More Awesome Than You!

TS2: Burnination => The Podium => Topic started by: striker on 2005 September 19, 20:26:33



Title: FFS mods current status
Post by: striker on 2005 September 19, 20:26:33
From browsing the Podium a little bit, I have pulled the following list.  It is as up to date as I can get it.  This is the current status of the FFS hacks based on posts that I have read here in this forum.

*****
Edit: Official nightlife list from Dr.Boris
http://www.moreawesomethanyou.com/smf/index.php?topic=655.0
All mods listed in his list as being unchanged are notated with a *
All mods listed in his list as needing an update are notated with a ^
*****

Works at least on the surface(no bugs apparant)
*abortablebedmaking
*antibabylecture
autosoc
*bdaypartywant
*breakupfix
*callover
*captainhero
Clothing tool
*coffeecuphack
*commlightson
*enemiesaccumulate
*fasterbuyclothes
*frontdoorhack
*interactwogreet
*manual-navigation
*noagediscrimination
*noagingswarm
*noaplusspam
*noassignmentlitter
*nocollegeobsession
*nocorruptdeath
*nogreekmadness
*No hugging
*noinfluenceobsession
Nonpcspam
*noplagerism
*norabbitspin
*norandomcrush
*norandomflirtwants
*noressurectwant
noroutefail
*nosmartmilkdrag
*noturnoffcomputer
*no20khandout
*novanishindorm
*novelprogress
*nowhatsthis
*poolhack
*punchcuphack
*quieterdoorbell
rechargable aspiration rewards
*runtoclass
skillenator
stereohack
*vg-finishgame


Broken(at least partially)
antiprankhack
^authorizedpersonnelonly
autoyak(call friends shows up as groups)
Baby controller(loss of some baby interactions)
bathroomusesyou(unable to rotate when placed)
^carpoolfix
college clock
commskilling(doesn't work with downtownies)
^dailygardner(messes with matchmaker)
easybreakup(no option to breakup)
^firemod
^laterbedtime
lesswhiny(loss of autonomy?)
lotdebugger(unable to rotate when placed)
^ltwvariety
Macrotastics(no college rampage)
nodeanslistspam(still spamming)
nobabyharrassment(prevents interactions with babies)
^nobuskers
^nocrybabies
^noeatcrap(missing table interactions)
^nogizmowants
^noretiredjobspam
^noroadpillows(matchmaker problem)
^nossrespawn
^notelepathy
^thefightclub
notownieregeration(no townies downtown)
payatthebox(messes up NL mail extras)
^Phone Hack(phone errors)
Romance Mod(prevents dates)
^sshack



continuouspaint(discontinued from FFS)
Greekamnesia(discontinued from FFS)
nostrangerdance(discontinued from FFS)


If you have tested mods and you want to post your findings here, I will update this post with your information.  If you think the status of a mod should be changed or corrected, please post here.

Thanks

Edit: alphabetized lists


Title: Re: FFS mods current status
Post by: gynarchy on 2005 September 19, 20:31:17
I think someone mentioned this in the other thread too, but noassignmentlitter causes dormies to pop out of the interaction when they try to do an assignment. Thanks for pulling everything into one list!


Title: Re: FFS mods current status
Post by: nectere on 2005 September 19, 20:34:27
I thought someone said the autoyak is still working but not the phone mod itself...no?


Title: Re: FFS mods current status
Post by: striker on 2005 September 19, 20:42:34
I thought it was both, let me know if i'm wrong and i'll change it.


Title: Re: FFS mods current status
Post by: Karen on 2005 September 19, 20:54:11
I thought it was both, let me know if i'm wrong and i'll change it.

I think what you have listed is accurate.  The autoyak functions themselves are working, but the icon in the queue is mislabeled as Groups...Manage Groups.

Karen


Title: Re: FFS mods current status
Post by: nectere on 2005 September 19, 20:56:08
well, good I am glad you cleared that up, I was thinking about putting that one back in. I suppose I can wait.


Title: Re: FFS mods current status
Post by: Brynne on 2005 September 19, 21:19:56
I think the notownieregeneration and possibly other regeneration hacks are causing problems with downtown lots. I kept getting errors from the lot populator controller (something like that). Here's the link where I posted the problem:

http://www.moreawesomethanyou.com/smf/index.php?topic=618.0 

My lots did not have any other sims on it with until I took those out.
This is from my own experience, so I can't say I'm 100% positive, but it made sense to me.


