON'T do it. Consider yourself warned. :P Theoretically, you should be able to use it on other 'safe' NPCs, like Professors, Mascots, Maids, Nannies, etc. I suppose you could even have them die by old age. I'm not sure what happens then, but my guess is the game will try to respawn those npcs, unless you are using Pescados there can only be One npc thingamajig. I'm also not sure what happens if you age any of the teen NPC barista type cashier people. I don't know if they can still function at those jobs, or if they are supposed to remain as teens. And if so, I don't know if the game will try to respawn a teenaged NPC to take their place. Since I'm lazy, each of the other controllers include the previous changes. :P 2) norelchecks - It will not check the relationship between the sim you are controlling and the target sim you are clicking on. In the regular version, I think I made it so you had to at least be friends (or best friends, I forget exactly). This version of the controller removes those checks, so now you can use it on any sim, even total strangers. This version also removes the 'type' checks as above. 3) noagechecks - It will not check the age range between the sim you are controlling and the target sim you are clicking on, but it Still requires that the two sims involved must be at least child aged or above. This is limited due to the animations used in the interaction, which only exist for child and above (I think I used hugging animations). In the regular version, I think I required that the two sims at least be within three age stages, with the controlled sim being older. This version also removes the 'type' and relation checks as above. Also... since I'm still lazy, I did not change the location of the pie menu options, even though the majority complained about the pie menu being a tad cluttered. Instead, I'll describe how you can change them with SimPE: 1) Open up the growuptowniescontroller.package with SimPE 2) Click on the MakeActionString prim string set Text Lists STR# 0x12D resource 3) Click on the Plugin tab (if it isn't already selected) in SimPE You should see two lines: Ask to Grow Up Say Goodbye Forever If you want to change this to show up under the Ask... menu, then replace the text with: Ask.../Ask to Grow Up Ask.../Say Goodbye Forever Note:
If you want the options to show up under the Adjust... menu, then replace the text with: Adjust.../Ask to Grow Up Adjust.../Say Goodbye Forever I think Uni and above supports tri level menus, so if you want them under another menu, you can do: Adjust.../Age.../Ask to Grow Up Adjust.../Age.../Say Goodbye Forever 4) After you're satisfied with your changes, hit the Commit button. 5) Save your changes. (Either save or save as if you want to have your own copy separate from my originals). 6) Overwrite the originals in your Downloads folder or wherever you put them (or remove the orignials and put your new ones in, DO NOT have more than one copy of the controller and modified controllers, otherwise weird things might happen). I hope this all makes sense. I'd use pictures, but I'm too lazy. :P Oh, and obviously, you can change the text to be whatever you want actually. It doesn't have to be 'Ask to Grow Up' specifically. You don't have to worry about that being text specific or case sensitive. If I ever get around to the adjuster type stuff, maybe I'll come back to this and encapsulate these options within an adjuster. Don't hold yer breath tho. heh. ;D Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: Riez Forester on 2006 September 03, 09:58:53 Despite your lazyness, I'm still truly thankful for the updates! Yay~
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: Sleepycat on 2006 September 03, 12:30:05 Since I'm lazy, each of the other controllers include the previous changes. :P Does that mean that if I use #3 (noagechecks) it also has #2 (no relchecks) and #1? I like the idea of being able to grow up any townie without age and relationship checks... I finally downloaded this yesterday and hadn't even had a chance to try it out and you end up updating today *laughs* guess I had good timing really since I really wanted it with no relationship checks :D Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: Riez Forester on 2006 September 03, 12:55:30 I have tested this with my sim. He just got a son and his kid brother came for a visit. He ask him to Grow Up. He Grows Up. Good, simple and effective!
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: veilchen on 2006 September 03, 13:46:07 I've been keeping an eye on this one, because it looks so very good. I didn't test it myself, because I'm a) a big chicken, and b) I don't have a test-hood at the moment. I do however, want it to work; it would add so much more realism to the game. I hate it that the townies/dormies never age. The restrictions are fine with me, I only want my pixel people's friends to grow old with them.
Here's the German translation: Ask to Grow Up = Bitte zu Wachsen Grow Up = Wachse Say Goodbye Forever = Verabschieden für immer or Verabschiede dich für immer --the first one has no subject and is more like Be saying goodbye forever. It sounds strange for the english speakers, but is a legitimate German sentence -- Die of Old Age = Stirb an hohem Alter or Stirb an Altersschwäche I realize that the typical english/american keyboard doesn't have the extra characters of the German language, such as ö, ä, ü, and the ß. The work-around for that would be to use oe for ö, ae for ä, and ue for ü, although this work-around looks funky to the German eye :D. The ß is remedied with a double s (ss). My keyboard has two layouts that I switch back and forth as needed, the english one, and the German one (now there's a shocker). Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: jsalemi on 2006 September 03, 14:02:23 Theoretically, you should be able to use it on other 'safe' NPCs, like Professors, Mascots, Maids, Nannies, etc. I suppose you could even have them die by old age. I'm not sure what happens then, but my guess is the game will try to respawn those npcs, unless you are using Pescados there can only be One npc thingamajig. I'm also not sure what happens if you age any of the teen NPC barista type cashier people. I don't know if they can still function at those jobs, or if they are supposed to remain as teens. And if so, I don't know if the game will try to respawn a teenaged NPC to take their place. I've had Professors and Mascots die (usually from being eaten by a cow plant :) ) and the game regenerates replacements just fine. I don't think any of the NPC business folks are teens (but I may be wrong) -- I had a sim marry a cashier, and again no problems. They had a long happy life with a couple of kids. As far as I can tell, the game just generated another cashier to take her place. And she didn't age when she moved in -- just started at the usual beginning adult level. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: syberspunk on 2006 September 03, 19:14:42 I realize that the typical english/american keyboard doesn't have the extra characters of the German language, such as ö, ä, ü, and the ß. The work-around for that would be to use oe for ö, ae for ä, and ue for ü, although this work-around looks funky to the German eye :D. The ß is remedied with a double s (ss). I won't have those letters on my keyboard, but I think the Windows character map still has them. So, if you want to edit your post and use the exact phrase with the exact letters, I can most likely just copy and past the text into SimPE. That's what I did for the korean text, which I also obviously don't have on my keyboard. Before I installed the asian fonts, it just looked like gibberish to me. At first, I was like... uhh... thanks, that's no help. lol. But then, one time, I viewed the page on my hubby's laptop, and he had the asian fonts installed on there by default. Anyhew, I finally figured out how to install the asian fonts on my own laptop and my desktop and I was able to see the korean characters properly. I think, as long as my computer has the fonts to see certain characters, and it shows up fine when I'm looking at this page, then I can copy and paste it without a problem. Also, do you have a preference between the ones where you give multiple choices? Since I don't speak or read german, I wouldn't know whether it is grammatically correct or not, nor would I know which may be a preference for the general german population. Pick your favorite and/or best transltion for each phrase and I'll use it. :) I've had Professors and Mascots die (usually from being eaten by a cow plant :) ) and the game regenerates replacements just fine. I don't think any of the NPC business folks are teens (but I may be wrong) -- I had a sim marry a cashier, and again no problems. They had a long happy life with a couple of kids. As far as I can tell, the game just generated another cashier to take her place. And she didn't age when she moved in -- just started at the usual beginning adult level. Really, I thought that some of those cashier people are teens. They look like teens. Heh, I was thinking about maybe including another option to Ask about age in my other hack :P since teens, YAs, and adults are sometimes difficult to tell apart upon visual inspection. Heh. When you say, she didn't age, you just mean that she didn't start as a teen and turn into an adult right? I hope you don't mean that she was stuck as an adult and never aged from that point on. Anyways, the point though, is to age townies without necessarily making them playable in the first place. So I was just wondering if, for certain NPC types that seem to be age specific (like how dorm cooks are all elders) I was wondering what would happen if you aged them. For teens to adults and adults to elders, would they still work their NPC job? Or does the game require that they be that age for that job? And if so, what happens to them? Because I never see those NPCs walking around like 'normal' townies on comm lots. Or at least, I didn't notice. With elders (aging to death of course) and with making any NPC playble, I kinda figured the game would regenerate a replacement. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: J. M. Pescado on 2006 September 03, 19:21:00 Most NPCs don't require being a specific age, other than that the age must function (no children, toddlers, etc), but their uniforms may no longer fit them if you change their ages.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: jsalemi on 2006 September 03, 20:12:52 Heh. When you say, she didn't age, you just mean that she didn't start as a teen and turn into an adult right? I hope you don't mean that she was stuck as an adult and never aged from that point on. Right, I mean she didn't start as teen and turn into adult, and she did age properly to elder (and is now long dead, in fact). Now, this was before OFB, so I don't know if OFB added teen cashiers/etc. I'm also pretty sure I've never seen the cashier/etc NPCs as walk-bys or on comm lots either, though I do recall seeing a policeman, fireman and grocery delivery person occasionally walking by on a community lot, usually in uniform. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL* Post by: veilchen on 2006 September 05, 13:47:48 I won't have those letters on my keyboard, but I think the Windows character map still has them. So, if you want to edit your post and use the exact phrase with the exact letters, I can most likely just copy and past the text into SimPE. True, I forgot about the Character Map. I just checked, and it does indeed have those letters, even the ß. The second phrase translation for Say good-bye forever is the more intimate one, so no problem there. However, the Die of old age one is trickier. Stirb an hohem Alter is the more elegant phrase, because it basically says: Die of high age. The phrase: Stirb an Altersschwäche on the other hand, translates literally to Die of old age weaknesses. Both are grammatically correct, so it's up to you, the Creator, to choose the one you want. Like I said, the first one is the more elegant one, the second one is to the point, and very direct, no ands, ifs, or buts :D. I know, I know. German is a complicated language. That's why you will be hard pressed to find a German laughing at people attempting to speak our language. We are simply to busy being impressed that people are even trying. Ask to grow up - Bitte zu Wachsen Grow up - Wachse Say goodbye forever - Verabschiede dich für immer Die of old age - Stirb an hohem Alter Second choice: Ask to grow up - Bitte zu Wachsen Grow up - Wachse Say goodbye forever - Verabschiede dich für immer Die of old age - Stirb an Altersschwäche Joe, you know what, you are right. I've never seen a cashier/etc. NPC walk by either. I've seen professors, delivery people, and the like. I even saw the mascot once in my OFB shopping district neighborhood, but never the cashiers, coffee bar people, and the like. I also never saw the cooks, waitresses/waiters, and podium people. I have to keep an eye out for that. I tried --after reading through this thread-- to use the agesimscheat on the restaurant podium person, but it failed. The Nanny however, aged back to adult without any difficulties. I wonder now... Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: JenW on 2006 September 05, 13:57:07 Regular cashiers are teens, baristas are YAs, I believe.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/3/06) Post by: jrd on 2006 September 05, 14:02:22 Ducth translation:
Ask to grow up - Vraag op te groeien Grow up - Groei op Say goodbye forever - Zeg voorgoed vaarwel Die of old age - Sterf van ouderdom All literal translations. Dutch is far more simple ;-) -- The only NPCs I've seen walk by are policemen, firemen, repairmen, maids, gardeners, pizza delivery persons, paperboys, mailmen -- all base game NPCs. On Uni lots obviously the Uni NPCs. Nowhere the NL or OFB NPCs (except obvious cases like divas, slobs, and vampires) Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: syberspunk on 2006 September 06, 08:31:16 Minor update. Just added some translations:
v1.05 - Added German and Dutch Translations thanks to veilchen and jordi, respectively. Danke schein. :) You don't really have to update if you're already using the last version and do not require these translations. No code changes since 1.04. And I knew there were teen shop people. I just wasn't sure which ones were which, and if sims aren't standing right next to each other, I find it hard to tell the difference between teens and YAs. Heh. I have yet to see policemen and some of these other NPCs. I think I'd really like to try and meet a policeman. The few times I had burglers, I tried that letting them out thing, but I've never managed to actually do it. It makes me wonder if it's just a thing that doesn't really exist in the game, but other people perpetuate just to pull the wool over us guillible sheep. ;) Regardless, I think it would be more interesting to actually have this scenario as the only real way to kind of "meet' the burglar. Although the furious system is kind of ok, and although you might get upset at someone who burgled your house... you don't usually get to meet them and know who they are, and then persistently have them as an enemy for life. Heh. I think it's funnier and funner to actually meet the burglar by letting him out of the car, if this even does work in the game. On the other hand, I think you should be able to meet the police officers right away. Especially when they come by and nab the burglar and definitely when they come back to bring home your busted sneak out teens. If that happens in real life, cops normally introduce themselves, so you do actually "meet" them. :P As for NL NPCs, other than the divas, slobs, and vamps, what other NL NPCs are there? DJs? Well, I don't think wander around, nor the NL bartenders or restaurant podium peeps and waiters... but you basically can meet them since you'd only see them in downtown anyways. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: jrd on 2006 September 06, 09:47:07 Burglar escapes exist, but it requires very precise timing.
You need to click the car AFTER the cop has put the burglar in, but BEFORE he has thanked your Sims for catching the criminal. Since the next immediate interaction in the cop queue is this thank notice, send your Sims immediately to the car once you see the burglar get locked in. You should then have a chance of letting him out. If you wait too long the cop ‘thank you’ interaction will run, and you'll have missed your chance. The period between catching and thanking is also the only time you have to chat with the cop, ‘meeting’ them. As for NL NPCs: only the "special townies" listed are normally meetable. The service NPCs are just NPCs, and you can meet them on the job: bartenders and DJs can be met by a Sim if another Sim takes over their job temporarily, servers and hosts are automatically met, and the gypsy will turn into a visitor after being invited and greeted. BTW, I've never been able to tip my waiters. The timing for that is extremely strict: AFTER the meal is finished, but BEFORE the ‘order’ icon reappears. It doesn't matter anyway: with the exception of befriending the host and headmaster, there are no benefits of getting a good relationship with any service NPC. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: jrd on 2006 September 06, 09:50:17 :!!: Note: I am also unsure whether townies aged to Young Adult will become part of the dormie pool, and can thus be used to populate dorms. Conversely, I am also unsure if dormies aged to Adults will roam around the normal hoods as adults or if they are removed from the dormie pool used to populate dorms. Teens in the ‘townie’ family, if aged to Young Adult, become available as dormies and will begin frequenting uni lots. Teens in the ‘downtownie’ family if aged to YA will effectively disappear unless you have a hack in place which allows YAs to frequent non-uni lots. Use the teleporter shrub to move them in and then make them a townie to prevent this (or use SimPE). Or enhance your mod to force any YA to become a member of the townie family ;) Dormies aged to adults become adults in the normal townie family, since they belong to that family anyway: there is no special dormie pool. Dormies are just YA townies. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: Kyna on 2006 September 06, 14:35:44 I've tried having a sim stand next to the door of the cop car, while the cop is heading back inside to talk to another sim in the household. Constantly trying to click on the car door. Never had any luck, at least with just the base game and also with Uni installed. Once I got NL I no longer tried, as they meet the burglar anyway.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: Emma on 2006 September 06, 14:59:33 You need to wait until the build/buy buttons are no longer greyed out, and the cop is nearly to where your sim is. I then click on the back door of the cop car and the selected sim runs to open the door even lazy ones :) Or you can keep one sim selected until the buttons are back, and quickly switch to another adult sim to open the door. I've noticed teens and younger can't set the burglar free.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: syberspunk on 2006 September 06, 18:00:15 Thanks for the tips everyone. Next time I get a burglar, I'll give it a try. :)
Teens in the ‘townie' family, if aged to Young Adult, become available as dormies and will begin frequenting uni lots. Teens in the ‘downtownie' family if aged to YA will effectively disappear unless you have a hack in place which allows YAs to frequent non-uni lots. Use the teleporter shrub to move them in and then make them a townie to prevent this (or use SimPE). Or enhance your mod to force any YA to become a member of the townie family ;) Dormies aged to adults become adults in the normal townie family, since they belong to that family anyway: there is no special dormie pool. Dormies are just YA townies. Ahh... ok. About the downtownie YAs disappearing, are you saying that a hack to allow YAs to frequent non-uni lots will fix this? I thought YAs already show up on non-uni lots? I could have sworn I saw YAs showing up at least on comm lots and/or downtown lots, no? Or do you mean, a hack to allow downtownies to show up on uni lots? I don't recall if I've seen downtownies as walkbys or visitors on residence or comm lots in the uni hood. So, with that in mind... I'd like to ask everyone how you would like me to handle this. Here's a couple of options: 1) When aging Downtownie teens to YAs, move them into the townie family so they become available in Uni. Note: I assume that as a result, aging them from YA to adult sets them as townie adults, so they are 'lost' from the downtownie pool. 2) Same as a above, but somehow 'save' the fact that they were once downtownies, and when aging them from YA to adult, move them back into the downtownie pool instead. This option may be a tad more difficult. I'd have to think of a way to save this, probably using a token. 3) Enable YAs to frequent non-uni lots (or YA-aged downtownies to frequent uni lots - whichever makes sense). 4) Disable YA aging for downtownies only. Always make downtownie teens age into adults. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: jrd on 2006 September 06, 19:14:01 Ahh... ok. About the downtownie YAs disappearing, are you saying that a hack to allow YAs to frequent non-uni lots will fix this? I thought YAs already show up on non-uni lots? I could have sworn I saw YAs showing up at least on comm lots and/or downtown lots, no? Or do you mean, a hack to allow downtownies to show up on uni lots? I don't recall if I've seen downtownies as walkbys or visitors on residence or comm lots in the uni hood. Well, I see downtownies as shoppers of course, even if I accidentally aged them to YA (but only if either Pescado's or Squinge shopper mod is in the game, in vanilla downtownies don't shop). But downtownie YAs simply do not appear on uni lots, and are not assigned to dorms. You shouldn't ever see any YA walkbys either.Quote So, with that in mind... I'd like to ask everyone how you would like me to handle this. I'd go for #1. This requires the least changes and is less likely to conflict, and for those of us playing with Pescado's mods there is no advantage to having a downtownie population anyway: townies also populate downtown community centres.Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: Chienne on 2006 September 06, 19:16:49 Wonderful! We've needed something like this for a long time. Thank you!
I'm always sad when my child sims have to leave their child friends behind as they grow up, and my teen sims have to leave their first crushes behind when they become adults. Thanks! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: jsalemi on 2006 September 06, 19:26:14 First choice #1, second choice #4 -- the other seem to complicated to bother with.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: J. M. Pescado on 2006 September 07, 01:21:22 So, with that in mind... I'd like to ask everyone how you would like me to handle this. I'd go for #1. This requires the least changes and is less likely to conflict, and for those of us playing with Pescado's mods there is no advantage to having a downtownie population anyway: townies also populate downtown community centres.[/quote]Townies always populate downtown lots. Downtownies normally only attempt to visit downtown lots, never lots in normal neighborhoods. YAs only visit Uni lots, non YAs never visit Uni lots. Anyone will visit any lot if invited to do so. You can arbitrarily change the visitor composition if you use the Customer Selector for generation. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: veilchen on 2006 September 07, 02:06:52 I agree with Joe and Jordi, # 1 as first, but if not doable for any reason, # 4 as second choice.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: ElfPuddle on 2006 September 07, 16:12:38 Ditto. #1 seems best.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/6/06) Post by: LilAbner on 2006 September 09, 06:45:26 Here's the swedish translation for you!
Ask to Grow Up - Be att växa upp Grow Up - Väx upp Say Goodbye Forever - Säg farväl för alltid Die of Old Age - Dö av ålderdom Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/11/06) Post by: syberspunk on 2006 September 12, 00:43:11 Majority rules, even if only a few of you replied about it, lol, so I went the simple, easy route, and all downtownies that are aged to YA should be moved into the "Townie" family so they can show up in the dormie pool. Also added some new shiny features that might be useful. :)
Edit: 9/11/06 :new: Added features:
These features still require testing. I wasn't sure if dormies ever randomly get different majors. Since they never age transition, they are stuck with whatever they begin with, which is usually undeclared. I figure, why not have the ability to mix things up and let the end user declare majors for their dormies so that you can have some variety. If I'm not lazy, I may consider adding options to declare a random major for the current target sim, and/or to randomly declare majors for all resident dormies present on the lot. Don't hold yer breath too soon tho. :P Heh. In the meantime, feel free to test this version out and let me know if there are any problems. Incidentally, I only tested sending a couple of dormies to their final a few times. I actually have not tested what happens when they finish a year and/or what happens when they finish all four years. I sorta just assumed that dormies would be treated the same as playables. I'm too lazy to test that out right now atm. :P Anyhew, enjoy! ;D Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/11/06) Post by: jrd on 2006 September 12, 07:14:26 Cool new options Ste :)
A ‘random major’ would indeed be nice. If I give a dormie a new major, will his class times change? Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/11/06) Post by: syberspunk on 2006 September 12, 07:33:53 Cool new options Ste :) A ‘random major' would indeed be nice. If I give a dormie a new major, will his class times change? Thanks. I'll probably add the random major options sometime this week, if I'm not too lazy. Hehe. :P And I'm not sure... but I think that the dormie's class times will change. It should behave just as if they were a playable. I'm pretty sure that, when you change a playable's major, the class time changes. I'm just basically invoking a call on the same bhavs/interactions on the dormies stack. The dialog box for choosing majors pops up as if you were using a computer (or phone) to change a playable's major. Now for a bit of a warning/update so far: I did a little testing with this, and I am uncertain about what might happen when you send a dormie YA to their final exam in their 8th semester. I tested several semesters, and so far... it appeared to look ok. At the end of the 1st year, my test dormie got another want slot. At the end of the 2nd year, they got the option to change Aspiration. I forget what comes next. I think the end of 3rd year is the last chance to switch majors and they get a want lock, right? Anyhew, I got fed up and even with 3 speed on, it was too slow, so I used the twojeffian college adjuster to skip forward in semesters... however, I think I ran into a potential problem. I am unsure whether the semester flags were set properly, but when I skipped to the 8th semester and sent the dormie to their final, when the dormie returned, he was set as graduated BUT the Go to Final Exam option was still available. Out of curiousity, I tried it out, just to see what would happen. The sim runs off to class, as if they have a final. But the meter is not a normal semester meter. It is the meter you get, with the diploma over it, showing the 3 day countdown before a sim gets removed from Uni and sent to the base 'hood sim bin. Well... when the sim returned, his graduated diploma meter was full, and I got the message that, he was the last sim to graduate from this dorm, and it gave me the option to exit and save or not save. Only... he Wasn't the last sim. He was actually just a dormie and I had one, real playable sim in the dorm. Anyways, I chose the option to exit without saving because I didn't know what would happen. :P So, this definitely needs more testing. I am hoping that... if you actually spend the time to manually send the dormie to all 8 of their final exams, when they return from their last final, the option to Go to Final Exam should NOT be available anymore. The game code is supposed to check if a certain semester info flag is set. This flag should explicitly be set when the sim completes the At Class/Final interaction. But I'm afraid that, by fastforwarding through the semesters via the college adjuster, I might have screwed something up. When I get a chance, I will test it out myself as well, and go through all 8 semesters. However, if anyone would be kind enough to test it out and report back your results, I'd appreciate it. Theoretically, if you use the option to send a dormie to all 8 finals... hopefully they would return from each final (assuming they have a passing grade) with the proper semester info flags set. And after returning from the last final, the Go to Final Exam option should disappear. I have noticed that, once a dormie has finished and has the graduated/diploma timer meter, time will continue to pass for them, as if they are a normal playable sim, but only if you make/keep them selectable (shown in the skewer). This is potentially a bad thing to do, because I do not know what happens if the dialogue to move them out as the final sim living in the dorm pops up and you choose to save. If you choose not to save, everything will reset to normal, since the last time you saved. I do not know what might happen if you choose to exit and save. I don't know if the dormie suddenly becomes playable and ends up in the sim bin. And I don't know what happens to any playables that are still in your dorm. For some reason, the game seems to ignore that there are still real playable sims in the dorm. If you choose to send a dormie through all 8 semesters finals, DO NOT make/keep them selectable after the last final. My hack shouldn't make them selectable anyways. I was just using the puppy killer to make them selectable so I could use the college adjuster to fast forward through semeseters. At the end of the last final, you should still have the option to 'Ask to Grow Up' and that option should behave as 'normally' as this hack usually does i.e. it should age that dormie into an adult. Again, I need to test this myself to see if the dormie aged into an adult will keep their Uni upgrade (extra wants, want lock, diploma, etc.). Anyways, consider yourself warned at least, in case you don't want to try testing those options yourself. So please use those options with caution, unless you don't mind potential, unexpected and undesired results. But if you do test, I'd appreciate any feedback. :) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/13/06) Post by: syberspunk on 2006 September 13, 06:35:33 Yet another update.
v1.07 - Fixed bug where Go to Final Exam option showed up for dormies even if they finished their last final Added other language translations for 'Grow Up' using existing Maxis text I fixed that bug I mentioned in my previous post. However... further testing is still needed, specifically in the case whereupon having a dormie finish all 8 semesters, what happens if you try to use the 'Ask to Grow Up' interaction. I tried this and it seemed to fail, and then the option no longer showed up. I will have to test/debug this more to determine what might be going on (in other words, expect another update when I find out if this is an actual, reproduceable bug, and manage to figure out how to fix it :P). NOTE: Be cautious when using the college adjuster to set a sim's semester. I am not sure if the kEP1 - Semester Info Flags field in the Person Data is getting set properly. I had some weird things happen in my game, where I would set my playable sim to the 8th semester and then 2 hours left to exam, but the option to Go to Final Exam wasn't showing up. This might not actually be a problem with the college adjuster, since I was screwing around with a bunch of things, and forcing errors via boolprop as well as debugging my own code. So that might have completely screwed up my sims person data during testing. If you ever find that your sim is in their 8th semester, and you lose the option to go to their final exam, even if the clock says it's in progress or close to the time that they are supposed to actually go to their final exam, then I would exit without saving. Consider yourself warned. :P Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/13/06) Post by: syberspunk on 2006 September 13, 23:33:34 Yet another update. Hopefully this will be the last one for a whiles. I think I've managed to stamp out all the bugs, well at least the ones I've noticed while testing.
Quote from: me If you are using my Secret Society Finals Fix, you MUST use the growuptownies compatible version to fix the "bug" where grants from non-playable dormies finals "magically" go to the dorm lot funds. v1.08 - Fixed bug where Ask to Grow Up interaction on dormie that has graduated does not transition properly Fixed "bug" where non-playable dormies grants from final exams go to dorm lot funds I know that some of you might not consider that last issue as bug, hence the "" quotes. What happens is, since I enabled the Go to Final Exam interaction for dormies, I just realized in testing that, when dormies come back, the grants they were getting were going to the dorm lot. Well... that's pretty much free money for your playable, unless you actually go to the trouble of making the dormie a playable sim. However, since the whole point of this hack is to keep non-playable/townies as non-playable/townies, you should still be able to ask the dormies to grow up, once they've finished their 8th semester and taken their last exam. And since they would pretty much move out and still be townies, you're getting their grant money for free. Rather than figure out how to remove the money, I decided to disable the money being added in the first place. You can obviously exploit this "bug" to your advantage if you wish. If you still want this bug, you have two options: 1) Do NOT upgrade the controller package. That is the only change I made between the controller package between v1.08 and v1.07. So if you still use the controller for v1.07, then you should still be able to get free money. However, you then will have to deal with what may happen if make any futher updates in the future. That's why the 2nd option might be better: 2) Open your controller package in SimPE and simply delete the BHAV Group 7F17E3A4, Instance 200C. This might be the easier, cleaner option, should I ever update the controller in the future, you can probably just delete this BHAV again. Also note... if you are using my sslotfinalsfix, and you DON'T want the bug, then you MUST use the new growuptownies compatible version (http://www.moreawesomethanyou.com/smf/index.php/topic,4298.0.html). However, if you DO WANT the "bug" to get free money, then keep using the older version 1.01 of the sslotfinalsfix. I hope that isn't like totally confusing. ::) Anyways, that will probably be the last update for a whiles, unless anyone else manages to spot any major bugs. In my testing, I found that I was able to successfully send a dormie through all 8 semesters of Uni, and then ask them to Grow Up. They graduated with honors, and their life stage/age bar reflected this properly, with the graduation star instead of the drop out'X' icon. Note: If you ever ask a dormie to grow up, who hasn't graduated on their own, then theoretically it will depend on the asking sim's graduation status. This is because I cloned that bhav from what happens when you ask a dormie to move in. So... the dormie is supposed to get the same status as the playable sim that is asking i.e. if the playable sim graduated, then the dormie should be graduated too, and if they are not, then the dormie won't either. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/13/2006) Post by: Ancient Sim on 2006 September 15, 23:17:35 I just updated this to try out the new dormie menu. I use the normal version and I noticed that the College menu only shows-up if the Sim has a best friends relationship with the dormie, which seems a bit strange! Obviously if a Sim has only just moved to Uni, chances are he won't know many or any of the dormies and I wouldn't want to wait until he became best friends with them all, but I'd rather stick to the best friends version.