Title: Re: FFS mods current status
Post by: knitro on 2005 September 19, 21:24:53
So far the final exam fix is working.


Title: Re: FFS mods current status
Post by: nectere on 2005 September 19, 21:28:30
Is that the college clock or something else...or does that belong to 2J?


Title: Re: FFS mods current status
Post by: Andygal on 2005 September 19, 21:35:52
Quote
No cheering(possibly fixed in NL)

The A+ cheer has been toned down significantly in NL, they only cheer the first time they get an A+. If you want to get rid of the cheer entirely you still need the hack.

And I think you can add the "Nogreekmadness" to the list of hacks that are inoperative with NL. I sent a sim to a campus with no greek houses on it last night and she got the want to join a greek house.


Title: Re: FFS mods current status
Post by: JenW on 2005 September 19, 21:46:35
What interactions are missing with the noeatcrap?

Jen


Title: Re: FFS mods current status
Post by: crammyboy on 2005 September 19, 21:56:36
As a rule of thumb, any hack that overrides a social interaction will interfere with nightlife.  They have completely overhauled the social globals, to the extent that a call to a semi-global may not be the same routine as in previous versions.


Title: Re: FFS mods current status
Post by: nothingbutsims on 2005 September 19, 22:59:38
What interactions are missing with the noeatcrap?

Jen

I believe when you try to flirt by eating from your partner's plate and vice-versa feeding your partner from your plate.


Title: Re: FFS mods current status
Post by: striker on 2005 September 19, 23:11:59
Jen, as nothingbutsims says, apparently the person to person interactions while eating are gone.

Added nogreekmadness and notownieregeneration to broken


Title: Re: FFS mods current status
Post by: LK on 2005 September 19, 23:21:15
Nonpcspam works as well, thank goodness. 


Title: Re: FFS mods current status
Post by: gynarchy on 2005 September 19, 23:23:50
I'm not sure if novanishindorms specifically fixes the problem with dormies disappearing into other dormies' rooms and staying there forever or just with visitors, but it's not working with dormies.

As far as I can tell, autosoc, noinfluenceobsession, antiprankhack, and nogizmowants appear to be working without issues.


Title: Re: FFS mods current status
Post by: Kristalrose on 2005 September 19, 23:25:51
Just want to say thank you, thank you, thank you.  :)


Title: Re: FFS mods current status
Post by: cabelle on 2005 September 19, 23:46:46
I used the college clock to get a couple of YA's through their last two years and graduated (high time they got married and added to the gene pool) and didn't experience any problems.


Title: Re: FFS mods current status
Post by: lauraglenn on 2005 September 20, 00:33:45
Hmmm... I still have dailygardner in my game.  I haven't had any problems with the matchmaker after my first run.  She shows up on the lot on day one.  I have had sims socialize with her and say goodbye.   I have not tried asking for a match.  What problems are people noticing?


Title: Re: FFS mods current status
Post by: Karen on 2005 September 20, 00:52:27
Hmmm... I still have dailygardner in my game.  I haven't had any problems with the matchmaker after my first run.  She shows up on the lot on day one.  I have had sims socialize with her and say goodbye.   I have not tried asking for a match.  What problems are people noticing?

The text of the Call Service...Matchmaker dialog comes up blank if dailygardener is installed.  At least that's been my experience.

Karen


Title: Re: FFS mods current status
Post by: lauraglenn on 2005 September 20, 00:57:07
The text of the Call Service...Matchmaker dialog comes up blank if dailygardener is installed.  At least that's been my experience.

Karen

Oh.  Thanks for the info.  I'll miss my daily gardener, but I'm going to take it out until JM updates it.


Title: Re: FFS mods current status
Post by: Motoki on 2005 September 20, 02:10:36
I thought manual navigation disabled some of the vampire modes of transportation like fly here (they turn into a bat!)


Title: Re: FFS mods current status
Post by: striker on 2005 September 20, 02:24:22
I haven't checked manual navigation, can you confirm that it doesn't work in vampire mode?


Title: Re: FFS mods current status
Post by: gynarchy on 2005 September 20, 02:40:28
I take back what I said about the noprankhack. It does stop Sims from pranking each other left and right, but that's because the prank menu is missing with the hack in.