Can the College menu appear on ALL versions? It doesn't seem to have any relevance as far as being best friends is concerned and I'd like to be able to set-up all the dormies with majors, but with this version I can't as a lot of them aren't best friends with anyone, let alone my playables. Otherwise, it seems to be working fine and with this version I am able to ask townie kids to grow-up. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/17/2006) Post by: syberspunk on 2006 September 17, 09:53:21 I was kinda just lazy and tacked the options at the end of the add/change string for the grow up option. Heheh. Ok, so I moved the college related options further up, so they should now be available regardless of the relationship. I have done this on all the controllers, cuz again me lazy and me did no wanna think too hard 'bout it. :P Anyhew, let me know if there are any problems. :D
Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/17/2006) Post by: Ancient Sim on 2006 September 20, 03:53:02 OK, I've got the option to change majors for dormies and send them to final exams, but nothing happens. No icon appears and the dormies don't do anything, so I don't think it's working. I'm using the lotfinalsfix mod as well, the one that pays out the money, because I thought it would be a good way to get some more money for the Secret Society if I send dormies to finals from there.
Will try using the noagechecks version, to see if that makes any difference as that one doesn't appear to have been updated. If not, I'll try one of the others, or maybe the other lotfinalsfix (hope it doesn't come to that, I WANT THE MONEY - could be payment for teaching them to study, providing them with beds to sleep in, YA's to woo-hoo, that sort of thing). Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: syberspunk on 2006 September 20, 04:56:59 Nope, it's a bug. I changed the Object Menu, but I forgot to change the corresponding Object Menu Command. :P I'll have a fix out shortly.
Ste ETA: Alright, new controller versions are up for the regular one and the notypecheck one. If you were using the norelcheck or noagecheck controllers, then you don't have to update anything. Those should have been working correctly. Let me know if you have any other problems. :) Thanks Ancient Sim for keeping on the ball. I've been busy actually playing the past day or two, and I actually didn't test that part in my game since, until yesterday, I was playing back in Pleasantview instead of Uni. What would I do without you? ;D Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: Ancient Sim on 2006 September 20, 05:24:53 The noagecheck one doesn't work either, at least not for me, I just tried it. Will try the notype one, or whatever it is. That should work as I've never seen any dormies typing.
You'd have to do without me if it wasn't for the fact that I'm doing the "Ugh, let's get it over with" Uni stint at the moment. I've changed the day I send the teens so I've got more than usual. My dorm is full and I can't keep track of who's woo-hooing with who or who fancies who. One of the females has changed her 'One' on the hour every hour almost and she's making me feel quite dizzy. Luckily, 5 of the 8 want to join the Greek House, although that just means I'll have 9 to play in there instead and they'll probably all expire from Fly-Ridden Pizza Syndrome. Er ... Ste??? There's like no notype and two noage up there. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: syberspunk on 2006 September 20, 09:22:09 Doh!
/me punches self in the head. :-[ Stupid me. Ok... 3rd times the charm, I hope? :-\ /me crosses fingers, elbows, knees, eyes, and toes. :D At least between the two of us, someone has their sharp wits about 'em, and it obviously ain't me lol. Ok, so This time, I checked all four controllers and I'm pretty sure the code is fixed. I haven't tested it in game tho... because I'm actually in bed now. Heh. I just decided to check the boards again before goin to sleep. Sounds like Uni's keepin ya busy. I just played like half a semester myself. Last night, I finally played my self sim enough to the point that I was prepared to send him to Uni. I delayed his arrival because I wanted to satisfy his LTW first and get that out of the way. One less LTW I have to worry about, considering my plans, which were to add him to an existing dormlot with 6 other playable YAs. Heh. So of course I'm now dealing with my own headaches. ::) Anyhew, the controllers should be oky now. This is probably why people make One controller with the options adjustable via the mod in-game instead of making separate packages, which can be a pain to update, because they each have minor differences, so cutting and pasting and extracting and replacing doesn't exactly work. Heh. Only right now it's actually less overhead than for me to figure out how to add an in-game adjuster type object. Also... all four packages should be attached properly now too. I was bit hasty trying to roll out the fix, that I didn't bother to check the thread after I posted. I'll double check the controllers in-game sometime tomrrow, and hopefully this will be the last update for awhile, assuming no other bugs are found. ;) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: Riez Forester on 2006 September 20, 22:10:12 Heya Syberpunk. I've downloaded the latest no type version and it seems when my simDad ask his simSon to grow up, he indeed grows up but no longer controllable. It's from a child to a teen. Does he turns into a townie or somethin? I'm too scared to save the game fear that he might lost forever.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: syberspunk on 2006 September 20, 22:18:12 Hrm. I'll have to take a look at the code. If I find it, I'll put a fix out shortly. I need to test some things anyway. :P
ETA: Oh yeah, and if unexpected things happen, it is a good idea to NOT save. You should probably save your game before trying the interaction, just in case something strange happens. Heh. It is still a fairly experimental hack. ;) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: Riez Forester on 2006 September 20, 22:37:50 By the way, the simDad cannot ask another child, a simDaughter to grows up even though they have good relationship (the option does not shows up). simMom cannot ask both children to grow up at all. Both simDad and simMom are adults while both child are children.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: syberspunk on 2006 September 20, 22:53:53 By the way, the simDad cannot ask another child, a simDaughter to grows up even though they have good relationship (the option does not shows up). simMom cannot ask both children to grow up at all. Both simDad and simMom are adults while both child are children. Ok. I found the bug and it's fixed now. I'll post it shortly. Which version of the controller are you using? I only made three types: 1) no type check - removes type check (if PC or NPC) but still checks relations AND age. So... sims have to be within two age ranges. 2) no rel check - removes type check AND relationship check but still checks age range. Sims must be within two age ranges. 3) no age check - removes all checks. I did it this way because that was sort of the order that I was doing the checks in the code. Do you think it would make more sense to switch it around? 1) no age check - remove age check, keep type and relations check 2) no type check - remove age AND type check, keep relations check 3) no relations check - remove all checks I only made 3 types of controllers because I didn't want to have to maintain too many versions, and besides, it only let's me attach 4 files at the same time. I think that's what I will do. I think I will switch it around. So each check that is removed progressively increases the "range" of sims that the option is available to. Expect an update shortly. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: Riez Forester on 2006 September 20, 22:58:39 That was quick. Thanks. I shall try it when it's up! I am using the 'no type check' version by the way. :D
Just read about the order. I like the original order just fine but it seems the new order makes more sense. Just so you know. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/20/2006) Post by: syberspunk on 2006 September 21, 00:27:25 I forgot... the original requirement for relationship checks was that sims had to at least be best friends. That is probably why your parents didn't get options on their kids. I have now added an additional check so that, in the very least, sims would have to at least be friends with 80+ STR.
In addition, the checks are now as follows: 1) noagecheck - removes age check ONLY, keeps type check (only Visitors have the option) AND relationship checks 2) notypecheck - removes age AND type check (allows option for PCs, Visitors, AND NPCs - use with caution), keeps relationship check ONLY 3) norelcheck - removes age, type, AND relationship checks i.e. the option to Grow Up/Say Goodbye Forever should show up on anyone that is a child or older. Restricted to child and up due to animations (i.e. anims don't exist for toddlers and babies since this is a social interaction - this may be addressed in the future). All files have been updated, so please redownload and retest. Keep them bug reports comin' ;D Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/20/20 Post by: Riez Forester on 2006 September 21, 01:13:01 Syberpunk, the hack works but the teens are still uncontrolable afterthey grew up (to be more exact, after we have chose the turns ons and offs and aspirations), but I've try go to the neighborhood (save the game, since I had backup that neighborhood a while before opening the game) and return, they are there. So I guess it's working.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/20/2006) Post by: Ancient Sim on 2006 September 21, 03:19:17 Tested in my dorm tonight (not with the latest version) and it worked fine in terms of getting majors for the resident dormies (couldn't ask them to grow-up, but maybe that was because they're on campus). What didn't work was getting majors for non-resident dormies (which is the majority of them, seeing as I only have three in my dorm). It will allow me to set a major, but as soon as they leave the lot it disappears and goes back to Undeclared, or nothing at all if they're SS members (for them I had to set it with TwoJeffs phone books first, then set it again via your mod). The non-residents will also go to their finals and get the Dean's List memory, but when they come back they lose that first half-semester and are back to the beginning again (the resident dormies keep it).
If you can somehow work out how to get the non-residents to keep their majors that'd be great (not bothered about the final exam bit), otherwise the majority of dormies are still going to have no major set. Also, I know for a fact that if any of the resident dormies leave, they will go back to the beginning again and be Undeclared because it happened to an ex-dormie I'd made playable. He fell out with his girlfriend, so I made him a dormie again and he lost all 3 of the semesters he'd gone through. The game resets them obviously, but whether you can bypass that I have no idea. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/21/2006) Post by: syberspunk on 2006 September 21, 08:31:09 Syberpunk, the hack works but the teens are still uncontrolable afterthey grew up (to be more exact, after we have chose the turns ons and offs and aspirations), but I've try go to the neighborhood (save the game, since I had backup that neighborhood a while before opening the game) and return, they are there. So I guess it's working. Hrm... how strange. I'll take another look when I can. I thought I fixed that, at least code wise. I haven't actually had a chance to test it in game myself. Originally, the code just makes them unselectable. But theoretically, everything should reset when you save and return to the house. I just didn't want to suggest that in case it actually did become permanent. If you can somehow work out how to get the non-residents to keep their majors that'd be great (not bothered about the final exam bit), otherwise the majority of dormies are still going to have no major set. Also, I know for a fact that if any of the resident dormies leave, they will go back to the beginning again and be Undeclared because it happened to an ex-dormie I'd made playable. He fell out with his girlfriend, so I made him a dormie again and he lost all 3 of the semesters he'd gone through. The game resets them obviously, but whether you can bypass that I have no idea. Thanks for testing this. I actually didn't play long term to see what would happen. In my own test run, I was sending my test subject to his final, one after the other, just to see if I could actually get him all the way up to the last final. I also graduated him. But I did not save that progress to the lot because I wanted to keep using him as test subject. I'll have to dig around further to see if, where, and how the game is reseting dormies. That might make things a lot more complicated. :-\ Hopefully I can dig through it all and have fixes for both of these issues soon. ETA: new version with some bug fixes and minor tweaks. v1.084- Fixed bug where interaction shows up but fails to execute, removed college options for non-resident YAs I tested some changes, and while playing the Burbs, I was able to age Lucy Burb up, and she remained selectable. I summoned Alexander Goth over, and aged him up, and he was correctly NOT selectable. I also aged up Randy London and he also remained NOT selectable. This is how it should be. To double check this, I went to the Goth house and aged up Alexander there. He remained selectable. I summoned Lucy over, and aged her, and she was NOT selectable. These changes should have already been included in the last version, but I made some other small changes to clean up some code anyways. Make sure that you update BOTH the controller AND the interaction packages. As for the issue with non resident dormies reseting... I will try and take a look at that later. I did verify that non resident YAs do not keep their majors or their semester's completed in their timer. Even though they do keep the memory. However, I didn't want to delve into the code to figure out what is going on, as I can imagine there could be several possible places that the code is reseting them, and it would probably take some time to hunt them all down and figure out a way to mod this in an non-conflicty, unobtrusive way. :P So... the simpler solution was to just remove the option from sims who are NOT residents. The code should now check to see that the dormie has a dorm key, and therefore lives on the current dorm lot. If not, then the option should not appear at all. I'd rather remove the option than have something buggy happen. If you really want to age those other dormies, the best thing you can hope for is that they might be a resident on another dorm lot. And you would have to go to that dorm lot and age them there. Otherwise, you won't be able to age dormies who do not live on a dorm lot. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 9/21/2006) Post by: Ancient Sim on 2006 September 21, 15:08:36 The only problem with that Ste is that when they cease to become dormies (i.e., because one of our own Sims moves in and takes their place) they are going to get reset again. That means they'll be going around with memories of making it to whatever semester level when they appear to have never taken a single final! I suppose the easiest way round it is just to give them a major and forget about the final aspect. I always move mine in when they are obviously destined to become the 'other half' of one of my playables anyway, which I am about to do with two I've just used this mod on.
It'd be nice if they could at least keep their majors permanently, but as it stands they don't unless they're resident on the lot. Oh, and even though I used the ssfinalsfix mod that is supposed to give you the money when they take their final - it doesn't! Curses. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2006 September 21, 19:30:45 Ahh... you're right! I didn't think of that, Doh! :-[
/me smacks self in the forehead. I was just hopin that I could delay looking into the code for the reseting and eventually figure it out. But yeah, I forgot that if you move new playables in, YAs will move out, and thus get reset. :P Oh well. It was a neat idea. If I ever get around to it, hopefully I can get it completely working. As for the major thing, that will probably reset too, but I suppose that is less harmless, since you don't get memories for that, right? Ok, I'll go back and just disable those options in the controllers. And when I have time, maybe I can delve deeper into the reseting thing and figure how to get it working properly. Thanks for pointing that out. It'd be nice if they could at least keep their majors permanently, but as it stands they don't unless they're resident on the lot. Oh, and even though I used the ssfinalsfix mod that is supposed to give you the money when they take their final - it doesn't! Curses. For the sslotfinalsfix, is it not giving you money back at their original lot? What the fix should do is, if you send a sim to a final while they are on an sslot, the money should go to their own funds and not the ss lot. Is the money not going to their home funds Or the ss lot funds? Is it just disappearing into the ether? Or does it at least end up in the sslot? I'll try and take a look at that soon as well. Ste ETA: updated controllers up with Go to Final Exam option disabled. Also fixed a minor bug in some of the alternative controllers, so please update. Interaction package remains the same. ETA: I also updated the sslotfinalsfix; details posted here (http://www.moreawesomethanyou.com/smf/index.php/topic,4298.msg163619.html#msg163619). Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: Ancient Sim on 2006 September 21, 23:09:40 No, what I meant was the dormies aren't getting any money. From what I could gather, they would if the sslotfinalsfix mod wasn't updated to the one that goes with this mod, but in my case it wasn't making any difference. It doesn't matter anyway, there's always kaching!
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2006 September 21, 23:34:42 No, what I meant was the dormies aren't getting any money. From what I could gather, they would if the sslotfinalsfix mod wasn't updated to the one that goes with this mod, but in my case it wasn't making any difference. It doesn't matter anyway, there's always kaching! Ahh. Ok. Hrm. Well I think I did find a bug anyways in the sslotfinalsfix. At least I'm pretty sure. :P I'll have to test it in game. Heh. But I purposefully disabled the grants for dormies because, since they aren't playable, it would be sort of cheaty and unfair to get the money from them and say graduate them or if they leave because of moving in other playables. Since they don't their "own money" with them when they leave, however they leave, I thought it would be too cheaty. If you want "free" money, you can just use a cheat to do that. If you want them to actually get money as grants from finishing exams and have that count towards the dorm lot funds, then you might as well make them playable. I was just trying to find a way to make dormies sort of progress in a similar way as playables, that isn't too cheaty, and still keep them as non-playable. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: Ancient Sim on 2006 September 22, 02:28:39 Well, I downloaded the latest noage one, which if I understand correctly also allows non-friends to ask townies to grow-up? Well if it does, it doesn't, as it were. Haven't tried to see if it would work on NPC's because nobody has one as a best friend.