Title: Re: FFS mods current status
Post by: striker on 2005 September 20, 03:00:49
Prank switched to broken


Title: Re: FFS mods current status
Post by: riggs on 2005 September 20, 03:48:39
I've been compiling a list based on what other posters are saying in other forums. Various users claim that the following JM hacks are working with Nightlife:

abortbedmaking.package
coffeecuphack.package
continuouspaint.package
easybreakup.package
fasterbuyclothes.package
manual-navigation.package
nocheeringhack.package
nocollegeobsession.package
nogizmowants.package
noinfluenceobsession.package
norandomcrush.package
norandomflirtwants.package
novelprogress.package
nowhatsthis.package
stereohack.package

That's not to say that the others you mentioned aren't working, too. I've only been tracking against hacks I happen to have installed.

As you can see, someone out there says the easybreakup.package is working properly, but I guess I'll play it safe until I hear more convincing evidence that it's OK.


Title: Re: FFS mods current status
Post by: katemonster on 2005 September 20, 04:27:23
I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)

Does notownieregen cause actual bugs that interfere with gameplay, or does it just eliminate all the freakin' downtownies? If it does, even if it's not supposed to, I WANT IT. I am so sick of all my simchildren bringing home nasty ugly townies from school and then becoming obsessed with them, when I want them to be meeting MY simchildren--and after all this time of being used to having NO FREAKING TOWNIES. Is every xpack going to introduce a new set of freaking townies? WHY? When will it end?!


Title: Re: FFS mods current status
Post by: DrBeast on 2005 September 20, 11:20:39
Does notownieregen cause actual bugs that interfere with gameplay, or does it just eliminate all the freakin' downtownies? If it does, even if it's not supposed to, I WANT IT. I am so sick of all my simchildren bringing home nasty ugly townies from school and then becoming obsessed with them, when I want them to be meeting MY simchildren--and after all this time of being used to having NO FREAKING TOWNIES. Is every xpack going to introduce a new set of freaking townies? WHY? When will it end?!

Never. Or rather, when they run out of expansions and introduce The Sims 3. Among my most treasured hacks, the nowhateverregen. But I did enjoy the process of killing off the existing townies/dormies/ss members, hehe!


Title: Re: FFS mods current status
Post by: striker on 2005 September 20, 12:48:11
Updated to include the Official Doctor Boris list.


Title: Re: FFS mods current status
Post by: nectere on 2005 September 20, 13:45:42
Does the schoolbus dialogue and college clock belong to TwoJeffs? I havent been able to check the site because I keep getting a page not found everytime I try.


Title: Re: FFS mods current status
Post by: striker on 2005 September 20, 14:29:35
I think the schoolbus is 2Jeffs, but the college clock is JMP's.  look in the MATY official hack directory about 18 down.


Title: Re: FFS mods current status
Post by: Piffle on 2005 September 21, 09:16:26
I think the notownieregeneration and possibly other regeneration hacks are causing problems with downtown lots.

In my game, notowniechildren caused all the elders on my lot to lose free will.  I removed the hack, and they were once again fighting over who got to clean the toilets.


Title: Re: FFS mods current status
Post by: jrd on 2005 September 21, 12:02:06
Apparently safe "objects not hacks":
Quote
autosoc
autoyak
clothingtool
encouragificator
ffsdebugger
ghostbuster
macrotastics
moneyorder
skillinator

The others have definite issues.


Title: Re: FFS mods current status
Post by: striker on 2005 September 21, 12:40:53
Updated to include Dr. Boris's update


Title: Re: FFS mods current status
Post by: witch on 2005 September 22, 07:01:32
I take back what I said about the noprankhack. It does stop Sims from pranking each other left and right, but that's because the prank menu is missing with the hack in.

That's no bug, that's a feature! The pranking is just irritating and silly. So this hack gets rid of pranks altogether? YAY!


Title: Re: FFS mods current status
Post by: Motoki on 2005 September 22, 13:37:49
Pranking is actually a lot more dangerous with NL because of the new anger feature. Now whenever someone pranks another sim, unless they are good friends, it will likely end up in a fight and them becoming enemies.


Title: Re: FFS mods current status
Post by: jrd on 2005 September 22, 14:00:28
Funny, I have no such issues. Perhaps a driver issue? Nightlife doesn't like a lot of videocards which were accepted by Uni.


Title: Re: FFS mods current status
Post by: U_Dog_U on 2005 September 22, 14:54:41
I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)


I have noeatcrap and I don't have any of those interactions available.


Title: Re: FFS mods current status
Post by: U_Dog_U on 2005 September 22, 15:54:49
I haven't seen any information on the no shock for outgoing sims hack. (noshockforoutgoing.zip).