Onward and upward ... Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2006 September 22, 03:27:27 I switched the order around for the controllers. I decided to make the noage version more restrictive and the norel version the one that removes all checks. I partially did this in response to Riez Forester' posts. I thought that made more sense, to have each check removed progressively open up the options to more and more sims.
So starting with age, it only opens up a relatively small range. Next, the notypecheck opens it up to pcs and npcs. And finally the norel removes all checks. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: Ancient Sim on 2006 September 22, 03:57:12 Ah yes, I do remember reading something along those lines, but I think I thought I had the right one. This is all getting terribly confusing, don't you think? Not to worry, I'll toddle-off now and download the right one and hopefully all will be well and I can go kill=off my surplus NPC's, now that I have JM's one-only mod whatever it's called and have re-installed Dizzy's Sitter mod (rhat should give a strong hint as to which surplus NPC's I am most looking forward to getting rid of).
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 7/8/2006) Post by: MaiviaStorm on 2006 December 03, 19:42:33 Not explicitly, but its not uncommon for people to make townie teens selectable, knock them up, and then send them on their way. *raises hand* Hey! He knocked over my trash can! lol Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2006 December 04, 02:38:49 I'm planning to age the townie kids to teens and send them to college as controllables from the "Send to College" dialog, so I don't have to worry about the dormie pool.
One question: if a Sim has a graduation party, one of the dormies shows up in cap and gown, poses for the graduation picture, and jumps in a taxi, but after you save, they're still listed in the University directory. What's the best way to make this fit my mental storyline (that the graduate has moved back to the hood, etc.)? I'm tentatively thinking have one of the remaining controllables invite the "graduate" over and grow them up. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: syberspunk on 2006 December 04, 20:25:21 One question: if a Sim has a graduation party, one of the dormies shows up in cap and gown, poses for the graduation picture, and jumps in a taxi, but after you save, they're still listed in the University directory. What's the best way to make this fit my mental storyline (that the graduate has moved back to the hood, etc.)? I'm tentatively thinking have one of the remaining controllables invite the "graduate" over and grow them up. I'm not quite sure what you mean... as I've never thrown a graduation party yet. But are you saying that when you do, a "dormie" i.e. a non-playable YA that resides in the same dorm as your playables actually dresses up in a cap and gown and leaves in the taxi? Does this always happen? From what I read, I thought dormies didn't graduate and stayed in the same dorm forever immortal? Anyhew, if this dormie actually moves out, but doesn't age up, they most likely are still part of the dormie pool, which really is still the townie pool. The dormie pool is just townies that are YA aged. Anyhew, if I understood you correctly, then I would say yes, to fit your storyline, you should be able to invite/summon/teleport that "graduate" dormie over, and you should be able to age them up. I have tested aging up YAs to Adults while at Uni, and it worked for me, but I highly recommend that you save immediately afterwards to make sure that it "sticks" so to speak. With aging, and this even goes for playable sims, if something interrupts the process, or if a sim gets reset (via jump bug), the sim will have the physical model of the age they were set to, but have all the animations and probably voice of the previous age. For example, if you age a child to teen, and they get reset... you end up with a sim that has the physical appearance of a teen, but they are scrunched down at the knees to the height of a child and they act like a child. It's pretty fugly. :P When I came across this, it could not be fixed by simply deleting the sim or forcing a reset on them again. I had to use debug cheats to age them up and down or down and up again. If you have to do this, make sure you check for memory spam (I don't remember if cheats add the memory or not). I mention this in my first post. This is not a bug in my hack, because afaik, this can also happen to your regular playable sims even without this hack in place. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2006 December 05, 19:50:42 One question: if a Sim has a graduation party, one of the dormies shows up in cap and gown, poses for the graduation picture, and jumps in a taxi, but after you save, they're still listed in the University directory. What's the best way to make this fit my mental storyline (that the graduate has moved back to the hood, etc.)? I'm tentatively thinking have one of the remaining controllables invite the "graduate" over and grow them up. I'm not quite sure what you mean... as I've never thrown a graduation party yet. But are you saying that when you do, a "dormie" i.e. a non-playable YA that resides in the same dorm as your playables actually dresses up in a cap and gown and leaves in the taxi? Does this always happen? From what I read, I thought dormies didn't graduate and stayed in the same dorm forever immortal?<snip> Yes, I had a non-controllable dormie show up (univited, mind you) at a graduation party in cap and gown and pose for the "going away" picture with the Sim that threw the party. I don't remember if the Sim got in the taxi or not, but I'm pretty sure they did. After saving, I started looking for the "graduate," and couldn't find them in the Sim bins for either the main hood or for the Uni hood. Then one of my other YA Sims became friends with her (still on campus) and invited her to move in. She had no major or skills and was a first semester freshman! I don't do graduation parties very often, so it was pretty surprising when I realized what was going on... Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: jfreddog on 2006 December 12, 05:31:47 HI syberspunk!
Thanx for making this hack. It really bothers me that townies live forever! One thing though, can you put it under the adjust menu? It would be much better just in case someone miss clicks and makes a Sim age without wanting it. So can you put it under the adjust menu? PLZ! I notice it's like 73% in the pool on the begining of the thread. thanx! ;D Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2006 December 12, 14:17:09 1) Aging a child to a teen worked great. Haven't sent them to college yet, tho.
2) Aging a dormie to an adult wasn't so great; it basically worked like the normal "Propose->Move In" and I had to fix up her wants and locks with the college adjuster. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2006 December 12, 23:47:54 So can you put it under the adjust menu? PLZ! I notice it's like 73% in the pool on the begining of the thread. thanx! ;D This can easily be done yourself. Just edit the MakeActionString prim string set Text Lists STR# file in the growuptowniescontroller package. Just open the file, click on Text Lists STR#, instance 12E. Then in the plugin view, edit the strings by putting Adjust.../ in front of each line. For example, you should change: Ask to Grow Up to Adjust.../Ask to Grow Up Do this for each of the lines you want to change. Commit the changes. Save the file. And you're ready to go. :) 2) Aging a dormie to an adult wasn't so great; it basically worked like the normal "Propose->Move In" and I had to fix up her wants and locks with the college adjuster. Well... that's sort of the point. It is due to how the game itself handles aging up Young Adults to Adults. The game will copy the status of the sim who is asking them to grow up. As of now... dormies can't really graduate anyways. I had added options to send dormies to their final exams and what not... but it appears that dormies can get reset and ultimately end up losing the those changes when they move out. I haven't had a chance to research this further and figure out a way for dormies to retain those changes. So I had to remove those options. Declaring a major for dormies also has similar problems I believe. So for now that's pretty much the way it will work. If you want a dormie to have graduated status, then you'll have to only use sims who have actually graduated ask them to grow up. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: miros on 2007 January 10, 10:50:34 2) Aging a dormie to an adult wasn't so great; it basically worked like the normal "Propose->Move In" and I had to fix up her wants and locks with the college adjuster. Well... that's sort of the point. It is due to how the game itself handles aging up Young Adults to Adults. The game will copy the status of the sim who is asking them to grow up. As of now... dormies can't really graduate anyways. I had added options to send dormies to their final exams and what not... but it appears that dormies can get reset and ultimately end up losing the those changes when they move out. I haven't had a chance to research this further and figure out a way for dormies to retain those changes. So I had to remove those options. Declaring a major for dormies also has similar problems I believe. So for now that's pretty much the way it will work. If you want a dormie to have graduated status, then you'll have to only use sims who have actually graduated ask them to grow up. Ste The Sim doing the asking was a graduate. I'll just do it the hard way by making the dormie a playable during the University years and have them graduate normally. Aging to YA is great! Had a couple Sims who wanted a friend to come to college. When the friend "grew up," the other Sims even got the aspiration points for it! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 January 10, 17:45:45 The Sim doing the asking was a graduate. I'll just do it the hard way by making the dormie a playable during the University years and have them graduate normally. Hrm... well... I wasn't sure whether or not your asker was or not (a graduate), but I thought I'd mention it, in case it weren't obvious. However... this issue, of YAs not always properly getting graduate status seems to be an If I ever find the time to dig around and see what might be causing it to "fail" to upgrade sims when they are supposed to be, I'll see if I can actually "fix" it. But... if the failure is coming from "deep within" the code i.e. on the primitive/executable core level, then most likely, I probably can't fix it. I'll have to think of a way, maybe to insert a check to see if... after a sim transitions... whether or not they are considered a graduate and/or get the proper number of wants and locks. According to the code... it is supposed to "carbon copy" the asker's status. And... in my testing, it appeared to work for me. But my test hood was relatively small. It may not be worth the extra work to try and "code" double checking and/or looping routines if it is a bug at the primitive level, since it could theoretically sadorandomly repititively recur. Plus... it may be messy if sims that "fail" to graduate get crappity memories that would need to be removed/replaced and what not. Would the lotdebugger help in upgrading those YAs for you? Aging to YA is great! Had a couple Sims who wanted a friend to come to college. When the friend "grew up," the other Sims even got the aspiration points for it! Well... at least someting works. :D Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: miros on 2007 January 10, 19:27:58 <snip> Would the lotdebugger help in upgrading those YAs for you?<snip> I used 2Jeff's College Adjuster. Since she was some flavor of Uni student, the Lot Debugger refused to upgrade her. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 January 10, 19:38:44 <snip> Would the lotdebugger help in upgrading those YAs for you?<snip> I used 2Jeff's College Adjuster. Since she was some flavor of Uni student, the Lot Debugger refused to upgrade her. Ahhh, I figured as much, but I thought I'd ask, just to find out if you tried it and what your results were. Has this happened to all of your sims? i.e. have all of your YAs that you tried to move in always transition to adult as drop outs? Or have you ever had any successful transitions to full graduates? Also, have you only tried to grow up this one YA that failed? Or have you used the option on more than this YA, and the results are always the same as when you "move in" or marry a YA? What I may consider doing... is providing multiple options in the case that the townie you are trying to grow up is a YA: Drop out, Grow Up/...Graduate, Grow Up/... Graduate with Cum Laude, ... Magna Cum Laude, ... Summa Cum Laude. In this way, you get more control over how the YA turns out. At least that's my idea for now, whether I am capable of implementing it, and whether or not it actually works is a whole other question. :P Hopefully I can find time to toy around with this on the weekend. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: kuronue on 2007 February 07, 12:56:35 One question: if a Sim has a graduation party, one of the dormies shows up in cap and gown, poses for the graduation picture, and jumps in a taxi, but after you save, they're still listed in the University directory. What's the best way to make this fit my mental storyline (that the graduate has moved back to the hood, etc.)? I'm tentatively thinking have one of the remaining controllables invite the "graduate" over and grow them up. I'm not quite sure what you mean... as I've never thrown a graduation party yet. But are you saying that when you do, a "dormie" i.e. a non-playable YA that resides in the same dorm as your playables actually dresses up in a cap and gown and leaves in the taxi? Does this always happen? From what I read, I thought dormies didn't graduate and stayed in the same dorm forever immortal?<snip> Yes, I had a non-controllable dormie show up (univited, mind you) at a graduation party in cap and gown and pose for the "going away" picture with the Sim that threw the party. I don't remember if the Sim got in the taxi or not, but I'm pretty sure they did. After saving, I started looking for the "graduate," and couldn't find them in the Sim bins for either the main hood or for the Uni hood. Then one of my other YA Sims became friends with her (still on campus) and invited her to move in. She had no major or skills and was a first semester freshman! I don't do graduation parties very often, so it was pretty surprising when I realized what was going on... That always happens, a random friend of yours who happens to be there will pose with you for the graduation cinema, and all the dormies at the party wear caps and gowns. Then they apparently take them off and go back to being undeclared freshmen, because they cannot age up and move out. I've had a mascot "graduate" with 3 generations of my legacy fam now, lol EDIT: er, sorry for possible necromancy, was linked here today and forgot to check the dates, but it seemed to be important information anyway Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 07, 18:47:29 Kuronue:
1) Posting on hack threads is never considered necromancy. 2) Thank you for posting! I missed syberspunk's response to my post. Syberspunk: Before installing your hack, I had an adult Sim ask a dormie to "move in". That ex-dormie was basically a drop out, although they didn't have a Drop Out memory per se. I then installed your hack and tried "growing up" a dormie, then asking her to move in. The grown-up-dormie was indistinguishable from the moved-in-Dormie. Only tried it once, since I didn't like the results. Since then, I've just moved them into campus housing to make them controllables and graduated them the normal way. I'd love if they could grow up as Drop Outs or as Graduates! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 February 08, 07:34:43 I actually poked around the code... and it turns out, it's a bit more complicated than I thought. :-[ I would have to dig deeper and figure out what bits and parts I'd have to adjust so that a sim get's the proper memory and what not. ATM, it's a bit too entangled and I just haven't had the time to sit down and suss it all out.
I will try and get around to doing a bit more testing with growing up dormies in general, but unfortunately, it seems that the issue of having dormies move in and not getting the proper status seems to be inconsistent. :-\ I'll try and poke around again when I have time. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 08, 08:05:44 I've actually started a whole new 'hood to test this out. I made 3 male YA Sims, Dudly Dropout, Sidney Scrapingby, and Major CumLawde. Dudly has already dropped out after making the acquaintence of the 5 Dormies resident in their dorm. Sidney passes every semester, but I keep him as close to the "line" as possible. Major has a 4.0 average. I'm going to have Major ask a Dormie to "grow up" before graduating, just to see what happens. Once Sidney and Major have graduated and Dudly has managed to make friends with one of the Dormies, I'll have each of them ask a Dormie to grow up. Will post the results!
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 08, 17:20:59 I figured it out!
After growing the Dormie up and inviting the new Townie to move in, I was picking No from the "erase memories" dialog, because I thought it would erase memories of interactions with the Sim doing the inviting (which it does). However, when you pick No, it also doesn't add all the "end of semester" and graduation memories, the wants stay at 4 with 1 lock. If the Sim doing the inviting is a dropout, the YA life stage gets a red X instead of a "(/)" or slashed circle symbol. If you pick Yes, all the new memories pop up (and strangely, one Mystery Sim memory remains). So, it's actually the Move In hack that's slightly flaky... Now that I know what's happening, I'll go back to my original plan to make the Dormies playable while still on campus and work them up the normal way. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 February 08, 21:12:35 I figured it out! After growing the Dormie up and inviting the new Townie to move in, I was picking No from the "erase memories" dialog, because I thought it would erase memories of interactions with the Sim doing the inviting (which it does). However, when you pick No, it also doesn't add all the "end of semester" and graduation memories, the wants stay at 4 with 1 lock. If the Sim doing the inviting is a dropout, the YA life stage gets a red X instead of a "(/)" or slashed circle symbol. If you pick Yes, all the new memories pop up (and strangely, one Mystery Sim memory remains). So, it's actually the Move In hack that's slightly flaky... Now that I know what's happening, I'll go back to my original plan to make the Dormies playable while still on campus and work them up the normal way. Hrm... that is weird. I'll try and look into that. So... the growing up works properly? But when you move the sim in, they get all screwed up? You are moving them in After you had them grow up? That is strange that they would get messed up... With the erase memories dialog, are you saying that, when you choose "no" they end up losing memories? It is a bit confusing, but let me break it down per scenario as to what should happen: Scenario A 1) You grow up a dormie to an adult. If the asker is an adult, the dormie should copy the graduate status of the sim that is doing the asking i.e. the dormie becomes a graduate if the asking sim is a graduate OR they become a drop out if the asking sim dropped out or never went to Uni. 2) You move in the newly growed up dormie (who is now an adult). Theoretically, since they are an adult, then no copying of graduate status should occur. If you choose "yes" to erase the townies memories, then their memories essentially get wiped and start with a (relatively) clean slate. I think the game, however, does repopulate them with basic crappity memories (like met/kissed mystery sim, or whatever). If you choose "no" then the townie should move in as "normal" with all memories intact, including any graduate memories that should have been produced during step 1 from above. Scenario B 1) You attempt to move in a dormie into your houldhold. a. If your household is a dorm or frat, then they should join the household as a playable. Their graduate status won't get affected. I do not recall whether I enabled grow up for when a playable YA asks a dormie. I would assume in this case, that the dormie would grow up into a drop out, since the game would copy the asking sim's status, and since they are still in Uni. b. If your household is not a uni type household, then I would imagine that the game would just age them up automatically and they would get the same status as the asking sim. 2) If your situation is a. and you attempt to ask the dormie to grow up, I would think the dormie would become a drop out (assuming the asking sim is a YA in Uni that hasn't graduated yet. From the first scenario, I would have thought that, aging the dormie up first should lead to the generation of proper memories. Maybe, grow a dormie up first, and then make them selectable and see if they have the memories. Then make them unselectable, move them into the household, choose no (make them keep all their memories), make them selectable again and check if they lost those memories. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 10, 08:30:21 Let me go in and look at the memories with SimPE. I saved one of my moved-in exDormies, so she's toast for purposes of this experiment and I'll have to reproduce her. Fortunately, she was the one asked to grow up by a Dropout.
Yes, YA's can ask each other to Grow Up. I have plenty of current dormies so I can experiment with simply asking them to move in. I also saved (and quit) between the Ask to Grow Up and the Propose... Move In so I could look at them with SimPE. Didn't think to actually look at the memories... Ok... I've got complete results, including memory checks with SimPE. These are my 4 scenarios: 1) Donna Dropout went to college for long enough to meet a YA named Marshall. She then dropped out. 2) Sidney Scrapingby went to college and met a YA named Janice. He graduated, but not with any sort of Honors. 3) Major CumLawde went to college. First he asked a YA named Paula to grow up. He also met a YA named Blanca. He graduated with a 4.0 average. Back in town, Donna asked Marshall to Grow Up. Sidney asked Janice to Grow Up. Major asked Blanca to grow up. We now have 4 "grown up" Dormies ready to move in. All saved and quit the game to take notes on the current memories with SimPE. 1) Marshall (asked to grow up by adult Donna Dropout). Marshall's adult (but not moved in) memories from SimPE included Fell in Love with Donna, Best Friends with Donna, WooHoo with Donna, First WooHoo with Donna, Made Out with Donna, Met (one of Donna's housemates), Grew Up Well, Kissed Donna, Met (Dormies), Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friend with Mystery Sim, Met Mystery Sim. After being asked to Move In and answering No to the erase memories dialog, Marshall had an X over his YA stage (not a Dropout mark) and added the memories for "(housemates) Joined Family." No other changes to his memories. Quit without Saving. After being asked to Move In and answering Yes to the erase memories dialog, Marshall had an X over his YA stage and lost all memories except Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friend with Mystery Sim, Met Mystery Sim. At the time I thought, dang, what stupid memories to keep... more on that subject under Major and Paula. From this, I conclude that Dropouts should not ask YAs to Grow Up, since it leaves them in an undefined state regarding their college careers. No, I didn't think to try the Lot Debugger to see if he could be repaired that way. I also noticed that Deloris, a previous victim of this portion of the experiment via Duddly Dropout, was still on campus wearing her adult outfit when I moved Donna into the dorm to drop out. Yet another reason not to let Dropouts ask YAs to Grow Up. 2) Janice, asked to Grow Up by non-honors graduate Sidney. Janice's adult memories pre-Move In were Best Friend with Sidney, Grew Up Well, Met (Townies), WooHoo with Sidney, First WooHoo with Sidney, Made Out with Sidney, First Kiss with Sidney, Met (Dormies), Met Sidney, Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friends with Mystery Sim, Met Mystery Sim. After being asked to Move In and answering No to the erase memories dialog, Janice had no mark on her YA stage. She added the memory Sidney Joined the Family. No Graduation memory. Everything else was unchanged. Quit without Saving. After being asked to Move In and answering Yes to the erase memories dialog, Janice had no mark on her YA stage. She gained the memories Graduated, Completed Junior Year, Completed Sophmore Year, Completed Freshman Year. She lost all the other memories except Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friends with Mystery Sim, Met Mystery Sim. 3) Blanca, asked to Grow Up by honors graduate Major. Blanca's adult memories pre-Move In were Fell in Love with Major, Best Friends with Major, Grew Up Well, Kissed Major, Met (Dormies), Met Major, Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friends with Mystery Sim, Met Mystery Sim. After being asked to Move In and answering No to the erase memories dialog, Blanca had no mark on her YA stage (Major has a star, because he graduated with honors). No Graduation memory. She added the memory Major Joined the Family. Everything else was unchanged. Quit without Saving. After being asked to Move In and answering Yes to the erase memories dialog, Blanca had no mark on her YA stage. She gained the memories Graduated, Completed Junior Year, Completed Sophmore Year, Completed Freshman Year. She lost all the other memories except Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friends with Mystery Sim, Met Mystery Sim. From cases 2 & 3, I conclude that Grown Up Dormies should answer Yes to the Move In dialog to finish populating their memories, although I'd rather keep the memories of their relationship with the person with whom they're Moving In. Or is this a bug in the Move In dialog? 4) Paula, asked to Grow Up by an undergraduate Major. Paula's adult memories, pre-Move In, were Met (Dormies), Engaged to Major, Grew Up Well, Fell in Love with Major, Kissed Major, Met (Dormies), Best Friends with Major, Met Major, Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friends with Mystery Sim, Met Mystery Sim. After being asked to Move In and answering No to the erase memories dialog, Paula had an X over her YA stage and added the memory for "Major Joined Family." No other changes to her memories. Quit without Saving. After being asked to Move In and answering Yes to the erase memories dialog, Paula had an X over her YA stage and lost all memories except Went to College, Kissed Major, First Kiss with Major, Best Friend with Major, Met Major. Yes, Mystery Sim was replaced by Major, her fiance! I'm pretty sure it's the Mystery Sim memories being replaced because they were before Went to College in the time sequence, but I doubt that can be verified. From this, I conclude that undergraduate YAs should not ask YAs to Grow Up, since it leaves them in an undefined state regarding their college careers. No, I didn't think to try the Lot Debugger to see if she could be repaired that way. I'm going to go check Janice and Blanca's memories and see if the vestigial Mystery Sim memories were replaced by boyfriend memories. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: notveryawesome on 2007 February 10, 08:34:22 So, is Syberspunk going to get his own section on MATY or what? He's making all of these awesome mods, which implies that he is, indeed, awesome. This site is called More Awesome Than You, so it only makes sense that Ste should get his own area to manage.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: J. M. Pescado on 2007 February 10, 08:48:08 After being asked to Move In and answering Yes to the erase memories dialog, Blanca had no mark on her YA stage. She gained the memories Graduated, Completed Junior Year, Completed Sophmore Year, Completed Freshman Year. She lost all the other memories except Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friends with Mystery Sim, Met Mystery Sim. Uh...genius, maybe you shouldn't have ANSWERED YES TO ERASING MEMORIES?From cases 2 & 3, I conclude that Grown Up Dormies should answer Yes to the Move In dialog to finish populating their memories, although I'd rather keep the memories of their relationship with the person with whom they're Moving In. Or is this a bug in the Move In dialog? {More to come, just doing an intermediate save...} So, is Syberspunk going to get his own section on MATY or what? He's making all of these awesome mods, which implies that he is, indeed, awesome. This site is called More Awesome Than You, so it only makes sense that Ste should get his own area to manage. Perhaps if he bothered to appear in chat to receive his section...Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: miros on 2007 February 10, 09:02:11 After being asked to Move In and answering Yes to the erase memories dialog, Blanca had no mark on her YA stage. She gained the memories Graduated, Completed Junior Year, Completed Sophmore Year, Completed Freshman Year. She lost all the other memories except Went to College, Kissed Mystery Sim, First Kiss with Mystery Sim, Best Friends with Mystery Sim, Met Mystery Sim. Uh...genius, maybe you shouldn't have ANSWERED YES TO ERASING MEMORIES?From cases 2 & 3, I conclude that Grown Up Dormies should answer Yes to the Move In dialog to finish populating their memories, although I'd rather keep the memories of their relationship with the person with whom they're Moving In. Or is this a bug in the Move In dialog? {More to come, just doing an intermediate save...} Wrong. You have to answer Yes in order to get the Graduated memory and the Completed memory for the 3 previous years. If you read the paragraph before the one you quoted, you'd see that No does not produce the Graduated memory and the poor Sim is left with 4 wants and 1 lock. It's currently a choice of evils here... and forgetting your entire college experience except graduation is less evil than not remembering graduation! This is the situation I have been attempting to describe periodically for weeks. I now have systematic data to define the problem for syberspunk so he can fix it, either in Grow Up or in Move In. Quote I'm going to go check Janice and Blanca's memories and see if the vestigial Mystery Sim memories were replaced by boyfriend memories. Janice and Blanca retain their memories of "Mystery Sim." I suspect it's because Paula was the only one engaged to the "asker" before the Move In request. I'll keep this hood around a few days in case syberspunk wants more data, then delete it. I've got a couple Sims here more borked than I like! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 February 11, 17:33:16 Thanks for the feedback. Definitely helpful. The problem is most likely not due to the moveinall hack, but rather a "bug" in the grow up townies hack that was merely exposed by the moveinall hack. Ideally, because my hack allows you to ask sims to grow up, the townies should be getting the memories at the time that they are asked to grow up and transition. Obviously, this is not happening.
Moving sims in, when it comes to YAs, effectively forces them to transition AND move-in, so it is bundling those things up together. I will have to dig into the code again, see how memories are created, and make sure that the grow up townies hack properly adds those memories as well. FYI - choosing "yes" (the option that "erases" memories) is actually just accepting the default I'll try to root around and see if I can figure out what is different and hopefully it won't be too hard to fix. :-\ Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 11, 20:44:40 I'll keep this hood around in case you want me to test anything else!
Otherwise, I'll probably just make the Dormie playable and run them through college the normal way. I do suppose that a Sim might not meet The One until after he graduates and actually need to do the Grow Up thing... Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 February 14, 06:49:50 I'll keep this hood around in case you want me to test anything else! Otherwise, I'll probably just make the Dormie playable and run them through college the normal way. I do suppose that a Sim might not meet The One until after he graduates and actually need to do the Grow Up thing... That would be great. I've been working on a fix for this, the past few days, whenever I could spare a moment. So far... the code looks ok. I now have to add the options to have the sim drop out, graduate, graduate cum laude, graduate magna, and graduate summa. Hopefully I will have a working version for testing, sometime this weekend. A couple of questions: 1) When a sim drops out, does s/he get some specific memory about dropping out? I know sims get a memory for being expelled, but that doesn't seem appropriate. 2) Can someone confirm that... playable sims get their graduation and completed year memories only after returning from exams? So... a sim "graduates" before age transitioning... right? Also... I'm thinking about possibly tweaking the acceptance code for the drop out option. Maybe a sim has to be really good friends, and the dormie will be more likely to drop out if they are a Pleasure, Romance, or possibly Family sim? Does that sound good, aspiration wise? What about personality? Should that be a factor, and if so, in what way? I guess slobs might be more likely to drop out? How about sims that are more grouchy, more lazy, more playful... and does it make sense if they are more outgoing or more shy? I'd appreciate suggestions. :) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 14, 09:09:47 1) I believe so. I'll double check my two "real" dropouts, Dudly and Donna, this afternoon.
2) Dang, I'm not sure. I think they get the memories before they move out and age transition (since they can hang out on campus for the equivalent of another semester for parties and such), and logically they must get the memories after leaving the lot for the exam. However, I'm not sure if the exam has to be complete before the memory pops up. Guess I gotta slave drive another Sim through 8 semesters to find out! (Or maybe Sidney or Major has relevant memories.) Pleasure and Romance Sims should definitely be more likely to drop out. Family, eh. I'd think they'd want to stick around in hopes of meeting a graduate who'd get a better job and be better able to support the family. Maybe any Sim with low aspiration would be likely to drop out. Same for personality. Lazy and Grounchy should want to drop out. Again, Playful, I'm not too sure -- maybe if they're having enough fun (high aspiration), they'd want to stick around. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: V on 2007 February 14, 09:36:03 Pleasure and Romance Sims should definitely be more likely to drop out. Family, eh. I'd think they'd want to stick around in hopes of meeting a graduate who'd get a better job and be better able to support the family. Maybe any Sim with low aspiration would be likely to drop out. I agree about Pleasure and Romance Sim, but I think that a Family sim would be more likely to want to drop out if they become engaged. Male or female most of my Family sims seem happier when they stay home with the kids and do not rely on nannies. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 14, 18:29:48 Ok, this is the data I can glean from the memories of my 4 playables...