Title: Re: FFS mods current status
Post by: katemonster on 2005 September 22, 16:39:34
I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)


I have noeatcrap and I don't have any of those interactions available.

I'm sorry. I thought (really, truly, seriously) that I had put it back in, and I hadn't. This is why I'm the worst beta tester ever. (Not that I was TRYING to test it, but this is why I shouldn't.) I will keep my stupid mouth shut next time.


Title: Re: FFS mods current status
Post by: U_Dog_U on 2005 September 22, 16:57:23
I have noeatcrap and my table interactions show up on the pie menus (steal a bite, throw food, toast, etc). Not to say they actually WORK cause I wasn't testing any hacks when I noticed them & didn't bother at the time to see what they did, but I assume by saying it's broken, you mean the interactions don't show up at all. (And they don't eat crap, either.)


I have noeatcrap and I don't have any of those interactions available.




I'm sorry. I thought (really, truly, seriously) that I had put it back in, and I hadn't. This is why I'm the worst beta tester ever. (Not that I was TRYING to test it, but this is why I shouldn't.) I will keep my stupid mouth shut next time.


Reminds me of a famous quote. As a matter of fact, I think someone around here has it for their signature.  ;D


On another note, Inge has a Nightlife compatable hack that appears to be similar to the lesswhiny hack. It's called No Moaning and is in the Global Hacks.

Edit: I still have the noovereating hack and I'm about to test it. I've taken out noeatcrap so now I'll see if the new interactions are available.


Title: Re: FFS mods current status
Post by: Xav on 2005 September 22, 17:17:30
The commlightson.package seems to be causing some downtown lots to enter a loading loop forever, especially in Build Mode, and having to exit the game through Task Manager.  Another modder's smart-lights mod seemed to cause the same problem.  Apparently Nightlife doesn't like these lights mods, at least for some of us.  I don't know what it is about them. 
I had this occur too, but only once so far, when I installed that package.


Title: Re: FFS mods current status
Post by: striker on 2005 September 22, 18:17:29
The Commlightson was put in because it's that way in Dr. Boris's list.  Shrugs


Title: Re: FFS mods current status
Post by: Xav on 2005 September 22, 19:05:29
Yeah, that's why I put it in. But so far nothing else has happen, so maybe it was just a freak accident of a bug.


Title: Re: FFS mods current status
Post by: dizzy on 2005 September 22, 19:11:49
The commlightson hack makes it so lights are always on when on community lots (it modifies the "Is It Night?" function in the LampGlobals).

My guess (because I've never witnessed it) about this problem is that there is some bugged code in the executable associated with particular types of lighting and certain lamps being on between the calls to Init and Main.


Title: Re: FFS mods current status
Post by: HelloKit on 2005 September 22, 23:37:18
Anyone know the status of plumbing-lessbreaking?


Title: Re: FFS mods current status
Post by: U_Dog_U on 2005 September 26, 19:58:24
The good Doctor has listed a few hacks that have been updated.
--------------------
UPDATED - AVAILABLE:
comm-skilling
dailygardener
noroadpillows
scannergunhack


Title: Re: FFS mods current status
Post by: cwieberdink on 2005 September 27, 12:27:20
What about the age transition fix -- teens keep loves??  Or was that twojeffs?

C


Title: Re: FFS mods current status
Post by: U_Dog_U on 2005 September 27, 12:33:17
I think it was twojeffs. He has a list of his hacks marked with what works and dosn't work in NL.

http://www.variousimmers.net/vsimforum/showthread.php?t=2313&highlight=disappearing


Title: Re: FFS mods current status
Post by: U_Dog_U on 2005 September 28, 21:34:25
Bathroomusesyou and the clothing tool have been updated.


Title: Re: FFS mods current status
Post by: LynnMar on 2005 September 28, 22:21:37
I am still using the old version of nobuskers and I havn't noticed any ill affects,

 besides I have to have it,  if not that darn stupid nanny will play the instruments all day when the baby is asleep and she can't carry a tune in a bucket.     ;D


Title: Re: FFS mods current status
Post by: Oddysey on 2005 September 28, 22:26:32
I am still using the old version of nobuskers and I havn't noticed any ill affects,

Just because you don't notice anything, that doesn't mean that there isn't a code conflict. It may be running over something that will eventually cause weird and seemingly unrelated behavior. Or not. Depends on how and why the code in question was changed. Generally, though, if Boris says the code is different, you should take that hack out and come up with a "creative" way to deal with the nannies.

Heh heh heh.