1) Yes. Donna and Dudley both have almost identical memories of their college moments. Went to College, Met Dormies, Dropped Out, Grew Up Well, Moved Out. Donna has a second but invisible Went to College memory between Met Dormies and Dropped Out. Dudley has a Moved In memory after the Moved Out memory, because he was the first to move into the lot in the 'hood. Then both of them have Get Job, yadda, yadda... the normal detrius of Sim life. 2) I think so. Sidney had a party but Major didn't. Major was the last playable on the lot when he went back to the hood via phone call/taxi. Sidney's memories: Completed Junior Year, Met Dormies, Earned 5K, Probation (happened 1st sem senior year), Graduated, Diploma, Grew Up Well, Moved Out, Had a Great Party, Moved In. I assume everything from Grew Up Well to Had a Great Party all "sprouted" when Sidney jumped into the taxi in cap and gown, but I'd have to play through it again to double check. Major's memories: Completed Junior Year, Made Deans List, Made Dean's List, Met Dormies, Graduated with Honors/Summa, Diploma, Grew Up Well, Moved Out, Graduated with Honors/Cum Laude, Moved In. I'm not sure why he's got the second Graduated memory; he had a 4.0 average the whole 8 semesters. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 February 15, 08:56:27 I searched through the code and I found the Drop Out memory... so I've added that.
Sidney's memories: Completed Junior Year, Met Dormies, Earned 5K, Probation (happened 1st sem senior year), Graduated, Diploma, Grew Up Well, Moved Out, Had a Great Party, Moved In. I assume everything from Grew Up Well to Had a Great Party all "sprouted" when Sidney jumped into the taxi in cap and gown, but I'd have to play through it again to double check. Major's memories: Completed Junior Year, Made Deans List, Made Dean's List, Met Dormies, Graduated with Honors/Summa, Diploma, Grew Up Well, Moved Out, Graduated with Honors/Cum Laude, Moved In. I'm not sure why he's got the second Graduated memory; he had a 4.0 average the whole 8 semesters. For Major, he has two memories of Graduating with honors? One with Summa, and the other just Cum Laude? I think I read about some bugginess regarding this. I had an experimental fix for it somewhere on this forum... I dunno if I put it in the Peasantry maybe? Anyways... I think I'm almost ready to release a version for testing. I almost had one last night, but I ran into a few bugs while testing it myself. I forgot to clean up a few things... but maybe by tonight I'll post it. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 15, 13:21:42 Yep, Major has 2 memories. Kind of threw me too when I first saw it. Later, I'll check another 'hood and look at another Sim who graduated Summa and see if they've got 2 memories.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 February 15, 20:49:43 Incidentally, here is the experimental fix (http://www.moreawesomethanyou.com/smf/index.php/topic,5544.msg158989.html#msg158989) for the multiple graduation memories.
And the test version is almost ready. I managed to get the options showing up, and they mostly work. I have the memories being added properly now... but the life stage bar doesn't display properly just yet... I think I have a clue of what I may have to change to fix this. But I'm not absolutely sure. Right now, I'm kinda just workin on a hunch that it's the semester flag info stuff. If anyone knows for sure what it is that might determine how the life stage displays being graduated or dropped out, I'd appreciate a hint. :D Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 16, 00:21:26 I just looked at some other Uni grads, and they mostly have the second memory. Doesn't seem to do any harm, since they still have the star on their YA life stage, so I think I'll just leave it alone.
One thing I did notice, even the exDormies that the game considers to be graduates still have 1 in their semester field, where playable graduates have 8. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: syberspunk on 2007 February 16, 07:14:44 One thing I did notice, even the exDormies that the game considers to be graduates still have 1 in their semester field, where playable graduates have 8. These exDormies, are these ones that you moved in yourself? Or are they ones that you "Growed Up" with this hack? If you're interested in the somewhat "technical" stuffeths: For playable sims, the memories and setting of semester flags occurs via the Interaction - At Class BHAV (which also handles going to Final Exams). When a sim returns from an exam, the game sets the memories (Dean's List, Completed Year or Graduated), satisfies the appropriate wants, and also sets the semseter info. In my code, I was just having the sim run through the Age Transition interaction. This only happens to graduate YAs after their last hours on campus expire or you have them move back home/into the sim bin. Thus, I totally skipped the memories part. At first, I thought the memories would be handled when you move a dormie YA into your household. As you proved, this is true, but only if the regular I believe Pescado suggested, the reason why Anyhew, now I just have to figure how the game sets the life stage status on the UI. Hopefully, if my hunch is right, it shouldn't be too hard to do. :) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/20 Post by: miros on 2007 February 16, 12:45:29 One thing I did notice, even the exDormies that the game considers to be graduates still have 1 in their semester field, where playable graduates have 8. These exDormies, are these ones that you moved in yourself? Or are they ones that you "Growed Up" with this hack? The Growed Up ones are definitely still at semester 1, even the ones where I said No and they got all the Completed Year and Graduated memories. Somewhere in another hood, I've got at least one or two exDormies that were just Moved In without being Grown Up. Let me see if I can find them and check their memories... Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated *AGAIN* 9/21/2006) Post by: miros on 2007 February 16, 13:34:02 More info on the "still 1st semester inspite of being a graduate."
I found Martha Matthews, ex mascot, in an old, unused 'hood. She was moved in even before I got the Move In hack. She's got all the "autogenerated" memories up to Graduating, but her semester thingie still says semester 1. I also remember her not having the extra wants and locks, because I had to fix her with TwoJeffs' fixer (there's a thread here somewhere entitled Martha is Borked). Lot Debugger wouldn't touch her. Sorry for double post! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: syberspunk on 2007 February 16, 18:42:43 Ok, I've updated the hack. I have not altered the acceptance code. I may or may not decide to do that later. I've tested this in my game, and so far, it appears to work properly. Look at the new pics to see what options you get and the memories that are generated.
I also forgot to mention that, as with regular YAs, since they normally get a chance to change aspiration after their sophomore year, I also kept that feature in for Dormies that you ask to graduate. I hope that isn't too annoying for people. v1.090- Added options to Drop Out, Graduate.../Without Honors, Cum Laude, Magna Cum Laude, and Summa Cum Laude Added proper memories for Dormies/YAs transitioning to Adults to complete years, graduate, or graduate with honors. - Sims who drop out will only get a memory of dropping out - Sims who graduate cum laude or higher should get a memory of getting on the dean's list - Wants for getting on the dean's list, completing years, graduating or dropping out should be satisfied - UI Life Stage for YAs should display properly now: Circle with / for Drop Outs, nothing for normal graduates, and stars for honors Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 February 17, 00:19:29 Downloading. Will test tomorrow!
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 February 20, 08:13:44 Ok, interm progress report.
1) Sidney Scrapingby asked two Dormies to Grow Up (one plain graduate, one Cum Laude), Major CumLawde asked one to grow up Summa Cum Laude. Their wants and memories seem to be normal (or like those in played graduates). 2) I decided to age up the 3 borked Grow Up victims to get rid of them with mixed success. Donna was able to ask Marshall (Grown Up by Donna Dropout, but not moved in) to Grow Up then Say Goodbye Forever. Major was able to ask Paula (Grown Up by Major as a YA and moved in) the same way. Neither Dudley nor Donna was able to ask Deloris (Grown Up by Dudly Dropout, moved in) to Grow Up. Sidney was not able to ask Janice (Grown Up apparently normal graduate) to Grow Up; Major was not able to ask Blanca (Grown Up apparently normal graduate) to Grow Up. I haven't tried any other Adult->Adult requests, nor any YA->YA requests. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: syberspunk on 2007 February 20, 10:23:22 Ok, interm progress report. 1) Sidney Scrapingby asked two Dormies to Grow Up (one plain graduate, one Cum Laude), Major CumLawde asked one to grow up Summa Cum Laude. Their wants and memories seem to be normal (or like those in played graduates). That's good to know so far. See if you can grow them up correctly as well, after making them graduates, without any problems. 2) I decided to age up the 3 borked Grow Up victims to get rid of them with mixed success. Donna was able to ask Marshall (Grown Up by Donna Dropout, but not moved in) to Grow Up then Say Goodbye Forever. Major was able to ask Paula (Grown Up by Major as a YA and moved in) the same way. Neither Dudley nor Donna was able to ask Deloris (Grown Up by Dudly Dropout, moved in) to Grow Up. Sidney was not able to ask Janice (Grown Up apparently normal graduate) to Grow Up; Major was not able to ask Blanca (Grown Up apparently normal graduate) to Grow Up. For the problematic ones, where you couldn't ask, is it because: a. the option is not available or b. the option shows up, but nothing happens. If so, then: 1) Does the interaction just drop out of queue? 2) Or does it not happen at all. You click on it, but nothing happens? 3) Or does it start to happen, and the sims "dock" with each other (that is... they make the motion to stand in front of each other, and the asking sim animates as if they are asking, and the sim being asked animates as receiving the question), but the interaction fails and the sim being asked shakes his head in disapproval? If the problem is, that the options are not showing up... make sure you are using the proper controller, whatever flavor you were using: noage, notype, or norel. The default one has all those restrictions, which is the one I personally use, but for testing purposes, I artificially alter relationship scores via debug mode or InSim. If the controller you are using has a relationship dependency, I think sims have to know and at least be friends with the person in question. If you do have the correct controller (whatever type you were using) and it isn't giving you the proper options it should, let me know which one it is. I might have packaged them incorrectly. If the problem is... that the option shows up, but nothing happens, or something happens but it breaks/stops midway, I will have to take a deeper look into things. Since I added those things as separate options, I had to plug in several more BHAVs, and I may have not hooked things up correctly for all possible scenarios. In my own limited testing, I just used a playable college graduate to ask 5 sims to drop out and graduate in all 4 states. In that simple test, the drop out received the proper memories, life stage bar status on the UI, and did not gain any extra wants/fears (I didn't think to check want locks). I'm pretty sure the 4 graduates received the proper memories (honors and dean's list for the 3 of them only), life stage bar status (star for only the honors students), and they all had 6 want slots. I didn't even check if I could grow them up after making them drop out/graduated adults. If I find time tonight, I'll poke around and do a bit more testing. Once again, thanks for the invaluable feedback! :) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 February 20, 21:16:16 Option is not available.
Quote If the problem is, that the options are not showing up... make sure you are using the proper controller, whatever flavor you were using: noage, notype, or norel. The default one has all those restrictions, which is the one I personally use, but for testing purposes, I artificially alter relationship scores via debug mode or InSim. If the controller you are using has a relationship dependency, I think sims have to know and at least be friends with the person in question. I'm using the default controller. In the 3 cases where the option did not come up, both Sims were adults and married, with relationships between 90 and 100. In the two cases where it did appear (and I used it): Major and Paula were engaged, but not married when he asked her to die of old age. I think Donna and Marshall were engaged too. One quibble about the RTFM in the first post... what's the no-type-check version supposed to do? Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: syberspunk on 2007 February 21, 06:29:32 Option is not available. <snip> I'm using the default controller. In the 3 cases where the option did not come up, both Sims were adults and married, with relationships between 90 and 100. Ok... whew. Then the controller is working as expected. The default controller does not let you use the option on playable sims. Since you married them, you effectively made those sims playable i.e. they are no longer "townies" as far as the game is concerned. Originally, the hack started off as just a way to age up townies without necessarily making them playable. I was kind of frustrated with the fact that townies were immortal, and that kids and dormies could outgrow their friends. Then other people wanted to be able to use this on anyone, including other playables. I had originally thought about figuring out how to use attributes and what not to make them adjustable settings (like ACR and what not), but I was too lazy to dig deep into the code, so to speak, and work it out. :P So instead, I made several "flavors" of controllers with different restrictions being lifted in what I hoped was a logical, progressive manner. In the two cases where it did appear (and I used it): Major and Paula were engaged, but not married when he asked her to die of old age. I think Donna and Marshall were engaged too. This would be expected behaviour, assuming that the engaged sims have not been moved in yet. Since you can be engaged and still a townie, that's why the options still showed up. One quibble about the RTFM in the first post... what's the no-type-check version supposed to do? I was lazy. Surprise, surprise. :D In the first post, I linked to a later post, where I explained the details for each controller here (http://www.moreawesomethanyou.com/smf/index.php/topic,4842.msg157125.html#msg157125). ETA: That post is actually old now... I forgot that I rearranged the order again, later as explained here (http://www.moreawesomethanyou.com/smf/index.php/topic,4842.msg163417.html#msg163417). Ste PS. I lied, as I didn't have time to do any testing yesterday. Maybe... tonight. Or not... :P PPS. If anyone wants to do any further language translations of the new options, please post here. :) The new options are: Ask to Drop Out Ask to Graduate/... Without Honors Ask to Graduate/... Cum Laude Ask to Graduate/... Magna Cum Laude Ask to Graduate/... Summa Cum Luade I would also need: Be Asked to Drop Out Be Asked to Graduate I think that's it for any new strings. Let me know if I forgot anything. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 February 21, 06:36:14 Ah ha! I'll just have to kill Deloris by other means... she's nasty anyhow and has about 3 enemies, including Donna. I kind of like Janice and Blanca so I won't burninate them!
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: trudy on 2007 March 03, 10:52:43 just wanted to say, ive been using it with seasons. Worked fine with a kid who became a teen. But when i tried with a YA they just jump out of the animation and nothing hapens.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 March 03, 12:43:39 Could you specify who was asking the YA, another YA or an adult? Are you using the latest version of the hack or an older one?
Gah, I was almost ready to buy Seasons, but if GrowUp is broken again... Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: trudy on 2007 March 03, 13:25:27 newest version
adult on home lot and AY at dorm lot, same result.. or lack of. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 March 03, 13:39:29 Do you have an error log? That would prolly give Ste something to work from.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 April 14, 19:03:18 Slight weirdie: My adult Sim proposed to her YA girlfriend during a date on a community lot. I stupidly figured might as well do the whole thing and Grow her Up too... Well, the transition never happened.
No real harm done tho. The next day, she invited the fiancee over and asked her to Grow Up (complete with the submenu for grade point), and it worked fine. The only harmful side effect I can see is that she's got two diplomas in her inventory! Grats on getting your own subforum! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: syberspunk on 2007 April 16, 15:03:29 How odd... that it worked at your home lot and not on the comm lot...
Questions and suggestions that may help debugging: 1) Did the interaction actually pop on your queue? Or does it fall of the queue? If so, does it stay there for some time or does it disappear immediately as soon as it reaches the top (or does it fade away right away and never actually stick on the queue)? 2) Did you have debug mode on (and if so, no error log)? 3) Next time you try this on a comm lot and it fails... temporarily make the townie selectable, and then try the interaction again. Does the interaction stay on your playable sim's queue (and all the other questions from part 1)? Also... what about all those same questions but for the townie that you made selectable (i.e. does the interaction actually stick on the townie's queue or does it fall off)? 4) You said the sim got two diploma's... did everything else seem to work except for the age transition? What type of comm lot were you on? Were you still on a uni comm lot? Or a "regular" comm lot in your base hood, downtown, or shopping district? 5) What controller type are you using? regular/default, noage, notype, or norel? 6) When it finally worked on the regular home lot... did that townie get all the other proper stuff (GPA like you said - did it match the one from the asking sim?, diploma, corresponding memories, etc.)? I suppose you could probably delete one of the diplomas? *shrugs* Anyways, any further info could help. :) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 April 16, 15:23:29 How odd... that it worked at your home lot and not on the comm lot... Questions and suggestions that may help debugging: 1) Did the interaction actually pop on your queue? Or does it fall of the queue? If so, does it stay there for some time or does it disappear immediately as soon as it reaches the top (or does it fade away right away and never actually stick on the queue)? I think Jeanne's queue was empty when I asked. Maybe an autonomous romantic interaction (they'd just got engaged, after all), but nothing more. It was there a short time. I think the animation might have started but don't remember exactly. Quote 2) Did you have debug mode on (and if so, no error log)? Yes, I always have debug mode on. However, my game's been throwing weird errors from the dog's grave and from simply having more Sims than my puter can really handle living on a lot. Will try to find it tho. Quote 3) Next time you try this on a comm lot and it fails... temporarily make the townie selectable, and then try the interaction again. Does the interaction stay on your playable sim's queue (and all the other questions from part 1)? Also... what about all those same questions but for the townie that you made selectable (i.e. does the interaction actually stick on the townie's queue or does it fall off)? Well, my Sims have now founded their own frat house and have their boy and girl-friends move in and become playable, so I doubt I'll be doing this again. Quote 4) You said the sim got two diploma's... did everything else seem to work except for the age transition? What type of comm lot were you on? Were you still on a uni comm lot? Or a "regular" comm lot in your base hood, downtown, or shopping district? The only changes I can really ascribe to the failed Grow Up is the extra diploma and one lock (she now has 3, didn't notice it before). Other than that, I can't tell what came from the failed attempt and what came from the real attempt. Since the inviting Sim was an adult, the Uni comm lots are off limits, and I don't have many Uni comm lots anyhow, since this is a custom Uni hood. Quote 5) What controller type are you using? regular/default, noage, notype, or norel? Regular. Quote 6) When it finally worked on the regular home lot... did that townie get all the other proper stuff (GPA like you said - did it match the one from the asking sim?, diploma, corresponding memories, etc.)? Everything seems to be fine except the extra diploma and lock. Her GPA is the one I picked, she's got 6 want slots (but 3 locks), two diplomas, one set of memories, etc. Quote I suppose you could probably delete one of the diplomas? *shrugs* Anyways, any further info could help. :) Or she could hang one on the wall and move... I'm still debating the future of this family! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: friendlyquark on 2007 April 19, 00:30:39 I have the visitor control hack and the no gypsy et al hacks, but they are suddenly not working after I loaded the grow up hack. Is that a function of needing to mod this to the Adjust... interaction? Or is it an alphebetical problem? Should I alter first, or play with folders first, is what I am asking.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: miros on 2007 April 19, 03:43:54 The Visitor Controller has nothing to do with this hack. Use the Hack Conflict Detector from Paladin's Place (http://www.simwardrobe.com) to see if something else is conflicting with it. If the "No Gypsy et al" hack is different from the Visitor Controller, that's your conflict right there.
Ste, I have your info... 1) YA Michelle asking Dormies to grow up: Randolph (179), in the dorm, asked to Grow Up->Summa Cum Laude. Aspiration dialog appeared, clicked no, successful transition. Joey (209), date on university community lot, asked to Grow Up->Summa Cum Laude. Aspiration dialog appeared, clicked no, date automatically ended, successful transition. Earl (197), date on normal community lot, asked to Grow Up->Summa Cum Laude. Aspiration dialog appeared, clicked no, date automatically ended, successful transition. 2) Adult Dudley Dropout asking Dormies to grow up: Marcia (178), at Dudley's house, asked to Grow Up->Summa Cum Laude. Aspiration dialog appeared, clicked no, successful transition. At that point, poor Marshall's ghost managed to scare both Dudley and Donna to death... 3) Adult Sydney Scrapingby asking Downies to grow up: Byron (181), date on normal commnity lot, asked to Grow Up->Summa Cum Laude. Aspiration dialog appeared, clicked no, date continued, no transition. Looking at Byron in SimPE, he seems to be at some intermediate state. His age is adult in the SDSC, he has 8 wants, his character file has 3 Property Sets for Teen, YA, and Adult, but he still uses his YA portrait (in SimPE) and appearance (in the game). What files or screenshots would you like to see? ETA: To remove double post (syberspunk) Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: friendlyquark on 2007 April 21, 15:49:13 I used Paladin's program, no conflicts, yet here comes the damn gypsy again. I have settled for using in the InSIm to "delete" her when she comes on lot.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: syberspunk on 2007 April 22, 05:00:52 Which version of the Visitor Controller are you using? The latest version was re-written for Seasons and I believe it no longer bans any sims by default.
Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: purple on 2007 April 24, 18:21:27 I think there is something wrong with the growuptowniescontroller-norelchecks file.
I am tried to use the growuptowniescontroller-norelchecks . When I had Angela a YA ask an other YA dormie to graduate and it won't even queue but when I made them best friends then it queued and the YA graduated and grew up. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: friendlyquark on 2007 April 25, 20:20:47 I downloaded the latest one before I started complaining. LOL I always assume that the MATY crowd is way ahead of me. I am going to take out all my hacks and start testing again. BRB
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 2/16/2007) Post by: syberspunk on 2007 April 25, 23:59:43 Ok, I've updated. Hopefully I've fixed all the controller bugs this time around. Heh. Thanks for pointing it out. Please redownload and let me know if you're still having any problems.
@miros: In the majority of these cases, did you get the results you wanted? With regards to the date ending... that seems to kind of be wiggy. I am not quite sure just how to prevent this. I don't know what exactly it about the code that would force a date to end. But it seems to be that, if a transition succeeds, it will force the end of any dates. Since I am uncertain how to fix this... what I could do is add a check to see if either sim is on a date and then prevent the option from even showing up if that is the case. So basically, you wouldn't ever get the option if either sim is on a date. It may not be an ideal solution, but perhaps it would prevent bugginess, since who knows if the date might be contributing to the failure of age transitions? Unless you would rather have the option available even tho it seems to be forcing dates to end? Personally, I would rather have the option turned off so it doesn't do unexpected things. Let me know how you feel, I will think about it. For now I will leave it in, but I am probably leaning towards disabling the option when sims are on dates. At least until I ever find time or feel like digging through code and can figure out how to safely enable the option and have it not forcibly end dates. One thing that you could check is... if your playable sim is on a date, and they happen to go through an age transition automatically on their own, does this also force the end of a date? If that is the case, then it would seem that it is just default In the single unsuccessful case, it looks like something wobbled and instead of the transition occurring and the date ending, the interaction kinda broke halfway through. Now... is this because the sims were on a date, and the date broke the transition? Or... is it that transitions normally break dates... but since the transition failed (for whatever mysterious reason), the date continued as if nothing happened? I am not sure... I looked at the code... and I made a change that I am guessing might fix the transition failures... but I am not sure. It definitely requires more testing. I suspect that... maybe on comm lots... age controllers don't exist (yet... they probably have to be spawned at some point). So I added a line to create an age controller if it does not find one. But since I am not sure, I'm sorta just taking a stab and hoping for the best. Let me know if anything weird(er) happens. I can easily go back and just remove that one line, if necessary. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: miros on 2007 April 26, 01:19:50 Personally, I don't care if the option shows up during dates or not; I just want it to work correctly if it is there! If you do disallow it, only the "askee" being on a date should prevent the option from showing up.
I'd have to do some pretty contrived stuff to engineer a "natural" age transition on a date, but I'll see if I can manage that. Meanwhile, here's poor Byron's file... It kind of looks like his part of the transition was complete; it's just the part that involves the neighborhood files that didn't "take." Dang, could this be related to the other problems with cross-sub-hood moves? Although the Townie family is the same as the Dormie family, he might still be marked somehow as living in a dorm still... Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: syberspunk on 2007 April 26, 03:51:03 Personally, I don't care if the option shows up during dates or not; I just want it to work correctly if it is there! If you do disallow it, only the "askee" being on a date should prevent the option from showing up. Yeah, that's my feeling as well. I'd rather not have the option if it's kinda broken. I'll be conservative first and disable it only if the "askee" is on a date. But I think I'd still have to check if anything would happen if the "asker" is on a date too, just in case. I'd have to do some pretty contrived stuff to engineer a "natural" age transition on a date, but I'll see if I can manage that. I imagine you could have a sim who is close to transitioning invite a potential date over. Don't ask them on the date yet, just invite them over. Then... when it is relatively close to the point that your playable is about to transition, ask the invited sim out on a date. Does the mere fact that your playable sim age transitions during a date cause the date to end? Even better, do this in a household with two playable sims. Have either or both close to transitioning. Have them go on a date. Does the age transition end the date? If it does end, in both cases, then... it could sorta be surmised that this is just how things are coded (of course, this isn't conclusive evidence). If it doesn't happen, then, I couldn't say for sure, either way, whether it's just a flukey thing or something in the way my hack works? Although, I'm not sure why it would be something specific about my hack, since I basically just took the regular Meanwhile, here's poor Byron's file... It kind of looks like his part of the transition was complete; it's just the part that involves the neighborhood files that didn't "take." Dang, could this be related to the other problems with cross-sub-hood moves? Although the Townie family is the same as the Dormie family, he might still be marked somehow as living in a dorm still... Hrm... I'm not sure... I assume you had debug mode on and no error logs? I know that sims who's age transition gets interrupted in the middle and reset tend to end up in a frankensteinish weird hybrid state. For example, if a child transitions to a teen, but some bug caused them to "jump" out of it, they may have the body of a teen, but will be bent down at the knees so their character model is the height of a child, as well as still having the voice of a child. One way that you might be able to fix this is using the sim modder object to de-age the sim or set them back to a Young Adult, and then age them back up to an adult. Hopefully this would fix the model, portraiture, voice, and all those other properties. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: miros on 2007 April 28, 06:11:40 Had debug on; no error logs, no error dialog either.
As I said in my original post about the problem, the fiancee was able to grow up on the home lot with only 1 side effect: 2 diplomas! Apparently, whatever the hack checks to see if someone can grow up from YA to adult is updated last, so that information was not updated. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: syberspunk on 2007 April 30, 05:28:38 Apparently, whatever the hack checks to see if someone can grow up from YA to adult is updated last, so that information was not updated. I'm not sure what you mean.... what 'information' should be updated? Oh, one other thing... I was wondering if the same problem happens when sims are on a group outing? Will group outings immediately end if a sim who is part of the group is asked to grow up and they transition? Probably... to be on the safe side, I might also prevent the option from showing up if they are on group outings too... Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: purple on 2007 April 30, 15:24:55 Is this mode made to grow up servos?
I asked a servo to grow up and she changed her look from servo to sim and became an elder. She also kept her servo needs. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: syberspunk on 2007 April 30, 20:05:07 Hrm. Interesting... I suppose that could be a
I suppose Servos are supposed to be immortal adults, huh? Can you make the Servo die by aging them up again once they are elder? Anyone have complaints about this, or would prefer to have that option removed? I'm not sure if it's a VBT to age servos and/or have them die, or if they would just be treated like other sims and it's fairly harmless. :-\ Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: jsalemi on 2007 April 30, 21:35:40 I don't think servos age or die of natural causes -- they can only be killed by limited circumstances (i.e., hit by a satellite).
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: J. M. Pescado on 2007 May 01, 01:47:40 Servos can be killed by any "instant death" methods, but cannot die from purely motive-depletion related methods.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: miros on 2007 May 02, 03:57:12 Apparently, whatever the hack checks to see if someone can grow up from YA to adult is updated last, so that information was not updated. I'm not sure what you mean.... what 'information' should be updated? The bit about "that information was not updated" was refering to the failed transition. Although part of the information is set to the "adult" parameters, whatever the hack checks to see if the Sim is a YA is not updated before the transition fails. This is actually a Good Thing, since the Sim can be asked to Grow Up at a later time (and different place). Oh, one other thing... I was wondering if the same problem happens when sims are on a group outing? Will group outings immediately end if a sim who is part of the group is asked to grow up and they transition? Probably... to be on the safe side, I might also prevent the option from showing up if they are on group outings too... I'm in the middle of updating my game for Seasons, so it will be awhile before I can test natural age transitions during a home date or Grow Up during a group outing. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: syberspunk on 2007 May 02, 04:32:54 The bit about "that information was not updated" was refering to the failed transition. Although part of the information is set to the "adult" parameters, whatever the hack checks to see if the Sim is a YA is not updated before the transition fails. This is actually a Good Thing, since the Sim can be asked to Grow Up at a later time (and different place). Ahhh... I see what you mean now. I had to read that a couple of times... slowly... hehe, before my brain could process it properly. You're saying that there is some data, which identifies the sim as a YA or not, that is not changed, even though other data is changed. Probably the persondata which I think is pretty much a bit that is "turned on" for YAs and "turned off" for full fledged adults. But you're right, at least it's sorta fixable later. I'ved added checks for being on dates/groups. I think it might work. I'll probably post it a little later this week, as I have a few other updates I've been meaning to get around to. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: Zazazu on 2007 May 02, 18:29:23 Is this mode made to grow up servos? Did you try aging her back to an adult and seeing what happened? I'm thinking of that movie with Robin Williams....uh..."Bicentennial Man". Now I'll have to try this mod. Before I didn't see much difference between this and the agesims cheat already in-game.I asked a servo to grow up and she changed her look from servo to sim and became an elder. She also kept her servo needs. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 4/25/2007) Post by: purple on 2007 May 03, 01:19:02 Can you make the Servo die by aging them up again once they are elder? I made to servo "Say Goodbye Forever" and every thing happened normal like when a sim dies of old age. Even the insurance policy. Is this mode made to grow up servos? Did you try aging her back to an adult and seeing what happened? I'm thinking of that movie with Robin Williams....uh..."Bicentennial Man". Now I'll have to try this mod. Before I didn't see much difference between this and the agesims cheat already in-game.I asked a servo to grow up and she changed her look from servo to sim and became an elder. She also kept her servo needs. I used the age sim cheat to age her back to adult and she stayed a sim and her servo needs stayed. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/2/2007) Post by: syberspunk on 2007 May 03, 03:42:21 Updated the controller now to disable the option when either sim is on a date or group outing. However... I left the option in for Servos in case anyone still wanted the ability to age Servos up (and make them die by old age I guess). :D
Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/2/2007) Post by: friendlyquark on 2007 May 07, 16:23:00 About the Adjust Vistor problem I was having.... please ignore my idiocy, I hadn't realized (due to inability to fricken read English!) that it was no longer a pie menu option on the visitor, but a control object on the playable sim. DOH! Which is why it wouldn't do what I thought it should. So sorry. :P
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/13/2007) Post by: syberspunk on 2007 May 13, 06:06:15 Another minor update:
v1.100- Added option to choose major for YAs asked to graduate Fixed minor bugs I am unsure if the major will have similar reset problems since the sim will still be a townie. Previously, I just had the code always randomly assign a major. A major has to be assigned for the code to work properly. I also fixed a few minor bugs that I didn't catch previously. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/13/2007) Post by: Riez Forester on 2007 May 15, 17:51:35 Just wondering. If we want to change the pie menu (I prefer to hide them under Propose.../), do we need to change the strings in the growuptowniescontroller.package or growuptowniesinteraction.package or both?
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/13/2007) Post by: syberspunk on 2007 May 16, 05:57:56 Just wondering. If we want to change the pie menu (I prefer to hide them under Propose.../), do we need to change the strings in the growuptowniescontroller.package or growuptowniesinteraction.package or both? Change them in the controller. The controller is the file that adds the options to the Sim Pie Menu. The interaction is the actual interactions and contains the strings for the icons that show up on the sim's queue. I have another update tho, which I will probably release sometime this week anyways. This will add options to drop out and be expelled at different years (before the end of freshman year, after freshman year, after sophomore year, and after junior year). Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/13/2007) Post by: Riez Forester on 2007 May 16, 06:12:09 I guess I'll wait for the update then :).
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/17/2007) Post by: syberspunk on 2007 May 17, 04:28:43 Ok, as per Pescado's suggestion, I've added the following:
v1.110- Added options to Drop Out and Be Expelled at different levels (before completing Freshman Year, after Freshman Year, after Sophomore Year, and after Junior Year) Even though it was suggested in the moveinall hacks thread, which I also eventually plan to update and add those options, I figured I would try out first with this. So far, it all seems to work. Also, I didn't mention it in the first post, which I'm too lazy to go back and re-edit right now, but I changed the options so that it should now only show up if the sim you click on has been greeted. Now that I think of it, I'm not sure if this will cause issues of the option not showing up for those people who are using the notype or norel checks. So... if you're using those, please report back and let me know if you have any problems with the option not showing up. Ste PS. I also compressed most of the resources in the package, so the file size should be smaller now. ETA: I reupdated it again, just to fix some of the pie menu strings. The options are now Drop Out (or Be Expelled) Freshman Year, Sophomore Year, Junior Year, and Senior Year. The year you pick is the year they drop out/get expelled, meaning that is the year they don't finish. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) Post by: Ancient Sim on 2007 June 07, 21:48:00 This just isn't working for me. Although the options are there when I click on the dormies (which is all I've tried it on so far), nothing happens when I ask for them to declare their majors. The controlled sim gets no icon or anything, which I would imagine they are supposed to. I'm using the version that has no restrictions (the third one) and I've tried it with both aquaintances and best friends. I tried it in a sub-folder first, then I put it in the root Downloads folder and added a 'z' to the beginning so it presumably loaded last.
I suppose something could be conflicting with it, but no idea what. Any suggestions? Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) Post by: Riez Forester on 2007 June 07, 23:33:41 There are 2 file needs to be installed. One is the growuptowniescontroller.package and another is growuptowniesinteraction.package.
You need to download the 4th file to get the growuptowniesinteraction.package as if i'm not mistaken, 3rd file only contains the controller. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) Post by: Ancient Sim on 2007 June 07, 23:47:24 I have both files installed.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) Post by: syberspunk on 2007 June 08, 00:10:43 Whoops. I thought I disabled those. I believe it was reported awhiles back that YAs majors were being reset as well as their semester grades. I probably disabled the interaction, but I forgot to remove the option from the pie menu...
Perhaps, what I will do is make a separate controller that keeps those interactions enabled and let people play test that one. I will redo the controllers and post up new versions: The set of regular controllers with the Declare Major and Go to Class options disabled. A "new" set of experimental controllers that re-enable those interactions. Feel free to play test them, but as of now, since I'm not sure how, when, or why dormies get reset. I will try and run through the updates (they shouldn't take too long) and post them up relatively shortly (sometime tonight). Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) Post by: Ancient Sim on 2007 June 08, 00:14:45 Ancient Sim whacks Ste over the head with a pillow.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/20/2007) Post by: syberspunk on 2007 June 08, 05:30:11 Ack, what's the whacks for? :P
Ok, I'm having some trouble trying to figure out why the asking to declare major interaction doesn't work. It looks like I didn't disable it afterall. The code mostly remains unchanged from when it was last working... I'm not quite sure how or why it's borked. :P For now, I've disabled those register/change major options. Ste ETA: Ok, I had to package the controllers into one large archive. One for the regular controllers (with the YA register major and go to final options disabled). The 2nd has the experimental controllers with those options enabled. I included a README explaining the differences and reminding you to choose only one. THERE CAN ONLY BE ONE! Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 5/2/2007) Post by: Zazazu on 2007 July 05, 21:13:49 Updated the controller now to disable the option when either sim is on a date or group outing. However... I left the option in for Servos in case anyone still wanted the ability to age Servos up (and make them die by old age I guess). :D Heyya, I'm having an issue with this Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: syberspunk on 2007 July 06, 03:18:21 Have you downloaded the latest version?
Does this only happen on servos? I'll take a look at this when I find time, maybe this weekend. Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: notveryawesome on 2007 July 06, 04:46:35 I've had the same problem Zazazu is having (not with servos, with actual townies). I have the 'no relationship' version installed (both files), and when I try to grow up a townie, the action drops out of the queue.
Edit: I just realised I didn't have the latest version of this, so I'll test the new one to see if I'm still having problems. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: Zazazu on 2007 July 06, 05:01:39 I downloaded it last night. I haven't tried with other townies, but will in a moment. I'm having some other issues with aging being frozen and grades not progressing, which I more suspect is from fiddling with the lotsync timer. So...I'll reinstall the timer and try to age a non-servo townie.
Edit: I'm an idiot. I forgot to put the interaction package in. Put it in, everything works well. Lynne's now a PVC-wearing servo-sim, pretty, but in need of a makeover. I'm still having aging and grade issues, but I'll play with hack removal to find what's doing that. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: miros on 2007 July 06, 07:30:20 Just wanted to say... this is still working wonderfully! <worships Ste>
I'd send my Sim, Angelita, over to make you very happy, but you'd prefer her cousin, Angelo... <runs off to create Angelo for Ste> Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: syberspunk on 2007 July 18, 15:53:53 The Get Naked option is actually from a different hack. I believe it is actually Crammyboy's nudist hack (http://www.moreawesomethanyou.com/smf/index.php/topic,1419.0.html).
Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: trudy on 2007 September 14, 11:56:26 seems to be safe with BV or am I missing s.t.?
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: witch on 2007 September 14, 20:48:14 Ah shit. Every thread I load seems to be Trudy-Spammed telling us it's fine in BV. Trudy - hint - don't report if it's working, only if it's not. Now just bloody settle down.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: cocomo on 2007 October 26, 20:40:53 I'm confused. Which files should I download? Thanks.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: V on 2007 October 27, 23:49:23 I understand that it is confusing. You have to download both files, but there are three files available. I would imagine that you should download the main one and the controller file that does not say "testing" somewhere in the file name. I am reasonably sure that if I am astoundingly wrong then someone will pop in to correct me.
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: jenjenln on 2007 October 28, 05:03:19 I agree, I'm a bit confused as well. sorry :-)
I downloaded the two you should get.. and deleted the folders I didn't want and kept notypecheck. I ran the Hack Conflict Detection Utility and it is conflicting with the one that came with the growuptowniesinteraction.package *** POSSIBLE CONFLICT DETECTED *** File Type: BHAV Procedure Name: Function - Next Semester Group ID: 0x7F17E3A4 Instance ID: 0x0000200C Packages Containing This Procedure: \downloads\other hacks\test this out\syberspunk - MATY - grow up townies\growuptowniescontroller.package \downloads\other hacks\test this out\syberspunk - MATY - grow up townies\notype\growuptowniescontroller.package Do I delete the one that's with the growuptowniesinteraction.package and keep the one in the notypecheck folder? Thank you for creating this hack. I was looking at this for about a year before desiding to try it.. I've got a family that has grown very large now and I've had to go to each house and age each one with the sim modder to match the sims in the one house I've been playing, I was hoping this hack would make things a bit easier :-) Thanks again Jen Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: syberspunk on 2007 October 29, 16:41:40 Sorry for the confusion. Because it was much simpler for me to create separate controllers (due to my unawesomeness :P) rather than create one controller with toggleable options, there are separate files for each type of controller.
The RTFM should explain what each version does... if not, I should have links to the individual post, somewhere in this thread, that explains them. The links should be in the very first post of this thread. When I find time, I will edit the RTFM to include the descriptions of each of the controllers, if it already doesn't have them. Basically, the default controller that the main 'bundle' comes with is how I personally want the controller to work. It includes checks for age (sims must be within a range of 2 or so age stages), 'type' (prevents use on playable sims), and relationship (option only available when sim is good friends or better). The various no<option> versions remove those checks, in a progressive manner (but I forget which tho). For your situation, since you want the notype controller, keep that one and delete the default version. I hope this makes sense. :) Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: jenjenln on 2007 October 29, 19:39:30 Yes it does thank you :-)
Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: cassblonde on 2007 November 22, 21:23:20 I wonder if it's just me ... this doesn't seem to work on Vacation townie children(you have to invite them to stay as a house guest for them to come over - then they leave at dark anyway).
I have a teen that is best friends with a vacation child but can't get her to age up, the option just isn't there. Its no big and I love the mod - I was just wondering if I was the only one. If I am I can start pulling other mods and see who is causing the problem. Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: syberspunk on 2007 November 26, 18:53:14 Interesting. This may be due to the fact that vacation sims might have their own group type. I will have to look into this sometime this week, and post an update when I can. Thanks for letting me know. :D
Ste Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: dizzy on 2007 November 27, 20:35:16 If it's famiyId that's tripping you up, you should check this out:
http://www.moreawesomethanyou.com/smf/index.php/topic,9932.0.html Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 6/9/2007) Post by: Emma on 2007 November 30, 12:15:03 I was just coming in to report that this doesn't work on the Vacation kids. I used the agesimscheat as a stop-gap and that worked. Of course, they will still have the 'grow-up' aspiration until I get them into college though.
I can't wait until this is compatible with the BV kids though, it is one mod I can't do without! ;) Title: Re: Testers Wanted: Grow Up Townies *EXPERIMENTAL BETA* (Updated 1/2/2008) Post by: syberspunk on 2008 January 02, 09:00:15 Please test the latest version. I haven't tried it out yet myself (still kinda struggling wiht my compy :(), but I added the new family ids from BV. So, hopefully the option should at least show up for them, and I don't think the interaction itself was restricted, so it should work. Let me know.
Also, please note: I don't remember if I mentioned this somewhere, but I have now consolidated all the different controllers into the growuptowniescontrollers.zip file. This file contains all the different controllers. Inside this file, you will find 4 folders: noage, norel, notype, and reg (which contains the regular controller). Choose only one controlller. The growuptownies.zip file contains the regular controller by default. FYI, you would only need to update if you use the regular/default controller or the noage controller, since the other two controllers don't even check type... so those should still work (I think :-\). Ste Title: Re: Testers Wanted: Grow Up Townies (Updated 2/22/2008) Post by: jsalemi on 2008 February 28, 18:19:58 Looks like this one will be obsoleted by FT, Ste -- according to the manual, FT lets a sim age up up to 3 non-playables whenever he/she ages to teen, adult and elder.
Title: Re: Testers Wanted: Grow Up Townies (Updated 2/22/2008) Post by: sloppyhousewife on 2008 February 28, 21:28:13 Looks like this one will be obsoleted by FT, Ste -- according to the manual, FT lets a sim age up up to 3 non-playables whenever he/she ages to teen, adult and elder. But you don't necessarily want to age townies up with a playable of the same age group... Title: Re: Testers Wanted: Grow Up Townies (Updated 2/22/2008) Post by: jsalemi on 2008 February 28, 21:54:48 True -- but Ste may have some significant reworking to do anyway.... :)
Title: Re: Testers Wanted: Grow Up Townies (Updated 2/22/2008) Post by: V on 2008 February 29, 19:01:48 I like this hack for making boring/obnoxious/fugly townie elders die in my front yard. I don't think FT will let us do that just yet. Has anyone had an elder get the option to let 3 of his best friends die with him?
I, for one, still love this hack. Title: Re: Testers Wanted: Grow Up Townies (Updated 2/22/2008) Post by: cassblonde on 2008 March 01, 17:46:17 I second that - I also don't think the FT age up will let us grad YA Sims with the grade of our choice.
Will there be a FT compatible update? Title: Re: Testers Wanted: Grow Up Townies (Updated 2/22/2008) Post by: saladoor on 2008 March 10, 10:49:49 I prefer this hack to the buggy option in freetime that allows you to grow same age people up - My game always crashes when i try to do this, i also like that fact that you can grow up YA and kill eleders, please update soon! Actually does it need updating, i deleted all my hacks to make way for FT and i'm on the scout to get them back again!
Title: Sims jumping when interacting with visitors Post by: Saylee on 2008 July 25, 19:22:37 I'm having a problem where, if I click on a visiting sim, my playable sim resets. I then get the pie menu, and can choose the interaction with the visitor, which the sim does with no problem. This mostly means that I can't queue social interactions after anything else, and I can't use the "join" option on anything. It also seems to be causing problems with the "Macro>Socialize" interactions. After the initial jump, I can select them from the pie menu, and they enter the queue, but then immediately drop again, and the sim resets a second time.
The problem is only happening with visitors. Sims can interact with other members of their household just fine. When this bug first started, I was able to fix it once, by making the visiting sim selectable and using the Lot Debugger to fix his work state, but I haven't been able to make that fix work since. I'm playing with EPs up to Pets. My hacks are mostly from MATY, plus I have a handful from TJ, and the puppykiller. The problem seems to be confined to one hood plus its subhoods (Strangetown, if that makes any difference); my other hoods are problem-free. Any help would be great. Title: Re: Sims jumping when interacting with visitors Post by: jsalemi on 2008 July 25, 19:38:38 Turn on the testing cheats (if you don't know how, see the FAQ here), and when the sim jumps the game will generate an error log. Post it here for the awesome folks to examine and help pinpoint your problem.
Title: Re: Sims jumping when interacting with visitors Post by: Saylee on 2008 July 26, 11:19:34 Alright, I've got the error log now. I also noticed while getting it that sims can greet visitors without problems, but the problem starts once they're greeted.
[attachment deleted by admin] Title: Re: Sims jumping when interacting with visitors Post by: J. M. Pescado on 2008 July 26, 12:32:07 This issue is Syberspunkese. Merging to there.
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